Go to file
Simon Anciaux 0e2b8d0df8 A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer.
The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture.

So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size.

Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder.

I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`.

I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
2025-07-07 13:11:48 -07:00
build_new Cleaning up build-config.sh 2025-07-07 09:37:12 -07:00
code A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. 2025-07-07 13:11:48 -07:00
non-source Adding freetype.lib for x64 windows dependencies 2024-03-27 13:49:16 -07:00
triage Implement new build system 2025-07-06 12:44:54 -07:00
.gitignore Implement new build system 2025-07-06 12:44:54 -07:00
4ed.rdbg Implemented custom modal bindings 2024-02-10 15:38:37 -08:00
README.md A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. 2025-07-07 13:11:48 -07:00
TODO.md Added scope highlight colors 2024-05-13 17:24:33 -07:00
project.4coder set NSApp activateIgnoringOtherApps to YES 2025-04-24 16:18:01 -07:00

README.md

4Coder Community

Welcome to the 4coder community repository.

Building

Windows

  1. Setup the MSVC toolchain in your environment, this can be done with the code/custom/bin/setup_cl_x64.bat script
  2. call the package.bat script from the code directory
    1. $ cd 4cc\code
    2. .\bin\package.bat
  3. You can also use the build.bat script if you want just build the binaries, this does not copy the default config, fonts and bindings
    1. $ cd 4cc\code
    2. $ .\bin\build.bat

Linux

tested on Ubuntu 22.04:

  1. Get required libraries (apt names):

    • $ sudo apt install build-essential libx11-dev libxfixes-dev libglx-dev mesa-common-dev libasound2-dev libfreetype-dev libfontconfig-dev
  2. Use the package-linux.sh script to build and package an application

    1. $ cd 4cc/code
    2. $ ./bin/package-linux.sh
  3. You can also use the build-linux.sh script if you want just build the binaries, this does not copy the default config, fonts and bindings

    1. $ cd 4cc/code
    2. $ ./bin/build-linux.sh

Mac

4coder targets x86_64. If you are using a M1+ ARM CPU you need to prefix the build scripts commands with: arch -arch x86_64

  1. Use the package-mac.sh script from the code directory (this builds a distribution in the distributions directory with all the non-binary dependencies)

    1. $ cd 4cc/code
    2. $ ./bin/package-mac.sh
  2. You can also use the build-mac.sh script if you want just build the binaries, (this produces the build artifacts in the build directory, this doesn't produce a functional distribution)

    1. $ cd 4cc/code
    2. $ ./bin/build-mac.sh

Older Macs, 10.15.7 Catalina

If you are using an older version of mac, such as 10.15.7 Catalina you need to install the realpath command:

  1. $ sudo port install coreutils
  2. macports names the realpath command grealpath, so make a symbolic link in order to use build-mac.sh: $ sudo ln -s /opt/local/bin/grealpath /opt/local/bin/realpath

Build script parameter

The build script accepts a parameter (mutually exclusive):

  • /DDEV_BUILD or /DDEV_BUILD_X86 (default value) : build without optimizations. Produces debug symbols. Defines: FRED_INTERNAL, FRED_SUPER, DO_CRAZY_EXPENSIVE_ASSERTS (on Windows) macros.
  • /DOPT_BUILD or /DOPT_BUILD_X86 (similar to build_optimized script): build with optimizations. Doesn't produce debug symbols. Defines FRED_SUPER macro.
  • /DPACKAGE_SUPER_X64 or /DPACKAGE_SUPER_X86 (similar to package script): package 4coder for distribution. Turns on optimizations. Produces debug symbols. Defines SHIP_MODE, FRED_SUPER, DO_CRAZY_EXPENSIVE_ASSERTS (on Windows) macros.
  • /DPACKAGE_DEMO_X64 or /DPACKAGE_DEMO_X86: packages 4coder demo for distribution. Turns on optimizations. Produces debug symbols. Defines SHIP_MODE, DO_CRAZY_EXPENSIVE_ASSERTS (on Windows) macros.

API generators

4coder uses several small programs to generate some headers and source files. Those do not run automatically, you must build them and run them when needed (which shouldn't really happen).

  • code\4ed_font_api.cpp creates, in code\generated, font_api.h, font_api.cpp, font_api_constructor.cpp (not used) and font_api_master_list.h (not used);
  • code\4ed_graphics_api.cpp creates, in code\generated, graphics_api.h and graphics_api.cpp, graphics_api_constructor.cpp (not used) and graphics_api_master_list.h (not used);
  • code\4ed_system_api.cpp creates, in code\custom\generated, system_api.h, system_api.cpp, system_api_constructor.cpp, system_api_master_list.h;
  • code\4ed_api_parser_main.cpp is a little different, as it parses source files passed as parameters to search for functions and type preceded by api(some_api_name) and creates 4 files in the code\custom\generated. It is used to generate custom_api.h, custom_api.cpp, custom_api_constructor.cpp and custom_api_master_list.h by passing code\4ed_api_implementation.cpp as a parameter.

You need to compile one of those file and run it from the code directory.

There is also code\4ed_api_check.cpp to verify the generated file but it's not clear at the moment what to check against.

  • code\4ed_generate_keycodes.cpp is also a bit appart as it generates code\custom\generated\4coder_event_codes.h which are keyboard key codes and some event hook ids.