Just to illustrate what I mean actually ...
Current situation:
http://maptest.fgx.ch/screens/current-screen.png
New GUI with separated menus/dialogs, viewer in a separate window:
http://maptest.fgx.ch/screens/one-screen.png
Or new GUI with two screens setting, where one screen is the view only:
On 25 Jul 2012, at 00:42, ys wrote:
> This looks promising in a technical/coding perspective of having this and
> that common GUI feature available also for flightgear. But for me personally
> one of the big problems of the FlightGear GUI is that it is "inside" the only
> and one main window.
On 24 Jul 2012, at 23:11, Thomas Geymayer wrote:
>> Do you think
>> you'd be able to handle a blinking insertion point and a standard
>> draggable text selection area in this approach? Obviously it might
>> need some additional C++ helpers but that's okay since text-editing
>> is a pretty special
HB-GRAL wrote:
> New GUI with separated menus/dialogs, viewer in a separate window:
> http://maptest.fgx.ch/screens/one-screen.png
Someone please buy me a display *that* wide so I can still afford using
space lateral to the viewer for the menu ;-)
Cheers,
Martin.
--
Unix _IS_ user fri
> Actually, the code that creates the texture is in
> scene/util/StateAttributeFactory.cxx, but you would have to do
> something similar to the noise texture code in TextureBuilder to
> access your texture from a texture. It would be nice if the Effects
> framework had a way to load arbitrary textu
Hey Martin, you can get mine and I take (all) yours when FlightGear keeps that
all in one window approach for the next ten years. But maybe the width is not
that exact, I didn't measure my screen size for this 5 sec. scribble, sorry for
that. Just wanted to keep file size small and clipped heigh
Hi Thomas,
This is very convincing! Congratulations, that looks really neat.
Having seen this, I think we'd better go with the canvas approach. It
would require quite a lot of code to get osgWidget to produce that...
Stefan
2012/7/25 Thomas Geymayer :
> Am 2012-07-24 19:35, schrieb James Turner:
On 25 Jul 2012, at 11:42, stefan riemens wrote:
> This is very convincing! Congratulations, that looks really neat.
> Having seen this, I think we'd better go with the canvas approach. It
> would require quite a lot of code to get osgWidget to produce that...
Indeed!
Thomas, can we have a discu
On 25 Jul 2012, at 11:42, stefan riemens wrote:
> This is very convincing! Congratulations, that looks really neat.
> Having seen this, I think we'd better go with the canvas approach. It
> would require quite a lot of code to get osgWidget to produce that...
Okay, I think Stefan and I are convi
James Turner wrote:
> Or to put it another way - the actual hard part is running the
> widgets in the main OpenGL window - which *is* a requirement for
> full-screen apps and multi-monitor setups. (Some people have claimed
> otherwise, but I believe we need the option of 'in-window' UI for
> many
ys wrote:
> Am 25.07.2012 um 12:17 schrieb Martin Spott :
>> HB-GRAL wrote:
>>
>>> New GUI with separated menus/dialogs, viewer in a separate window:
>>> http://maptest.fgx.ch/screens/one-screen.png
>>
>> Someone please buy me a display *that* wide so I can still afford using
>> space lateral to
On Wed, Jul 25, 2012 at 1:43 PM, Martin Spott wrote:
> James Turner wrote:
>
>> Or to put it another way - the actual hard part is running the
>> widgets in the main OpenGL window - which *is* a requirement for
>> full-screen apps and multi-monitor setups. (Some people have claimed
>> otherwise,
On 25 Jul 2012, at 12:38, James Turner wrote:
> Okay, I think Stefan and I are convinced :)
Apologies for send 'the same email' twice, I'm on an erraitc connection and
thought the first one had managed to not send, but also be deleted from my
outbox, drafts /and/ sent mail folder. So I re-type
2012/7/25 James Turner :
> Thomas, I have the impression you've been working on this stuff for a while,
> could you please summarise how you see it developing so Stefan and I can see
> where we might help.
I think it now slowly reaches a state where everything starts to
stabilize. The API is reall
Le 22/07/2012 14:58, Mathias Fröhlich a écrit :
> The mentioned commit breaks scenegraph picking. For reference take
> the c172 door handle that opens the dor but never closes it anymore.
> Well, except you click at the position where the untransformed door
> handle would be.
Quite annoying wh
Alexis Bory wrote:
> While taking the time to fix that or find a solution so FG got the best
> from the optimisations, could it be possible to have some guide line to
> revert on our local git only the necessary commits, so we can continue
> the work on the instruments and use the other latest dev
Tim Moore wrote:
> On Wed, Jul 25, 2012 at 1:43 PM, Martin Spott wrote:
>> James Turner wrote:
>>
>>> Or to put it another way - the actual hard part is running the
>>> widgets in the main OpenGL window - which *is* a requirement for
>>> full-screen apps and multi-monitor setups. (Some people hav
I have now added some more thoughts about the GUI implementation and
support of the current xml files to the wiki:
http://wiki.flightgear.org/Canvas_Widgets#Fully_Canvas_based_implementation_.28planned.29
Regards,
Tom
--
Thank you very much everyone! I've been reading all your advice, I made this
program that sends data to FlightGear and my protocol.
#ifdef HAVE_CONFIG_H
#include
#endif
#include
#include
#include
#include
#include
#include
#include
#include
/// CLIENT
int main(int argc, char *argv[]
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