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Fix typographical errors in README_MD
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scripts/generate_cmake.py

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@@ -90,13 +90,13 @@ def generate(out_dir: Path) -> None:
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README_MD = '''\
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# processing-cpp (CMake package)
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This is [Processing](https://processing.org)'s API -- `size()`, `ellipse()`,
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`mouseX`, `draw()`, and the rest of it -- implemented natively in C++,
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This is [Processing](https://processing.org)'s API `size()`, `ellipse()`,
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`mouseX`, `draw()`, and the rest of it implemented natively in C++,
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packaged as a normal CMake target. There's no Processing IDE involved, no
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`.pde` files, and no transpiler.
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If you're not using CMake, there's a separate drag-and-drop release built
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for that instead -- look for `processing-cpp-dragdrop.zip` on the same
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for that instead look for `processing-cpp-dragdrop.zip` on the same
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page you got this from, or check the project's repository. That one
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needs no build system at all; this one assumes you already have CMake.
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@@ -125,18 +125,18 @@ def generate(out_dir: Path) -> None:
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You inherit from `PApplet`, override whichever lifecycle methods you need,
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and call `.run()` in `main()`. Everything in the
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[Processing reference](https://processing.org/reference) is available as
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a member you inherit, so it's unqualified inside your overrides -- no
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a member you inherit, so it's unqualified inside your overrides, no
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`Processing::` prefix needed there. A helper class that *isn't* a
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`PApplet` (e.g. a `Particle`) needs one `using namespace Processing;` near
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the top of its own file to call these -- `examples/embedding/` shows this.
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the top of its own file to call these `examples/embedding/` shows this.
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## Adding it to your project
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Pick whichever of these matches how you manage dependencies. All three
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end up giving you the same `processing_cpp` CMake target, with
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GLFW/GLEW/OpenGL discovery and every platform-specific link flag
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(`-framework OpenGL` on macOS, `-mwindows` on Windows, and so on) already
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attached to it -- so the rest of your `CMakeLists.txt` doesn't need to
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attached to it, so the rest of your `CMakeLists.txt` doesn't need to
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know any of that exists.
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### Vendored: copy this folder into your repo
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```
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This only works once this package's contents live in a git repo somewhere
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reachable by URL -- FetchContent clones it the same way `git clone` would.
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reachable by URL FetchContent clones it the same way `git clone` would.
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If this folder hasn't been pushed anywhere yet, use one of the other two
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options below instead in the meantime.
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target_link_libraries(my_sketch PRIVATE processing_cpp::processing_cpp)
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```
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Note the `processing_cpp::` prefix here -- it's different from the other
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Note the `processing_cpp::` prefix here, it's different from the other
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two methods above, which both use the bare `processing_cpp` name. That's
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intentional, not an inconsistency to work around: CMake convention
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namespaces targets that come from an installed, `find_package`-located
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package specifically so they can't collide with some other unrelated
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package's target of the same name on your system; `add_subdirectory` and
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package's target of the same name on your system. `add_subdirectory` and
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`FetchContent` build the target directly in your own project, where that
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collision risk doesn't apply, so the plain name is fine there.
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@@ -214,14 +214,14 @@ def generate(out_dir: Path) -> None:
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`cmake configure` can be a surprising thing to have happen silently.
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Worth knowing before relying on this: building GLFW from source still
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needs *something* installed on Linux -- either the X11 development
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needs *something* installed on Linux, either the X11 development
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headers (e.g. Ubuntu/Debian's `xorg-dev` package, which pulls in
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`libxrandr-dev`, `libxinerama-dev`, `libxcursor-dev`, `libxi-dev`) or, if
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you set `-DGLFW_BUILD_WAYLAND=ON` yourself, the Wayland equivalents
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(`libwayland-dev`, `libxkbcommon-dev`, `wayland-protocols`). This
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`CMakeLists.txt` builds for X11 by default when fetching from source,
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since it's the more universally available baseline on Linux, but X11's
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own dev headers are still a real, separate thing to have installed --
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own dev headers are still a real, separate thing to have installed.
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`PROCESSING_CPP_FETCH_DEPS=ON` fetches GLFW's *source*, not a magic
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zero-dependency build. If you hit a build error inside `_deps/glfw3_fetched-src`,
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installing the prebuilt `libglfw3-dev`/`libglew-dev` packages directly
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```
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- **`examples/bouncing_ball.cpp`** is the sketch shown above, with a
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little more in it -- an orange ball bouncing around the window.
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little more in it an orange ball bouncing around the window.
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- **`examples/embedding/`** shows how to drop a sketch into a project
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that already exists, without the rest of that project ever needing to
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know GLFW, GLEW, or `PApplet` exist. The `PApplet` subclass and the
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The engine is licensed under the **GNU Lesser General Public License
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v2.1** (see `LICENSE`). LGPL is meant to allow linking from proprietary
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software, unlike plain GPL, but it does come with real obligations --
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notably around static linking. `processing_cpp` is a `STATIC` library in
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software, unlike plain GPL, but it comes with real obligations, notably
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around static linking. `processing_cpp` is a `STATIC` library in
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this `CMakeLists.txt`, meaning it gets compiled into your sketch's
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binary directly rather than loaded as a separate shared library. LGPL
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2.1 requires that anyone you distribute that binary to be able to relink
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it against a modified version of the engine -- in practice, that means
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it against a modified version of the engine, in practice, that means
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making the engine's object files (or this source) available alongside
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your binary, not just the binary itself. Building `processing_cpp` as a
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`SHARED` library instead would change this; that's not how this
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`SHARED` library instead would change this. That's not how this
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`CMakeLists.txt` is currently set up, but it's a legitimate way to avoid
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the static-linking obligation if it matters for your project.
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This isn't legal advice, and the specifics depend on how you're
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distributing your project -- read `LICENSE` itself, and talk to an actual
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distributing your project. Read `LICENSE` itself, and talk to an actual
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lawyer if it matters for what you're shipping. It's flagged here mainly
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so it doesn't come as a surprise after the fact.
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`include/stb_image.h`, `stb_image_write.h`, and `stb_truetype.h` are
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bundled third-party libraries (by Sean Barrett and contributors), not
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part of the engine -- they're each dual-licensed under MIT or public
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part of the engine. They're each dual-licensed under MIT or public
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domain (your choice), which is unrestricted enough that it doesn't add
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anything beyond what's already true of the LGPL 2.1 engine itself. Their
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full license text is included at the bottom of each of those files.
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This release is built by `scripts/generate_cmake.py` in the main CppMode
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repo, and it's generated directly from that repo's real engine source
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(`src/Processing.h`, `src/Processing.cpp`) -- the very same code CppMode's
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(`src/Processing.h`, `src/Processing.cpp`), the very same code CppMode's
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Processing IDE plugin compiles your sketches against.
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'''
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