Re: [osg-users] osgHUD 0.1.1 ALPHA
Sorry for the long delay, didn't have a chance to check e-mail over the holidays. On Fri, 2007-12-21 at 09:49 -0500, Lucas Goss wrote: OK, one thing I'm not too sure about is the reliance on the mouse as the pointer input device. What if someone only has a touch screen? Or what if they only have a joystick? Maybe it can all be overridden or maybe input can be remapped currently? In truth it doesn't, since the ViewerEventHandler is separate from the WindowManager. However, the methods in osgHUD::WindowHandler use the word mouse, which is clearly a misnomer, as it would be better described using the term pointer. I'll probably change this right now. Seems like there needs to be some input mapping support, maybe in OSG? A way to map input to actions would be really nice. I guess if it can be overridden it's alright, but it would be nicer to have this already done in the core. Also are there plans for animation support such as fading in/out, screen wipe, etc? It's not important to have right away but the current design should support this sometime in the future without heavy modification to the design. I'm still getting familiar with how it's all working... Not in the core library itself, although I'd like to provide examples showing how to attach animation callbacks and achieve fancy effects. :) Lucas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
On Thu, 2007-12-27 at 09:43 -0500, Jeremy Moles wrote: Sorry for the long delay, didn't have a chance to check e-mail over the holidays. On Fri, 2007-12-21 at 09:49 -0500, Lucas Goss wrote: OK, one thing I'm not too sure about is the reliance on the mouse as the pointer input device. What if someone only has a touch screen? Or what if they only have a joystick? Maybe it can all be overridden or maybe input can be remapped currently? In truth it doesn't, since the ViewerEventHandler is separate from the WindowManager. However, the methods in osgHUD::WindowHandler use the word mouse, which is clearly a misnomer, as it would be better described using the term pointer. I'll probably change this right now. I've renamed ViewerEventHandler to MouseEventHandler, but I'll need to make a base EventHandler class eventually so that future JoystickEventHandler, KeyboardEventHandler, etc. classes can all pull from a common set of public methods. This is something that will go in a future version. :) Seems like there needs to be some input mapping support, maybe in OSG? A way to map input to actions would be really nice. I guess if it can be overridden it's alright, but it would be nicer to have this already done in the core. Also are there plans for animation support such as fading in/out, screen wipe, etc? It's not important to have right away but the current design should support this sometime in the future without heavy modification to the design. I'm still getting familiar with how it's all working... Not in the core library itself, although I'd like to provide examples showing how to attach animation callbacks and achieve fancy effects. :) Lucas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
I've renamed ViewerEventHandler to MouseEventHandler, but I'll need to make a base EventHandler class eventually so that future JoystickEventHandler, KeyboardEventHandler, etc. classes can all pull from a common set of public methods. This is something that will go in a future version. :) Sweet! Thanks for the update. And animation callback examples sound like a good thing too. Lucas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
Hmm, that output isn't very descriptive. What system are you running on? Compiler? I noticed you just replied to me, if you reply to [EMAIL PROTECTED] it will go to the mailing list in which others might be able to help as well. Hello Lucas im sorry ... :P here i give you a litle more info : *SO: debian sid (Debian 4.2.2-3) *compiller: gcc version 4.2.3 20071014 (prerelease) (Debian 4.2.2-3) * osgHUD prefix to install (same that osg ) /usr/ *osg and osgHUD both are from trunk (svn repositories). (last update yesterday) *video card and dirver: nVidia GeForce 7300gs nVidia [non-free] driver 100.[14.19] build from source on *kernel Linux 2.6.22-3-amd64 #1 SMP *platform: core 2 duo E6300 ... Thanks for reply , this time i send it to the list. Yeah, osgHud was written by Jeremy Moles (his google name is cubicool I think). You could contact him on google or on the mailing list as I know he was looking for people to collaborate with. Ok Actually i send this mesaage to Jeremy, thanks. Greetings 2007/12/22, Lucas Goss [EMAIL PROTECTED]: Hello Lucas, i downloaded the code from the svn repository (trunk) and i have a sucessfull building but when i try to run the example i get this : segment violation the outpout of osghudversion is: OpenSceneGraph HUD Library 0.1.2 Hmm, that output isn't very descriptive. What system are you running on? Compiler? I noticed you just replied to me, if you reply to [EMAIL PROTECTED] it will go to the mailing list in which others might be able to help as well. I'm studing the code and this project seems very interesting, i saw a few videos from the project's web and this has a very nice concept. I'm interested in colaborate with the project, but i don't know how exactly. I suppose that i can send you some patch files, but in the web page the project owner is : cubicool, i suppose to that another way to colaborate is contacting with this user... Yeah, osgHud was written by Jeremy Moles (his google name is cubicool I think). You could contact him on google or on the mailing list as I know he was looking for people to collaborate with. Lucas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
OK, one thing I'm not too sure about is the reliance on the mouse as the pointer input device. What if someone only has a touch screen? Or what if they only have a joystick? Maybe it can all be overridden or maybe input can be remapped currently? Seems like there needs to be some input mapping support, maybe in OSG? A way to map input to actions would be really nice. I guess if it can be overridden it's alright, but it would be nicer to have this already done in the core. Also are there plans for animation support such as fading in/out, screen wipe, etc? It's not important to have right away but the current design should support this sometime in the future without heavy modification to the design. I'm still getting familiar with how it's all working... Lucas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
Jeremy, I am very keen on experimenting with your HUD. However, as a Windows/VisC++ 7.1 user, I have a lot of difficulty with the code. I'm not a cross-platform expert, so I have difficulty in knowing how to simultaneously specify a windows and linux acceptable build. I can submit my stuff to you, but don't know how useful it will be. I did the following: Minor points: 1) Constructions like not and and or aren't recognised by MS .NET 7.1out of the box; I had to replace them all with !, etc. 2) uint isn't recognised either; I replaced it with unsigned int 3) std::sort wants #include algorithm 4) I need to link to osgText, osgDB and osgGA to build; these aren't in any of the project files 5) osgHUD::UIObjectParentosgHUD::Widget::getByName is reported as being recursive, similar with osgHUD::Widget::getWindowManager Major points: I added the usual windows exports header file, something like this: #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include windows.h #ifdef osgHUD_EXPORTS #define HUD_API __declspec(dllexport) #else #define HUD_API __declspec(dllimport) #endif and then declare every DLL exported class, and things like createOrthoCamera(), with HUD_API. This all then works OK, and all the exes run just fine. I haven't managed to review the code yet. We have an in-house HUD system which I would like to lever on to yours for future use; this may throw up some design issues when I do it (although it won't be for a while)... Hope that helps, David On 13/12/2007, Jeremy Moles [EMAIL PROTECTED] wrote: By the way: this also includes comments like, OMG THIS SUCKS LOL, if you're that kind of person... :) Not just positive feedback, so to speak. On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote: Just wanted to give another heads up on the state of development and perhaps solicit some more feedback (which has been very small so far, seeing as there isn't much code yet--only about 2100 lines). There is an SVN tag of 0.1.1, and a new tarball in the downloads section. http://code.google.com/p/osghud/downloads/list All the normal stuff applies (seriously alpha, blah, blah), but I'm interested in getting opinions and perhaps having people catch any bad design decisions I'm making before it's too late. The biggest differences in this from the version from last week is a great deal of code simplification and the addition of a small skeleton for a table-like layout (osgHUD::Table). In the next 0.1.2 testing release I'm aiming to add support for basic texturing. However, it's an issue I need to approach carefully, because it can really start to go wrong here. :) Remember to set OSG_WINDOW before running the examples. # OSG_WINDOW=0 0 1280 1024 osghudtable ...or else you'll need to modify the examples to use your fullscreen resolution in the 2D ortho camera for picking, moving, etc. to work as you might expect. Don't let the simple examples fool you! :) They (ideally) demonstrate the important stuff, even if they're horribly ugly at the moment. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
First of all, thanks a ton for the feedback! :) Keep reading below... On Fri, 2007-12-14 at 10:32 +, David Spilling wrote: Jeremy, I am very keen on experimenting with your HUD. However, as a Windows/VisC++ 7.1 user, I have a lot of difficulty with the code. I'm not a cross-platform expert, so I have difficulty in knowing how to simultaneously specify a windows and linux acceptable build. I can submit my stuff to you, but don't know how useful it will be. I did the following: Minor points: 1) Constructions like not and and or aren't recognised by MS .NET 7.1 out of the box; I had to replace them all with !, etc This is pretty frustrating, because I'm about 99% sure these are acceptable C++ keywords. They look about a thousand times better in the code, but if Windows won't support them I'll drop their usage. I build with both GCC and ICC (Intel's compiler), all warnings turned on, and neither of them have ever complained about this... 2) uint isn't recognised either; I replaced it with unsigned int Whoops, I knew this but it looks like I left out 2 instances. :( 3) std::sort wants #include algorithm Fixed. 4) I need to link to osgText, osgDB and osgGA to build; these aren't in any of the project files Fixed. 5) osgHUD::UIObjectParentosgHUD::Widget::getByName is reported as being recursive, similar with osgHUD::Widget::getWindowManager Hmm, weird. I've introduced an alternative implementation. It's necessary to have const and non const version of these functions though, and I really don't want to have the exact same code copy/pasted. Major points: I added the usual windows exports header file, something like this: #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include windows.h #ifdef osgHUD_EXPORTS #define HUD_API __declspec(dllexport) #else #define HUD_API __declspec(dllimport) #endif and then declare every DLL exported class, and things like createOrthoCamera(), with HUD_API. This all then works OK, and all the exes run just fine. Fixed (but using OSG_EXPORT instead). The WIN32_LEAN_AND_MEAN thing may appear somewhere else in OSG, I'm not sure... I haven't managed to review the code yet. We have an in-house HUD system which I would like to lever on to yours for future use; this may throw up some design issues when I do it (although it won't be for a while)... Hope that helps, Yes, very much. :) Can you try the new version I've put up with your changes (0.1.2) and let me know if it compiles on Windows okay without you having to modify too much? If I missed anything, let me know... David On 13/12/2007, Jeremy Moles [EMAIL PROTECTED] wrote: By the way: this also includes comments like, OMG THIS SUCKS LOL, if you're that kind of person... :) Not just positive feedback, so to speak. On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote: Just wanted to give another heads up on the state of development and perhaps solicit some more feedback (which has been very small so far, seeing as there isn't much code yet--only about 2100 lines). There is an SVN tag of 0.1.1, and a new tarball in the downloads section. http://code.google.com/p/osghud/downloads/list All the normal stuff applies (seriously alpha, blah, blah), but I'm interested in getting opinions and perhaps having people catch any bad design decisions I'm making before it's too late. The biggest differences in this from the version from last week is a great deal of code simplification and the addition of a small skeleton for a table-like layout (osgHUD::Table). In the next 0.1.2 testing release I'm aiming to add support for basic texturing. However, it's an issue I need to approach carefully, because it can really start to go wrong here. :) Remember to set OSG_WINDOW before running the examples. # OSG_WINDOW=0 0 1280 1024 osghudtable ...or else you'll need to modify the examples to use your fullscreen resolution in the 2D ortho camera for picking, moving, etc. to work as you might expect. Don't let the simple examples fool you! :) They (ideally) demonstrate the important stuff, even if they're horribly ugly at the moment. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users
Re: [osg-users] osgHUD 0.1.1 ALPHA
I started checking this library out but haven't responded yet as OSG has been running slow for me (seemed to conflict with compiz and set resolution doesn't seem to work on linux). But I was actually just getting ready to start a GUI library for OSG, but looks like you've beat me to it, haha. :) 1) Constructions like not and and or aren't recognised by MS .NET 7.1 out of the box; I had to replace them all with !, etc This is pretty frustrating, because I'm about 99% sure these are acceptable C++ keywords. They look about a thousand times better in the code, but if Windows won't support them I'll drop their usage. Not sure, but I think those are reserved keywords. There may be a way to enable them in VS. Currently I'm finishing up a game for a company so I haven't had much time lately, but I'll try to look at the design so maybe we can get some discussion about this library going (I have lots of interest in GUI's). Also if I get some time I'll try to build it on my Mac. Thanks for contributing, Lucas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
By the way: this also includes comments like, OMG THIS SUCKS LOL, if you're that kind of person... :) Not just positive feedback, so to speak. On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote: Just wanted to give another heads up on the state of development and perhaps solicit some more feedback (which has been very small so far, seeing as there isn't much code yet--only about 2100 lines). There is an SVN tag of 0.1.1, and a new tarball in the downloads section. http://code.google.com/p/osghud/downloads/list All the normal stuff applies (seriously alpha, blah, blah), but I'm interested in getting opinions and perhaps having people catch any bad design decisions I'm making before it's too late. The biggest differences in this from the version from last week is a great deal of code simplification and the addition of a small skeleton for a table-like layout (osgHUD::Table). In the next 0.1.2 testing release I'm aiming to add support for basic texturing. However, it's an issue I need to approach carefully, because it can really start to go wrong here. :) Remember to set OSG_WINDOW before running the examples. # OSG_WINDOW=0 0 1280 1024 osghudtable ...or else you'll need to modify the examples to use your fullscreen resolution in the 2D ortho camera for picking, moving, etc. to work as you might expect. Don't let the simple examples fool you! :) They (ideally) demonstrate the important stuff, even if they're horribly ugly at the moment. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org