From e29a70ae357a30b78ea6fe0e4d1f862653a8b5bf Mon Sep 17 00:00:00 2001 From: Ben Hoffman Date: Sun, 16 Aug 2026 10:06:14 -0400 Subject: [PATCH] some misc file cleanup to move scripts around and organize --- AGENTS.md | 5 +- CMakeLists.txt | 13 +- FlingEngine/Editor/inc/ImFileBrowser.hpp | 7 +- .../Platform/inc/ImGuiInputBinding.hpp | 88 +++++---- Init_VS_2017.bat | 18 -- Jenkinsfile | 12 -- README.md | 32 +++ Skills/building.md | 15 +- StaticAnalysis/cppcheck_res.txt | 187 ------------------ build-debug.sh | 12 -- build-release.sh | 12 -- build-shipping.sh | 12 -- build-vs-clang.sh | 12 -- external/imgui | 2 +- GenerateDocs.sh => scripts/GenerateDocs.sh | 0 .../StaticAnalysis}/README.md | 0 .../StaticAnalysis}/lua.cfg | 0 .../StaticAnalysis}/run-cpp-check.sh | 2 +- .../StaticAnalysis}/vulkan.cfg | 0 .../run-mem-report.sh | 0 20 files changed, 111 insertions(+), 318 deletions(-) delete mode 100644 Init_VS_2017.bat delete mode 100644 Jenkinsfile delete mode 100644 StaticAnalysis/cppcheck_res.txt delete mode 100755 build-debug.sh delete mode 100755 build-release.sh delete mode 100755 build-shipping.sh delete mode 100644 build-vs-clang.sh rename GenerateDocs.sh => scripts/GenerateDocs.sh (100%) rename {StaticAnalysis => scripts/StaticAnalysis}/README.md (100%) rename {StaticAnalysis => scripts/StaticAnalysis}/lua.cfg (100%) rename {StaticAnalysis => scripts/StaticAnalysis}/run-cpp-check.sh (68%) rename {StaticAnalysis => scripts/StaticAnalysis}/vulkan.cfg (100%) rename run-mem-report.sh => scripts/run-mem-report.sh (100%) diff --git a/AGENTS.md b/AGENTS.md index 157d93df..05ee2955 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -15,8 +15,9 @@ platform setup (Vulkan SDK, GLFW, etc.). - First time in a fresh clone: `./Init.sh` (Linux) / `Init.bat` (Windows). This pulls git submodules, builds/installs Catch2 locally, and configures CMake into `build/`. -- Day to day: `./build-debug.sh`, `./build-release.sh`, or `./build-shipping.sh`, then - build with your generator (e.g. `cmake --build build --parallel`). +- Day to day: reconfigure `build/` for the mode you want, e.g. + `cmake -B build -DCMAKE_BUILD_TYPE=Debug`, then build with your generator + (e.g. `cmake --build build --parallel`). - `-DDEFINE_SHIPPING=ON` strips dev-only code gated behind `#ifdef FLING_SHIPPING`. - Full detail: [`Skills/building.md`](Skills/building.md). diff --git a/CMakeLists.txt b/CMakeLists.txt index d8d51d88..96a90886 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -120,9 +120,18 @@ set_target_properties(spirv-cross-glsl PROPERTIES FOLDER SPIRV-Cross) set_target_properties(spirv-cross-reflect PROPERTIES FOLDER SPIRV-Cross) set_target_properties(spirv-cross-util PROPERTIES FOLDER SPIRV-Cross) -# ImGUI +# ImGUI +# Built directly here (rather than via the submodule's own CMakeLists.txt) so that +# the submodule can stay pinned to an unmodified upstream ocornut/imgui tag. if( WITH_IMGUI_FLAG ) - add_subdirectory( external/imgui ) + add_library( ImGui STATIC + external/imgui/imgui.cpp + external/imgui/imgui_demo.cpp + external/imgui/imgui_draw.cpp + external/imgui/imgui_tables.cpp + external/imgui/imgui_widgets.cpp ) + target_include_directories( ImGui PUBLIC external/imgui ) + include_directories( external/imgui ) include_directories( external/imgui_entt_entity_editor ) endif() diff --git a/FlingEngine/Editor/inc/ImFileBrowser.hpp b/FlingEngine/Editor/inc/ImFileBrowser.hpp index 0afc0b09..dc8b18d2 100644 --- a/FlingEngine/Editor/inc/ImFileBrowser.hpp +++ b/FlingEngine/Editor/inc/ImFileBrowser.hpp @@ -336,10 +336,10 @@ inline void ImGui::FileBrowser::Display() // browse files in a child window - float reserveHeight = GetItemsLineHeightWithSpacing(); + float reserveHeight = GetFrameHeightWithSpacing(); std::filesystem::path newPwd; bool setNewPwd = false; if(!(flags_ & ImGuiFileBrowserFlags_SelectDirectory) && (flags_ & ImGuiFileBrowserFlags_EnterNewFilename)) - reserveHeight += GetItemsLineHeightWithSpacing(); + reserveHeight += GetFrameHeightWithSpacing(); { BeginChild("ch", ImVec2(0, -reserveHeight), true, (flags_ & ImGuiFileBrowserFlags_NoModal) ? ImGuiWindowFlags_AlwaysHorizontalScrollbar : 0); @@ -421,9 +421,8 @@ inline void ImGui::FileBrowser::Display() SameLine(); - int escIdx = GetIO().KeyMap[ImGuiKey_Escape]; if(Button("cancel") || closeFlag_ || - ((flags_ & ImGuiFileBrowserFlags_CloseOnEsc) && IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) && escIdx >= 0 && IsKeyPressed(escIdx))) + ((flags_ & ImGuiFileBrowserFlags_CloseOnEsc) && IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) && IsKeyPressed(ImGuiKey_Escape))) CloseCurrentPopup(); if(!statusStr_.empty() && !(flags_ & ImGuiFileBrowserFlags_NoStatusBar)) diff --git a/FlingEngine/Platform/inc/ImGuiInputBinding.hpp b/FlingEngine/Platform/inc/ImGuiInputBinding.hpp index 675c5e66..92dae186 100644 --- a/FlingEngine/Platform/inc/ImGuiInputBinding.hpp +++ b/FlingEngine/Platform/inc/ImGuiInputBinding.hpp @@ -49,6 +49,46 @@ namespace Fling glfwSetClipboardString((GLFWwindow*)user_data, text); } + // Maps a raw FL_KEYCODE_* key code to the ImGuiKey enum required by the + // enum required by the modern (1.87+) io.AddKeyEvent() input API. + static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) + { + switch (key) + { + case FL_KEYCODE_TAB: return ImGuiKey_Tab; + case FL_KEYCODE_LEFT: return ImGuiKey_LeftArrow; + case FL_KEYCODE_RIGHT: return ImGuiKey_RightArrow; + case FL_KEYCODE_UP: return ImGuiKey_UpArrow; + case FL_KEYCODE_DOWN: return ImGuiKey_DownArrow; + case FL_KEYCODE_PAGE_UP: return ImGuiKey_PageUp; + case FL_KEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; + case FL_KEYCODE_HOME: return ImGuiKey_Home; + case FL_KEYCODE_END: return ImGuiKey_End; + case FL_KEYCODE_INSERT: return ImGuiKey_Insert; + case FL_KEYCODE_DELETE: return ImGuiKey_Delete; + case FL_KEYCODE_BACKSPACE: return ImGuiKey_Backspace; + case FL_KEYCODE_SPACE: return ImGuiKey_Space; + case FL_KEYCODE_ENTER: return ImGuiKey_Enter; + case FL_KEYCODE_ESCAPE: return ImGuiKey_Escape; + case FL_KEYCODE_KP_ENTER: return ImGuiKey_KeypadEnter; + case FL_KEYCODE_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case FL_KEYCODE_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case FL_KEYCODE_LEFT_SHIFT: return ImGuiKey_LeftShift; + case FL_KEYCODE_RIGHT_SHIFT: return ImGuiKey_RightShift; + case FL_KEYCODE_LEFT_ALT: return ImGuiKey_LeftAlt; + case FL_KEYCODE_RIGHT_ALT: return ImGuiKey_RightAlt; + case FL_KEYCODE_LEFT_SUPER: return ImGuiKey_LeftSuper; + case FL_KEYCODE_RIGHT_SUPER: return ImGuiKey_RightSuper; + case FL_KEYCODE_A: return ImGuiKey_A; + case FL_KEYCODE_C: return ImGuiKey_C; + case FL_KEYCODE_V: return ImGuiKey_V; + case FL_KEYCODE_X: return ImGuiKey_X; + case FL_KEYCODE_Y: return ImGuiKey_Y; + case FL_KEYCODE_Z: return ImGuiKey_Z; + default: return ImGuiKey_None; + } + } + void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { if (g_PrevUserCallbackMousebutton != NULL) @@ -82,17 +122,17 @@ namespace Fling if (g_PrevUserCallbackKey != NULL) g_PrevUserCallbackKey(window, key, scancode, action, mods); + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; + io.AddKeyEvent(ImGuiMod_Ctrl, (mods & GLFW_MOD_CONTROL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (mods & GLFW_MOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (mods & GLFW_MOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (mods & GLFW_MOD_SUPER) != 0); + + ImGuiKey ImGuiKeyCode = ImGui_ImplGlfw_KeyToImGuiKey(key); + io.AddKeyEvent(ImGuiKeyCode, action == GLFW_PRESS); } void SetImGuiCallbacks() @@ -107,29 +147,6 @@ namespace Fling io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendPlatformName = "imgui_impl_glfw"; - io.KeyMap[ImGuiKey_Tab] = FL_KEYCODE_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = FL_KEYCODE_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = FL_KEYCODE_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = FL_KEYCODE_UP; - io.KeyMap[ImGuiKey_DownArrow] = FL_KEYCODE_DOWN; - io.KeyMap[ImGuiKey_PageUp] = FL_KEYCODE_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = FL_KEYCODE_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = FL_KEYCODE_HOME; - io.KeyMap[ImGuiKey_End] = FL_KEYCODE_END; - io.KeyMap[ImGuiKey_Insert] = FL_KEYCODE_INSERT; - io.KeyMap[ImGuiKey_Delete] = FL_KEYCODE_DELETE; - io.KeyMap[ImGuiKey_Backspace] = FL_KEYCODE_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = FL_KEYCODE_SPACE; - io.KeyMap[ImGuiKey_Enter] = FL_KEYCODE_ENTER; - io.KeyMap[ImGuiKey_Escape] = FL_KEYCODE_ESCAPE; - io.KeyMap[ImGuiKey_KeyPadEnter] = FL_KEYCODE_KP_ENTER; - io.KeyMap[ImGuiKey_A] = FL_KEYCODE_A; - io.KeyMap[ImGuiKey_C] = FL_KEYCODE_C; - io.KeyMap[ImGuiKey_V] = FL_KEYCODE_V; - io.KeyMap[ImGuiKey_X] = FL_KEYCODE_X; - io.KeyMap[ImGuiKey_Y] = FL_KEYCODE_Y; - io.KeyMap[ImGuiKey_Z] = FL_KEYCODE_Z; - DesktopWindow* DesktopWin = static_cast(VulkanApp::Get().GetCurrentWindow()); assert(DesktopWin); @@ -138,11 +155,6 @@ namespace Fling io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.ClipboardUserData = DesktopWin; -#if FLING_WINDOWS - io.ImeWindowHandle = (void*)glfwGetWin32Window(DesktopWin->GetGlfwWindow()); -#elif FLING_LINUX - io.ImeWindowHandle = (void*)glfwGetX11Window(DesktopWin->GetGlfwWindow()); -#endif // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. g_PrevUserCallbackMousebutton = nullptr; g_PrevUserCallbackScroll = nullptr; diff --git a/Init_VS_2017.bat b/Init_VS_2017.bat deleted file mode 100644 index 0f3c7c73..00000000 --- a/Init_VS_2017.bat +++ /dev/null @@ -1,18 +0,0 @@ -:: Fling Engine initalize script -:: Download any third party libs/API's and build them so that -:: the devs can get to work faster! - -@echo off - -echo ======================================================================= -echo ================= Fling Engine initalize script ============================ -echo ======================================================================= - -:: Create the build folders if they are not created already -if not exist "build" mkdir build - -:: Clone any external libararies or other things that we are using -git submodule update --init --recursive - -:: Run cmake to generate the local x64 files in the build folder -cmake . -G "Visual Studio 15 2017" -A x64 -B build diff --git a/Jenkinsfile b/Jenkinsfile deleted file mode 100644 index 502a8f98..00000000 --- a/Jenkinsfile +++ /dev/null @@ -1,12 +0,0 @@ -node { - - sh "echo \$PWD" - - stage('Preparation') { - // TODO: Update this to actually be correct ? - // TODO: Just use the docker builder plugin here - // Get some code from a GitHub repository - git 'https://github.com/flingengine/FlingEngine.git' - sh "./Init.sh" - } -} diff --git a/README.md b/README.md index ad324983..771de2ba 100644 --- a/README.md +++ b/README.md @@ -49,6 +49,38 @@ Running either one of these scripts will simply get all submodules and external that the engine uses and create a folder called `build`. The `build` folder will have your platform specific build files (Visual Studio, Makefiles, etc). +### Quick start: clone, build, and run the Sandbox + +Once the system dependencies and Vulkan SDK above are installed, here's the full path +from a fresh clone to a running game, on Linux/macOS: + +```bash +# 1. Pull submodules, install Catch2 locally, and configure CMake into `build/` +./Init.sh + +# 2. Build the Sandbox target +cmake --build build --target Sandbox --parallel + +# 3. Run it +./build/Sandbox/bin/Sandbox +``` + +On Windows, the equivalent is: + +```bat +:: 1. Pull submodules and configure CMake into `build/` +Init.bat + +:: 2. Build the Sandbox target +cmake --build build --target Sandbox --config Debug + +:: 3. Run it (path includes the build config) +build\Sandbox\bin\Debug\Sandbox.exe +``` + +See [`Skills/building.md`](Skills/building.md) for switching build types (Debug/Release/ +shipping) and other day-to-day build details. + #### Packaging a project For ease of development and iteration the file paths to Assets (shaders, textures, models, etc) are all diff --git a/Skills/building.md b/Skills/building.md index 73e27b7e..496d3e92 100644 --- a/Skills/building.md +++ b/Skills/building.md @@ -22,13 +22,13 @@ headers, X11/Wayland dev libs) — see the root [README.md](../README.md) for th ## Day-to-day builds -Three convenience scripts reconfigure CMake for a given mode (they do **not** -build — build separately): +Reconfigure `build/` for the mode you want (this does **not** build — build +separately), e.g.: ```bash -./build-debug.sh # -DCMAKE_BUILD_TYPE=Debug -./build-release.sh # -DCMAKE_BUILD_TYPE=Release -./build-shipping.sh # -DCMAKE_BUILD_TYPE=Release -DDEFINE_SHIPPING=ON +cmake -B build -DCMAKE_BUILD_TYPE=Debug # debug +cmake -B build -DCMAKE_BUILD_TYPE=Release # release +cmake -B build -DCMAKE_BUILD_TYPE=Release -DDEFINE_SHIPPING=ON # shipping ``` Then build with your generator, e.g.: @@ -37,6 +37,11 @@ Then build with your generator, e.g.: cmake --build build --parallel ``` +There used to be `build-debug.sh`/`build-release.sh`/`build-shipping.sh` wrapper +scripts for the commands above; they were removed since CI and IDE tooling +(VS Code's cmake-tools extension) never used them and they only added an +indirection layer over a couple of CMake flags. + ## `DEFINE_SHIPPING` `-DDEFINE_SHIPPING=ON` sets `FLING_SHIPPING`, used in first-party code to strip diff --git a/StaticAnalysis/cppcheck_res.txt b/StaticAnalysis/cppcheck_res.txt deleted file mode 100644 index f59f2c18..00000000 --- a/StaticAnalysis/cppcheck_res.txt +++ /dev/null @@ -1,187 +0,0 @@ -Checking ../FlingEngine/Core/src/Engine.cpp ... -Checking ../FlingEngine/Core/src/Engine.cpp: FLING_SHIPPING... -Checking 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deleted file mode 100755 index f8756b5c..00000000 --- a/build-debug.sh +++ /dev/null @@ -1,12 +0,0 @@ -#!/bin/sh - -echo Building Fling Engine in Release mode... - -# Create the build folders if they are not created already -mkdir build -p - -# Make sure that we have all external libraries that we need -git submodule update --init --recursive - -# Run cmake! -cmake . -B build -DCMAKE_BUILD_TYPE=Debug -DDEFINE_SHIPPING=OFF diff --git a/build-release.sh b/build-release.sh deleted file mode 100755 index c3f5dbf4..00000000 --- a/build-release.sh +++ /dev/null @@ -1,12 +0,0 @@ -#!/bin/sh - -echo Building Fling Engine in Release mode... - -# Create the build folders if they are not created already -mkdir build -p - -# Make sure that we have all external libraries that we need -git submodule update --init --recursive - -# Run cmake! -cmake . -B build -DCMAKE_BUILD_TYPE=Release diff --git a/build-shipping.sh b/build-shipping.sh deleted file mode 100755 index 107fce4a..00000000 --- a/build-shipping.sh +++ /dev/null @@ -1,12 +0,0 @@ -#!/bin/sh - -echo Building Fling Engine in SHIPPING mode... - -# Create the build folders if they are not created already -mkdir build -p - -# Make sure that we have all external libraries that we need -git submodule update --init --recursive - -# Run cmake! -cmake . -B build -DCMAKE_BUILD_TYPE=Release -DDEFINE_SHIPPING=ON diff --git a/build-vs-clang.sh b/build-vs-clang.sh deleted file mode 100644 index d0946000..00000000 --- a/build-vs-clang.sh +++ /dev/null @@ -1,12 +0,0 @@ -#!/bin/sh - -echo Building Fling Engine in Release mode... - -# Create the build folders if they are not created already -mkdir build -p - -# Make sure that we have all external libraries that we need -git submodule update --init --recursive - -# Run cmake! -cmake . -G "Visual Studio 16 2019" -T "clang-cl" -A x64 -B build diff --git a/external/imgui b/external/imgui index 6bdea5e0..f1cc2ae1 160000 --- a/external/imgui +++ b/external/imgui @@ -1 +1 @@ -Subproject commit 6bdea5e0a73f418a493fb903662a36028ab3ebc8 +Subproject commit f1cc2ae15e53a861a874c3034aae6798fde194ab diff --git a/GenerateDocs.sh b/scripts/GenerateDocs.sh similarity index 100% rename from GenerateDocs.sh rename to scripts/GenerateDocs.sh diff --git a/StaticAnalysis/README.md b/scripts/StaticAnalysis/README.md similarity index 100% rename from StaticAnalysis/README.md rename to scripts/StaticAnalysis/README.md diff --git a/StaticAnalysis/lua.cfg b/scripts/StaticAnalysis/lua.cfg similarity index 100% rename from StaticAnalysis/lua.cfg rename to scripts/StaticAnalysis/lua.cfg diff --git a/StaticAnalysis/run-cpp-check.sh b/scripts/StaticAnalysis/run-cpp-check.sh similarity index 68% rename from StaticAnalysis/run-cpp-check.sh rename to scripts/StaticAnalysis/run-cpp-check.sh index 33f82c56..cb7480a6 100755 --- a/StaticAnalysis/run-cpp-check.sh +++ b/scripts/StaticAnalysis/run-cpp-check.sh @@ -1,3 +1,3 @@ #!/bin/bash -cppcheck --library=vulkan.cfg --library=lua.cfg -iexternal/ --enable=all .. \ > cppcheck_res.txt +cppcheck --library=vulkan.cfg --library=lua.cfg -iexternal/ --enable=all ../.. \ > cppcheck_res.txt diff --git a/StaticAnalysis/vulkan.cfg b/scripts/StaticAnalysis/vulkan.cfg similarity index 100% rename from StaticAnalysis/vulkan.cfg rename to scripts/StaticAnalysis/vulkan.cfg diff --git a/run-mem-report.sh b/scripts/run-mem-report.sh similarity index 100% rename from run-mem-report.sh rename to scripts/run-mem-report.sh