Re: DlangUI project update

2015-01-26 Thread Vadim Lopatin via Digitalmars-d-announce

On Saturday, 24 January 2015 at 20:24:54 UTC, Suliman wrote:

Vadim, I can't understand why if I adding to dub.json
dlangui: =0.4.4

On dub build I am getting:

OPTLINK (R) for Win32  Release 8.00.15
Copyright (C) Digital Mars 1989-2013  All rights reserved.
http://www.digitalmars.com/ctg/optlink.html
.dub\build\application-debug-windows-x86-dmd_2066-DB440D76262575D36BFB1E2999272A
0D\geodataloader.obj
 Error 2: File Not Found 
.dub\build\application-debug-windows-x86-dmd_2066-DB440

D76262575D36BFB1E2999272A0D\geodataloader.obj
--- errorlevel 1
FAIL 
.dub\build\application-debug-windows-x86-dmd_2066-DB440D76262575D36BFB1E299

9272A0D\ geodataloader executable
Error executing command run: dmd failed with exit code 1.


If remove. All build.


Found why your build is failed.
Use dependency
dlangui:dlanguilib: =0.4.5
instead of
dlangui: =0.4.5


Re: DlangUI project update

2015-01-26 Thread Vadim Lopatin via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui



Update:

Resources are now being embedded into executable by default. 
(External resources files are still available - useful for 
resource/theme development).


For better fonts quality, subpixel antialiasing (aka ClearType) 
was implemented.

Working ok for non-OpenGL rendering of FreeType and Win32 fonts.
Still cannot get it working of OpenGL rendering (trying to play 
with shaders and glBlendFunc).


Re: DlangUI project update

2015-01-25 Thread John Colvin via Digitalmars-d-announce

On Sunday, 25 January 2015 at 13:37:33 UTC, Suliman wrote:

I removed all dub cash by hand and now I have got error:
C:\Users\Dima\AppData\Roaming\dub\packages\derelict-sdl2-1.9.1\source\derelict\s
dl2\sdl.d(62): Error: undefined identifier SharedLibVersion


Don't know why you're getting that, but SharedLibVersion is, 
IIRC, a relatively new thing in derelict, so it's probably that 
something is looking at an older version than it should.


Re: DlangUI project update

2015-01-25 Thread Suliman via Digitalmars-d-announce

$ dub clean
$ dub build --force

Some inconsistency in build caches I bet.


Not help :(


Re: DlangUI project update

2015-01-25 Thread Suliman via Digitalmars-d-announce

I removed all dub cash by hand and now I have got error:
C:\Users\Dima\AppData\Roaming\dub\packages\derelict-sdl2-1.9.1\source\derelict\s
dl2\sdl.d(62): Error: undefined identifier SharedLibVersion


Re: DlangUI project update

2015-01-25 Thread Vadim Lopatin via Digitalmars-d-announce

On Sunday, 25 January 2015 at 13:37:33 UTC, Suliman wrote:

I removed all dub cash by hand and now I have got error:
C:\Users\Dima\AppData\Roaming\dub\packages\derelict-sdl2-1.9.1\source\derelict\s
dl2\sdl.d(62): Error: undefined identifier SharedLibVersion


Did you try  dub upgrade --force-remove   ?


Re: DlangUI project update

2015-01-25 Thread Vadim Lopatin via Digitalmars-d-announce

On Sunday, 25 January 2015 at 13:37:33 UTC, Suliman wrote:

I removed all dub cash by hand and now I have got error:
C:\Users\Dima\AppData\Roaming\dub\packages\derelict-sdl2-1.9.1\source\derelict\s
dl2\sdl.d(62): Error: undefined identifier SharedLibVersion


Try to hack dlangui/dub.json - remove all dependencies to 
external packages except dlib.


Re: DlangUI project update

2015-01-24 Thread Suliman via Digitalmars-d-announce

I checked what is in:
derelict-sdl2-1.9.1\.dub\build\library-debug-windows-x86-dmd_2066-C6F79EB15955F23DC333E5B450077DDB

In this folder located only file: DerelictSDL2.lib


Re: DlangUI project update

2015-01-24 Thread Rikki Cattermole via Digitalmars-d-announce

On 25/01/2015 9:29 a.m., Suliman wrote:

I checked what is in:
derelict-sdl2-1.9.1\.dub\build\library-debug-windows-x86-dmd_2066-C6F79EB15955F23DC333E5B450077DDB


In this folder located only file: DerelictSDL2.lib

$ dub clean
$ dub build --force

Some inconsistency in build caches I bet.


Re: DlangUI project update

2015-01-24 Thread Suliman via Digitalmars-d-announce

Vadim, I can't understand why if I adding to dub.json
dlangui: =0.4.4

On dub build I am getting:

OPTLINK (R) for Win32  Release 8.00.15
Copyright (C) Digital Mars 1989-2013  All rights reserved.
http://www.digitalmars.com/ctg/optlink.html
.dub\build\application-debug-windows-x86-dmd_2066-DB440D76262575D36BFB1E2999272A
0D\geodataloader.obj
 Error 2: File Not Found 
.dub\build\application-debug-windows-x86-dmd_2066-DB440

D76262575D36BFB1E2999272A0D\geodataloader.obj
--- errorlevel 1
FAIL 
.dub\build\application-debug-windows-x86-dmd_2066-DB440D76262575D36BFB1E299

9272A0D\ geodataloader executable
Error executing command run: dmd failed with exit code 1.


If remove. All build.


Re: DlangUI project update

2015-01-23 Thread FrankLike via Digitalmars-d-announce

On Thursday, 22 January 2015 at 13:37:16 UTC, Vadim Lopatin wrote:


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy 
dlib to dmd2\windows\import,then run 'dco',will get the 
dlangIDE.exe file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Did you try dub build --build=release  ?
I  known  it,but  can't  get  so  small  exe  for  debug,and  
exe

no  console.


On win32, dub build --build=release now gives 1305Kb executable 
with embedded resources.


What are advantages of dco?


Config ini is Quickly,if you don't know how to config a dub.json.
Building is quickly and easy : 'dco' in cmd.exe ,then ok.
It's easy to get a win32.exe ,not a exe on console.



Re: DlangUI project update

2015-01-22 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 17:16:40 UTC, data man wrote:

And there is the ability to embed resources into .exe?


Done.

Standard resources are embedded into executable by default.

When your application uses custom resources, you can embed 
resources into executable and/or specify external resource 
directory(s).


To embed resources, put them into views/res directory, and create 
file views/resources.list with list of all files to embed.


Use following code to embed resources:


/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {

// embed non-standard resources listed in 
views/resources.list into executable

embeddedResourceList.addResources(embedResourcesFromList!(resources.list)());


...


Resource list resources.list file may look similar to following:


res/i18n/en.ini
res/i18n/ru.ini
res/mdpi/cr3_logo.png
res/mdpi/document-open.png
res/mdpi/document-properties.png
res/mdpi/document-save.png
res/mdpi/edit-copy.png
res/mdpi/edit-paste.png
res/mdpi/edit-undo.png
res/mdpi/tx_fabric.jpg
res/theme_custom1.xml


As well you can specify list of external directories to get 
resources from.




/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
// resource directory search paths
string[] resourceDirs = [
appendPath(exePath, ../../../res/),   // for Visual D 
and DUB builds
appendPath(exePath, ../../../res/mdpi/),   // for 
Visual D and DUB builds
appendPath(exePath, ../../../../res/),// for Mono-D 
builds
appendPath(exePath, ../../../../res/mdpi/),// for 
Mono-D builds
appendPath(exePath, res/), // when res dir is located 
at the same directory as executable
appendPath(exePath, ../res/), // when res dir is 
located at project directory
appendPath(exePath, ../../res/), // when res dir is 
located at the same directory as executable
appendPath(exePath, res/mdpi/), // when res dir is 
located at the same directory as executable
appendPath(exePath, ../res/mdpi/), // when res dir is 
located at project directory
appendPath(exePath, ../../res/mdpi/) // when res dir is 
located at the same directory as executable

];
// setup resource directories - will use only existing 
directories

Platform.instance.resourceDirs = resourceDirs;



When same file exists in both embedded and external resources, 
one from external resource directory will be used - it's useful 
for developing

and testing of resources.

As well, it's no more required to set theme and language in 
UIAppMain if you don't want to change default values.




Re: DlangUI project update

2015-01-22 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 23:21:27 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 17:36:36 UTC, Vadim Lopatin 
wrote:

On Wednesday, 21 January 2015 at 16:20:31 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 15:49:06 UTC, FrankLike 
wrote:
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced 
features like code completion, folding, etc.


Best regards,
 Vadim


good work.


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy 
dlib to dmd2\windows\import,then run 'dco',will get the 
dlangIDE.exe file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Did you try dub build --build=release  ?
I  known  it,but  can't  get  so  small  exe  for  debug,and  
exe

 no  console.


On win32, dub build --build=release now gives 1305Kb executable 
with embedded resources.


What are advantages of dco?


Re: DlangUI project update

2015-01-21 Thread Basile Burg via Digitalmars-d-announce
On Wednesday, 21 January 2015 at 18:23:09 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Wed, 21 Jan 2015 17:33:05 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

Btw, does anyone know if it's possible to list files in import 
directories in compile time (CTFE) to avoid manual adding of 
file paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with 
environment.


mix:

(__FILE__.stripExtension.baseName) ~ .res;



Re: DlangUI project update

2015-01-21 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 18:34:09 UTC, Basile Burg wrote:
On Wednesday, 21 January 2015 at 18:23:09 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Wed, 21 Jan 2015 17:33:05 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

Btw, does anyone know if it's possible to list files in 
import directories in compile time (CTFE) to avoid manual 
adding of file paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with 
environment.


mix:

(__FILE__.stripExtension.baseName) ~ .res;


It's not suitable for unknown set of files.


Re: DlangUI project update

2015-01-21 Thread ketmar via Digitalmars-d-announce
On Wed, 21 Jan 2015 17:33:05 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 Btw, does anyone know if it's possible to list files in import 
 directories in compile time (CTFE) to avoid manual adding of file 
 paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with environment.


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Re: DlangUI project update

2015-01-21 Thread Basile Burg via Digitalmars-d-announce
On Wednesday, 21 January 2015 at 19:07:39 UTC, Vadim Lopatin 
wrote:
On Wednesday, 21 January 2015 at 18:34:09 UTC, Basile Burg 
wrote:
On Wednesday, 21 January 2015 at 18:23:09 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Wed, 21 Jan 2015 17:33:05 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

Btw, does anyone know if it's possible to list files in 
import directories in compile time (CTFE) to avoid manual 
adding of file paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with 
environment.


mix:

(__FILE__.stripExtension.baseName) ~ .res;


It's not suitable for unknown set of files.


It's suitable for an IDE: file.d, matching file.res, if it exists 
then add a -J...no problem.




Re: DlangUI project update

2015-01-21 Thread FrankLike via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 15:49:06 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced features 
like code completion, folding, etc.


Best regards,
Vadim


good work.


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy dlib 
to dmd2\windows\import,then run 'dco',will get the dlangIDE.exe 
file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Re: DlangUI project update

2015-01-21 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 17:16:40 UTC, data man wrote:

And there is the ability to embed resources into .exe?


I'm going to implement it soon - using import().
Btw, does anyone know if it's possible to list files in import 
directories in compile time (CTFE) to avoid manual adding of file 
paths for every resource file?


Re: DlangUI project update

2015-01-21 Thread FrankLike via Digitalmars-d-announce
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced features 
like code completion, folding, etc.


Best regards,
 Vadim


good work.


Re: DlangUI project update

2015-01-21 Thread data man via Digitalmars-d-announce

And there is the ability to embed resources into .exe?


Re: DlangUI project update

2015-01-21 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 16:20:31 UTC, FrankLike wrote:

On Wednesday, 21 January 2015 at 15:49:06 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced 
features like code completion, folding, etc.


Best regards,
   Vadim


good work.


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy 
dlib to dmd2\windows\import,then run 'dco',will get the 
dlangIDE.exe file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Did you try dub build --build=release  ?



Re: DlangUI project update

2015-01-21 Thread FrankLike via Digitalmars-d-announce
On Wednesday, 21 January 2015 at 17:36:36 UTC, Vadim Lopatin 
wrote:

On Wednesday, 21 January 2015 at 16:20:31 UTC, FrankLike wrote:

On Wednesday, 21 January 2015 at 15:49:06 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced 
features like code completion, folding, etc.


Best regards,
  Vadim


good work.


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy 
dlib to dmd2\windows\import,then run 'dco',will get the 
dlangIDE.exe file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Did you try dub build --build=release  ?
I  known  it,but  can't  get  so  small  exe  for  debug,and  exe 
 no  console.





Re: DlangUI project update

2015-01-21 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 20 January 2015 at 10:51:38 UTC, Vadim Lopatin wrote:
On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin 
wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui



Project update:

* A lot of bugs fixed
* Look and feel of default theme changed to one similar to 
Visual Studio 2013
* Project documentation is now generated by ddox: 
http://buggins.github.io/dlangui/ddox
* Updated screenshots 
http://buggins.github.io/dlangui/screenshots.html

* Font antialiasing and hinting settings
* New classes for toolbars, dockable UI
* Improvements in editors
* SourceEditor - supports line number display and syntax 
highlight


DlangIDE project is in progress.

https://github.com/buggins/dlangide

It's D IDE based on DlangUI.

Early alpha stage. Mainly useful as DlangUI demo, and for 
development of new functionality required for building of apps 
like IDE.


Can open sample workspace with two projects (dub.json only). 
Can browse projects and open source files in editor tabs.



First screenshot from 
http://buggins.github.io/dlangui/screenshots.html



Current activity: syntax highlight implementation
Next step: implement DUB based builder

Best regards,
 Vadim


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced features 
like code completion, folding, etc.


Best regards,
 Vadim



Re: DlangUI project update

2015-01-20 Thread Vadim Lopatin via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui



Project update:

* A lot of bugs fixed
* Look and feel of default theme changed to one similar to Visual 
Studio 2013
* Project documentation is now generated by ddox: 
http://buggins.github.io/dlangui/ddox
* Updated screenshots 
http://buggins.github.io/dlangui/screenshots.html

* Font antialiasing and hinting settings
* New classes for toolbars, dockable UI
* Improvements in editors
* SourceEditor - supports line number display and syntax highlight

DlangIDE project is in progress.

https://github.com/buggins/dlangide

It's D IDE based on DlangUI.

Early alpha stage. Mainly useful as DlangUI demo, and for 
development of new functionality required for building of apps 
like IDE.


Can open sample workspace with two projects (dub.json only). Can 
browse projects and open source files in editor tabs.



First screenshot from 
http://buggins.github.io/dlangui/screenshots.html



Current activity: syntax highlight implementation
Next step: implement DUB based builder

Best regards,
 Vadim


Re: DlangUI project update

2015-01-19 Thread ketmar via Digitalmars-d-announce
On Mon, 19 Jan 2015 10:24:46 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 On Tuesday, 30 December 2014 at 12:59:20 UTC, Vadim Lopatin wrote:
  On Tuesday, 30 December 2014 at 10:37:14 UTC, ketmar via 
  Digitalmars-d-announce wrote:
  On Tue, 30 Dec 2014 10:28:52 +
  On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Can 
  you try to copy dlangui/res directory to directory where 
  executable is located?
  sure, no prob.
 
  yes, after i coped dlangui res/ dir to the directory where 
  example1
  binary resides, everything is working as it should.
 
  BTW, new release of DUB will include my pull request to support 
  directories as items in copyFiles - resources will be copied 
  automatically.
 
  (actually, i copied it to dlangui/examples/example1/bin, 
  where dub
  creates symlink to the real binary)
 
  p.s. there is small glitch with checked checkboxes though: 
  image is not transparent.
 
  Probably, it's issue of dlib png imported, but i'm not 100% 
  sure.
 
  p.p.s. can i turn that $##%^%@#@ font antialiasing off? ;-)
  I can implement such setting for you :)
  Does it really look ugly with font antialiasing?
 
  P.S: I've turned on JPEG support - from ~master of dlib.
 
 Font antialiasing and hinting options settings are implemented.
 Currently can be set from code, e.g. in beginning of UIAppMain 
 (see example1 main.d):
  // you can override default hinting mode here (Normal, 
 AutoHint, Disabled)
  FontManager.instance.hintingMode = HintingMode.Normal;
  // you can override antialiasing setting here (0 means 
 antialiasing always on, some big value = always off)
  // fonts with size less than specified value will not be 
 antialiased
  FontManager.instance.minAnitialiasedFontSize = 0; // 0 means 
 always antialiased
 
didn't checked it yet, but thank you anyway! ;-)


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Re: DlangUI project update

2015-01-07 Thread Mike James via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL 
for Windows
- hardware acceleration: uses OpenGL for drawing when built 
with version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim


Hi Vadim,

When I follow the building and the running of the demo app using 
DUB I get the following error:


C:\D\dmd2\srcgit clone https://github.com/buggins/dlangui.git
Cloning into 'dlangui'...
remote: Counting objects: 5700, done.
remote: Compressing objects: 100% (56/56), done.
remote: Total 5700 (delta 21), reused 0 (delta 0)
Receiving objects: 100% (5700/5700), 5.33 MiB | 1.51 MiB/s, done.
Resolving deltas: 100% (/), done.

C:\D\dmd2\srccd dlangui

C:\D\dmd2\src\dlanguidub run dlangui:example1 --build=release
Building package dlangui:example1 in 
C:\D\dmd2\src\dlangui\examples\example1\
WARNING: A deprecated branch based version specification is used 
for the dependency derelict-ft. Please use numbered ver
sions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to use 
a b

ranch instead.
WARNING: A deprecated branch based version specification is used 
for the dependency derelict-sdl2. Please use numbered v
ersions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to use a

 branch instead.
WARNING: A deprecated branch based version specification is used 
for the dependency derelict-fi. Please use numbered ver
sions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to use 
a b

ranch instead.
WARNING: A deprecated branch based version specification is used 
for the dependency dlangui:dlanguilib. Please use numbe
red versions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to

use a branch instead.
WARNING: A deprecated branch based version specification is used 
for the dependency derelict-gl3. Please use numbered ve
rsions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to use a

branch instead.
Target derelict-util 1.9.0 is up to date. Use --force to rebuild.
Target derelict-ft ~master is up to date. Use --force to rebuild.
Target derelict-sdl2 ~master is up to date. Use --force to 
rebuild.

Target derelict-fi ~master is up to date. Use --force to rebuild.
Target dlib ~master is up to date. Use --force to rebuild.
Target derelict-gl3 ~master is up to date. Use --force to rebuild.
Building dlangui:dlanguilib 0.2.2+commit.2.g15226e8 configuration 
library, build type release.

Running dmd...
Building dlangui:example1 0.2.2+commit.2.g15226e8 configuration 
application, build type release.

Compiling using dmd...
src\dlangui\core\files.d(114): Error: module windows is in file 
'win32\windows.d' which cannot be read

import path[0] = examples\example1\src
import path[1] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-ft-master\source
import path[2] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-util-1.9.0\source
import path[3] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-sdl2-master\source
import path[4] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-fi-master\source

import path[5] = src
import path[6] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master
import path[7] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-gl3-master\source

import path[8] = C:\D\dmd2\windows\bin\..\..\src\phobos
import path[9] = C:\D\dmd2\windows\bin\..\..\src\druntime\import
FAIL 
examples\example1\.dub\build\application-release-windows-x86-dmd_2066-A150B7CA4D2F564C56024EE584D1E13A\ 
example1 ex

ecutable
Error executing command run: dmd failed 

Re: DlangUI project update

2015-01-07 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 7 January 2015 at 10:05:24 UTC, Mike James wrote:
On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin 
wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
   # download sources
   git clone https://github.com/buggins/dlangui.git
   cd dlangui
   # example 1 - demo for most of widgets
   dub run dlangui:example1 --build=release
   # tetris - demo for game development
   dub run dlangui:tetris --build=release

...


Hi Vadim,

When I follow the building and the running of the demo app 
using DUB I get the following error:


C:\D\dmd2\srcgit clone https://github.com/buggins/dlangui.git
Cloning into 'dlangui'...
remote: Counting objects: 5700, done.
remote: Compressing objects: 100% (56/56), done.
remote: Total 5700 (delta 21), reused 0 (delta 0)
Receiving objects: 100% (5700/5700), 5.33 MiB | 1.51 MiB/s, 
done.

Resolving deltas: 100% (/), done.

C:\D\dmd2\srccd dlangui


...
src\dlangui\core\files.d(114): Error: module windows is in file 
'win32\windows.d' which cannot be read

import path[0] = examples\example1\src
import path[1] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-ft-master\source
import path[2] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-util-1.9.0\source
import path[3] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-sdl2-master\source
import path[4] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-fi-master\source

import path[5] = src
import path[6] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master
import path[7] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-gl3-master\source

import path[8] = C:\D\dmd2\windows\bin\..\..\src\phobos
import path[9] = C:\D\dmd2\windows\bin\..\..\src\druntime\import
FAIL 
examples\example1\.dub\build\application-release-windows-x86-dmd_2066-A150B7CA4D2F564C56024EE584D1E13A\ 
example1 ex

ecutable
Error executing command run: dmd failed with exit code 1.


C:\D\dmd2\src\dlangui


What am I doing wrong?

Regards, Mike.


Sorry,

I've reproduced this issue with dub 0.9.22
It looks like some bug in DUB - it cannot find source files from 
referenced package.
It worked for me for newer dub - built from mainstream branch 
near middle of December.


Submitted fix - list of win32 files into each subproject 
(example1, tetris).


Now it should build ok with dub 0.9.22 on Windows




Re: DlangUI project update

2015-01-06 Thread Vadim Lopatin via Digitalmars-d-announce

On Saturday, 27 December 2014 at 06:32:17 UTC, Suliman wrote:
Vadim, could you add in file path in browsing window ability to 
click on any needed segment of path and move to it level.


I mean system like does in Windows 7 in when you can move to
D:\code\foo\bar\baz, and after click on foo move to 
D:\code\foo\


Issue #22 is implemented.
Now path in FileDialog is shown as segments like on Win 7 - 
clicking on segment moves to directory, clicking on arrow after 
segments opens popup with subdirs inside directory. Clicking on 
right space of path control opens editor for path.


Re: DlangUI project update

2015-01-05 Thread Vadim Lopatin via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 10:37:14 UTC, ketmar via 
Digitalmars-d-announce wrote:
p.s. there is small glitch with checked checkboxes though: 
image is not

transparent.


I've created pull request for dlib with added support of 
transparency in indexed color PNGs.
Issue with non-transparent buttons will be fixed after pull 
request integration.




Re: DlangUI project update

2015-01-05 Thread Manu via Digitalmars-d-announce
On 26 December 2014 at 22:33, Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 Hello!

 DlangUI project is alive and under active development.

 https://github.com/buggins/dlangui

 Recent changes:
 - new controls: ScrollWidget, TreeView, ComboBox, ...
 - new dialogs: FileOpenDialog, MessageBox
 - a lot of bugfixes
 - performance improvements in software renderer
 - killer app: new example - Tetris game :)

 Try Demos:
 # download sources
 git clone https://github.com/buggins/dlangui.git
 cd dlangui
 # example 1 - demo for most of widgets
 dub run dlangui:example1 --build=release
 # tetris - demo for game development
 dub run dlangui:tetris --build=release

 DlangUI is cross-platform GUI library written in D.
 Main features:
 - cross platform: uses SDL for linux/macos, Win32 API or SDL for Windows
 - hardware acceleration: uses OpenGL for drawing when built with version
 USE_OPENGL
 - easy to extend: since it's native D library, you can add your own widgets
 and extend functionality
 - Unicode and internationalization support
 - easy to customize UI - look and feel can be changed using themes and
 styles
 - API is a bit similar to Android - two phase layout, styles

 Screenshots (a bit outdated):
 http://buggins.github.io/dlangui/screenshots.html

 See project page for details.

 I would like to get any feedback.
 Will be glad to see advises, bug reports, feature requests.

 Best regards,
  Vadim

Is there any chance of supporting user-supplied rendering primitives?
If this were a library that lived above some application supplied
rendering primitives, then I could make use of this.

What rendering primitives are required? Pixel buffers? Any vertex
processing happening? Text I imagine is a tough one...


Re: DlangUI project update

2015-01-05 Thread Vadim Lopatin via Digitalmars-d-announce
On Monday, 5 January 2015 at 09:43:28 UTC, Manu via 
Digitalmars-d-announce wrote:
On 26 December 2014 at 22:33, Vadim Lopatin via 
Digitalmars-d-announce

digitalmars-d-announce@puremagic.com wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Is there any chance of supporting user-supplied rendering 
primitives?
If this were a library that lived above some application 
supplied

rendering primitives, then I could make use of this.

What rendering primitives are required? Pixel buffers? Any 
vertex

processing happening? Text I imagine is a tough one...


Not sure what do you mean under user supplied rendering 
primitives.


If you want to render UI into custom rendering buffer, you can 
define DrawBuf based class.

It requires following drawing primitives to be implemented:
- fill whole buffer with solid color
- fill rectangle with solid color
- draw font glyph (8 bit alpha image)
- draw 32 bit RGBA image

If your app is OpenGL based, there is already GLDrawBuf wich 
draws into opengl.


As well, UI can be drawn in ColorDrawBuf - 32bit RGBA buffer - 
and then transferred to your surface.


For embedding into third party framework, dlangui needs external 
mouse and key events translated into its own events.




Re: DlangUI project update

2014-12-31 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 31 December 2014 at 01:17:12 UTC, MrSmith wrote:
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

Is it possible to use your GUI for opengl game? I need to 
inject a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think 
that it
shouldn't be hard even if it is not supported directly right 
now.

please write about your progress here (if there will be any).


I've built library with 2.066.1 and master
Despite resources is not copied by dub it works fine.
Fixed C-style arrays and sent PR 
https://github.com/buggins/dlangui/pull/24


Merged! Thank you!


Re: DlangUI project update

2014-12-31 Thread Vadim Lopatin via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

Is it possible to use your GUI for opengl game? I need to 
inject a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think that 
it
shouldn't be hard even if it is not supported directly right 
now.

please write about your progress here (if there will be any).


DlangUI is designed to be easy embeddable.
You will need to implement Window and Platform to wrap key and 
mouse events,

and call drawing of widgets above OpenGL scene.

Is there any good game framework for D?
I can try to make a wrapper to use dlangui widgets inside such 
framework.




Re: DlangUI project update

2014-12-31 Thread Mike Parker via Digitalmars-d-announce
On Monday, 29 December 2014 at 07:35:13 UTC, ketmar via 
Digitalmars-d-


btw, i have freeimage installed, but the loader wants to find
FreeImage_ConvertToRGB16 function in it, which it seems to 
not even
use. that's the joy of Derelict: it loads everything whether, 
it needs

it or not.


This prompted me to finally solve this issue. For future 
reference:

http://dblog.aldacron.net/derelictfi-gets-sharedlibversion-support/


Re: DlangUI project update

2014-12-30 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 30 December 2014 at 04:39:42 UTC, Vadim Lopatin wrote:

On Monday, 29 December 2014 at 19:55:13 UTC, kdmult wrote:
On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin 
wrote:
I've tried to find some replacement for it, and found 
FreeImage


There is http://code.dlang.org/packages/dlib which includes

dlib.image - image processing (filters, color correction, 
FFT, HDRI, graphics formats I/O, support for 8 and 16-bit RGBA 
buffers and floating point operations)


Thanks! I will try it.


DLIB works perfectly for me.
I've removed FreeImage dependency from dlangui completely.

Some objections:
JPEG reading from master branch is working, but unaccessible from 
tagged version.

Two warnings in jpeg.d prevent using dub build from master branch.
dlib/image/io/jpeg.d(76): Warning: use '{ }' for an empty 
statement, not a ';'

dlib/image/io/jpeg.d(259): Warning: statement is not reachable
When file format is not supported, image loader fails assertion. 
Why not return null or throw exception? It's not feasible.

It will be great if dlib with JPEG reading support is released!

Temporary disabling JPEG support.

Image interface provides access to pixels as float point rgba 
only.

Double conversion occurs when I'm getting data.
Are there any plans to provide some interface to read data as 
integers? E.g. 8bitRGBA.


As well I've tried de_image (can be used instead of dlib if built 
with version=USE_DEIMAGE).

RGBA PNGs are being loaded ok.
BW pngs cannot be read - author is working on fix.
No JPEG support - it would be great if author could add it in 
future.

Will keep checking the progress of de_image development.



Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 09:19:05 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 As well I've tried de_image (can be used instead of dlib if built 
 with version=USE_DEIMAGE).
yet it requires fill devisualization. for now it complains
about manipulation.d(5): Error: module linegraph is in file
'devisualization/util/core/linegraph.d' which cannot be read ;-)

and this prevents building example1, as dub tries to build de_image
unconditionally.

otherwise it's not crashing anymore, yet it still looks very funny:
http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png
is it supposed to look like this?


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Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
btw: i'm not trying to say something bad about the project. quite
contrary: i wish it success, as i really want native D cross-platform
GUI library, and want it not to be DWT (as DWT is not working for me
anyway ;-).


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Re: DlangUI project update

2014-12-30 Thread Vadim Lopatin via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 09:19:05 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

As well I've tried de_image (can be used instead of dlib if 
built with version=USE_DEIMAGE).

yet it requires fill devisualization. for now it complains
about manipulation.d(5): Error: module linegraph is in file
'devisualization/util/core/linegraph.d' which cannot be read 
;-)


It's reproduced with new DUB (newer that 0.9.22 available for 
download on code.dlang.org).


I've disabled de_image dependency so far (dlangui v0.1.22) to fix 
this problem.


and this prevents building example1, as dub tries to build 
de_image

unconditionally.

otherwise it's not crashing anymore, yet it still looks very 
funny:

http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png
is it supposed to look like this?


Of course, it's not supposed to work like this :)

Are you running it under linux?
It's working for me on ubuntu 14.4


Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 10:15:10 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

  otherwise it's not crashing anymore, yet it still looks very 
  funny:
  http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png
  is it supposed to look like this?
 
 Of course, it's not supposed to work like this :)
 
 Are you running it under linux?
yes. Slackware GNU/Linux, x86, nVidia GT8600, proprietary nVidia
drivers (rather old, something around 320). built as README says, i.e.
with `dub run --force dlangui:example1` (i added force just to be
sure that no stale libraries were used).


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Re: DlangUI project update

2014-12-30 Thread Vadim Lopatin via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via 
Digitalmars-d-announce wrote:
otherwise it's not crashing anymore, yet it still looks very 
funny:

http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png
is it supposed to look like this?


It looks like resources from dlangui/lib are not loaded. I see 
only ones from examples/example1/res


Can you try to copy dlangui/res directory to directory where 
executable is located?


Re: DlangUI project update

2014-12-30 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 30 December 2014 at 10:28:53 UTC, Vadim Lopatin wrote:
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via 
Digitalmars-d-announce wrote:
otherwise it's not crashing anymore, yet it still looks very 
funny:

http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png
is it supposed to look like this?


It looks like resources from dlangui/lib are not loaded. I see 
only ones from examples/example1/res


Can you try to copy dlangui/res directory to directory where 
executable is located?


Sorry, from dlangui/res, not from dlangui/lib


Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 10:28:52 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via 
 Digitalmars-d-announce wrote:
  otherwise it's not crashing anymore, yet it still looks very 
  funny:
  http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png
  is it supposed to look like this?
 
 It looks like resources from dlangui/lib are not loaded. I see 
 only ones from examples/example1/res
 
 Can you try to copy dlangui/res directory to directory where 
 executable is located?
sure, no prob.

yes, after i coped dlangui res/ dir to the directory where example1
binary resides, everything is working as it should.

(actually, i copied it to dlangui/examples/example1/bin, where dub
creates symlink to the real binary)

p.s. there is small glitch with checked checkboxes though: image is not
transparent.

p.p.s. can i turn that $##%^%@#@ font antialiasing off? ;-)


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Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 10:39:39 +
thedeemon via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 On Monday, 29 December 2014 at 09:50:23 UTC, ketmar via 
 Digitalmars-d-announce wrote:
  it would be not that hard to write a native D png loader
 
 Here is some already:
 https://github.com/adamdruppe/arsd/blob/master/png.d
 
 I've used it successfully. Just one thing: it uses GC heap very 
 actively (causing leaks on 32 bits), so I had to work around that.

and i bet that there is 'stb_image.d' somewhere on github, which does
jpg and bmp.


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Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 10:39:39 +
thedeemon via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 On Monday, 29 December 2014 at 09:50:23 UTC, ketmar via 
 Digitalmars-d-announce wrote:
  it would be not that hard to write a native D png loader
 
 Here is some already:
 https://github.com/adamdruppe/arsd/blob/master/png.d
 
 I've used it successfully. Just one thing: it uses GC heap very 
 actively (causing leaks on 32 bits), so I had to work around that.

p.s. i'm using some of Adam's modules, but keep forgetting to look in
arsd to check if it has something handy that i never used. ;-)


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Re: DlangUI project update

2014-12-30 Thread Vadim Lopatin via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 10:37:14 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 10:28:52 +
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Can 
you try to copy dlangui/res directory to directory where 
executable is located?

sure, no prob.

yes, after i coped dlangui res/ dir to the directory where 
example1

binary resides, everything is working as it should.


BTW, new release of DUB will include my pull request to support 
directories as items in copyFiles - resources will be copied 
automatically.


(actually, i copied it to dlangui/examples/example1/bin, 
where dub

creates symlink to the real binary)


p.s. there is small glitch with checked checkboxes though: 
image is not transparent.


Probably, it's issue of dlib png imported, but i'm not 100% sure.


p.p.s. can i turn that $##%^%@#@ font antialiasing off? ;-)

I can implement such setting for you :)
Does it really look ugly with font antialiasing?

P.S: I've turned on JPEG support - from ~master of dlib.


Re: DlangUI project update

2014-12-30 Thread Vadim Lopatin via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui


Update: FreeImage dependency is removed. dlib is now used to read 
images.


I'm trying to improve project documentation.
DDOC generates ugly unusable output.

DDOX is much better. But I cannot figure out how to embed custom 
navigation panel (e.g. like on vibed.org) on documentation pages 
(as I have for DDOC generated files).


dub --build=ddox produces pages with only navigation by generated 
documentation.
Ho do I add custom pages, with links to them from documentation 
pages?

It looks like ddox ignores .dd files from project.

Could someone help?

Best regards,
 Vadim


Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 12:59:18 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

  p.p.s. can i turn that $##%^%@#@ font antialiasing off? ;-)
 I can implement such setting for you :)
 Does it really look ugly with font antialiasing?
it's looking $#^#$%^%@# @$#%^%%$ $#%%#$@#^ UGLY. any font
aliasing looks like this. my eyes bleeding when i looking at
antialiased fonts. i either can turn that stupid thing off, or the
program is completely unusable for me.

i read that you planning fontconfig support, so please just don't
forget about aliasing and hinting options. there are some people that
prefer to switch antialiasing off and turn full hinting on, as this is
the best settings for free microsoft core fonts for the web set (or
at least we believe that this is the best).


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Re: DlangUI project update

2014-12-30 Thread MrSmith via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL 
for Windows
- hardware acceleration: uses OpenGL for drawing when built 
with version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim


Is it possible to use your GUI for opengl game? I need to inject 
a gui in an existing main loop.


Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 Is it possible to use your GUI for opengl game? I need to inject 
 a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think that it
shouldn't be hard even if it is not supported directly right now.
please write about your progress here (if there will be any).


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Re: DlangUI project update

2014-12-30 Thread MrSmith via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

Is it possible to use your GUI for opengl game? I need to 
inject a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think that 
it
shouldn't be hard even if it is not supported directly right 
now.

please write about your progress here (if there will be any).


I've built library with 2.066.1 and master
Despite resources is not copied by dub it works fine.
Fixed C-style arrays and sent PR 
https://github.com/buggins/dlangui/pull/24


Re: DlangUI project update

2014-12-29 Thread Vadim Lopatin via Digitalmars-d-announce

On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote:
On Monday, 29 December 2014 at 07:35:13 UTC, ketmar via 
Digitalmars-d-announce wrote:
ah, and another thing: freeimage sux for GNU/Linux. it looks 
completely
alien and no sane GUI software requires it. i didn't looked at 
the
code, but i hope that image loading is well abstracted in 
DlangUI? if
it is, i can try to write a loaders for png and jpg (jpg? in 
GUI? holy

heavens, why?!).

it's better to check if the system has the corresponding 
libraries with
corresponding versions (imlib2 rocks, for example), but i 
suppose that

dub cannot into configure checks, am i right?


Initially, I've used libpng for loading images.
But it is compatible only with some particular version of 
libpng.so
API version is passed somwhere in calls, and doesn't work with 
updated library.
I've tried to find some replacement for it, and found FreeImage 
(there was Derelict suport for it, and it was used in some D 
projects).
Probably, it makes sense to move to SDL_image. But it looks 
like it requires SDL as dependency.

Does it work ok on linux?
Let me check imlib2 as well.


BTW, there is de_image package - Image loading and exporting 
Devisualization.
It's native D implementation, and possible if PNG only is enough, 
it makes sense to use it.

Did some try de_image?


Re: DlangUI project update

2014-12-29 Thread Rikki Cattermole via Digitalmars-d-announce

On 29/12/2014 10:33 p.m., Vadim Lopatin wrote:

On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote:

On Monday, 29 December 2014 at 07:35:13 UTC, ketmar via
Digitalmars-d-announce wrote:

ah, and another thing: freeimage sux for GNU/Linux. it looks completely
alien and no sane GUI software requires it. i didn't looked at the
code, but i hope that image loading is well abstracted in DlangUI? if
it is, i can try to write a loaders for png and jpg (jpg? in GUI? holy
heavens, why?!).

it's better to check if the system has the corresponding libraries with
corresponding versions (imlib2 rocks, for example), but i suppose that
dub cannot into configure checks, am i right?


Initially, I've used libpng for loading images.
But it is compatible only with some particular version of libpng.so
API version is passed somwhere in calls, and doesn't work with updated
library.
I've tried to find some replacement for it, and found FreeImage (there
was Derelict suport for it, and it was used in some D projects).
Probably, it makes sense to move to SDL_image. But it looks like it
requires SDL as dependency.
Does it work ok on linux?
Let me check imlib2 as well.


BTW, there is de_image package - Image loading and exporting
Devisualization.
It's native D implementation, and possible if PNG only is enough, it
makes sense to use it.
Did some try de_image?


Author here.
Devisualization.Image png support is not complete.
But should be fine for RGBA images.
Interlacing is not done, however should be pretty easy to implement. I 
just haven't really wrapped my head around how to do and undo Adam7.


There is much more complete implementations in e.g. ae with support for 
jpeg, bmp, tiff ext. However my reasons for Devisualization.Image is = 
less code to compile in. Highly scoped.


Re: DlangUI project update

2014-12-29 Thread ketmar via Digitalmars-d-announce
On Mon, 29 Dec 2014 09:30:39 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 Initially, I've used libpng for loading images.
 But it is compatible only with some particular version of 
 libpng.so
yep, libpng sux too.

 Probably, it makes sense to move to SDL_image. But it looks like 
 it requires SDL as dependency.
it would be not that hard to write a native D png loader. and, maybe,
simplistic but working jpg loader, as we have jpegd and stb_image
libraries, which can be easily ported. bwah, i believe that i've seen
stb_image already ported.

 Does it work ok on linux?
it works ok... at least it was ok last time i checked. ;-)

 Let me check imlib2 as well.
it's a plugin-based image reading/writing library, with a very simple C
interface. it can use various libraries to read png, jpeg and so on.
not very popular, though.


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Re: DlangUI project update

2014-12-29 Thread Vadim Lopatin via Digitalmars-d-announce
On Monday, 29 December 2014 at 09:43:34 UTC, Rikki Cattermole 
wrote:

On 29/12/2014 10:33 p.m., Vadim Lopatin wrote:
On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin 
wrote:

BTW, there is de_image package - Image loading and exporting
Devisualization.
It's native D implementation, and possible if PNG only is 
enough, it

makes sense to use it.
Did some try de_image?


Author here.
Devisualization.Image png support is not complete.
But should be fine for RGBA images.
Interlacing is not done, however should be pretty easy to 
implement. I just haven't really wrapped my head around how to 
do and undo Adam7.


There is much more complete implementations in e.g. ae with 
support for jpeg, bmp, tiff ext. However my reasons for 
Devisualization.Image is = less code to compile in. Highly 
scoped.


Does de_image support PNGs with more than 256 colors?
Does it support alpha?

Interlacing is not critical for usage in GUI resources - it's 
always possible to open interlaced image and save as 
non-interlaced.


Are you planning to separate import and export operations?
E.g. possibility to build read-only configuration of library to 
reduce code size?


I'm going to try de_image instead of FreeImage in dlangui.



Re: DlangUI project update

2014-12-29 Thread Rikki Cattermole via Digitalmars-d-announce

On 30/12/2014 12:14 a.m., Vadim Lopatin wrote:

On Monday, 29 December 2014 at 09:43:34 UTC, Rikki Cattermole wrote:

On 29/12/2014 10:33 p.m., Vadim Lopatin wrote:

On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote:
BTW, there is de_image package - Image loading and exporting
Devisualization.
It's native D implementation, and possible if PNG only is enough, it
makes sense to use it.
Did some try de_image?


Author here.
Devisualization.Image png support is not complete.
But should be fine for RGBA images.
Interlacing is not done, however should be pretty easy to implement. I
just haven't really wrapped my head around how to do and undo Adam7.

There is much more complete implementations in e.g. ae with support
for jpeg, bmp, tiff ext. However my reasons for Devisualization.Image
is = less code to compile in. Highly scoped.


Does de_image support PNGs with more than 256 colors?


It should support 8bit and 16bit sample (not RGB I mean just for e.g. R)[0].
I haven't really tested 16bit support however.



Does it support alpha?


Yes


Interlacing is not critical for usage in GUI resources - it's always
possible to open interlaced image and save as non-interlaced.


Just so you know [1].


Are you planning to separate import and export operations?
E.g. possibility to build read-only configuration of library to reduce
code size?


Currently there is no way to disable exporting.
Its honestly not much code extra, double roughly at most.


I'm going to try de_image instead of FreeImage in dlangui.


Sweet sounds good.
Also if you don't mind looking into Devisualization.Window as well?
It would help get you on to OSX rather fast. Since it already supports it.

If there is anything you want help with or just general chat, feel free 
to ping me on gitter.im. All Devisualization projects especially the 
more complete ones have a conversation on there with me sitting in them.


[0] 
https://github.com/Devisualization/image/blob/master/source/png/devisualization/image/png/reader_chunks_IDAT.d#L67
[1] 
https://github.com/Devisualization/image/blob/master/source/png/devisualization/image/png/reader_chunks_IDAT.d#L57


Re: DlangUI project update

2014-12-29 Thread klmp via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL 
for Windows
- hardware acceleration: uses OpenGL for drawing when built 
with version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim


Great work. I left the idea to make GUI apps with D since a while 
but your project almost conviced me to give another try. I don't 
like the other options (GtkD, the other based on java things, the 
one based on tcl). It looks like the native GUI framework a lot 
of people are expecting. DQuick had my interest too but it seems 
that it's dormant since a small year now.




Re: DlangUI project update

2014-12-29 Thread kdmult via Digitalmars-d-announce

On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote:

I've tried to find some replacement for it, and found FreeImage


There is http://code.dlang.org/packages/dlib which includes

dlib.image - image processing (filters, color correction, FFT, 
HDRI, graphics formats I/O, support for 8 and 16-bit RGBA buffers 
and floating point operations)


Re: DlangUI project update

2014-12-29 Thread Vadim Lopatin via Digitalmars-d-announce

On Monday, 29 December 2014 at 19:55:13 UTC, kdmult wrote:
On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin 
wrote:

I've tried to find some replacement for it, and found FreeImage


There is http://code.dlang.org/packages/dlib which includes

dlib.image - image processing (filters, color correction, FFT, 
HDRI, graphics formats I/O, support for 8 and 16-bit RGBA 
buffers and floating point operations)


Thanks! I will try it.


Re: DlangUI project update

2014-12-28 Thread Suliman via Digitalmars-d-announce
Vadim, could you check your email. I Have do not related with 
DLAGGUI question.


Re: DlangUI project update

2014-12-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Sunday, 28 December 2014 at 06:39:24 UTC, Jack wrote:


On Sunday, 28 December 2014 at 06:13:48 UTC, Vadim Lopatin 
wrote:

On Sunday, 28 December 2014 at 02:31:56 UTC, Jack wrote:
Sorry it took so long, installing dub-git took so long with 
my net speed.

Runnung dub run dlangui:tetris got me this error code:
http://dpaste.dzfl.pl/0cf2b2476a85
I think the hello world mentioned in the error is the one 
inside the dlangui directory.

My project is only the one made by dub init package-name.
Thank you for taking the time to help me.


Could you post error log?
It's either in stderr output or in file ui.log



What is your OS?

There is known problem with fonts.
For linux, font paths are hardcoded (there is a ticket to 
implement FontConfig based font list).

For Mac, it will not find

Temporary workaround: register some fonts manually:
// get free type font manager access
auto ft = cast(FreeTypeFontManager)FontManager.instance;
// register some fonts like
ft.registerFont(/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf, 
FontFamily.SansSerif, DejaVu, false, FontWeight.Normal);


I'm using Arch Linux x64, as for the linux font paths problem, 
where should I put it? I7've never really begun using dlangui, 
I've just been trying to build an empty project with it as its 
dependency.


And I don't really know how to access the stderr nor did I find 
any ui.log

Though this is the result of dub run dlangui:tetris -v
http://dpaste.dzfl.pl/0e144a999c3d


It looks like DUB suppresses stderr output.
You can try
dub build dlangui:tetris --build=debug
then run it manually
examples/tetris/bin/tetris
You will see log messages on console

As well, you can redirect them to file:
examples/tetris/bin/tetris 2 ui.log
Then check ui.log


I've tested under Ubuntu/x64 only.
Probably, there is no DejaVuSans.ttf in
/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf
or it's located in different location under Arch.

If you provide paths to some .ttf fonts under Arch, I can prepare 
quick fix with such hardcoded paths.




Re: DlangUI project update

2014-12-28 Thread FrankLike via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL 
for Windows
- hardware acceleration: uses OpenGL for drawing when built 
with version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim



Win32  package is useful for WindowsServiceInD,thank you.

Frank


Re: DlangUI project update

2014-12-28 Thread Jack via Digitalmars-d-announce

On Sunday, 28 December 2014 at 09:32:24 UTC, Vadim Lopatin wrote:

On Sunday, 28 December 2014 at 06:39:24 UTC, Jack wrote:


On Sunday, 28 December 2014 at 06:13:48 UTC, Vadim Lopatin 
wrote:

On Sunday, 28 December 2014 at 02:31:56 UTC, Jack wrote:
Sorry it took so long, installing dub-git took so long with 
my net speed.

Runnung dub run dlangui:tetris got me this error code:
http://dpaste.dzfl.pl/0cf2b2476a85
I think the hello world mentioned in the error is the one 
inside the dlangui directory.

My project is only the one made by dub init package-name.
Thank you for taking the time to help me.


Could you post error log?
It's either in stderr output or in file ui.log



What is your OS?

There is known problem with fonts.
For linux, font paths are hardcoded (there is a ticket to 
implement FontConfig based font list).

For Mac, it will not find

Temporary workaround: register some fonts manually:
// get free type font manager access
auto ft = cast(FreeTypeFontManager)FontManager.instance;
// register some fonts like
ft.registerFont(/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf, 
FontFamily.SansSerif, DejaVu, false, FontWeight.Normal);


I'm using Arch Linux x64, as for the linux font paths problem, 
where should I put it? I7've never really begun using dlangui, 
I've just been trying to build an empty project with it as its 
dependency.


And I don't really know how to access the stderr nor did I 
find any ui.log

Though this is the result of dub run dlangui:tetris -v
http://dpaste.dzfl.pl/0e144a999c3d


It looks like DUB suppresses stderr output.
You can try
dub build dlangui:tetris --build=debug
then run it manually
examples/tetris/bin/tetris
You will see log messages on console

As well, you can redirect them to file:
examples/tetris/bin/tetris 2 ui.log
Then check ui.log


I've tested under Ubuntu/x64 only.
Probably, there is no DejaVuSans.ttf in
/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf
or it's located in different location under Arch.

If you provide paths to some .ttf fonts under Arch, I can 
prepare quick fix with such hardcoded paths.


The path to fonts in Archlinux is:
/usr/share/fonts/TTF/DejaVuSans.ttf

and running the example lead to a seg fault.
I ran the gdb(with ddd) on it and it points to
line 93 of /dlangui-0.1.15/src/widgets/controls.d




Re: DlangUI project update

2014-12-28 Thread Russel Winder via Digitalmars-d-announce

On Sun, 2014-12-28 at 09:32 +, Vadim Lopatin via Digitalmars-d-announce 
wrote:
 […]
 I've tested under Ubuntu/x64 only.
 Probably, there is no DejaVuSans.ttf in
 /usr/share/fonts/truetype/dejavu/DejaVuSans.ttf
 or it's located in different location under 
 Arch.
 
 If you provide paths to some .ttf fonts under Arch, I can prepare 
 quick fix with such hardcoded paths.

For Fedora Rawhide the path to the DejaVu typeface is 
/usr/share/fonts/dejavu/ with there being a multitude of TTF font 
files in that directory.

Ubuntu being a Debian system, the Debian files are in 
/usr/share/fonts/truetype/dejavu

-- 
Russel.
=
Dr Russel Winder  t: +44 20 7585 2200   voip: sip:russel.win...@ekiga.net
41 Buckmaster Roadm: +44 7770 465 077   xmpp: rus...@winder.org.uk
London SW11 1EN, UK   w: www.russel.org.uk  skype: russel_winder



Re: DlangUI project update

2014-12-28 Thread Vadim Lopatin via Digitalmars-d-announce
On Sunday, 28 December 2014 at 17:29:15 UTC, Russel Winder via 
Digitalmars-d-announce wrote:


On Sun, 2014-12-28 at 09:32 +, Vadim Lopatin via 
Digitalmars-d-announce wrote:

[…]
I've tested under Ubuntu/x64 only.
Probably, there is no DejaVuSans.ttf in
/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf
or it's located in different location under Arch.

If you provide paths to some .ttf fonts under Arch, I can 
prepare quick fix with such hardcoded paths.


For Fedora Rawhide the path to the DejaVu typeface is
/usr/share/fonts/dejavu/ with there being a multitude of TTF 
font

files in that directory.

Ubuntu being a Debian system, the Debian files are in
/usr/share/fonts/truetype/dejavu


Added two more font paths (temporary solution, will be replaced 
with libfontconfig based solution later).


/usr/share/fonts/TTF/DejaVuSans.ttf
/usr/share/fonts/dejavu/DejaVuSans.ttf


Re: DlangUI project update

2014-12-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Sunday, 28 December 2014 at 14:31:57 UTC, FrankLike wrote:
On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin 
wrote:

Hello!

DlangUI project is alive and under active development.

...


Win32  package is useful for WindowsServiceInD,thank you.

Frank


So you are going to use dlangui in win app?
Please let me know if you find any issues (better, file issue on 
github).

If some necessary widgets are missing, I can add them.


Re: DlangUI project update

2014-12-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Sunday, 28 December 2014 at 15:29:02 UTC, Jack wrote:
On Sunday, 28 December 2014 at 09:32:24 UTC, Vadim Lopatin 
wrote:

On Sunday, 28 December 2014 at 06:39:24 UTC, Jack wrote:
If you provide paths to some .ttf fonts under Arch, I can 
prepare quick fix with such hardcoded paths.


The path to fonts in Archlinux is:
/usr/share/fonts/TTF/DejaVuSans.ttf

and running the example lead to a seg fault.
I ran the gdb(with ddd) on it and it points to
line 93 of /dlangui-0.1.15/src/widgets/controls.d


It crashes on null font reference - no fonts in font manager.
Try v0.1.16 - it should work on your system.



Re: DlangUI project update

2014-12-28 Thread ketmar via Digitalmars-d-announce
On Fri, 26 Dec 2014 12:33:03 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 Hello!
 
 DlangUI project is alive and under active development.
 
 https://github.com/buggins/dlangui

ah, i really love this project! it's stable as a rock: every time i
tried it, it crashing with exception while loading image from
file. it's not working, but at least it's not working every time i
check it. ;-)


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Re: DlangUI project update

2014-12-28 Thread Jack via Digitalmars-d-announce

On Sunday, 28 December 2014 at 19:20:53 UTC, Vadim Lopatin wrote:

On Sunday, 28 December 2014 at 15:29:02 UTC, Jack wrote:
On Sunday, 28 December 2014 at 09:32:24 UTC, Vadim Lopatin 
wrote:

On Sunday, 28 December 2014 at 06:39:24 UTC, Jack wrote:
If you provide paths to some .ttf fonts under Arch, I can 
prepare quick fix with such hardcoded paths.


The path to fonts in Archlinux is:
/usr/share/fonts/TTF/DejaVuSans.ttf

and running the example lead to a seg fault.
I ran the gdb(with ddd) on it and it points to
line 93 of /dlangui-0.1.15/src/widgets/controls.d


It crashes on null font reference - no fonts in font manager.
Try v0.1.16 - it should work on your system.


It worked! Thank you very much.
Though I listed dlangui:dlanguilib as a dependency in my project 
rather than dlangui itself since the hello world started coming 
up again.
Anyway thank you for your hard work! Looking forward to playing 
with this.


Re: DlangUI project update

2014-12-28 Thread Vadim Lopatin via Digitalmars-d-announce
On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Fri, 26 Dec 2014 12:33:03 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:


Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui


ah, i really love this project! it's stable as a rock: every 
time i

tried it, it crashing with exception while loading image from
file. it's not working, but at least it's not working every 
time i

check it. ;-)


Can you check once again - v0.1.16? Just in case. Probably, it's 
as stable as previous.


Re: DlangUI project update

2014-12-28 Thread ketmar via Digitalmars-d-announce
On Mon, 29 Dec 2014 04:09:41 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via 
 Digitalmars-d-announce wrote:
  On Fri, 26 Dec 2014 12:33:03 +
  Vadim Lopatin via Digitalmars-d-announce
  digitalmars-d-announce@puremagic.com wrote:
 
  Hello!
  
  DlangUI project is alive and under active development.
  
  https://github.com/buggins/dlangui
 
  ah, i really love this project! it's stable as a rock: every 
  time i
  tried it, it crashing with exception while loading image from
  file. it's not working, but at least it's not working every 
  time i
  check it. ;-)
 
 Can you check once again - v0.1.16? Just in case. Probably, it's 
 as stable as previous.
i wrote this just after i did 'git clone' (i tend to rm it all after
unsuccessfull attempt). besides the bug in
src/dlangui/graphics/ftfonts.d at line 40 (extra 'const', my patched
compiler is not tolerant to it), it's still the same image error as
ever. GNU/Linux x86 is you need that info. and here's the message log:

Running ./examples/example1/bin/example1
2014-12-29 06:20:19.859 W  resource theme_default is not found
2014-12-29 06:20:19.859 E  Cannot load theme from resource theme_default - will 
use default theme
2014-12-29 06:20:20.092 E  exception while loading image from
file 
/mnt/tigerclaw/D/dlangui/examples/example1/.dub/build/application-debug-linux.posix-x86-dmd_2067-AA7A6EC68D298A63D0B7CD4C8C934A19/../../../res/mdpi/tx_fabric.jpg


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Re: DlangUI project update

2014-12-28 Thread Vadim Lopatin via Digitalmars-d-announce
On Monday, 29 December 2014 at 04:23:49 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Mon, 29 Dec 2014 04:09:41 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via 
Digitalmars-d-announce wrote:

 On Fri, 26 Dec 2014 12:33:03 +
 Vadim Lopatin via Digitalmars-d-announce
 digitalmars-d-announce@puremagic.com wrote:

 Hello!
 
 DlangUI project is alive and under active development.
 
 https://github.com/buggins/dlangui


 ah, i really love this project! it's stable as a rock: every 
 time i
 tried it, it crashing with exception while loading image 
 from
 file. it's not working, but at least it's not working every 
 time i

 check it. ;-)

Can you check once again - v0.1.16? Just in case. Probably, 
it's as stable as previous.
i wrote this just after i did 'git clone' (i tend to rm it all 
after

unsuccessfull attempt). besides the bug in
src/dlangui/graphics/ftfonts.d at line 40 (extra 'const', my 
patched
compiler is not tolerant to it), it's still the same image 
error as
ever. GNU/Linux x86 is you need that info. and here's the 
message log:


Running ./examples/example1/bin/example1
2014-12-29 06:20:19.859 W  resource theme_default is not found
2014-12-29 06:20:19.859 E  Cannot load theme from resource 
theme_default - will use default theme

2014-12-29 06:20:20.092 E  exception while loading image from
file 
/mnt/tigerclaw/D/dlangui/examples/example1/.dub/build/application-debug-linux.posix-x86-dmd_2067-AA7A6EC68D298A63D0B7CD4C8C934A19/../../../res/mdpi/tx_fabric.jpg


Compilation is fixed.

It looks like you don't have libfreeimage installed. It causes 
crash.




Re: DlangUI project update

2014-12-28 Thread ketmar via Digitalmars-d-announce
On Mon, 29 Dec 2014 05:52:10 +
Vadim Lopatin via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

 On Monday, 29 December 2014 at 04:23:49 UTC, ketmar via 
 Digitalmars-d-announce wrote:
  On Mon, 29 Dec 2014 04:09:41 +
  Vadim Lopatin via Digitalmars-d-announce
  digitalmars-d-announce@puremagic.com wrote:
 
  On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via 
  Digitalmars-d-announce wrote:
   On Fri, 26 Dec 2014 12:33:03 +
   Vadim Lopatin via Digitalmars-d-announce
   digitalmars-d-announce@puremagic.com wrote:
  
   Hello!
   
   DlangUI project is alive and under active development.
   
   https://github.com/buggins/dlangui
  
   ah, i really love this project! it's stable as a rock: every 
   time i
   tried it, it crashing with exception while loading image 
   from
   file. it's not working, but at least it's not working every 
   time i
   check it. ;-)
  
  Can you check once again - v0.1.16? Just in case. Probably, 
  it's as stable as previous.
  i wrote this just after i did 'git clone' (i tend to rm it all 
  after
  unsuccessfull attempt). besides the bug in
  src/dlangui/graphics/ftfonts.d at line 40 (extra 'const', my 
  patched
  compiler is not tolerant to it), it's still the same image 
  error as
  ever. GNU/Linux x86 is you need that info. and here's the 
  message log:
 
  Running ./examples/example1/bin/example1
  2014-12-29 06:20:19.859 W  resource theme_default is not found
  2014-12-29 06:20:19.859 E  Cannot load theme from resource 
  theme_default - will use default theme
  2014-12-29 06:20:20.092 E  exception while loading image from
  file 
  /mnt/tigerclaw/D/dlangui/examples/example1/.dub/build/application-debug-linux.posix-x86-dmd_2067-AA7A6EC68D298A63D0B7CD4C8C934A19/../../../res/mdpi/tx_fabric.jpg
 
 Compilation is fixed.
 
 It looks like you don't have libfreeimage installed. It causes 
 crash.
 
wow, now it works. it's look funny without images though.

btw, i have freeimage installed, but the loader wants to find
FreeImage_ConvertToRGB16 function in it, which it seems to not even
use. that's the joy of Derelict: it loads everything whether, it needs
it or not.

ah, and another thing: freeimage sux for GNU/Linux. it looks completely
alien and no sane GUI software requires it. i didn't looked at the
code, but i hope that image loading is well abstracted in DlangUI? if
it is, i can try to write a loaders for png and jpg (jpg? in GUI? holy
heavens, why?!).

it's better to check if the system has the corresponding libraries with
corresponding versions (imlib2 rocks, for example), but i suppose that
dub cannot into configure checks, am i right?


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Re: DlangUI project update

2014-12-27 Thread Jack via Digitalmars-d-announce
On Saturday, 27 December 2014 at 06:04:19 UTC, Vadim Lopatin 
wrote:

On Saturday, 27 December 2014 at 02:48:28 UTC, Jack wrote:
On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin 
wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui


Greetings, great work so far!
So I have trouble building the project, error code is here:
http://dpaste.dzfl.pl/8953d39ee3f5
I've been only using dub to build the project with only a 
skeleton package with dlangui listed as a dependency.
I've been using ldc and dmd with no avail. Can you please help 
me?


Could you please share your helloworld.d, dub.json and 
directory structure?


For me, running of embedded examples working:
dub fetch --cache=local dlangui
cd dlangui-0.1.15
dub run dlangui:tetris
dub run dlangui:helloworld

DUB 0.9.22 which is available for download is a bit outdated - 
doesn't allow to copy directories with copyFiles (use newer dub 
with my pull request merged to avoid manual copying of resource 
directory.


Sample standalone project which can be used as reference is 
dlanguiide:

Try
git clone https://github.com/buggins/dlangide.git
cd dlangide
dub run

If it does work, something is wrong with your project.
If helloworld.d is replaced with usual D helloworld content, 
does it build and run?


Sorry it took so long, installing dub-git took so long with my 
net speed.

Runnung dub run dlangui:tetris got me this error code:
http://dpaste.dzfl.pl/0cf2b2476a85
I think the hello world mentioned in the error is the one inside 
the dlangui directory.

My project is only the one made by dub init package-name.
Thank you for taking the time to help me.


Re: DlangUI project update

2014-12-27 Thread Vadim Lopatin via Digitalmars-d-announce

On Sunday, 28 December 2014 at 02:31:56 UTC, Jack wrote:
Sorry it took so long, installing dub-git took so long with my 
net speed.

Runnung dub run dlangui:tetris got me this error code:
http://dpaste.dzfl.pl/0cf2b2476a85
I think the hello world mentioned in the error is the one 
inside the dlangui directory.

My project is only the one made by dub init package-name.
Thank you for taking the time to help me.


Could you post error log?
It's either in stderr output or in file ui.log



What is your OS?

There is known problem with fonts.
For linux, font paths are hardcoded (there is a ticket to 
implement FontConfig based font list).

For Mac, it will not find

Temporary workaround: register some fonts manually:
// get free type font manager access
auto ft = cast(FreeTypeFontManager)FontManager.instance;
// register some fonts like
ft.registerFont(/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf, 
FontFamily.SansSerif, DejaVu, false, FontWeight.Normal);


Re: DlangUI project update

2014-12-27 Thread Jack via Digitalmars-d-announce


On Sunday, 28 December 2014 at 06:13:48 UTC, Vadim Lopatin wrote:

On Sunday, 28 December 2014 at 02:31:56 UTC, Jack wrote:
Sorry it took so long, installing dub-git took so long with my 
net speed.

Runnung dub run dlangui:tetris got me this error code:
http://dpaste.dzfl.pl/0cf2b2476a85
I think the hello world mentioned in the error is the one 
inside the dlangui directory.

My project is only the one made by dub init package-name.
Thank you for taking the time to help me.


Could you post error log?
It's either in stderr output or in file ui.log



What is your OS?

There is known problem with fonts.
For linux, font paths are hardcoded (there is a ticket to 
implement FontConfig based font list).

For Mac, it will not find

Temporary workaround: register some fonts manually:
// get free type font manager access
auto ft = cast(FreeTypeFontManager)FontManager.instance;
// register some fonts like
ft.registerFont(/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf, 
FontFamily.SansSerif, DejaVu, false, FontWeight.Normal);


I'm using Arch Linux x64, as for the linux font paths problem, 
where should I put it? I've never really begun using dlangui, 
I've just been trying to build an empty project with it as its 
dependency.


And I don't really know how to access the stderr nor did I find 
any ui.log

Though this is the result of dub run dlangui:tetris -v
http://dpaste.dzfl.pl/0e144a999c3d


DlangUI project update

2014-12-26 Thread Vadim Lopatin via Digitalmars-d-announce

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL for 
Windows
- hardware acceleration: uses OpenGL for drawing when built with 
version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim


Re: DlangUI project update

2014-12-26 Thread MattCoder via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

DlangUI project is alive and under active development...


From time to time I see some people asking for GUI over here, and 
this could be an answer to that. For what I can see from the 
screenshot this seems to be very promising.


PS: For anyone, is there a place where users can find projects 
like this by topics?


Matheus.


Re: DlangUI project update

2014-12-26 Thread John Colvin via Digitalmars-d-announce

On Friday, 26 December 2014 at 13:36:08 UTC, MattCoder wrote:
On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin 
wrote:

DlangUI project is alive and under active development...


From time to time I see some people asking for GUI over here, 
and this could be an answer to that. For what I can see from 
the screenshot this seems to be very promising.


PS: For anyone, is there a place where users can find projects 
like this by topics?


Matheus.


http://code.dlang.org/?sort=updatedcategory=library.gui


Re: DlangUI project update

2014-12-26 Thread MattCoder via Digitalmars-d-announce

On Friday, 26 December 2014 at 16:14:27 UTC, John Colvin wrote:

http://code.dlang.org/?sort=updatedcategory=library.gui


Shame on me! I've been using D for almost 2 years for my own 
projects and believe or not, although I have heard about DUB I 
didn't know about this site. (Until now when I  needed something 
I looked on google... then going to the github project page etc).


After you posted the url above I went on the dlang.org and I 
found the link at Third Party Packages, which currently doesn't 
appears when I'm in forum.dlang.org!


Maybe I'm not too much observer but I think this this have more 
emphasis on the main page.


Thanks,

Matheus.

PS: Sorry my english.


Re: DlangUI project update

2014-12-26 Thread Jack via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL 
for Windows
- hardware acceleration: uses OpenGL for drawing when built 
with version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim


Greetings, great work so far!
So I have trouble building the project, error code is here:
http://dpaste.dzfl.pl/8953d39ee3f5
I've been only using dub to build the project with only a 
skeleton package with dlangui listed as a dependency.

I've been using ldc and dmd with no avail. Can you please help me?


Re: DlangUI project update

2014-12-26 Thread Vadim Lopatin via Digitalmars-d-announce

On Saturday, 27 December 2014 at 02:48:28 UTC, Jack wrote:
On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin 
wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui


Greetings, great work so far!
So I have trouble building the project, error code is here:
http://dpaste.dzfl.pl/8953d39ee3f5
I've been only using dub to build the project with only a 
skeleton package with dlangui listed as a dependency.
I've been using ldc and dmd with no avail. Can you please help 
me?


Could you please share your helloworld.d, dub.json and directory 
structure?


For me, running of embedded examples working:
dub fetch --cache=local dlangui
cd dlangui-0.1.15
dub run dlangui:tetris
dub run dlangui:helloworld

DUB 0.9.22 which is available for download is a bit outdated - 
doesn't allow to copy directories with copyFiles (use newer dub 
with my pull request merged to avoid manual copying of resource 
directory.


Sample standalone project which can be used as reference is 
dlanguiide:

Try
git clone https://github.com/buggins/dlangide.git
cd dlangide
dub run

If it does work, something is wrong with your project.
If helloworld.d is replaced with usual D helloworld content, does 
it build and run?




Re: DlangUI project update

2014-12-26 Thread Suliman via Digitalmars-d-announce
Vadim, could you add in file path in browsing window ability to 
click on any needed segment of path and move to it level.


I mean system like does in Windows 7 in when you can move to
D:\code\foo\bar\baz, and after click on foo move to D:\code\foo\


Re: DlangUI project update

2014-12-26 Thread Vadim Lopatin via Digitalmars-d-announce

On Saturday, 27 December 2014 at 06:32:17 UTC, Suliman wrote:
Vadim, could you add in file path in browsing window ability to 
click on any needed segment of path and move to it level.


I mean system like does in Windows 7 in when you can move to
D:\code\foo\bar\baz, and after click on foo move to 
D:\code\foo\


It's planned feature. Will be implemented soon.