Although most of the code is platform-independent, some per-platform functionality is required. By default `Core.h` tries to automatically define appropriate backends for your system. Define ```CC_BUILD_MANUAL``` to disable this. ## Before you start * IEEE floating-point support is required. (Can be emulated in software, but will affect performance) * The `int` data type must be 32-bits. * 32-bit addressing (or more) is required. * Support for 8/16/32/64 integer types is required. (your compiler must support 64-bit arithmetic) * At least around 2 MB of RAM is required at a minimum * At least 128 kb for main thread stack size In summary, the codebase can theroetically be ported to any modern-ish hardware, but not stuff like a UNIVAC machine, the SuperFX chip on the SNES, or an 8-bit microcontroller. ## Supported platforms #### Tier 1 support These platforms are regularly tested on and have executables automatically compiled for. |Platform|Testing|Support| |--------|-------|-----| |Windows x86/x64 | Mostly tested on 7+ | Should work in all Windows versions |macOS x86/x64 | Mostly tested on 10.12 | Should work in all macOS versions since 10.3 |Linux x86/x64 | Mostly tested on Linux Mint | Should work in most Linux distributions |Web client | Mostly tested in Chrome | Should work in all browsers with WebGL (including IE) Note: Updating doesn't work properly in Windows 95 or Windows 98 #### Tier 2 support The game has been compiled and run on these platforms before. It may or may not still compile for them. I don't really test these platforms at all, only when I suspect some changes to the code might impact them. |Platform|Machine|Notes| |--------|-------|-----| |macOS x86 | macOS 10.4 | |FreeBSD x86 | FreeBSD | x64 should work too | |NetBSD x86 | NetBSD | x64 should work too | |OpenBSD x86 | OpenBSD | x64 should work too | |Solaris x86 | OpenIndiana | x64 should work too | |macOS PPC | macOS 10.3 | PPC64 completely untested | |Linux PPC | Debian | Issues with colour channels incorrectly swapped? | |Linux ARM | Raspberry pi | ARM64 should work too | |Linux SPARC | Debian | Didn't really work due to lack of 24-bit colours | |Linux Alpha | Debian | |HaikuOS | Nightly | ## Porting Listed below are the requirements for implementing each platform-dependent file.
When porting to other platforms, you should try to leverage existing backends when possible.
Only cross platform backends are listed below. ### Platform General platform specific functionality. - Get exe path, start/exit process, open url in browser - Dynamic library management - Allocate, free, copy, set memory - Current system time, stopwatch time - File I/O, Directory I/O, Socket I/O - Threading, signalable wait, mutex - Drawing/measuring native font - Native font text drawing and measuring - Encrypt/decrypt data, getting command line args Define: - ```CC_BUILD_POSIX``` - Use posix API posix note: Some functions are not covered. (stopwatch, getting exe path, open url in browser) These must still be implemented for each operating system ### Window Create a window, show a dialog window, set window contents, keyboard/mouse input Also monitor size, clipboard, cursor, raw relative mouse movement (optional) Define: - ```DEFAULT_WIN_BACKEND CC_WIN_BACKEND_X11 ``` - Use X11/XLib (unix-ish) (glX) - ```DEFAULT_WIN_BACKEND CC_WIN_BACKEND_SDL2``` - Use SDL2 library (SDL2) If using OpenGL, also OpenGL context management ### Logger Dump registers and backtrace, log unhandled errors (e.g. invalid memory read) Define: - ```CC_BUILD_POSIX``` - use POSIX api posix note: Register access is highly dependent on OS and architecture. (e.g. Linux uses &r.gregs[REG_EAX] while FreeBSD uses &r.mc_eax) ### Audio Play multiple audio streams with varying sample rates Define: - ```DEFAULT_AUD_BACKEND CC_AUD_BACKEND_OPENAL``` - use OpenAL - ```CC_BUILD_NOAUDIO``` - stub audio implementation (silent) ### 3D Graphics Texturing, depth buffer, alpha, etc (See Graphics.h for full list) Define: - ```DEFAULT_GFX_BACKEND CC_GFX_BACKEND_GL1``` - Use legacy OpenGL (1.5/1.2 + ARB_VERTEX_BUFFER_OBJECT) - ```CC_BUILD_GL11``` - Use OpenGL 1.1 features only - ```DEFAULT_GFX_BACKEND CC_GFX_BACKEND_GL2``` - Use modern OpenGL shaders - ```CC_BUILD_GLES``` - Makes these shaders compatible with OpenGL ES - ```DEFAULT_GFX_BACKEND CC_GFX_BACKEND_SOFTGPU``` - Use built in software rasteriser ### HTTP HTTP, HTTPS, and setting request/getting response headers Define: - ```DEFAULT_NET_BACKEND CC_NET_BACKEND_BUILTIN``` - use built in simple HTTP backend - ```DEFAULT_NET_BACKEND CC_NET_BACKEND_LIBCURL``` - use libcurl for HTTP Supporting connection reuse is highly recommended. (but not required)