Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-27 Thread Jeremy Moles
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
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-27 Thread Jeremy Moles

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
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-27 Thread Lucas Goss
 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
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-22 Thread Percy Camilo TriveƱo Aucahuasi
 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

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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-21 Thread Lucas Goss
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
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-14 Thread David Spilling
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
 

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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-14 Thread Jeremy Moles
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
 
 
 ___
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-14 Thread Lucas Goss
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
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-13 Thread Jeremy Moles
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.
 
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