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pimp eclipse with a working(!) and beautiful color theme "Darkest Dark"

If you want to work with eclipse (as I do with trying to revive Wood Games 3D) and struggle with the default color themes and think "WTF" try the "Darkest Dark Theme". You can't imagine the difference.

Steps in Eclipse:

  1. Help > Eclipse Marketplace...
  2. Search > Find: 'Color Theme'
  3. Select "Darkest Dark Theme with Devstyle"

  4. Press 'Install Now', wait and restart eclipse.
  5. After Restart you (at least I had to) should change the javadoc-background-color, as it was for me black on black:
  • Window > Preferences > General > Appearance > Colors And Fonts > Java > Javadoc View Background
    Choose a color you find fitting. (Obviously you can also change the font color)
  1. Be happy:
  • ...I would say. But there is a strange flickering. Sometimes more sometimes less. Usually the bigger the problems with the code you are trying to understand, the harder it is flickering :D. I just found out (and I remember that I already knew this some time ago) that gtk3 is the problem.

    a) For new versions like eclipse 2020-03: Here eclipse itself points you to the solution (if you loog in the logs or start eclipse in the terminal):

    ***WARNING: Detected: GTK_IM_MODULE=xim. This input method is unsupported and can cause graphical issues.
    ***WARNING: Unset GTK_IM_MODULE or set GTK_IM_MODULE=ibus if flicking is experienced.

    b) For older eclipse versions: You can set it back to gtk2 to avoid that. Just insert following right before -vmargs (two lines):


    You can check the gtk-version here: Help -> About -> Installation Details -> Configuration Tab -> org.eclipse.swt.internal.gtk.version
    More read More read2

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Project: 'Revive Wood Games 3D'

Ok, since I stumbled over my one and only thingy that I would call a game "Wood Games 3D" and made me sad, that it actually died. That had a couple of reasons. One was that I was too lazy to react to all of those google-play "You need to take action"-Emails. So actually there is only one reason. Me letting it die. There were minor other reasons. One e.g. that scoreloop the social-plugin I based some functionality on (leaderboards, friends, challenges and more) was closed... Not sure I will revive all functionalities but at least I want the leaderboards to be working again...

I will make it up to you, dear Woody. At least I will give it a try.

Day 1(2020-05-15):

  1. Starting with hardest part: setting up the project (eclipse + libgdx). I hope I actually have the latest sources :D But it looks ok...and I won't let me be discouraged by this state:

    Let's see what is what. Super exciting :D It's like a time travel and I'm prepared for some ugly spaghetti-code ;)
  • Well,...seems that I don't have my altered version of libgdx anywhere. I only found an old patch-file. What in hell did me not include the libgdx-library?

  • eclipse, my ide of choice in former days. But nowadays I struggle more with color-theme as anything. Lots of background/forecolor like white on lightgray or such....so painful. (I guess I done something wrong? This can't be default) But I found "Darkest Dark Theme with DevStyle" in eclipse-marketplace and it transformed the experience from (let's call it) undefined to beautiful. Really. Such a difference.

  • One thing you see here is again. Never use an IDE-dependent build-process. It funks you latest once the time passed by a bit...

  • I actually have also create at these days an server of my own (not sure about what features). It is using mysql5 via hibernate. I'm not 100% sure if I want to use this or to write a new mapping to e.g. nakama server. First of all I will check out if I can start my old 'faw'-server (which stands for fight'n'win ;) )

  • I finally managed to setup a mysql5-server via docker with the right user-managment settings setup. And here we are. The server initalized itself. Very exciting to see this work more or less out of the box. Let's see what my former me created there ๐Ÿ˜€

  • Ok, then I tried to get libgdx and the engine I put on top of it to work again. I really don't understand how stupid I was, that I did not pack the altered version of libgdx with the project!? At least I had the patch file that included a date "2011-07-29" in it and I hope it was refering to the date of the svn-revision of libgdx.

    Libgdx is now on github but it was no problem to get the state of this date and miraculously applying the patch worked more or less without real problem. With some manual work, I could compile the GdxEngine (which is my engine, put on libgdx for loading the blender-scene with materials and so on). So it's first time to commit the current state and then to import WoodGames into eclipse and see what is breaking. 0 Errors, nice. At least for now ๐Ÿ˜€

  • Well,...actually I made lots of progress and came to a point where I could compile without error. Even the connection to the server worked, but for some reason not a single texture can be loaded....to make it a 'bit' harder the lib for loading the image is a native one... actually it is a bit frustrating. Another point is that I don't have a clue how to create the APK as it is based on the old ADT-Plugin...I guess I will give it a try tomorrow to setup the old eclipse plus adt plus android-15. We'll see. But for today it's enough...


  • After a sleep I have new plans. First of all, I need to go one step back and see if the vanilla libgdx version that I patched actually worked. I did a test on their "hello-world" but that was using a whole bunch on included libs (including native ones) and did not point to the current projects... and then we will see.

  • And voila. It turned out that I had bad luck with the libgdx-commit I chose. They changed a native interface call but did not compile the corresponding native so/dll. So I just changed the native interface to version before and wood games (aka wood olympics show up). That was nasty and burned most of my time on this ๐Ÿ˜€. But that is the life of a bug-hunter ๐Ÿ˜€ Great start for day 2 which boosts my motiviation to 100% again....we can do this. ๐Ÿคž

    Afaik the desktop version worked 100% with my faw-server, no scoreloop involved. You see this fancy login-screen....I'm optimistic that this might work quite fast ๐Ÿ˜€. At least if I can get keyboard-input to work...

  • oh man,...I don't get it. Keyboard-Controls are just ignored. Strange thing, JOGL as well as LWJGL is not reacting to any keyboard-input. Mouse works perfectly...I really shouldn't put too much time into this, as I need the keyboard only for the login-process...and the game itself will be played on android (where hopefully the keyboard work)....but I do want the keyboard do work ๐Ÿ˜€

  • Sry JOGL, that it did doubt you (I just used one of the libgdx-test-cases and did not test it on WoodGames itself (as with lwjgl)). You give me the keystrokes I need letting me shout out sounds of pure delight

  • Creating a new account worked out of the box. What a nice surprise. Every other access to the server seems to through an exception though. On both sides on client and server. Well I didn't expect less ๐Ÿ˜€

  • Bรครคmm, found that the problem was some setting in the MySQL-Database. Thx to internet and the right search query, it now works with the sql-queries as well ๐Ÿ˜‰. As a reminder for me, executing this command as root on mysql did the job:

    SET GLOBAL sql_mode=(SELECT REPLACE(@@sql_mode,'ONLY_FULL_GROUP_BY',''));

    So now, I can actually create scores, they are added accordingly to the leaderboards. So good :D

  • Even the daily "world championship" works which was choosing one event and the best of this time-period gets a medal. That was actually a good design-decision as I really kept people playing it like crazy. Not many, but like crazy (aka daily)

  • It seems that at least for the desktop version everything seems to work now. Things that I need to add or change:

    1. The dashboard needs to give a chance to logout and login for another account. (It gives you already the option to change the name, what I do like.)
    2. Deactivate autologin (at the moment the last user is automatically logged in)
    3. Bring Back K7 (all disciplines combined to a multi-event)

    But before I start thinking about adding new code I need to try creating an apk out of it. And I do want to it to work with an ant-script and not with adt.

  • Nonetheless I have to setup adt to do some debugging. That worked with some flaws. At least I now can start debugging and see why it is not working ;).

  • So,...here we are. I could run "Wood Games 3D" on the phone, strangely the faw-dashboard was shown already, as usually this should only be done on desktop if I recall right. It actually did not create a user and it didn't work 100%, but it is quite a step for "bringing woody back to life".

  • Some braindeads later,... well,...for some reason I can't have multiple users, because hibernate refuses to add more user objects. I kind of remember that this problem occured at these days and there is a way around it, but I can't recall... I take a break and think about kicking faw and porting it to nakama-server

  • Well, actually I did not stop but switched into chaotic uncoordinated headless mode ;). Not even started with changing the server but wanted to put the game to a android-version with which I actually can publish to google play. But doing this seems to kill my network. I ended up using 3 different IDEs (eclipse photon with ADT, eclipse 2020-03 with 'Eclipse Andmore' and Android Studio creating a new project from scratch. And then trying all three simultaneously. This is madness? Yes, I agree.

Day 3:

  • After some sleep let's tidy up a bit first. My plan is to follow the approach with Eclipse Andmore (which is the successor of ADT). With this I was already able to target android 29 but the network (seems) to not work anymore. I lost somewhere the ability to debug...but still I need to focus on that. Sice I burned 2 days now, I cancel full-throttle mode. I will do till afternoon today and from tomorrow on, I will go on very reduced. (Which realistically might be the end of the effort)

  • Ok,...fore some reason I managed to not save the entry that should be already been written down here ;). So in short: I managed to establish a ssl-connection to my tomcat which is hosting the faw-server

  • I guess it's time for a roadmap for further work:

    1. transfer to gradle as build system I had a look into gradle. And eventhough it gave me much pain when using it (without knowing) for urho3d-android, I do like it. But moving all to gradle would be overkill. Especially as first try... In the end main motiviation was to be able to debug again. I switched back to eclipse photon + ADT and it works... ๐Ÿ˜€ Man, what an IDE-Roundtrip ๐Ÿ˜€๐Ÿ˜€

    2. establish debugging again (android studio?) eclipse photon + ADT it is. Btw, to switch back from Eclipse Andmore to ADT you need to alter the nature in the Android Project to

    3. replace faw-server with nakama? I found out why no more players could be added to faw-server. The problem was that email had a unique-contraint on the database-site (hibernate) which obviously made problems when multiple users did not provide any....so current approach is to make it run with faw. Porting it to nakama is like with gradle before, it would be overkill (but nice)

Day 4:

  • Weekend is over and beside working on "Endzone - A World Apart", Wood-Games have low priority. But I found some late time:
    • Got Server working by setting again this "sql-group"-hack from above. Not sure what this does though.
    • Setting ssl-cert on desktop-version
    • and looked a bit deeper into the game-code.
    • Multiple Users playing "at the same time" works without problems
    • On Android the World-Championchip view is for some reason not visible (I guess because it uses the wrong game-id). At former days there were two separate game-modes for "desktop" and "android". I will cancel this, since desktop is actually not really for playing more for testing and showcasing. Desktop:

      The font is quite small. And on the phone it is hard to actually read anything. I guess this will be a todo later.

Day 5:

  • I found out why Daily Championchip is not visible. I had some kind of screen management where I had display-sizes managed up until y-dimensions of 800px and after that...nothing ๐Ÿ˜€. That was also a good location to scale the font for higher resolutions.
    I really do like this trip back in time...

    here a picture of my old HTC Desire(2010) and my other phones plus on desktop... Lovely, isn't it ๐Ÿ˜€
    Guess next step will be to see what happend with K7...

DAY 6:

  • Reactivated local scores that are stored only on the phone and are shown as "best 5" for each discipline.
  • Nice that I found out today that tomorrow is holiday. I cannot emphasize enough that I do like that fact. I guess tomorrow I will revive K7 - a combination of all disciplines into somekind of compound event...

Day 7:

  • "King7" is back. Now you can have the "decathlon" of the wood competiting in all events leading to one result...
  • Focusing the dashboard on android now moves the selected textfield in an visible area and prevents input being hidden by the virtual keyboard. Also fixed a bug that you couldn't select behind the last character....

Day 8:

  • Reenable password-reset:

    1. the user requests password-reset
    2. the user is lead to the servers website to do this. (do I want to integrate this ingame?? hmm,...i guess not)
    3. the user have to fill in username/password-combination.
    4. if this combination was saved on server the server sends an email to the email-address and a link
    5. if the link is hit, the user can fill in a new password.
    6. the password is changed...
  • Most time took as I had to establish a secure connection to gmail for sending the mail. The old way was not supported anymore and now you need to do so via oauth2-connection. To set this up, was not sooo straight forward, but doable if you know where to do what in the 'google developer console'. What really did help me was this blog post

  • Bugs I found and that needs to be fixed:

    1. Hall of Fame is not visible (just one line). Might be again only on big screens
    2. K7-Sore is not transfered properly (or at all?)
    3. Ingame I rely on the android-back-button to trigger things like showing the menu. I need to add a button for this effect

Day n:

I actually didn't write too much lately but was constantly fixing and changing stuff. Especially the login/user creation screen, layouting and more. I started with a page of points I wanted to tackle thinking that maybe afterwards I will be done just to end up with even more points afterwards.... still some things to do. I also wonder how to handle the european privacy thingy as I'm using a server (not really saving personal data though...) I would like to finish till sunday and reRelease someday next week? I'm a bit exhausted in the Wood case and want to be ready for new stuff :D

Day n+1:

At the moment I try to create a docker-image for the faw-server for an easy deployment. Actually I already you docker for starting mysql and database-frontend. So my plan now is to create a faw-server-dockerimage that is based on the official tomcat-docker and will install fawserver and the needed certificate.
And when I say 'install fawserver' I actually mean the war-file that was created by eclipse. I kind of gave up to move to an IDE-independet building-system. Not that I did try hard but it would have been too much learning until I could have started with this. Same with creating the APK. Not sure how long I will be able to create those with my current eclipse-based setup...I will have to rethink as soon as I am screwed ;)

Some reads:

Found my baby, Wood Games 3D

My baby, Wood Games 3D, is not available in google play anymore (for some time now), because I did not respond to some messages because of some new playstore regulations to which you had to answer. Actually this is quite sad. I created it with the libgdx-java library creating a nice blender to libgdx-pipeline. Even though I still have the sourcecode (somewhere) but it won't be super easy to create an apk.

But, I found it in one of those stores that release your apk without you even knowing. Now I'm thankful for that :D


To the game: https://apkpure.com/wood-games-3d/org.tt

And I still do love the trailer :D.

Can still remember how you did compete against a million of "cat-image-application" at these days :D Still unbelievable that you were on top of the game's category list after every update you published....but as I was saying, 1min after uploading, 10 "image"-apps (that were only showing one image rofl) kicked you out of the top10 and 10min later you were invisible again.

reminder: I really should revive some kind of games-page...

EDIT: Oh my,...I just found old stuff of wood games and even played it again, and I do love it. And I just decided...it is a shame that it is basically dead...I invested much work, fun and hate into it at these days... let's start 'Project: Revive Wood Games' even though I was planning to do something else this weekend...

Cross-Compiling with mingw: "mingw mutex is not a member of std"

Using spdlog as logger in my current project gives me an error when I try to cross compile it using my urho3d-docker-setup:

error: 'mutex' is not a member of 'std'

After asking the internet I found out that there are actually different mingw-compilers with different suffixes:


Where the upper seems not to work with mutex. (Actually strange, I compiled lots of stuff with Urho3d and its dependencies and I would have guess those would use at some point a mutex!?)

In the end I got everything compiled using the compiler with -posix suffix. (I altered the urho3d's mingw toolchain-file...)

If you want to see all possible "alternatives" of this gcc/g++ command you can do it like this:

update-alternatives --display x86_64-w64-mingw32-g++

And you can choose one in some kind of interactive mode:

update-alternatives --config x86_64-w64-mingw32-g++

You can also set it directly like this:

update-alternatives --set x86_64-w64-mingw32-g++ /usr/bin/x86_64-w64-mingw32-g++-posix # posix
update-alternatives --set x86_64-w64-mingw32-g++ /usr/bin/x86_64-w64-mingw32-g++-win32 # win32


CMake: Copy files after build

If you need to e.g. bundle/copy data along your build you can use a call similar to this. Just make sure to select the target you want to 'target'.

Possible copy hooks are: PRE_BUILD | PRE_LINK | POST_BUILD

Single files

        COMMAND ${CMAKE_COMMAND} -E copy


add_custom_command(TARGET ${PROJECT_NAME}  POST_BUILD
        COMMAND ${CMAKE_COMMAND} -E copy_directory

More read: https://cmake.org/cmake/help/v3.0/command/add_custom_command.html

Tags :

qt-creator: make stdout work in application-output-view

I really do love qt-creator and it is my IDE of choice for c++-development. But it has here and there some flaws....beside the fact that there are not tabs to represent the opened files, one strange thing is that outputs to stdout get are not visibile immediately. I'm not 100% sure how it is triggered (maybe when the internal buffer is filled completely?).

In order to show the output directly, just add this to your main.cpp:

setbuf(stdout, NULL);

Another flaw is that from time to time you have invalid start-configs and qt-creator refuses to start your application. This is due to the path not set properly. Here helps a restart and the path is set correctly afterwards

Reference(setbuf): https://bugreports.qt.io/browse/QTCREATORBUG-3994

Tags :

CMake Error: CMake can not determine linker language for target: [XYZ]

Just stumpled over a strange problem using CMake. A usually straight forward setup adding a 2nd executable lead to an error like this:

-- Configuring done
CMake Error: CMake can not determine linker language for target: Tests
-- Generating done

This might be related to me now using cmake 3.14 as minimum in the CMakeLists.txt-file or might be related to using CPM as CMake-internal package-manager (which requires 3.14). Not quite sure.

To make the long story short. I fixed it by adding following to the specific target:

    set_target_properties(Tests PROPERTIES LINKER_LANGUAGE CXX)

Reference: https://stackoverflow.com/questions/56462415/cmake-error-cannot-determine-link-language-for-target

Tags :

building qt-creator from source

Since qt-creator(4.11/4.12) integrated support for cmake's source_groups, headers and sources are split in two separate folders. 'Header-Files','Source-Files' which is a bit annoying (not so annoying as the initial lack of subfolders...). Because of that I downgraded a couple of time ago back to 4.10 till today one qt-creator issue-tracker topic was active again, what triggered me to dive in again.

To make it short, I decided to have a look if I can somehow merge both folders into one. For that I needed to be able to compile qt-creator from source-code. Which actually worked like a charme. Here the steps(hope I can recall all):

My setup: ubuntu mate/bionic

Obviously nothing is older than not maintained build instructions. These steps are valid for qt-creator 4.12 git-hash(91536ae7812e904334b0007445a64aecf3e120ad / 2020/04/23 )

  1. install qt5.12:
sudo add-apt-repository ppa:beineri/opt-qt-5.12.0-bionic
sudo apt-get update
sudo apt-get install qt512-meta-full

In order for some environment-variables to be set you have to call:

source /opt/qt512/bin/qt512-env.sh
  1. install llvm/clang-8 ( Important for c++17 features to work... )
sudo apt-get install llvm-8
sudo apt-get install libclang-8-dev
# not sure if clang-tools are needed:
sudo apt-get install clang-8 clang-tools-8
export LLVM_INSTALL_DIR=/usr/lib/llvm-8

  1. download source from git
git clone --recursive https://code.qt.io/qt-creator/qt-creator.git

# create a build-folder
mkdir qt-creator-build
cd qt-creator-build
qmake -r ../qt-creator
make -j8
  1. finished! The result is in qt-creator-build/bin

btw, in order to merge "Source-Files" and "Header-Files" you only need to alter: src/plugins/cmakeprojectmanager/fileapidataextractor.cpp (lines at about 421, I copy the whole method, but I added only the marked lines):

FolderNode *createSourceGroupNode(const QString &sourceGroupName,
                                  const FilePath &sourceDirectory,
                                  FolderNode *targetRoot)
    FolderNode *currentNode = targetRoot;

    if (!sourceGroupName.isEmpty()) { // new
        QString _srcgrpName = (sourceGroupName=="Header Files" || sourceGroupName=="Source Files") // new
                                ? "Source" // new
                                : sourceGroupName; // new

        const QStringList parts = _srcgrpName.split("\\"); // modified

        for (const QString &p : parts) {
            FolderNode *existingNode = Utils::findOrDefault(currentNode->folderNodes(),
                                                            [&p](const FolderNode *fn) {
                                                                return fn->displayName() == p;

            if (!existingNode) {
                auto node = createCMakeVFolder(sourceDirectory, Node::DefaultFolderPriority + 5, p);
                node->setIcon(QIcon::fromTheme("edit-copy", ::Utils::Icons::COPY.icon()));

                existingNode = node.get();


            currentNode = existingNode;
    return currentNode;

Hope that helps. (As always, this blog is mainly a reminder for myself. :D )

cmake,emscripten and c++17

Trying to compile my c++17 based project (using entt) makes problems with using my urho3d-docker-web-image that uses emscripten for compilation to web.

emcc (Emscripten gcc/clang-like replacement) 1.39.8 ((unknown revision))

Using (I'm mainly using gcc for compilation, android uses clang afaik?)

target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_17)

leads to an error like that:

CMake Error at CMakeLists.txt:95 (target_compile_features):
  target_compile_features no known features for CXX compiler


  version 1.39.8.

I tried a couple of approaches, but the only one that worked for me was a 'brutal' add_definitions(..)

add_definitions(-std=c++1z -std=gnu++1z)

I didn't dig too deep into the problem...but for now it works... ;)

text(X)text or 'textX - lightweight xtext alternative for python'

Just stumpled over textX an xText inspired python-toolbox for creating DSLs. Super simple to use. I love xText but it can be really a pain in the ass here an there. Mainly because you (at least me) always forget about the internal concept and/or structure. Especially how to wire what and how to get the dependency injection working.... :D

I actually wanted to give the xText Theia-Workflow a go but instead stumpled over textX. It is a super lightweight DSL generator and AST-Parser and seems to have an addon to create Visual Studio Code addons via Language Server Protocol. Didn't tried that, yet.

A grammar would look like this (very similiar to xText):

  Entity DSL grammar.

    types*=SimpleType       // At the beginning of model we can define
                            // zero or more simple types.
    entities+=Entity        // Each model has one or more entities.

    'entity' name=ID '{'
        properties+=Property // Each entity has one or more properties.

    name=ID ':' type=[Type]     // type is a reference to Type instance.
                                // There are two built-in simple types 
                                // registered on meta-model in entity_test.py

// Type can be SimpleType or Entity
    SimpleType | Entity

    'type' name=ID

// Special rule for comments. Comments start with //

A sample Model using this grammar:

entity Person {
  name : string       // A comment is everything after // to the end of line
  address: Address    // It is defined by the Comment rule in the grammar
  age: integer        // integer and string are built-in objects
}                     // See entity_test.py

entity Address {
  street : string
  city : string
  country : string

And to let it work. This couple of lines including custom type (SimpleType),predefined data, obviously parsing and and simple generation:

from os import mkdir
from os.path import exists, dirname, join
from textx import metamodel_from_file

this_folder = dirname(__file__)

class SimpleType(object):
    def __init__(self, parent, name):
        self.parent = parent
        self.name = name

    def __str__(self):
        return self.name

def get_entity_mm():
    Builds and returns a meta-model for Entity language.
    type_builtins = {
            'integer': SimpleType(None, 'integer'),
            'string': SimpleType(None, 'string')
    entity_mm = metamodel_from_file(join(this_folder, 'entity.tx'),

    return entity_mm

def main(debug=False):

    # Instantiate the Entity meta-model
    entity_mm = get_entity_mm()

    def javatype(s):
        Maps type names from SimpleType to Java.
        return {
                'integer': 'int',
                'string': 'String'
        }.get(s.name, s.name)

    # Create the output folder
    srcgen_folder = join(this_folder, 'srcgen')
    if not exists(srcgen_folder):

    # Build a Person model from person.ent file
    person_model = entity_mm.model_from_file(join(this_folder, 'person.ent'))

    # Generate Java code
    for entity in person_model.entities:
        # For each entity generate java file
        with open(join(srcgen_folder,
                      "%s.java" % entity.name.capitalize()), 'w') as f:
            f.write("%s.java" % entity.name)

if __name__ == "__main__":

Would have to port my own templating engine, but I guess with python that would be super easy. Definitely interesting...

More examples: https://github.com/textX/textX/tree/master/examples
Documentation: http://textx.github.io/textX/stable/

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