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Author Topic: SFGUI (0.4.0 released)  (Read 365698 times)

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Tank

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Re: SFGUI
« Reply #360 on: January 07, 2013, 11:06:14 am »
Images for the widgets themselves, i.e. the theme, are not possible at the moment. Iteem is working on a bitmap renderer.

FRex

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Re: SFGUI
« Reply #361 on: January 07, 2013, 11:59:18 pm »
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use functors.
How to use functors with connect?
Can things returned by std::bind be used?
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Gan

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Re: SFGUI
« Reply #362 on: January 08, 2013, 09:44:08 am »
This looks amazing. I was thinking of using GUIchan for my game but this certainly seems much better due to the fact that it's SFML native!

But now I just found TGUI, and I'm stricken. I don't know which to use....

Tank

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Re: SFGUI
« Reply #363 on: January 08, 2013, 06:29:39 pm »
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How to use functors with connect?
Everything that's convertible to void(void) can be used, e.g. "struct Functor { void operator()() { ... }; };

Tank

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Re: SFGUI (0.0.0 released)
« Reply #364 on: January 08, 2013, 06:38:45 pm »
We released version 0.0.0, a preview release. Have fun!

FRex

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Re: SFGUI (0.0.0 released)
« Reply #365 on: January 08, 2013, 06:48:04 pm »
Finally.. Documentation.. *drolls*..
Still, I'm missing something substantial with functors:
buttons->GetSignal(sfg::Widget::OnLeftClick).Connect(Functor);//nope
buttons->GetSignal(sfg::Widget::OnLeftClick).Connect(fun);//instance of class Functor, nope
buttons->GetSignal(sfg::Widget::OnLeftClick).Connect(&fun);//nope
 
« Last Edit: January 08, 2013, 06:53:39 pm by FRex »
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Tank

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Re: SFGUI (0.0.0 released)
« Reply #366 on: January 08, 2013, 07:12:54 pm »
See the examples/Signals.cpp file for an example, class "BazClass". If you're missing other ways, feel free to add a ticket at the tracker.

iride

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Re: SFGUI (0.0.0 released)
« Reply #367 on: January 09, 2013, 01:28:54 am »
Hi, I'm having some trouble learning the API with the documentation alone. Where can I get some additional example code other than Hello, World!?

eXpl0it3r

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Re: SFGUI (0.0.0 released)
« Reply #368 on: January 09, 2013, 01:35:28 am »
Where can I get some additional example code other than Hello, World!?
Just open your eyes! :)

There's a whole examples directory included with the binaries and the source; you can also view them online here.
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
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iride

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Re: SFGUI (0.0.0 released)
« Reply #369 on: January 09, 2013, 02:15:44 am »
ops, must have been blind

eigenbom

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Re: SFGUI (0.0.0 released)
« Reply #370 on: January 09, 2013, 04:56:19 am »
We released version 0.0.0, a preview release. Have fun!

Congrats, runs great. :)

Tank

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Re: SFGUI (0.0.0 released)
« Reply #371 on: January 09, 2013, 02:17:11 pm »
Thanks. ;)

By the way, we're preparing the release of version 0.0.1, which is compatible with the latest SFML revision again (one(!) line in SFGUI used a_texture.bind() ::)).

Laurent

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Re: SFGUI (0.0.0 released)
« Reply #372 on: January 09, 2013, 02:22:50 pm »
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one(!) line in SFGUI used a_texture.bind()
*evil laugh* ha ha ha ha!

Although I say that the 2.0 API is frozen, I try to always find last minute modifications, just to break users code. This one worked beautifully ;D
Laurent Gomila - SFML developer

Tank

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Re: SFGUI (0.0.0 released)
« Reply #373 on: January 10, 2013, 08:49:41 am »
You're truly a kind person, Mr. Laurent. ;-)

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Re: SFGUI (0.0.1 released)
« Reply #374 on: January 10, 2013, 04:09:01 pm »
0.0.1 is now available.

 

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