Thread: [Glgui-dev] Hi, what's up
Status: Alpha
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From: Travis M. <Tra...@st...> - 2000-04-02 18:40:26
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Well, I'm not sure who is on this thing, there don't seem to be any messages or whatnot. Basically, I like the gamegui a lot, it is exactly what I was going to be writing myself until I saw it. What I need it to do is two things. First I definitely need a resource editor which, unless somebody is doing something with it currently, I'd like to get started writing in MFC, provided of course There is a file format and of course some sort of load/save functionality, which I would be willing also to write, or whatever. I'm pretty busy with college right now but I should still be able to put in a decent amount of work. Basically What I'm saying is I'd like to get something done, if you could tell me where I could be most effective I would Be happy to get started. Thanks, Travis McIntosh |
From: Scott F. <sf...@gl...> - 2000-04-03 16:43:18
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At 01:33 PM 4/2/2000 -0500, you wrote: >Well, I'm not sure who is on this thing, there don't seem to be any messages >or whatnot. Hi, welcome to the list. Here's the status right now: I'm waiting for Keith Harrison to finish some reorganization and a small sample application. Then we need to decide what we're going to work on at that point. I have a few more details below. >Basically, I like the gamegui a lot, it is exactly what I was going to be >writing myself until I saw it. >What I need it to do is two things. First I definitely need a resource >editor which, unless >somebody is doing something with it currently, I'd like to get started >writing in MFC, provided of course >There is a file format and of course some sort of load/save functionality, >which I would be willing also to >write, or whatever. Great! As you can tell, it's been pretty quiet and we haven't decided on a file format or any sort of scheme for simplifying the gui creation scheme. Let's get started on that now. One thing I have suggested is a resource manager class or combination of classes. It would be like a registry for the different components so the application wouldn't need to explicity handle creating and deleting the component objects. So instead of: CUI_Widget *test = new CUI_Widget(); // init // add to frame it would be something like (rough idea) registry.add( F_CUI_Widget, "main_title" ); registry.get( "main_frame )->AddChild( registry.get( "main_title" ) ); Hmm... Something more intuitive would be nice. The important point is that you could just get a const pointer whenever you needed it and not have to worry about keeping global pointers. >I'm pretty busy with college right now but I should still be able to put in >a decent amount of work. Basically >What I'm saying is I'd like to get something done, if you could tell me >where I could be most effective I would >Be happy to get started. A resource editor would be very helpful. Other than that, anything that comes up that you'd like to add or fix, go for it. Do you have a sourceforge account? Here are a few other points I'd like to make: * I'd like to try to keep the documentation (the tech design) as up to date as possible. What I think would be best would be to adopt a commenting style that a code processor can use. Right now, it takes a considerable amount of time. I'm willing to take an afternoon to convert all the existing code, but any new stuff would need to adhere to whatever commenting style necessary. * Let's get started on deciding on the file format. Any ideas? * Basically any ideas for new features and widgets. Sourceforge has some great resources for handling all this, so I'll try to get a task list set up once we decide on what to work on. Scott Franke [druid-] sf...@gl... druid-'s GL Journal http://www.gljournal.org |
From: Nate M. <nkm...@ca...> - 2000-04-03 20:30:12
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I have some suggestions for miscellaneous features we could add : - Edit boxes, multi-line or single - List box - Sliders - Checkboxes One thing we need to straighten out is what compiler people are running. I know the workspace file is from VC++ 5.0 but I am running 6.0. When I grabbed the updated "CUI_FixedBMFont.cpp" file from source forge I could no longer compile the project because NULL is used rather than 0 in many places, which VC++ 6.0 doesn't like. I know NULL and 0 are the same, but I guess VC++ 6.0 is picky. What should we do about this? I could get it to compile if I went through and changed all the NULL's to 0's, but it may create problems on the older versions of VC++. Maybe we could #define GUINULL 0 or something like that and use it rather than NULL or 0 and we could avoid the problems. Nate Miller ----- Original Message ----- From: <sf...@gl...> To: <glg...@li...> Sent: Monday, April 03, 2000 9:42 AM Subject: Re: [Glgui-dev] Hi, what's up > At 01:33 PM 4/2/2000 -0500, you wrote: > >Well, I'm not sure who is on this thing, there don't seem to be any messages > >or whatnot. > > Hi, welcome to the list. Here's the status right now: > I'm waiting for Keith Harrison to finish some reorganization and a small > sample application. Then we need to decide what we're going to work on at > that point. I have a few more details below. > > >Basically, I like the gamegui a lot, it is exactly what I was going to be > >writing myself until I saw it. > >What I need it to do is two things. First I definitely need a resource > >editor which, unless > >somebody is doing something with it currently, I'd like to get started > >writing in MFC, provided of course > >There is a file format and of course some sort of load/save functionality, > >which I would be willing also to > >write, or whatever. > > Great! As you can tell, it's been pretty quiet and we haven't decided on a > file format or any sort of scheme for simplifying the gui creation scheme. > Let's get started on that now. > > One thing I have suggested is a resource manager class or combination of > classes. It would be like a registry for the different components so the > application wouldn't need to explicity handle creating and deleting the > component objects. So instead of: > > CUI_Widget *test = new CUI_Widget(); > // init > // add to frame > > it would be something like (rough idea) > > registry.add( F_CUI_Widget, "main_title" ); > registry.get( "main_frame )->AddChild( registry.get( "main_title" ) ); > > Hmm... Something more intuitive would be nice. The important point is that > you could just get a const pointer whenever you needed it and not have to > worry about keeping global pointers. > > >I'm pretty busy with college right now but I should still be able to put in > >a decent amount of work. Basically > >What I'm saying is I'd like to get something done, if you could tell me > >where I could be most effective I would > >Be happy to get started. > > A resource editor would be very helpful. Other than that, anything that > comes up that you'd like to add or fix, go for it. > > Do you have a sourceforge account? > > Here are a few other points I'd like to make: > * I'd like to try to keep the documentation (the tech design) as up to > date as possible. What I think would be best would be to adopt a > commenting style that a code processor can use. Right now, it takes a > considerable amount of time. I'm willing to take an afternoon to convert > all the existing code, but any new stuff would need to adhere to whatever > commenting style necessary. > * Let's get started on deciding on the file format. Any ideas? > * Basically any ideas for new features and widgets. Sourceforge has some > great resources for handling all this, so I'll try to get a task list set > up once we decide on what to work on. > > > Scott Franke [druid-] > sf...@gl... > druid-'s GL Journal > http://www.gljournal.org > > > _______________________________________________ > Glgui-dev mailing list > Glg...@li... > http://lists.sourceforge.net/mailman/listinfo/glgui-dev |
From: Scott F. <sf...@gl...> - 2000-04-06 17:21:45
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At 01:28 PM 4/3/2000 -0700, you wrote: >I have some suggestions for miscellaneous features we could add : >- Edit boxes, multi-line or single >- List box >- Sliders >- Checkboxes Yes, those would be nice to have. Sliders and Checkboxes would be pretty simple, the others should probably have a more flexible font class before we write them. >One thing we need to straighten out is what compiler people are running. I >know the workspace file is from VC++ 5.0 but I am running 6.0. When I >grabbed the updated "CUI_FixedBMFont.cpp" file from source forge I could no >longer compile the project because NULL is used rather than 0 in many >places, which VC++ 6.0 doesn't like. I know NULL and 0 are the same, but I >guess VC++ 6.0 is picky. What should we do about this? I could get it to >compile if I went through and changed all the NULL's to 0's, but it may >create problems on the older versions of VC++. Maybe we could #define >GUINULL 0 or something like that and use it rather than NULL or 0 and we >could avoid the problems. Hmm.. That's odd. No point in making it more complex than it should be. When the update comes from Keith, I'll change all those. We could probably get started on a few of those features even without Keith's changes. Check box, sliders, interactive progress bar, and a better font. Any takers? The 3 widgets are pretty simple, any ideas on what a good font needs to have? Another issue I'd like to address is abstracting the rendering out of the main classes into some Renderer class. That will make it more useful across APIs as well as easier to plug into an existing engine. Scott Franke [druid-] sf...@gl... druid-'s GL Journal http://www.gljournal.org |
From: Nate M. <nkm...@ca...> - 2000-04-06 18:32:46
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I will get working on the check box and the slider this afternoon. What do you mean by better font? Just a better image or a better font system as a whole? I wrote a font system a whole ago that we could use, I would probably would have to change a few things but it could be usefull. The system has support for bold, italic, color per character and a bunch of other stuff. Nate Miller ----- Original Message ----- From: <sf...@gl...> To: <glg...@li...> Sent: Thursday, April 06, 2000 10:17 AM Subject: Re: [Glgui-dev] Hi, what's up > At 01:28 PM 4/3/2000 -0700, you wrote: > >I have some suggestions for miscellaneous features we could add : > >- Edit boxes, multi-line or single > >- List box > >- Sliders > >- Checkboxes > > Yes, those would be nice to have. Sliders and Checkboxes would be pretty > simple, the others should probably have a more flexible font class before > we write them. > > >One thing we need to straighten out is what compiler people are running. I > >know the workspace file is from VC++ 5.0 but I am running 6.0. When I > >grabbed the updated "CUI_FixedBMFont.cpp" file from source forge I could no > >longer compile the project because NULL is used rather than 0 in many > >places, which VC++ 6.0 doesn't like. I know NULL and 0 are the same, but I > >guess VC++ 6.0 is picky. What should we do about this? I could get it to > >compile if I went through and changed all the NULL's to 0's, but it may > >create problems on the older versions of VC++. Maybe we could #define > >GUINULL 0 or something like that and use it rather than NULL or 0 and we > >could avoid the problems. > > Hmm.. That's odd. No point in making it more complex than it should be. > When the update comes from Keith, I'll change all those. > > We could probably get started on a few of those features even without > Keith's changes. Check box, sliders, interactive progress bar, and a > better font. Any takers? The 3 widgets are pretty simple, any ideas on > what a good font needs to have? > > Another issue I'd like to address is abstracting the rendering out of the > main classes into some Renderer class. That will make it more useful > across APIs as well as easier to plug into an existing engine. > > > Scott Franke [druid-] > sf...@gl... > druid-'s GL Journal > http://www.gljournal.org > > > _______________________________________________ > Glgui-dev mailing list > Glg...@li... > http://lists.sourceforge.net/mailman/listinfo/glgui-dev |