Accepted Preprocessor constant #GLFW_ICON_WINNT="path"

Phil7

Active Member
3rd Party Tool Dev
Joined
Jun 26, 2017
I was reading through your recent changes in transcc and thought, it might be a good idea to use a constant like #GLFW_ICON_WINNT="path" to enable the user to choose the source and name of the app icon in glfw. If I understood it right, now you have to place the icon next to the main game.cxs file and name it game.ico !?
I played a little with this and it is quite simple: With GetConfigVar(GLFW_ICON_WINNT) you get the filepath the user chose.
Cerberus X:
                Local iconFile:String = GetConfigVar("GLFW_ICON_WINNT")
           
                If iconFile And FileType(iconFile) = FILETYPE_FILE
                    CopyIcon(iconFile)
                EndIf
Having a config tool in mind it would be very handy if you could control every preference by setting it in the config.cxs file.

For Android there could be a constant #ANDROID_ICONDIR="dirPath" because Android Studio provides a nice tool that generates a directory with all the different resolutions of your icon.
 

Rich

Active Member
3rd Party Module Dev
Joined
Sep 9, 2017
For Android there could be a constant #ANDROID_ICONDIR="dirPath" because Android Studio provides a nice tool that generates a directory with all the different resolutions of your icon.
Ive used that tool many times. Its really nice
I did post up some changes you could do to transcc to auto update the icon in the android dir https://www.cerberus-x.com/community/threads/auto-copy-and-convert-icons-for-release.667/
If we could combine the above with ICON pre-proc vars and (hopefully) the new built in SavePNG, we could get CX generating and scaling the icons for us
 

Phil7

Active Member
3rd Party Tool Dev
Joined
Jun 26, 2017
Getting this functionality into CX is definitely worth it. For the icon thing it is maybe better to stay on the Ide side, i.e. if @MikeHart is coming up with an IDE written in python with pyQt, that route might be better for tools that are related to deployment and configuration.
At the moment I am trying to get into python and convert my deploy tool to it.

For gane dev things like fontmakers, tile editors, particleFX editors etc. I would choose a CX solution. Just my impression right now...
 

SLotman

Member
Joined
Jul 3, 2017
I've made an app (in BlitzMax) that does this. You throw an image on it, and it spits out icons for iOS, Android and Windows Phone resolutions (yeah, WP was a thing when I made it). Does the same with screenshots (resizes them for every platform) and splash images.

At the time nobody had any interest on it, said there were webpages that did the same thing "for free" and all... well, I use it, and its unbelievable how it saves time.

646
 

Phil7

Active Member
3rd Party Tool Dev
Joined
Jun 26, 2017
There is allways somewhere something on the internet that does it "for free", but I think an all in one solution for CX is the best. No wasted time searching for tools, learning how to use it, downloading and copying, renaming stuff....
 

MikeHart

Administrator
Staff member
Joined
Jun 19, 2017
Location
Germany
Sure, more complicated, but yes... doable.
Regarding integrated tools into an ide... you guys went ahead with your own tools, so i see no reason why i should reinvent the wheel and create similar ones. External tools also make more sense to the ones who want to stay with Jungle, Mollusk and whatever.
 

MikeHart

Administrator
Staff member
Joined
Jun 19, 2017
Location
Germany
Getting this functionality into CX is definitely worth it. For the icon thing it is maybe better to stay on the Ide side, i.e. if @MikeHart is coming up with an IDE written in python with pyQt, that route might be better for tools that are related to deployment and configuration.
At the moment I am trying to get into python and convert my deploy tool to it.

For gane dev things like fontmakers, tile editors, particleFX editors etc. I would choose a CX solution. Just my impression right now...
Yup, and that is the reason why i might stay with Ted. As others are working on great tools already, i think it is better to just provide fixes to Ted.
 

Phil7

Active Member
3rd Party Tool Dev
Joined
Jun 26, 2017
you guys went ahead with your own tools, so i see no reason why i should reinvent the wheel and create similar ones
IMAO a bunch of half baked tools is not what brings CX to a better future. After some tryouts with python I really like the idea of having this language as the base for the IDE. Even if this means a lot of code rewriting for you @MikeHart, I could imagine that some people here would like to join in, rewriting their tools in python or make them useable from inside the IDE with command line functionality.
With c++ as the code base of Ted not many people here tried to enhance it and I, even if I tried really hard, would have a hard time producing just a tiny bit of useful code for Ted.
If there is a niche for a larger community for CX, I think the target audience is between:
higher end: easy to write basic syntax -> They will propably go to AppGameKit, or one of the point and click gamedev tools.
lower end: c/ c++ cracks that want and are capable to control every tiny bit of their code -> They will propably go to one of the c++ frameworks
So it might be good to chose a language of a similar level like CX/Python for the IDE.
 
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