As the more conscious of you realize by now, ENIGMA allows for C++-style declarations to be used in your projects. As you all should know, GM is very loose about its semicolons.
I asked Ism to create a script-like resource that will allow users to define their own structures and functions for use in the rest of the project. However, it is also legal in C to define structs in your code,...
The C Parser is now hooked up such that it is self sufficient in collecting information.
On initialization, it asks the GCC to dump built-in #defines into a file that it can read. It parses those to gain the ability to correctly evaluate later preprocessors and the like, then it begins parsing SHELLmain.cpp, which will soon be moved (for the most part) to a separate header, since that...
Despite what I'd like to believe (and maybe even what I'd like you to believe), making something in C++ doesn't mean it can't have its resources modified or even stolen. ENIGMA (being C++) makes sure that code isn't such a resource. No one can decompile your game. However, we do have a problem.
Because ENIGMA will be a regular system, unoptimized output executables will have the same ba...
Everything I wanted to work at this juncture works now. It's almost bittersweet; the teeth-grating hard part is seemingly over. There is a problem, though. Typical student-made C lexers take upwards of minutes to parse the STL headers. I figured since I didn't need much of the data a compiler needs, I could do a lexless run-over to gather desired information, thus saving oodles of time. Well,...
As the more conscious of you realize by now, ENIGMA allows for C++-style declarations to be used in your projects. As you all should know, GM is very loose about its semicolons.
I asked Ism to create a script-like resource that will allow users to define their own structures and functions for use in the rest of the project. However, it is also legal in C to define structs in your code,...