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Author Topic: wxENIGMA Crossplatform IDE in Code::Blocks  (Read 10260 times)
Offline (Male) Goombert
Posted on: March 03, 2013, 10:40:16 PM

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This is our new cross platform IDE written in C++ using wxWidgets for the GUI and Code::Blocks for the project management. I am the lead developer for it and we will soon be allowing contributions to the repo.
« Last Edit: March 23, 2013, 08:52:11 PM by Robert B Colton » Logged
I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) gra
Reply #1 Posted on: March 04, 2013, 01:15:38 AM

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wow , i follow this project, java is problem,
after 3-4hour java dont refresh screen viev and give problem,
i restart after 3-4hours  ;) but new ide is real solution
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Offline (Unknown gender) fervi
Reply #2 Posted on: March 04, 2013, 08:29:59 AM
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Wow! Java isn't crossplatform ...

OFC. Project will be probably good, but LateralGM work nice, so maybe this project is needless? Ofc. C++ is faster than Java.

As your wish, but LGM works great too

Fervi
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Offline (Unknown gender) TheExDeus
Reply #3 Posted on: March 04, 2013, 09:38:04 AM

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Looks good. I don't have that many problems with LGM either, though Java tends to be a memory hog. Until I see it at the stage you want to make it I won't have any suggestions. I guess D&D will not be supported here right? Like everything is purely based on code?
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Offline (Male) Goombert
Reply #4 Posted on: March 04, 2013, 01:15:53 PM

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Really it is just hard to get people to want to maintain a Java based IDE, so creating a project like this will also ensure that it gets maintained in the future. This also makes communication with the compiler much easier as well, LateralGM has to jump through hoops to work ENIGMA, compilation will be much faster as well because it can send all the resources at once instead of one at a time to be compiled. I also just find it hard to multi-task with LGM due to its memory usage, I like to work on several things at once, and LGM is just not good for this. Don't get me wrong it is a great tool and IsmAvatar did a wonderful job on it.

@fervi it really isn't useless if it less restricting of the user, uses a fraction of the memory, is exponentially faster, and will generate more interest than a Java based IDE

@ExDeus Nope, completely wrong. It will support Drag and Drop and everything, the entire IDE is being built around modular components which will stem from a Multiple Document Interface manager, that allows you to dock and layout the controls to your liking. Plus there are just soo many cool things, like not having restriction on project hierarchies, eg. you can place a background, sound, and object all in the same folder.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) gra
Reply #5 Posted on: March 04, 2013, 02:46:59 PM

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the project not is usable for now? what is the state of wxEnigma?
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Offline (Unknown gender) TheExDeus
Reply #6 Posted on: March 04, 2013, 04:45:10 PM

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I actually don't like when resources are not bound to default groups, but I guess its optional. Even if you don't put a legacy feature in there I can still create my own Object/Sprite/Script etc. folders and just drag everything there. Just how I like to right-click objects folder and then "Add object" instead of some top icon. But all of this is a preference and everyone can adapt. More of a question is won't this break GM file standard compatibility or you don't plan to support them and just use EGM?
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Offline (Male) Goombert
Reply #7 Posted on: March 04, 2013, 06:01:21 PM

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Fear not as I will be making new games automatically generate the old structure, you just wont be restricted to it that is all, and when importing old games it will import them into that directory structure as well. And yes we will support all of the formats, but for saving and loading you can only save as an uncompressed egm or an xml .project. The idea behind this is simple, the IDE is for ENIGMA projects only, but does this mean you can't use your old games? No, you can, you just go to Import/Export where you will see options for importing and exporting compressed egm's, Game Maker files, global backups, and resource files, etc.

This disambiguation is needed in order to make the file structuring more dynamic allowing for us to add new resources like models, polygonal vector shapes, and material surfaces. I will also be including the option for whether project files become compressed inside the executable when compiled. This will also make it easier for end programmers to link share object libraries and use them.

Another thing I should also mention is that the entire layout is customizable, in example, some people like a popout find and replace window, I like it to be docked to the write of code editing, and both options are possible! Even better when you close the IDE it automatically saves your loaded perspective and layout, and reloads it the next time you launch the IDE.

I also have a really awesome plan for implementing Drag & Drop as well. The code editor that wx provides allows controls to be formated inside of it, this will allow me to do Drag & Drop with code folding, and have it formated to the function based version before sending it to the compiler. So from now on, when you decide to edit an event you are shown a code editor which will work with both Drag & Drop and EDL while allowing breakpoint insertion and code folding. This allows more experienced developers like myself to not have to look at the D&D tiles and just use code without it getting in the way, you just dock the D&D panel left of the code editor, ohhh and this will also allow find and replace for D&D code.
« Last Edit: March 04, 2013, 06:03:24 PM by Robert B Colton » Logged
I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) gra
Reply #8 Posted on: March 05, 2013, 06:02:07 AM

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Quote
but LateralGM work nice
lgm ide , have a memory issue on ubuntu12.10 with gnome failback (240mb ram consumed)
on old mashine :
pentium 1100mhz 1000mb ram lol, not good
the compiler tell me that the memory is out ,
works nice on iper pc ahahha
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Offline (Unknown gender) forthevin
Reply #9 Posted on: March 05, 2013, 06:27:08 AM

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I think this sounds very interesting. The two main features I can think of that I would really like is a room editor like in LateralGM, as well as the possibility of easily using a version control system while using the editor.

For the version control systems, I don't necessarily want them integrated directly into the editor, rather just being able to use them simultaneously and having changes from the VCS reflected in the editor or vice versa. That would be very nice.
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Offline (Male) Josh @ Dreamland
Reply #10 Posted on: March 05, 2013, 08:50:27 AM

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Could I get you to elaborate on that a bit more, forthevin? The EGM file format is just a filestructure; it's nostalgic to compression and archive format. What I mean is, you can use EGM files as simple directories, by its specification (not sure where LGM's support on that stands). That said, version control for your project is presently (supposed to be) as easy as your platform makes it. What, specifically, would you like the IDE to do on top of that?
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Offline (Unknown gender) forthevin
Reply #11 Posted on: March 05, 2013, 10:14:14 AM

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I think I should have been clearer. I do believe that EGM can be used for what I want. Basically, while you are using the IDE, you can access the files inside the game (like object files, room files, etc.) outside of the IDE, modify them in some way (a text editor, a pull through git, etc.), and you can then refresh the IDE (or similar) to get the changes, without having to restart the IDE. Likewise, if you change something inside the IDE, it will be reflected in the file system, and the VCS can see the changes.

An example of what I am talking about is gedit. You change a file inside gedit, save it, and it is reflected in the file system. If you then change a file you have open in gedit outside of gedit (for instance through another text editor or pulling some updates) and you switch to the view of the file in gedit in which the changes have been made, gedit informs you that the file has changed, and offers to either reload the file or cancel reloading. Basically, gedit checks the status of the files on the file system and reacts on it. I know that other editors like Eclipse and NetBeans have similar handling of files changing on the system.

Currently in LateralGM, if you save as an EGM, the game is stored compressed in EGM. If you go into the EGM file without unpacking it and make changes in it, LateralGM is unaffected. If you restart LateralGM, it will see the changes you made to the EGM. Basically, what I want the editor to do is to detect any changes in the EGM file, and handle it in some way, without having to restart the editor.

So I guess what I actually want is for the editor to detect changes on the file system (for instance coming from some VCS) and handle it, such that the editor does not need to be restarted. That would enable it to work well together with different VCSes.
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Offline (Male) Josh @ Dreamland
Reply #12 Posted on: March 05, 2013, 03:09:08 PM

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I'm not certain how to do that myself, actually; it's been a subject of interest of mine for some time. I think that Java provides a frontend for it, but I imagine we'd need to look into how to do that on each of POSIX and Win32 for the purpose of this IDE.
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Offline (Male) Goombert
Reply #13 Posted on: March 05, 2013, 03:33:34 PM

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See Josh I told you some people would like a non-restrictive non emulated project file structure.
« Last Edit: September 08, 2017, 08:33:11 AM by Goombert » Logged
I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Male) Josh @ Dreamland
Reply #14 Posted on: March 05, 2013, 05:28:38 PM

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I never disagreed to that, Robert. Version control is half the reason we chose to develop EGM as we did. It was 100% of the reason we chose to add directory versions to its specification.

The reason we offer an archived version is because some users like their source to be a single module, and Zip is a very developed format for that sort of thing. Even if LGM/wxE did corrupt the zip somehow, very good recovery tools exist for Zip. Zip's also relatively fast (though not as fast as the uncompressed directory version).

But, again, the EGM specification says it should support both.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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