Getting Started with ES Development.
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Part 3 : Merging Branches and Updating GitHub repos, is now updated
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This should be in a pdf or ebook format. Very good reference learning material.
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@ortsac said in Getting Started with ES Development.:
This should be in a pdf or ebook format. Very good reference learning material.
I can make a book but it is not that big. I would rather have it as a tread so as to have it interactive for others to seek help or point out mistakes
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@Hex done.
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One thing that may be worth noting is that these days, you probably don't need to provide separate instructions for Windows 10 users to start doing Linux development because Bash on Ubuntu on Windows is a thing. The only downside to it that I have found so far is that there's no easy way to transfer files inbetween the Linux file system and the Windows file system so that you can use Windows IDEs on your code and still build with Linux. For me personally, it's so far been easier to have two instances of a git repository: one in the Windows file system which I can use my Windows IDE on, and one in the Linux file system. But I'm sure there's got to be a better way.
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@BenMcLean I use cygwin to have an Unix feel on Windows.
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@recompile This thread covers git basics.
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It's the first time I looked at this because I have reached a point where I'm out of ideas how to improve my setup. And the only thing I find annoying is the white UI of EmulationStation.
But I have to say that I'm a little bit disappointed by this post and can't really understand why it is pinned.
It's just about github and not really about ES development.
Sure the github part is good and I learned some things but I expected more.Like if/what software is needed to edit the files. From what I've seen, they seem like text files to me, so a basic text editor would be enough but are there better ways or special requirements needed?
Also how do I find out what to edit? In my case, I took a quick look through some of the files and found one file that had something like setcolor plus hex color values. But of course I'm not sure if those are the correct values. Sure, there's some trial and error involved, but that's why I looked at this to get some tips.
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@EctoOne Do you know how to compile the source code ?
Edit whatever you want and try compiling. If it compiles, run the executable. Test if you got what you desired. Make a post detailing your achievements if you think many others might like it too.
It is impossible for me to know what part of the source you need to edit. The source also keeps updating due to the wonderful efforts of the contributors. It is practically impossible for me to write about everything. This shows git stuff because people have problems with git stuff the most. For c++ stuff you have stack overflow.
You can make a post or thread seeking help with what you want.
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@ectoone said in Getting Started with ES Development.:
Like if/what software is needed to edit the files. From what I've seen, they seem like text files to me, so a basic text editor would be enough but are there better ways or special requirements needed?
you need a text editor. You can use one of these: notepad, notepad++, Atom, gedit, xcode, vscode, eclipse, Clion and many more.
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@Hex Is there some kind of UML class diagram or any interesting documentation about design stuff anywhere ? I think that would help a lot.
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@sx-111 They're described on the 1st page of the project
EmulationStation has a few dependencies. For building, you'll need CMake, SDL2, Boost (System, Filesystem, DateTime, Locale), FreeImage, FreeType, Eigen3, and cURL. You also should probably install the fonts-droid package which contains fallback fonts for Chinese/Japanese/Korean characters, but ES will still work fine without it (this package is only used at run-time).
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So I followed the directions and set up a fork that I can access at https://github.com/korreckj328/EmulationStation
However, I do have a question. Does the official Retropie fork have the ability to pull the code I changed at this point? Or would something more need to be done?
I added some code so that it can compile on macOS fyi.
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@Charononus said in Getting Started with ES Development.:
However, I do have a question. Does the official Retropie fork have the ability to pull the code I changed at this point? Or would something more need to be done?
That's not how collaborative development works - you need to create a Pull Request to the RetroPie's Emulationstation repository in order for the changes you've added to be incorporated upstream.
Btw, your fork doesn't seem to compile on macOS, I tested it with macOS 10.13, Apple LLVM version 10.0.0 (clang-1000.11.45.5).
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@mitu
10.14.3 here and compiled with
cmake . -D CMAKE_CXX_COMPILER=g++-8(g++-8 from brew)
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@Charononus I don't have
g++
installed and with theclang
version included in Xcode it doesn't work. -
I'll have to take a look at clang. In theory I'm not sure why it wouldn't compile with clang and will with g++. Nothing I did was all that major. Just called some AppleScript to get and set the system volume in place of ALSA on linux.
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@Charononus Just FYI, you might want to test it out also with
clang
, since you might need it to generate an .app with Xcode. -
@mitu
Yeah that getting that app bundle was the next step as it just compiles as a unix executable at the moment.Actually wow, clang pops up a lot of errors from files I never touched. Very interesting.
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