13 KiB
- visualboyadvance-m Developer Manual
visualboyadvance-m Developer Manual
Here we will keep notes about our development process, policies and environment setup guides.
Issues Policies
Processing New Issues
Follow the following steps to process newly submitted issues:
-
Edit the user's post to remove unused template sections etc.. Rephrase the issue title if it needs to be clarified.
-
Label the issue as a question, bug or enhancement. This label can be changed later upon clarification if necessary.
-
Add any other relevant labels, for example for the code subsystem.
-
If it is strongly related to a work by a developer that you know of, assign them to the issue. If this is not the case, they can be unassigned.
-
Ask the user for clarification of any details if needed.
Resolving Issues
- An issue is resolved by closing it in github. A commit that fixes the issue should have the following line near the end of the body of the commit message:
- Fix #999.
This will automatically close the issue and assign the closing commit in the github metadata when it is merged to master. The issue can be reopened if needed.
- A commit that is work towards resolving an issue, should have the issue number preceded by a pound sign either at the end of a commit message title, if it is of primary relevance to the issue, or the body otherwise.
Pull Request and Commit Policies
Commit Message
Follow these guidelines always:
https://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html
the description of your work should be in the commit message NOT the pull request description.
The title line must be no more than 50 characters and the description must be wrapped at 72 characters. Most commit message editor interfaces will help you with this. The title line must not end with a period.
Write everything in the imperative mood, e.g. change, fix, NOT changes, changed, fixed, fixes etc..
A commit message must always have a title and a description, the description must be independent of the title line, if necessary repeat the information in the title line in the description.
Make sure the git history in your branch is clean and logical, edit when
necessary with rebase -i
.
Use one commit per logical change if necessary, most work can be squashed into one commit when you are done. It is not necessary to have separate commits per-file if they are one logical change. We are less strict about this than other projects, fewer is better.
The commit title line should be prefixed with an area, unless it involves the wxWidgets GUI app, in which case it should NOT have a prefix.
The text after the area prefix should not be capitalized.
Please use one of these area prefixes otherwise:
- doc: documentation, README.md etc.
- build: cmake, installdeps, preprocessor compatibility defines, etc.
- gb-core: the GameBoy emulator core
- gba-core: the GameBoy Advance emulator core
- libretro: the libretro core glue and build
- sdl-app: anything for the SDL app
- translations: anything related to translations
. Add other areas here if needed.
If a commit fixes a regression, use a title line such as:
Fix regression <PROBLEM> in <SHORT-SHA>
, you can get the short sha from git log --oneline -100
or similar.
The commit description for a regression must refer to the breaking change in
reference format, which you can get from e.g. git log --format=reference -20
.
You can refer to github issues using #<ISSUE-NUMBER>
freely in the description
text.
If a commit fixes an issue, add a line at the end of the description such as:
Fix #<ISSUE-NUMBER>.
.
Collaboration on a Branch
To update when multiple people are working on a git branch, keep a couple of things in mind:
-
Always
push -f
unless you're adding a commit on top. And it's almost always better to edit the history than to add more commits. Never add commits fixing previous commits, only improving or adding to them. -
To update when someone else (very rudely you might say) did a
push -f
,pull --rebase
will USUALLY work. Verify the log, and if necessary do this instead:
git status # should be clean, with your work having been already pushed
git fetch --all --prune
git reset --hard origin/<branch-name>
While actively working on a branch, keep it rebased on top of master.
Commits from Maintainers
Maintainers have the power to commit directly to master. This power must be used responsibly, something I fail to do myself often, and will try to improve upon.
Make your most earnest attempt to follow these general guidelines to keep our history clean:
-
Things that are a straight fix or improvement that does not require discussion can be committed directly, keeping the following guidelines in mind.
-
Bigger new features, code refactors and changes in architecture should go through the PR process.
-
Push code changes to a branch first, so they can run through the CI. Differences in what different compilers allow is a problem that comes up VERY frequently. As well as incompatibilities between different configurations for both the C++ code and any supporting code.
Strings, Character Sets and Translations
Pulling Updated Translations
Once in a while it is necessary to pull new and updated translations from transifex.
For this you need the transifex client, available for Windows as well from
chocolatey as transifex-client
.
To pull translations run:
tx pull -af
then check git status
and if any message catalogs were updated, commit the
result as:
git commit -a --signoff -S -m'Transifex pull.'
git push
Translations Message Catalog
Strings that need to be translated by our wonderful translators on transifex
(thank you guys very much) need to be enclosed in _("...")
, for example:
wxLogError(_("error: something very wrong"));
The next time you run cmake after adding a string to be translated, the .pot
message catalog source will be regenerated, and you will see a loud message
telling you to push to transifex.
Strings in the XRC XML GUI definition files are automatically added to the message catalog as well.
If you are working on a branch or a PR, don't push to transifex until it has been merged to master.
Once it is, push it with:
tx push -s
Interaction with non-wxWidgets Code
Use our UTF8(...)
function to force any wxString
to UTF-8 for use by other
libraries, screen output or OS APIs. For example:
fprintf(STDERR, "Error: %s\n", UTF8(err_msg));
There is one exception to this, when using wxString::Printf()
and such, you
can't pass another wxString
to the %s
format directly, use something like
this:
wxString err;
err.Printf("Cannot read file: %s", fname.wc_str());
this uses the wchar_t
UTF-16 representation on Windows and does nothing
elsewhere.
For calling Windows APIs with strings, use the wide char W
variants and the
wc_str()
method as well.
Windows Native Development Environment Setup
This guide has been moved to:
https://github.com/rkitover/windows-dev-guide
Release Process
Environment
The variable VBAM_NO_PAUSE
, if set, will cause cmake to not pause before gpg
signing operations, you want to set this if you've disabled your gpg passphrase
to not require interaction during release builds.
gpg set up with your key is helpful for the release process on all environments where a binary is built, but you can also make the detached signature files yourself at the end of the process.
For codesigning windows binaries, put your certificate into
~/.codesign/windows_comodo.pkcs12
.
On Mac the 'Developer ID Application' certificate stored in your login keychain
is used, keychain unlock
will prompt you for your login keychain password, to
avoid that set the LOGIN_KEYCHAIN_PASSWORD
environment variable to your
password.
Release Commit and Tag
Once you are sure you're ready to release, and you are in a git clone on master with a clean working tree, use the cmake script to make the release commit and tag:
mkdir build && cd build
cmake .. -DTAG_RELEASE=TRUE
then push the release:
git push
git push --tags
If you don't want to push the release, to back out the change do:
cmake .. -DTAG_RELEASE=UNDO
64-bit Windows Binary
For this you will preferably need the powershell environment setup described earlier, however you can use a regular Visual Studio 64 bit native developer command prompt as well.
mkdir build
cd build
cmake .. -DVCPKG_TARGET_TRIPLET=x64-windows-static -DCMAKE_BUILD_TYPE=Release -DUPSTREAM_RELEASE=TRUE -G Ninja
ninja
Collect the following files for the release:
visualboyadvance-m-Win-64bit.zip
visualboyadvance-m-Win-64bit.zip.asc
translations.zip
translations.zip.asc
32-bit Windows Binary
For this the optimal environment is a linux distribution with the mingw toolchain, I use fedora.
You can set up a shell on a fedora distribution with docker as described here:
https://gist.github.com/rkitover/6379764c619c10e829e4b2fa0ae243fd
If using fedora, the cross script will install all necessary dependencies, if not install the base toolchain (mingw gcc, binutils, winpthreads) using the preferred method for your distribution, you can also use mxe for this.
sh tools/win/linux-cross-builder -32
You can also use msys2 on Windows, this is not recommended:
sh tools/win/msys2-builder -32
To set up msys2, see this guide:
https://gist.github.com/rkitover/d008324309044fc0cc742bdb16064454
Collect the following files from ~/vbam-build-mingw32/project
if using linux,
or ~/vbam-build-msys2-x86_64/project
if using msys2:
visualboyadvance-m-Win-32bit.zip
visualboyadvance-m-Win-32bit.zip.asc
64-bit Mac Binary
Install the latest Xcode for your OS.
You will need bash and (optionally) gpg from homebrew (which you will also need to install):
brew install bash gnupg
You will need a codesigning certificate from Apple, which you will be able to
generate once you join their developer program. This is the certificate of the
type 'Developer ID Application' stored in your login keychain. keychain unlock
will prompt you for your login keychain password, to avoid that set the
LOGIN_KEYCHAIN_PASSWORD
environment variable to your password.
/usr/local/bin/bash tools/osx/builder -64
Collect the following files from ~/vbam-build-mac-64bit/project
:
visualboyadvance-m-Mac-64bit.zip
visualboyadvance-m-Mac-64bit.zip.asc
Final steps
Go to the github releases tab, and make a release for the tag you pushed earlier.
Put any notes to users and distro maintainers into the description as well as
the entries from CHANGELOG.md
generated earlier from git by the release
commit script.
Upload all files collected during the earlier builds, the complete list is:
translations.zip
translations.zip.asc
visualboyadvance-m-Mac-64bit.zip
visualboyadvance-m-Mac-64bit.zip.asc
visualboyadvance-m-Win-32bit.zip
visualboyadvance-m-Win-32bit.zip.asc
visualboyadvance-m-Win-64bit.zip
visualboyadvance-m-Win-64bit.zip.asc
Update the winsparkle appcast.xml by running this cmake command:
cmake .. -DUPDATE_APPCAST=TRUE
follow the instructions to push the change to the web data repo.
Announce the release on reddit r/emulation and the forum.