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Author Topic: SFGUI (0.4.0 released)  (Read 386520 times)

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eXpl0it3r

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Re: SFGUI (0.3.0 released)
« Reply #585 on: August 05, 2015, 01:03:50 am »
Please use the edit function of the forum if you want to add something to a previous post instead of writing four posts in a row.

Also spend a bit more time on the problem before posting on the forum and be more patient with waiting for answers. There are only a small number of OS X developers here and none of them are much invested in SFGUI.
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subconsciousbias

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Re: SFGUI (0.3.0 released)
« Reply #586 on: August 05, 2015, 02:09:03 am »
Please use the edit function of the forum if you want to add something to a previous post instead of writing four posts in a row.

Also spend a bit more time on the problem before posting on the forum and be more patient with waiting for answers. There are only a small number of OS X developers here and none of them are much invested in SFGUI.

Sounds good

Tank

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Re: SFGUI (0.3.0 released)
« Reply #587 on: August 05, 2015, 08:21:41 am »
Please paste which errors you get. You might also want to try out another generator besides Xcode.

subconsciousbias

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Re: SFGUI (0.3.0 released)
« Reply #588 on: August 05, 2015, 08:42:06 am »
Please paste which errors you get. You might also want to try out another generator besides Xcode.

Test - Cmake - Unix - Terminal Install
C-Make
Unix Makefiles
Use default native compilers
SFGUI_BUILD_EXAMPLES (check marked)
SFGUI_BUILD_SHARED_LIBS (check marked)
SFGUI_INCLUDE_FONT (check marked)
CMake Warning (dev):
  Policy CMP0042 is not set: MACOSX_RPATH is enabled by default.  Run "cmake
  --help-policy CMP0042" for policy details.  Use the cmake_policy command to
  set the policy and suppress this warning.
  MACOSX_RPATH is not specified for the following targets:
   sfgui
This warning is for project developers.  Use -Wno-dev to suppress it.

Generating Done
Opened Terminal on Mac -> Found Build File -> Typed "Make -j4" ->2 Errors
[ 84%] Linking CXX executable Layout
[ 84%] Built target Layout
Scanning dependencies of target ProgressBar
[ 85%] Building CXX object examples/CMakeFiles/ProgressBar.dir/ProgressBar.cpp.o
/Users/blankblank/Desktop/SFGUI-master/examples/OpenGL.cpp:63:29: error: no
      member named 'tan' in namespace 'std'
        auto frustum_height = std::tan( fov / 360 * pi ) * near_distance;
                              ~~~~~^
[ 85%] Linking CXX executable Notebook
1 error generated.
make[2]: *** [examples/CMakeFiles/OpenGL.dir/OpenGL.cpp.o] Error 1
make[1]: *** [examples/CMakeFiles/OpenGL.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
[ 86%] Linking CXX executable Multiview
[ 86%] Built target Notebook
[ 86%] Built target Multiview
[ 87%] Linking CXX executable ProgressBar
[ 87%] Built target ProgressBar
make: *** [all] Error 2

Test
I also built for X-code in c-make and got OpenGL error upon compiling inside x-code

eXpl0it3r

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Re: SFGUI (0.3.0 released)
« Reply #589 on: August 05, 2015, 10:33:24 am »
Guess it's missing an #include <cmath> in the OpenGL example.
You could add it yourself and try again.
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binary1248

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Re: SFGUI (0.3.0 released)
« Reply #590 on: August 05, 2015, 10:56:39 am »
Fixed.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

subconsciousbias

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Re: SFGUI (0.3.0 released)
« Reply #591 on: August 05, 2015, 11:06:32 am »
Guess it's missing an #include <cmath> in the OpenGL example.
You could add it yourself and try again.


That made it compile. Thank you :)
I could run the resulting program examples through the terminal. I haven't used with X-code yet, because it's 3am, just wanted to let you know. Thanks Exploiter and Tank!

Just tested with X-Code, works! YAY! FINALLY I CAN USE GUI! I have been wanting to use this for months! lolol
« Last Edit: August 05, 2015, 11:18:16 am by subconsciousbias »

kome

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Re: SFGUI (0.3.0 released)
« Reply #592 on: September 29, 2015, 11:49:43 pm »
Hi, i just installed SGUI

Everything is working ok, but i noticed a simple program in SFGUI is using constant 60% of CPU, compared to a regular SFML program that uses 20%. Any thoughts on this?

I am running the program from the IDE: VS 2013 Express

binary1248

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Re: SFGUI (0.3.0 released)
« Reply #593 on: September 30, 2015, 12:43:40 am »
Well... maybe it has to do with the fact you are using SFGUI and SFML together as opposed to only SFML? Also, saying things like "simple program in SFGUI" and "regular SFML program" doesn't tell anybody anything. If you want to provide something for others to compare for themselves, you will have to supply the code. Nobody is going to believe you until they can test first hand.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

kome

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Re: SFGUI (0.3.0 released)
« Reply #594 on: September 30, 2015, 01:49:07 am »
Well... maybe it has to do with the fact you are using SFGUI and SFML together as opposed to only SFML? Also, saying things like "simple program in SFGUI" and "regular SFML program" doesn't tell anybody anything. If you want to provide something for others to compare for themselves, you will have to supply the code. Nobody is going to believe you until they can test first hand.

I was trying some of the examples that comes in the examples directory of SFGUI. Like this one:
https://github.com/TankOs/SFGUI/blob/master/examples/HelloWorld.cpp

The SFML code of arkanoid game, can be found here:
https://github.com/SuperV1234/Tutorials/blob/master/DiveIntoC%2B%2B11/2_Arkanoid/p5.cpp

Using SFML 2.3.1 and SFGUI 0.3.0

binary1248

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Re: SFGUI (0.3.0 released)
« Reply #595 on: September 30, 2015, 01:58:28 am »
setFramerateLimit()
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

kome

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Re: SFGUI (0.3.0 released)
« Reply #596 on: September 30, 2015, 02:05:22 am »

Kojay

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Re: SFGUI (0.3.0 released)
« Reply #597 on: January 17, 2016, 01:34:01 am »
Hi,

Now that Canvas has SetView() and GetView(), is there any chance it will also get GetDefaultView() as well as the map* functions?

It has been slightly frustrating how the sfg::Canvas has been approximating the interface of sf::RenderTarget bit by bit but not quite (breaking things when replacing one).
« Last Edit: January 17, 2016, 02:30:39 pm by Kojay »

binary1248

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Re: SFGUI (0.3.0 released)
« Reply #598 on: January 18, 2016, 12:52:19 am »
Is that all that is missing? I need an exhaustive shopping list before I consider this feature for addition. ;D
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

eXpl0it3r

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Re: SFGUI (0.3.0 released)
« Reply #599 on: January 18, 2016, 01:55:19 am »
Is it really that complex to manage yet another view? Especially given that you're already managing at least one other view. ;)
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