typos and buildscript fixes & additions
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Readme.md
12
Readme.md
@@ -1,13 +1,14 @@
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# Sectr Prototype
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This prototype aims to flesh out ideas I've wanted to explore futher when it came to code editing and tools for code in general.
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This prototype aims to flesh out ideas I've wanted to explore futher on code editing & related tooling.
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The things to explore:
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* 2D canvas for laying out code visualized in various types of ASTs
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* WYSIWYG frontend ASTs
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* Making AST editing as versatile as text editing.
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* High-performance generating a large amount of UI widget boxes with proper auto-layout & no perceptible rendering-lag or input lag for interactions (frametimes stable).
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* High-performance UI framework designed & built for AST editing.
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* Generating a large amount of UI widget boxes with proper auto-layout & no perceptible rendering-lag or input lag for interactions (frametimes stable).
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* Model-View-Controller interface between code managed by a 'backend' (both in memory and filesystem) and the UX composition (which has separate filesystem composition).
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The project is so far in a "codebase boostrapping" phase.
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@@ -19,17 +20,12 @@ The dependencies are:
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* Odin Compiler (Slightly custom [fork](https://github.com/Ed94/Odin))
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* Added #region, #endregion directives support for editors
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* I added support for 'monlithic packages' or 'uniform-across-subdirectories packages'. It allows me to organize the main package with sub-directoreis.
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* I added support for 'monlithic packages' or 'uniform-across-subdirectories packages'. It allows me to organize the main package with sub-directories.
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* Odin repo's base, core, and vendor(raylib) libaries
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* An ini parser
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* backtrace
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* Powershell (if you want to use my build scripts)
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The client(sectr) module's organization is relatively flat due to the nature of odin's compiler, not allowing for cyclic dependencies across modules, and modules can only be in one directory.
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This makes it difficult to unflatten, not something organic todo in a prototype...
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I have the codebase by default in a non-idomatic layout that I stage to the compiler beforehand. There is a script(`scripts/gen_staged_compiler_codebase.ps1`) that stages a the idiomatic format of the codebase for the compiler to digest when `scripts/build.ps1` is run.
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Major 'codebase modules':
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* Engine : Main loop, logging, client interface for host, etc
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