Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread James Turner
On 30 Jul 2012, at 13:31, Thomas Geymayer wrote: I have now pushed some updates to my branch. It is now possible to create windows (texture rectangles) with just using the property tree and place a canvas texture onto it. Mouse events are passed to the active window (=the window the cursor

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
Am 2012-07-31 10:00, schrieb James Turner: Currently I'm copying all values to the property tree. The following properties are set on the canvas of the active window: mouse/x mouse/y mouse/dx mouse/dy mouse/button mouse/state mouse/mod mouse/scroll mouse/event I don't know if it

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
Am 2012-07-31 10:00, schrieb James Turner: Have either of you thought about implementing the menubar? Which in PUI is a series of popup-windows, just wondering if the 'window manager' needs to be aware of such windows in terms of z-ordering. If you open a window it will be placed on top of

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread James Turner
On 31 Jul 2012, at 15:50, Thomas Geymayer wrote: Maybe we should create different categories/priorities (just a numeric value) of windows where one window can only raise to the top inside a category. Right, that's a pretty standard system in window ordering. The more I think about it

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
Am 2012-07-31 18:49, schrieb James Turner: I was assuming I'd create a Nasal ghost for Canvas::Element, and another for osgGA::Event, or a Canvas::Event if we need an explicit class. Then we need some global Nasal C functions to map from a Canvas property node to the Nasal ghost (i.e

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-30 Thread stefan riemens
Sorry for responding this late, I've been on a horrible internet connection. 2012/7/26 Thomas Geymayer tom...@gmail.com: 2012/7/26 James Turner zakal...@mac.com: Okay, I wasn't clear from the Wiki page what the final idea was. As you say, so long as we're going through show-dialog it should

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-30 Thread James Turner
On 30 Jul 2012, at 11:39, stefan riemens wrote: On a different note: window management. I've seen that in Tom's private branch, he has started on a window class (albeit, it is just a skeleton currently). I think we indeed want a c++ window manager, which is basically just a dumb visible

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-30 Thread Thomas Geymayer
I have now pushed some updates to my branch. It is now possible to create windows (texture rectangles) with just using the property tree and place a canvas texture onto it. Mouse events are passed to the active window (=the window the cursor is hovering over, or for dragging the window where the

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-26 Thread James Turner
On 25 Jul 2012, at 17:27, Thomas Geymayer tom...@gmail.com wrote: We could for example just add some more parseXXX functions (like parsesvg) which parse a dialog/hud/whathever file and create a canvas from it. So we would just have to modify eg. the show-dialog command to create a canvas

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-26 Thread James Turner
On 26 Jul 2012, at 11:09, Thomas Geymayer tom...@gmail.com wrote: I didn't meant to replace the existing way, but instead only changing the implementation to use the Canvas system in Nasal space. Just mapping the existing dialog-show command to a Nasal function which creates a window and

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-26 Thread James Turner
On 26 Jul 2012, at 11:28, James Turner zakal...@mac.com wrote: Maybe we can use some ideas from it :) Basically we only need to pass mouse/keyboard events and handle dragging/resizing and input focus/stacking order of multiple dialogs. This is certainly where things need to start, then.

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-26 Thread Thomas Geymayer
2012/7/26 James Turner zakal...@mac.com: Okay, I wasn't clear from the Wiki page what the final idea was. As you say, so long as we're going through show-dialog it should be fine. My feeling is we still want a C++ hook around creating individual widgets, so we have the option the create custom

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread HB-GRAL
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:

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread James Turner
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. There

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread James Turner
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 specialised

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread 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 the viewer for the menu ;-) Cheers, Martin. -- Unix _IS_ user

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread ys
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

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread stefan riemens
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 tom...@gmail.com: Am 2012-07-24 19:35,

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread 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

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread 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... Okay, I think Stefan and I are

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Martin Spott
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

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Martin Spott
ys wrote: Am 25.07.2012 um 12:17 schrieb Martin Spott martin.sp...@mgras.net: 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

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Tim Moore
On Wed, Jul 25, 2012 at 1:43 PM, Martin Spott martin.sp...@mgras.net 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

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread James Turner
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: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Thomas Geymayer
2012/7/25 James Turner zakal...@mac.com: 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.

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Martin Spott
Tim Moore wrote: On Wed, Jul 25, 2012 at 1:43 PM, Martin Spott martin.sp...@mgras.net 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

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Thomas Geymayer
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 --

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread stefan riemens
Hi all, Thanks for the feedback, and especially thanks to James for the offer! I think your request for POC code is very reasonable, so let me get back to you on that when I have some (although a combobox is already almost there, as it is basically just a menu with a changing header). Obviously,

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread James Turner
On 24 Jul 2012, at 13:22, stefan riemens wrote: Thanks for the feedback, and especially thanks to James for the offer! I think your request for POC code is very reasonable, so let me get back to you on that when I have some (although a combobox is already almost there, as it is basically

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread Thomas Geymayer
Am 2012-07-24 15:43, schrieb James Turner: Oh, I remembered the other 'difficult' widget - the scrolling lists and (related) multi-line text. My feeling was that osgText was going to handle multi-line text fairly badly, and this might be an issue. We don't have many multi-line text widgets,

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread James Turner
On 24 Jul 2012, at 16:45, Thomas Geymayer wrote: I have just experimented a bit with osgText and multi-line text. So far I didn't notice any problems. My concern was about calculating sane vertical heights allowing for line-wrap, but that appears to work, based on your demo below! But

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread Thomas Geymayer
Am 2012-07-24 19:35, schrieb James Turner: Thomas, one issue I can guess at (though PLIB is also really bad at it, and osgWidget is not much better!) - text selection. Do you think you'd be able to handle a blinking insertion point and a standard draggable text selection area in this approach?

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread ys
Hi Thomas, Hi James 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. There is no possibility to

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-22 Thread James Turner
On 21 Jul 2012, at 21:46, stefan riemens wrote: Obviously, I think the best choice of these is to switch to osgWidget, and I'm willing to take that task upon me. I've made a clone on Gitorious, with a osgWidget MenuBar implementation. Its currently pretty quick and dirty, and looks

[Flightgear-devel] Switching from PUI to osgWidget

2012-07-21 Thread stefan riemens
Hi all! Let me quickly introduce myself, I'm a dutch software engineering student who has been lurking on this list for an embarrassingly long time (think pre FG 1.0...). Anyway, I'd like to get actively involved in FlightGear core development. It's obviously a long time wish to get rid of the