Editor - Build All And Run
In my project I have a client and several server executables. On linux it is necessary to almost always "rebuild" rather than just build because of the pre-compiled header. In order to improve workflow I have add a "Build All and Run" command. Which Rebuilds all Apps in a Project, and will run the one that starts with "z_" after building all. If no App name starts with "z_" then it just re-selects the project that was selected before Build All was run. In my case the App run by the editor is the "world server" and to make testing easier the world server then spawns all of the other server executables and a client which auto-logs-in. Also when the "world server" is terminated it kills all other servers/clients that are running.
The hotkey is Ctrl+Tilde.
Video of this in action
Example code used by the world server to spawn the executables:
Code:
if(!showCSterminal)
{
// Constructing the command with Esenthel Str
Str8 command = S + "ssh theuser@localhost '";
command += S8 + "nohup /home/theuser/EsenthelEngine/Editor/Projects/_Build_/connection_server/connection_server ";
command += S8 + port + " ";
command += S8 + listener_to_dial_out_to + " ";
command += S8 + ipOfDatabaseServer + " " + primeCSstring;
command += S8 + " > /dev/null 2>&1 &'";
// Convert Esenthel Str to C-string for system call
system(command);
svr.ip = "127.0.0.1";
}
else
{
Str8 command = S + "gnome-terminal -- /bin/bash -c '";
command += S8 + "/home/theuser/EsenthelEngine/Editor/Projects/_Build_/connection_server/connection_server ";
command += S8 + port + " ";
command += S8 + listener_to_dial_out_to + " ";
command += S8 + ipOfDatabaseServer + " " + primeCSstring;
command += S8 + "; exec bash'";
// Convert Esenthel Str to C-string for system call
//system("gnome-terminal");
system(command);
svr.ip = "127.0.0.1";
}
Code used by the world server to kill any running executables:
Code:
// Request graceful shutdown
Str8 termCommands[] = {
"ssh theuser@localhost \"pkill -f 'database_server'\"",
"ssh theuser@localhost \"pkill -f 'area_server'\"",
"ssh theuser@localhost \"pkill -f 'connection_server'\"",
"ssh theuser@localhost \"pkill -f '/home/theuser/EsenthelEngine/Editor/Projects/_Build_/client/client'\"",
"ssh theuser@localhost \"pkill -f 'physics_server'\""
};
for (auto &cmd : termCommands) {
system(cmd);
}
// Wait 5 seconds
Time.wait(5000);
// Forcefully terminate remaining processes
Str8 killCommands[] = {
"ssh theuser@localhost \"pkill -9 -f 'database_server'\"",
"ssh theuser@localhost \"pkill -9 -f 'area_server'\"",
"ssh theuser@localhost \"pkill -9 -f 'connection_server'\"",
"ssh theuser@localhost \"pkill -9 -f '/home/theuser/EsenthelEngine/Editor/Projects/_Build_/client/client'\"",
"ssh theuser@localhost \"pkill -9 -f 'physics_server'\""
};
for (auto &cmd : killCommands) {
system(cmd);
}
To make this work you need to change the "Misc Region" class in the Editor project source to this:
Code:
/******************************************************************************/
class MiscRegion : Region
{
Button hide_proj, vid_opt, move_misc, play;
ComboBox menu, build;
TextWhite online_ts;
Text online;
byte screenshot=0;
VecI2 pos(0, MiscOnTop);
Thread background_thread;
Thread complete_thread;
UID appThatWasSelectedAtStartOfBuild;
Int currentAppIndex;
static Bool BackgroundThreadFunc(Thread &thread)
{
Proj.activateApp(Proj.existing_apps[Misc.currentAppIndex]);
CodeEdit.rebuild(); // this returns immediately even though it is building in a different process (thread)
return false; // false makes thread end, true makes it loop
}
static Bool CompleteThreadFunc(Thread &thread)
{
if(CodeEdit.getComplete())
{
//Gui.msgBox(S+ Misc.currentAppIndex + " complete and exit code", S+ CodeEdit.getComplete() + " " + CodeEdit.getExitCode());
if(Misc.currentAppIndex == (Proj.existing_apps.elms() - 1))
{
bool foundLaunchApp = false;
REPA(Proj.existing_apps)if(Elm *elm=Proj.findElm(Proj.existing_apps[i]))
{
if(Contains(elm.name, "z_") )
{
//Gui.msgBox("name contains z_", "name contains z_");
Proj.activateApp(Proj.existing_apps[i]);
CodeEdit.play ();
foundLaunchApp = true;
break;
}
}
if(!foundLaunchApp)
{
Proj.activateApp(Misc.appThatWasSelectedAtStartOfBuild);
}
//Gui.msgBox("completely done", S+ "completely done total apps " + Proj.existing_apps.elms());
return false;
} else
{
Misc.currentAppIndex++;
CodeEdit.setExitCode(999);
CodeEdit.setComplete(false);
Misc.background_thread.create(BackgroundThreadFunc);
}
}
Time.wait(100);
return true;
}
static void BuildAllAndRun (MiscRegion &mr)
{
Misc.appThatWasSelectedAtStartOfBuild = Proj.curApp();
CodeEdit.setExitCode(999);
CodeEdit.setComplete(false);
Misc.currentAppIndex = 0;
Misc.complete_thread.create(CompleteThreadFunc);
Misc.background_thread.create(BackgroundThreadFunc);
// CodeEdit.play ();
}
static void Play (MiscRegion &mr)
{
/*
Misc.appThatWasSelectedAtStartOfBuild = Proj.curApp();
CodeEdit.setExitCode(999);
CodeEdit.setComplete(false);
Misc.currentAppIndex = 0;
Misc.complete_thread.create(CompleteThreadFunc);
Misc.background_thread.create(BackgroundThreadFunc); */
CodeEdit.play ();
}
static void Debug (MiscRegion &mr) {CodeEdit.debug ();}
static void RunToCursor(MiscRegion &mr) {CodeEdit.runToCursor();}
static void Build (MiscRegion &mr) {CodeEdit.build ();}
static void Rebuild (MiscRegion &mr) {CodeEdit.rebuild ();}
static void Clean (MiscRegion &mr) {CodeEdit.clean ();}
static void CleanAll (MiscRegion &mr) {CodeEdit.cleanAll ();}
static void Stop (MiscRegion &mr) {CodeEdit.stop ();}
static void OpenIDE (MiscRegion &mr) {CodeEdit.openIDE ();}
// #VisualStudio
static void ExportTXT (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_TXT );}
static void ExportCPP (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_CPP );}
/*static void ExportVS2008 (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_VS2008 );}
static void ExportVS2010 (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_VS2010 );}
static void ExportVS2012 (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_VS2012 );}
static void ExportVS2013 (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_VS2013 );}*/
static void ExportVS2015 (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_VS2015 );}
static void ExportVS2017 (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_VS2017 );}
static void ExportVS2019 (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_VS2019 );}
static void ExportVS2022 (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_VS2022 );}
static void ExportAndroid (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_ANDROID);}
static void ExportAndroidData (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_ANDROID, true);}
static void ExportXcode (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_XCODE );}
static void ExportXcodeDataiOS (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_XCODE , true);}
static void ExportLinuxMake (MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_LINUX_MAKE );}
static void ExportLinuxNetBeans(MiscRegion &mr) {CodeEdit.Export(Edit.EXPORT_LINUX_NETBEANS);}
static void ExportData (MiscRegion &mr) {.Publish.exportData();}
static void ExportDataAndroid (MiscRegion &mr) {.Publish.exportData(Edit.EXE_APK);}
static void ExportDataiOS (MiscRegion &mr) {.Publish.exportData(Edit.EXE_IOS);}
static void CodeExplore(MiscRegion &mr) {Proj.codeExplore();}
static void CodeImport (MiscRegion &mr) {Proj.codeImport (true);}
static void CodeExport (MiscRegion &mr) {Proj.codeExport (true);}
static void ConfigDebug (MiscRegion &mr) {CodeEdit.configDebug(true );}
static void ConfigRelease(MiscRegion &mr) {CodeEdit.configDebug(false);}
static void Config32 (MiscRegion &mr) {CodeEdit.config32Bit(true );}
static void Config64 (MiscRegion &mr) {CodeEdit.config32Bit(false);}
//static void ConfigDX11 (MiscRegion &mr) {CodeEdit.configAPI (..);}
static void ConfigEXE (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_EXE );}
static void ConfigDLL (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_DLL );}
static void ConfigLIB (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_LIB );}
static void ConfigUWP (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_UWP );}
static void ConfigAPK (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_APK );}
static void ConfigAAB (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_AAB );}
static void ConfigMAC (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_MAC );}
static void ConfigIOS (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_IOS );}
static void ConfigLinux (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_LINUX);}
static void ConfigWeb (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_WEB );}
static void ConfigNS (MiscRegion &mr) {CodeEdit.configEXE (Edit.EXE_NS );}
static void ProjList (bool all_saved=true, ptr=null) {if(all_saved)StateProjectList.set(StateFadeTime);}
static void ProjList (MiscRegion &mr) {SaveChanges(ProjList);}
static void HideProj (MiscRegion &mr) {Proj.visible(!mr.hide_proj());}
static void ToggleProj (MiscRegion &mr) {mr.hide_proj.push();}
static void ToggleTheater (MiscRegion &mr) {Proj.theater.push();}
static void ToggleRemoved (MiscRegion &mr) {Proj.show_removed.push();}
static void FindProj (MiscRegion &mr) {if(mr.hide_proj())mr.hide_proj.push(); Proj.filter.selectAll().activate();}
static void ModeClose (MiscRegion &mr) {Mode.closeActive(false);}
static void Mode0 (MiscRegion &mr) {if(Tab *tab=Mode.visibleTab(0))tab.push();}
static void Mode1 (MiscRegion &mr) {if(Tab *tab=Mode.visibleTab(1))tab.push();}
static void Mode2 (MiscRegion &mr) {if(Tab *tab=Mode.visibleTab(2))tab.push();}
static void Mode3 (MiscRegion &mr) {if(Tab *tab=Mode.visibleTab(3))tab.push();}
static void Mode4 (MiscRegion &mr) {if(Tab *tab=Mode.visibleTab(4))tab.push();}
static void Mode5 (MiscRegion &mr) {if(Tab *tab=Mode.visibleTab(5))tab.push();}
static void VidOpt (MiscRegion &mr) {.VidOpt.visibleToggleActivate();}
static void VidOptAdv (MiscRegion &mr) {.VidOpt.advanced_show.push();}
static void BuyLicense (ptr ) {Explore("https://esenthel.com/?id=store&cat=0");}
static void Help (MiscRegion &mr) {Explore("https://esenthel.com/forum/");}
static void Fullscreen (MiscRegion &mr) {D.toggle();}
static void Screenshot (MiscRegion &mr) {mr.screenshot=5;}
static void CalcShow (MiscRegion &mr) {Calculator.visibleToggleActivate();}
static void VerifyElms (MiscRegion &mr) {}
static void ProjSettings (MiscRegion &mr) {.ProjSettings.display();}
static void Publish (MiscRegion &mr) {PublishDo();}
static void PublishProjectPackage(MiscRegion &mr) {if(!PublishProjectPackageIO.is())PublishProjectPackageIO.create(ProjectPackageExt, S, SystemPath(SP_DESKTOP), null, PublishProjectPackageAs); PublishProjectPackageIO.save().name(CleanFileName(Proj.name));}
//static void SetLicense (MiscRegion &mr) {LicenseCheck.activate();}
static void AppStore (MiscRegion &mr) {.AppStore.activate();}
static void EraseRemoved (MiscRegion &mr) {.EraseRemoved.activate();}
static void MergeSimMtrl (MiscRegion &mr) {MSM .activate();}
static void DetectSimTex (MiscRegion &mr) {DST .activate();}
static void CreateMtrls (MiscRegion &mr) {.CreateMtrls.activate();}
static void DataSizeStats (MiscRegion &mr) {SizeStats .display(S);}
static void UnusedMaterials (MiscRegion &mr) {SizeStats .displayUnusedMaterials();}
static void ShowTexDownsize (MiscRegion &mr) {TexDownsize .toggle();}
static void SyncCodes (MiscRegion &mr) {Proj.syncCodes();}
static void EditorOptions (MiscRegion &mr) {CodeEdit.visibleOptions (!CodeEdit.visibleOptions ());}
static void CodeOutput (MiscRegion &mr) {CodeEdit.visibleOutput (!CodeEdit.visibleOutput ());}
static void CodeDevLog (MiscRegion &mr) {CodeEdit.visibleAndroidDevLog(!CodeEdit.visibleAndroidDevLog());}
static void Quit (MiscRegion &mr) {App.close();}
static void About (MiscRegion &mr)
{
Str about=S+AppName+(STEAM ? " Steam Edition" : "")+"\nEngine Build: "+ENGINE_BUILD+", Editor Build: "+APP_BUILD+", Network Protocol: "+ClientServerVersion;
about+='\n'; about+=D.apiName();
about+=S+" Shader Model "+D.shaderModelName();
about+=(X64 ? ", 64-bit" : ", 32-bit");
switch(Physics.engine())
{
case PHYS_ENGINE_PHYSX : about+=", PhysX" ; break;
case PHYS_ENGINE_BULLET: about+=", Bullet"; break;
}
about+="\n\n";
Str s=Cpu.name(); if(s.is())s+=", "; s+=S+Cpu.threads()+" HW Threads"; if(s.is())about.line()+=S+"CPU: "+s;
s=D.deviceName(); if(s.is()){if(D.deviceMemory()>0)s+=S+", "+SizeBytes(D.deviceMemory(), '.')+" RAM"; about.line()+=S+"GPU: "+s;}
MemStats m; m.get(); if(m.total_phys>0)about.line()+=S+"RAM: "+SizeBytes(m.total_phys, '.');
s=OSName(); if(s.is())about.line()+=S+"Operating System: "+s;
s=OSUserName(); if(s.is())about.line()+=S+"System User Name: "+s;
#if DESKTOP
s=S+App.desktopW()+'x'+App.desktopH(); if(s.is())about.line()+=S+"Desktop Resolution: "+s;
#endif
s=S+D.resW()+'x'+D.resH(); if(s.is())about.line()+=S+"Application Resolution: "+s;
Dialog &dialog=Gui.getMsgBox("about");
Gui+=dialog.create("System Information", about, ConstCast(Str("OK")));
dialog.buttons[0].func(Hide, SCAST(GuiObj, dialog));
dialog.activate();
}
static void Move(MiscRegion &mr) {mr.setPos(VecI2(Ms.pos().x>0, Ms.pos().y>0));}
void setPos(C VecI2 &pos)
{
if(T.pos!=pos)
{
T.pos=pos;
ScreenChanged();
}
}
void create()
{
Node<MenuElm> menu_menu;
{
menu_menu.New().create("Help" , Help , T).display(MLTC(null, PL, u"Pomoc" , DE, u"Hilfe" , RU, u"Помощь" , PO, u"Ajuda" )); //.desc(MLT("Show Engine help documentation", PL,"Wyświetl pomoc Engine", DE,"Zeige Engine Hilfe Dokumentation", RU,"Показать документацию Engine", PO,"Mostrar a documentação de ajuda do Engine"));
menu_menu.New().create("About" , About , T);
menu_menu.New().create("Video Options" , VidOpt , T).kbsc(KbSc(KB_F12 )).display(MLTC(null, PL, u"Opcje Grafiki", DE, u"Grafik Optionen", RU, u"Настройки видео", PO, u"Opções de Video" )).desc(MLT("Change video options", PL,"Zmień opcje grafiki", DE,"Ändert die Grafik Optionen", RU,"Изменить видео настройки", PO,"Mudar as opções de video")).flag(MENU_HIDDEN);
menu_menu.New().create("Fullscreen" , Fullscreen, T).kbsc(KbSc(KB_F11 )).display(MLTC(null, PL, u"Pełny Ekran" , DE, u"Vollbild" , RU, u"Полноэкранный" , PO, u"Ecrã inteiro" )).desc(MLT("Toggle fullscreen mode", PL,"Zmień pełny ekran", DE, "Wechseln zu Fullscreen Modus", RU,"Переключить полноэкранный режим", PO,"Accionar modo de ecrã inteiro"));
menu_menu.New().create("Screenshot" , Screenshot, T).kbsc(KbSc(KB_PRINT)).display(MLTC(null, RU, u"Скриншот")).desc("Take a screenshot and save it on the Desktop"/*MLTC(u"Take a screenshot and save it to \"ScreenShot\" folder inside the Editor", PL, u"Pobierz ekran oraz zapisz go do katalogu \"ScreenShot\"", DE, u"Macht einen Screenshot und speichert ihn in \"ScreenShot\"", RU, u"Сделать скриншот и сохранить в \"ScreenShot\"", PO, u"Captar um screenshot e guardar em \"ScreenShot\"")*/);
menu_menu.New().create("Calculator" , CalcShow , T).kbsc(KbSc(KB_EQUAL, KBSC_CTRL_CMD));
//menu_menu.New().create("Verify Elements", VerifyElms, T).desc("Verify if project elemets are accessing elements that haven't been removed.");
//menu_menu.New().create(STEAM ? "License Key / Steam Subscription" : "License Key", SetLicense, T).desc("Set Your License Key");
#if !STEAM // Valve doesn't allow this
menu_menu.New().create("Esenthel Store" , AppStore , T).desc("Open Esenthel Store where you can buy and sell items");
#endif
//menu_menu.New().create("Opened Files" , ViewOpened, T).kbsc(KbSc(KB_3, KBSC_ALT)).flag(MENU_TOGGLABLE);
menu_menu++;
menu_menu.New().create("Editor Options" , EditorOptions , T).kbsc(KbSc(KB_F9));
menu_menu.New().create("Project Settings" , ProjSettings , T);
menu_menu.New().create("Erase Removed Elements" , EraseRemoved , T);
menu_menu.New().create("Merge Similar Materials" , MergeSimMtrl , T);
menu_menu.New().create("Create Materials from Images", CreateMtrls , T).desc("This option allows for automated creating Material Elements out of Image Elements and Image Files");
menu_menu.New().create("Data Size Statistics" , DataSizeStats , T);
menu_menu.New().create("Show Unused Materials" , UnusedMaterials, T);
menu_menu.New().create("Detect Similar Textures" , DetectSimTex , T);
menu_menu.New().create("Material Texture Downsize" , ShowTexDownsize, T).kbsc(KbSc(KB_D, KBSC_CTRL_CMD|KBSC_ALT));
menu_menu++;
menu_menu.New().create("Synchronize Codes (Experimental)", SyncCodes, T).desc("This will initiate synchronizing codes between client and server.\nFirst all codes will be received from server.\nThen any changes in codes will be merged on the client side.\nUpon completion of merging code changes all of them will be sent to the server.");
menu_menu++;
menu_menu.New().create("Project List" , ProjList , T).kbsc(KbSc(KB_ESC, KBSC_SHIFT )).desc("Go back to the project list");
menu_menu.New().create("Exit" , Quit , T).kbsc(KbSc(KB_F4 , KBSC_ALT )).display(MLTC(null, PL, u"Wyjdź", DE, u"Beenden", RU, u"Выход", PO, u"Sair")).desc(MLT("Exit application", PL,"Wyjdź z programu", DE,"Beendet die Anwendung", RU,"Выйти и закрыть программу", PO,"Sair da aplicação"));
menu_menu.New().create("Toggle Project" , ToggleProj , T).kbsc(KbSc(KB_1 , KBSC_ALT )).flag(MENU_HIDDEN);
menu_menu.New().create("Toggle Theater" , ToggleTheater, T).kbsc(KbSc(KB_4 , KBSC_ALT )).flag(MENU_HIDDEN);
menu_menu.New().create("Toggle Removed" , ToggleRemoved, T).kbsc(KbSc(KB_R , KBSC_ALT )).flag(MENU_HIDDEN);
menu_menu.New().create("Find in Project", FindProj , T).kbsc(KbSc(KB_F , KBSC_CTRL_CMD|KBSC_SHIFT)).flag(MENU_HIDDEN);
menu_menu.New().create("Mode Close", ModeClose, T).kbsc(KbSc(KB_F3 , KBSC_ALT|KBSC_REPEAT)).flag(MENU_HIDDEN);
menu_menu.New().create("Mode 0" , Mode0 , T).kbsc(KbSc(KB_F1 , KBSC_CTRL_CMD)).flag(MENU_HIDDEN);
menu_menu.New().create("Mode 1" , Mode1 , T).kbsc(KbSc(KB_F2 , KBSC_CTRL_CMD)).flag(MENU_HIDDEN);
menu_menu.New().create("Mode 2" , Mode2 , T).kbsc(KbSc(KB_F3 , KBSC_CTRL_CMD)).flag(MENU_HIDDEN);
menu_menu.New().create("Mode 3" , Mode3 , T).kbsc(KbSc(KB_F4 , KBSC_CTRL_CMD)).flag(MENU_HIDDEN);
menu_menu.New().create("Mode 4" , Mode4 , T).kbsc(KbSc(KB_F5 , KBSC_CTRL_CMD)).flag(MENU_HIDDEN);
menu_menu.New().create("Mode 5" , Mode5 , T).kbsc(KbSc(KB_F6 , KBSC_CTRL_CMD)).flag(MENU_HIDDEN);
}
Node<MenuElm> build_menu;
{
build_menu.New().create("Build All And Run" , BuildAllAndRun , T).kbsc(KbSc(KB_TILDE , KBSC_CTRL_CMD))/*.flag(MENU_HIDDEN)*/;
build_menu.New().create("Play" , Play , T).kbsc(KbSc(KB_F5)).flag(MENU_HIDDEN);
#if WINDOWS
build_menu.New().create("Debug" , Debug, T).kbsc(KbSc(KB_F5 , KBSC_CTRL_CMD)).desc("Play active application from within Visual Studio allowing to debug when needed");
#elif MAC
//build_menu.New().create("Debug" , Debug, T).kbsc(KbSc(KB_F5 , KBSC_CTRL_CMD)).desc("Play active application from within Xcode allowing to debug when needed");
#elif LINUX
//build_menu.New().create("Debug" , Debug, T).kbsc(KbSc(KB_F5 , KBSC_CTRL_CMD)).desc("Play active application from within NetBeans allowing to debug when needed");
#endif
// TODO:
//build_menu.New().create("Run To Cursor", RunToCursor, T).kbsc(KbSc(KB_F10, KBSC_CTRL_CMD));
build_menu.New().create("Build" , Build , T).kbsc(KbSc(KB_F7)).desc("Build application but don't start it");
build_menu.New().create("Rebuild" , Rebuild , T).kbsc(KbSc(KB_F7, KBSC_CTRL_CMD)).desc("Delete all temporary files that were created during building process and build again");
build_menu.New().create("Clean" , Clean , T).kbsc(KbSc(KB_F7, KBSC_CTRL_CMD|KBSC_ALT)).desc("Delete all temporary files that were created during building process of this project");
build_menu.New().create("Clean All" , CleanAll, T).desc("Delete all temporary files that were created during building process of all projects");
build_menu.New().create("Stop" , Stop , T).kbsc(KbSc(KB_PAUSE)).desc("Stop any build in progress");
#if WINDOWS
build_menu.New().create("Open in Visual Studio", OpenIDE, T).kbsc(KbSc(KB_F8)).desc("Export the project to C++ files, and open them in Visual Studio");
#elif MAC
build_menu.New().create("Open in Xcode" , OpenIDE, T).kbsc(KbSc(KB_F8)).desc("Export the project to C++ files, and open them in Xcode");
#elif LINUX
build_menu.New().create("Open in NetBeans" , OpenIDE, T).kbsc(KbSc(KB_F8)).desc("Export the project to C++ files, and open them in NetBeans");
#endif
build_menu.New().create( "Publish" , Publish , T).kbsc(KbSc(KB_F8, KBSC_CTRL_CMD )).desc("Use this option when you want to publish your application publicly.\nThis will create your application packaged with all needed data.\nApplication will always be compiled in release mode, even if debug is currently selected.");
build_menu.New().create(S+"Save as *."+ProjectPackageExt, PublishProjectPackage, T).kbsc(KbSc(KB_F8, KBSC_CTRL_CMD|KBSC_SHIFT)).desc(S+"Export your project into a single *."+ProjectPackageExt+" file which can be easily imported by other users.");
{
// #VisualStudio
Node<MenuElm> &Export=(build_menu+="Export");
Export.New().create("Text" , ExportTXT , T);
Export.New().create("C++" , ExportCPP , T);
/*Export.New().create("C++ with Visual Studio 2008 project" , ExportVS2008 , T);
Export.New().create("C++ with Visual Studio 2010 project" , ExportVS2010 , T);
Export.New().create("C++ with Visual Studio 2012 project" , ExportVS2012 , T);
Export.New().create("C++ with Visual Studio 2013 project" , ExportVS2013 , T);*/
Export.New().create("C++ with Visual Studio 2015 project" , ExportVS2015 , T);
Export.New().create("C++ with Visual Studio 2017 project" , ExportVS2017 , T);
Export.New().create("C++ with Visual Studio 2019 project" , ExportVS2019 , T);
Export.New().create("C++ with Visual Studio 2022 project" , ExportVS2022 , T);
Export.New().create("C++ with Android project" , ExportAndroid , T);
Export.New().create("C++ with Android project and Project data" , ExportAndroidData , T);
Export.New().create("C++ with Xcode project" , ExportXcode , T);
Export.New().create("C++ with Xcode project and Project data for iOS" , ExportXcodeDataiOS , T);
Export.New().create("C++ with Linux Make project" , ExportLinuxMake , T);
Export.New().create("C++ with Linux NetBeans project" , ExportLinuxNetBeans, T);
Export.New().create("Project data" , ExportData , T);
Export.New().create("Project data optimized for Android" , ExportDataAndroid , T);
Export.New().create("Project data optimized for iOS" , ExportDataiOS , T);
{
Node<MenuElm> &code=(Export+="Code Synchronization"); code.desc("Import/Export Project Source Code which can be synchronized using 3rd party tools.");
code.New().create("Explore", CodeExplore, T).desc("Open Project Source Code Synchronization folder.");
code.New().create("Import" , CodeImport , T).desc("Import Project Source Code from Code Synchronization folder to " ENGINE_NAME " Project.\n\nYou can use this option to import source code from folder that was synchronized using 3rd party tools.");
code.New().create("Export" , CodeExport , T).desc("Export Project Source Code from " ENGINE_NAME " Project to Code Synchronization Folder.\n\nYou can use this option to export source code and then synchronize it using 3rd party tools.");
}
}
build_menu++;
build_menu.New().create("View Output" , CodeOutput, T).kbsc(KbSc(KB_2, KBSC_ALT)).flag(MENU_TOGGLABLE);
build_menu.New().create("View Android Device Log", CodeDevLog, T).kbsc(KbSc(KB_3, KBSC_ALT)).flag(MENU_TOGGLABLE);
build_menu++;
build_menu.New().create("Debug" , ConfigDebug , T).flag(MENU_TOGGLABLE);
build_menu.New().create("Release", ConfigRelease, T).flag(MENU_TOGGLABLE);
build_menu++;
#if WINDOWS
/*build_menu.New().create("64-bit", Config64, T).flag(MENU_TOGGLABLE);
build_menu.New().create("32-bit", Config32, T).flag(MENU_TOGGLABLE);
build_menu++;*/
/*build_menu.New().create("DirectX 11", ConfigDX11, T).flag(MENU_TOGGLABLE);
build_menu.New().create("DirectX 9" , ConfigDX9 , T).flag(MENU_TOGGLABLE);
build_menu++; */
#endif
build_menu.New().create("Windows EXE" , ConfigEXE , T).flag(MENU_TOGGLABLE);
build_menu.New().create("Windows DLL" , ConfigDLL , T).flag(MENU_TOGGLABLE);
//build_menu.New().create("Windows LIB" , ConfigLIB , T).flag(MENU_TOGGLABLE);
build_menu.New().create("Windows Universal", ConfigUWP , T).flag(MENU_TOGGLABLE);
#if WINDOWS
build_menu.New().create("Android APK" , ConfigAPK , T).flag(MENU_TOGGLABLE);
build_menu.New().create("Android AAB" , ConfigAAB , T).flag(MENU_TOGGLABLE);
build_menu.New().create("Nintendo Switch" , ConfigNS , T).flag(MENU_TOGGLABLE);
build_menu.New().create("Web" , ConfigWeb , T).flag(MENU_TOGGLABLE);
#elif MAC
build_menu.New().create("Mac APP" , ConfigMAC , T).flag(MENU_TOGGLABLE);
build_menu.New().create("iOS APP" , ConfigIOS , T).flag(MENU_TOGGLABLE);
#elif LINUX
build_menu.New().create("Linux" , ConfigLinux, T).flag(MENU_TOGGLABLE);
#endif
/*if(ScriptsSupported())
{
build_menu++;
build_menu.New().create("Play using " ENGINE_NAME " Compiler", PlayEsenthelCompiler).kbsc(KbSc(KB_P, KBSC_CTRL_CMD));
}
#if DEBUG
build_menu++;
build_menu.New().create("CreateFuncList", CreateFuncList);
#endif*/
}
online_ts.reset().size=0.036;
flt w=0.55, h=0.06;
Gui+=super .create(Rect_LU(0, 0, w, h)).skin(&DarkSkin, false).hide().disabled(true); kb_lit=false;
T +=hide_proj.create(Rect_LU(0, 0, 0.090, 0.06), "<<").func(HideProj, T).focusable(false).desc("Hide Project\nKeyboard Shortcut: Alt+1"); hide_proj.mode=BUTTON_TOGGLE;
T +=menu .create(Rect_LU(hide_proj.rect().ru(), 0.060, 0.06), menu_menu).skin(&NoComboBoxImage).focusable(false).desc("Menu"); menu.text="M"; menu.text_align=0; menu.flag|=COMBOBOX_CONST_TEXT;
T +=vid_opt .create(Rect_LU(menu .rect().ru(), 0.060, 0.06)).func(VidOpt, T).focusable(false).desc(S+MLTC(u"Video Options", PL, u"Opcje Grafiki", DE, u"Grafik Optionen", RU, u"Настройки видео", PO, u"Opções de Video")+"\nKeyboard Shortcut: F12"); vid_opt.image="Gui/Misc/display.img"; vid_opt.mode=BUTTON_TOGGLE;
T +=online .create(Rect_LU(vid_opt .rect().ru(), 0.155, 0.06), "Offline", &online_ts);
T +=play .create(Rect_LU(online .rect().ru(), 0.060, 0.06)).func(Play, T).focusable(false).desc("Play active application\nKeyboard Shortcut: F5"); play.image="Gui/arrow_right_big.img";
T +=build .create(Rect_LU(play .rect().ru(), 0.125, 0.06)).setData(build_menu).focusable(false); build.text="Build"; build.text_size*=0.64; FlagDisable(build.flag, COMBOBOX_MOUSE_WHEEL); build.flag|=COMBOBOX_CONST_TEXT;
Gui+=move_misc.create(Rect_LU(0, 0, h, h)).func(Move, T).hide().focusable(false).desc("Move bar around the screen"); move_misc.image="Gui/Misc/move.img"; move_misc.mode=BUTTON_CONTINUOUS;
CodeEdit.configChangedDebug();
CodeEdit.configChanged32Bit();
CodeEdit.configChangedAPI ();
CodeEdit.configChangedEXE ();
CodeEdit.visibleChangedOptions ();
CodeEdit.visibleChangedOpenedFiles ();
CodeEdit.visibleChangedOutput ();
CodeEdit.visibleChangedAndroidDevLog();
}
void resize()
{
Vec2 cur=rect().lerp(pos.x, pos.y),
target(D.rect().lerp(pos.x, pos.y));
move(target-cur);
cur=move_misc.rect().lerp( pos.x, 0);
target= rect().lerp(1-pos.x, 0);
move_misc.move(target-cur);
}
void updateMove()
{
if(Mode()!=MODE_GUI)setPos(VecI2(0, MiscOnTop));
move_misc.visible(visible() && Mode()==MODE_GUI);
}
virtual void update(C GuiPC &gpc)override
{
super.update(gpc);
if(screenshot && !--screenshot)Renderer.screenShots(SystemPath(SP_DESKTOP).tailSlash(true)+ENGINE_NAME " Editor ScreenShots/", "bmp");
}
virtual void draw(C GuiPC &gpc)override
{
if(gpc.visible && visible())
{
if(Proj.visible() && Proj.rect().max.x>rect().max.x+EPS)
if(Mode()==MODE_OBJ || Mode()==MODE_ANIM || Mode()==MODE_WORLD || Mode()==MODE_TEX_DOWN)
{
D.clip(gpc.clip);
Rect r=rect(); r.setX(r.max.x, Proj.rect().max.x);
Color col=BackgroundColor(); //if(GuiSkin *skin=getSkin()){col=skin.region.normal_color; col.a=255;}
r.draw(col);
}
super.draw(gpc);
}
}
virtual MiscRegion& show()override {super.show(); updateMove(); return T;}
virtual MiscRegion& hide()override {super.hide(); updateMove(); return T;}
}
MiscRegion Misc;
/******************************************************************************/
And you must make the following changes to CE.h and CE.cpp in the Engine source.
Code:
in CE.h:
struct CodeEditorInterface
{
Int android_asset_packs=-1; // -1=not using asset packs
//add these 4 here
void setComplete (Bool complete);
void setExitCode (Int exitCode);
Bool getComplete ();
Int getExitCode ();
....
const_mem_addr struct CodeEditor
{
struct CodeTab : Tab
{
Source *source=null;
};
struct CodeTabs : Tabs
{
CodeTab& tab( Int i ) {return (CodeTab&)super::tab(i );}
CodeTab& New(C Str &text) {return (CodeTab&)super::New(text);}
CodeTabs() {replaceClass<CodeTab>();}
};
//add these:
Bool buildComplete;
Bool buildSuccess;
Int exitCode;
in CE.cpp:
if(!active) // process finished building
{ //beneath here add these:
Int exit_code=build_process.exitCode();
exitCode = exit_code;
buildComplete = true;
build_process.del();
Bool was_log;
.....
static void CloseAll(Bool all_saved=true, Ptr user=null) {CE.closeAll();} //beneath this line add these 4:
void CodeEditorInterface::setComplete (Bool complete) {CE.buildComplete = complete;}
void CodeEditorInterface::setExitCode (Int exitCode) {CE.exitCode = exitCode;}
Bool CodeEditorInterface::getComplete () {return CE.buildComplete;}
Int CodeEditorInterface::getExitCode () {return CE.exitCode;}
(This post was last modified: 08-18-2024 03:50 AM by Fex.)
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