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******************************************************************************** sourceGL is now sourceGameLounge ******************************************************************************** Along with the renaming, sourceGameLounge will now be open-source. It will continue to be free. It has been completely rewritten from the ground up in a different programming language, so it will likely not be released as an update to sourceGL--meaning that it will not carry over sourceGL's settings. Other design plans for the new code are to make the releases portable and to utilize a plugin design to handle most of the program functionality, except the most basic core functions. The plugin system design means that unused or unwanted dynamic-link libraries can be not loaded or deleted to save drive space and reduce the memory footprint. Third-party plugins can be developed to make sourceGameLounge do practically anything you'd want. There will be several officially maintained plugins covering the most popular features that will be distributed with the main program. ******************************************************************************** Versioning ******************************************************************************** I'm attempting to use separate semantic versioning (http://semver.org/) for the main program and for each plugin, to make it more clear where the updates are occurring. I am currently very early in the initial development phase, so the versioning will be changing very rapidly and is somewhat arbitrary. Versioning has been reset and is not congruent with sourceGL versions. Current versions of the main program and the plugins that have been at least partially implemented thus far: - sourceGameLounge 0.2.6 - NVIDIA plugin 0.1.3 - Rinput-Library submodule 1.45.0 ******************************************************************************** Repository structure ******************************************************************************** - The statically loaded program modules are in the root directory - The plugin system is a separate DLL project in the commonDLL folder - Plugins are separate DLL projects, each in their own folder within the plugins folder - My fork from about/Rinput-Library has been included as a submodule, as the RInputInjector plugin will dynamically load the submodules's runtime file - A 'template' plugin project is in the plugin folder, to serve as a blank guide for demonstrating the requirements for coding a third-party plugin - Files to generate/modify the GUI are provided, including the images folder - The project files will automically copy the build's runtime files into the program-dir folder, which includes all the other files to make the contents of that folder equivalent to a portable release. ******************************************************************************** Utilized build tools ******************************************************************************** - Microsoft Visual Studio Community 2013 - http://go.microsoft.com/fwlink/?LinkId=517284 - Qt Open Source 5.7.0 for VS 2013 - http://qt.io/download-open-source/#section-2 - Visual Studio Add-in 1.2.5 for Qt5 - http://download.qt.io/official_releases/vsaddin/qt-vs-addin-1.2.5.exe - Boost Version 1.62.0 - http://boost.org/users/history/version_1_62_0.html ******************************************************************************** Build notes ******************************************************************************** - BOOSTDIR needs to be defined as a macro in VS 2013 in order for the project additional include/library directories to work as-is, for example with the default install folder: $(BOOSTDIR) = C:\Program Files\boost\boost_1_62_0 - QTDIR may need to be user defined as a macro, but the Qt Add-in should do this, with the default install folder: $(QTDIR) = C:\Qt\Qt5.7.0\5.7\msvc2013 - Information on how to define macros in VS 2013: http://bit.ly/2fpK6P2 - Currently, everything is half-implemented, at best. Commenting is also very poor right now and there is a lot of placeholder code that I've just been using to test basic functionality. ******************************************************************************** ...more to come, this README is a very basic placeholder for now. ********************************************************************************
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