Re: [Glgui-dev] Hi, what's up
Status: Alpha
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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 |