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From: Scott F. <sf...@gl...> - 2004-06-17 02:46:45
|
I've finally set aside some time to rework the callback system. I added a = few tasks for myself, just to keep it organized. Here's what I'm plannin= g on doing by the end of the weekend (assuming work doesn't surprise me): + (done) added a pointer to the calling frame to the callback function for = easy access. - combine CUI_Frame::Click and CUI_Frame::CallbackFunc into ::Callback that= updates the frame's state and then calls callback functions as necessary - generalize callback : pass an enum for the type of callback action. (clic= k, hover, hover_leave, etc). should be able to integrate click and drag f= unctionality into this instead of the current system. The only other change I have planned is to write up some sort of connectivi= ty graph manager for key navigation. Though I'm not yet entirely sure wh= ere it will exist; possibly just builtin to the frame. After that I'll probably work on a simple game or other app that uses to gu= i to hopefully get a better idea where more work is still needed. if you have any comments or suggestions, send em in. |
From: sfranke <sf...@gl...> - 2003-11-18 18:23:42
|
As a reaction to the recent surge of spam, these mailing lists (glgui-dev & glgui-users) now restrict posting to list members only. I hope this doesn't cause any inconvenience. Scott Franke sf...@gl... |
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From: Scott F. <sf...@gl...> - 2003-10-01 03:37:43
|
Release 9a is up on sourceforge. This release includes my changes for addi= ng variable width fonts and better support for keyboard handling in edita= ble text boxes (and through the glut sample). The glut sample should bui= ld and run under win32 and linux. I wanted to do this release now (as a minor version) because I'm planning t= o start some fairly large changes to the code base. Mainly, I'm going to= do some general cleanup of the code, putting in better commenting and fo= rmatting it more cleanly. This will also let me get reaquainted with a l= ot of the details I may have forgotten in the time I have spent away from= the project. Hopefully, this will also give me the opportunity during t= his time to improve the any specific functionality that seems to need it.= Some of the interaction between controls and widgets is an example wher= e I think some improvement can be made. The other major change I have planned is to improve the callback handling. = My current plan is to have support for setting a callback for each type = of mouse/keyboard event a frame can trigger (click, hover, keypress, etc)= . I will do my best to make only minimal (if any) changes to the actual inter= face, but I think at this point in the project it's more important to fix= any serious flaws in the design rather than maintain a 100% backwards-co= mpatable interface. If anyone feels otherwise, especially those of you w= ith projects that use it, let me know. It will probably be a at least a few weeks before I get started on this due= to other projects requiring my time. So please send in comments and sug= gestions. Rainer sent a document a while back with some very good critiq= ues and comments, and I will keep them all in mind during this process. = I put a copy of this document linked from http://glgui.sourceforge.net in= case anyone no longer has a copy. Scott sf...@gl... is to improve the callback handling. My current pla= n is to have |
From: Sarah W. <re...@tm...> - 2003-08-10 20:01:49
|
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From: Scott F. <sf...@my...> - 2003-06-10 02:31:11
|
I had downloaded the project file on my linux computer and copied it over a= nd dev studio didn't like it. Release 9 is up on the project page and the documentation has been updated = on glgui.sourceforge.net. Let me know of any problems, or any other requests. Scott Franke sf...@gl... |
From: Scott F. <sf...@my...> - 2003-06-10 00:50:29
|
Hey everyone. I'm glad to see some continuing interest in the project, and= I apologize for how little work I've done for it in the last year. I've made a few changes recently trying to get the project running under ma= c os x (w/ glut), but got stuck on STL support. I'll work on it sometime= in the future. I tried today to update the win32 projects, but I couldn't even open the ds= w and dsps as they are. I decided to wait until I had some more time to = look into this and try to fix it. However, if anyone can update the UI, = xercesSAX, and sampleGlut projects and send them to me, it would save a l= ot of time (and I'd really appreciate it :) ). Scott Franke [druid-] sf...@gl... |
From: Bernhard K. <ber...@gm...> - 2003-05-23 11:35:53
|
Hi, I think it would be good if someone adds a short status update this as status update at the top of http://glgui.sourceforge.net/ For my personal view(one picture says more than 1000 words) I would like if somebody could add some screenshots of the sample applications included. FWIW, I compiled the Glut sample on Linux after some dirty trick (you have to make some symlink(s)) and could send screenshots of it. Bernhard On Fri, 23 May 2003, Rainer Glaschick wrote: > Hello Yohan, > > no, GLGUI is not dead. > > We are just working to incorporate it as the standard UI > in the AMIRE project (http://www.amire.net/), > but I am still in the process of understanding the package > and checking necessary changes. > > The XML unload/load feature is btw not needed there, > as the AMIRE framework will cover all these functions. > > However, you are correct that a new packaged version is needed, > (there are some nasty bugs in it, that are not present > in the CVS development version), > but I did not yet feel enough inside the software > to join as a developer and do this. > > Regards, > Rainer > > > yohan baillot wrote: > > Dear all > > > > is glGUI dead or is it somewhere else than on sourceForge, the last > > release date > > is August 2000 > > > > thanks > > > > Yohan > > > > > > > > Yohan BAILLOT > > > > Virtual Reality Laboratory, > > Advanced Information Technology (Code 5580), > > Naval Research Laboratory, > > 4555 Overlook Avenue SW, > > Washington, DC 20375-5337 > > > > Email : ba...@ai... > > Work : (202) 404 7801 > > Home : (202) 518 3960 > > Cell : (703) 732 5679 > > Fax : (202) 767 1122 > > Web : http://ait.nrl.navy.mil/vrlab/projects/BARS/BARS.html > > > > > > > > > > > > > > ------------------------------------------------------- > > This SF.net email is sponsored by: ObjectStore. > > If flattening out C++ or Java code to make your application fit in a > > relational database is painful, don't do it! Check out ObjectStore. > > Now part of Progress Software. http://www.objectstore.net/sourceforge > > _______________________________________________ > > Glgui-dev mailing list > > Glg...@li... > > https://lists.sourceforge.net/lists/listinfo/glgui-dev > > -- > Rainer Glaschick, C-LAB Paderborn > tel. +49 5251 60-6046 fax +49 5251 60-6066 > Pers=F6nliche nicht=F6ffentliche Nachricht / personal nonpublic message > > > > ------------------------------------------------------- > This SF.net email is sponsored by: ObjectStore. > If flattening out C++ or Java code to make your application fit in a > relational database is painful, don't do it! Check out ObjectStore. > Now part of Progress Software. http://www.objectstore.net/sourceforge > _______________________________________________ > Glgui-dev mailing list > Glg...@li... > https://lists.sourceforge.net/lists/listinfo/glgui-dev > |
From: Rainer G. <rai...@c-...> - 2003-05-23 10:14:00
|
Hello Yohan, no, GLGUI is not dead. We are just working to incorporate it as the standard UI in the AMIRE project (http://www.amire.net/), but I am still in the process of understanding the package and checking necessary changes. The XML unload/load feature is btw not needed there, as the AMIRE framework will cover all these functions. However, you are correct that a new packaged version is needed, (there are some nasty bugs in it, that are not present in the CVS development version), but I did not yet feel enough inside the software to join as a developer and do this. Regards, Rainer yohan baillot wrote: > Dear all >=20 > is glGUI dead or is it somewhere else than on sourceForge, the last=20 > release date > is August 2000 >=20 > thanks >=20 > Yohan >=20 >=20 >=20 > Yohan BAILLOT >=20 > Virtual Reality Laboratory, > Advanced Information Technology (Code 5580), > Naval Research Laboratory, > 4555 Overlook Avenue SW, > Washington, DC 20375-5337 >=20 > Email : ba...@ai... > Work : (202) 404 7801 > Home : (202) 518 3960 > Cell : (703) 732 5679 > Fax : (202) 767 1122 > Web : http://ait.nrl.navy.mil/vrlab/projects/BARS/BARS.html >=20 >=20 >=20 >=20 >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: ObjectStore. > If flattening out C++ or Java code to make your application fit in a > relational database is painful, don't do it! Check out ObjectStore. > Now part of Progress Software. http://www.objectstore.net/sourceforge > _______________________________________________ > Glgui-dev mailing list > Glg...@li... > https://lists.sourceforge.net/lists/listinfo/glgui-dev --=20 Rainer Glaschick, C-LAB Paderborn tel. +49 5251 60-6046 fax +49 5251 60-6066 Pers=F6nliche nicht=F6ffentliche Nachricht / personal nonpublic message |
From: yohan b. <ba...@ai...> - 2003-05-22 20:39:33
|
Dear all is glGUI dead or is it somewhere else than on sourceForge, the last release date is August 2000 thanks Yohan Yohan BAILLOT Virtual Reality Laboratory, Advanced Information Technology (Code 5580), Naval Research Laboratory, 4555 Overlook Avenue SW, Washington, DC 20375-5337 Email : ba...@ai... Work : (202) 404 7801 Home : (202) 518 3960 Cell : (703) 732 5679 Fax : (202) 767 1122 Web : http://ait.nrl.navy.mil/vrlab/projects/BARS/BARS.html |
From: Rainer G. <rai...@c-...> - 2002-12-05 11:14:36
|
Hello, the AMIRE project (a augmented reality programming framework) has started to use glGUI. As a first result, I have written the enclosed introduction. Comments and enhancements are welcome. Please note the last section on the action callback and give comments which solution you would prefer. I think I shall bother you soon with questions that cannot be answered from the sourcecode alone. The only release (8) on sourceforge has two nasty bugs; it crashes if a png texture to be loaded does not exist, and if a shader is tried to use that does not exist. Both are corrected in the CVS tree; making a new snapshot would be very useful. (A novice user will always start with a release instead of the CVS tree). Rainer --=20 Rainer Glaschick, C-LAB Paderborn tel. +49 5251 60-6046 fax +49 5251 60-6066 Pers=F6nliche nicht=F6ffentliche Nachricht / personal nonpublic communica= tion |
From: <pet...@ma...> - 2002-11-13 16:42:04
|
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From: Scott F. <sf...@my...> - 2002-08-01 21:31:56
|
I'm going to remove everyone from the developer list except myself and leif= . In case you are still interested in helping send me an email. Scott Franke sf...@gl... |
From: List M. <li...@ms...> - 2002-05-02 15:24:17
|
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From: <sf...@gl...> - 2001-03-09 23:28:02
|
I've outlined some of the things I'd like to get done with the gui in the task list on the sourceforge project (my apologies if everyone was spammed with task updates like I was). Beyond those tasks, there are a lot of bug fixing, testing, and general structure improvements that need to be done. Feedback is appreciated. Work will commence again shortly. If anyone is still interested in contributing, please let me know what you'd like to work on. Likewise, anyone who is not interested in contributing, please let me know so I can remove you from the group on sourceforge and you can unsubscribe from this mailing list (which may actually start getting traffic again). thanks, Scott Franke sf...@gl... |
From: SiO2 S. <si...@ne...> - 2000-08-24 18:41:08
|
Oh heck. Has it really been that long?... Anyway - I'm now downloading the latest zip from SourceForce. Hopefully I can actually take a look at actually doing some actual work on this project. BTW Have you seen/looked at PLIB? http://plib.sourceforge.net/ I was wondering how much overlap there is in the two projects. ----- Original Message ----- From: "sfranke" <sf...@us...> To: <glg...@li...> Sent: Tuesday, July 25, 2000 6:51 PM Subject: [Glgui-dev] progress > It's been a while since I've emailed this list, so I thought I'd let > everyone know how development is going. > > I've now finished all the elements and high-level controls I'm planning on > working on for the beta release. Here's the list: > elements: > frame > draggable frame > draggable view frame > widget (textlabel) > button > multiple state button > resize button > progress bar > slider bar > text box > editable text box > controls: > combobox > console (just finished it) > list box > menus > message box > radio group > scrollable frame > scrollable text box > text field (1-line) > > This includes some very sophisticated and useful gui components. The > console has associated functions and variables that it keeps track of. It > also supports creating aliases within the console and command history and > command completion. > > The last bit of functionality I'm adding is file input based on the XML > schema you can view at the glgui.sourceforge.net page. It's slightly out > of date, but that's the general idea. > > I think a few other things are necessary before the project is promoted to > beta status. > > 1) Good high-level documentation is absolutely necessary for it > to be useful to anyone. > > 2) Some sort of code review. Up until now it's been a nearly 100% one-man > project and I'd appreciate anytime spent looking over the code to fix bugs > or other problems. > > 3) More platform support. I added a new developer today to help maintain > mac support, but that's still only two platforms with only opengl. If I > have some free time I might try to get a version running on my linux > computer, but I've only done limited opengl development on it, so it will > take some time. > At some point I'll probably write a version for PTC (software renderer > - www.gaffer.org/ptc/) and maybe BeOS if I have a chance to play around > with it again. Keith was planning on writing a d3d renderer, any word on > that Keith? Renderer and SimpleShader conversion shouldn't be too > difficult for most platforms. And beyond that, it's just a matter of > making sure the C++ code doesn't cause any problems. > > 4) A better sample showing off how nice-looking (as well as > functional) GUIs built with glGUI can be. > > Beyond those points, it will probably be a few months before I can start > working on an editor. It would probably be java based so it too would be > cross platform. > > > I encourage everyone to check out the latest version on CVS, or download > the latest version if you don't want to see the console, and see where the > project is at and where it still needs work. > > > Thanks, > > Scott Franke [druid-] > sf...@gl... > > > _______________________________________________ > Glgui-dev mailing list > Glg...@li... > http://lists.sourceforge.net/mailman/listinfo/glgui-dev > |
From: sfranke <sf...@us...> - 2000-07-25 17:51:36
|
It's been a while since I've emailed this list, so I thought I'd let everyone know how development is going. I've now finished all the elements and high-level controls I'm planning on working on for the beta release. Here's the list: elements: frame draggable frame draggable view frame widget (textlabel) button multiple state button resize button progress bar slider bar text box editable text box controls: combobox console (just finished it) list box menus message box radio group scrollable frame scrollable text box text field (1-line) This includes some very sophisticated and useful gui components. The console has associated functions and variables that it keeps track of. It also supports creating aliases within the console and command history and command completion. The last bit of functionality I'm adding is file input based on the XML schema you can view at the glgui.sourceforge.net page. It's slightly out of date, but that's the general idea. I think a few other things are necessary before the project is promoted to beta status. 1) Good high-level documentation is absolutely necessary for it to be useful to anyone. 2) Some sort of code review. Up until now it's been a nearly 100% one-man project and I'd appreciate anytime spent looking over the code to fix bugs or other problems. 3) More platform support. I added a new developer today to help maintain mac support, but that's still only two platforms with only opengl. If I have some free time I might try to get a version running on my linux computer, but I've only done limited opengl development on it, so it will take some time. At some point I'll probably write a version for PTC (software renderer - www.gaffer.org/ptc/) and maybe BeOS if I have a chance to play around with it again. Keith was planning on writing a d3d renderer, any word on that Keith? Renderer and SimpleShader conversion shouldn't be too difficult for most platforms. And beyond that, it's just a matter of making sure the C++ code doesn't cause any problems. 4) A better sample showing off how nice-looking (as well as functional) GUIs built with glGUI can be. Beyond those points, it will probably be a few months before I can start working on an editor. It would probably be java based so it too would be cross platform. I encourage everyone to check out the latest version on CVS, or download the latest version if you don't want to see the console, and see where the project is at and where it still needs work. Thanks, Scott Franke [druid-] sf...@gl... |
From: sfranke <sf...@us...> - 2000-07-03 15:57:36
|
On Mon, 3 Jul 2000, SiO2 Software wrote: > I'm all for bells-and-whistles features that can be simply implemented and > do not eat a significant amount of CPU time. Anyway, the more "feature rich" > controls would probably be used only for the pre-game menus, with the > simpler controls actually needed for the in-game stuff. Pre-game menus > really do need of the controls and features that can be mustered, in order > to look professional (if you see what I mean). Yes, I agree. Originally I didn't really plan on making controls this sophisticated, I was going for about the same level as q3's gui (very simple). But it makes sense that even simple games and programs need more sophisticated controls to be useful. I'm not planning on adding too many fancy effects - not for a while at least. I want to get it all working well so people can use it, and then work on making it flashier. There's a lot that can already be done by using a more functional shader class, but there are also some things I can do with the GUI classes to broaden the possibilities. Scott Franke [druid-] sf...@gl... |
From: SiO2 S. <si...@ne...> - 2000-07-03 10:32:21
|
----- Original Message ----- From: "sfranke" <sf...@us...> To: <glg...@li...> Sent: Thursday, June 29, 2000 9:05 PM Subject: [Glgui-dev] ListBox & other ideas > I decided to make listbox a control after all. It makes more sense, it > uses buttons, etc to build itself - and this is how I've defined controls > (kind of a higher-level GUI component). Hmm.. the semantics of this are > probably needlessly complex. > > Anyway, listbox is done, which includes sublists. I'll probably break off > the sublist functionality and put it in a CUI_Menu inherited from > CUI_ListBox. > > I'm also planning on a fairly big change that will let CUI_Frame's (every > GUI component) to have a pointer to the UI to which it belongs. This will > expose a whole lot of functionality to the components. The initial reason > I decided to do this was so that the List/Menu can make one of it's > sublists selected so key commands are processed there. There's no way to > do that without the change I will be working on. > > It also opens up a lot of other possibilities. All frame adding will be > moved to go through CUI_UI (including subframes of controls which normally > couldn't), so CUI_UI can do some extra stuff to the frames as they're > added. Enabling and disabling will also go through CUI_UI so (with a few > other changes) it will be simple to add fly-in or fade-in effects for > when a frame becomes visible. > > Yeah, it's a bells and whistles feature, but it's simple once a required > feature is added, so I don't see any drawbacks. There are probably lots > of other possibilities that this allows that I haven't realized yet. I'm all for bells-and-whistles features that can be simply implemented and do not eat a significant amount of CPU time. Anyway, the more "feature rich" controls would probably be used only for the pre-game menus, with the simpler controls actually needed for the in-game stuff. Pre-game menus really do need of the controls and features that can be mustered, in order to look professional (if you see what I mean). Regards, Keith Harrison SiO2 Software. ke...@ne... (personal) si...@ne... (work) |
From: sfranke <sf...@us...> - 2000-06-29 20:10:01
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I decided to make listbox a control after all. It makes more sense, it uses buttons, etc to build itself - and this is how I've defined controls (kind of a higher-level GUI component). Hmm.. the semantics of this are probably needlessly complex. Anyway, listbox is done, which includes sublists. I'll probably break off the sublist functionality and put it in a CUI_Menu inherited from CUI_ListBox. I'm also planning on a fairly big change that will let CUI_Frame's (every GUI component) to have a pointer to the UI to which it belongs. This will expose a whole lot of functionality to the components. The initial reason I decided to do this was so that the List/Menu can make one of it's sublists selected so key commands are processed there. There's no way to do that without the change I will be working on. It also opens up a lot of other possibilities. All frame adding will be moved to go through CUI_UI (including subframes of controls which normally couldn't), so CUI_UI can do some extra stuff to the frames as they're added. Enabling and disabling will also go through CUI_UI so (with a few other changes) it will be simple to add fly-in or fade-in effects for when a frame becomes visible. Yeah, it's a bells and whistles feature, but it's simple once a required feature is added, so I don't see any drawbacks. There are probably lots of other possibilities that this allows that I haven't realized yet. Anyone have any comments on this or has this list turned into my personal dev diary? Scott Franke [druid-] sf...@gl... |