Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Windows Build Help via MS Visual Studio 19 #1

Open
alenny22 opened this issue Jan 15, 2020 · 4 comments
Open

Windows Build Help via MS Visual Studio 19 #1

alenny22 opened this issue Jan 15, 2020 · 4 comments

Comments

@alenny22
Copy link

I am trying to run the EyeTune window on my pc (Windows 10 os), but I am having trouble building everything in MS Visual Studio 19. I am new to building and I tried referencing the BUILDING.md file and I am a little confused. It says the following...

Building on Windows

Windows build bypasses the autogen/configure pipeline and uses the Visual Studio/MSVC files in msvc/. See .appveyor.yml for command line building.

Some dependencies are included verbatim (glew), while others leverage the NuGet ecosystem and are downloaded automatically (glm, sdl2).

What exactly do I need to click on in Visual Studio in order for me to execute this projectM code and see cool visuals? Is there another way to go about this? Basically, I am not trying to develop anything on this open-source app.

My end goal is to just use the app and play music with it. I downloaded projectM via the Windows Store and opened it up and it worked great! The only thing was that I cannot add any community presets (like 40,000 of them) to this - at least I don't think I can because I installed it via the MS Store and not sure if I can write to that folder to place all those extra presets. If you know how to do this, that would be my preferred method of using projectM, but if not, please help me with the Visual Studio side of things then! Thanks.

Build projectM 1

@derinsh0
Copy link

I just tried building it today and it's pretty easy! Open the projectM.sln file in MSVC, then you can see the project in "Solution Explorer". What you'll want to do is choose the Release branch (it's on "Debug" by default) in the dropdown field just right of the save/load and undo buttons (or in Configuration Manager), and then just Build -> Build solution

It will take some minutes, and it will drump the whole program in msvc\projectM-sdl\Release, where you can simply open projectM.exe, and it works now and listens for music.

Tho I'm trying to figure out how to use projectM with winamp/shpeck as a .dll library..

@alenny22
Copy link
Author

I just tried building it today and it's pretty easy! Open the projectM.sln file in MSVC, then you can see the project in "Solution Explorer". What you'll want to do is choose the Release branch (it's on "Debug" by default) in the dropdown field just right of the save/load and undo buttons (or in Configuration Manager), and then just Build -> Build solution

It will take some minutes, and it will drump the whole program in msvc\projectM-sdl\Release, where you can simply open projectM.exe, and it works now and listens for music.

Tho I'm trying to figure out how to use projectM with winamp/shpeck as a .dll library..

Yes, thank you for your help. Sorry for the late response, but I will give it a shot!

@j-grims
Copy link

j-grims commented Jul 15, 2020

Has issues. Defined the config path, but for some reason it is not finding path of the presets. Any ideas here?

@kblaschke kblaschke transferred this issue from projectM-visualizer/projectm Feb 14, 2022
@kblaschke kblaschke transferred this issue from projectM-visualizer/frontend-sdl2 Feb 14, 2022
@kblaschke
Copy link
Member

Old ticket, but I can add some information for anyone stumbling on this:

This application is written in managed .NET C++ and compiles for the Universal Windows Platform, as it's a requirement for publishing in the Windows Store. Also worth of note is that UWP only provides OpenGL ES on top of DirectX, so this projectM app will not run with all GL features (shaders, specifically) otherwise available on desktop platforms, reducing performance and probably visual quality.

That said, I would not recommend using this project here as a starting point to write a WinAmp plug-in. For this, use the WinAmp plug-in API and wrap the core projectM library with it. This way, you can use the proper native OpenGL implementation and don't need to load the .NET framework on top.

Since I've no (recent) .NET experience, I currently have no time to update this app in any way. The to-do list isn't huge, but there are a few important things to consider before the app will build again and we can release an update:

  • Remove the outdated VS solution files and generate the project with CMake, which will make it easier to keep it up to date with any new VS releases.
  • Update the code to match the new projectM C API which will be the only official way to use libprojectM in the future. Also makes it possible to link libprojectM as a DLL.
  • Add new CI/GitHub Actions build for building future releases.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants