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FelipeFS

Member Since 24 Nov 2010
Offline Last Active Jul 08 2012 09:13 PM
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Topics I've Started

MEDevPascal - New IDE for Free Pascal

25 March 2012 - 01:25 PM

For Pascal developers, I'm creating a new IDE for Free Pascal. It is called DevPascal, with the prefix ME(Machina Engine).

The main features of the final version of the IDE are:
- Multi-document interface;
- Syntax highlight;
- Auto complementation(create the body of a procedure/function or class automatically);
- Auto complete. While typing, a box will show the possible words to use(variables, procedures/functions);
- Auto indentation;
- Auto backup;
- Use of templates;
- Browser for classes, variables, and procedures/functions;
- Configuration of Free Pascal Compiler from the IDE;


The IDE is not still able to use Free Pascal as compiler fully, but it is being implemented. The major idea was to make an editor, with a good interface.

You can find updates and screenshots on my blog post: [Blog PixelDeveloper]

Machina Engine

26 February 2012 - 03:40 PM

The project Machina Engine aims to develop electronic games, with non-delimited gender, with the support of an IDE (Integrated Development Environment) to make the development process easier and faster. However, unlike other IDE, Machina engine is being projected to be highly customizable, allowing the developer to make deep changes in Game Engine. The library is being written in Pascal(Object-Pascal) with the open-source compiler Free Pascal.
At the current state of development, it is being implemented the program's ability to manipulate the content of games. This content includes:
  • Classes;
  • Variables;
  • Sprites(2D Sprites, Vetoriais Sprites and 3D Sprites);
  • Pictures, Backgrounds, and TileSets;
  • Sound and Music;
  • Fonts;
  • Texts;
  • Rooms and Maps;
  • Scripts;
This Game Engine is will offers an drag-and-drop interface to make 2D, 3D and vectorial games.

So far, the Game Engine Library has the following features:

- Has its own script language(with one is not needed to learn);
- Develop classes, with a hierarchical system;
- Develop/Create sprites;
- The sprite system is being constructed to be flexible. To make it able in the future to choice between a 2D, 3D, or a vectorial sprite
- Create rooms, the maps of the game;
- Has its own resource stream management. With can create encrypted(or not, if the user want to) storage files.
- File stream management;

The IDE, so far, has the following features:
- Can use the fully the script language system;
- Create, manipulate, and destroy classes;
- Create, and destroy sprites;
- Create, manipulate, and destroy rooms(maps);
- Manipulate the main project configurations, like screen mode, resolution, define with on is the global base class;

IDE Screenshots:
[Main window]
[Frame - Class development]
[Frame - Room/Map development]

This is it. I can say that the hardest part is over - the creation of a system to make interpretation of the script language. The others systems(with you can see in the left frame of the window) are still not done, but they will be easy to create(the management tools of these system will be similar - in a programming level - to the class management tool).

You will find updates in my blog [PixelDeveloper]
Thank you all! I hope to "finish"(not literally, since I plan to update it constantly) this project this year! =)

Translation: Delphi procedure that initialize with message to C++

29 December 2010 - 08:34 AM

I want to convert the traditional way that the Delphi recieves the messages from Windows to C++.

In Delphi, some components have the procedure:

// Prototype inside a class
procedure WMKeyDown(var Message: TWMKeyDown); message WM_KEYDOWN;

// Procedure block
procedure CLASSNAME.WMKeyDown(var Message: TWMKeyDown);
begin
// Code here
end;


But I don't want to traslate to this way:


LRESULT CALLBACK WndProc( HWND Handle, UINT Message, WPARAM wp, LPARAM lp )
{
switch(Message)
{
case WM_KEYDOWN:
// Code here
break;
}
return DefWindowProc(Handle, Message, wp, lp);
}


There is another way to traslate this code to C++, using some directive in the function prototype?

Video Mode 13h using Assembly inline code

24 November 2010 - 05:58 PM

What's wrong with this program? It compiles, but when I open the executable, an error message is displayed.


/* Program SetVideoMode */

void setmode13h(void)
{

__asm__(
"mov $0x0, %ah \n"
"mov $0x13, %al \n"
"int $0x10 \n"

"mov $0, %ah \n"
"int $0x16 \n"
);

}

int main()
{
setmode13h();

return 0;
}



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