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] Functions to textures?

2012-07-25 Thread Renk Thorsten
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 textures

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] commit 75087095b132ec7a42e14000c7c8b3b09147d720

2012-07-25 Thread Alexis Bory
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 when

Re: [Flightgear-devel] commit 75087095b132ec7a42e14000c7c8b3b09147d720

2012-07-25 Thread Christian Schmitt
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

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] socket communication

2012-07-25 Thread Sanny
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 config.h #endif #include stdio.h #include string.h #include stdlib.h #include sys/types.h #include sys/socket.h #include netinet/in.h