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Mathieu-Lalayanis-fourelPierre-GenestBenjaminPraudPierre-Genest
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Bump 0.3.0 (#100)
* init: proto state of art (imgui/glfw/glew/glm) chore: initialize cmake+conan , sanitizers target: app + engine feature: imgui demo window + glfw print events * feat: add handling of event * fix: build VS Release mode (Debug still broken) * chore: set fmt/spdlog header only; feat: add record events to json * feat: add hello triangle opengl * feat: add resize/move; fix: replay event * chore: add CI github * hotfix: matrix.arch * fix: pipeline hello world * hotfix: typos * chore: CI small conan * hotfix: typos * hotfix: typos * chore: CI add conan build * chore: add generate tools script used in pipeline * chore: add install script * hotfix: path * hotfix: path * hotfix: path * hotfix: typos * hotfix: path * hotfix: path * hotfix: path * hotfix: path * hotfix: compiler version override * hotfix: compiler package * chore: conditional stdlib + full conanfile * chore: add conan sys require enabled * chore: add build on pipeline * hotfix: path * hotfix: path * chore: complet cmake env * chore: set new profile conan * fix: compiler version * hotfix: compiler version * hotfix: compiler version * hotfix: compiler version * fix: version compiler * chore: suppress warn on error, explicit opengl * chore: add pkg-config * hotfix: add gl dump * hotfix: add gl dump * hotfix: add gl dump * fix: pipeline v1 working * refact: window class lighter, moved content in core * feat: add joysticks handling * refact: bump v0.1.5 * feat: add display debut joystick * hotfix: build windows + controller buttons windows * feat: add texture * Update joysticks management (#3) * feat: refact joystick management + record joystick event * hotfix: include vector * hotfix: it.base() * Camera + shader improvement (#4) * Added camera system + Improved shader handling * Extracted `draw` method from compononent to system Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat map gen (#5) * Simple Tilemap map builder + Tile factories * Tile fusion to limit entity count * Dungeon generation v1.0 * Added corridor width as parameters Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat/fullscreen (#6) * feat: add fullscreen / args flag / refact singleton core * chore: update pipeline add release mode; simplified event core * hotfix: pipeline build type * hotfix: update pipeline build type * chore: docopt set shared * chore: pipeline add step launch * hotfix: ls * hotfix: add printf in script * hotfix: pipeline backslash * hotfix: pipeline arch * chore: pipeline fix build folder * chore: pipeline fix build folder * hotfix: update build dir * chore: mindows change ouput path * chore: windows change ouput path * hotfix: set reset output path & docopt static * dump version v0.1.10 * fix: add fullscreen / send event to Game * Fix/warning (#8) * refact: cleanup * fix: bump version 0.1.12 * A few documentation of the project (#11) * doc: adding state_of_art * doc: add structure * doc: add mvp + ui * doc: update mvp alpha / delivery * Big changes (#12) * chore: upgrade imgui/conan version, style: cleanup * chore: add warning pop * hotfix: cast * hotfix: cast * hotfix: msvc warning * chore: remove docopt use cli11 * refact: split main in 2 files; chore: add engine version * Doc: Move GDD in doc folder (#13) * [ADD] 1 page GDD * [ADD] GDD 10 page * doc: move gdd in doc folder * doc: remove old gdd files Co-authored-by: Pierre-Genest <pg.e@outlook.fr> * Refactor component (drawable / position / scale) & Change camera / coordinates system (#14) * feat: moving square; new camera * refact: add Position/Velocity/Scale component, feat: add display mode; refact: camera & shaders * fix: include path * doc: add screenshot * fix: windows build error * refact: split components in different files; doc: add comments * doc: update README; add CI template; conan graph (#15) * Add collision & acceleration / Cleaning shaders / Adding first "enemies" (#18) * feat: add basics pursue AI * feat: cleaner camera movement; shader grid; add hitbox component * feat: add collision * feat: add enemy attack and player health (#20) * Fix/map gen (#17) * Fixed reccurent crash on map generation * Fixed warnings * fixed warning * Attempt to fix warning on linux * warning fix on linux build * linux warning fix attempt Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat/signals (#23) * Init competences Test signals * Create player and movement files * Player movement with signals Remove unused files * Rename Movement.hpp -> GameLogic.hpp Create a signal call for game logic * doc: update README / issue_template; chore: add ignore branch tmp/doc (#24) * doc: update README / Issue_template; chore: add ignore branch tmp/doc * chore: fix pipeline on pull request * Feat/map gen entities (#22) * Fixed reccurent crash on map generation * map generation debug window * Restored camera2d and improved its api * Changed objects displayed size * Dungeon terrain despawn * Fixed dungeon tiles transforms * Fixed camera2d projection computation * de-commented enemy spawn re-commented level entity optimisation that causes issue * Changed player color * Basic enemy spawning logic * Enemy and player spawn in dungeon. Z coord handling attempt. still WIP. * simplified player teleportation code * Proper and clean Z-coordinate handle * removed unused variable in shader Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu LALA <mathieu.lala@epitech.eu> * doc: update readme with badge (#27) * bump: version 0.2.0 * Refact/compile time (#29) * refact: rename files / use forward decl; adding namespace & formatting * refact: remove useless comment * added needed include for windows build (#30) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat/fight v2 (#31) * feat: add enemy & player attack, instead of range of damage * feat: add user cast spell + kill enemy + xp * fix: msvc warnings * DIfferenciated floor type + some map gen bug fixes (#34) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * feat: add state loading/ingame/gameover (#35) * Fixed #36 (#37) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * fix: pipeline only on PR * fix: pipeline only on Push * fix: pipeline + add cache conan (#40) * Feat/exit door (#38) * Exit door generation * Improve dungeon seed gestion + added Spam regenerate button on debug GUI * Changed dungeon seed type back to unsigned int due to warnings * moved floor generation process to a fonction * Fixed wrong corridor size issue Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * fix: pipeline remove step conan cache * re-added tile fusion feature to improve perf (#43) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * refact: shader in core; feat: add color changement; perf: 60fps (#42) * refact: shader in core; feat: add color changement; perf: 60fps Co-authored-by: Yanis-F <yanis.fourel@gmail.com> * Feat/hud2.0 (#41) * [ADD] non dynamic HUD * [FIX] crash but no boss implementation yet * [Fix] compilation linux * [Add] enemy boss modif * [FIX] compilation linuxx * [Fix] conflict merge Co-authored-by: Pierre-Genest <pge@outlook.fr> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * texture implementation (#44) * refact: shader in core; feat: add color changement; perf: 60fps * feat: add texture as component * Feat/audio (#45) * Basic soud playing system * Fixed audio loading * Improved Sound api * Added audio file caching * fixed warning * fixed typo in conan cmake config * Restore windows full fullscreen by default * editted obsolete doc comment * fix: warning unix + add imgui+fmt helper + feat: collision+velocity smoother (bugged) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu LALA <mathieu.lala@epitech.eu> * Made boss spawn + fixed boss display (#48) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat/boss (#49) * [ADD] Dropping key under the map and boss with 1HP to test leveling and drop * [ADD] drop key + Hud change * [FIX] Destroying boss when restarting level * [FIX] Destroying key when restarting level * [ADD] Boss pursiut * [FIX] Boss Hp to normal * [FIX] linux build * [Modif] add tag enemy to Boss Co-authored-by: Pierre-Genest <pge@outlook.fr> * feat: add spritesheet component and gif animation (#50) * feat: add spritesheet component and gif animation * doc: update screenshot/conan grph/version * fix: msvc contexpr virtual function not supported * Feat/level transition (#51) * Key pickup * onNextLevel event + Door interraction * fix: build linux Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * Added basic audio assets (#52) * Added basic audio assets + improved audio API * Added deaths sounds Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu LALA <mathieu.lala@epitech.eu> * Feat/json data (#53) * feat: Create player / class from json * fix: creation of player and class with json * fix: reorganize header * fix: newline at end of files * other: remove comments * fix: build linux * bump: version 0.2.17 Co-authored-by: Mathieu LALA <mathieu.lala@epitech.eu> * Lint + better data folder management (#54) * style: adding cmake-format * chore: add rule copy data in build folder * style: lint & format * doc: add msvc cppcheck ext * Feat/settings (#55) * style: adding cmake-format * chore: add rule copy data in build folder * style: lint & format * doc: add msvc cppcheck ext * add: data_folder in app.ini * fix: msvc warning * fix: crash singleton in .data * fix: warning release mode * Fixed crashed if no available audio device was available (#56) * Fixed crashed if no available audio device was available * Fixed audio not working * chore: remove launch ubuntu from pipeline Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * Feat/fireball (#57) * feat: add fireball (bugged) * Fixed audio not working (#58) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat/animation (#59) * feat: add severals animations in json spritesheet * fix: warning msvc * fix: focus bug * Feat/screenshake (#60) * feat: add screenshake v1 * chore: add args on script tools * hotfix: msvc warning * hotfix: msvc warning * Feat/spells management (#62) * + Spell database + Spellslots system for enemies * Added spell slots to player * Made classes spells configurable * refact: same feature but simplier Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu LALA <mathieu.lala@epitech.eu> * Feat/joystick movement (#64) * feat: Add player movement with controller * other: update version * fix: Fix compilation * Feat/debug console (#63) * tmp fix of ImGui keyboard events * Extracted ImGui console to separate class * Basic command system * Basic command autocompletion system * First command : Kill * xp commands * final touches + set music volume * chore: add launch to pipeline; fix optional include * fix: pipeline & include * fix: pipeline * chore: commenting pipeline * Update Core.hpp Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu LALA <mathieu.lala@epitech.eu> * Test/init suite (#65) * tests: add coverage (bugged) * fix: exclude correctly system and conan files Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Test/golden (#66) * tests: add coverage (bugged) * fix: exclude correctly system and conan files * feat: add screenshot * Refact/design core (#67) * refact: move Game in api namespace; chore: create engine_main, -d as debug prefix * fix: remove old comment; fix: pending note * Feat/player class switch (#68) * Class database + buy class event * remove "name" field in class config * Added children class * Class config : children are now class names * buyClass commands now takes class name * Added setSpell command + fixed console not clearing on command * Player knows which class he bought * Fixed unix warning * Added icon to classes * fix unix warning Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * fixed wrong class db path (#71) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat/camera player movement (#75) * feat: Add attacks on controller * feat: update camera * fix: fix compilation * fix: update camera viewport * fix: controller attack buttons * Feat/hud3.0 (#74) * [ADD] some visual for HUD * Added skill point system * [ADD] HUD3.0 added * [FIX] Linux compilation * [fix] Linux Compilation fix * [fix] Linux Compilation fix * [fix] Linux Compilation fix Co-authored-by: Pierre-Genest <pge@outlook.fr> Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * Feat/particule (#72) * refact: move Game in api namespace; chore: create engine_main, -d as debug prefix * fix: remove old comment; fix: pending note * feat: add simple particule system * hotfix: .hpp -> .cpp * hotfix: .hpp -> .cpp * revert: develop db data Co-authored-by: Pierre-Genest <55022949+Pierre-Genest@users.noreply.github.com> * Added rotation (#73) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * current HP change according to changes to max hp (#80) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat/better collisions (#78) * Fixed crash if spell hit multiple walls at once * Actual good keyboard player movements. Debug only * Better collisions * Fixed collision bug that allows moving entity to overlap Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * Fixed #77 : added attribute "starter" to class database (#79) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * Feat/doc and test (#81) * doc: updated * fix: console completion * Chore/more ci (#82) * tests: add fuzz + travis * chore: add build and coverage to travis * chore: fix test * chore: add codecov token * assets modif (#84) Co-authored-by: ADeal24 <adil.rajabaly@hotmail.fr> * Fixed windows build (#85) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * feat: add wall blocking vision of ai (#83) * Feat/fireball and alpha on texture (#86) * feat: add wall blocking vision of ai * feat: add aplha channel for texture * Feat/graph assets impl (#88) * moved assets directory * Added texture mirror + player running animation * Ajusted player boundaries * Increased corridors width to fit player new size Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Feat/classes assets impl (#89) * Added shooter asset + added class asset path to database * Added soldier graph asset * Added sorcerer graph asset * reorganized animation asset folders * reorganized animation asset folders Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * [ADD] Mapping Basic (#87) * [ADD] Mapping Basic * [ADD] crash but few features for HUD * [ADD] SpellAssign without crash * Feat/background (#90) * Added background texture Removed wall textures * changed ugly spawn room floor texture Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * Feat/boss asset impl (#91) * Boss graphical asset implementation * Added door texture * fixed crash upon boss death Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Mathieu Lala <mathieu.lala@epitech.eu> * Feat/classes spell (#93) * feat: Add classes spells * fix: compilation * feat: Support for 4 potential spells * fix: Display piercing_arrow and sword_attack * feat: Bind spell according to GDD fix: Movement velocity with controller v1 (to improve) * feat: add spells animation + sound * fix: update shooter attack spritesheet * fix: update classes.json * feat: change ui (#92) * fixed windows build (#94) Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Fix/movements (#95) * Clean player movements * Moved camera update code Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Fixed crash upon multiple enemy kill at once (#96) added boss spells Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * Backup/alpha build (#97) * Fixed crash upon multiple enemy kill at once added boss spells * Adjusted a million things fixed occasional crash during combat Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> * bump version v0.3.0 Co-authored-by: Yanis-F <yanis.fourel@gmail.com> Co-authored-by: yanis fourel <yanis.fourel@epitech.eu> Co-authored-by: Pierre-Genest <pg.e@outlook.fr> Co-authored-by: Benjamin Praud <36664851+BenjaminPraud@users.noreply.github.com> Co-authored-by: Pierre-Genest <55022949+Pierre-Genest@users.noreply.github.com> Co-authored-by: Pierre-Genest <pge@outlook.fr> Co-authored-by: ADeal24 <adil.rajabaly@hotmail.fr>
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.cmake-format.py

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# ----------------------------------
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# Options affecting listfile parsing
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# ----------------------------------
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with section("parse"):
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# Specify structure for custom cmake functions
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additional_commands = {}
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# Override configurations per-command where available
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override_spec = {}
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# Specify variable tags.
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vartags = []
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# Specify property tags.
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proptags = []
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# -----------------------------
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# Options affecting formatting.
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# -----------------------------
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with section("format"):
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# Disable formatting entirely, making cmake-format a no-op
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disable = False
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# How wide to allow formatted cmake files
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line_width = 120
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# How many spaces to tab for indent
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tab_size = 2
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# If true, lines are indented using tab characters (utf-8 0x09) instead of
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# <tab_size> space characters (utf-8 0x20). In cases where the layout would
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# require a fractional tab character, the behavior of the fractional
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# indentation is governed by <fractional_tab_policy>
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use_tabchars = False
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# If <use_tabchars> is True, then the value of this variable indicates how
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# fractional indentions are handled during whitespace replacement. If set to
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# 'use-space', fractional indentation is left as spaces (utf-8 0x20). If set
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# to `round-up` fractional indentation is replaced with a single tab character
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# (utf-8 0x09) effectively shifting the column to the next tabstop
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fractional_tab_policy = 'use-space'
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# If an argument group contains more than this many sub-groups (parg or kwarg
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# groups) then force it to a vertical layout.
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max_subgroups_hwrap = 2
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# If a positional argument group contains more than this many arguments, then
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# force it to a vertical layout.
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max_pargs_hwrap = 10
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# If a cmdline positional group consumes more than this many lines without
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# nesting, then invalidate the layout (and nest)
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max_rows_cmdline = 2
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# If true, separate flow control names from their parentheses with a space
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separate_ctrl_name_with_space = False
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# If true, separate function names from parentheses with a space
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separate_fn_name_with_space = False
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# If a statement is wrapped to more than one line, than dangle the closing
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# parenthesis on its own line.
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dangle_parens = False
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# If the trailing parenthesis must be 'dangled' on its on line, then align it
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# to this reference: `prefix`: the start of the statement, `prefix-indent`:
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# the start of the statement, plus one indentation level, `child`: align to
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# the column of the arguments
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dangle_align = 'prefix'
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# If the statement spelling length (including space and parenthesis) is
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# smaller than this amount, then force reject nested layouts.
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min_prefix_chars = 4
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# If the statement spelling length (including space and parenthesis) is larger
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# than the tab width by more than this amount, then force reject un-nested
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# layouts.
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max_prefix_chars = 10
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# If a candidate layout is wrapped horizontally but it exceeds this many
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# lines, then reject the layout.
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max_lines_hwrap = 2
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# What style line endings to use in the output.
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line_ending = 'unix'
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# Format command names consistently as 'lower' or 'upper' case
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command_case = 'canonical'
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# Format keywords consistently as 'lower' or 'upper' case
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keyword_case = 'unchanged'
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# A list of command names which should always be wrapped
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always_wrap = []
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# If true, the argument lists which are known to be sortable will be sorted
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# lexicographicall
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enable_sort = True
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# If true, the parsers may infer whether or not an argument list is sortable
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# (without annotation).
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autosort = False
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# By default, if cmake-format cannot successfully fit everything into the
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# desired linewidth it will apply the last, most agressive attempt that it
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# made. If this flag is True, however, cmake-format will print error, exit
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# with non-zero status code, and write-out nothing
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require_valid_layout = False
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# A dictionary mapping layout nodes to a list of wrap decisions. See the
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# documentation for more information.
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layout_passes = {}
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# ------------------------------------------------
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# Options affecting comment reflow and formatting.
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# ------------------------------------------------
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with section("markup"):
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# What character to use for bulleted lists
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bullet_char = '*'
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# What character to use as punctuation after numerals in an enumerated list
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enum_char = '.'
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# If comment markup is enabled, don't reflow the first comment block in each
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# listfile. Use this to preserve formatting of your copyright/license
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# statements.
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first_comment_is_literal = False
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# If comment markup is enabled, don't reflow any comment block which matches
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# this (regex) pattern. Default is `None` (disabled).
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literal_comment_pattern = None
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# Regular expression to match preformat fences in comments default=
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# ``r'^\s*([`~]{3}[`~]*)(.*)$'``
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fence_pattern = '^\\s*([`~]{3}[`~]*)(.*)$'
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# Regular expression to match rulers in comments default=
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# ``r'^\s*[^\w\s]{3}.*[^\w\s]{3}$'``
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ruler_pattern = '^\\s*[^\\w\\s]{3}.*[^\\w\\s]{3}$'
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# If a comment line matches starts with this pattern then it is explicitly a
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# trailing comment for the preceeding argument. Default is '#<'
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explicit_trailing_pattern = '#<'
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# If a comment line starts with at least this many consecutive hash
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# characters, then don't lstrip() them off. This allows for lazy hash rulers
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# where the first hash char is not separated by space
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hashruler_min_length = 10
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# If true, then insert a space between the first hash char and remaining hash
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# chars in a hash ruler, and normalize its length to fill the column
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canonicalize_hashrulers = True
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# enable comment markup parsing and reflow
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enable_markup = True
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# ----------------------------
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# Options affecting the linter
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# ----------------------------
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with section("lint"):
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# a list of lint codes to disable
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disabled_codes = []
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# regular expression pattern describing valid function names
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function_pattern = '[0-9a-z_]+'
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# regular expression pattern describing valid macro names
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macro_pattern = '[0-9A-Z_]+'
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# regular expression pattern describing valid names for variables with global
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# (cache) scope
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global_var_pattern = '[A-Z][0-9A-Z_]+'
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# regular expression pattern describing valid names for variables with global
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# scope (but internal semantic)
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internal_var_pattern = '_[A-Z][0-9A-Z_]+'
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# regular expression pattern describing valid names for variables with local
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# scope
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local_var_pattern = '[a-z][a-z0-9_]+'
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# regular expression pattern describing valid names for privatedirectory
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# variables
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private_var_pattern = '_[0-9a-z_]+'
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# regular expression pattern describing valid names for public directory
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# variables
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public_var_pattern = '[A-Z][0-9A-Z_]+'
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# regular expression pattern describing valid names for function/macro
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# arguments and loop variables.
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argument_var_pattern = '[a-z][a-z0-9_]+'
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# regular expression pattern describing valid names for keywords used in
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# functions or macros
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keyword_pattern = '[A-Z][0-9A-Z_]+'
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# In the heuristic for C0201, how many conditionals to match within a loop in
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# before considering the loop a parser.
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max_conditionals_custom_parser = 2
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# Require at least this many newlines between statements
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min_statement_spacing = 1
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# Require no more than this many newlines between statements
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max_statement_spacing = 2
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max_returns = 6
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max_branches = 12
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max_arguments = 5
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max_localvars = 15
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max_statements = 50
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# -------------------------------
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# Options affecting file encoding
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# -------------------------------
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with section("encode"):
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# If true, emit the unicode byte-order mark (BOM) at the start of the file
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emit_byteorder_mark = False
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# Specify the encoding of the input file. Defaults to utf-8
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input_encoding = 'utf-8'
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# Specify the encoding of the output file. Defaults to utf-8. Note that cmake
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# only claims to support utf-8 so be careful when using anything else
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output_encoding = 'utf-8'
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# -------------------------------------
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# Miscellaneous configurations options.
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# -------------------------------------
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with section("misc"):
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# A dictionary containing any per-command configuration overrides. Currently
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# only `command_case` is supported.
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per_command = {}

.github/workflows/main.yaml

Lines changed: 29 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -1,11 +1,11 @@
11
name: C++ CMake Build
22

33
on:
4-
push:
5-
branches-ignore:
6-
- 'doc/**'
7-
- 'tmp/**'
8-
- 'experimental/**'
4+
# push:
5+
# branches-ignore:
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# - 'doc/**'
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# - 'tmp/**'
8+
# - 'experimental/**'
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pull_request:
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branches:
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- '**'
@@ -50,13 +50,20 @@ jobs:
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shell: bash
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run: ./tools/install.sh
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53+
## FIXME : This step generate this error
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## opengl/system: Already installed!
55+
## ERROR: opengl/system: Error in package_info() method, line 78
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## self._fill_cppinfo_from_pkgconfig('gl')
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## while calling '_fill_cppinfo_from_pkgconfig', line 21
58+
## if not pkg_config.provides:
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## ConanException: pkg-config command ['pkg-config', '--print-provides', 'gl', '--print-errors'] failed with error: Command 'pkg-config --print-provides gl --print-errors' returned non-zero exit status 1.
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5361
## https://github.com/marketplace/actions/cache
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# - name: Cache Build
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# uses: actions/cache@v2
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# with:
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# path: ~/.conan
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# key: ${{ runner.os }}-conan-${{ matrix.build_type }}-cache-v3-${{ hashFiles('**/conanfile.txt') }}
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# restore-keys: ${{ runner.os }}-conan-${{ matrix.build_type }}-cache-v3
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## - name: Conan Cache
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## uses: actions/cache@v2
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## with:
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## path: ~/.conan
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## key: conan-cache-${{ runner.os }}-${{ matrix.arch }}-${{ matrix.build_type }}-${{ hashFiles('**/conanfile.txt') }}
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- name: Generate
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shell: bash
@@ -66,15 +73,19 @@ jobs:
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shell: bash
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run: ./tools/build.sh --build_type ${{ matrix.build_type }} --arch ${{ matrix.arch }}
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- name: launch Windows
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- name: Launch
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shell: bash
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if: ${{ matrix.os == 'windows-latest' }}
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run: ./build/${{ matrix.build_type }}/out/${{ matrix.build_type }}/app.exe --version
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run: ./tools/launch.sh --build_type ${{ matrix.build_type }} --arch ${{ matrix.arch }} -- --version
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- name: launch Ubuntu
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shell: bash
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if: ${{ matrix.os == 'ubuntu-latest' }}
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run: ./build/${{ matrix.build_type }}/${{ matrix.arch }}/out/app --version
80+
## FIXME : Not launching on ubuntu because it cause this error : https://github.com/Mathieu-Lala/game_project/runs/1318788094?check_suite_focus=true
81+
## ALSA lib confmisc.c:767:(parse_card) cannot find card '0'
82+
## ALSA lib conf.c:4528:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
83+
## ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
84+
## ALSA lib conf.c:4528:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
85+
## ALSA lib confmisc.c:1246:(snd_func_refer) error evaluating name
86+
## ALSA lib conf.c:4528:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
87+
## ALSA lib conf.c:5007:(snd_config_expand) Evaluate error: No such file or directory
88+
## ALSA lib pcm.c:2495:(snd_pcm_open_noupdate) Unknown PCM default
7889

7990
# TODO :
8091
# add steps 'unit-tests'

.gitignore

Lines changed: 18 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -31,18 +31,32 @@
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*.out
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*.app
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34+
# CMake related
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CMakeLists.txt.user
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CMakeCache.txt
37+
CMakeFiles
38+
CMakeScripts
39+
CMakeSettings.json
40+
Testing
41+
Makefile
42+
cmake_install.cmake
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install_manifest.txt
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compile_commands.json
45+
CTestTestfile.cmake
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_deps
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# IDE related
3549
.vs
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.vscode
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.idea
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CMakeSettings.json
3952

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# Output directory
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build
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out
4356

57+
# Temp directory
58+
tmp
59+
temp
60+
4461
# Generated files
45-
imgui.ini
46-
app.ini
47-
recorded_events.json
4862
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