Re: Guigle openGL GUI on GIT
On Monday, 22 April 2013 at 04:13:02 UTC, Alexandr Druzhinin wrote: 05.04.2013 6:04, Stephen Jones пишет: https://github.com/Ste3e/Guigle/ is the link. The wiki has been written. If it is not viewable it will be that I have done something wrong, or have not done something I should with GIT... it is new to me. I was thinking there may be a problem getting Guigle running on Linux and Mac insofar as I use pragma(lib, ...) to load the native Window .dll and there is no compatible code for Linux/Mac. But if you already know the code then it is simply a matter of adding it to the Form.d file where the pragmas are. There is a general problem to do with the dlls themselves. While Derelict3 compiles its own .lib files they still require native .dll files on the path. For openGL it is not an issue but for SDL2, SDL2_Image and SDL_ttf there is a problem. Does anyone know either a repository with viable dll (and whatever linux/Mac require), or a clear explanation of the process required to build your own from SDL2 source. your job is very useful, but building failed with the error: Guigle\FileSaver.d(144): Error: undefined identifier listDir the same error appear in every file using listDir symbol of course. How to fix that? And also I'm curious how is it hard to port Guigle from Derelict3 to the second one? I need to work with OpengGL 2.0. The listDir issue is due to deprecation between the DMD2 v2.058 that I used to build Guigle and v2.062 which is current; who would suspect deprecation would be enforced between major builds? I have downloaded the latest and am seeing what else fails. The Derelict version I have is Derelict3-13f24cc.
Re: Guigle openGL GUI on GIT
On Saturday, 6 April 2013 at 21:42:40 UTC, azertopia wrote: On Thursday, 4 April 2013 at 23:04:05 UTC, Stephen Jones wrote: https://github.com/Ste3e/Guigle/ is the link. The wiki has been written. If it is not viewable it will be that I have done something wrong, or have not done something I should with GIT... it is new to me. I was thinking there may be a problem getting Guigle running on Linux and Mac insofar as I use pragma(lib, ...) to load the native Window .dll and there is no compatible code for Linux/Mac. But if you already know the code then it is simply a matter of adding it to the Form.d file where the pragmas are. There is a general problem to do with the dlls themselves. While Derelict3 compiles its own .lib files they still require native .dll files on the path. For openGL it is not an issue but for SDL2, SDL2_Image and SDL_ttf there is a problem. Does anyone know either a repository with viable dll (and whatever linux/Mac require), or a clear explanation of the process required to build your own from SDL2 source. This is a nice project but you need to consider how it's maintainable for someone who will use it. You can't built a house with doors and windows without the basis. (I've seen that there is a lot of UI element already)... I don't understand the comment, what basis do you mean? Do you mean where is the assurance that the programming interface will not change which would upset backward compatibility?
Re: Guigle: Is there help?
On Thursday, 28 March 2013 at 07:22:20 UTC, Alexandr Druzhinin wrote: 25.03.2013 8:47, Stephen Jones пишет: Stephen, where can we take a look at your GUI? The events are off SDL2. The dependencies are SDL2, SDLImage, SDL_TTF, and openGL all gathered under Derelict3. I have been re-organizing things so Guigle is a folder/package with all its required classes. As it stands Guigle can be added to a project by including the Guigle folder and importing two classes. I suspect it should be a library but haven't figured out how to compile a library using MonoDevelop (Xamarin). I will try loading it to GIT on the 5th March.
Re: Guigle: Is there help?
On Saturday, 30 March 2013 at 17:26:48 UTC, Stephen Jones wrote: On Thursday, 28 March 2013 at 07:22:20 UTC, Alexandr Druzhinin wrote: 25.03.2013 8:47, Stephen Jones пишет: Stephen, where can we take a look at your GUI? The events are off SDL2. The dependencies are SDL2, SDLImage, SDL_TTF, and openGL all gathered under Derelict3. I have been re-organizing things so Guigle is a folder/package with all its required classes. As it stands Guigle can be added to a project by including the Guigle folder and importing two classes. I suspect it should be a library but haven't figured out how to compile a library using MonoDevelop (Xamarin). I will try loading it to GIT on the 5th March. Sorry, 5th April
Re: Guigle: Is there help?
On Monday, 25 March 2013 at 07:54:30 UTC, Russel Winder wrote: On Mon, 2013-03-25 at 02:47 +0100, Stephen Jones wrote: I was looking for a GUI that I could run over an openGL window in D and gave up and wrote a gui out of openGL that is the last sequence of draws and that gets rendered to the near plane. The project is called Guigle. So far it includes Button, CheckBox, Cursor, DropMenu, EditField, Editor, FileChooser, FileSaver, MsgBox, EntryBox, and TextField classes, all of which behave like a rudimentary WinForms. All of the workings, including loading Derelict3 are blackboxed into a Guigle folder, which also contains a layout.ini for setting colors, fonts and theme. To use Guigle you extend Form in the main App class, call super with window w, h, clearColor, and a parameterless delegate to an initial function. The App class also overrides a draw function which allows the programmer to access the GL loop to draw underneath the GUI; events for user defined GL, at this stage, have to be handled via events thrown from the GUI. Although not rigorously tested it all works on XP as expected and without crashing. Is this a Windows only thing or is the intention for it to be able to work on OS X and the X-based systems, GNOME, KDE, etc, and indeed Wayland? In other places, whenever anyone mention WinForms, the C# folks tend to growl with what appears to be hatred. I would like to make the software openSource (BSD or community) and put it on GIT and was wondering if any body could help me publish the thing. I am really dense when it comes to figuring out configuration issues. My way would be to dump the MonoDevelop (Xamarin) .sln onto GIT and if people want to use it they can download it and treat the project like a template… basically clear out the initial App class and build the functionality they want; they do not need to go into the Guigle folder to access the functionality. But there is probably a way better way of doing things, like making the Guigle folder something you could place in the DMD2\scr directory and linking to it. When I try this I get all sorts of issues like dlls no longer found, file names missing, etc, basically configuration issues that I do not understand. Why oh why didn’t I take the blue pill? A Git repository should contain only the source code and not be tied to a particular IDE. Clearly there needs to be some documentation on how to use the source, but to mandate a specific IDE will ensure that there is little take up of the project. It all sounds from the above as though Guigle is deeply tied into Windows, but I may be misunderstanding. The Gui runs off Derelict3 and should run on any OS that supports Derelict3. The FileChooser mechanism uses DMD2 std. imports to run around the directory structure. The initial folder (project folder) is found for Windows, OSX or Linux; finding this folder is crucial for images and fonts are specified relative to it. Again, only tested on Windows. I saw Luig but it is DMD1 with an earlier Derelict.
Guigle: Is there help?
I was looking for a GUI that I could run over an openGL window in D and gave up and wrote a gui out of openGL that is the last sequence of draws and that gets rendered to the near plane. The project is called Guigle. So far it includes Button, CheckBox, Cursor, DropMenu, EditField, Editor, FileChooser, FileSaver, MsgBox, EntryBox, and TextField classes, all of which behave like a rudimentary WinForms. All of the workings, including loading Derelict3 are blackboxed into a Guigle folder, which also contains a layout.ini for setting colors, fonts and theme. To use Guigle you extend Form in the main App class, call super with window w, h, clearColor, and a parameterless delegate to an initial function. The App class also overrides a draw function which allows the programmer to access the GL loop to draw underneath the GUI; events for user defined GL, at this stage, have to be handled via events thrown from the GUI. Although not rigorously tested it all works on XP as expected and without crashing. I would like to make the software openSource (BSD or community) and put it on GIT and was wondering if any body could help me publish the thing. I am really dense when it comes to figuring out configuration issues. My way would be to dump the MonoDevelop (Xamarin) .sln onto GIT and if people want to use it they can download it and treat the project like a template… basically clear out the initial App class and build the functionality they want; they do not need to go into the Guigle folder to access the functionality. But there is probably a way better way of doing things, like making the Guigle folder something you could place in the DMD2\scr directory and linking to it. When I try this I get all sorts of issues like dlls no longer found, file names missing, etc, basically configuration issues that I do not understand. Why oh why didn’t I take the blue pill?
Re: Mono-D 0.3.7
I've probably done something stupid but I get an error whenever I try to type into a class file within a D project (never happens when working on C#. MonoDevelop is 2.9.4. Both the beta (off the MonoDevelop update), and the compiled version off your latest link do the same. The error is: System.MissingMethodException: Method not found: 'Mono.TextEditor.DocumentLine Mono.TextEditor.TextEditorData.GetLine(Int32)'. at MonoDevelop.D.Formatting.DTextEditorIndentation.KeyPress(Key key, Char keyChar, ModifierType modifier) at MonoDevelop.Ide.Gui.Content.TextEditorExtension.KeyPress(Key key, Char keyChar, ModifierType modifier) at MonoDevelop.Ide.Gui.Content.CompletionTextEditorExtension.KeyPress(Key key, Char keyChar, ModifierType modifier) at MonoDevelop.D.DEditorCompletionExtension.KeyPress(Key key, Char keyChar, ModifierType modifier) in c:\programs\DMD\aBothe-Mono-D-bfa2e96\aBothe-Mono-D-bfa2e96\MonoDevelop.DBinding\Completion\EditorCompletionExtension.cs:line 86 at MonoDevelop.Ide.Gui.Content.TextEditorExtension.KeyPress(Key key, Char keyChar, ModifierType modifier) at MonoDevelop.Ide.Gui.Content.TextEditorExtension.KeyPress(Key key, Char keyChar, ModifierType modifier) at MonoDevelop.Ide.Gui.Content.TextEditorExtension.KeyPress(Key key, Char keyChar, ModifierType modifier) at MonoDevelop.Ide.Gui.Content.TextEditorExtension.KeyPress(Key key, Char keyChar, ModifierType modifier) at MonoDevelop.SourceEditor.ExtensibleTextEditor.ExtensionKeyPress(Key key, UInt32 ch, ModifierType state) Does anyone else have this issue?