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1
General ENIGMA / OpenAL Audio and FreeType Font Rendering Extension Windows Deps
« on: July 30, 2022, 12:46:08 pm »
If you happen to want/need OpenAL or FreeType for anything, here's a zip with the required DLL's. Note some of the dependencies of both are licensed under LGPL meaning you cannot statically link with them and release your game closed source, even with a linking exception (while I know this for certain with OpenAL, I'd have to double check with FreeType). Both have missing required static libraries from the MSYS2 pacman packages anyway, so you couldn't easily do it even if you wanted to release your game open source.
TL;DR to use OpenAL/FreeType distribute these DLL's with your game:
https://drive.google.com/file/d/1gagR9bycmIQKRCKQyhMpTvwEk5mXezcE/view?usp=sharing
The "win32" folder for 32-bit games. The "win64" is for 64-bit games.
I will try to update the above link to make sure the DLL's remain up-to-date with the latest versions available intermittently. If they stop working after packages have been updated I recommend letting me know in this topic so I can update the download to have the latest versions.
I won't be updating the DLL's at all until pacman's shipped versions of gRPC/abseil/protobuff are no longer breaking the Windows build.
In the meantime you can use older versions of the Windows installer which actually work.
Technically not sure if you even need libffi but I included it in the download anyway just in case. I added that in case any of the requred DLL's use that to call other dependency functions.
Samuel
TL;DR to use OpenAL/FreeType distribute these DLL's with your game:
https://drive.google.com/file/d/1gagR9bycmIQKRCKQyhMpTvwEk5mXezcE/view?usp=sharing
The "win32" folder for 32-bit games. The "win64" is for 64-bit games.
I will try to update the above link to make sure the DLL's remain up-to-date with the latest versions available intermittently. If they stop working after packages have been updated I recommend letting me know in this topic so I can update the download to have the latest versions.
I won't be updating the DLL's at all until pacman's shipped versions of gRPC/abseil/protobuff are no longer breaking the Windows build.
In the meantime you can use older versions of the Windows installer which actually work.
Technically not sure if you even need libffi but I included it in the download anyway just in case. I added that in case any of the requred DLL's use that to call other dependency functions.
Samuel
2
Function Peer Review / more code ripe for the picking
« on: June 21, 2022, 12:57:11 am »Code: [Select]
#if defined(_WIN32)
#include <Shlobj.h>
#elif defined(__APPLE__) && defined(__MACH__)
#include <sysdir.h>
#elif defined(__linux__)
#include <unistd.h>
#endif
namespace enigma_user {
namespace {
std::string directory_get_special_path(int dtype) {
std::string result;
#if defined(_WIN32)
wchar_t *ptr = nullptr;
KNOWNFOLDERID fid;
switch (dtype) {
case 0: { fid = FOLDERID_Desktop; break; }
case 1: { fid = FOLDERID_Documents; break; }
case 2: { fid = FOLDERID_Downloads; break; }
case 3: { fid = FOLDERID_Music; break; }
case 4: { fid = FOLDERID_Pictures; break; }
case 5: { fid = FOLDERID_Videos; break; }
default: { fid = FOLDERID_Desktop; break; }
}
if (SUCCEEDED(SHGetKnownFolderPath(fid, KF_FLAG_CREATE | KF_FLAG_DONT_UNEXPAND, nullptr, &ptr))) {
result = shorten(ptr);
if (!result.empty() && result.back() != '\\') {
result.push_back('\\');
}
}
CoTaskMemFree(ptr);
#elif defined(__APPLE__) && defined(__MACH__)
char buf[PATH_MAX];
sysdir_search_path_directory_t fid;
sysdir_search_path_enumeration_state state;
switch (dtype) {
case 0: { fid = SYSDIR_DIRECTORY_DESKTOP; break; }
case 1: { fid = SYSDIR_DIRECTORY_DOCUMENT; break; }
case 2: { fid = SYSDIR_DIRECTORY_DOWNLOADS; break; }
case 3: { fid = SYSDIR_DIRECTORY_MUSIC; break; }
case 4: { fid = SYSDIR_DIRECTORY_PICTURES; break; }
case 5: { fid = SYSDIR_DIRECTORY_MOVIES; break; }
default: { fid = SYSDIR_DIRECTORY_DESKTOP; break; }
}
state = sysdir_start_search_path_enumeration(fid, SYSDIR_DOMAIN_MASK_USER);
while ((state = sysdir_get_next_search_path_enumeration(state, buf))) {
if (buf[0] == '~') {
result = buf;
result.replace(0, 1, environment_get_variable("HOME"));
if (!result.empty() && result.back() != '/') {
result.push_back('/');
}
break;
}
}
#else
std::string fid;
switch (dtype) {
case 0: { fid = "XDG_DESKTOP_DIR="; break; }
case 1: { fid = "XDG_DOCUMENTS_DIR="; break; }
case 2: { fid = "XDG_DOWNLOAD_DIR="; break; }
case 3: { fid = "XDG_MUSIC_DIR="; break; }
case 4: { fid = "XDG_PICTURES_DIR="; break; }
case 5: { fid = "XDG_VIDEOS_DIR="; break; }
default: { fid = "XDG_DESKTOP_DIR="; break; }
}
std::string conf = environment_get_variable("HOME") + "/.config/user-dirs.dirs";
if (file_exists(conf)) {
int dirs = file_text_open_read(conf);
if (dirs != -1) {
while (!file_text_eof(dirs)) {
std::string line = file_text_read_string(dirs);
file_text_readln(dirs);
std::size_t pos = line.find(fid, 0);
if (pos != std::string::npos) {
FILE *fp = popen(("echo " + line.substr(pos + fid.length())).c_str(), "r");
if (fp) {
char buf[PATH_MAX];
if (fgets(buf, PATH_MAX, fp)) {
std::string str = buf;
std::size_t pos = str.find("\n", strlen(buf) - 1);
if (pos != std::string::npos) {
str.replace(pos, 1, "");
}
if (!directory_exists(str)) {
directory_create(str);
}
result = str;
if (!result.empty() && result.back() != '/') {
result.push_back('/');
}
}
pclose(fp);
}
}
}
file_text_close(dirs);
}
}
#endif
return result;
}
} // anonymous namespace
std::string directory_get_desktop_path() {
return directory_get_special_path(0);
}
string directory_get_documents_path() {
return directory_get_special_path(1);
}
std::string directory_get_downloads_path() {
return directory_get_special_path(2);
}
std::string directory_get_music_path() {
return directory_get_special_path(3);
}
std::string directory_get_pictures_path() {
return directory_get_special_path(4);
}
std::string directory_get_videos_path() {
return directory_get_special_path(5);
}
} // namespace enigma_user
I am using popen()/fgets()/pclose() for expanding environment variables which is a requirement for correctly parsing the user-dirs.dirs config file:
Code: [Select]
freebsd@freebsd:~ $ cat ~/.config/user-dirs.dirs
# This file is written by xdg-user-dirs-update
# If you want to change or add directories, just edit the line you're
# interested in. All local changes will be retained on the next run.
# Format is XDG_xxx_DIR="$HOME/yyy", where yyy is a shell-escaped
# homedir-relative path, or XDG_xxx_DIR="/yyy", where /yyy is an
# absolute path. No other format is supported.
#
XDG_DESKTOP_DIR="$HOME/Desktop"
XDG_DOWNLOAD_DIR="$HOME/Downloads"
XDG_TEMPLATES_DIR="$HOME/Templates"
XDG_PUBLICSHARE_DIR="$HOME/Public"
XDG_DOCUMENTS_DIR="$HOME/Documents"
XDG_MUSIC_DIR="$HOME/Music"
XDG_PICTURES_DIR="$HOME/Pictures"
XDG_VIDEOS_DIR="$HOME/Videos"
It's important to note these paths will not always be English due to the user-chosen system locale. This goes for all supported platforms. The path may have more than one environment variable as well as escaped quotes within the initial quoted paths on Linux and similar platforms. I don't provide a function for Templates because that is not available on macOS and on Windows it isn't in the home folder (%USERPROFILE% is basically the Windows-equivalent of $HOME on the other platforms) like it is on Linux. I don't have a function for Public because it isn't always in the home folder depending on the platform, thus aren't platform equivalents.
An important note from the Windows implementation which uses SHGetKnownFolderPath():
Quote
When this method returns, contains the address of a pointer to a null-terminated Unicode string that specifies the path of the known folder. The calling process is responsible for freeing this resource once it is no longer needed by calling CoTaskMemFree, whether SHGetKnownFolderPath succeeds or not.
...which is why i am calling CoTaskMemFree() regardless of whether the call to SHGetKnownFolderPath() succeeds or not.
Documentation citation: https://docs.microsoft.com/en-us/windows/win32/api/shlobj_core/nf-shlobj_core-shgetknownfolderpath
The paths returned on all platforms will contain a trailing slash at the end of the string. The paths will be created if they do not already exist on Windows or Linux. Mac is guaranteed to have the paths exist already, as they can't be deleted.
3
Function Peer Review / Embed Windows
« on: May 24, 2022, 06:56:06 am »
I wrote a function for Windows and Xlib platforms which works in ENIGMA. It should also work with SDL minus Mac and Android.
You can use execute_shell() or execute_program() to have a launcher executable launch a game executable. The launcher could serve as a "choose a game" menu or even an updater application.
You can save window_identifier() since it is already a string and make it an environment variable which gets passed down to the child. The child can then plug in the environment variable it inherited as the parentWindowId and its own window_identifier() can be the child windowId parameter passed to these two functions:
It's relatively seamless, especially on Windows. It will embed the game window to fill the launcher's client area. I have a means to close the child process when the launcher exits so you don't have the game continuing to run in the background. You can borrow code from my repository to have that automated in enigma internally so you don't risk people writing stuff wrong and terminating the wrong process id which can be avoided if you let enigma handle that for them. You can also make the step event code fire every step automatically too if you want, that will save the user from having to call it manually.
Please note embedding windows is a very popular extension feature that a lot people want on the GMC and have wanted in their projects ever since even pre-GM6 era to the present. Over time various existing DLL's either lost their compatibility with the newer versions of GM, links to download them went dead, or the solution was closed source and not written with cross-platform in mind. I was paid $275 USD to write the above code, to put it into perspective, they knew it wasn't much work to write, but insisted to pay me that much because that's how much they wanted it. I think you would make a lot of your users happy for adding this.
You can use execute_shell() or execute_program() to have a launcher executable launch a game executable. The launcher could serve as a "choose a game" menu or even an updater application.
You can save window_identifier() since it is already a string and make it an environment variable which gets passed down to the child. The child can then plug in the environment variable it inherited as the parentWindowId and its own window_identifier() can be the child windowId parameter passed to these two functions:
Code: [Select]
// embed window identifier into parent window identifier (called once)
void WindowIdSetParentWindowId(wid_t windowId, wid_t parentWindowId) {
#if defined(_WIN32)
HWND child = (HWND)(void *)(uintptr_t)strtoull(windowId.c_str(), nullptr, 10);
HWND parent = (HWND)(void *)(uintptr_t)strtoull(parentWindowId.c_str(), nullptr, 10);
RECT wrect; GetWindowRect(parent, &wrect); RECT crect; GetClientRect(parent, &crect);
POINT lefttop = { crect.left, crect.top }; ClientToScreen(parent, &lefttop);
POINT bottomright = { crect.right, crect.bottom }; ClientToScreen(parent, &bottomright);
MoveWindow(child, -(lefttop.x - wrect.left), -(lefttop.y - wrect.top), crect.right + bottomright.x, crect.bottom + bottomright.y, true);
SetWindowLongPtr(child, GWL_STYLE, GetWindowLongPtr(child, GWL_STYLE) & ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZE | WS_MAXIMIZE | WS_SYSMENU | WS_POPUP | WS_SIZEBOX) | WS_CHILD);
SetWindowLongPtr(child, GWL_EXSTYLE, GetWindowLongPtr(child, GWL_EXSTYLE) | WS_EX_TOOLWINDOW);
SetWindowLongPtr(parent, GWL_STYLE, GetWindowLongPtr(parent, GWL_STYLE) | WS_CLIPCHILDREN | WS_CLIPSIBLINGS);
SetParent(child, parent); ShowWindow(child, SW_MAXIMIZE);
#elif (defined(__linux__) && !defined(__ANDROID__)) || (defined(__FreeBSD__) || defined(__DragonFly__) || defined(__NetBSD__) || defined(__OpenBSD__))
Window child = (Window)(uintptr_t)strtoull(windowId.c_str(), nullptr, 10);
Window parent = (Window)(uintptr_t)strtoull(parentWindowId.c_str(), nullptr, 10);
Display *display = XOpenDisplay(nullptr); XMapWindow(display, child);
Window root = 0, rparent = 0, *children = nullptr; unsigned int nchildren = 0;
XQueryTree(display, child, &root, &rparent, &children, &nchildren);
XReparentWindow(display, child, parent, 0, 0); if (nchildren > 0) { XFree(children); }
XFlush(display); std::this_thread::sleep_for(std::chrono::milliseconds(5));
while (parent != rparent) {
XSynchronize(display, true);
XQueryTree(display, child, &root, &rparent, &children, &nchildren);
XReparentWindow(display, child, parent, 0, 0); if (nchildren > 0) { XFree(children); }
XFlush(display); std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
XCloseDisplay(display);
#else
DEBUG_MESSAGE("Unsupported platform for function!", MESSAGE_TYPE::M_INFO);
#endif
}
// update embed area of window identifier to fill parent window identifier client area
// (must be called every step once a window is embedded inside another to function)
void WindowIdFillParentWindowId(wid_t windowId, wid_t parentWindowId) {
if (strtoull(parentWindowId.c_str(), nullptr, 10) == 0) return;
#if defined(_WIN32)
HWND child = (HWND)(void *)(uintptr_t)strtoull(windowId.c_str(), nullptr, 10);
HWND parent = (HWND)(void *)(uintptr_t)strtoull(parentWindowId.c_str(), nullptr, 10);
RECT crect; GetClientRect(parent, &crect);
MoveWindow(child, 0, 0, crect.right, crect.bottom, true);
SetWindowLongPtr(child, GWL_STYLE, GetWindowLongPtr(child, GWL_STYLE) & ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZE | WS_MAXIMIZE | WS_SYSMENU | WS_POPUP | WS_SIZEBOX) | WS_CHILD);
SetWindowLongPtr(child, GWL_EXSTYLE, GetWindowLongPtr(child, GWL_EXSTYLE) | WS_EX_TOOLWINDOW);
SetWindowLongPtr(parent, GWL_STYLE, GetWindowLongPtr(parent, GWL_STYLE) | WS_CLIPCHILDREN | WS_CLIPSIBLINGS);
#elif (defined(__linux__) && !defined(__ANDROID__)) || (defined(__FreeBSD__) || defined(__DragonFly__) || defined(__NetBSD__) || defined(__OpenBSD__))
Window child = (Window)(uintptr_t)strtoull(windowId.c_str(), nullptr, 10);
Window parent = (Window)(uintptr_t)strtoull(parentWindowId.c_str(), nullptr, 10);
Display *display = XOpenDisplay(nullptr); XMapWindow(display, child);
Window r = 0; int x = 0, y = 0; unsigned w = 0, h = 0, b = 0, d = 0;
XGetGeometry(display, parent, &r, &x, &y, &w, &h, &b, &d);
XMoveResizeWindow(display, child, 0, 0, w, h);
XCloseDisplay(display);
#else
DEBUG_MESSAGE("Unsupported platform for function!", MESSAGE_TYPE::M_INFO);
#endif
}
It's relatively seamless, especially on Windows. It will embed the game window to fill the launcher's client area. I have a means to close the child process when the launcher exits so you don't have the game continuing to run in the background. You can borrow code from my repository to have that automated in enigma internally so you don't risk people writing stuff wrong and terminating the wrong process id which can be avoided if you let enigma handle that for them. You can also make the step event code fire every step automatically too if you want, that will save the user from having to call it manually.
Please note embedding windows is a very popular extension feature that a lot people want on the GMC and have wanted in their projects ever since even pre-GM6 era to the present. Over time various existing DLL's either lost their compatibility with the newer versions of GM, links to download them went dead, or the solution was closed source and not written with cross-platform in mind. I was paid $275 USD to write the above code, to put it into perspective, they knew it wasn't much work to write, but insisted to pay me that much because that's how much they wanted it. I think you would make a lot of your users happy for adding this.
4
General ENIGMA / got my fork of enigma working on Mac (sort of)
« on: March 18, 2022, 12:12:40 pm »
Mostly everything works, except for some odd reason the string/toString macro under Universal_System/var4.h isn't being defined. Also all functions that return a string aren't being recognized by the compiler.
The good news is, some complete games still do compile. Such as my Key to Success game and hpg678's Open Balloon Pop game.
Screenshots attached. You can also test my fork (requires macports installed before running the install script).
Home-brew doesn't have a way to install universal deps. So anyway that's why I am using Macports. Although, supporting universal binaries is a work in progress.
Macports is missing the alure dependency, so I have temporarily, (and very reluctantly) have the user install hombrew as well until macports adds a proper alure package, so I can finally support universal binaries and add the +universal flag to dependency installer and build script.


More info here:
https://samuel-venable.itch.io/stigma-development-environment
Even though none of our ENIGMA sources are including the C++17 <variant> header, it appears good old apple doesn't like us using the reserved keyword "variant" regardless, which means you will need to find and replace all occurrences of "variant" in enigma and the compiler's sources with something else to call that type, I went with "evariant" in my fork to prevent the name clash, short for "enigma variant".
you can apply this patch simply by doing the following on your enigma-dev folder:
I am happy to help you guys get macOS working again if you ever unban me from discord and/or github long enough for me to work on that briefly with/for you.
you may download my key to success Mac app here btw:
https://samuel-venable.itch.io/key-to-success
so yeah
The good news is, some complete games still do compile. Such as my Key to Success game and hpg678's Open Balloon Pop game.
Screenshots attached. You can also test my fork (requires macports installed before running the install script).
Home-brew doesn't have a way to install universal deps. So anyway that's why I am using Macports. Although, supporting universal binaries is a work in progress.
Macports is missing the alure dependency, so I have temporarily, (and very reluctantly) have the user install hombrew as well until macports adds a proper alure package, so I can finally support universal binaries and add the +universal flag to dependency installer and build script.


More info here:
https://samuel-venable.itch.io/stigma-development-environment
Even though none of our ENIGMA sources are including the C++17 <variant> header, it appears good old apple doesn't like us using the reserved keyword "variant" regardless, which means you will need to find and replace all occurrences of "variant" in enigma and the compiler's sources with something else to call that type, I went with "evariant" in my fork to prevent the name clash, short for "enigma variant".
you can apply this patch simply by doing the following on your enigma-dev folder:
Code: [Select]
LC_CTYPE=C grep -rl variant "/path/to/enigma-dev/" | xargs sed -i 's/variant/evariant/g'
Code: [Select]
LC_CTYPE=C grep -rl multifunction_evariant "/path/to/enigma-dev/" | xargs sed -i 's/multifunction_evariant/multifunction_variant/g'
I am happy to help you guys get macOS working again if you ever unban me from discord and/or github long enough for me to work on that briefly with/for you.
you may download my key to success Mac app here btw:
https://samuel-venable.itch.io/key-to-success
so yeah
5
Function Peer Review / fileio functions (UTF-8 on Windows + file descriptors)
« on: October 23, 2021, 09:45:27 am »
I was hoping you guys could review this code.
This is currently under universal, but can be moved to extensions so that we can do platform checks in the makefile and not the sources.
This enables UTF-8 support on Windows as well as makes use of real file descriptors instead of utilizing the asset array, both of which are improvements if you ask me. All of these functions may be used interchangeably. So that means you can return a file descriptor from file_bin_open(), file_text_open_read(), file_text_open_write(), file_text_open_append(), or file_text_open_from_string(), and pass that return value to any of the other file_bin_* and/or file_text_* functions and they work together seamlessly.
You can open a file with file_bin_open() for example and write to it with file_text_write_string(), or use the returned value of file_text_open_from_string() stored in a variable and change the seek position while you read from it with file_bin_seek(). The file created by GameMaker's implementation of file_text_open_from_string() is read-only which I found to be a bit silly, and GameMaker has no means to retrieve the filename of this temp file, and it gets deleted automatically when the file is closed with file_text_close(). I changed it so that you have both read and write permissions to the file upon creation, and you may the file doesn't get deleted when closed automatically with my implementation, to give the user more control over the lifetime of the file. You may get the absolute path filename from the returned file descriptor using the get_filedescriptor_pathname() function, which will allow you to delete that file from your temporary directory.
I also changed the behavior of file_text_read_all() slightly so that it really just reads the contents left of the file based on the current seek position. If you are at the very beginning of the file it will still read the entire contents so this is unlikely to break existing games. If it does break a game they can just seek the file to the beginning before reading all the contents with that function.
The above code is licensed under MIT and is pulled from my GitHub account, however you are free to relicense it however you like when implementing any portion of it modified or not into enigma. I recommend relicensing under GPLv3 (with a linking exception) to match the rest of the software. The full code may be viewed here: https://github.com/time-killer-games/libfilesystem/blob/master/filesystem.cpp
This is currently under universal, but can be moved to extensions so that we can do platform checks in the makefile and not the sources.
Code: [Select]
string get_filedescriptor_pathname(int fd) {
string path;
#if defined(_WIN32)
DWORD length; HANDLE file = (HANDLE)_get_osfhandle(fd);
if ((length = GetFinalPathNameByHandleW(file, nullptr, 0, VOLUME_NAME_DOS))) {
wstring wpath; wpath.resize(length, '\0'); wchar_t *buffer = wpath.data();
if ((length = GetFinalPathNameByHandleW(file, buffer, length, VOLUME_NAME_DOS))) {
path = narrow(wpath); size_t pos = 0; string substr = "\\\\?\\";
if ((pos = path.find(substr, pos)) != string::npos) {
path.replace(pos, substr.length(), "");
}
}
}
#elif (defined(__APPLE__) && defined(__MACH__)) || defined(__DragonFly__)
char buffer[PATH_MAX];
if (fcntl(fd, F_GETPATH, buffer) != -1) {
path = buffer;
}
#elif defined(__linux__)
char *buffer = realpath(("/proc/self/fd/" + std::to_string(fd)).c_str(), nullptr);
path = buffer ? buffer : "";
free(buffer);
#elif defined(__FreeBSD__)
size_t length;
int mib[4] = { CTL_KERN, KERN_PROC, KERN_PROC_FILEDESC, getpid() };
if (sysctl(mib, 4, nullptr, &length, nullptr, 0) == 0) {
path.resize(length * 2, '\0'); char *buffer = path.data();
if (sysctl(mib, 4, buffer, &length, nullptr, 0) == 0) {
for (char *p = buffer; p < buffer + length;) {
struct kinfo_file *kif = (struct kinfo_file *)p;
if (kif->kf_fd == fd) {
path = kif->kf_path;
}
p += kif->kf_structsize;
}
}
}
#endif
return path;
}
int file_bin_open(string fname, int mode) {
#if defined(_WIN32)
wstring wfname = widen(fname);
FILE *fp = nullptr;
switch (mode) {
case 0: { if (!_wfopen_s(&fp, wfname.c_str(), L"rb, ccs=UTF-8" )) break; return -1; }
case 1: { if (!_wfopen_s(&fp, wfname.c_str(), L"wb, ccs=UTF-8" )) break; return -1; }
case 2: { if (!_wfopen_s(&fp, wfname.c_str(), L"w+b, ccs=UTF-8")) break; return -1; }
case 3: { if (!_wfopen_s(&fp, wfname.c_str(), L"ab, ccs=UTF-8" )) break; return -1; }
case 4: { if (!_wfopen_s(&fp, wfname.c_str(), L"a+b, ccs=UTF-8")) break; return -1; }
default: return -1;
}
if (fp) { int fd = _dup(_fileno(fp));
fclose(fp); return fd; }
#else
FILE *fp = nullptr;
switch (mode) {
case 0: { fp = fopen(fname.c_str(), "rb" ); break; }
case 1: { fp = fopen(fname.c_str(), "wb" ); break; }
case 2: { fp = fopen(fname.c_str(), "w+b"); break; }
case 3: { fp = fopen(fname.c_str(), "ab" ); break; }
case 4: { fp = fopen(fname.c_str(), "a+b"); break; }
default: return -1;
}
if (fp) { int fd = dup(fileno(fp));
fclose(fp); return fd; }
#endif
return -1;
}
int file_bin_rewrite(int fd) {
#if defined(_WIN32)
_lseek(fd, 0, SEEK_SET);
return _chsize(fd, 0);
#else
lseek(fd, 0, SEEK_SET);
return ftruncate(fd, 0);
#endif
}
int file_bin_close(int fd) {
#if defined(_WIN32)
return _close(fd);
#else
return close(fd);
#endif
}
long file_bin_size(int fd) {
#if defined(_WIN32)
struct _stat info = { 0 };
int result = _fstat(fd, &info);
#else
struct stat info = { 0 };
int result = fstat(fd, &info);
#endif
if (result != -1) {
return info.st_size;
}
return 0;
}
long file_bin_position(int fd) {
#if defined(_WIN32)
return _lseek(fd, 0, SEEK_CUR);
#else
return lseek(fd, 0, SEEK_CUR);
#endif
}
long file_bin_seek(int fd, long pos) {
#if defined(_WIN32)
return _lseek(fd, pos, SEEK_CUR);
#else
return lseek(fd, pos, SEEK_CUR);
#endif
}
int file_bin_read_byte(int fd) {
int byte = 0;
#if defined(_WIN32)
int num = (int)_read(fd, &byte, 1);
#else
int num = (int)read(fd, &byte, 1);
#endif
if (num == -1) return 0;
return byte;
}
int file_bin_write_byte(int fd, int byte) {
#if defined(_WIN32)
return (int)_write(fd, &byte, 1);
#else
return (int)write(fd, &byte, 1);
#endif
}
int file_text_open_read(string fname) {
return file_bin_open(fname, 0);
}
int file_text_open_write(string fname) {
return file_bin_open(fname, 1);
}
int file_text_open_append(string fname) {
return file_bin_open(fname, 3);
}
long file_text_write_string(int fd, string str) {
char *buffer = str.data();
#if defined(_WIN32)
long result = _write(fd, buffer, (unsigned)str.length());
#else
long result = write(fd, buffer, (unsigned)str.length());
#endif
return result;
}
long file_text_write_real(int fd, double val) {
string str = std::to_string(val);
return file_text_write_string(fd, str);
}
int file_text_writeln(int fd) {
return file_bin_write_byte(fd, '\n');
}
static unsigned cnt = 0;
bool file_text_eof(int fd) {
bool res1 = ((char)file_bin_read_byte(fd) == '\0');
bool res2 = (file_bin_position(fd) > file_bin_size(fd));
while (res2 && cnt < 2) {
file_bin_seek(fd, -1); cnt++; }
if (!res2) file_bin_seek(fd, -1);
cnt = 0; return (res1 || res2);
}
bool file_text_eoln(int fd) {
bool res1 = ((char)file_bin_read_byte(fd) == '\n');
bool res2 = file_text_eof(fd);
while (res2 && cnt < 2) {
file_bin_seek(fd, -1); cnt++; }
if (!res2) file_bin_seek(fd, -1);
cnt = 0; return (res1 || res2);
}
string file_text_read_string(int fd) {
int byte = file_bin_read_byte(fd); string str;
str.push_back((char)byte);
while ((char)byte != '\n') {
byte = file_bin_read_byte(fd);
str.push_back((char)byte);
if (byte == 0) break;
}
if (str.length() >= 2) {
if (str[str.length() - 2] != '\r' && str[str.length() - 1] == '\n') {
file_bin_seek(fd, -1);
str = str.substr(0, str.length() - 1);
}
if (str[str.length() - 2] == '\r' && str[str.length() - 1] == '\n') {
file_bin_seek(fd, -2);
str = str.substr(0, str.length() - 2);
}
} else if (str.length() == 1) {
if (str[str.length() - 1] == '\n') {
file_bin_seek(fd, -1);
str = str.substr(0, str.length() - 1);
}
}
return str;
}
static bool is_digit(char byte) {
return (byte == '0' || byte == '1' || byte == '2' || byte == '3' || byte == '4' ||
byte == '5' || byte == '6' || byte == '7' || byte == '8' || byte == '9');
}
double file_text_read_real(int fd) {
bool dot = false, sign = false;
string str; char byte = (char)file_bin_read_byte(fd);
while (byte == '\r' || byte == '\n') byte = (char)file_bin_read_byte(fd);
if (byte == '.' && !dot) {
dot = true;
} else if (!is_digit(byte) && byte != '+' &&
byte != '-' && byte != '.') {
return 0;
} else if (byte == '+' || byte == '-') {
sign = true;
}
if (byte == 0) goto finish;
str.push_back(byte);
if (sign) {
byte = (char)file_bin_read_byte(fd);
if (byte == '.' && !dot) {
dot = true;
} else if (!is_digit(byte) && byte != '.') {
return strtod(str.c_str(), nullptr);
}
if (byte == 0) goto finish;
str.push_back(byte);
}
while (byte != '\n' && !(file_bin_position(fd) > file_bin_size(fd))) {
byte = (char)file_bin_read_byte(fd);
if (byte == '.' && !dot) {
dot = true;
} else if (byte == '.' && dot) {
break;
} else if (!is_digit(byte) && byte != '.') {
break;
} else if (byte == '\n' || file_bin_position(fd) > file_bin_size(fd)) {
break;
}
if (byte == 0) goto finish;
str.push_back(byte);
}
finish:
return strtod(str.c_str(), nullptr);
}
string file_text_readln(int fd) {
int byte = file_bin_read_byte(fd); string str;
str.push_back((char)byte);
while ((char)byte != '\n') {
byte = file_bin_read_byte(fd);
str.push_back((char)byte);
if (byte == 0) break;
}
return str;
}
string file_text_read_all(int fd) {
string str;
long sz = file_bin_size(fd);
char *buffer = new char[sz];
#if defined(_WIN32)
long result = _read(fd, buffer, sz);
#else
long result = read(fd, buffer, sz);
#endif
if (result == -1) {
delete[] buffer;
return "";
}
str = buffer ? buffer : "";
delete[] buffer;
return str;
}
int file_text_open_from_string(string str) {
string fname = get_temp_directory() + "temp.XXXXXX";
#if defined(_WIN32)
int fd = -1; wstring wfname = widen(fname);
wchar_t *buffer = wfname.data(); if (_wmktemp_s(buffer, wfname.length() + 1)) return -1;
if (_wsopen_s(&fd, buffer, _O_CREAT | _O_RDWR | _O_WTEXT, _SH_DENYNO, _S_IREAD | _S_IWRITE)) {
return -1;
}
#else
char *buffer = fname.data();
int fd = mkstemp(buffer);
#endif
if (fd == -1) return -1;
file_text_write_string(fd, str);
#if defined(_WIN32)
_lseek(fd, 0, SEEK_SET);
#else
lseek(fd, 0, SEEK_SET);
#endif
return fd;
}
int file_text_close(int fd) {
return file_bin_close(fd);
}
This enables UTF-8 support on Windows as well as makes use of real file descriptors instead of utilizing the asset array, both of which are improvements if you ask me. All of these functions may be used interchangeably. So that means you can return a file descriptor from file_bin_open(), file_text_open_read(), file_text_open_write(), file_text_open_append(), or file_text_open_from_string(), and pass that return value to any of the other file_bin_* and/or file_text_* functions and they work together seamlessly.
You can open a file with file_bin_open() for example and write to it with file_text_write_string(), or use the returned value of file_text_open_from_string() stored in a variable and change the seek position while you read from it with file_bin_seek(). The file created by GameMaker's implementation of file_text_open_from_string() is read-only which I found to be a bit silly, and GameMaker has no means to retrieve the filename of this temp file, and it gets deleted automatically when the file is closed with file_text_close(). I changed it so that you have both read and write permissions to the file upon creation, and you may the file doesn't get deleted when closed automatically with my implementation, to give the user more control over the lifetime of the file. You may get the absolute path filename from the returned file descriptor using the get_filedescriptor_pathname() function, which will allow you to delete that file from your temporary directory.
I also changed the behavior of file_text_read_all() slightly so that it really just reads the contents left of the file based on the current seek position. If you are at the very beginning of the file it will still read the entire contents so this is unlikely to break existing games. If it does break a game they can just seek the file to the beginning before reading all the contents with that function.
The above code is licensed under MIT and is pulled from my GitHub account, however you are free to relicense it however you like when implementing any portion of it modified or not into enigma. I recommend relicensing under GPLv3 (with a linking exception) to match the rest of the software. The full code may be viewed here: https://github.com/time-killer-games/libfilesystem/blob/master/filesystem.cpp
6
General ENIGMA / Josh appreciation topic
« on: March 18, 2021, 11:06:47 am »
Thank you Josh for creating enigma and putting up with me and the rest of this acid trip of a community every day. We are all very thankful for your patience with our bullshit.
Love,
Your Significant Other
Love,
Your Significant Other
7
Finished Games / Virtual Visit Maker (for Windows, macOS, Linux, and FreeBSD)
« on: March 08, 2021, 09:25:04 pm »
ENIGMA port of this GameMaker asset: https://marketplace.yoyogames.com/assets/9730/virtual-visit-maker


Requires installing ENIGMA with a custom script so you may use third-party extensions not included in ENIGMA base. You can get the curstom script for your platform here: https://github.com/time-killer-games/enigma-dev be sure to read the ReadMe first at that link. On top of whatever dependencies your game uses, Ubnntu/Linux users will also need:
Ubuntu/Linux users will need to run the build64.sh script in the cmdline folder of the downloadable *.tar.gz on this page. If you run Ubuntu 20.04 LTS binary compatiblity specifically, no build needed. Windows/Mac users don't need extra deps nor should you need to build from source code on those platforms, instead, download and extract the exe in the release zip from and here: https://github.com/time-killer-games/panoview/releases/tag/v1.0.0.0 and put that file directly into the cmdline folder found in the *.tar.gz file.
Designed for games to run in headless mode, Windows users need to set the window invisible and Liuux/Mac can simply set the platform to None. Download *.tar.gz: https://drive.google.com/file/d/1FsPONo1jrNHvzdlZHyq46Gf0107_yXb-/view?usp=sharing
Requires installing ENIGMA with a custom script so you may use third-party extensions not included in ENIGMA base. You can get the curstom script for your platform here: https://github.com/time-killer-games/enigma-dev be sure to read the ReadMe first at that link. On top of whatever dependencies your game uses, Ubnntu/Linux users will also need:
Code: [Select]
sudo apt-get install libsdl2-dev libglu1-mesa-dev freeglut3-dev mesa-common-dev libpthread-stubs0-dev libx11-dev libprocps-dev
Ubuntu/Linux users will need to run the build64.sh script in the cmdline folder of the downloadable *.tar.gz on this page. If you run Ubuntu 20.04 LTS binary compatiblity specifically, no build needed. Windows/Mac users don't need extra deps nor should you need to build from source code on those platforms, instead, download and extract the exe in the release zip from and here: https://github.com/time-killer-games/panoview/releases/tag/v1.0.0.0 and put that file directly into the cmdline folder found in the *.tar.gz file.
Designed for games to run in headless mode, Windows users need to set the window invisible and Liuux/Mac can simply set the platform to None. Download *.tar.gz: https://drive.google.com/file/d/1FsPONo1jrNHvzdlZHyq46Gf0107_yXb-/view?usp=sharing
8
Issues Help Desk / Who is the smartest person in all of enigma-dev?
« on: January 04, 2021, 07:13:46 pm »
i cast 3 votes, 1 to each of them
9
Off-Topic / Converting a Linux user to FreeBSD be like.
« on: December 25, 2020, 08:07:04 pm »
I know what you are thinking: "Why not just use Arch?" My answer: The less GPL, the better. After all, FreeBSD is what all modern Sony and Nintendo consoles and handhelds (even the Switch) are based on for the permissive *BSD license. These companies produce stable and respected products with huge followings. What can be said about Linux? Android and Chromebook. From literally exploding Samsungs to constantly breaking external storage, to having everything stored in the cloud and monitored by Google, what's not to hate? It's obvious why these products suck. "Just anyone" can contribute and break anything they want to without testing the code manually.
If it passes the imperfect and ever-growing CI, they'll probably accept it. Bad idea when money and making a living is a non-motivator to hobbyist GPL devs. This prevents quality products on being delivered, which results in severe bugs, and a rather poopy OS as a whole. FreeBSD needs to be stable, otherwise companies with the tiniest bit of self respect won't look to them. Even apple shares some of FreeBSD ancestry in common for the same licensing debate. Money talks, even if you aren't the one making it but others who are relying on you are, you'll be much likelier to be motivated to deliver what they need and keep up the reputation as being reliable.
Additionally, the process filesystem is optional on FreeBSD. Linux has it mandatory, which results in slower applications that need to read and write to files for any kind of process related interaction, even something as simple as getting the current executable directory and filename, it requires creating, reading, and writing directories, text files, and symlinks for practically everything. The more processes you run, all the more will your computer be unnecessarily slow because of it. More processes = less performance regardless, but now we're just adding to that slowness for no good reason.
Another myth: commercial developers don't give back to the open source permissively licensed OS. Some of that is covered in this video.
https://www.youtube.com/watch?v=cofKxtIO3Is
Greetings from Brazil,
Samuel
10
Tips, Tutorials, Examples / Running NGINX Server in GameMaker and ENIGMA
« on: December 20, 2020, 03:55:52 pm »
Running NGINX Server in GameMaker and ENIGMA
ENIGMA | GM Version: GameMaker Sudio 2.x or later (ENIGMA and GMS 1.4.x too but w/ different string handling)
Target Platform: Windows, (macOS and Linux/Ubuntu need slightly modified instructions)
Links: CLICK HERE FOR PROCESS INFO'S EXTENSION DOCUMENTATION
Downloads (Required): NGINX, FILE MANAGER, PROCESS INFO
Introduction:
ENIGMA users can ignore the download links for File Manager and Process Info above. Server and client interaction is very common in games and my Process Info extension allows you to do much more with that. For the time being, these extensions are not available in ENIGMA's main repository. File Manager is virtually the same as the upcoming official support for std::filesystem in ENIGMA, however I have several bells and whistles added in my repository such as the ability to pass environment variables directly to string arguments when in the form of, for example, ${VARIABLE}.
TL;DR ENIGMA users have to install ENIGMA from the instructions on my own repository instead to get the required extensions:
https://github.com/time-killer-games/enigma-dev
Then you may proceed with this tutorial.
Summary:
Someone added me on Discord asking me how to do this with my Execute Shell extension, so I used that as an excuse to educate everyone here on a practical use case for my much more powerful extension called Process Info, hoping more people switch to using that extension instead of my Execute Shell and Evaluate Shell extensions, which are much less powerful and deprecated in favor of Process Info. They are also no longer actively developed and won't receive any feature updates. Use Process Info instead, it has a learning curve that is steeper, but you will learn to appreciate it with time as you learn what it can do.
Here I am explaining how to use Process Info more specifically on the topic of how to properly run your own NGINX server.
Tutorial:
Download NGINX and extract the ZIP archive. Drag and drop all the files in the extracted contents, (if extracted to a new folder, the contents of that folder), into your GameMaker Studio 2.x window to add them as included files for your project to make use of them. Not just the nginx executable, but also the folders it depends on which are also included in the ZIP you extracted. Create a controller object obj_conttroller, create a blank room with a black background, and then drag your controller object from the resource tree into your room. Now your body is ready.

In the Create Event of your controller object...
General Initialization and copying all your files to where they need to be is the first thing we need to take care of before we can do anything else.
1) First, choose a process index, similar to a resource id like for a sprite or other stuff, but this will represent a unique instance of a running application so we can later get various information from it such as output that would show in the terminal or command prompt if something goes wrong you can further debug it with ease. I chose the variable name to be nginx because that is the name of the executable we are running here, and a value of 0 stored in the variable to uniquely identify the process index:
2) Next, we create the sandbox directory, using the game_save_id constant, which is a writable directory, the working directory won't always be writable, thus we are using the sandbox directory for that reason alone:
3) Then, copy the included files we have in our project (nginx and its associated files and folders) using my File Manager extension's directory_copy function:
4) We need to set a new working directory to where we copied the included files to, using File Manager's set_working_directory(dname) function, like so:
Now we can write a batch file that will run nginx and we will write it directly to our sandbox, (not to be confused with what we set the working _directory to, which is the "files" subfolder within the sandbox folder game_save_id):
Notice above I also set the working directory of the batch file using the cd command, which is necessary to get this stuff working. Now for the good part; we are going to execute asynchronously an instance of a nginx web server process, but first, please notice I created a temp folder:
That temp folder is needed by nginx, otherwise it will complain in the process standard output that the folder doesn't exist. Notice there are two arguments to our process creation function, the second argument is the command itself, not the first. In the second argument we are running the batch file we created earlier found in our sandbox directory game_save_id.
The first argument of process_execute_asnyc(ind, command), on-the-other-hand, should be the global variable we set in the very first step of this tutorial, nginx as the variable's name and zero as its value to represent an index for the specific running application instance, which will be used to get process output for debugging purposes like mentioned earlier. That leads to our next step major step in this tutorial.
Done with Create Event. Now Draw Event / Draw GUI.
Now we are going to draw the process output to our game window in case something went wrong. If you followed this tutorial perfectly as described, no text should be drawn. In the code below you'll see I am setting a custom font named fnt_example, you will either need to create a font yourself that has this name or omit that line completely. The key thing is the text needs to not be cropped when drawn, so make the text small enough it is readable but will still fit in your game window or view-port for easy viewing. If you want to program a camera system to view the output text more power to you but that I won't be covering and it is a lot of unnecessary extra effort. The second line is where we actually draw the process output, should you have messed up following any steps thus far, text will draw and you will need to go back and review this tutorial to debug what the issue is based on what info is drawn.
process_output(ind) will return the process output for the specified process index, that is, the running application process that was started using the exact same process index ind argument. To clear process output when you no longer need it and wish to free memory, call process_clear_out(ind) on the same exact process index value, in this case the value we have stored in the nginx global variable.
Done with Draw Event / Draw GUI. Now for Game End Event.
Now, create a Game End event in your controller object, and give it the following code to execute when triggered:
This will cause the nginx server to shut down automatically when you close the game, to prevent it running in the background after you are done with it. Notice I used process_execute(ind, command) which will run synchronously, unlike process_execute_async(ind, command) which is what we used earlier. For the process index ind argument I used 999 as the reserved value to represent this process to make room for other process indexes to be used throughout your program should you ever have the need to run 999 other processes (counting zero) simultaneously, this allows for that many if you count up without skipping a reserved value for each process you create. Though 999 is not required, you may use any ridiculously high number if you wish that is less than ULONG_MAX(=4294967295). The key thing is that every process you have running from your game or application must have a unique index when run and held in memory simultaneously. A process index also can not be negative nor can it have a decimal value.
To free a process index from memory, call process_clear_pid(ind) to get rid of the pid's (process identifer, not the same thing as an index) held in memory, as well as call process_clear_out(ind) to get rid of the process index's standard output strings held in memory.
In other words, for example:
The above can be put in your Game End event after the process_execute(ind, command) call for general code cleanup.
If you followed everything correctly, you should have the following code in your controller object:
Create Event:
Like normal when running the NGINX server executable, it will ask you for permission to access your local network, and which you will need to accept. You can view the server by typing in "localhost" in your favorite internet browser.
Happy Coding!
Samuel
ENIGMA | GM Version: GameMaker Sudio 2.x or later (ENIGMA and GMS 1.4.x too but w/ different string handling)
Target Platform: Windows, (macOS and Linux/Ubuntu need slightly modified instructions)
Links: CLICK HERE FOR PROCESS INFO'S EXTENSION DOCUMENTATION
Downloads (Required): NGINX, FILE MANAGER, PROCESS INFO
Introduction:
ENIGMA users can ignore the download links for File Manager and Process Info above. Server and client interaction is very common in games and my Process Info extension allows you to do much more with that. For the time being, these extensions are not available in ENIGMA's main repository. File Manager is virtually the same as the upcoming official support for std::filesystem in ENIGMA, however I have several bells and whistles added in my repository such as the ability to pass environment variables directly to string arguments when in the form of, for example, ${VARIABLE}.
TL;DR ENIGMA users have to install ENIGMA from the instructions on my own repository instead to get the required extensions:
https://github.com/time-killer-games/enigma-dev
Then you may proceed with this tutorial.
Summary:
Someone added me on Discord asking me how to do this with my Execute Shell extension, so I used that as an excuse to educate everyone here on a practical use case for my much more powerful extension called Process Info, hoping more people switch to using that extension instead of my Execute Shell and Evaluate Shell extensions, which are much less powerful and deprecated in favor of Process Info. They are also no longer actively developed and won't receive any feature updates. Use Process Info instead, it has a learning curve that is steeper, but you will learn to appreciate it with time as you learn what it can do.
Here I am explaining how to use Process Info more specifically on the topic of how to properly run your own NGINX server.
Tutorial:
Download NGINX and extract the ZIP archive. Drag and drop all the files in the extracted contents, (if extracted to a new folder, the contents of that folder), into your GameMaker Studio 2.x window to add them as included files for your project to make use of them. Not just the nginx executable, but also the folders it depends on which are also included in the ZIP you extracted. Create a controller object obj_conttroller, create a blank room with a black background, and then drag your controller object from the resource tree into your room. Now your body is ready.

In the Create Event of your controller object...
General Initialization and copying all your files to where they need to be is the first thing we need to take care of before we can do anything else.
1) First, choose a process index, similar to a resource id like for a sprite or other stuff, but this will represent a unique instance of a running application so we can later get various information from it such as output that would show in the terminal or command prompt if something goes wrong you can further debug it with ease. I chose the variable name to be nginx because that is the name of the executable we are running here, and a value of 0 stored in the variable to uniquely identify the process index:
Code: (gml) [Select]
globalvar nginx; nginx = 0;
2) Next, we create the sandbox directory, using the game_save_id constant, which is a writable directory, the working directory won't always be writable, thus we are using the sandbox directory for that reason alone:
Code: (gml) [Select]
directory_create(game_save_id);
3) Then, copy the included files we have in our project (nginx and its associated files and folders) using my File Manager extension's directory_copy function:
Code: (gml) [Select]
directory_copy(working_directory, game_save_id + "files");
4) We need to set a new working directory to where we copied the included files to, using File Manager's set_working_directory(dname) function, like so:
Code: (gml) [Select]
set_working_directory(game_save_id + "files");
and that will set the new working directory to the "files" subdirectory we copied into the sandbox folder game_save_id from the working_directory in step 3. It will also copy everything else the game depends on, not just the included files you previously drag and dropped onto the GameMaker Studio 2 IDE window.Now we can write a batch file that will run nginx and we will write it directly to our sandbox, (not to be confused with what we set the working _directory to, which is the "files" subfolder within the sandbox folder game_save_id):
Code: (gml) [Select]
f = file_text_open_write(game_save_id + "nginx.bat");
file_text_write_string(f, @'cd "' + working_directory + @'" & "' + working_directory + @'nginx.exe"');
file_text_close(f);
Notice above I also set the working directory of the batch file using the cd command, which is necessary to get this stuff working. Now for the good part; we are going to execute asynchronously an instance of a nginx web server process, but first, please notice I created a temp folder:
Code: (gml) [Select]
directory_create(working_directory + "temp");
process_execute_async(nginx, @'cmd /c @ECHO OFF & "' + game_save_id + @'nginx.bat"');
That temp folder is needed by nginx, otherwise it will complain in the process standard output that the folder doesn't exist. Notice there are two arguments to our process creation function, the second argument is the command itself, not the first. In the second argument we are running the batch file we created earlier found in our sandbox directory game_save_id.
The first argument of process_execute_asnyc(ind, command), on-the-other-hand, should be the global variable we set in the very first step of this tutorial, nginx as the variable's name and zero as its value to represent an index for the specific running application instance, which will be used to get process output for debugging purposes like mentioned earlier. That leads to our next step major step in this tutorial.
Done with Create Event. Now Draw Event / Draw GUI.
Now we are going to draw the process output to our game window in case something went wrong. If you followed this tutorial perfectly as described, no text should be drawn. In the code below you'll see I am setting a custom font named fnt_example, you will either need to create a font yourself that has this name or omit that line completely. The key thing is the text needs to not be cropped when drawn, so make the text small enough it is readable but will still fit in your game window or view-port for easy viewing. If you want to program a camera system to view the output text more power to you but that I won't be covering and it is a lot of unnecessary extra effort. The second line is where we actually draw the process output, should you have messed up following any steps thus far, text will draw and you will need to go back and review this tutorial to debug what the issue is based on what info is drawn.
Code: (gml) [Select]
draw_set_font(fnt_example);
draw_text(0, 0, process_output(nginx));
process_output(ind) will return the process output for the specified process index, that is, the running application process that was started using the exact same process index ind argument. To clear process output when you no longer need it and wish to free memory, call process_clear_out(ind) on the same exact process index value, in this case the value we have stored in the nginx global variable.
Done with Draw Event / Draw GUI. Now for Game End Event.
Now, create a Game End event in your controller object, and give it the following code to execute when triggered:
Code: (gml) [Select]
process_execute(999, @'"' + working_directory + @'nginx.exe" -s stop');
This will cause the nginx server to shut down automatically when you close the game, to prevent it running in the background after you are done with it. Notice I used process_execute(ind, command) which will run synchronously, unlike process_execute_async(ind, command) which is what we used earlier. For the process index ind argument I used 999 as the reserved value to represent this process to make room for other process indexes to be used throughout your program should you ever have the need to run 999 other processes (counting zero) simultaneously, this allows for that many if you count up without skipping a reserved value for each process you create. Though 999 is not required, you may use any ridiculously high number if you wish that is less than ULONG_MAX(=4294967295). The key thing is that every process you have running from your game or application must have a unique index when run and held in memory simultaneously. A process index also can not be negative nor can it have a decimal value.
To free a process index from memory, call process_clear_pid(ind) to get rid of the pid's (process identifer, not the same thing as an index) held in memory, as well as call process_clear_out(ind) to get rid of the process index's standard output strings held in memory.
In other words, for example:
Code: (gml) [Select]
process_clear_pid(nginx);
process_clear_out(nginx);
process_clear_pid(999);
process_clear_out(999);
The above can be put in your Game End event after the process_execute(ind, command) call for general code cleanup.
If you followed everything correctly, you should have the following code in your controller object:
Create Event:
Code: (gml) [Select]
globalvar nginx; nginx = 0;
directory_create(game_save_id);
directory_copy(working_directory, game_save_id + "files");
set_working_directory(game_save_id + "files");
f = file_text_open_write(game_save_id + "nginx.bat");
file_text_write_string(f, @'cd "' + working_directory + @'" & "' + working_directory + @'nginx.exe"');
file_text_close(f);
directory_create(working_directory + "temp");
process_execute_async(nginx, @'cmd /c @ECHO OFF & "' + game_save_id + @'nginx.bat"');
Draw Event (or Draw GUI, either one):Code: (gml) [Select]
draw_set_font(fnt_example); // optional line
draw_text(0, 0, process_output(nginx));
Game End Event:Code: (gml) [Select]
process_execute(999, @'"' + working_directory + @'nginx.exe" -s stop');
process_clear_pid(nginx);
process_clear_out(nginx);
process_clear_pid(999);
process_clear_out(999);
Like normal when running the NGINX server executable, it will ask you for permission to access your local network, and which you will need to accept. You can view the server by typing in "localhost" in your favorite internet browser.
Happy Coding!
Samuel
11
Announcements / ENIGMOS - The Operating System for Attractive Women!
« on: November 10, 2020, 06:52:47 am »
Hello everyone!

I created a FreeBSD VirtualBox image that you may use to create games with everything you need to do that installed by default - showcasing the Xfce Desktop Environment customized to be themed around the game development software packaged with it - ENIGMA - as well as some basic apps for development. GIMP and GrafX2 for drawing and animating sprites, tilesets, backgrounds, and textures. Audacity for editing music you have composed or to touch up on your sound effects. mpv Media Player (the client library and command line app) for playing videos as cutscenes for your games or to preview them directly from a double click in Thunar File Manager. Engrampa for a graphical means to manage archives. OctoPkg for graphical package management. The FreeBSD GUI Wifi Manager, Firefox, Thunderbird, and all the default apps of the Xfce Desktop Environment - all essentials to having a complete desktop experience ready for game development - without the bloat. Also includes WINE and the Linux compatibility layer for running software built for Windows and Linux for convenience.
After you have booted, please note ENIGMA is installed under "/usr/local/bin/engima-dev/" and there is at the time of writing one example game pre-packaged with the distro. Under "/usr/local/bin/enigma-dev/games/" you will find my Key to Succes platformer game directory; in the form of an runnable executable therein (the file is literally named "executable") and the editable source code is archived in the same directory (that file is named "editable.tar.xz"). The editable can be extracted anywhere in "/usr/local/bin/enigma-dev/games/Key to Success/" without root access. I ran "sudo chmod 777" on that folder so you can extract the archive there with Engrampa Archive Manager for convenience. The "/usr/local/bin/enigma-dev/games/" parent folder is also not write protected so you may add your own game creations in there as well, and organize them by folder.
Install Instructions:
https://youtu.be/nA4lVirJdmQ
OS review by RoboNuggie (Thanks RoboNuggie!!!):
https://youtu.be/z3mO5wj1yqM
Example Games:
https://youtu.be/iPxeApdyH3c
As mentioned in the video, Windows users can extract the *.xz file by downloading and using 7zip, Linux, *BSD, and Mac users and use the unxz command and Linux users will need the xz-utils package installed for that. Mac users also need to install xz-utils by some means.
For example Ubuntu users:
Mac users can install it via:
...although the macOS terminal command also requires that you have HomeBrew installed in advance with the instructions found at https://brew.sh/
The gorgeous desktop backgrounds used by the OS were created by ENIGMA community member HitCoder.
The download link has the following xz compressed file:
- FreeBSD-12.2-RELEASE-amd64-GameDevOS.vdi.xz
This is the virtual box image. Requires Oracle VM VirtualBox.
https://www.virtualbox.org/ - only available for Win/Mac/Lin
Extract the VirualBox image with (or use 7zip instead Windows users)
You are now ready to follow the Installation Instructions found in the video above.
Download:
https://drive.google.com/drive/folders/1jRwidGgZqesGOFh8RnLW7jypc-ZBfpML?usp=sharing
I hope this attracts more people over to the ENIGMA and FreeBSD communities lel
Samuel

I created a FreeBSD VirtualBox image that you may use to create games with everything you need to do that installed by default - showcasing the Xfce Desktop Environment customized to be themed around the game development software packaged with it - ENIGMA - as well as some basic apps for development. GIMP and GrafX2 for drawing and animating sprites, tilesets, backgrounds, and textures. Audacity for editing music you have composed or to touch up on your sound effects. mpv Media Player (the client library and command line app) for playing videos as cutscenes for your games or to preview them directly from a double click in Thunar File Manager. Engrampa for a graphical means to manage archives. OctoPkg for graphical package management. The FreeBSD GUI Wifi Manager, Firefox, Thunderbird, and all the default apps of the Xfce Desktop Environment - all essentials to having a complete desktop experience ready for game development - without the bloat. Also includes WINE and the Linux compatibility layer for running software built for Windows and Linux for convenience.
After you have booted, please note ENIGMA is installed under "/usr/local/bin/engima-dev/" and there is at the time of writing one example game pre-packaged with the distro. Under "/usr/local/bin/enigma-dev/games/" you will find my Key to Succes platformer game directory; in the form of an runnable executable therein (the file is literally named "executable") and the editable source code is archived in the same directory (that file is named "editable.tar.xz"). The editable can be extracted anywhere in "/usr/local/bin/enigma-dev/games/Key to Success/" without root access. I ran "sudo chmod 777" on that folder so you can extract the archive there with Engrampa Archive Manager for convenience. The "/usr/local/bin/enigma-dev/games/" parent folder is also not write protected so you may add your own game creations in there as well, and organize them by folder.
Install Instructions:
https://youtu.be/nA4lVirJdmQ
OS review by RoboNuggie (Thanks RoboNuggie!!!):
https://youtu.be/z3mO5wj1yqM
Example Games:
https://youtu.be/iPxeApdyH3c
As mentioned in the video, Windows users can extract the *.xz file by downloading and using 7zip, Linux, *BSD, and Mac users and use the unxz command and Linux users will need the xz-utils package installed for that. Mac users also need to install xz-utils by some means.
For example Ubuntu users:
Code: [Select]
sudo apt-get install xz-utils
Mac users can install it via:
Code: [Select]
brew install xz
...although the macOS terminal command also requires that you have HomeBrew installed in advance with the instructions found at https://brew.sh/
The gorgeous desktop backgrounds used by the OS were created by ENIGMA community member HitCoder.
The download link has the following xz compressed file:
- FreeBSD-12.2-RELEASE-amd64-GameDevOS.vdi.xz
This is the virtual box image. Requires Oracle VM VirtualBox.
https://www.virtualbox.org/ - only available for Win/Mac/Lin
Extract the VirualBox image with (or use 7zip instead Windows users)
Code: [Select]
unxz /path/to/FreeBSD-12.2-RELEASE-amd64-GameDevOS.vdi.xz
You are now ready to follow the Installation Instructions found in the video above.
Download:
https://drive.google.com/drive/folders/1jRwidGgZqesGOFh8RnLW7jypc-ZBfpML?usp=sharing
I hope this attracts more people over to the ENIGMA and FreeBSD communities lel
Samuel
12
Announcements / Video Player Extension for ENIGMA Early Access
« on: August 12, 2020, 08:21:44 pm »
The pull request will be more up-to-date than the information and download available in this thread.
To get the latest scoop on what progress has been made, please check out the actual pull request:
https://github.com/enigma-dev/enigma-dev/pull/2107


Finally, official video playback functionality is being added to ENIGMA.
- Win32 games need MSYS2 installed along with the mpv/libmpv package to get all the deps.
- Mac users need to install mpv/libmpv via homebrew or similar package managers available.
- Linux and FreeBSD users may simply use their package manager as usual to install libmpv.
- Android support is also possible due libmpv has an Android build - so we have all platforms.
For early access to this extension, use the installer scripts provided at this repository:
https://github.com/time-killer-games/enigma-dev
Regards,
Samuel
To get the latest scoop on what progress has been made, please check out the actual pull request:
https://github.com/enigma-dev/enigma-dev/pull/2107


Finally, official video playback functionality is being added to ENIGMA.
- Win32 games need MSYS2 installed along with the mpv/libmpv package to get all the deps.
- Mac users need to install mpv/libmpv via homebrew or similar package managers available.
- Linux and FreeBSD users may simply use their package manager as usual to install libmpv.
- Android support is also possible due libmpv has an Android build - so we have all platforms.
For early access to this extension, use the installer scripts provided at this repository:
https://github.com/time-killer-games/enigma-dev
Regards,
Samuel
13
Announcements / Cross-Platform External DLL Functions Now Supported
« on: May 03, 2020, 03:22:16 pm »
Hey guys!
Robert fixed our Windows functions for calling DLL's so that they can use strings correctly. I decided to add to this vast improvement by making these functions work on Mac OS X, Linux, and FreeBSD. Mac is still broken so it's not tested on there, but there's no reason why it wouldn't work, once the Cocoa and Mac SDL platforms get patched.
Functions introduced by this extension:
- external_define(dll, name, calltype, restype, argnumb, argtype[0], argtype[1], ...argtype[10])
- external_call(id, args[0...15])
- external_free(id)
Example project demonstrating the use of external functions:
https://enigma-dev.org/edc/games.php?game=111
Example DLL source code:
https://github.com/time-killer-games/DialogModule
This means nearly all GameMaker extensions for Desktop Platforms should now work in ENIGMA out-of-the-box, whether for GameMaker Studio or older versions of GameMaker. Although you will need to set a compatibility mode for the version of GM your extension is built for in order to get window_handle() working. The only thing to be done is to convert your extension to use scripts with the external functions because we don't support GameMaker's special extension package formats yet. Due to POSIX and/or X11 compliance, a lot of Linux and Mac OS X extensions can be rebuilt and "just work" on FreeBSD in a lot of cases if you have the source code handy.
To get access to these new features, simply update enigma to the latest version and enable the "External Functions" extension like so:

You will also need to install libffi. Windows users should already have this installed because we've included it on our Windows Installation page for a long time now. As for everyone else, the dependency can be installed for your platform using the terminal commands below...
Ubuntu/Debian-Linux based:
Arch/Manjaro-Linux based:
FreeBSD-based:
Have a wonderful day.
Samuel
Robert fixed our Windows functions for calling DLL's so that they can use strings correctly. I decided to add to this vast improvement by making these functions work on Mac OS X, Linux, and FreeBSD. Mac is still broken so it's not tested on there, but there's no reason why it wouldn't work, once the Cocoa and Mac SDL platforms get patched.
Functions introduced by this extension:
- external_define(dll, name, calltype, restype, argnumb, argtype[0], argtype[1], ...argtype[10])
- external_call(id, args[0...15])
- external_free(id)
Example project demonstrating the use of external functions:
https://enigma-dev.org/edc/games.php?game=111
Example DLL source code:
https://github.com/time-killer-games/DialogModule
This means nearly all GameMaker extensions for Desktop Platforms should now work in ENIGMA out-of-the-box, whether for GameMaker Studio or older versions of GameMaker. Although you will need to set a compatibility mode for the version of GM your extension is built for in order to get window_handle() working. The only thing to be done is to convert your extension to use scripts with the external functions because we don't support GameMaker's special extension package formats yet. Due to POSIX and/or X11 compliance, a lot of Linux and Mac OS X extensions can be rebuilt and "just work" on FreeBSD in a lot of cases if you have the source code handy.
To get access to these new features, simply update enigma to the latest version and enable the "External Functions" extension like so:

You will also need to install libffi. Windows users should already have this installed because we've included it on our Windows Installation page for a long time now. As for everyone else, the dependency can be installed for your platform using the terminal commands below...
Ubuntu/Debian-Linux based:
Code: [Select]
sudo apt-get install libffi-dev
Arch/Manjaro-Linux based:
Code: [Select]
sudo pacman -Sy libffi
FreeBSD-based:
Code: [Select]
sudo pkg ins libffi
Have a wonderful day.
Samuel
14
Announcements / Announcing FreeBSD Support
« on: March 12, 2020, 09:15:29 pm »
Hey guys...
Here's a game by community member hpg678 running natively on BSD that was compiled with ENIGMA:


Waiting for Josh to finish some stuff with JDI, in the meantime, you can make games for FreeBSD using my branch; make sure you build with the clang compiler instead of gcc otherwise projects that use sound or audio functions will have a segmentation fault and won't run.
Install instructions:
https://enigma-dev.org/docs/Wiki/Install:FreeBSD
Here's the pull request that adds support to FreeBSD for those waiting anxiously for it to be merged into master and want updates on it:
https://github.com/enigma-dev/enigma-dev/pull/1916
Regards,
Samuel
Here's a game by community member hpg678 running natively on BSD that was compiled with ENIGMA:


Waiting for Josh to finish some stuff with JDI, in the meantime, you can make games for FreeBSD using my branch; make sure you build with the clang compiler instead of gcc otherwise projects that use sound or audio functions will have a segmentation fault and won't run.
Install instructions:
https://enigma-dev.org/docs/Wiki/Install:FreeBSD
Here's the pull request that adds support to FreeBSD for those waiting anxiously for it to be merged into master and want updates on it:
https://github.com/enigma-dev/enigma-dev/pull/1916
Regards,
Samuel
15
Announcements / UPDATE: Cross-Platorm Widgets API Complete with Full UTF-8 Support
« on: July 02, 2019, 02:00:48 pm »
Platform: Windows
API: Win32 (VC++)

Platform: macOS
API: Cocoa (Obj-C)

Platform: Ubuntu
API: Zenity (GTK+)

Platform: KDE neon
API: KDialog (Qt5)

What's Changed?
First of all, for those of you targeting Linux who aren't aware, click here for the terminal commands needed to install the appropriate packages and dependencies used in the Linux widget systems - Zenity and KDialog. Installation instructions will be different depending on your Linux distro. Other info is there that Linux and non-Linux users alike may benefit from.
We recently updated Windows Widgets to include the same GML and EDL function set as the other actively supported systems - Cocoa Widgets for macOS, Zenity for Linux distro's using GTK+ for windowing, and KDialog for Linux distro's using KDE for windowing. Windows Widgets also now has full UTF-8 support with these same functions, just as the other systems and platforms already supported. This means we now have a fully cross-platform API that will work seamlessly on all platforms and windowing systems we support.
If you want to use these same exact functions in GameMaker Studio 2 or Unity, you may override GameMaker's implementations with these functions using my Dialog Module extension, or the Unity plugin, which are both free and open source. MIT License. Links to GameMaker Marketplace, Unity, and itch.io as well as GitHub and SourceForge here.
Known Issues
- get_open_filenames() and get_open_filenames_ext() can only return a maximum of 3 files from a given drive's root, so if your files are selected directly from C:\, I:\, etc. without being within a subfolder or subfolders of the given drive, i.e. Program Files, Users, etc. you will not be able to return more than 3 files regardless of how man files you actually selected, if not in drive's root, you will be able to select up to the buffer limit. This is a Windows-only issue. Mac and Linux have no limit to the amount of files you may select. I don't know how to fix this and will need help with it. I don't know what the source of the problem is with Windows multi-select and how I chose to write it.
- get_directory() and get_directory_alt() do not work on Windows XP, this will be fixed in a patch which will check the current Windows Version and if Windows XP then use an older API to take care of the same desired effect - selecting a directory. This will be fixed at some point. I have other priorities ahead of this one right now.
- get_string(), get_password(), get_integer(), and get_passcode() do not resize to fit the contents of the string provided by the first argument to each function. Windows-only bug. Instead, the string will get truncated if long enough. This will probably be fixed when we support the Visual Studio compiler, CMake, so that I may use the same InputBox API I use in the GameMaker extension equivalent which does not have this bug.
- TODO: I need to wipe Josh's ass for him by renaming the current show_error() implementation to show_error_retriable(), this will eliminate the need for the second argument and it will be removed, and also this will mean Josh will let me give the function a return value, like what the GameMaker extension equivalent currently does. Then I'll write a new show_error() implementation from scratch that will only have a 'Abort' and an 'Ignore' button when non-fatal, and just an 'Abort' button when fatal. This can't be done until KDialog support's changing the 'OK' button's text on a single button dialog. It's on KDialog's roadmap, but KDE developers have yet to add it.
Cheers,
Samuel
API: Win32 (VC++)

Platform: macOS
API: Cocoa (Obj-C)

Platform: Ubuntu
API: Zenity (GTK+)

Platform: KDE neon
API: KDialog (Qt5)

What's Changed?
First of all, for those of you targeting Linux who aren't aware, click here for the terminal commands needed to install the appropriate packages and dependencies used in the Linux widget systems - Zenity and KDialog. Installation instructions will be different depending on your Linux distro. Other info is there that Linux and non-Linux users alike may benefit from.
We recently updated Windows Widgets to include the same GML and EDL function set as the other actively supported systems - Cocoa Widgets for macOS, Zenity for Linux distro's using GTK+ for windowing, and KDialog for Linux distro's using KDE for windowing. Windows Widgets also now has full UTF-8 support with these same functions, just as the other systems and platforms already supported. This means we now have a fully cross-platform API that will work seamlessly on all platforms and windowing systems we support.
If you want to use these same exact functions in GameMaker Studio 2 or Unity, you may override GameMaker's implementations with these functions using my Dialog Module extension, or the Unity plugin, which are both free and open source. MIT License. Links to GameMaker Marketplace, Unity, and itch.io as well as GitHub and SourceForge here.
Known Issues
- get_open_filenames() and get_open_filenames_ext() can only return a maximum of 3 files from a given drive's root, so if your files are selected directly from C:\, I:\, etc. without being within a subfolder or subfolders of the given drive, i.e. Program Files, Users, etc. you will not be able to return more than 3 files regardless of how man files you actually selected, if not in drive's root, you will be able to select up to the buffer limit. This is a Windows-only issue. Mac and Linux have no limit to the amount of files you may select. I don't know how to fix this and will need help with it. I don't know what the source of the problem is with Windows multi-select and how I chose to write it.
- get_directory() and get_directory_alt() do not work on Windows XP, this will be fixed in a patch which will check the current Windows Version and if Windows XP then use an older API to take care of the same desired effect - selecting a directory. This will be fixed at some point. I have other priorities ahead of this one right now.
- get_string(), get_password(), get_integer(), and get_passcode() do not resize to fit the contents of the string provided by the first argument to each function. Windows-only bug. Instead, the string will get truncated if long enough. This will probably be fixed when we support the Visual Studio compiler, CMake, so that I may use the same InputBox API I use in the GameMaker extension equivalent which does not have this bug.
- TODO: I need to wipe Josh's ass for him by renaming the current show_error() implementation to show_error_retriable(), this will eliminate the need for the second argument and it will be removed, and also this will mean Josh will let me give the function a return value, like what the GameMaker extension equivalent currently does. Then I'll write a new show_error() implementation from scratch that will only have a 'Abort' and an 'Ignore' button when non-fatal, and just an 'Abort' button when fatal. This can't be done until KDialog support's changing the 'OK' button's text on a single button dialog. It's on KDialog's roadmap, but KDE developers have yet to add it.
Cheers,
Samuel