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Author Topic: SFGUI (0.4.0 released)  (Read 347846 times)

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eXpl0it3r

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Re: SFGUI (0.2.1 released)
« Reply #525 on: February 15, 2014, 08:22:50 pm »
I asked a question about SFGUI boxes earlier : we have to use images in order to have a special background ? If yes, does it have some kind of 9-patch (9-slice-scaling) support ?
SFGUI doesn't have a bitmap renderer, thus you currently only use the normal renderer...
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Dragonic

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Re: SFGUI (0.2.1 released)
« Reply #526 on: February 16, 2014, 10:58:12 am »
I asked a question about SFGUI boxes earlier : we have to use images in order to have a special background ? If yes, does it have some kind of 9-patch (9-slice-scaling) support ?
SFGUI doesn't have a bitmap renderer, thus you currently only use the normal renderer...

Ok !
I tried the Window example, that was perfect !
(maybe you should put "m_window.setVerticalSyncEnabled(true);" in your examples, this could be better for the CPU ^^)

For my 9-patch problem, maybe I could try to "merge" my 9-patch rendering with SFGUI boxes ! I have to see how to change background color in order to make them invisible ! (Is there an example with style modifications ?)

eXpl0it3r

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AW: Re: SFGUI (0.2.1 released)
« Reply #527 on: February 16, 2014, 11:14:30 am »
I have to see how to change background color in order to make them invisible ! (Is there an example with style modifications ?)
Look at the SFGUI website and the example that ship with the source. ;)
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Tank

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Re: SFGUI (0.2.1 released)
« Reply #528 on: February 17, 2014, 01:20:46 pm »
Quote
in your examples, this could be better for the CPU
We also use the examples for profiling, so we are indeed interested in the highest possible FPS.

Lolilolight

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Re: SFGUI (0.2.1 released)
« Reply #529 on: February 17, 2014, 02:14:39 pm »
Interressant project, I'll certainly search some inspiration in your code to create some gui with my framework and adapt it with my listener system to do something similar to QT. (But I'll not rewrite Qt, the purpose is to do something newest with the new c++11 functionnality, the necessity to generate moc-files was a bit annoying)


Tank

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Re: SFGUI (0.2.2 released)
« Reply #530 on: February 19, 2014, 04:24:05 pm »
0.2.2 released


This is mainly a bugfix release. There was a rather critical issue in the CMake config file that did not add GLEW's include directory to the compiler search paths. That's now solved.

For the complete list of changes check the changelog.

Important: For 0.2.2 you need the current SFML Git version. If you use SFML 2.1, stick to version 0.2.0 for now.


WEBSITE http://sfgui.sfml-dev.de/

Dragonic

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Re: SFGUI (0.2.2 released)
« Reply #531 on: February 20, 2014, 09:59:13 am »
0.2.2 released


This is mainly a bugfix release. There was a rather critical issue in the CMake config file that did not add GLEW's include directory to the compiler search paths. That's now solved.

For the complete list of changes check the changelog.

Important: For 0.2.2 you need the current SFML Git version. If you use SFML 2.1, stick to version 0.2.0 for now.


WEBSITE http://sfgui.sfml-dev.de/

Maybe because of that I need to do something else with cmake configuration , because I have an error when building with mingw32-make !



"GL/glew.h: No such file or directory" ?

For cmake, I have :
GLEW_INCLUDE_DIR = "D:\dev2\SFML-2.1\extlibs\headers"
GLEW_INCLUDE_PATH = "D:\dev2\SFML-2.1\extlibs\headers"
GLEW_LIBRARY = "D:\dev2\SFML-2.1\extlibs\libs-mingw\x86\libglew.a"

EDIT : CMakeCache : http://pastebin.com/WrAY0te0
« Last Edit: February 20, 2014, 10:27:25 am by Dragonic »

Tank

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Re: SFGUI (0.2.2 released)
« Reply #532 on: February 20, 2014, 11:00:52 am »
Well, SFML seems to ship an own FindGLEW.cmake file which uses different variables names than the original FindGLEW in the CMake distribution... For now, to workaround the issue, please set GLEW_INCLUDE_PATH to the same value as GLEW_INCLUDE_DIR.

Dragonic

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Re: SFGUI (0.2.2 released)
« Reply #533 on: February 20, 2014, 11:44:22 am »
[...] For now, to workaround the issue, please set GLEW_INCLUDE_PATH to the same value as GLEW_INCLUDE_DIR.

This is already the case ^^ !


For cmake, I have :
GLEW_INCLUDE_DIR = "D:\dev2\SFML-2.1\extlibs\headers"
GLEW_INCLUDE_PATH = "D:\dev2\SFML-2.1\extlibs\headers"
GLEW_LIBRARY = "D:\dev2\SFML-2.1\extlibs\libs-mingw\x86\libglew.a"

EDIT : CMakeCache : http://pastebin.com/WrAY0te0

Tank

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Re: SFGUI (0.2.2 released)
« Reply #534 on: February 20, 2014, 02:22:10 pm »
Sorry, please set GLEW_INCLUDE_DIRS accordingly. I've already reported this in the general section of this forum, but any changes will soonest be available in SFML 2.2, and its ETA is unknown. Semantic versioning anyone? ;-)

Seems like it makes sense to push out 0.2.3 with both GLEW_INCLUDE_PATH and GLEW_INCLUDE_DIRS. Sorry for any inconvenience.

Tank

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Re: SFGUI (0.2.3 released)
« Reply #535 on: February 20, 2014, 02:39:43 pm »
0.2.3 released


This is mainly a bugfix release. We've added a workaround to maintain compatibility with SFML's cmake/Modules path which contains a custom FindGLEW.cmake file that uses GLEW_INCLUDE_PATH instead of the built-in CMake's module's GLEW_INCLUDE_DIRS.

Changelog.

Important: For 0.2.3 you need the current SFML Git version. If you use SFML 2.1, stick to version 0.2.0 for now.


WEBSITE http://sfgui.sfml-dev.de/

Lolilolight

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Re: SFGUI (0.2.3 released)
« Reply #536 on: February 27, 2014, 06:14:13 pm »
Hi, I have also a problem when I try to use glew in another project than SFML.

When I compile a project which use SFML and glew, it gives me undefined references errors. (Since I use tdm-gcc)

But it works well with opengl, but not with glew.

I think I'll be forced to removes the glew functions.






binary1248

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Re: SFGUI (0.2.3 released)
« Reply #537 on: February 27, 2014, 06:22:46 pm »
Hi, I have also a problem when I try to use glew in another project than SFML.

When I compile a project which use SFML and glew, it gives me undefined references errors. (Since I use tdm-gcc)

But it works well with opengl, but not with glew.

I think I'll be forced to removes the glew functions.
? ? ? ? ? ? ? ?

So... what has this got to do with SFGUI? The problem has been fixed and it was merely a CMake configuration mishap. SFML can be used side by side with GLEW if you know how to link them into your project. This has been discussed so many times before... If you have a specific problem with something unrelated to SFGUI please start a new thread.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Theshooter7

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Re: SFGUI (0.2.3 released)
« Reply #538 on: April 07, 2014, 03:46:52 am »
I am receiving compile errors after I upgraded from 0.1.1 at long last.
2>D:\SFGUI-0.2.3\include\SFGUI/Signal.hpp(29): error C2065: 'default' : undeclared identifier
2>D:\SFGUI-0.2.3\include\SFGUI/Signal.hpp(29): error C2253: 'Signal' : pure specifier or abstract override specifier only allowed on virtual function
2>D:\SFGUI-0.2.3\include\SFGUI/Signal.hpp(30): error C2059: syntax error : ';'
2>D:\SFGUI-0.2.3\include\SFGUI/Signal.hpp(30): error C2238: unexpected token(s) preceding ';'
2>D:\SFGUI-0.2.3\include\SFGUI/Signal.hpp(31): error C2059: syntax error : ';'
2>D:\SFGUI-0.2.3\include\SFGUI/Signal.hpp(31): error C2238: unexpected token(s) preceding ';'
2>D:\SFGUI-0.2.3\include\SFGUI/Object.hpp(18): error C2065: 'default' : undeclared identifier
2>D:\SFGUI-0.2.3\include\SFGUI/Object.hpp(18): error C2253: 'Object' : pure specifier or abstract override specifier only allowed on virtual function
2>D:\SFGUI-0.2.3\include\SFGUI/Object.hpp(22): error C2065: 'default' : undeclared identifier
2>D:\SFGUI-0.2.3\include\SFGUI/Object.hpp(22): error C2258: illegal pure syntax, must be '= 0'
2>D:\SFGUI-0.2.3\include\SFGUI/Object.hpp(29): error C2059: syntax error : ';'
2>D:\SFGUI-0.2.3\include\SFGUI/Object.hpp(29): error C2238: unexpected token(s) preceding ';'
2>D:\SFGUI-0.2.3\include\SFGUI/Object.hpp(33): error C2059: syntax error : ';'
2>D:\SFGUI-0.2.3\include\SFGUI/Object.hpp(33): error C2238: unexpected token(s) preceding ';'
2>D:\SFGUI-0.2.3\include\SFGUI/Adjustment.hpp(18): error C2065: 'default' : undeclared identifier
2>D:\SFGUI-0.2.3\include\SFGUI/Adjustment.hpp(18): error C2258: illegal pure syntax, must be '= 0'
2>..\src\SFGUI\Adjustment.cpp(19): error C2259: 'sfg::Adjustment' : cannot instantiate abstract class
2>          due to following members:
2>          'sfg::Adjustment::~Adjustment(void)' : is abstract
2>          D:\SFGUI-0.2.3\include\SFGUI/Adjustment.hpp(18) : see declaration of 'sfg::Adjustment::~Adjustment'
I am getting this with Visual Studio 2012 Update 4. I have upgraded to the latest SFML Git version, and have rebuilt SFML and Glew (although these errors appear unrelated).

Any help? I've never seen a 'default' virtual specifier before, so am I missing some kind of compiler feature or something?

Ixrec

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Re: SFGUI (0.2.3 released)
« Reply #539 on: April 07, 2014, 08:00:55 am »
I would assume that's the C++11 "= default" feature, and Visual Studio 2012 definitely does not support C++11.

 

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