Using Xinf from SVN

While I plan to do quick releases during the 0.0.x series, you might still be interested to use the very latest version of Xinf, either because you want to stay very up-to-date (and are courageous by nature), or you might want to help develop Xinf. With a local SVN checkout, you can edit the Xinf sources and compile directly against them.

Checking out the code

Depending on what you want to be up-to-date, you can either check out the complete current trunk, or just the APIs. Using the complete trunk (including XinfLibs) is somewhat involved and has high demands on your build environment - so i will focus on just using the API here. If you want to help with the libs, please ask for help.

So, move to some directory where you would want the Xinf code to reside, and check out the current copy (of course, you might want to use a graphical SVN client for that):

svn checkout http://xinf.org/svn/trunk/xinf xinf

This will create a local "xinf" directory containing the latest sources.

Compiling against the svn checkout

Now, compiling with those sources is real easy if you're just targetting JavaScript and Flash. Instead of using -lib xinf, just add the directory where you put the sources to the classpath, like -cp /path/to/xinf. Note that the classpath shouldn't include the last "xinf", as that is already the first level of the xinf haXe package. So, if you've checked out the code in a directory called /home/dan/xinf-svn (so that the checkout gets you a /home/dan/develop/xinf-svn/xinf), you use -cp /home/dan/xinf-svn.

If, instead, you'd like to target Xinfinity, you'll also need to add the XinfLibs to your haXe commandline:

haxe -lib cptr -lib opengl -lib openvg -lib xinfinity-support -cp /path/to/your/checkout -neko myapp.n -main MyApp.hx