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Author Topic: SFGUI (0.4.0 released)  (Read 391173 times)

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Jesper Juhl

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Re: SFGUI (0.2.3 released)
« Reply #555 on: April 23, 2015, 06:55:01 pm »
Seriously?
You have to compile your own application; this means you have to know how compiling and linking works. Also, for anything except a toy app you'll most likely be using multiple libraries - do you really expect being able to find binaries for all of them built with your compiler of choice?
Learn how to build your own libs from source (now), once and for all, and be forever happier ;-)
« Last Edit: April 23, 2015, 06:56:32 pm by Jesper Juhl »

Neomex

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Re: SFGUI (0.2.3 released)
« Reply #556 on: April 23, 2015, 08:15:50 pm »
do you really expect being able to find binaries for all of them built with your compiler of choice?
Yes, I expect every quality library to provide binaries, this should be automated to a one click process on the creators side.

No offence but you sounded douchey.

Hiura

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Re: SFGUI (0.2.3 released)
« Reply #557 on: April 23, 2015, 08:20:15 pm »
SFML / OS X developer

binary1248

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Re: SFGUI (0.2.3 released)
« Reply #558 on: April 23, 2015, 08:27:22 pm »
Yes, I expect every quality library to provide binaries, this should be automated to a one click process on the creators side.

No offence but you sounded douchey.
You know... he was just trying to prepare you for the actual task of using SFGUI ;). No offence, but with that kind of "library must make my life heaven" attitude you aren't going to get much done with SFGUI, so either get used to having to do a bit more yourself or turn around now and don't waste more of your precious time. ;)
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Jesper Juhl

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Re: SFGUI (0.2.3 released)
« Reply #559 on: April 23, 2015, 08:44:31 pm »
do you really expect being able to find binaries for all of them built with your compiler of choice?
Yes, I expect every quality library to provide binaries, this should be automated to a one click process on the creators side.

So every library you use should provide precompiled binaries made with clang, gcc (various mingw versions of course),  visual studio (2010, 2012, 2015 - other versions), the Intel compiler and more?
And of course they should provide both 32 and 64bit versions of the lib for every compiler and both debug and release builds (and static + dynamic libs - of course).
And if they support more than one OS (or OS version - think XP vs Win 7 and different runtime libs) they should do the above for all platforms - naturally.

No offence but you sounded douchey.
I can live with that. But honestly, you should just learn to compile the libraries you need on the platform you need them with the compiler you use.
It really is no big deal.
The work you want to push onto library developers is, however, quite unreasonable...

And I really have no sympathy for your "I spent the last two hours" argument. If you think a problem that require two hours to solve is a big deal you are going to have some real problems going forward.
In my experience it's not uncommon to run into problems that take weeks of dedicated effort (studying, debugging, experimentation etc, with coworkers) to solve.  If you give up at 2 hours then I really don't know what to say.. And with as simple a problem as compiling a library even...
« Last Edit: April 23, 2015, 10:45:58 pm by Jesper Juhl »

shadowmouse

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Re: SFGUI (0.2.3 released)
« Reply #560 on: April 24, 2015, 06:12:57 pm »
On a slightly different topic, can I just say how amazing this library looks? I'm planning my A level course work at the moment (which I'm of course going to ridiculously overdo) and this is perfect. To be honest, I'm surprised this does come as a part of sfml so you'd have sfml-graphics,sfml-audio,sfml-window,sfml-gui,sfml-network and sfml-system. The only thing that confuses me is that on the linking section of the website it seems to presume the use of CMake. I've never really looked into it, but as far as I know I've never used CMake (though code::blocks may use it when linking for all I know about it) and I didn't think it was necessary.

Raincode

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Re: SFGUI (0.2.3 released)
« Reply #561 on: May 27, 2015, 03:36:46 pm »
Hi,

I was just wondering: Is SFGUI suited as integrated gui-system for smaller games, using custom graphics for gui elements (e.g. own button base, hover, pressed)?

Because I really want to avoid having to create something like this on my own. Even though my current system works nicely for buttons only (modified version from SFML Book), once I try adding line edits I just get a big headache, completely failing with all the logic code. On top of that, I just can't find any extensive and good resources on the internet (P.S.: If you have something, please share).

I just don't want to start getting into it, if someone can tell me off the bat that sfgui won't work for what I want.

And if it's not the greatest, does any of these do the job?
    GWEN
    TGUI
    CEGUI
    Guichan
    libRocket
    Turbo Badger

Raincode
« Last Edit: May 27, 2015, 03:57:37 pm by Raincode »

eXpl0it3r

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Re: SFGUI (0.2.3 released)
« Reply #562 on: May 27, 2015, 04:05:10 pm »
I was just wondering: Is SFGUI suited as integrated gui-system for smaller games, using custom graphics for gui elements (e.g. own button base, hover, pressed)?
No, or rather not yet. SFGUI currently only provides a simple "shape" rendered. A bitmap renderer has been unofficially in the works for a long time, but has yet to be finished.
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shadowmouse

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Re: SFGUI (0.2.3 released)
« Reply #563 on: May 27, 2015, 04:06:43 pm »
Is that likely to be done within the next two years?

StormWingDelta

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Re: SFGUI (0.2.3 released)
« Reply #564 on: May 27, 2015, 04:32:07 pm »
Just wondering about something.  Are we able to make a bubble circle menu list?  Where each of the buttons and other things in the list is either a floating circle or part of one.  In my case I'm trying to setup a menu for clicking on things that is one center circle with a ring of smaller ones around it.  Just wondering if it could be done. :)
I have many ideas but need the help of others to find way to make use of them.

eXpl0it3r

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AW: SFGUI (0.2.3 released)
« Reply #565 on: May 27, 2015, 05:24:43 pm »
Not really, no.
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StormWingDelta

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Re: SFGUI (0.2.3 released)
« Reply #566 on: June 20, 2015, 07:37:04 pm »
Been hunting through the examples and was wondering about something.  In some it doesn't use SFML to draw some things while in others there's so much in the file it is hard to tell what is doing what.  What's the simplest example in the bunch that lets you use both SFGUI and SFML in the same screen.  Where say you have half the screen for the menu made by SFGUI and half is for the play area in the game drawing like normal?
I have many ideas but need the help of others to find way to make use of them.

eXpl0it3r

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Re: SFGUI (0.2.3 released)
« Reply #567 on: June 20, 2015, 07:58:56 pm »
I don't fully follow. You just draw your SFML stuff and let SFGUI draw its own stuff. You don't need to do anything complicated to get it working. ;)
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StormWingDelta

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Re: SFGUI (0.2.3 released)
« Reply #568 on: June 20, 2015, 08:01:38 pm »
I don't fully follow. You just draw your SFML stuff and let SFGUI draw its own stuff. You don't need to do anything complicated to get it working. ;)

OK was just wondering. :)

What I meant was SFGUI drawing on one part of the screen and SFML drawing on the other.  Seems as long as I don't get too complicated it should work fine. :)
I have many ideas but need the help of others to find way to make use of them.

Tank

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Re: SFGUI (0.3.0 released)
« Reply #569 on: August 03, 2015, 09:20:42 am »
SFGUI 0.3.0 was released -- Kudos to binary1248 for 98% of all the hard work. ;)

Find the changelog here: https://github.com/TankOs/SFGUI/blob/0.3.0/CHANGELOG
Find the download here: http://sfgui.sfml-dev.de/download/

 

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