Updated readme
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[submodule "ogl_editor/emgui"]
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path = ogl_editor/emgui
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url = https://emoon@github.com/emoon/emgui.git
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General
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Motivation
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----------
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About a year ago me and Heine 'bstrr' Gundersen (at Revision 2012) started to talk about that having an editor for GNU Rocket that worked on Mac OS X would be great as we both used Mac as our primary development platform.
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This was the start of this another version of the editor. I (Daniel 'emoon' Collin) also wanted some features that weren’t in the old editor (such as folding of tracks, having it cross platform, etc)
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Some small work was started on the editor during spring and summer but not much happened. It was really during last autumn 2012 I started to work on it for real to get in the features I want to have.
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Features:
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* Includes (or should at least :) all features from the old editor (except track re-arrangement)
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* More optimized for laptop keyboards (no usage of page up/down and similar keys)
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* Group support. It's now possible to group channels together that makes sense (maybe a group for each part) The syntax for this is to name the tracks "mygroup:mytrack"
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* Folding support for both groups and tracks. Something I found annoying in the old editor was that you had to scroll around quite a bit to get to channel you wanted. Now with folding you use the screen space better.
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* Faster navigation: Can jump between key values, jump in step of 8 and also with bookmarks.
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* Other features such as using more of the keyboard for biasing of values (see key layout below)
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* Trackpad support (OS X only, mouse wheel on Windows) to scroll around (can only be used with biasing)
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* Cross platform. Read more about the code in the next section.
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* Navigation while play-backing. It's now possible to jump forward/backward when playing the demo (demo "scratching")
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* Fast way to insert a interpolated value by just pressing return on an empty row.
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Source Code
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-----------
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Now uses a UI system called 'Emugi' which is an intermediate mode UI that was developed at the same time as the editor.
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Emui uses OpenGL as the rendering API for the UI making it possible to port to many platforms but using a diffrent backend is also very possible.
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The code is written in C and has currently been compiled with clang on Mac and Visual Studio 2012 (Express) on Windows.
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I have tried to keep the code as platform independent as possible and platform files are (mostly) in the src/macosx and src/windows directories.
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Some parts of the code could need some cleanup but should hopefully be quite easy to follow and understand.
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Building the code
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-----------------
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Both Mac and Windows version uses the Tundra build system (https://github.com/deplinenoise/tundra) so in order to build the code you need a tundra executable for your OS
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I have made two of the available here for your convenience if you don't want to build the code yourself.
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...path to mac version...
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...path to windows version..
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Mac
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---
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To build on mac enter the rocket/ogl_rocket directory and run "tundra macosx-clang-debug" (or -release for release build) and in tundra-output you will find the app to run.
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To use Xcode to build (or code in) use the XCode3-GenerateProj.sh file (works with Xcode 4.x also) and open the generated project in xcode (it's inside the tundra-output directory)
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Windows
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-------
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<something about the motivation behind the new editor?>
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Easiest is to run VS2010-GenerateSln.cmd and open the generated solution (it's in the tundra-output directory) in Visual Studio.
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Note that you will need to setup your paths/variables so cl is included and can be started from command line. VS2012 Express seems to do this automatically but it may different depending on your compiler.
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In that case run the "vsvars32.bat" included with Visual Studio from a command prompt and start Visual Studio from there.
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If you want to build from command line that works just as fine as well (just set vsvars32 (as seen above) and run "tundra win32-msvc-debug" for the debug build.
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Tips & tricks
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-------------
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* Fold away tracks or groups you are not currently working with using Alt+Left/Right and Ctrl+Alt+Left/Right
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* Use Return to insert current interpolated value - also sets the interpolation type to what the previous key uses.
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