4coder/README.md

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# 4Coder Community
Welcome to the 4coder community repository.
# Building
## Windows
1. Setup the MSVC toolchain in your environment, this can be done with the `code/custom/bin/setup_cl_x64.bat` script
2. call the `package.bat` script from the code directory
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1. `$ cd 4cc\code`
2. `.\bin\package.bat`
3. You can also use the `build.bat` script if you want just build the binaries, this does not copy the default config, fonts and bindings
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1. `$ cd 4cc\code`
2. `$ .\bin\build.bat`
## Linux
> tested on Ubuntu 22.04:
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1. Get required libraries (apt names):
- `$ sudo apt install build-essential libx11-dev libxfixes-dev libglx-dev mesa-common-dev libasound2-dev libfreetype-dev libfontconfig-dev`
2. Use the `package-linux.sh` script to build and package an application
1. `$ cd 4cc/code`
2. `$ ./bin/package-linux.sh`
3. You can also use the `build-linux.sh` script if you want just build the binaries, this does not copy the default config, fonts and bindings
1. `$ cd 4cc/code`
2. `$ ./bin/build-linux.sh`
A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
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## Mac
> 4coder targets x86_64. If you are using a M1+ ARM CPU you need to prefix the build scripts commands with: `arch -arch x86_64`
1. Use the `package-mac.sh` script from the code directory (this builds a distribution in the `distributions` directory with all the non-binary dependencies)
1. `$ cd 4cc/code`
2. `$ ./bin/package-mac.sh`
2. You can also use the `build-mac.sh` script if you want just build the binaries, (this produces the build artifacts in the `build` directory, this doesn't produce a functional distribution)
1. `$ cd 4cc/code`
2. `$ ./bin/build-mac.sh`
### Older Macs, 10.15.7 Catalina
If you are using an older version of mac, such as 10.15.7 Catalina you need to install the realpath command:
1. `$ sudo port install coreutils`
2. macports names the `realpath` command `grealpath`, so make a symbolic link in order to use build-mac.sh:
`$ sudo ln -s /opt/local/bin/grealpath /opt/local/bin/realpath`
## Build script parameter
The build script accepts a parameter (mutually exclusive):
- `/DDEV_BUILD` or `/DDEV_BUILD_X86` (default value) : build without optimizations.
Produces debug symbols.
Defines: `FRED_INTERNAL`, `FRED_SUPER`, `DO_CRAZY_EXPENSIVE_ASSERTS` (on Windows) macros.
- `/DOPT_BUILD` or `/DOPT_BUILD_X86` (similar to `build_optimized` script): build with optimizations.
Doesn't produce debug symbols.
Defines `FRED_SUPER` macro.
- `/DPACKAGE_SUPER_X64` or `/DPACKAGE_SUPER_X86` (similar to `package` script): package 4coder for distribution.
Turns on optimizations.
Produces debug symbols.
Defines `SHIP_MODE`, `FRED_SUPER`, `DO_CRAZY_EXPENSIVE_ASSERTS` (on Windows) macros.
- `/DPACKAGE_DEMO_X64` or `/DPACKAGE_DEMO_X86`: packages 4coder demo for distribution.
Turns on optimizations.
Produces debug symbols.
Defines `SHIP_MODE`, `DO_CRAZY_EXPENSIVE_ASSERTS` (on Windows) macros.
## API generators
4coder uses several small programs to generate some headers and source files. Those do not run automatically, you must build them and run them when needed (which shouldn't really happen).
- `code\4ed_font_api.cpp` creates, in `code\generated`, `font_api.h`, `font_api.cpp`, `font_api_constructor.cpp` (not used) and `font_api_master_list.h` (not used);
- `code\4ed_graphics_api.cpp` creates, in `code\generated`, `graphics_api.h` and `graphics_api.cpp`, `graphics_api_constructor.cpp` (not used) and `graphics_api_master_list.h` (not used);
- `code\4ed_system_api.cpp` creates, in `code\custom\generated`, `system_api.h`, `system_api.cpp`, `system_api_constructor.cpp`, `system_api_master_list.h`;
- `code\4ed_api_parser_main.cpp` is a little different, as it parses source files passed as parameters to search for functions and type preceded by `api(some_api_name)` and creates 4 files in the `code\custom\generated`. It is used to generate `custom_api.h`, `custom_api.cpp`, `custom_api_constructor.cpp` and `custom_api_master_list.h` by passing `code\4ed_api_implementation.cpp` as a parameter.
You need to compile one of those file and run it from the `code` directory.
There is also `code\4ed_api_check.cpp` to verify the generated file but it's not clear at the moment what to check against.
- `code\4ed_generate_keycodes.cpp` is also a bit appart as it generates `code\custom\generated\4coder_event_codes.h` which are keyboard key codes and some event hook ids.