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Always turn off hyphenation; it makes .\" way too many mistakes in technical documents. .if n .ad l .nh .SH "NAME" Module::Build::SDL \- Module::Build subclass for building SDL apps/games [not stable yet] .SH "SYNOPSIS" .IX Header "SYNOPSIS" When creating a new \s-1SDL\s0 application/game you can create Build.PL like this: .PP .Vb 1 \& use Module::Build::SDL; \& \& my $builder = Module::Build::SDL\->new( \& module_name => \*(AqGames::Demo\*(Aq, \& dist_version => \*(Aq1.00\*(Aq, \& dist_abstract => \*(AqDemo game based on Module::Build::SDL\*(Aq, \& dist_author => \*(Aqcoder@cpan.org\*(Aq, \& license => \*(Aqperl\*(Aq, \& requires => { \& \*(AqSDL\*(Aq => 0, \& }, \& #+ others Module::Build options \& )\->create_build_script(); .Ve .PP Once you have created a \s-1SDL\s0 application/game via Module::Build::SDL as described above you can use some extra build targets/actions: .IP "\(bu" 4 you can create a \s-1PAR\s0 distribution like: .Sp .Vb 3 \& $ perl ./Build.PL \& $ ./Build \& $ ./Build par .Ve .Sp There are some extra parameters related to 'par' action you can pass to Module::Build::SDL\->\fBnew()\fR: .Sp .Vb 4 \& parinput => \*(Aqbin/scriptname.pl\*(Aq \& paroutput => \*(Aqfilename.par.exe\*(Aq, \& parlibs => [ qw/SDL SDL_main SDL_gfx/ ], #external libraries (.so/.dll) to be included into PAR \& parmods => [ qw/Module::A Module::B/ ], #extra modules to be included into PAR .Ve .IP "\(bu" 4 to run the game from distribution directory you can use: .Sp .Vb 3 \& $ perl ./Build.PL \& $ ./Build \& $ ./Build run .Ve .IP "\(bu" 4 \&\s-1TODO:\s0 maybe some additional actions: parexe, parmsi, deb, rpm .SH "DESCRIPTION" .IX Header "DESCRIPTION" Module::Build::SDL is a subclass of Module::Build created to make easy some tasks specific to \s-1SDL\s0 applications \- e.g. packaging \s-1SDL\s0 application/game into \s-1PAR\s0 archive. .SH "APPLICATION/GAME LAYOUT" .IX Header "APPLICATION/GAME LAYOUT" Module::Build::SDL expects the following layout in project directory: .PP .Vb 9 \& #example: game with the main *.pl script + data files + modules (*.pm) \& Build.PL \& lib/ \& Games/ \& Demo.pm \& bin/ \& game\-script.pl \& data/ \& whatever_data_files_you_need.jpg .Ve .PP the most simple game should look like: .PP .Vb 4 \& #example: simple one\-script apllication/game \& Build.PL \& bin/ \& game\-script.pl .Ve .PP In short \- there are 3 expected subdirectories: .IP "\(bu" 4 \&\fBbin\fR \- one or more perl scripts (*.pl) to start the actual application/game .IP "\(bu" 4 \&\fBlib\fR \- application/game specific modules (*.pm) organized in dir structure in \*(L"usual perl manners\*(R" .IP "\(bu" 4 \&\fBdata\fR \- directory for storing application data (pictures, sounds etc.). This subdirectory is handled as a \*(L"ShareDir\*(R" (see File::ShareDir for more details) .IP "\(bu" 4 As the project is (or could be) composed as a standard perl distribution it also support standard subdirectory \fB't'\fR (with tests). .SH "RULES TO FOLLOW" .IX Header "RULES TO FOLLOW" When creating a \s-1SDL\s0 application/game based on Module::Build::SDL it is recommended to follow these rules: .IP "\(bu" 4 Use the name for your game from \fIGames::*\fR namespace; it will make the later release to \s-1CPAN\s0 much easier. .IP "\(bu" 4 Put all data files into \fBdata\fR subdirectory and access the \fBdata\fR subdir only via File::ShareDir (namely by calling \fBdistdir()\fR function) .IP "\(bu" 4 \&\s-1TODO:\s0 maybe add more