AutoREALM go for wx/Widgets
Here's the last news and state of evolution of coding for AutoREALM...
It only concerns of a coding port under a library tool which permits
easy cross-platform development and compilation on all sort of
Operating Systems. For more information, http://www.wxwidgets.org
The authors of this email are on the yahoogroup AutoREALM:
http://groups.yahoo.com/group/AutoREALM if you want to contact them.
No futur spammed addresses will be mentioned here.
Subject: Re: [AutoREALM] wxWidgets port of AutoREALM
On Thu, Jan 06, 2005 at 12:56:30PM -0000, zulithe (no spammed address
here) wrote:
> I heard on another forum about a person (or a group?) that is porting
> AutoREALM to wxwidgets. Is there any news on this, or a site where
> more information can be gathered?
There's no place for news, though I'll gladly talk about it. I'm the
main person doing the porting work to wxWidgets. The reason for the lack
of news, though, is simple: There's not much by way of news.
AutoRealm, the Delphi version, is about 50,000 lines of code intertwined
with itself (several circular dependencies have been found already). The
main thrust of the porting work is attempting to convert the pascal into
C++ directly where possible, and rewriting whatever else has to be,
making sure to document as much as possible along the way.
One thing that has been ported to wxWidgets successfully is the forms.
They're done using XRC files (XML ResourCe), which is a nice, platform
independent way of describing the windows. All graphics have been
converted to .png files, and overall, they look fairly decent.
So, where are things right now? A small shell for the main form has been
written. It compiles and runs, bringing up the ever familiar AutoRealm
main window. A couple of the minor buttons work (fill pattern, color
buttons). A menu item or two (notably File->Exit and Help->About).
As to what's being done right now... there are several classes which act
as the main "meat" of AutoRealm, if you will, along with some fairly
important utility routines. These are being actively ported, and will be
finished sometime soon. Once those are done, it is hoped that the
remainder of the forms/units will be comparatively easy, allowing me to
reach a full alpha state by sometime in March.
Now, what do I consider to be alpha, beta, and release works?
Alpha: First pass over all code is completed. Many todo items
identified, but not yet worked on. User documentation has not been
examined at this time at all.
Beta: All todo items completed, User documentation completed. Basically,
this is (to me) what is coming to be known as "Preview Release" or
"Release Candidate". Possibly some still known bugs being worked on.
Release: No known bugs, everything completed. Only things which may be
missing will be translations to other languages.
When do I hope to release? I'm making use of some features in the
wxWidgets toolkit which are in the development version only. As a
result, I can't do a release until after the wxWidgets toolkit has been
released at version 2.6.0. That is planned for April, 2005. After that
release, I need to make sure that everything compiles, runs, and tests
cleanly, so allow up to another month. Basically, I'm aiming for May,
2005 for release of AutoRealm/wxWidgets.
An important note about this version: This version will NOT include new
features. This version is nothing but the port to C++/wxWidgets, and is
(as much as possible) a line by line port.
The intent is that the next version will be a major code cleanup, and
also allow for new features to be put in. After that, who knows where it
will go? I'm not going to try and guess.
Of course, I'm always happy to receive any help that can be given. If
you're a coder, let me know, and I'll help you get set up to work on the
codebase. If you're a translator, I can use that, too. If you just want
to make sure that everything has the correct keyboard shortcuts, I can
even help you get set up to do that. I promise, I won't turn down any
help :)
Wow, lots more typing than I thought I would do. Hope I didn't drown you
with too much information.
--
Michael J. Pedersen
(no addresses spammed here too)
2005-01-10 11:00:03 UTC by conruyt
AutoREALM 2.00 is available
AutoREALM is a Delphi-based mapping software (a "cartographer").
Everyone can contribute since the project is released under a GNU
licence. The contributions range from basic to elaborate maps, symbols,
AutoNAME files or just community emails like providing bug reports or
thanks. Designed at first for Role-Playing Gamers, this RAD program
(Rapid-Application Development) could be used by anyone else.
Before downloading the last release, we recommend to google
a Download Manager because the file is big (~3MB).
AutoREALM is available at http://autorealm.sourceforge.net, and the
main discussion group is at http://groups.yahoo.com/group/AutoREALM
You are encouraged to share your maps and symbols to the community
if you use the program. Thanks. Enjoy.
Here the last changes:
Version 2.0 – July 24, 2003
John Dullea: Added XML support for .AuRX map files and .AuSX symbol
files. Whenever a symbol is added, changed, etc., the symbol set is
saved as an .AuSX file. !!
John Dullea: Implemented object caching to accommodate the additional
memory requirements of XML support. !!
Jakim Friant: Fixed a bug that prevented restoring a saved View.
Jakim Friant: Fixed the problem with saving special grid line types.
Jakim Friant: Added Alt+Click as a way to select hyperlinks.
Jakim Friant: Added a function to reposition the scroll bars when
a toolbar is changed.
Jakim Friant: Fixed bug with Viewpoints not being loaded from XML
format files.
Jakim Friant: Fixed bug that corrupted the list of saved Views.
Jakim Friant:Added a dialog to File->New that prompts user to keep
the previous map's settings or reset them to the default.
Jakim Friant:Fixed the behavior of the scroll bars, now they scroll
the page properly and reflect the correct size of the drawn area.
Jakim Friant: Added a feature that allows the user to move
the grid "up" or "down" to cover individual objects.
The AutoREALM Development Team.
2003-07-30 22:46:22 UTC by conruyt
AutoREALM 1.21 is available
AutoREALM is a Delphi-based mapping software (a "cartographer").
Everyone can contribute since the project is released under a GNU
licence. The contributions range from basic to elaborate maps, symbols,
AutoNAME files or just community emails like providing bug reports or
thanks. Designed at first for Role-Playing Gamers, this RAD program
(Rapid-Application Development) could be used by anyone else.
Before downloading the last release, we recommend to google
a Download Manager because the file is big (~3MB).
AutoREALM is available at http://autorealm.sourceforge.net, and the
main discussion group is at http://groups.yahoo.com/group/AutoREALM
You are encouraged to share your maps and symbols to the community
if you use the program. Thanks. Enjoy.
Here the last changes:
Version 1.21-February 03, 2003
. Tom Deprez: Fixed missing short-cut keys: CTRL+Z for Undo, CTRL+Y
for Redo
. Andy Gryc: Added ability to flip line style without flipping the end
points so the fractal pattern won't change but the line style "sideness"
will.
. Andy Gryc: Fix to problem that left residual lines with fractals
while snapping was on.
. Andy Gryc: Added functions to transform lines between fractal
and non-fractal forms.
. Andy Gryc: Fixed missing short-cut keys: Ctrl+C, Ctrl+V,
and Ctrl+X for Cut, Copy, Paste.
. Mikhail Maximov: Various improvements to speed up drawing functions.
. John Dullea: Added option for anti-aliased symbol palette bitmaps.
. John Dullea: Added snapping along fractal lines and curves.
. John Dullea: Made enhancement to Transform...Rotate dialog.
. John Dullea: Added non-square snap grids (all except polar).
. John Dullea: Changed snap grids so they relate to the graph paper.
. John Dullea: Added color translation.
. John Dullea: Improved tool accuracy, especially grid snapping.
. John Dullea: Added Shift-Scalpel: add node at intersection.
. John Dullea: Scalpel can remove endpoints of polylines and polycurves.
. John Dullea: Added an option for correctly scaled printing.
. John Dullea: Added an option to place a symbol at the same size as
when it was originally created.
. John Dullea: Added a 3D wizard for creating shaded columns and
rooftops.
. John Dullea: Made some other bug fixes (e.g. fixed bad polycurve
extent; removing sections of fractal polylines and polycurves now
preserves the shape of what remains, etc.).
The AutoREALM Development Team.
2003-03-17 10:35:52 UTC by conruyt