# Pandemonium CMS An experimantal CMS (Web Content Management System) using the [Pandemonium Engine](https://github.com/Relintai/pandemonium_engine)'s [web module](https://github.com/Relintai/pandemonium_engine/tree/master/modules/web) as a backend. With a similar design to my old cms ([CrystalCMS](https://github.com/Relintai/crystal_cms)), except with adapted content creation workflow for both in-editor (eventually in-app) and web interface based use. The project itself resides in the game folder. Open that with the proper version of the pandemonium engine. For now you can see the required engine commit hash in the [engine's master entry in this file](https://github.com/Relintai/pandemonium_cms/blob/master/HEADS), which you can use to get an executable from the engine's [github actions tab](https://github.com/Relintai/pandemonium_engine/actions), or you can [compile](#compiling) it yourself. The current idea is that everything will be implemented as plugins, so they can be easily reused for different projects. When it gets mature enough (and is worth having) it will probably be turned into one (or multiple) c++ engine module(s). ## Project overview The project's workflow has been set up so you can easily compile the proper version of the engine for yourself if you want to. See the [Compiling](#compiling) section if you want to know how to do this. ## Compiling First make sure, that you have everything installed to be able to compile the engine. See the [official docs for compiling Godot](https://docs.godotengine.org/en/3.4/development/compiling/index.html) for more info (the pandemonium engine is a godot fork, the same instructions will work). My setup/compile script uses the same tools, so you don't need to install anything else. Even though the project doesn't use godot anymore, their docs are still sufficient. Now let's clone this repository: ``` git clone https://github.com/Relintai/pandemonium_cms ``` cd into the new folder: ``` cd pandemonium_cms ``` Now let's run the project's setup script, by calling scons without arguments. ``` scons ``` This will clone and setup the engine, and all of the required modules into a new `engine` folder inside the project, using http. (If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```) Once it is done you can compile the engine. To build the editor on windows with 4 threads run the following command: ``` scons bew -j4 ``` To build the editor on linux with 4 threads run the following command: ``` scons bel -j4 ``` I call this feature of the setup script build words. [See](#build-words). Once the build finishes you can find the editor executable inside the `./engine/bin/` folder. For convenience there is a provided `editor.sh`, or `editor.bat` for running it from the project's folder. These will create a copy, so you can even compile while the editor is running. Alternatively if you don't want to use build words, you can also just go into the engine folder: ``` cd engine ``` And compile godot as per the [official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html). ### Build words The project's setup script contains support for "build words". These can be used from the root of this project. For example to build the editor for windows with 4 threads you can use: ``` scons bew -j4 ``` The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters) The rest of the arguments will be passed directly to godot's scons script. #### Editor Append `e` to build with `tools=yes` a.k.a. the editor. ``` scons bew -j4 ``` if you omit `e`, the system will build the export template for you. For example: ``` scons bw -j4 ``` This will be the `release_debug` windows export template. #### Platform abbreviations `l`: linux \ `w`: windows \ `a`: android \ `j`: Javascript \ `i`: iphone (Not yet finished, use `build_ios.sh`, and `build_ios_release.sh`) \ Mac OSX: Not yet finished, use `build_osx.sh` #### Target abbreviations By default the system builds in release_debug. Append `d` for debug, or `r` for release. ``` scons bewd -j4 ``` build editor windows debug ``` scons bwr -j4 ``` build windows release (this will build the windows release export template) #### Shared modules Note: This only works on linux! append `s` to the build string. Optionally you can also make the build system only build a target module, by appending one of these: `E`: Entity Spell System \ `T`: Texture Packer \ `V`: Voxelman \ `W`: World Generator \ `P`: Procedural Animations Example: ``` scons belsE -j4 ``` build editor linux shared (Entity Spell System) with 4 threads Note: to easily run the editor you can use the `editor.sh` or `editor.bat` in the root of the project. #### Other Append `v` to pass the `vsproj=yes` parameter to the build script. This will generate Visual Studio project files.\ Append `c` to pass the `compiledb=yes` parameter to the build script. This is a new feature in 3.x to have this disabled by default to lessen compile times. #### Postfixes There are a few postfixes for the build words. These are more complex options. You have to append them to your build word with an underscore. You can use as many as you want. For example: ``` scons bel_slim_latomic -j4 ``` ##### slim With this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules. ``` scons bel_slim -j4 ``` ##### latomic If you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix. It will add the ` -latomic ` command line switch to the linker flags. I ran into this issue while building on a raspberry pi 4 with the x11 platform. It might be related to the recent reworks to threading. ``` scons bel_latomic -j4 ``` ##### strip Appends `debug_symbols=no` to the build command, which will strip the resulting binary from debug symbols. ``` scons bel_strip -j4 ``` ##### threads Appends `threads_enabled=yes` to the build command. Useful for building the editor for html. ``` scons bej_threads -j4 ``` #### Scons cache, and sdk locations In order to use scons cache and to tell the build system where some of the required sdks are located you usually have to use environment variables. Most of the time you might just want to add them globally, howewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have multiple sdk versions installed). In order to solve this a build config file was added. If you want to use the config simply rename the provided `build.config.example` to `build.config`, and customize the settings inside. ### Manual Setup If you you don't want to use the setup script (or just want to know what it actually does), this section will explain how to set everything up manually. First clone the engine: ``` git clone https://github.com/Relintai/pandemonium_engine ``` Now if you look at the [HEADS file](https://github.com/Relintai/pandemonium_cms/blob/master/HEADS). It contains the commit hashes for that particular revision for every module and the engine. The engine now contains all the modules, so at the moment only worry about the engine's commit hash. You need to go and checkout the proper commit for it. Now you can go ahead and compile the engine normally. ## Pulling upstream changes First pull the changes by calling ``` git pull orgin master ``` Then just run `scons`, to will update the modules. ## Upgrading the modules Note: this is how to update the HEADS file. Normally you don't need to do this. If you want to update the modules, and the engine to the latest, you can use (`action=update`): ``` scons a=u ``` You can also update different targets: `all`, `engine`, `modules`, `all_addons`, `addons`, `third_party_addons` For example to update the engine to the latest: ``` scons a=u target=engine ```