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Author Topic: SFGUI (old thread)  (Read 78631 times)

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Tank

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SFGUI (old thread)
« Reply #120 on: January 15, 2011, 02:07:38 pm »
SFGUI's code design is coming to a clean and final state. Thereafter the missing widgets are being reimplemented.

I won't be able to work on it for the next ~2-3 weeks (exams at university). I'll keep you updated. :)

Ceylo

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SFGUI (old thread)
« Reply #121 on: January 15, 2011, 02:21:57 pm »
Okay thanks :) . I'mma wait for a few more weeks :p
Want to play movies in your SFML application? Check out sfeMovie!

Wander

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SFGUI (old thread)
« Reply #122 on: February 11, 2011, 07:27:04 am »
I'm excited for this sucker.
-Wander

wallytsx

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SFGUI (old thread)
« Reply #123 on: February 14, 2011, 04:46:57 pm »
beautiful!!!!!
any update???

Raitosan

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SFGUI (old thread)
« Reply #124 on: February 14, 2011, 10:07:13 pm »
The website are deleted? I can't read the web site of this project T_T

Tank

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SFGUI (old thread)
« Reply #125 on: February 14, 2011, 11:45:37 pm »
Calm down guys. ;) SFGUI is a little bit stalled at the moment due to time problems. However it's still in development.

The website (it has always been incomplete and not up-to-date) is unavailable because of a restructuring of the root server. It won't come back, btw., however there'll be a little place in the web when SFGUI's becoming more feature-complete.

Thanks for your support and interest.

PaloDeQueso

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oh boy... just found this today.
« Reply #126 on: March 09, 2011, 04:10:57 pm »
A long time ago, whilst using SDL, I wrote a 2d gui which could render into an FBO... it was crappy and not really functional...

Recently I realized it's time to get a gui in my engine again as it's time to start making my map editor... FINALLY!

I put in a drop down console... that was fun.
So then I started writing a gui, which I find extremely daunting. So I searched and searched and found lots of opengl based guis, most of them using sdl or something else along with it, which I'd rather not clog up my engine with multiple toolkits...

Then I thought... well maybe someone wrote a gui for SFML...
BAM! here you are!

Just want to say, you have some amazing work... I bow to your code! I plan on using your gui on top of my 3d engine to make a level editor and the in game controls as well.

One question... is the git repo still up... if so, where is it?

Here's my site: http://www.palodequeso.net
Douglas E Reisinger II
http://www.palodequeso.net

Tank

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SFGUI (old thread)
« Reply #127 on: March 09, 2011, 05:56:39 pm »
Okay, to show some good will from my side, I've uploaded the current state of the code to GitHub. The old SFGUI code can be found in SFGUI_old, the current one in SFGUI.

Keep in mind that I wasn't able to do a lot for SFGUI the last weeks due to less time available. However I'm hoping to get some helping hands if anyone's interested.

Right now I'm trying to catch up with the code again to make progress again, so hopefully you might see some new lines of code the next days. :)

PaloDeQueso

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Many Thanks Sir!
« Reply #128 on: March 09, 2011, 06:11:53 pm »
Many Thanks Dude! I might be able to help soon. I'll keep you posted.
Douglas E Reisinger II
http://www.palodequeso.net

PaloDeQueso

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FANTASTIC!
« Reply #129 on: March 09, 2011, 07:47:43 pm »
Dude...

Your library is a thing of beauty!
It is exactly what I was looking for!

I compiled, installed, linked it to my engine, looked at your sample, made a panel and a button and fed it events.

DONE.

Works like a charm.

PS: I love you (not really)
Douglas E Reisinger II
http://www.palodequeso.net

Tank

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SFGUI (old thread)
« Reply #130 on: March 09, 2011, 08:54:54 pm »
Hehe, interesting. But keep in mind that the API might change massively. I do not recommend using the current state of SFGUI in a real project, yet.

Btw, I just setup a project website for SFGUI including a tracker etc. You can find it here: http://redmine.boxbox.org/projects/sfgui

In case you find bugs or have feature requests, feel free to register an account and file tickets there. Account activation happens manually, so it may take some time until it's activated.

PaloDeQueso

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CMake
« Reply #131 on: March 10, 2011, 04:31:17 pm »
I dig Scons, and I LOVE python. But since your project is all in c++, have you considered switching to CMake? It has awesome support for project generation and I'm having trouble with the Code::Blocks Generator when compiling a windows version of your GUI.

PS: I hate you windows, I wish I could just support linux, but the game community frowns on that :(

PPS: I'm gonna write you some CMake files really quick and post them here once they're working!
Douglas E Reisinger II
http://www.palodequeso.net

Tank

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SFGUI (old thread)
« Reply #132 on: March 10, 2011, 06:12:56 pm »
Well, the fact that SCons is written in Python and also utilizes Python for the build process doesn't mean it's not suited for C++ projects -- infact it's aimed at those. :)

I'm personally not a big fan of CMake and its weird syntax, so I think I won't make a switch there. However you can of course use your own CMake files for SFGUI and if you publish them here for other users then that'd be nice (I can even upload them to the SFGUI wiki, if you like).

What kind of problems do you exactly get when using the Code::Blocks project file? I've taken a -- maybe not perfect -- project template and am just replacing the source files there. So there might be some glitches.

PaloDeQueso

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hmm
« Reply #133 on: March 10, 2011, 06:37:25 pm »
Here's the steps I took in windows... linux works great!

- Installed Scons
- Modified the SFGUI Sconsscript just setting the codeblocks generator to 1
- Rand scons on SFGUI
- Opened the projects in code bocks
- Clicked compile

Here is my code::bocks output:
Quote

-------------- Build: Debug in SFGUI ---------------

Compiling: ..\..\src\Bin.cpp
CreateProcess(): The system cannot find the file specified.
Process terminated with status 123 (0 minutes, 0 seconds)
0 errors, 0 warnings
Douglas E Reisinger II
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PaloDeQueso

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Sconrstruct
« Reply #134 on: March 10, 2011, 06:41:25 pm »
I just tried simply lettings scons build it, but it autoselected Visual C++ as the compiler, when I want to use MinGW. Is there a way to correct that?
Douglas E Reisinger II
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anything