Update CONTRIBUTING and INSTALL files

Update INSTALL in such a way it contains how to get the source code
correctly cloning the repository (instead of using .zip files)
This commit is contained in:
David Capello 2015-01-06 09:34:40 -03:00
parent a9fa9f5fdc
commit 9f19b0d1dd
2 changed files with 55 additions and 36 deletions

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# Code of Conduct
We have a [code of conduct](CODE_OF_CONDUCT.md) that we all must
read. Be polite to everyone. If you are not in your best day, take a
deep breath and try again. Smile ^_^
# New Issues
Before you submit an issue:
* Search in the current [list of issues](https://github.com/aseprite/aseprite/issues).
* If the issue already exists, you can click the `Subscribe` button to get notifications.
Before you submit an issue about a **compilation problem**, check
the following items:
* See how to get the source code correctly in the [INSTALL](INSTALL.md) guide.
* Check if you are using the latest repository clone.
* Remember that we use submodules, so you need to initialize and update them.
* Remember that might be some [pull requests](https://github.com/aseprite/aseprite/pulls)
being reviewed to fix your same problem.
* If you are compiling on Mac OS X or on Linux, be patient, we don't
compile on those platforms regularly.
# Contributing
You can contribute to Aseprite in several ways. One of the easiest
ways is writting articles, blog posts, recording video tutorials,
One of the easiest ways to contribute is writting articles, blog posts,
recording video tutorials,
[creating pixel art](http://aseprite.deviantart.com/), or showing your love
to Aseprite e.g. naming Aseprite in your website and linking it to
http://www.aseprite.org/, following
@ -9,13 +33,12 @@ http://www.aseprite.org/, following
[giving a donation](http://www.aseprite.org/donate/).
Other ways to contribute require direct contact with us. For example:
* Writting documentation.
* Making art *for* Aseprite (logos, skins, mockups).
* Making art with Aseprite and for Aseprite (logos, skins, mockups).
* Sending patches for features or bug fixes.
* Reviewing issues in the [issue tracker](https://github.com/aseprite/aseprite/issues) and making comments.
The following sections explain some tips about each of these points.
## Documentation
You can start seeing the
@ -30,11 +53,11 @@ screenshots or record a GIF animations to show steps:
using [LICEcap](http://www.cockos.com/licecap/).
* You can upload the PNG/GIF images to [Imgur](http://imgur.com/).
## Issues
## Reviewing Issues
You can review issues, make comments, or create new ones (features,
bug reports, etc.) in our
[issue tracker](https://github.com/aseprite/aseprite/issues). You
bug reports, etc.) in the
[issue tracker](https://github.com/aseprite/aseprite/issues). You
are encouraged to create mockups for any issue you see and attach them.
## Hacking
@ -42,30 +65,12 @@ are encouraged to create mockups for any issue you see and attach them.
The first thing to keep in main if you want to modify the source code:
checkout the **master** branch. It is the branch that we use to
develop new features and fix issues that are planned for the next big
release.
release. See the [INSTALL](INSTALL.md) guide to know how to compile.
To start looking the source code, see how it is organized in
[src/README.md](https://github.com/aseprite/aseprite/tree/master/src/#aseprite-source-code)
file.
## Get the Source Code
If you want to help in Aseprite, first of all you will need a fresh
copy of the Git repository. It is located in GitHub, right here:
https://github.com/aseprite/aseprite
You can clone it locally using the following command (read-only URL):
git clone --recursive https://github.com/aseprite/aseprite.git
On Windows you can use programs like
[msysgit](http://msysgit.github.io/) to clone the repository.
## Compiling
See [INSTALL.md](INSTALL.md) to know how to compile Aseprite.
## Forking & Pull Requests
You can fork the GitHub repository using the Fork button at
@ -98,5 +103,5 @@ you should send an email to the group describing what you want to do,
to avoid programming in something that is already done or which
someone else is working on.
And always remember to look the
[Roadmap](http://www.aseprite.org/roadmap/).
And always remember to take a look at our
[roadmap](http://www.aseprite.org/roadmap/).

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# What platforms are supported?
# Platforms
You should be able to compile Aseprite successfully on the following
platforms:
@ -8,7 +8,21 @@ platforms:
* Linux + gcc with some C++11 support, this port is not compiled
regularly so you can expect some errors in the master branch.
# How can I compile Aseprite?
# Get the source code
At the moment the only way to compile Aseprite is clonning the Git
repository located here:
https://github.com/aseprite/aseprite
You can clone it using the following command (read-only URL):
git clone --recursive https://github.com/aseprite/aseprite.git
On Windows you can use programs like
[msysgit](http://msysgit.github.io/) to clone the repository.
# Compiling
Aseprite uses the latest version of [CMake](http://www.cmake.org/)
(3.0) as its build system. You will not need any extra library
@ -17,7 +31,7 @@ dependencies, even a modified version of the Allegro library is
included in master branch.
The following are the steps to compile Aseprite (in this case we have
the source code in a directory called `aseprite-source`):
the repository clone in a directory called `aseprite-source`):
1. Make a build directory to leave all the files that are result of
the compilation process (`.exe`, `.lib`, `.obj`, `.a`, `.o`, etc).
@ -64,7 +78,7 @@ website (you need to be registered):
https://developer.apple.com/downloads/
Inside the `Packages` folder, there is a MacOSX10.4.Universal.pkg,
Inside the `Packages` folder, there is a `MacOSX10.4.Universal.pkg`,
install it (it will be installed in `/SDKs/MacOSX10.4u.sdk`), and run
cmake with the following parameters:
@ -72,17 +86,17 @@ cmake with the following parameters:
-DCMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.4
-DCMAKE_OSX_SYSROOT:STRING=/SDKs/MacOSX10.4u.sdk
# How to use installed third party libraries?
# Using shared third party libraries
If you don't want to use the embedded code of third party libraries
(i.e. to use your installed versions), you can disable static linking
configuring each `USE_SHARED_` option.
After running `cmake -G`, you edit `build/CMakeCache.txt` file, and
After running `cmake -G`, you can edit `build/CMakeCache.txt` file, and
enable the `USE_SHARED_` flag (set its value to `ON`) of the library
that you want to be linked dynamically.
# How to profile Aseprite?
# Profiling
You must compile with `Profile` configuration. For example on Linux: