Re: DlangUI v0.7.60 released
On Thursday, 31 August 2017 at 11:59:16 UTC, Vadim Lopatin wrote: After opening of project, it takes 10-20 seconds for DCD to parse and cache phobos/druntime modules so first invocation may be delayed. That should not take more than 3 secs, there might be an error in the way you init DCD.
Re: DlangUI v0.7.60 released
On Thursday, 31 August 2017 at 11:59:16 UTC, Vadim Lopatin wrote: On Thursday, 31 August 2017 at 10:06:27 UTC, Suliman wrote: On Thursday, 31 August 2017 at 08:51:12 UTC, Vadim Lopatin wrote: On Wednesday, 30 August 2017 at 19:47:17 UTC, Dukc wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: [snip] From what I've followed, you sure update the project often! Perhaps more often than what Phobos is upgraded, by all developers combined. Great work. I'm trying not to spam too often. How to turn on autocomplete? I am starting typing but do not see any autocomplete suggestions. Ctrl+Space After opening of project, it takes 10-20 seconds for DCD to parse and cache phobos/druntime modules so first invocation may be delayed. Can it work without Ctrl+Space ? Just show variants when typing?
Re: DlangUI v0.7.60 released
On Thursday, 31 August 2017 at 10:06:27 UTC, Suliman wrote: On Thursday, 31 August 2017 at 08:51:12 UTC, Vadim Lopatin wrote: On Wednesday, 30 August 2017 at 19:47:17 UTC, Dukc wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: [snip] From what I've followed, you sure update the project often! Perhaps more often than what Phobos is upgraded, by all developers combined. Great work. I'm trying not to spam too often. How to turn on autocomplete? I am starting typing but do not see any autocomplete suggestions. Ctrl+Space After opening of project, it takes 10-20 seconds for DCD to parse and cache phobos/druntime modules so first invocation may be delayed.
Re: DlangUI v0.7.60 released
On Thursday, 31 August 2017 at 02:41:08 UTC, Domain wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: There are a lot of improvements in DlangIDE since last announcement. [...] Is there any themes to download? It's a bit ugly in windows Ive been planning to create a new theme but stuff got in my way. Its still among my bazillion plans though.
Re: DlangUI v0.7.60 released
On Thursday, 31 August 2017 at 08:51:12 UTC, Vadim Lopatin wrote: On Wednesday, 30 August 2017 at 19:47:17 UTC, Dukc wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: [snip] From what I've followed, you sure update the project often! Perhaps more often than what Phobos is upgraded, by all developers combined. Great work. I'm trying not to spam too often. How to turn on autocomplete? I am starting typing but do not see any autocomplete suggestions.
Re: DlangUI v0.7.60 released
On Wednesday, 30 August 2017 at 19:47:17 UTC, Dukc wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: [snip] From what I've followed, you sure update the project often! Perhaps more often than what Phobos is upgraded, by all developers combined. Great work. I'm trying not to spam too often.
Re: DlangUI v0.7.60 released
On Thursday, 31 August 2017 at 02:41:08 UTC, Domain wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: There are a lot of improvements in DlangIDE since last announcement. [...] Is there any themes to download? It's a bit ugly in windows There are no other themes available. Although, it's easy to create your own theme. Instructions can be found here: https://github.com/buggins/dlangui/wiki/Adding-New-Theme Built in themes are created based on Eclipse look & feel on Windows platform. But Dark theme is ugly in Eclipse as well :( BTW, topic should be DlangIDE released, not DlangUI released.
Re: DlangUI v0.7.60 released
On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: There are a lot of improvements in DlangIDE since last announcement. [...] Is there any themes to download? It's a bit ugly in windows
Re: DlangUI v0.7.60 released
On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: [snip] From what I've followed, you sure update the project often! Perhaps more often than what Phobos is upgraded, by all developers combined. Great work.
Re: DlangUI 0.9.0: Console backend added
On Wednesday, 14 September 2016 at 13:04:40 UTC, ketmar wrote: in my editor i'm simply using rgb in [0..255] range, and mapping that to what terminal has. yet it is probably not the best way to make something nice looking when only 16 colors are available. heh, i should try and see how it will look like! ;-) actually, it's not that bad, i expected much worser results. original 256 color mode: http://ketmar.no-ip.org/img/tui/tui_c256.png and this is restricted to basic 16 colors: http://ketmar.no-ip.org/img/tui/tui_c16a.png still readable. my terminal has somewhat non-standard first 16 colors (some colors are brighter than default xterm, some are not), that's probably why background becomes so bright. but it is still readable. and this is 16 colors with "weighted translation" (0.30*r+0.59*g+0.11*b). looks surprisingly clean: http://ketmar.no-ip.org/img/tui/tui_c16b.png
Re: DlangUI 0.9.0: Console backend added
On Wed, Sep 14, 2016 at 3:11 PM, ketmar via Digitalmars-d-announce < digitalmars-d-announce@puremagic.com> wrote: > On Wednesday, 14 September 2016 at 13:08:18 UTC, Rory McGuire wrote: > >> Screenshots here are what can be done with terminal/ascii: >> http://caca.zoy.org/wiki/libcaca >> > > still, you can't use shading charaters to color text, so 16 colors for > text output won't look that impressive. ;-) > :) true
Re: DlangUI 0.9.0: Console backend added
On Wednesday, 14 September 2016 at 13:08:18 UTC, Rory McGuire wrote: Screenshots here are what can be done with terminal/ascii: http://caca.zoy.org/wiki/libcaca still, you can't use shading charaters to color text, so 16 colors for text output won't look that impressive. ;-)
Re: DlangUI 0.9.0: Console backend added
p.p.s. yep, VT-100 had only 4 functional keys, so we still enjoying having 'em encoded separately from the others.
Re: DlangUI 0.9.0: Console backend added
On Wednesday, 14 September 2016 at 13:04:40 UTC, ketmar wrote: On Wednesday, 14 September 2016 at 05:58:51 UTC, Vadim Lopatin CSI-with-modifier codes: \e[1; this is common format for keys with modifiers, actually. let me quote my rawtty2: bool xtermMods (uint mci) @nogc { switch (mci) { case 2: key.shift = true; return true; case 3: key.alt = true; return true; case 4: key.alt = true; key.shift = true; return true; case 5: key.ctrl = true; return true; case 6: key.ctrl = true; key.shift = true; return true; case 7: key.alt = true; key.ctrl = true; return true; case 8: key.alt = true; key.ctrl = true; key.shift = true; return true; default: } return false; } void xtermSpecial (char ch) @nogc { switch (ch) { case 'A': key.key = TtyKey.Key.Up; break; case 'B': key.key = TtyKey.Key.Down; break; case 'C': key.key = TtyKey.Key.Right; break; case 'D': key.key = TtyKey.Key.Left; break; case 'E': key.key = TtyKey.Key.Pad5; break; case 'H': key.key = TtyKey.Key.Home; break; case 'F': key.key = TtyKey.Key.End; break; case 'P': key.key = TtyKey.Key.F1; break; case 'Q': key.key = TtyKey.Key.F2; break; case 'R': key.key = TtyKey.Key.F3; break; case 'S': key.key = TtyKey.Key.F4; break; case 'Z': key.key = TtyKey.Key.Tab; key.ch = 9; if (!key.shift && !key.alt && !key.ctrl) key.shift = true; break; default: badCSI(); break; } }
Re: DlangUI 0.9.0: Console backend added
On Wed, Sep 14, 2016 at 3:04 PM, ketmar via Digitalmars-d-announce < digitalmars-d-announce@puremagic.com> wrote: > On Wednesday, 14 September 2016 at 05:58:51 UTC, Vadim Lopatin wrote: > >> Thank you! >> Now dlangui terminal mode supports only 16 colors. >> Some refactoring is required to support RGB colors. >> > > in my editor i'm simply using rgb in [0..255] range, and mapping that to > what terminal has. yet it is probably not the best way to make something > nice looking when only 16 colors are available. heh, i should try and see > how it will look like! ;-) > Screenshots here are what can be done with terminal/ascii: http://caca.zoy.org/wiki/libcaca
Re: DlangUI 0.9.0: Console backend added
On Wednesday, 14 September 2016 at 05:58:51 UTC, Vadim Lopatin wrote: Thank you! Now dlangui terminal mode supports only 16 colors. Some refactoring is required to support RGB colors. in my editor i'm simply using rgb in [0..255] range, and mapping that to what terminal has. yet it is probably not the best way to make something nice looking when only 16 colors are available. heh, i should try and see how it will look like! ;-) On Wednesday, 14 September 2016 at 06:06:51 UTC, Vadim Lopatin wrote: at least in Gnome terminal. maybe gnome terminal took those keys for it's own needs -- like tab switching or something. in xterm, those are usual CSI-with-modifier codes: \e[1;, where is 6 for ctrl+shift, and is A/B/C/D for Up/Down/Right/Left respectively. it is better to check everything in xterm -- this is still the most used terminal emulator out there. just switch it to send for alt-key instead of setting high bit. ;-)
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 12:50:02 UTC, Rory McGuire wrote: Did you get my post about the keyboard thing? You can test it by running dub --single filename.d output looks like: kp: [27, 91, 49, 59, 50, 68] kp: [27, 91, 49, 59, 53, 68] kp: [27, 91, 49, 59, 51, 68] kp: [27, 91, 68] if I press: shift+Left ctrl+Left alt+left left Single modifiers are working ok for me. But some combinations - do not. E.g. Ctrl+Shift+Left/Up/Down - at least in Gnome terminal. BTW: love what you are doing with dlangui. Are you a one person team? In general, yes. But there were 24 contributors who sent pull requests. Some of them contributed a lot of PRs - e.g. g4z3r(54 commits), MyLittleRobo(20 commits). It would be great if more developers joined dlangui. But it should become more usable and popular, to attract more people. One of stopper here is probably poor documentation.
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 13:40:32 UTC, ketmar wrote: On Tuesday, 13 September 2016 at 12:29:47 UTC, Vadim Lopatin wrote: Screenshots on imgur: http://imgur.com/a/eaRiT btw. please note that on most GNU/Linux terminals you can use simple RGB colors (with each component in [0..5] range). IRL if $TERM != "Linux", it is safe to assume that terminal supports 256 colors (with rare exclustions like "screen" -- those can be safely ignored, screen is fubared anyway ;-). Thank you! Now dlangui terminal mode supports only 16 colors. Some refactoring is required to support RGB colors.
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 12:29:47 UTC, Vadim Lopatin wrote: Screenshots on imgur: http://imgur.com/a/eaRiT btw. please note that on most GNU/Linux terminals you can use simple RGB colors (with each component in [0..5] range). IRL if $TERM != "Linux", it is safe to assume that terminal supports 256 colors (with rare exclustions like "screen" -- those can be safely ignored, screen is fubared anyway ;-).
Re: DlangUI 0.9.0: Console backend added
On Tue, Sep 13, 2016 at 2:29 PM, Vadim Lopatin via Digitalmars-d-announce < digitalmars-d-announce@puremagic.com> wrote: > On Tuesday, 13 September 2016 at 12:18:19 UTC, Bauss wrote: > >> Good job, but why do people still use tinypic in 2016, when things like >> imgur exist that are a 1000 times faster to use, no dirty ads and images >> won't magically be taken down someday. >> > > Screenshots on imgur: http://imgur.com/a/eaRiT > nice, much better image site.. Did you get my post about the keyboard thing? You can test it by running dub --single filename.d output looks like: kp: [27, 91, 49, 59, 50, 68] kp: [27, 91, 49, 59, 53, 68] kp: [27, 91, 49, 59, 51, 68] kp: [27, 91, 68] if I press: shift+Left ctrl+Left alt+left left BTW: love what you are doing with dlangui. Are you a one person team?
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 12:18:19 UTC, Bauss wrote: Good job, but why do people still use tinypic in 2016, when things like imgur exist that are a 1000 times faster to use, no dirty ads and images won't magically be taken down someday. Thanks. I just googled tinypic with "free image hosting". Next time will upload on imgur.
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 12:18:19 UTC, Bauss wrote: Good job, but why do people still use tinypic in 2016, when things like imgur exist that are a 1000 times faster to use, no dirty ads and images won't magically be taken down someday. Screenshots on imgur: http://imgur.com/a/eaRiT
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Some screenshots (from dlangui example1 app): http://i63.tinypic.com/2wn1bg9.png http://i66.tinypic.com/142yctx.png http://i64.tinypic.com/snlc08.png http://i64.tinypic.com/2n16vcw.png Good job, but why do people still use tinypic in 2016, when things like imgur exist that are a 1000 times faster to use, no dirty ads and images won't magically be taken down someday.
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 11:27:19 UTC, Stefan Koch wrote: On Tuesday, 13 September 2016 at 07:51:06 UTC, Vadim Lopatin wrote: On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: [...] Screenshot of DlangIDE working in console: http://i68.tinypic.com/2hrmkup.png Looks great! can you fix dlang-ui to build on XP ? I don't have XP to check. What is wrong? Could you submit issue on github? https://github.com/buggins/dlangui/issues
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 07:51:06 UTC, Vadim Lopatin wrote: On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: [...] Screenshot of DlangIDE working in console: http://i68.tinypic.com/2hrmkup.png Looks great! can you fix dlang-ui to build on XP ?
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Hello! Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. Such feature may be useful, e.g. to run apps on headless devices, or via SSH. For simple apps, it's enough just to specify dlangui configuration console. No additional changes required. If custom themes are used, additional theme files prefixed with "console_" are to be created. If custom embedded resources are used, create additional resource list file, with "console_" prefix. Margins, padding, size values if specified in pixels are to be changed. Hint: use points or EMs for such values to get them working universally on both console and GUI. If images/icons are used, and still needed in console mode, you may need to create ASCII art like text image files (.tim extension). Screenshot of DlangIDE working in console: http://i68.tinypic.com/2hrmkup.png
Re: DlangUI 0.9.0: Console backend added
On Monday, 12 September 2016 at 08:15:57 UTC, Steve Biedermann wrote: On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. I just tried to compiel with subconfiguration "console" but I'm getting compile errors: dub build --force Performing "debug" build using dmd for x86. dlangui 0.9.1: building configuration "console"... %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\3rd party\fontconfig\package.d(7,12): Error: module loader is in file 'derelict\util\loader.d' which cannot be read import path[0] = %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\3rdparty import path[1] = %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\src import path[2] = C:\D\dmd2\windows\bin\..\..\src\phobos import path[3] = C:\D\dmd2\windows\bin\..\..\src\druntime\import dmd failed with exit code 1. Must be fixed in v0.9.2 (once dub registry updated version)
Re: DlangUI 0.9.0: Console backend added
On Fri, Sep 9, 2016 at 2:20 PM, Vadim Lopatin via Digitalmars-d-announce < digitalmars-d-announce@puremagic.com> wrote: > On Friday, 9 September 2016 at 11:56:11 UTC, Adam D. Ruppe wrote: > >> On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: >> >>> Now it's possible to build DlangUI apps to run in console (Linux, >>> Windows). >>> >> >> Very nice. >> >> Part of key modifiers do not work in linux console. >>> Mouse events working ok. >>> >> >> Which parts are you having trouble with? I have implemented a lot of this >> for my terminal.d and might be able to help. >> > > Keyboard support on Linux terminals seems most difficult. > Hi Vadim, [0] is a short raw keyboard example, uses Jason's io, libasync and termios: https://gist.github.com/rjmcguire/58f3fd3d5f0934dc351cd143c1b0c880 It has quite a lot of comments, it is an experiment for keyboard io, so I guess it might fit into dlangui nicely. R
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. I just tried to compiel with subconfiguration "console" but I'm getting compile errors: dub build --force Performing "debug" build using dmd for x86. dlangui 0.9.1: building configuration "console"... %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\3rd party\fontconfig\package.d(7,12): Error: module loader is in file 'derelict\util\loader.d' which cannot be read import path[0] = %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\3rdparty import path[1] = %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\src import path[2] = C:\D\dmd2\windows\bin\..\..\src\phobos import path[3] = C:\D\dmd2\windows\bin\..\..\src\druntime\import dmd failed with exit code 1.
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 12:52:35 UTC, Vadim Lopatin wrote: Thank you! I'll look at it. feel free to ping me on IRC if you'll have any questions.
Re: DlangUI 0.9.0: Console backend added
On 09/09/2016 07:21 AM, Vadim Lopatin wrote: Hello! Now it's possible to build DlangUI apps to run in console (Linux, Windows). Some screenshots (from dlangui example1 app): http://i63.tinypic.com/2wn1bg9.png http://i66.tinypic.com/142yctx.png http://i64.tinypic.com/snlc08.png http://i64.tinypic.com/2n16vcw.png Very cool!
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 12:33:56 UTC, ketmar wrote: On Friday, 9 September 2016 at 12:20:08 UTC, Vadim Lopatin wrote: Keyboard support on Linux terminals seems most difficult. Some shortcuts are being processed by terminal app. here programmer has no options. Some ctrl-combinations are causing signals. switch tty to raw mode, and there will be no signals. see my iv.rawtty2, for example. E.g. I cannot get working text selection moving by Ctrl+Shift+Arrows. this is hightly dependent of the actual terminal emulator. in real world, it is enough to support xterm mappings, rxvt mappings and "Linux" (this is "real" console) mappings. xterm and rxvt mappings aren't really conflicting (much). again, the messy iv.rawtty2.ttyReadKey may give some clues. of course, "best practice" is to use termcap/terminfo, but this is even bigger mess! ;-) Thank you! I'll look at it.
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 12:20:08 UTC, Vadim Lopatin wrote: Keyboard support on Linux terminals seems most difficult. Some shortcuts are being processed by terminal app. here programmer has no options. Some ctrl-combinations are causing signals. switch tty to raw mode, and there will be no signals. see my iv.rawtty2, for example. E.g. I cannot get working text selection moving by Ctrl+Shift+Arrows. this is hightly dependent of the actual terminal emulator. in real world, it is enough to support xterm mappings, rxvt mappings and "Linux" (this is "real" console) mappings. xterm and rxvt mappings aren't really conflicting (much). again, the messy iv.rawtty2.ttyReadKey may give some clues. of course, "best practice" is to use termcap/terminfo, but this is even bigger mess! ;-)
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 12:04:14 UTC, Martin Drašar wrote: Dne 9.9.2016 v 13:21 Vadim Lopatin via Digitalmars-d-announce napsal(a): Hello! Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. This is indeed really cool. How gracefully does it handle when the console is of limited size? Let's say 80x25. Does it allow e.g. virtual screen of bigger size and then moving around in console? Martin DlangUI provides "layouts" similar to Android ones, which should reflow and resize widgets for different screen sizes. As well, app may load layouts from DML markup file - different for different screen size (as it's done in Android). To simulate bigger screen, it's possible just to place controls inside ScrollWidget - and you would be able to move it with scrollbars.
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 11:56:11 UTC, Adam D. Ruppe wrote: On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Now it's possible to build DlangUI apps to run in console (Linux, Windows). Very nice. Part of key modifiers do not work in linux console. Mouse events working ok. Which parts are you having trouble with? I have implemented a lot of this for my terminal.d and might be able to help. Keyboard support on Linux terminals seems most difficult. Some shortcuts are being processed by terminal app. Some ctrl-combinations are causing signals. I have an idea to catch some of Ctrl+key signals, and simulate keypress. E.g. I cannot get working text selection moving by Ctrl+Shift+Arrows. UI layout code required surprisingly a few changes. Most of console related fixes were made by providing separate theme file. Only hardcoded margins/padding/size limits were needed to fix.
Re: DlangUI 0.9.0: Console backend added
Dne 9.9.2016 v 13:21 Vadim Lopatin via Digitalmars-d-announce napsal(a): > Hello! > > Now it's possible to build DlangUI apps to run in console (Linux, Windows). > When DlangUI is built with version=USE_CONSOLE (dub subconfiguration > "console" for dlangui library) - it works in terminal. This is indeed really cool. How gracefully does it handle when the console is of limited size? Let's say 80x25. Does it allow e.g. virtual screen of bigger size and then moving around in console? Martin
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Now it's possible to build DlangUI apps to run in console (Linux, Windows). Very nice. Part of key modifiers do not work in linux console. Mouse events working ok. Which parts are you having trouble with? I have implemented a lot of this for my terminal.d and might be able to help.
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Hello! Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. Such feature may be useful, e.g. to run apps on headless devices, or via SSH. For simple apps, it's enough just to specify dlangui configuration console. No additional changes required. If custom themes are used, additional theme files prefixed with "console_" are to be created. If custom embedded resources are used, create additional resource list file, with "console_" prefix. Margins, padding, size values if specified in pixels are to be changed. Hint: use points or EMs for such values to get them working universally on both console and GUI. If images/icons are used, and still needed in console mode, you may need to create ASCII art like text image files (.tim extension). Some screenshots (from dlangui example1 app): http://i63.tinypic.com/2wn1bg9.png http://i66.tinypic.com/142yctx.png http://i64.tinypic.com/snlc08.png http://i64.tinypic.com/2n16vcw.png Part of key modifiers do not work in linux console. Mouse events working ok. Theme for console is to be improved a bit. Now I'm trying to get DlangIDE working in console. Best regards, Vadim Amazing! You must be genius.
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: You can download sample APK: https://sourceforge.net/projects/crengine/files/DlangUI/ New example - Minecraft-like 3D application. It's demo of dlangui Scene3d - simple 3D engine. On Android works a bit slow, and with artifacts. But works... To try it on desktop, use `dub run dlangui:dminer` Another Scene3d example: `dub run dlangui:d3d`
Re: DlangUI on Android
On Sunday, 24 April 2016 at 11:57:18 UTC, Chris wrote: On Sunday, 24 April 2016 at 06:19:14 UTC, thedeemon wrote: On Saturday, 23 April 2016 at 18:16:38 UTC, Chris wrote: Anyone interested in taking DlangUI and turning it into something like Swing/JavaFX for D? What exactly do you mean by that? Embrace DlangUI or something based on it in the same way DUB was embraced. Atm, only Vadim works on it as a hobby. It would be a pity to see it come to a standstill one day - for what ever reason. I think a D based UI is important, especially now that D is getting some attention. +1
Re: DlangUI on Android
On Sunday, 24 April 2016 at 06:19:14 UTC, thedeemon wrote: On Saturday, 23 April 2016 at 18:16:38 UTC, Chris wrote: Anyone interested in taking DlangUI and turning it into something like Swing/JavaFX for D? What exactly do you mean by that? Embrace DlangUI or something based on it in the same way DUB was embraced. Atm, only Vadim works on it as a hobby. It would be a pity to see it come to a standstill one day - for what ever reason. I think a D based UI is important, especially now that D is getting some attention.
Re: DlangUI on Android
On Saturday, 23 April 2016 at 18:16:38 UTC, Chris wrote: Anyone interested in taking DlangUI and turning it into something like Swing/JavaFX for D? What exactly do you mean by that?
Re: DlangUI on Android
On Saturday, 23 April 2016 at 02:48:10 UTC, Vadim Lopatin wrote: On Friday, 22 April 2016 at 18:49:24 UTC, Laeeth Isharc wrote: This is a very exciting development. (And impressive in the 'consequent' department, as the Germans say - you said you would have DlangUI ported to Android some weeks after the working compiler, and that's what you did!). It took about one week to make DlangUI android backend once I managed to build NativeActivity example by Joakim's instructions. I would say it will take a week or too to make iOS backend once we have working compiler for iOS (in my estimations it will have 1K-2K lines of D code and 1K-2K lines of obj-c code. Unfortunately, I have no experience with objective C neither with iOS programming. Android port was easy for me because DlangUI was a kind of port/reimplementation of my C++ cross platform GUI library I used for my CoolReader GL project (e-book reader). Might be useful for me to port some D code for internal enterprise apps to Android that currently runs on linux (I recognise how experimental it is, but I'm okay with that since mobile is just nice to have, and not yet necessary). Please let me know issue you face when using DlangUI for mobile development. Will you be at dconf? No, I'm not planning to participate. D is just a hobby for me. Anyone interested in taking DlangUI and turning it into something like Swing/JavaFX for D?
Re: DlangUI on Android
On Saturday, 23 April 2016 at 14:35:55 UTC, Vadim Lopatin wrote: On Saturday, 23 April 2016 at 12:45:01 UTC, FrankLike wrote: On Saturday, 23 April 2016 at 11:42:49 UTC, Vadim Lopatin wrote: [...] Thank you. But why nothing to be shown,only black color? Probably something is wrong with OpenGL. E.g. OpenGL ES3 is not supported. Log can should failed opengl calls. Waiting for the new apk Thank you..
Re: DlangUI on Android
On Saturday, 23 April 2016 at 12:45:01 UTC, FrankLike wrote: On Saturday, 23 April 2016 at 11:42:49 UTC, Vadim Lopatin wrote: [...] Thank you. But why nothing to be shown,only black color? Probably something is wrong with OpenGL. E.g. OpenGL ES3 is not supported. Log can should failed opengl calls.
Re: DlangUI on Android
On Saturday, 23 April 2016 at 11:42:49 UTC, Vadim Lopatin wrote: [...] Thank you. But why nothing to be shown,only black color?
Re: DlangUI on Android
On Saturday, 23 April 2016 at 11:21:10 UTC, FrankLike wrote: On Friday, 22 April 2016 at 17:02:20 UTC, Vadim Lopatin wrote: Does it crash instantly or shows app GUI for some time? Is your smartphone arm-based? test-runner.apk is ok,but DLangUITetrisExample.apk and DlangUIHelloWorld.apk ,only shows black color. HTC Android 5.02 ,it's arm-based,Not ok, sorry. Where is the log file? Path? Log messages are in Android system log. On older androids, application CatLog (available on Market) was able to store logs to file. But on latest android, app cannot read logs of other applications, and CatLog shows none useful. You can try CatLog, but if it does not work (if you cannot see any messages with 'dlangui' tag), the only way to get logs I know is to use 'adb' utility from Android SDK. Download Android SDK, unpack to some folder, use sdk/platform-tools/adb utility. Connect device to pc using USB. `adb logcat` from commandline shows log messages from device. run `adb logcat > log.txt`, then start program which crashes on device, then press Ctrl+C to stop adb logcat. Now file log.txt should contain logs with crash.
Re: DlangUI on Android
On Friday, 22 April 2016 at 17:02:20 UTC, Vadim Lopatin wrote: Does it crash instantly or shows app GUI for some time? Is your smartphone arm-based? test-runner.apk is ok,but DLangUITetrisExample.apk and DlangUIHelloWorld.apk ,only shows black color. HTC Android 5.02 ,it's arm-based,Not ok, sorry. Where is the log file? Path?
Re: DlangUI on Android
On Friday, 22 April 2016 at 17:02:20 UTC, Vadim Lopatin wrote: On Friday, 22 April 2016 at 15:02:32 UTC, FrankLike wrote: You can downlowd sample APK: https://sourceforge.net/projects/crengine/files/DlangUI/ DlangUI Tetris example now works ok on Android (arm, android4.4+) Android5.02 ,Not ok, sorry. Does it crash instantly or shows app GUI for some time? Is your smartphone arm-based? Couldn't you collect logs with `adb logcat`? What is the name of log file? Nothing is in SDCard.
Re: DlangUI on Android
Works on Nexus 7, Android 6.0.1!
Re: DlangUI on Android
On Friday, 22 April 2016 at 18:49:24 UTC, Laeeth Isharc wrote: This is a very exciting development. (And impressive in the 'consequent' department, as the Germans say - you said you would have DlangUI ported to Android some weeks after the working compiler, and that's what you did!). It took about one week to make DlangUI android backend once I managed to build NativeActivity example by Joakim's instructions. I would say it will take a week or too to make iOS backend once we have working compiler for iOS (in my estimations it will have 1K-2K lines of D code and 1K-2K lines of obj-c code. Unfortunately, I have no experience with objective C neither with iOS programming. Android port was easy for me because DlangUI was a kind of port/reimplementation of my C++ cross platform GUI library I used for my CoolReader GL project (e-book reader). Might be useful for me to port some D code for internal enterprise apps to Android that currently runs on linux (I recognise how experimental it is, but I'm okay with that since mobile is just nice to have, and not yet necessary). Please let me know issue you face when using DlangUI for mobile development. Will you be at dconf? No, I'm not planning to participate. D is just a hobby for me.
Re: DlangUI on Android
On Friday, 22 April 2016 at 18:48:26 UTC, David Nadlinger wrote: This is a reality now mostly due to Joakim's great LDC work. Yes, it's really GREAT work! I just took his NativeActivity example and modified a bit to make dlangui's platform class implementation. I would be nice to have all Joakim's patches in upstream LDC and druntime/phobos.
Re: DlangUI on Android
On Friday, 22 April 2016 at 18:48:26 UTC, David Nadlinger wrote: This is a reality now mostly due to Joakim's great LDC work. (the fact that we can deploy stuff to Android in the first place, that is – obviously, the UI layer is a whole separate story)
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: I've implemented initial support of Android in DlangUI. Congratulations, Vadim. This is a very exciting development. (And impressive in the 'consequent' department, as the Germans say - you said you would have DlangUI ported to Android some weeks after the working compiler, and that's what you did!). Might be useful for me to port some D code for internal enterprise apps to Android that currently runs on linux (I recognise how experimental it is, but I'm okay with that since mobile is just nice to have, and not yet necessary). Will you be at dconf?
Re: DlangUI on Android
On Thursday, 21 April 2016 at 14:48:40 UTC, ANtlord wrote: Am I sleeping? Can we develop UI applications for Android on D? It's great! Yes – cool, right? This is a reality now mostly due to Joakim's great LDC work. — David
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: (snip) Wow, really nice stuff! I wasn't even aware we could write D for Android at all...
Re: DlangUI on Android
On Friday, 22 April 2016 at 15:02:32 UTC, FrankLike wrote: You can downlowd sample APK: https://sourceforge.net/projects/crengine/files/DlangUI/ DlangUI Tetris example now works ok on Android (arm, android4.4+) Android5.02 ,Not ok, sorry. Does it crash instantly or shows app GUI for some time? Is your smartphone arm-based? Couldn't you collect logs with `adb logcat`?
Re: DlangUI on Android
On Friday, 22 April 2016 at 12:05:52 UTC, Vadim Lopatin wrote: On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: Hello, I've implemented initial support of Android in DlangUI. Only armv7a architecture is supported so far. You can downlowd sample APK: https://sourceforge.net/projects/crengine/files/DlangUI/ DlangUI Tetris example now works ok on Android (arm, android4.4+) Android5.02 ,Not ok, sorry.
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: Hello, I've implemented initial support of Android in DlangUI. [...] Congratulations!
Re: DlangUI on Android
On Friday, 22 April 2016 at 13:41:52 UTC, Mike Parker wrote: I was late, but I have since gotten this taken care of, so it's all golden. FYI, for anyone facing a similar problem in the future and is hung up waiting on me to merge a pull request, the base loader in DerelictUtil allows overriding the default library names. So instead of a library like DLangUI requiring a patched Derelict package, you could do this: version(Derelict_OS_Android) DerelictFT.load("libft2.so"); You can pass multiple library names as a single, comma-separated string: DerelictFT.load("libft2.so,libfreetype.so"); Or as an array (which is what the above is converted to internally anyway): DerelictFT.load(["libft2.so", "libfreetype.so"]); Thank you for your help! I've updated dlangui dub.json with latest DerelictFT.
Re: DlangUI on Android
On Thursday, 21 April 2016 at 15:49:32 UTC, Vadim Lopatin wrote: Forgot to add that DerelictFT patch is required for DlangUI/Android. (Freetype library has name libft2.so on Android) PR is submitted, but not yet integrated into DerelictFT: https://github.com/DerelictOrg/DerelictFT/pull/9 I was late, but I have since gotten this taken care of, so it's all golden. FYI, for anyone facing a similar problem in the future and is hung up waiting on me to merge a pull request, the base loader in DerelictUtil allows overriding the default library names. So instead of a library like DLangUI requiring a patched Derelict package, you could do this: version(Derelict_OS_Android) DerelictFT.load("libft2.so"); You can pass multiple library names as a single, comma-separated string: DerelictFT.load("libft2.so,libfreetype.so"); Or as an array (which is what the above is converted to internally anyway): DerelictFT.load(["libft2.so", "libfreetype.so"]);
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: Hello, I've implemented initial support of Android in DlangUI. Only armv7a architecture is supported so far. You can downlowd sample APK: https://sourceforge.net/projects/crengine/files/DlangUI/ DlangUI Tetris example now works ok on Android (arm, android4.4+) You can download it here: https://sourceforge.net/projects/crengine/files/DlangUI/
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: I've implemented initial support of Android in DlangUI. It's great! Thank you! And congrats with it!
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: Hello, I've implemented initial support of Android in DlangUI. Forgot to add that DerelictFT patch is required for DlangUI/Android. (Freetype library has name libft2.so on Android) PR is submitted, but not yet integrated into DerelictFT: https://github.com/DerelictOrg/DerelictFT/pull/9 PS: Current build is using android-19 API (Android 4.4 Kitkat) due to GLES3 dependency. Will provide support of older platforms later, if needed.
Re: DlangUI on Android
On Thursday, 21 April 2016 at 14:48:40 UTC, ANtlord wrote: On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: Hello, I've implemented initial support of Android in DlangUI. Am I sleeping? Can we develop UI applications for Android on D? It's great! Yes, and the same code may run on both desktops and Android.
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: Hello, I've implemented initial support of Android in DlangUI. Am I sleeping? Can we develop UI applications for Android on D? It's great!
Re: DlangUI
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Native library written in D (not a wrapper to other GUI library) - easy to extend. OpenGLDrawable is implemented - allows to use custom OpenGL drawing inside DlangUI. E.g. it's possible to draw something with OpenGL as a background, and put UI on top of it. Sample: dub run dlangui:opengl Other changes: A lot of fixes, mainly found while DlangIDE development. OpenGL support code refactoring and optimizations contributed by Viktor Makhotkin (gazer). Dependencies now are git submodules - when developing with VisualD/MonoD - no more manual cloning of dependency repos is required. Porting of XML/CSS visualization engine from my C++ project CoolReader is started.
Re: DlangUI
Le 17/12/2015 17:12, Vadim Lopatin a écrit : On Wednesday, 16 December 2015 at 13:32:21 UTC, Suliman wrote: Is it's possible to use some native frontend with dlangui instead of drawing all controls with OpenGL? I really dislike how all OpenGL toolkit looks like. OpenGL is just hardware acceleration for drawing. Resulting picture is the same for both OpenGL and software rendering. DlangUI will never use native controls. It draws all widgets itself. But look and feel can be changed by providing custom theme. You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one. Is it's possible to make dlangui fully compatibility with QML to be able easy migrate visual components from Qt solution to dlangui? No. It's not planned at least for now. Having a GUI library fully compatible with QML request property binding support. We have it in DQuick, but as we use lua instead of a javascript VM I am not sure about how it can be possible to be compatible. Translating qml files in lua format will certainly not be enough, because their is some gliches in QML. Sadly we don't work a lot on DQuick, but you can take a look at https://github.com/D-Quick/DQuick
Re: DlangUI
On Friday, 18 December 2015 at 13:56:00 UTC, Suliman wrote: In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one. Completely agree. Once Cocoa backend is ready I'm going to implement native OSX menus. Would it be possible to add native menu for Windows? I think all font-related stuff is should be look native or use native controls. Because Apps that can't handle non standard system DPI looks very bad. I see no point in implementing native Windows menus. For high DPI, DlangUI supports loading different drawables for different resources, and you can specify font sizes and control dimensions in points or millimeters instead of pixels. (It's similar to Android)
Re: DlangUI
On Thursday, 17 December 2015 at 17:25:09 UTC, Vadim Lopatin wrote: On Thursday, 17 December 2015 at 16:21:58 UTC, John Colvin wrote: DlangUI will never use native controls. It draws all widgets itself. But look and feel can be changed by providing custom theme. You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one. In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one. Completely agree. Once Cocoa backend is ready I'm going to implement native OSX menus. Would it be possible to add native menu for Windows? I think all font-related stuff is should be look native or use native controls. Because Apps that can't handle non standard system DPI looks very bad.
Re: DlangUI
On Thursday, 17 December 2015 at 16:21:58 UTC, John Colvin wrote: DlangUI will never use native controls. It draws all widgets itself. But look and feel can be changed by providing custom theme. You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one. In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one. Completely agree. Once Cocoa backend is ready I'm going to implement native OSX menus.
Re: DlangUI
On Thursday, 17 December 2015 at 16:12:32 UTC, Vadim Lopatin wrote: On Wednesday, 16 December 2015 at 13:32:21 UTC, Suliman wrote: Is it's possible to use some native frontend with dlangui instead of drawing all controls with OpenGL? I really dislike how all OpenGL toolkit looks like. OpenGL is just hardware acceleration for drawing. Resulting picture is the same for both OpenGL and software rendering. DlangUI will never use native controls. It draws all widgets itself. But look and feel can be changed by providing custom theme. You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one. In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one.
Re: DlangUI
On Wednesday, 16 December 2015 at 16:17:00 UTC, karabuta wrote: On Tuesday, 14 April 2015 at 11:18:38 UTC, Vadim Lopatin wrote: Maybe tutorial on Menus, tabs, list view, and a little excell app I started to work on Spreadsheet (Excel like app) example dub run dlangui:spreadsheet (dlangui/examples/spreadsheet) Its implementation is in the very beginning. Worksheet split view support development is in progress.
Re: DlangUI
On Wednesday, 16 December 2015 at 13:32:21 UTC, Suliman wrote: Is it's possible to use some native frontend with dlangui instead of drawing all controls with OpenGL? I really dislike how all OpenGL toolkit looks like. OpenGL is just hardware acceleration for drawing. Resulting picture is the same for both OpenGL and software rendering. DlangUI will never use native controls. It draws all widgets itself. But look and feel can be changed by providing custom theme. You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one. Is it's possible to make dlangui fully compatibility with QML to be able easy migrate visual components from Qt solution to dlangui? No. It's not planned at least for now.
Re: DlangUI
On Tuesday, 14 April 2015 at 11:18:38 UTC, Vadim Lopatin wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 I've added first DlangUI tutorial on DlangUI Wiki: https://github.com/buggins/dlangui/wiki/Getting-Started It covers creation of simple DlangUI helloworld project, and then illustrates layouts, standard controls, DML, and signals. Source code for all examples is available on GitHub https://github.com/buggins/dlangui-examples I'm looking forward for ideas for next tutorials. Maybe tutorial on Menus, tabs, list view, and a little excell app
Re: DlangUI
Is it's possible to use some native frontend with dlangui instead of drawing all controls with OpenGL? I really dislike how all OpenGL toolkit looks like. Is it's possible to make dlangui fully compatibility with QML to be able easy migrate visual components from Qt solution to dlangui?
Re: DlangUI
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Project Update: FontConfig support is added for Linux builds Examples available on https://github.com/buggins/dlangui-examples Getting Started tutorial: https://github.com/buggins/dlangui/wiki/Getting-Started Some bugs fixed
Re: DlangUI
BTW, if I remove USE_OPENGL works fine :)
Re: DlangUI
after upgrade apt-get install libfreetype6/jessie apt-get install libsdl2-dev/jessie(this couldn't find Failed to load symbol SDL_GetDefaultAssertionHandler from shared library libSDL2.so) Now: Running ./examples/helloworld/bin/helloworld 2015-04-15 11:56:52.590 W Only hardcoded paths to TTF fonts are supported under linux so far. TODO: implement fontconfig support. 2015-04-15 11:56:52.590 D FreeTypeFontManager.registerFont /usr/share/fonts/truetype/ttf-dejavu/DejaVuSans.ttf SansSerif DejaVuSans italic=false weight=400 2015-04-15 11:56:52.590 D FreeTypeFontManager.registerFont /usr/share/fonts/truetype/ttf-dejavu/DejaVuSans-Bold.ttf SansSerif DejaVuSans italic=false weight=800 2015-04-15 11:56:52.590 D FreeTypeFontManager.registerFont /usr/share/fonts/truetype/ttf-dejavu/DejaVuSans-Oblique.ttf SansSerif DejaVuSans italic=true weight=400 2015-04-15 11:56:52.590 D FreeTypeFontManager.registerFont /usr/share/fonts/truetype/ttf-dejavu/DejaVuSans-BoldOblique.ttf SansSerif DejaVuSans italic=true weight=800 2015-04-15 11:56:52.591 D FreeTypeFontManager.registerFont /usr/share/fonts/truetype/ttf-dejavu/DejaVuSansMono.ttf MonoSpace DejaVuSansMono italic=false weight=400 2015-04-15 11:56:52.591 D FreeTypeFontManager.registerFont /usr/share/fonts/truetype/ttf-dejavu/DejaVuSansMono-Bold.ttf MonoSpace DejaVuSansMono italic=false weight=800 2015-04-15 11:56:52.591 D FreeTypeFontManager.registerFont /usr/share/fonts/truetype/ttf-dejavu/DejaVuSansMono-Oblique.ttf MonoSpace DejaVuSansMono italic=true weight=400 2015-04-15 11:56:52.592 D FreeTypeFontManager.registerFont /usr/share/fonts/truetype/ttf-dejavu/DejaVuSansMono-BoldOblique.ttf MonoSpace DejaVuSansMono italic=true weight=800 2015-04-15 11:56:52.593 D Creating default theme 2015-04-15 11:56:52.827 D Loading string resources from file @embedded@/std_en.ini 2015-04-15 11:56:52.832 I Applying loaded theme theme_default 2015-04-15 11:56:52.833 D Creating SDL window 2015-04-15 11:56:52.837 I Trying to create OpenGL 3.2 context 2015-04-15 11:56:52.839 E SDL_GL_CreateContext failed: Could not create GL context 2015-04-15 11:56:52.839 W trying other versions of OpenGL 2015-04-15 11:56:52.840 I Trying to create OpenGL 3.3 context 2015-04-15 11:56:52.842 E SDL_GL_CreateContext failed: Could not create GL context 2015-04-15 11:56:52.842 I Trying to create OpenGL 3.1 context 2015-04-15 11:56:52.846 E SDL_GL_CreateContext failed: Could not create GL context 2015-04-15 11:56:52.846 I Trying to create OpenGL 4.0 context 2015-04-15 11:56:52.850 E SDL_GL_CreateContext failed: Could not create GL context 2015-04-15 11:56:52.851 I Trying to create OpenGL 2.1 context 2015-04-15 11:56:52.854 E SDL_GL_CreateContext failed: Could not create GL context 2015-04-15 11:56:52.854 W OpenGL support is disabled But glxgears works fine, glxinfo show direct rendering: yes. BTW, why openGL for forms ? in wiki: "Fallback to pure Win32 API / SDL / XCB when OpenGL is not available (e.g. opengl dynamic library cannot be loaded)" Why no fallback?
Re: DlangUI
Great work!! On windows works fine. On debian: $ dub run dlangui:example1 Building package dlangui:example1 in /home/igor/devel/dlang/dlangui/dlangui/examples/example1/ Target gl3n 1.0.1 is up to date. Use --force to rebuild. Target dlib ~master is up to date. Use --force to rebuild. Target derelict-util 1.9.1 is up to date. Use --force to rebuild. Target derelict-ft 1.0.2 is up to date. Use --force to rebuild. Target derelict-sdl2 1.9.5 is up to date. Use --force to rebuild. Target derelict-gl3 1.0.12 is up to date. Use --force to rebuild. Target dlangui 0.6.20 is up to date. Use --force to rebuild. Building dlangui:example1 0.6.20 configuration "application", build type debug. Compiling using dmd... Linking... Running ./examples/example1/bin/example1 2015-04-15 11:20:21.323 E Derelict: cannot load freetype shared library: Failed to load symbol FT_Gzip_Uncompress from shared library libfreetype.so.6 object.Exception@src/dlangui/graphics/ftfonts.d(519): Cannot load freetype library ./examples/example1/bin/example1(bool dlangui.platforms.common.platform.initFontManager()+0x23) [0x73871f] ./examples/example1/bin/example1(int dlangui.platforms.sdl.sdlapp.sdlmain(immutable(char)[][])+0x23) [0x69ae37] ./examples/example1/bin/example1(DLANGUImain+0x25) [0x69ae11] ./examples/example1/bin/example1(_Dmain+0x20) [0x6307dc] ./examples/example1/bin/example1(_D2rt6dmain211_d_run_mainUiPPaPUAAaZiZ6runAllMFZ9__lambda1MFZv+0x1f) [0x78c393] ./examples/example1/bin/example1(void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).tryExec(scope void delegate())+0x2a) [0x78c2e6] ./examples/example1/bin/example1(void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).runAll()+0x30) [0x78c34c] ./examples/example1/bin/example1(void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).tryExec(scope void delegate())+0x2a) [0x78c2e6] ./examples/example1/bin/example1(_d_run_main+0x193) [0x78c267] ./examples/example1/bin/example1(main+0x25) [0x66d6a9] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xfd) [0x7f8738aedead] 2015-04-15 11:20:21.328 D Destroying font manager Error executing command run: Program exited with code 1 Problem with freetype? or Derelict? What's wrong? google on FT_Gzip_Uncompress show smth about 2.5-2.6 of freetype. May be, this is just new function. In wheezy thereis 2.4 freetype. ( It's today fresh install (even dub) # dmd -v DMD64 D Compiler v2.066.1 # dpkg -l | grep freetype ii libfreetype6:amd642.4.9-1.1+deb7u1 amd64FreeType 2 font engine, shared library files ii libfreetype6-dev 2.4.9-1.1+deb7u1 amd64FreeType 2 font engine, development files # dpkg -l | grep freeimage ii libfreeimage3 3.15.1-1+b1 amd64Support library for graphics image formats (library) # dpkg -l | grep opengl ii libqt4-opengl:amd64 4:4.8.2+dfsg-11 amd64Qt 4 OpenGL module ii libqt4-opengl-dev 4:4.8.2+dfsg-11 amd64Qt 4 OpenGL library development files ii libsmokeqtopengl4-3 4:4.8.4-1 amd64Qt OpenGL SMOKE library # dpkg -l | grep libsdl ii libsdl-image1.2:amd64 1.2.12-2 amd64Image loading library for Simple DirectMedia Layer 1.2, libraries ii libsdl1.2-dev 1.2.15-5 amd64Simple DirectMedia Layer development files ii libsdl1.2debian:amd64 1.2.15-5 amd64Simple DirectMedia Layer ii libsdl2-2.0-0:amd64 2.0.0+dfsg1-2~bpo70+1 amd64Simple DirectMedia Layer ii libsdl2-dev 2.0.0+dfsg1-2~bpo70+1 amd64Simple DirectMedia Layer development files Thanx one more time!
Re: DlangUI
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 I've added first DlangUI tutorial on DlangUI Wiki: https://github.com/buggins/dlangui/wiki/Getting-Started It covers creation of simple DlangUI helloworld project, and then illustrates layouts, standard controls, DML, and signals. Source code for all examples is available on GitHub https://github.com/buggins/dlangui-examples I'm looking forward for ideas for next tutorials.
Re: DlangUI
On Monday, 13 April 2015 at 18:35:59 UTC, Vadim Lopatin wrote: On Monday, 13 April 2015 at 17:51:54 UTC, John Colvin wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Native library written in D (not a wrapper to other GUI library) - easy to extend. As a backend, uses SDL2 on any platform, Win32 API on Windows, XCB on Linux. Other backends can be added easy. Tested on Windows and Linux. Supports hardware acceleration - drawing using OpenGL when built with version=USE_OPENGL. Unicode support. Internationalization support. Uses Win32 API fonts on Windows, and FreeType on other platforms. Same look and feel can be achieved on all platforms. Flexible look and feel - themes and styles. API is a bit similar to Android UI. Flexible layout, support of different screen DPI, scaling. Uses two phase layout like in Android. Supports drawable resources in .png and .jpeg, nine-patch pngs and state drawables like in Android. Single threaded. Use other threads for performing slow tasks. Mouse oriented. Actually, it's a port (with major redesign) of my library used for cross-platform version of my application CoolReader from C++. State of project: alpha. But, already can be used for simple 2D games and simple GUI apps. I'm keeping in mind a goal to write D language IDE based on dlangui. :) Adding support of 3D graphics is planned. Currently implemented widgets: TextWidget - simple static text (TODO: implement multiline formatting) ImageWidget - static image Button - simple button with text label ImageButton - image only button TextImageButton - button with icon and label CheckBox - check button with label RadioButton - radio button with label EditLine - single line edit EditBox - multiline editor VSpacer - vertical spacer - just an empty widget with layoutHeight == FILL_PARENT, to fill vertical space in layouts HSpacer - horizontal spacer - just an empty widget with layoutWidth == FILL_PARENT, to fill horizontal space in layouts ScrollBar - scroll bar TabControl - tabs widget, allows to select one of tabs TabHost - container for pages controlled by TabControl TabWidget - combination of TabControl and TabHost Layouts - Similar to layouts in Android LinearLayout - layout children horizontally or vertically depending on orientation VerticalLayout - just a LinearLayout with vertical orientation HorizontalLayout - just a LinearLayout with vertical orientation FrameLayout - all children occupy the same place; usually onle one of them is visible TableLayout - children are aligned into rows and columns of table List Views - similar to lists in Android UI API. ListWidget - layout dynamic items horizontally or vertically (one in row/column) with automatic scrollbar; can reuse widgets for similar items ListAdapter - interface to provide data and widgets for ListWidget WidgetListAdapter - simple implementation of ListAdapter interface - just a list of widgets (one per list item) to show Sample project, example1 contains demo code for most of dlangui API. Try it using DUB: git clone https://github.com/buggins/dlangui.git cd dlangui dub run dlangui:example1 Fonts note: on Linux, several .TTFs are loaded from hardcoded paths (suitable for Ubuntu). TODO: add fontconfig support to access all available system fonts. Helloworld: // main.d import dlangui.all; mixin DLANGUI_ENTRY_POINT; /// 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/") // for Mono-D builds ]; // setup resource directories - will use only existing directories Platform.instance.resourceDirs = resourceDirs; // select translation file - for english language Platform.instance.uiLanguage = "en"; // load theme from file "theme_default.xml" Platform.instance.uiTheme = "theme_default"; // create window Window window = Platform.instance.createWindow("My Window", null); // create some widget to show in window window.mainWidget = (new Button()).text("Hello world"d).textColor(0xFF); // red text // show window window.show(); // run message loop return Platform.instance.enterMessageLoop(); } DDOC generated documentation can be found there: https://github.com/buggins/dlangui/tree/master/docs For more info see readme and example1 code. I would be glad to see any feedback. Can this project be useful for someone? What features/widgets are must have for you? Best regards, Vadim Is there any way I can debug a unittest build? "Start Debugging" seems bound to the debug build. Are asking about DlangIDE? There is no debugging here at all. Start Debugging currently just exdecutes `dub run`
Re: DlangUI
On Monday, 13 April 2015 at 17:51:54 UTC, John Colvin wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Native library written in D (not a wrapper to other GUI library) - easy to extend. As a backend, uses SDL2 on any platform, Win32 API on Windows, XCB on Linux. Other backends can be added easy. Tested on Windows and Linux. Supports hardware acceleration - drawing using OpenGL when built with version=USE_OPENGL. Unicode support. Internationalization support. Uses Win32 API fonts on Windows, and FreeType on other platforms. Same look and feel can be achieved on all platforms. Flexible look and feel - themes and styles. API is a bit similar to Android UI. Flexible layout, support of different screen DPI, scaling. Uses two phase layout like in Android. Supports drawable resources in .png and .jpeg, nine-patch pngs and state drawables like in Android. Single threaded. Use other threads for performing slow tasks. Mouse oriented. Actually, it's a port (with major redesign) of my library used for cross-platform version of my application CoolReader from C++. State of project: alpha. But, already can be used for simple 2D games and simple GUI apps. I'm keeping in mind a goal to write D language IDE based on dlangui. :) Adding support of 3D graphics is planned. Currently implemented widgets: TextWidget - simple static text (TODO: implement multiline formatting) ImageWidget - static image Button - simple button with text label ImageButton - image only button TextImageButton - button with icon and label CheckBox - check button with label RadioButton - radio button with label EditLine - single line edit EditBox - multiline editor VSpacer - vertical spacer - just an empty widget with layoutHeight == FILL_PARENT, to fill vertical space in layouts HSpacer - horizontal spacer - just an empty widget with layoutWidth == FILL_PARENT, to fill horizontal space in layouts ScrollBar - scroll bar TabControl - tabs widget, allows to select one of tabs TabHost - container for pages controlled by TabControl TabWidget - combination of TabControl and TabHost Layouts - Similar to layouts in Android LinearLayout - layout children horizontally or vertically depending on orientation VerticalLayout - just a LinearLayout with vertical orientation HorizontalLayout - just a LinearLayout with vertical orientation FrameLayout - all children occupy the same place; usually onle one of them is visible TableLayout - children are aligned into rows and columns of table List Views - similar to lists in Android UI API. ListWidget - layout dynamic items horizontally or vertically (one in row/column) with automatic scrollbar; can reuse widgets for similar items ListAdapter - interface to provide data and widgets for ListWidget WidgetListAdapter - simple implementation of ListAdapter interface - just a list of widgets (one per list item) to show Sample project, example1 contains demo code for most of dlangui API. Try it using DUB: git clone https://github.com/buggins/dlangui.git cd dlangui dub run dlangui:example1 Fonts note: on Linux, several .TTFs are loaded from hardcoded paths (suitable for Ubuntu). TODO: add fontconfig support to access all available system fonts. Helloworld: // main.d import dlangui.all; mixin DLANGUI_ENTRY_POINT; /// 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/") // for Mono-D builds ]; // setup resource directories - will use only existing directories Platform.instance.resourceDirs = resourceDirs; // select translation file - for english language Platform.instance.uiLanguage = "en"; // load theme from file "theme_default.xml" Platform.instance.uiTheme = "theme_default"; // create window Window window = Platform.instance.createWindow("My Window", null); // create some widget to show in window window.mainWidget = (new Button()).text("Hello world"d).textColor(0xFF); // red text // show window window.show(); // run message loop return Platform.instance.enterMessageLoop(); } DDOC generated documentation can be found there: https://github.com/buggins/dlangui/tree/master/docs For more info see readme and example1 code. I would be glad to see any feedback. Can this project be useful for someone? What features/widgets are must have for you? Best regards, Vadim Is there any way I can debug a unittest build? "Start Debugging" seems bound to the debug build. Are asking about DlangIDE? There is no debugging here at all. Start Debugging currently just exdecutes `dub run`
Re: DlangUI
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Native library written in D (not a wrapper to other GUI library) - easy to extend. As a backend, uses SDL2 on any platform, Win32 API on Windows, XCB on Linux. Other backends can be added easy. Tested on Windows and Linux. Supports hardware acceleration - drawing using OpenGL when built with version=USE_OPENGL. Unicode support. Internationalization support. Uses Win32 API fonts on Windows, and FreeType on other platforms. Same look and feel can be achieved on all platforms. Flexible look and feel - themes and styles. API is a bit similar to Android UI. Flexible layout, support of different screen DPI, scaling. Uses two phase layout like in Android. Supports drawable resources in .png and .jpeg, nine-patch pngs and state drawables like in Android. Single threaded. Use other threads for performing slow tasks. Mouse oriented. Actually, it's a port (with major redesign) of my library used for cross-platform version of my application CoolReader from C++. State of project: alpha. But, already can be used for simple 2D games and simple GUI apps. I'm keeping in mind a goal to write D language IDE based on dlangui. :) Adding support of 3D graphics is planned. Currently implemented widgets: TextWidget - simple static text (TODO: implement multiline formatting) ImageWidget - static image Button - simple button with text label ImageButton - image only button TextImageButton - button with icon and label CheckBox - check button with label RadioButton - radio button with label EditLine - single line edit EditBox - multiline editor VSpacer - vertical spacer - just an empty widget with layoutHeight == FILL_PARENT, to fill vertical space in layouts HSpacer - horizontal spacer - just an empty widget with layoutWidth == FILL_PARENT, to fill horizontal space in layouts ScrollBar - scroll bar TabControl - tabs widget, allows to select one of tabs TabHost - container for pages controlled by TabControl TabWidget - combination of TabControl and TabHost Layouts - Similar to layouts in Android LinearLayout - layout children horizontally or vertically depending on orientation VerticalLayout - just a LinearLayout with vertical orientation HorizontalLayout - just a LinearLayout with vertical orientation FrameLayout - all children occupy the same place; usually onle one of them is visible TableLayout - children are aligned into rows and columns of table List Views - similar to lists in Android UI API. ListWidget - layout dynamic items horizontally or vertically (one in row/column) with automatic scrollbar; can reuse widgets for similar items ListAdapter - interface to provide data and widgets for ListWidget WidgetListAdapter - simple implementation of ListAdapter interface - just a list of widgets (one per list item) to show Sample project, example1 contains demo code for most of dlangui API. Try it using DUB: git clone https://github.com/buggins/dlangui.git cd dlangui dub run dlangui:example1 Fonts note: on Linux, several .TTFs are loaded from hardcoded paths (suitable for Ubuntu). TODO: add fontconfig support to access all available system fonts. Helloworld: // main.d import dlangui.all; mixin DLANGUI_ENTRY_POINT; /// 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/") // for Mono-D builds ]; // setup resource directories - will use only existing directories Platform.instance.resourceDirs = resourceDirs; // select translation file - for english language Platform.instance.uiLanguage = "en"; // load theme from file "theme_default.xml" Platform.instance.uiTheme = "theme_default"; // create window Window window = Platform.instance.createWindow("My Window", null); // create some widget to show in window window.mainWidget = (new Button()).text("Hello world"d).textColor(0xFF); // red text // show window window.show(); // run message loop return Platform.instance.enterMessageLoop(); } DDOC generated documentation can be found there: https://github.com/buggins/dlangui/tree/master/docs For more info see readme and example1 code. I would be glad to see any feedback. Can this project be useful for someone? What features/widgets are must have for you? Best regards, Vadim Is there any way I can debug a unittest build? "Start Debugging" seems bound to the debug build.
Re: DlangUI
Hi Vadim, I just want to say that your work is awesome and very promising. Отличная работа!
Re: DlangUI
On Thursday, 26 March 2015 at 11:41:17 UTC, Mike James wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - Hi Vadim, I have just installed the latest D 2.067.0, ran the git install and the build now fails. The errors are as follows: C:\D\dmd2\gui\dlangui>dub run dlangui:example1 --build=release Building package dlangui:example1 in C:\D\dmd2\gui\dlangui\examples\example1\ Target gl3n 1.0.1 is up to date. Use --force to rebuild. Building dlib ~master configuration "library", build type release. Running dmd... ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): Warning: instead of C-style syntax, use D-style syntax 'ubyte[64] dezigzag' ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): Error: undefin ed identifier wcslen FAIL ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17 3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary Error executing command run: dmd failed with exit code 1. C:\D\dmd2\gui\dlangui> any clues? Thanks. Regards, Mike. Did you try upgrade dependencies? dub upgrade --force-remove dub build --force Best regards, Vadim
Re: DlangUI
On Thursday, 26 March 2015 at 13:48:20 UTC, Chris wrote: On Thursday, 26 March 2015 at 11:47:59 UTC, Vadim Lopatin wrote: Try `dub upgrade --force-remove` followed by `dub build --force` For the love of God, please put this on the github page under troubleshooting. It happens quite a lot. Ok. Added following notice to README (you can see it on project main page on GitHub) Important notice If build of your app is failed due to dlangui or its dependencies, probably you have not upgraded dependencies. Try following: dub upgrade --force-remove dub build --force As well, sometimes removing of dub.json.selections can help.
Re: DlangUI
On Thursday, 26 March 2015 at 11:47:59 UTC, Vadim Lopatin wrote: Try `dub upgrade --force-remove` followed by `dub build --force` For the love of God, please put this on the github page under troubleshooting. It happens quite a lot.
Re: DlangUI
On Thursday, 26 March 2015 at 11:47:59 UTC, Vadim Lopatin wrote: On Thursday, 26 March 2015 at 11:41:17 UTC, Mike James wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - Hi Vadim, I have just installed the latest D 2.067.0, ran the git install and the build now fails. The errors are as follows: C:\D\dmd2\gui\dlangui>dub run dlangui:example1 --build=release Building package dlangui:example1 in C:\D\dmd2\gui\dlangui\examples\example1\ Target gl3n 1.0.1 is up to date. Use --force to rebuild. Building dlib ~master configuration "library", build type release. Running dmd... ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): Warning: instead of C-style syntax, use D-style syntax 'ubyte[64] dezigzag' ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): Error: undefin ed identifier wcslen FAIL ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17 3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary Error executing command run: dmd failed with exit code 1. C:\D\dmd2\gui\dlangui> any clues? Thanks. Regards, Mike. Try `dub upgrade --force-remove` followed by `dub build --force` Thanks Vadim, That did the trick. regards, -=mike=-
Re: DlangUI
On Thursday, 26 March 2015 at 11:41:17 UTC, Mike James wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - Hi Vadim, I have just installed the latest D 2.067.0, ran the git install and the build now fails. The errors are as follows: C:\D\dmd2\gui\dlangui>dub run dlangui:example1 --build=release Building package dlangui:example1 in C:\D\dmd2\gui\dlangui\examples\example1\ Target gl3n 1.0.1 is up to date. Use --force to rebuild. Building dlib ~master configuration "library", build type release. Running dmd... ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): Warning: instead of C-style syntax, use D-style syntax 'ubyte[64] dezigzag' ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): Error: undefin ed identifier wcslen FAIL ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17 3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary Error executing command run: dmd failed with exit code 1. C:\D\dmd2\gui\dlangui> any clues? Thanks. Regards, Mike. Try `dub upgrade --force-remove` followed by `dub build --force`
Re: DlangUI
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - Hi Vadim, I have just installed the latest D 2.067.0, ran the git install and the build now fails. The errors are as follows: C:\D\dmd2\gui\dlangui>dub run dlangui:example1 --build=release Building package dlangui:example1 in C:\D\dmd2\gui\dlangui\examples\example1\ Target gl3n 1.0.1 is up to date. Use --force to rebuild. Building dlib ~master configuration "library", build type release. Running dmd... ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): Warning: instead of C-style syntax, use D-style syntax 'ubyte[64] dezigzag' ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): Error: undefin ed identifier wcslen FAIL ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17 3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary Error executing command run: dmd failed with exit code 1. C:\D\dmd2\gui\dlangui> any clues? Thanks. Regards, Mike.
Re: DlangUI
On Thu, 26 Mar 2015 03:41:11 +, Jean pierre wrote: >>> DlangUI review and small tutorial is published on Habrahabr - >>> popular russian IT resource (in Russian) >>> >>> http://habrahabr.ru/post/253923/ >> >> It does not looks like something with a `soul`. It looks like a copy of >> something that already exists. > > And i tell you something, mr Lopatin, people often like more the > original than the copy. hm. Vadim is the author of DlangUI. and he wrote the article about it, where he shows how to use the library. so i presume that he... copies himself? heh. signature.asc Description: PGP signature
Re: DlangUI
On Thursday, 26 March 2015 at 03:03:02 UTC, Jean pierre wrote: On Wednesday, 25 March 2015 at 14:14:13 UTC, Vadim Lopatin wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Native library written in D (not a wrapper to other GUI library) - easy to extend. As a backend, uses SDL2 on any platform, Win32 API on Windows, XCB on Linux. Other backends can be added easy. Tested on Windows and Linux. Supports hardware acceleration - drawing using OpenGL when built with version=USE_OPENGL. Unicode support. Internationalization support. Uses Win32 API fonts on Windows, and FreeType on other platforms. Same look and feel can be achieved on all platforms. Flexible look and feel - themes and styles. API is a bit similar to Android UI. Flexible layout, support of different screen DPI, scaling. Uses two phase layout like in Android. Supports drawable resources in .png and .jpeg, nine-patch pngs and state drawables like in Android. Single threaded. Use other threads for performing slow tasks. Mouse oriented. DlangUI review and small tutorial is published on Habrahabr - popular russian IT resource (in Russian) http://habrahabr.ru/post/253923/ It does not looks like something with a `soul`. It looks like a copy of something that already exists. And i tell you something, mr Lopatin, people often like more the original than the copy.
Re: DlangUI
On Wednesday, 25 March 2015 at 14:14:13 UTC, Vadim Lopatin wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Native library written in D (not a wrapper to other GUI library) - easy to extend. As a backend, uses SDL2 on any platform, Win32 API on Windows, XCB on Linux. Other backends can be added easy. Tested on Windows and Linux. Supports hardware acceleration - drawing using OpenGL when built with version=USE_OPENGL. Unicode support. Internationalization support. Uses Win32 API fonts on Windows, and FreeType on other platforms. Same look and feel can be achieved on all platforms. Flexible look and feel - themes and styles. API is a bit similar to Android UI. Flexible layout, support of different screen DPI, scaling. Uses two phase layout like in Android. Supports drawable resources in .png and .jpeg, nine-patch pngs and state drawables like in Android. Single threaded. Use other threads for performing slow tasks. Mouse oriented. DlangUI review and small tutorial is published on Habrahabr - popular russian IT resource (in Russian) http://habrahabr.ru/post/253923/ It does not looks like something with a `soul`. It looks like a copy of something that already exists.
Re: DlangUI
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Native library written in D (not a wrapper to other GUI library) - easy to extend. As a backend, uses SDL2 on any platform, Win32 API on Windows, XCB on Linux. Other backends can be added easy. Tested on Windows and Linux. Supports hardware acceleration - drawing using OpenGL when built with version=USE_OPENGL. Unicode support. Internationalization support. Uses Win32 API fonts on Windows, and FreeType on other platforms. Same look and feel can be achieved on all platforms. Flexible look and feel - themes and styles. API is a bit similar to Android UI. Flexible layout, support of different screen DPI, scaling. Uses two phase layout like in Android. Supports drawable resources in .png and .jpeg, nine-patch pngs and state drawables like in Android. Single threaded. Use other threads for performing slow tasks. Mouse oriented. DlangUI review and small tutorial is published on Habrahabr - popular russian IT resource (in Russian) http://habrahabr.ru/post/253923/
Re: DlangUI
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - cross-platform GUI for D. https://github.com/buggins/dlangui License: Boost License 1.0 Native library written in D (not a wrapper to other GUI library) - easy to extend. As a backend, uses SDL2 on any platform, Win32 API on Windows, XCB on Linux. Other backends can be added easy. .. Best regards, Vadim Project Update: == * Mac OSX OpenGL support fixed * High DPI (Retina) displays interface scaling is implemented * Separate resources for high DPI resolutions * Font sizes in themes can be specified in points and % of parent size, in addition to pixels * Dark theme is implemented * Settings dialogs support widgets * Multiline TextWidget * A lot of bugfixes
Re: DlangUI
On Wednesday, 25 February 2015 at 06:11:29 UTC, Vadim Lopatin wrote: Upgrade dependencies: dub upgrade --force-remove Ah yes, that does it. Thank you.
Re: DlangUI
On Wednesday, 25 February 2015 at 08:08:35 UTC, Suliman wrote: Maybe it would be better to support yaml config instead of json? At least they have support of comments. http://forum.rejectedsoftware.com/groups/rejectedsoftware.dub/thread/2/ afaik DUB will switch to yaml too soon. dub will switch to sdl, not yaml (actually not switch but support both json and sdl)
Re: DlangUI
On Wednesday, 25 February 2015 at 08:08:35 UTC, Suliman wrote: Maybe it would be better to support yaml config instead of json? At least they have support of comments. http://forum.rejectedsoftware.com/groups/rejectedsoftware.dub/thread/2/ afaik DUB will switch to yaml too soon. Just tested your Tetris example. Very good. I really hope the IDE will be part of the D toolchain one day.
Re: DlangUI
Maybe it would be better to support yaml config instead of json? At least they have support of comments. http://forum.rejectedsoftware.com/groups/rejectedsoftware.dub/thread/2/ afaik DUB will switch to yaml too soon.