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README.md
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README.md
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# SFW - Simple Framework
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# SFW - Simple Framework
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Simple experimental c++ app framework to help with teaching programming and OOP.
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Simple experimental c++ app / game framework inspired by the single file c game engines
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and libraries, especially [FWK](https://github.com/r-lyeh/FWK).
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Inspired by the single file game engines like FWK.
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It was designed to help with teaching programming, but it turns out it's pretty useful for other projects aswell.
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## TODO
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This library / framework is:
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- Simple to compile.
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- Simple to initialize.
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- Simple to use.
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- Supports windowing and opengl (ES2).
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- Modular (within reason).
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- It is desktop only (Windows, Linux, OSX) for now (most code is multiplatform though).
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Nice readme\
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Also:
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Some improvements on docs\
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- The codebase is simple and easy to read.
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Usage imformation to the top of the merged headers\
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- Comes with it's own container classes and memory management.
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Update example codes\
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- Comes as 2 (or 3) merged files. (This way it's actually simpler to use and setup compared to if it was single header!)
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Update classes in SFWL\
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- It does not use exceptions.
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Release
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A lite version is also available (sfwl).
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## Modules
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Currently the framework contains 5 modules, they are additive:
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### Core
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Has:
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- Typedefs
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- Math defines, and a class
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- Logging, and error macros
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- Math helper classes (like Vector2, Vector3, Projection, Transform etc.)
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- Containers
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- Memory management
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- Threading
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- Subprocess handling
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- Sockets
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- Strings
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- File and Directory handling
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Does not depend on anything.
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### Object
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Has:
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- Object, Reference, Resource classes
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- Variant class that can store anything
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- Signal class
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Depends on Core.
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### Render Core
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A c++ abstraction over the opengl api.
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Has:
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- Shaders
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- Materials
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- Meshes
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- Windowing
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- Fonts
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- Images
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- Textures
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- FrameBuffers
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- Input handling
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- An Application and a Scene class for easier development
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Depends on Core and Object.
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### Render Immediate
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Contains a simple immediate renderer class. (called Renderer.)
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Depends on Core, Object and Render Core.
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### Render Object
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Contains a class based renerer api.
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Has classes like:
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- Camera2D
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- Camera3D
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- MeshInstance 2D/3D
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- Text2D
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- TileMap
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- Etc.
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Depends on Core, Object and Render Core.
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## SFWL
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The library's lite version.
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Same as the normal library except the math helper classes were removed (except for Vector2i, and Rect2i).
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It only has 2 modules, Core, and Objects.
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## Compilation without the renderer
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If you don't need the renderer then everything is extremely simple.
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First grab a version that does not have the renderer.
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Now you have 2 files: `sfw.h` and `sfw.cpp` or `sfwl.h` and `sfwl.cpp` depending on your choice.
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If you use an ide, just add these files to your project (so the .cpp file gtes compiled), and you are done.
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If you are using a compiler directly, then just add `sfw.cpp` or `sfwl.cpp` to the list of files that you are compiling:
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g++ / mingw:
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```
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g++ -g sfwl.cpp main.cpp -o prog
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```
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Note: -g means add debug information to the executable.
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MSVC:
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```
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cl /Zi /EHsc /Feprog-vc.exe sfw.cpp main.cpp
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```
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Note: /Zi means add debug information to the executable.
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If you are creating object files:
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g++ / mingw:
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```
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g++ -g -c sfwl.cpp -o sfwl.o
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g++ -g -c main.cpp -o main.o
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g++ -g sfwl.o main.o -o prog
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```
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MSVC:
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```
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cl /EHsc /Zi /c sfw.cpp /Fo:sfw.obj
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cl /EHsc /Zi /c main.cpp /Fo:main.obj
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cl /Zi /EHsc /Feprog-vc.exe sfw.obj main.obj
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```
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Note: You might need to set c++14 level compatibility depending on your compiler. While the codebase is somwhere between
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c++89 and c++11, threads use classes from the std namespace that were added in c++14. Nowadays these are usually available
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without any special setting, but if your compiler is older (or set differently) you might need to add something like:
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`-std=c++14` to your compile commands.
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## Compilation with the renderer
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If you also want the renderer, first set everything up exactly as in the "Compilation without the renderer" section,
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except you will have 3 files: `sfw.h` and `sfw.cpp`, and `sfw_3rd.m` (this is actually a c file, it has
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the extencion `.m` to make OSX builds easier).
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As a second step we need to tell the linker to link to some of the libraries in the system dynamically in order to
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open windows and use opengl.
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### MSVC (Windows)
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If you are using MSVC you are actually done, no need to do anything else as MSVC has a nice feature where
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this can be done automatically. Search the codebase for `#pragma comment` to see the libraries that get linked.
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### MingW
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If you are using mingw (If you use the g++ command on windows, that is MingW!), this is how your last (linking) command changes:
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```
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g++ -g sfwl.cpp main.cpp -lgdi32 -lShlwapi -lws2_32 -o prog
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```
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Or
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```
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g++ -g sfwl.o main.o -lgdi32 -lShlwapi -lws2_32 -o prog
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```
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Note the position of the `-l` commands, add those after your object (or .cpp) files.
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Also, you don't need to add these to the other steps that does not create the final executable.
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Note if you use clang, just replacing `g++` to `clang++` or `clang` should work.
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### Linux (G++ / clang)
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On debian based distributions run the following command to make sure that dependencies are installed:
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```
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sudo apt-get install libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev
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```
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Arch based systems should have these by default. For other distros consult the manual and / or the internet
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to see which packages are the equivalent of the ones listed above.
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If you are using g++, this is how your last (linking) command changes:
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```
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g++ -g sfwl.cpp main.cpp -lX11 -o prog
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```
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Or
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```
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g++ -g sfwl.o main.o -lX11 -o prog
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```
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Note the position of the `-l` command, add those after your object (or .cpp) files.
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Some g++ versions seem a lot more leanient, for example on Manjaro as of this writing
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`g++ -g -lX11 sfwl.o main.o -o prog` works, but on the Raspberry pi (Raspian) it doesn't.
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Also, you don't need to add these to the other steps that does not create the final executable.
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Note if you use clang, just replacing `g++` to `clang++` or `clang` should work.
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### OSX (clang)
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If you need the renderer you will need to use clang on OSX.
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First we need to setup SDK paths:
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```
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export SDKROOT=$(xcrun --show-sdk-path)
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```
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Set up some helper variables:
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```
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export cpp_args="-std=c++14 -w -framework cocoa -framework iokit -framework CoreFoundation -framework CoreAudio -framework AudioToolbox "
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export m_args="-w -framework cocoa -framework iokit -framework CoreFoundation -framework CoreAudio -framework AudioToolbox "
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```
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On OSX sfw_3rd.m need to be compiled manually, separately:
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(This is a workaround, because Objective-C and C++ code doesn't mix in a single file, but Objective-C and C does.)
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```
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clang++ -w $m_args -g -c sfw_3rd.m -o sfw_3rd.o
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```
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Now just compile everything else to objects:
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```
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clang++ $cpp_args -g -c sfw.cpp -o sfw.o
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clang++ $cpp_args -g -c game_scene.cpp -o game_scene.o
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clang++ $cpp_args -g -c main.cpp -o main.o
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```
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Then just link them together:
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```
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clang++ $cpp_args -g sfw.o sfw_3rd.o game_scene.o main.o -o game
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```
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## CompileDB
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## CompileDB
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python -m venv venv\
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If you want to edit the split version of the framework in the `sfw` or `sfwl` folder and you
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. ./venv/bin/activate\
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want to generate a compiledb, currently the simples solution that I know of is to install
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pip install compiledb\
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the `compiledb` python module and just use it with the makefile in the root of the project.
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compiledb make
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Create virtual env:
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``` python -m venv venv ```
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Activate it (This is for bash on linux).
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Commands for other shells: https://docs.python.org/3/library/venv.html#how-venvs-work
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``` . ./venv/bin/activate ```
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Install:
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``` pip install compiledb ```
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Run compiledb with make to generate compile_commands.json
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``` compiledb make ```
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