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Author Topic: SFGUI (0.4.0 released)  (Read 393334 times)

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AlexxanderX

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Re: SFGUI (0.1.0 released)
« Reply #420 on: March 27, 2013, 01:57:38 pm »
Here you can find my blog and tutorials about SFML - http://alexanderx.net/ (died...) - http://web.archive.org/web/20160110002847/http://alexanderx.net/

eXpl0it3r

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Re: SFGUI (0.1.0 released)
« Reply #421 on: March 27, 2013, 02:00:24 pm »
I need some help please: http://sfgui.sfml-dev.de/forum/topic204-installing-problem.html
There's no need to cross post/link.
binary and Tank are regularly checking the forum, just be patient. ;)
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FRex

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Re: SFGUI (0.1.0 released)
« Reply #422 on: March 27, 2013, 02:37:03 pm »
Is there a line saying 'by not providing FindSFML.cmake  in _some variable name_ (...)'?
If yes then adding and setting that variable(I think it was CMAKE_MODULE_PATH) to D:\Libs\cmake\Modules(your path will be different of course) and setting its' type to path should fix that.

Build with cmake is fun. ;)
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Tank

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Re: SFGUI (0.1.0 released)
« Reply #423 on: March 27, 2013, 02:37:27 pm »
Well, we might talk about paid support, if you like. :P

Tank

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Re: SFGUI (0.1.0 released)
« Reply #424 on: March 27, 2013, 02:38:11 pm »
Quote
Is there a line saying 'by not providing FindSFML.cmake  in _some variable name_ (...)'?
No, FindSFML.cmake can't find the SFML libs, so SFML_ROOT needs to be added.

FRex

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Re: SFGUI (0.1.0 released)
« Reply #425 on: March 27, 2013, 02:42:04 pm »
Quote
No, FindSFML.cmake can't find the SFML libs, so SFML_ROOT needs to be added.
And twist your tongue just right and then... maybe it'll build. ;)
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FRex

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Re: SFGUI (0.1.0 released)
« Reply #426 on: March 30, 2013, 12:18:56 am »
I forgot to ask again: will HandleEvent return bool?(I've seen some void function labeled as returning bool in docs so I guess you're moving towards that..) and will signals send const & to triggering event so it's possible to work with that to do things like 'send string somewhere and then clear the entry content' if it was the enter key that was pressed?
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Tank

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Re: SFGUI (0.1.0 released)
« Reply #427 on: March 30, 2013, 02:24:08 am »
No, HandleEvent will not return bool. We probably forgot to remove some obsolete stuff from the Doxygen comments.

In case you're asking if we'll give the underlying sf::Event to the signal handler: No, that won't happen. Since you're the one giving it to SFGUI's event handler, you should be able to check for the key that was pressed.

FRex

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Re: SFGUI (0.1.0 released)
« Reply #428 on: March 30, 2013, 02:40:38 am »
Ok, thanks. :D
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FRex

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Re: SFGUI (0.1.0 released)
« Reply #429 on: April 13, 2013, 11:01:45 pm »
int main(int argc,char * argv[])
{
        sf::RenderWindow app(sf::VideoMode(600,480),"heh");
        sfg::SFGUI sfg;
        sf::Event eve;
        sf::Clock clo;
        sfg::Desktop desk;
        sfg::Window::Ptr win=sfg::Window::Create();
        sfg::Scale::Ptr scale=sfg::Scale::Create(0.f,10.f,1.f);

        win->Add(scale);

        desk.Add(win);

       
        app.resetGLStates();
        while(app.isOpen())
        {
                while(app.pollEvent(eve))
                {
                        desk.HandleEvent(eve);
                }
                desk.Update(clo.getElapsedTime().asSeconds());
                app.clear();
                sfg.Display(app);
                app.display();
        }



}
Holding the scale slider and moving cursor out of the window causes 'failed to share opengl context' error in console and makes the app stuck.

Also, you can't assign sfg::Adjustment::Ptr to sfg::Widget::Ptr.
It says 'error C2440: 'initializing' : cannot convert from 'sfg::Adjustment *const ' to 'sfg::Widget *'
« Last Edit: April 13, 2013, 11:06:29 pm by FRex »
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binary1248

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Re: SFGUI (0.1.0 released)
« Reply #430 on: April 14, 2013, 03:40:08 am »
Holding the scale slider and moving cursor out of the window causes 'failed to share opengl context' error in console and makes the app stuck.
Fixed in testing, seems I forgot a check ;).

Also, you can't assign sfg::Adjustment::Ptr to sfg::Widget::Ptr.
It says 'error C2440: 'initializing' : cannot convert from 'sfg::Adjustment *const ' to 'sfg::Widget *'
sfg::Adjustment is not an sfg::Widget and thus you cannot perform the conversion. They both inherit from sfg::Object. sfg::Adjustment is merely a data structure that holds diverse adjustment information for other widgets.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

FRex

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Re: SFGUI (0.1.0 released)
« Reply #431 on: April 20, 2013, 11:37:08 pm »
Does separator make any sense when attached to table?
Also, I found two custom signals in combo box, one in toggle button, one in entry, is that all of them?
« Last Edit: April 21, 2013, 12:33:10 am by FRex »
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binary1248

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Re: SFGUI (0.1.0 released)
« Reply #432 on: April 21, 2013, 12:43:23 am »
Does separator make any sense when attached to table?
You can add whatever you want to a table. A separator is nothing but a straight line that is meant to visually separate different sections of the GUI. Rather than loading in a straight line image, we provided a widget just for that :).

Also, I found two custom signals in combo box, one in toggle button, one in entry, is that all of them?
Adjustment, ComboBox, Entry, SpinButton, ToggleButton and Widget all declare their own signals.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

FRex

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Re: SFGUI (0.1.0 released)
« Reply #433 on: April 21, 2013, 12:45:36 am »
Quote
Widget all declare their own signals
That was redundant to mention...  :P
Thanks for both answers.
sfg::Image attached to table with FILL is slow when resizing window that is hosting the table and I mean really slow.
Expand is completely ok, fill isn't and causes visible fps drop.
Toggle button with image is slow to press too. Basically: image = f**k performance. :-\
Also, will the std::bind introducing update break the old Connect calls very much or are they replaceable easily?
« Last Edit: April 21, 2013, 05:10:52 am by FRex »
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foobarbaz

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Re: SFGUI (0.1.0 released)
« Reply #434 on: April 24, 2013, 01:24:21 am »
I'm definitely experiencing the sfg::Image performance hurt - but hopefully there's a workaround for my problem :P So, I'm trying to have a MiniMap embedded in an sfg::Window. I looked around, and decided to give sfg::Image a shot. So, I have an sfg::Image inside my sfg::Window, and I render the MiniMap onto a sf::RenderTexture, then grab the texture and copy it to an sf::Image, which is then set as the sfg::Image's image. This is painfully slow. Is there a better way?

EDIT: And in the beginning, when I said performance hurt, I'm more referring to sf::Texture::copyToImage being painfully slow, not the sfg::Image lag when you resize the window :P If only there was a way to render directly to an sf::Image....
« Last Edit: April 24, 2013, 01:28:24 am by DrSuperSocks »