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			* feat(app): add StormLib * feat(app): add OpenArchives * feat(util): update SFile to work with StormLib * feat(app): update SFile * feat(util): update SFile with logging (Windows only) * feat(ui): implemented termination w/o notice * chore(build): update StormLib * chore(util): replace std::string with SStr* functions * fix(stormlib): dwFlags argument for SFileOpenPatchArchive * chore(ui): add Script_* stubs * chore(util): clean up SFile::OpenEx * chore(build): update StormLib --------- Co-authored-by: Phaneron <superp00t@tutanota.com>
		
			
				
	
	
		
			40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # StormLib
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| 
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| This is official repository for the StomLib library, an open-source project that can work with Blizzard MPQ archives.
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| 
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| ## Installation and basic usage
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| ### Linux
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| 1. Download latest release
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| 2. Install StormLib:
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| ```
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| $ cd <path-to-StormLib>
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| $ cmake CMakeLists.txt
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| $ make
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| $ make install
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| ```
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| 3. Include StormLib in your project: `#include <StormLib.h>`
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| 4. Make sure you compile your project with `-lstorm -lz -lbz2`
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| 
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| ### Windows (Visual Studio 2008)
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| 1. Download the latest release of StormLib
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| 2. Open the solution file `StormLib_vs08.sln` in Visual Studio 2008
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| 3. Choose "Build / Batch Build" and select every build of "StormLib"
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| 4. Choose "Rebuild"
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| 5. The result libraries are in `.\bin\Win32` and `.\bin\x64`
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| 
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| ### Windows (Visual Studio 2017 or 2019)
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| 0. Make sure you have SDK 10.0.17134.0 installed
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| 1. Download the latest release of StormLib
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| 2. Open the solution file `StormLib_vs19.sln` in Visual Studio 2017/2019
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| 3. Choose "Build / Batch Build" and select every build of "StormLib"
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| 4. Choose "Rebuild"
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| 5. The result libraries are in `.\bin\Win32` and `.\bin\x64`
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| 
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| ### Windows (Test Project)
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| 1. Include the main StormLib header: `#include <StormLib.h>`
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| 2. Set the correct library directory for StormLibXYZ.lib:
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|    * X: D = Debug, R = Release
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|    * Y: A = ANSI build, U = Unicode build
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|    * Z: S = Using static CRT library, D = Using Dynamic CRT library
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| 3. Rebuild
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