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Aside from the exact specification on how you are planning to do it - I am for
the idea.
As for the exact specification, I would suggest a flagged option, such as:
OgreKit [-cfg CFG_FILE] FILE
This would allow for adding other options without there needing to be an order
arbitrarilt applied. For example, at some point I want to be able to load
"library blends" from a given directory, so would be adding a "-libdir DIR"
flag to the options.
Original comment by BenT.Sol...@gmail.com
on 16 Jun 2010 at 10:25
Yes a cli switch would be better and I think the convesion is to use something
like this:
-c or
--config-file
Loading library blend is a must have but the libraries path is saved into the
.blend (either relative or absolute) so such a flag as "--libdir" is not
mandatory.
Original comment by xavier.thomas.1980@gmail.com
on 16 Jun 2010 at 10:30
On the implementation side, I will follow the wish of the project developers.
But my ideas are:
-If we just want to specify a cfg file we can just parse the command line
manually to avoid introducing a new dependency.
-If we want clean command line parsing with possible further evolution there is
a lot of of libraries with compatible lisence (Boost, CLAP, TCLAP, commoms CLI,
...) From what I saw until now TCLAP http://tclap.sourceforge.net/ seems to be
a good choice (lightweight, portable, MIT license, c++ ) unless the boost
headers embedded in ogre code have the boost command lie parsing feature (which
I doubt)
Original comment by xavier.thomas.1980@gmail.com
on 17 Jun 2010 at 12:05
FWIW - GameKit is not using Boost so anything relying on that would be out (I
think). I've used STLPlus before for command line parsing (amongst other
things) and it worked quite well. Not sure if we want to add it in only for
that functionality though.
On the subject of library blends, I'm thinking that the path being saved might
be an issue. But as this is a separate problem to this - I will raise an
"issue" should it prove to be so :)
Original comment by BenT.Sol...@gmail.com
on 17 Jun 2010 at 1:54
Indeed, gamekit doesn't use BOOST or other bloated libraries.
Is there not already some command-line parser in the tree?
Otherwise, you could add tclap support. Just make sure it automatically works
with CMake, just like the rest of gamekit.
Original comment by erwin.coumans
on 21 Jun 2010 at 6:11
I know gamekit does not use boost but I thought Ogre3D embed some boost header
file (a really small fraction of them).
As far as I know gamekit does not use any library that handle command line
parsing. Regarding parsing the configuration file (.cfg with startup parameters
like resolution) gamekit is using Ogre::ConfigFile. I looked into ogre API for
command line parsing utility and found nothing but I may have missed it.
Original comment by xavier.thomas.1980@gmail.com
on 22 Jun 2010 at 6:48
If Ogre embeds Boost in any way, it must have copy + pasted the code into their
own headers (unlikely given Sinbad's leadership on the issue). I have not
noticed anything Boost-ish in the basic Ogre code at all.
Original comment by BenT.Sol...@gmail.com
on 22 Jun 2010 at 9:20
When searching the code it seems Orge is related to boost in 2 ways:
-Permit to use boost thread (optional and other choices are available)
-OgreAny.h is a modified copy of boost::any.
Back to topic: does anybody knows if there is a command line parser in the
source three that I missed? If not I will look into tclap. It should be quite
easy to incorporate in cmake build system, in fact it does not even need
compilation (c++ template with a unique header to include)
Original comment by xavier.thomas.1980@gmail.com
on 22 Jun 2010 at 10:48
OgreAny.h: So, in other words, Ogre "must have copy + pasted the code into
their own headers", yes?
Boost is still classified as too large a library to be a requirement for Ogre.
Hence the threading is both optional (also unused in GameKit) and has a variety
of alternative implementations such as POCO (as you mention). The most
important part though is that it is "optional", hence I can understand why it
is not used in OgreLite.
As for an Ogre built-in command line parser, I don't think there is any.
Original comment by BenT.Sol...@gmail.com
on 23 Jun 2010 at 12:57
Here is a patch using tclap. It was really easy to set up in CMake and to use
the API. More cl argument can be added later easily if needed. It is ready for
review but I am ready to correct/modify whatever you feel is wrong.
Note the default argument (-v , -h and --) are automatically added by tclap but
can be removed.
./OgreKit --help
USAGE:
./OgreKit [-c <string>] [--] [--version] [-h] <string>
Where:
-c <string>, --config-file <string>
Startup configuration file (.cfg) to use.
--, --ignore_rest
Ignores the rest of the labeled arguments following this flag.
--version
Displays version information and exits.
-h, --help
Displays usage information and exits.
<string>
(required) Blender file to launch as game.
Ogrekit
Original comment by xavier.thomas.1980@gmail.com
on 23 Jun 2010 at 2:52
Attachments:
Just had a chance to check out the patch. TCLAP has a lot of interesting
features.
I wounder if we should add it to the gkUserDefs class and add the ability to
specify most options from the cmd line ?
bParse can also handle ID properties. Some GameKit options could also be saved
in properties and parsed when loading the .blend
Original comment by snailr...@gmail.com
on 24 Jun 2010 at 1:14
I also agree that using more command line parameters (like fullscreen mode or
the resolution) can be practical. Adding the command line parsing functionality
to gkUserDefs is possible; but then it would not be very practical, for people
developing their own program using gamekit, to add their own command line
parameters.
As for the parameters that are also present in the blender file (fullscreen,
resolution, debug mode, debug aabb, ...) I was thinking of using the blender
"external renderer" addon for gamekit to export them to a custom
/tmp/OgrekitStartup.cfg. Of course directly parsing those values from the
.blend would be better but some like the resolution need to be parsed before
the creation of the window. If not we need to re-dimension the window
afterwards,but I am not sure this is supported on all plateforms.
Original comment by xavier.thomas.1980@gmail.com
on 25 Jun 2010 at 12:58
I just tested the TCLAP patch and it is pretty good. There is some minor
weirdness in the error output (adds the empty option [--] which makes no sense
to me) and I would make the blender-file parameter optional (to allow
testing/debugging from the IDE). But they are minor things (one I ignored, the
other I changed - so no big deal).
I'm thinking that the adding options to the Blender file itself would be a cool
and useful addition. However, I think some things need to remain external, for
example the screen resolution. Nigh on all games I've played have a fixed
resolution only (hard-coded, not game-coded) for the device or allow the
end-user to select the resolution from a list of detected/standard options.
When full-screening a game, I'd like to maintain the resolution options
external to the blend file which would require checks and testing depending on
the blend file loaded (multiple blends/levels, library blends, etc could make
this a non-trivial task). Just an opinion though as, personally, I can just
never put the resolution options in the file!
Original comment by BenT.Sol...@gmail.com
on 25 Jun 2010 at 1:12
Window size is a bit tricky, things like textures need the render system/
window to be initialized first. So it really is a hassle to specify those
directly in the blend.
Exporting to an external config file is fine, but would eventually like the
option for both. (Similar to AStyle: http://astyle.sourceforge.net/astyle.html)
The blend should always be the last option, and should not require a switch.
This way drag & drop over the executable works. If no options are specified,
the momo_ogre.blend should be loaded. (It's built into the OSX bundle, I
believe...)
Original comment by snailr...@gmail.com
on 25 Jun 2010 at 1:07
Alternatively, we can use bParse twice: Once on the Main.cpp just to get
resolution and fullscreen mode. Then close the file, initialise the window and
reopen the file to load data.
Original comment by xavier.thomas.1980@gmail.com
on 25 Jun 2010 at 3:04
Loading the blend twice would be a performance hit.
If the need is there to get window parameters from the blend, it would be best
to restructure the application to load the blend first, grab the parameters,
initialize Ogre, then convert the data all in one go. However, I agree that the
window size parameters should stay external. Either in the .cfg or passed as a
cmd line parameter.
Initially, I'll get your patch applied in Main.cpp and go from there.
Original comment by snailr...@gmail.com
on 25 Jun 2010 at 5:13
I also think parsing the blend file twice or refactoring the application just
for the resolution is a bit overkill. For me command line parameters and/or
config file is ok.
I work slowly because I prefer to check with you here that I don't do stupid
things but I have some free time to work on this project, so if you have some
basic works/todo that I can help with (including continuing work on this patch)
please do not hesitate to tell me. I can be contacted by private mail with my
googlecode username @gmail.com and I also hang around on #blendercoders as xat.
Regarding the "--" argument, it can be removed easily.
Original comment by xavier.thomas.1980@gmail.com
on 25 Jun 2010 at 5:50
I disabled internal exception handling, so we can exit the app cleanly with
--help, and made the blender-file parameter optional. Also, made the
gkUserDefs::parseString method public, so members can be set easily from the
command line.
Any help is very welcome, so anything is up for discussion.
Some things todo could be, More sensors and actuators for the logic brick
system; More bindings to Lua using swig; Add / convert more constraints; help
with isolating any bugs. We usually discuss GameKit activities, here or on
Google Wave,
I can send you an invite, if you don't have a wave account.
Original comment by snailr...@gmail.com
on 25 Jun 2010 at 7:48
On the issue of double-parsing the blend, I'm going to remain dead-set against
that. If you only needed to parse the header or something, that could be hacked
in but to parse an arbitrarily sized blend file for an option that is most
likely not there (I mean, you only need it if you're overriding defaults
right?) strikes me as very bad design. And this ignores the idea that I believe
that screen sizes shouldn't be blend-file specific.
On the communications front - I also have Wave invites available should they be
needed... That said, I was not aware there was a GameKit Wave.
Original comment by BenT.Sol...@gmail.com
on 26 Jun 2010 at 10:33
[deleted comment]
>> For me command line parameters and/or config file is ok.
We can have both config file and basic command-line handling.
I would focus on a config file, that is best supported cross-platform. Mac OSX
and Windows users typically just double-click on the application (without
passing command-line arguments).
Are there any issues integrating TCLAP?
Original comment by erwin.coumans
on 28 Jun 2010 at 4:23
No TCLAP have been integrated by snailrose and works great. For now the only
argument is a path to a config file but it would be easy to add other command
line argument that overwrite the default parameter or the one in the config
file.
Original comment by xavier.thomas.1980@gmail.com
on 29 Jun 2010 at 12:27
OK, sounds good.
Thanks for all the feedback and the patch!
Original comment by erwin.coumans
on 29 Jun 2010 at 4:55
Closing this, in svn for a long time.
Original comment by xavier.thomas.1980@gmail.com
on 6 Aug 2010 at 6:00
Original issue reported on code.google.com by
xavier.thomas.1980@gmail.com
on 16 Jun 2010 at 8:25Attachments: