Re: Gui in D: I miss this project

2017-07-13 Thread Eljay via Digitalmars-d

On Wednesday, 18 January 2017 at 09:24:09 UTC, aberba wrote:

What about Photoshop? Is it native? No.


No, by-and-large Photoshop does not use native controls.

However, I would not hold up Photoshop as validation for not 
using native controls.


Games have wide latitude for ignoring their platform's native 
control and rolling their own user interface.


Productivity applications ignore their platform's native controls 
and native user-interface at their own peril.  Photoshop is an 
example of a successful program that treads in those dangerous 
waters.


Re: Gui in D: I miss this project

2017-01-23 Thread Nick Sabalausky via Digitalmars-d

On 01/16/2017 02:39 AM, Jacob Carlborg wrote:

On 2017-01-09 22:41, aberba wrote:

This seemed to be an effort (among others) to bring GUI cross platform
to standard D but some language/compiler/Phobos/Deimos/manpower issues
were the drag.

https://github.com/Devisualization


We now have DLangUI.

I wonder what the current drag is.



There's DWT [1] as well. Works on Windows and Linux, uses native drawing.

[1] https://github.com/d-widget-toolkit/dwt



There's also QtE5 https://github.com/MGWL/QtE5

Looks pretty good, from what I can see.



Re: Gui in D: I miss this project

2017-01-23 Thread Ola Fosheim Grøstad via Digitalmars-d
On Thursday, 19 January 2017 at 07:39:10 UTC, Jacob Carlborg 
wrote:
If I'm looking for a new type of application I'll dismiss those 
that don't look native very quickly. Unless I know beforehand 
that the application is very good, then I'll give it some more 
time.


I think it has more to do with looking well-designed for the 
purpose. 3D and audio editors often use non-native custom UI 
toolkits. VS Code is also non-native.


But on OSX you have to use the OSX-menu and put extra effort into 
the design if you use non-native widgets IMO.


Also, make sure it isn't sluggish. Java apps often has that extra 
GC sluggishness to them, even the polished JetBrains IDEs feel a 
bit sluggish.


Re: Gui in D: I miss this project

2017-01-18 Thread Jacob Carlborg via Digitalmars-d

On 2017-01-18 22:00, aberba wrote:


So it will be incorrect to say native gui is a requirement to fain
higher adoption.


Of course there will be applications that does not look native but still 
is popular.


If I'm looking for a new type of application I'll dismiss those that 
don't look native very quickly. Unless I know beforehand that the 
application is very good, then I'll give it some more time.


Example, I'm using Eclipse for Scala related coding. Although Eclipse is 
written using SWT, that uses native drawing, it still looks a bit alien. 
Non-native tabs, non-native preferences and so on. But I don't know of 
any other IDE for Scala that looks more native. Also I used Eclipse on 
other platforms before I used it on macOS.


--
/Jacob Carlborg


Re: Gui in D: I miss this project

2017-01-18 Thread rikki cattermole via Digitalmars-d

On 19/01/2017 10:00 AM, aberba wrote:

On Wednesday, 18 January 2017 at 17:51:18 UTC, Jacob Carlborg wrote:

On 2017-01-18 10:24, aberba wrote:


What about Photoshop? Is it native? No.


Last time I used it it didn't look very native.


So it will be incorrect to say native gui is a requirement to fain
higher adoption.


Photoshop is one of the oldest programs still in use today commercially.
It has more holes in its licensing then a sieve. I wouldn't look towards 
it for best practices.


Re: Gui in D: I miss this project

2017-01-18 Thread aberba via Digitalmars-d
On Wednesday, 18 January 2017 at 17:51:18 UTC, Jacob Carlborg 
wrote:

On 2017-01-18 10:24, aberba wrote:


What about Photoshop? Is it native? No.


Last time I used it it didn't look very native.


So it will be incorrect to say native gui is a requirement to 
fain higher adoption.


Re: Gui in D: I miss this project

2017-01-18 Thread Jacob Carlborg via Digitalmars-d

On 2017-01-18 10:24, aberba wrote:


What about Photoshop? Is it native? No.


Last time I used it it didn't look very native.

--
/Jacob Carlborg


Re: Gui in D: I miss this project

2017-01-18 Thread aberba via Digitalmars-d

On Monday, 16 January 2017 at 07:38:31 UTC, Jacob Carlborg wrote:

On 2017-01-16 07:28, Vadim Lopatin wrote:

Windows support in DlangUI is not native since it does not use 
native

controls.
DlangUI draws widgets itself on all platforms. But on Win32 
it's
possible to build app which uses Win32 API only, and no 
additional DLLs
will be required to run it. On Linux and Mac, there is extra 
dependency

- libSDL2.


For most application on macOS, a non-native GUI library is not 
interesting.


What about Photoshop? Is it native? No.


Re: Gui in D: I miss this project

2017-01-17 Thread Jacob Carlborg via Digitalmars-d

On 2017-01-18 08:22, Shachar Shemesh wrote:


IIRC, QT also uses native widgets when they are available (i.e. - on
anything other than Linux).


"As with Cocoa and Carbon, Qt provides widgets that look like those 
described in the Human Interface Descriptions. Qt's widgets use HIThemes 
to implement the look and feel" [1]


Doesn't sound like they're native.

[1] http://doc.qt.io/qt-5/osx-issues.html

--
/Jacob Carlborg


Re: Gui in D: I miss this project

2017-01-17 Thread Shachar Shemesh via Digitalmars-d

On 18/01/17 05:27, rikki cattermole wrote:

On 18/01/2017 3:56 AM, Shachar Shemesh wrote:

On 17/01/17 15:58, Adam D. Ruppe wrote:

On Tuesday, 17 January 2017 at 13:46:21 UTC, Vadim Lopatin wrote:

There is a workaround: it's possible to create DlangUI theme which
looks like native OSX app.


It usually isn't the theme, it is the little details of user interaction
that the native ones get (though the theme is really hard to get right
too, especially given user color customization, etc.).


https://www.wxwidgets.org/docs/faq/osx/

Like I said.


Don't look at wxWidgets too closely for how to do windowing correctly.
They have like 5 event loops for OSX with only one actually ever used.


IIRC, QT also uses native widgets when they are available (i.e. - on 
anything other than Linux).


Shachar


Re: Gui in D: I miss this project

2017-01-17 Thread rikki cattermole via Digitalmars-d

On 18/01/2017 3:56 AM, Shachar Shemesh wrote:

On 17/01/17 15:58, Adam D. Ruppe wrote:

On Tuesday, 17 January 2017 at 13:46:21 UTC, Vadim Lopatin wrote:

There is a workaround: it's possible to create DlangUI theme which
looks like native OSX app.


It usually isn't the theme, it is the little details of user interaction
that the native ones get (though the theme is really hard to get right
too, especially given user color customization, etc.).


https://www.wxwidgets.org/docs/faq/osx/

Like I said.


Don't look at wxWidgets too closely for how to do windowing correctly.
They have like 5 event loops for OSX with only one actually ever used.


Re: Gui in D: I miss this project

2017-01-17 Thread Shachar Shemesh via Digitalmars-d

On 17/01/17 15:58, Adam D. Ruppe wrote:

On Tuesday, 17 January 2017 at 13:46:21 UTC, Vadim Lopatin wrote:

There is a workaround: it's possible to create DlangUI theme which
looks like native OSX app.


It usually isn't the theme, it is the little details of user interaction
that the native ones get (though the theme is really hard to get right
too, especially given user color customization, etc.).


https://www.wxwidgets.org/docs/faq/osx/

Like I said.


Re: Gui in D: I miss this project

2017-01-17 Thread Adam D. Ruppe via Digitalmars-d

On Tuesday, 17 January 2017 at 13:46:21 UTC, Vadim Lopatin wrote:
There is a workaround: it's possible to create DlangUI theme 
which looks like native OSX app.


It usually isn't the theme, it is the little details of user 
interaction that the native ones get (though the theme is really 
hard to get right too, especially given user color customization, 
etc.).


Re: Gui in D: I miss this project

2017-01-17 Thread Vadim Lopatin via Digitalmars-d

On Monday, 16 January 2017 at 07:38:31 UTC, Jacob Carlborg wrote:

On 2017-01-16 07:28, Vadim Lopatin wrote:

Windows support in DlangUI is not native since it does not use 
native

controls.
DlangUI draws widgets itself on all platforms. But on Win32 
it's
possible to build app which uses Win32 API only, and no 
additional DLLs
will be required to run it. On Linux and Mac, there is extra 
dependency

- libSDL2.


For most application on macOS, a non-native GUI library is not 
interesting.


There is a workaround: it's possible to create DlangUI theme 
which looks like native OSX app.


Re: Gui in D: I miss this project

2017-01-15 Thread Jacob Carlborg via Digitalmars-d

On 2017-01-09 22:41, aberba wrote:

This seemed to be an effort (among others) to bring GUI cross platform
to standard D but some language/compiler/Phobos/Deimos/manpower issues
were the drag.

https://github.com/Devisualization


We now have DLangUI.

I wonder what the current drag is.



There's DWT [1] as well. Works on Windows and Linux, uses native drawing.

[1] https://github.com/d-widget-toolkit/dwt

--
/Jacob Carlborg


Re: Gui in D: I miss this project

2017-01-15 Thread Jacob Carlborg via Digitalmars-d

On 2017-01-16 07:28, Vadim Lopatin wrote:


Windows support in DlangUI is not native since it does not use native
controls.
DlangUI draws widgets itself on all platforms. But on Win32 it's
possible to build app which uses Win32 API only, and no additional DLLs
will be required to run it. On Linux and Mac, there is extra dependency
- libSDL2.


For most application on macOS, a non-native GUI library is not interesting.

--
/Jacob Carlborg


Re: Gui in D: I miss this project

2017-01-15 Thread Vadim Lopatin via Digitalmars-d

On Saturday, 14 January 2017 at 10:58:38 UTC, Dukc wrote:

Which platforms do dlangui work on?

It's console feature is cool, I do that with terminal.d rather 
than simpledisplay.d. I guess the other difference is probably 
Mac, I only support it there with the X11 thing installed, 
which Apple no longer supports.


I kinda want to wait till there's Objective-C integration in 
there though.


If I understood the package description correctly, it supports 
Windows, Linux and Mac. Windows natively, so the complains 
about non-nativity are only partially true. Plus at least Mac 
native support is worked on.


I also read somewhere, perhaps the official blog, that it works 
with Android at least to some extent.


Windows support in DlangUI is not native since it does not use 
native controls.
DlangUI draws widgets itself on all platforms. But on Win32 it's 
possible to build app which uses Win32 API only, and no 
additional DLLs will be required to run it. On Linux and Mac, 
there is extra dependency - libSDL2.




Re: Gui in D: I miss this project

2017-01-15 Thread Vadim Lopatin via Digitalmars-d

On Friday, 13 January 2017 at 22:55:03 UTC, Adam D. Ruppe wrote:

On Friday, 13 January 2017 at 20:11:08 UTC, Dukc wrote:

Does not work on as many platforms as DlangUI, trough.


Which platforms do dlangui work on?

It's console feature is cool, I do that with terminal.d rather 
than simpledisplay.d. I guess the other difference is probably 
Mac, I only support it there with the X11 thing installed, 
which Apple no longer supports.


I kinda want to wait till there's Objective-C integration in 
there though.


DlangUI platforms: Win, Linux, OSX, Android.
It's easy to add new platforms (each new platform requires 
writing 2-3K lines of code).




Re: Gui in D: I miss this project

2017-01-14 Thread Dukc via Digitalmars-d

Which platforms do dlangui work on?

It's console feature is cool, I do that with terminal.d rather 
than simpledisplay.d. I guess the other difference is probably 
Mac, I only support it there with the X11 thing installed, 
which Apple no longer supports.


I kinda want to wait till there's Objective-C integration in 
there though.


If I understood the package description correctly, it supports 
Windows, Linux and Mac. Windows natively, so the complains about 
non-nativity are only partially true. Plus at least Mac native 
support is worked on.


I also read somewhere, perhaps the official blog, that it works 
with Android at least to some extent.




Re: Gui in D: I miss this project

2017-01-13 Thread Adam D. Ruppe via Digitalmars-d

On Friday, 13 January 2017 at 20:11:08 UTC, Dukc wrote:

Does not work on as many platforms as DlangUI, trough.


Which platforms do dlangui work on?

It's console feature is cool, I do that with terminal.d rather 
than simpledisplay.d. I guess the other difference is probably 
Mac, I only support it there with the X11 thing installed, which 
Apple no longer supports.


I kinda want to wait till there's Objective-C integration in 
there though.


Re: Gui in D: I miss this project

2017-01-13 Thread Adam D. Ruppe via Digitalmars-d

On Friday, 13 January 2017 at 20:16:02 UTC, Dukc wrote:
Oops, just realized you said GUI library, not a graphics 
library. Arsd has a GUI interfacce too but it is, I think, 
Windows only.


Well, it has some support for Linux too, but it is a custom job 
there and not complete. (I write things as I need them, and since 
I do more simple games or web stuff, the nicer gui widgets are 
low on my todo list.)


Re: Gui in D: I miss this project

2017-01-13 Thread Dukc via Digitalmars-d

On Friday, 13 January 2017 at 20:11:08 UTC, Dukc wrote:
Arsd-official:simpledisplay is also natively D and 
cross-platform, plus it's native and VERY simple to use. Does 
not work on as many platforms as DlangUI, trough. It should 
really be added to that wiki listing of graphical frameworks.


Oops, just realized you said GUI library, not a graphics library. 
Arsd has a GUI interfacce too but it is, I think, Windows only.





Re: Gui in D: I miss this project

2017-01-13 Thread Dukc via Digitalmars-d

On Thursday, 12 January 2017 at 07:24:43 UTC, aberba wrote:
After all, when someone wants a cross platform D GUI library, 
the ONLY current usable choice is DLangUI.




Arsd-official:simpledisplay is also natively D and 
cross-platform, plus it's native and VERY simple to use. Does not 
work on as many platforms as DlangUI, trough. It should really be 
added to that wiki listing of graphical frameworks.





Re: Gui in D: I miss this project

2017-01-13 Thread Gerald via Digitalmars-d

On Wednesday, 11 January 2017 at 15:56:46 UTC, Chris Wright wrote:

On Wed, 11 Jan 2017 07:21:22 +, thedeemon wrote:

If you need some GUI, DLangUI is just a "dub build" away.


How does DLangUI do with screen readers and magnifiers?

From what I'm seeing, neither GTK+ nor Qt work with screen 
readers anad other assistive technologies. wxWidgets has some 
accessibility bugs (wxGrid is invisible to screen readers). 
DLangUI uses OpenGL, so it's less likely to support screen 
magnifiers (and equally unlikely to support screen readers).


GTK3 on Linux works with Orca the screen reader and other 
assistive technologies including a magnifier.


https://opensource.com/life/15/5/accessibility-linux


Re: Gui in D: I miss this project

2017-01-13 Thread rikki cattermole via Digitalmars-d

On 13/01/2017 9:04 PM, Vadim Lopatin wrote:

On Wednesday, 11 January 2017 at 15:56:46 UTC, Chris Wright wrote:

On Wed, 11 Jan 2017 07:21:22 +, thedeemon wrote:

If you need some GUI, DLangUI is just a "dub build" away.


How does DLangUI do with screen readers and magnifiers?

From what I'm seeing, neither GTK+ nor Qt work with screen readers
anad other assistive technologies. wxWidgets has some accessibility
bugs (wxGrid is invisible to screen readers). DLangUI uses OpenGL, so
it's less likely to support screen magnifiers (and equally unlikely to
support screen readers).


Checked magnifier under Windows. Works ok for DlangUI apps built with
OpenGL support as well as software renderer (configuration="minimal").
If OpenGL is stopper for magnifier on other platforms, it's possible to
try minimal configuration.

Currently DlangUI does not support screen readers.
I'm not sure what is API to support screen readers.
If there should be ability to get control text from window by X,Y - it
can be added easy.


A bit older reference for Win32[0].
But this means COM.

[0] https://msdn.microsoft.com/en-us/windows/desktop/gg712214.aspx



Re: Gui in D: I miss this project

2017-01-13 Thread Vadim Lopatin via Digitalmars-d

On Wednesday, 11 January 2017 at 15:56:46 UTC, Chris Wright wrote:

On Wed, 11 Jan 2017 07:21:22 +, thedeemon wrote:

If you need some GUI, DLangUI is just a "dub build" away.


How does DLangUI do with screen readers and magnifiers?

From what I'm seeing, neither GTK+ nor Qt work with screen 
readers anad other assistive technologies. wxWidgets has some 
accessibility bugs (wxGrid is invisible to screen readers). 
DLangUI uses OpenGL, so it's less likely to support screen 
magnifiers (and equally unlikely to support screen readers).


Checked magnifier under Windows. Works ok for DlangUI apps built 
with OpenGL support as well as software renderer 
(configuration="minimal").
If OpenGL is stopper for magnifier on other platforms, it's 
possible to try minimal configuration.


Currently DlangUI does not support screen readers.
I'm not sure what is API to support screen readers.
If there should be ability to get control text from window by X,Y 
- it can be added easy.




Re: Gui in D: I miss this project

2017-01-12 Thread aberba via Digitalmars-d

On Thursday, 12 January 2017 at 07:43:18 UTC, lobo wrote:

On Thursday, 12 January 2017 at 07:24:43 UTC, aberba wrote:

On Wednesday, 11 January 2017 at 15:33:36 UTC, Sai wrote:


After all, when someone wants a cross platform D GUI library, 
the ONLY current usable choice is DLangUI.




I disagree. There is no need for a pure D GUI library. It is a 
lot of work for little value and we'd be better off with 
improved C++ interop first.


I have several cross platform projects in industry now running 
on GtkD. It works out of the box on Linux and was trivial to 
get going on Windows and Mac. It is built on a stable base and 
has a D api that is easy to use.


GtkD could use some more hands to really improve the D 
experience so I'd argue that project would be better suited to 
immediate D foundation support (after C++ interop of course).


bye,
lobo


Gtk doesn't focus much in cross platform support. Its written in 
C so no c++.


DlangUI is Pure D so future prof when gtk makes hard decisions. 
DlangUI is the closest you can get ATM. Its architecture is quite 
powerful and flexible with multiple backends. Its will work on 
Android. Plus its ready.


It could use more hands on deck to improve.


Re: Gui in D: I miss this project

2017-01-11 Thread lobo via Digitalmars-d

On Thursday, 12 January 2017 at 07:24:43 UTC, aberba wrote:

On Wednesday, 11 January 2017 at 15:33:36 UTC, Sai wrote:


After all, when someone wants a cross platform D GUI library, 
the ONLY current usable choice is DLangUI.




I disagree. There is no need for a pure D GUI library. It is a 
lot of work for little value and we'd be better off with improved 
C++ interop first.


I have several cross platform projects in industry now running on 
GtkD. It works out of the box on Linux and was trivial to get 
going on Windows and Mac. It is built on a stable base and has a 
D api that is easy to use.


GtkD could use some more hands to really improve the D experience 
so I'd argue that project would be better suited to immediate D 
foundation support (after C++ interop of course).


bye,
lobo


Re: Gui in D: I miss this project

2017-01-11 Thread aberba via Digitalmars-d

On Wednesday, 11 January 2017 at 15:33:36 UTC, Sai wrote:

On Wednesday, 11 January 2017 at 09:17:45 UTC, aberba wrote:

On Wednesday, 11 January 2017 at 07:21:22 UTC, thedeemon wrote:

On Monday, 9 January 2017 at 21:41:37 UTC, aberba wrote:

[...]


No drag, DLangUI is quite fine and usable (and already being 
used in industry).
Or are you talking about including it into Phobos? That's not 
the best idea, it would make Phobos unnecessary fat and 
involve some dependencies complicating things, besides there 
is never a consensus regarding a GUI library, trying to 
include any GUI library is a recipe for eternal flamewar 
about all the different aspects of what GUI library should be 
and do.

If you need some GUI, DLangUI is just a "dub build" away.


I'm worried about it not becoming abandoned.


I guess this is a risk with any free SW, the risk of it getting 
abandoned. Unless someone is willing to pay money for support 
contracts, which is not possible for hobbyists like me. Nor can 
I support it myself as I am not an expert in that field.


After suffering from this couple of times, I now tend to prefer 
SW from big corporations which hopefully will be supported for 
few years or SW from communities which are large enough to pick 
things up when things are abandoned.


Didn't mean to offend anyone, just thinking out loud.


D Foundation could help ensure the project keeps running by 
providing some kind of recognition and backing.


After all, when someone wants a cross platform D GUI library, the 
ONLY current usable choice is DLangUI.


Is there any technical or legal issues to this? We could go with 
it now or wait till nothing comes. Every modern/mainstream/widely 
used software has some kin of GUI frontend.


Re: Gui in D: I miss this project

2017-01-11 Thread thedeemon via Digitalmars-d

On Wednesday, 11 January 2017 at 15:56:46 UTC, Chris Wright wrote:

On Wed, 11 Jan 2017 07:21:22 +, thedeemon wrote:

If you need some GUI, DLangUI is just a "dub build" away.


How does DLangUI do with screen readers and magnifiers?


Very poorly, I guess. It does not use native controls and I don't 
remember seeing any special support for accessibility there.


It's not necessarily tied to OpenGL, when compiled with proper 
flags it does not use OpenGL at all and relies on WinAPI or SDL, 
there are different backends available, including even text mode. 
For example, I'm shipping a Windows product where DLangUI is used 
with WinAPI backend, so no OpenGL libraries or drivers need to be 
shipped or installed in the user's system.





Re: Gui in D: I miss this project

2017-01-11 Thread Jonas Drewsen via Digitalmars-d

On Wednesday, 11 January 2017 at 09:17:45 UTC, aberba wrote:

On Wednesday, 11 January 2017 at 07:21:22 UTC, thedeemon wrote:

On Monday, 9 January 2017 at 21:41:37 UTC, aberba wrote:

[...]


No drag, DLangUI is quite fine and usable (and already being 
used in industry).
Or are you talking about including it into Phobos? That's not 
the best idea, it would make Phobos unnecessary fat and 
involve some dependencies complicating things, besides there 
is never a consensus regarding a GUI library, trying to 
include any GUI library is a recipe for eternal flamewar about 
all the different aspects of what GUI library should be and do.

If you need some GUI, DLangUI is just a "dub build" away.


I'm worried about it not becoming abandoned.


This. Dlangui does seem too fat to add to phobos.

What could be done in general for these cases is to let the D 
org. pick a couple of important libraries that is not suited for 
Phobos and try to move them to the dlang github org as owner (if 
current owner agrees of course). Original owner becomes 
lead/driver on the moved repo.


That would be strong sign of commitment and in case of the 
original owner losing interest the dlang org. can assign a new 
driver.





Re: Gui in D: I miss this project

2017-01-11 Thread Chris Wright via Digitalmars-d
On Wed, 11 Jan 2017 07:21:22 +, thedeemon wrote:
> If you need some GUI, DLangUI is just a "dub build" away.

How does DLangUI do with screen readers and magnifiers?

>From what I'm seeing, neither GTK+ nor Qt work with screen readers anad 
other assistive technologies. wxWidgets has some accessibility bugs 
(wxGrid is invisible to screen readers). DLangUI uses OpenGL, so it's 
less likely to support screen magnifiers (and equally unlikely to support 
screen readers).


Re: Gui in D: I miss this project

2017-01-11 Thread Sai via Digitalmars-d

On Wednesday, 11 January 2017 at 09:17:45 UTC, aberba wrote:

On Wednesday, 11 January 2017 at 07:21:22 UTC, thedeemon wrote:

On Monday, 9 January 2017 at 21:41:37 UTC, aberba wrote:

[...]


No drag, DLangUI is quite fine and usable (and already being 
used in industry).
Or are you talking about including it into Phobos? That's not 
the best idea, it would make Phobos unnecessary fat and 
involve some dependencies complicating things, besides there 
is never a consensus regarding a GUI library, trying to 
include any GUI library is a recipe for eternal flamewar about 
all the different aspects of what GUI library should be and do.

If you need some GUI, DLangUI is just a "dub build" away.


I'm worried about it not becoming abandoned.


I guess this is a risk with any free SW, the risk of it getting 
abandoned. Unless someone is willing to pay money for support 
contracts, which is not possible for hobbyists like me. Nor can I 
support it myself as I am not an expert in that field.


After suffering from this couple of times, I now tend to prefer 
SW from big corporations which hopefully will be supported for 
few years or SW from communities which are large enough to pick 
things up when things are abandoned.


Didn't mean to offend anyone, just thinking out loud.







Re: Gui in D: I miss this project

2017-01-11 Thread aberba via Digitalmars-d

On Wednesday, 11 January 2017 at 07:21:22 UTC, thedeemon wrote:

On Monday, 9 January 2017 at 21:41:37 UTC, aberba wrote:

[...]


No drag, DLangUI is quite fine and usable (and already being 
used in industry).
Or are you talking about including it into Phobos? That's not 
the best idea, it would make Phobos unnecessary fat and involve 
some dependencies complicating things, besides there is never a 
consensus regarding a GUI library, trying to include any GUI 
library is a recipe for eternal flamewar about all the 
different aspects of what GUI library should be and do.

If you need some GUI, DLangUI is just a "dub build" away.


I'm worried about it not becoming abandoned.


Re: Gui in D: I miss this project

2017-01-10 Thread thedeemon via Digitalmars-d

On Monday, 9 January 2017 at 21:41:37 UTC, aberba wrote:
This seemed to be an effort (among others) to bring GUI cross 
platform to standard D but some 
language/compiler/Phobos/Deimos/manpower issues were the drag.


https://github.com/Devisualization


We now have DLangUI.

I wonder what the current drag is.


No drag, DLangUI is quite fine and usable (and already being used 
in industry).
Or are you talking about including it into Phobos? That's not the 
best idea, it would make Phobos unnecessary fat and involve some 
dependencies complicating things, besides there is never a 
consensus regarding a GUI library, trying to include any GUI 
library is a recipe for eternal flamewar about all the different 
aspects of what GUI library should be and do.

If you need some GUI, DLangUI is just a "dub build" away.


Re: Gui in D: I miss this project

2017-01-10 Thread Satoshi via Digitalmars-d

On Monday, 9 January 2017 at 21:41:37 UTC, aberba wrote:
This seemed to be an effort (among others) to bring GUI cross 
platform to standard D but some 
language/compiler/Phobos/Deimos/manpower issues were the drag.


https://github.com/Devisualization


We now have DLangUI.

I wonder what the current drag is.


Actually I'm working on a GUI toolkit for 2 years. This quarter 
could be a first release if everything goes fine.


Re: Gui in D: I miss this project

2017-01-09 Thread rikki cattermole via Digitalmars-d

On 10/01/2017 8:31 PM, Jacob Carlborg wrote:

On 2017-01-10 02:05, rikki cattermole wrote:


The thing right now that is holding me up is ogl_gen[2]. Binding
generator for OpenGL with a slight twist, it includes actual
documentation in the comments of symbols!


If you're generating static binding, you could give DStep [1] a try. It
include comments in the generated result.

[1] https://github.com/jacob-carlborg/dstep


No can do, the reference is all in xml[0].
But yes the generator can do both static and dynamic.

[0] 
https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/docs/man4/glBindTextures.xml




Re: Gui in D: I miss this project

2017-01-09 Thread Jacob Carlborg via Digitalmars-d

On 2017-01-10 02:05, rikki cattermole wrote:


The thing right now that is holding me up is ogl_gen[2]. Binding
generator for OpenGL with a slight twist, it includes actual
documentation in the comments of symbols!


If you're generating static binding, you could give DStep [1] a try. It 
include comments in the generated result.


[1] https://github.com/jacob-carlborg/dstep

--
/Jacob Carlborg


Re: Gui in D: I miss this project

2017-01-09 Thread rikki cattermole via Digitalmars-d

On 10/01/2017 10:41 AM, aberba wrote:

This seemed to be an effort (among others) to bring GUI cross platform
to standard D but some language/compiler/Phobos/Deimos/manpower issues
were the drag.

https://github.com/Devisualization


We now have DLangUI.

I wonder what the current drag is.


Nice to see my work comes up.

The previous generation of Devisualization projects had quite a few 
drawbacks hence I no longer working on them. I keep them around as they 
can still be quite useful for figuring out what to do.


The replacement so far are:
- Manu's color work
- My experimental (for Phobos) image library[0]
- Windowing/event loop library[1]

SPEW is the biggest drain on my resources at the moment. Since it 
provides the event loop and the core component to everything related to 
Devisualization, windowing.


The thing right now that is holding me up is ogl_gen[2]. Binding 
generator for OpenGL with a slight twist, it includes actual 
documentation in the comments of symbols!


[0] 
https://github.com/rikkimax/alphaPhobos/tree/master/source/std/experimental/graphic/image

[1] https://github.com/Devisualization/spew
[2] https://github.com/rikkimax/ogl_gen


Gui in D: I miss this project

2017-01-09 Thread aberba via Digitalmars-d
This seemed to be an effort (among others) to bring GUI cross 
platform to standard D but some 
language/compiler/Phobos/Deimos/manpower issues were the drag.


https://github.com/Devisualization


We now have DLangUI.

I wonder what the current drag is.