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Messages - ChronicRat

Pages: 1 ... 20 21 [22]
316
SFML projects / Re: SFGUI (0.1.1 released)
« on: September 01, 2013, 04:49:28 pm »
There is any standard possibility to automatic scroll down to the end? I have log window and i need to see last posted messages without manual scroll by mouse.

317
SFML projects / Re: Lua SFGUI Loader
« on: August 29, 2013, 10:40:41 pm »
Quote
That was long...
Yes, with my knowledge of english - that was long nightmare. =)

Quote
You need good understanding of Lua, tables, references, pseudo indices and user data to do all that.
Nope, i'm very beginner in Lua.

Quote
I could actually help with Lua part if you were to try and bind entire of SFG to Lua, but it'd be really asymetric partnership(me=fun Lua API manipulations, you = writting most of tedious C wrappers for SFG methods) and you might not be happy with that. ;D
If you just want some Lua GUI you might look at lua users wiki or at cegui.
It probably wouldn't be too hard, honestly with two or three alright c++ and/or Lua programmers cooperating irl it could be done overnight, that's one of strengths of Lua flexibility and small but powerful C API, any C or c++ library can easily become Lua one.
You can PM me if interested in that way of binding or in making that binding together.
As i said - i am beginner in Lua, and i want to know it better, much better, so i will continue my experiments myself, just for experience. Аnd the most important thing in this - i have no time to this job (i mean bindings for whole SFGUI). But thank you for the offer of help.

318
SFML projects / Re: Lua SFGUI Loader
« on: August 29, 2013, 08:48:39 pm »
You know, i need Lua-based GUI too. Because of SharedPtr i can't just to bind Lua with SFGUI classes, but SFGUI is too good that to not use it. So my rough variant - wrappers (just for example, no full code):

(click to show/hide)

No strict order while initialisation needed. This is very first variant, no any optimisations. OOLua was used to Lua-bindings.

319
SFML projects / Re: SFGUI (0.1.1 released)
« on: August 25, 2013, 05:50:55 pm »
Ok, thanks. So no floating or resizeable windows to user will be. =) Creating own check system is too much cost.

320
SFML projects / Re: SFGUI (0.1.1 released)
« on: August 25, 2013, 05:13:57 pm »
I've just started to use SFGUI, and i have a question. How to check that event was proccessed in Desktop::Update(event)? For now if i'm dragging window by caption then i'm dragging game field too. Is there any possibility to check it?

321
General discussions / Re: SFML team is growing
« on: August 05, 2013, 10:31:47 pm »
And yes, he's a french speaking guy too :P
No! Not another one!!! =)

But seriously, good news!

322
General discussions / Re: SFML 2.1
« on: July 31, 2013, 12:04:12 pm »
Wow! Great news! (Or oldies... =)) Thank you and Sonkun!

323
General discussions / Re: SFML 2.1
« on: July 29, 2013, 08:19:34 pm »
SFML 2.2 will be in the works for a bit longer, since iOS and Android ports will take a bit more time to finalize.
Any ideas when will be Android port? Halfyear, year or more?

324
Graphics / Simple, yet difficult(at least for me)
« on: October 07, 2011, 01:24:50 pm »
Quote from: "praetoriaen"

Code: [Select]

            if(indicator)
            {
               Sprite.SetImage(pMegusta->Image);
               indicator = false;
            }
            else
            {
               Sprite.SetImage(pMudkip->Image);
               indicator = true;
            }
 


Sorry, but... =)
Code: [Select]

Sprite.SetImage(indicator ? pMegusta->Image : pMudkip->Image);
indicator = !indicator;

325
Graphics / Wwedish vowels in sf::Event::TextEntered, problem
« on: October 07, 2011, 01:19:30 pm »
You can't convert unicode value (Uint32) by just typecasting to char. You have to use special functions wich are convert from UTF-32, like "wcstombs".

326
Feature requests / APNG support
« on: October 06, 2011, 04:19:33 pm »
Yes, of course i can. I'm just lazy. =)
PS Thanks for SFML!

327
Feature requests / APNG support
« on: October 06, 2011, 12:31:29 pm »
With automated and manual control. =)

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