Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - forrestcupp

Pages: [1] 2 3 4
1
SFML projects / cpGUI - Anyone interested in developing?
« on: August 27, 2010, 02:03:43 am »
Quote from: "Recruit0"
I scanned your code and IMHO it looks like you had written it with minimal design in mind (if any), i.e. it looked like it was just thrown together (which makes sense with the 1-2 week creation period).
It was kind of thrown together.  I did have some very minimal design, but not a whole lot before I started working on it.  Basically, I had a game in mind that I wanted to use SFML for, but I needed some form of GUI.  I wanted to get to working on the game, so I just kind of worked quickly on getting a GUI done.  I have some background in wxWidgets, so I very loosely used that as a model for an API and adapted it to how SFML works.  I originally created it just for myself, but when it ended up blowing up into something with some useful features, I thought it would be nice to make it available for some other poor souls who don't want to take the time to create a GUI from scratch.

A rework in structure is probably a really good thing.  I'm glad my code is helping to save some time with implementation.


Quote from: "Recruit0"
Someone mentioned that there's a bug with the drop down list class that allows them to select items after they've already selected one (and the menu disappears). I've yet to test it but now I know why there's a bug (you didn't finish coding it). It's no prob though, I'm currently working on the menu class and the timing is intriguing (I'll end up fixing the bug in the old code and propagating what I learn to the new).
That's kind of strange, because I thought I had that bug fixed.  That was one I fixed pretty early on.  Unless there is a different type of bug that has to do with that.

That's cool that you have a goal to get it to work with SDL, etc.  Maybe someday I'll use SDL and get to use cpGUI with it. :)

Anyway, thanks again, and good luck.

2
SFML projects / cpGUI - Anyone interested in developing?
« on: August 25, 2010, 12:26:48 am »
Hey guys.  Thanks for taking this over.  It looks like you're doing a great job with it.

I basically created the whole thing by myself in about a 1-2 week period just to release some stress over getting ready to have a baby. :)

I realize that there is a lot that wasn't done efficiently.  I'm glad you guys took it over, though.  It would be a shame for it all to go to waste.  You have some really good ideas and plans.  Automating all of the draws is a great idea.  I don't know why I didn't think about that.  I'm sure you've already come up with a way for the user to toggle on and off whether something is drawn or not.

As for making the old API be compatible with 2.0, I don't really care what you do with it.  I was mostly referring to the fact that 1.6 was just released, and for some reason it broke cpGUI, and I didn't have time to deal with it.  I also knew that a lot of people were already using the 2.0 snapshots, and since that is the direction SFML is going, I thought cpGUI should support it at some point.  I honestly thought 2.0 would be ready way before now though, so it's not really as important as what I thought.

But all in all, I think you're doing an amazing job and planning some amazing things, and I don't care what you do from here on out.  I don't think you'll be ruining anything.  You should probably just focus on your new API now.

Thanks again.

3
SFML projects / cpGUI - Anyone interested in developing?
« on: April 22, 2010, 03:25:43 pm »
A while back I created cpGUI to support my personal needs.  I thought maybe it would be useful for others, so I released it in the Wiki under the zlib/png license.  It's great that there has been a lot of interest in this, but with interest comes the need for support and continued development.  

Unfortunately, I no longer have the time to invest in this project.  So if there is anyone interested in taking over the lead for this project, please feel free.  The license is pretty free, but it does need to still be honored.  But that shouldn't cause any hindrances.


A few notes for anyone interested:

For some reason, cpGUI doesn't seem to work with the most recent release of SFML, even though that release wasn't supposed to break anything.

You will probably want to start porting a 2.0 version.

When you package your changes to the code, you will need to update the Wiki and find a place to host your new files for people to download.

When you make significant changes, please update the Wiki to let people know you are the one working on it so they won't try to contact me about your changes.

I really don't care what you do with it as long as you don't ruin it and blame me. :)

4
Quote from: "m0refi4"
Quote from: "nulloid"
Read the wiki. It says: "When creating your own project, make sure to put the cpGUI.h & cpGUI.cpp files in your project and #include „cpGUI.h“. " That's all you need. At least it worked for me ;)


Well Ive done the most stupid thing ever since I added all the source files and headers to my project and wondered why I'd get so many multiple definitions..

Works fine now, thanks ;p
I answered your pm before I saw what you did here.

cpGUI.h & cpGUI.cpp include all the classes needed for everything.  The other header and cpp files are for the people who want to pick and choose what controls they want to use to streamline their program.  Some people didn't want to have to have everything in their program when they are only using one or two controls.

I'm glad you figured it out.

5
General / Compile Add-on in SFML
« on: April 11, 2010, 11:53:33 pm »
I doubt if this is the problem, but in your project settings in Configuration Properties for C/C++ in the Preprocessor Definitions did you add SFML_DYNAMIC ?

Also, unfortunately for some reason cpGUI doesn't work with SFML 1.6, at least for me.  I don't really have time to really work on this project right now to get that worked out.

6
General / SFML2 and Visual C++ 2003 - possible!
« on: December 05, 2009, 12:16:54 am »
Do you need MFC or ATL enough to not upgrade to the newest free Visual C++ Express?  It's really not lacking that much from the pro version, and it seems a lot snappier and more stable.

But if you need the extra features and can't afford an upgrade, you shouldn't have any problems using 2003.  The fundamentals work pretty much the same way; the settings just look a little different.

7
General / [Solved]So much for this tutorial...
« on: December 05, 2009, 12:09:45 am »
It's easier for us to figure out what in the world you're talking about if you'll just leave your original post and put your edits at the end of the post.  That way we can follow the process of what you went through and where you're at now.

It's good you got it working, though.

Edit:  Leaving you're whole thought process, even the parts before you figured something out, will help other people in the future who might have your same problem.

8
General / Compile Add-on in SFML
« on: December 04, 2009, 12:19:45 am »
You almost got it all.

In Options/Projects and Solutions/VC++ Directories, you need to put ...\cpGUI\lib in the list of Library files.

You can put the cpGUI folder anywhere you want as long as you include the right directories in your Visual Studio options.  I wouldn't put it in your solutions folder because you might want to use it for other projects.  Put it somewhere where it will be safe.

9
SFML projects / cpGUI - A new object oriented GUI toolkit based on SFML 1.5
« on: December 04, 2009, 12:05:49 am »
Quote from: "BobTheFish"
In case anyone else has the same problem as me:

I suspect it was being caused by the notorious default font bug. Since there's no way to avoid the default font being loaded by cpGUI I'd assumed the author(s) would have accounted for it.

The only other way to avoid the crash as far as I know is to use static linking, so I did that.[/i]
Sorry for taking so long to answer.  I haven't been able to reproduce your problem.

I can tell you that cpGUI is not made for dynamic linking.  It's only made for either static linking or actually integrating the code into your project.  You can static link to cpGUI at the same time you're dynamically linking to SFML.

I'm glad it worked when you did that.


Quote from: "panithadrum"
I appreaciate your work, but don't you find that one lib per gui component is too much? It would be better and faster just to have one lib for all!
Reread the wiki.  If you only link to cpGUI.lib and include cpGUI.h, it includes everything in one file.  

I also made each control available in their own lib as an alternative because people who wanted to pick and choose controls asked me to do that to cut down on bloat.  So you can have it either way; you don't have to use all those libs.

10
SFML projects / My small shmup
« on: November 13, 2009, 02:29:29 pm »
Quote from: "lap1994"
Quote
BTW - Great little game.  You just need to have a display of how many lives you have left, unless I didn't understand how it works.  Maybe it's all based on how many points you have?


There is a % in the bottom right corner. Displays how much armor/shield/whatever you still have :P


Yeah. When I just looked at it again, I realized that was some kind of armor/health system.  I wasn't paying attention to the difference between that and the points on the left.  I don't know what I was thinking.  :oops:

11
SFML projects / My small shmup
« on: November 10, 2009, 06:26:03 pm »
Quote from: "l0calh05t"
pretty good for a first game! now you just need some sounds and a highscore list.  8)

btw if you need sounds, you could look here: http://www.freesound.org/
Can you use Creative Commons licensed sounds in commercial projects?  If so, what is the protocol?

That's a great resource if you can.

BTW - Great little game.  You just need to have a display of how many lives you have left, unless I didn't understand how it works.  Maybe it's all based on how many points you have?

12
Quote from: "madmark"
Love this and I already have it in my current project.

2 suggestions:

I added the Draw() method to the cpObject class (empty function, virtual) so that I could put all my controls in a std::list and draw then in a loop.

I need an image button that has 4 states (normal, mouseover,pressed, disabled). I have this already done, but outside the cpGUI system. If there is interest I will move it into the namespace and hook it up.

I'm glad it's working out for you.

Those are pretty good and interesting suggestions.  It might be good to have a disabled option for all types of controls where they are still shown, but grayed out and not usable.  I'll keep these things in mind, but I'm not sure when I'll be ready to have another release.

13
Graphics / Program crashes on Image.LoadFromFile()
« on: September 30, 2009, 11:10:00 pm »
Quote from: "LGV"
Why people use pointers everywhere? It's like an epidemy :P
People use pointers everywhere because we're trained to in other frameworks, like wxWidgets & Ogre3D.  People are just mindlessly trained that way, and they never actually learn what pointers are really for.

It's actually a breath of fresh air to come across something like SFML where you don't have to use pointers unless they're actually needed.

14
SFML projects / cpGUI - A new object oriented GUI toolkit based on SFML 1.5
« on: September 30, 2009, 03:05:32 am »
Thanks for the mirror.  I'll try to get it on the wiki tomorrow.

I actually just now changed my own link to a direct download, so there should be less complaints now.

15
SFML projects / cpGUI - A new object oriented GUI toolkit based on SFML 1.5
« on: September 29, 2009, 09:55:07 pm »
**Another Update**

I'm sorry for updating so soon, but I think this one will be worth it.  I found out about a few things that needed to be addressed after I had already released the new version the other day.

cpGUI version 1.5.6 includes a tweak to the CheckState() function.  This tweak was pointed out by Meltra Bour.  Since CheckState is called every frame, this could hopefully give some considerable speed boosts.

I've also included a few minor bug fixes.

But one of the most exciting additions is that cpGUI now has a static library.  The download now includes structured directories for the includes, libs, source (the cpp files), and samples.  You can unzip the folder wherever you want and set up your IDE to statically link to cpGUI's libs.  This is done the same way as described in SFML's "Getting Started" tutorials.  You should use the -d.lib files for debug mode.

The cpp files are still included in the "source" directory if you would like to just do things the old way and include the files in your project.

Pages: [1] 2 3 4