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From: Kevron R. <tri...@ne...> - 2008-01-21 23:50:44
|
http://www.google.com/calendar/render?cid=bo6j0cmcucilra97tamdp7l8h4%40group.calendar.google.com Let's see if we can keep up to the schedule for releases here. Gladier will be trying to keep us all on schedule. I understand this may be rigorous, but it can be accomplished with a little effort. Especially in the testing area. We need testers!!! If you aren't developing any part of the core or a plugin, if you want to help keep updating the source and let us others know if you have any bugs. You can notify us on the mailing list, the forum or the irc channel. |
From: Kevron R. <tri...@ne...> - 2007-12-20 21:21:48
|
Hey Andreas, How's you holidays going so far? Hope that all is well. While working on icepanel I've run into a few obstacles with the xml parser. I was wondering if you might be able to make heads or tails of it. 1) I can't respawn another instance. I would like to be able to change skins on the fly. However, the ScreenSet object never repopulates when I point the xmlparser at another skin.xml in another directory. 2) For icepanel and nghost2 I'd like to have support for multiple actions per item ie: <item> <type>button</type> <name>blah</name> <socket>nghost</socket> <action type="media">mute</action> <action type="send">update_screen</action> </item> If I can solve these two issues, life would be so much easier. If you can take a look, I'd help a lot. Thanks, Kev P.S. I may be able to hack away at #2. I'll give it a shot. the latest icepanel source is at: svn co http://nghost-project.com/icepanel |
From: Kevron R. <tri...@ne...> - 2007-11-25 05:58:18
|
Hi all, In case you've been living under a rock, version 1.0.1 of nGhost was released last Sunday (18th) to the world. This was mainly a bug release version but did include some nice enhancements. Search by "genre" support, and some very cool skin command support. You can read more about these things at the nGhost website: http://nghost-project.com. We've laid out the Roadmap to nGhost v1.1 which will include the famed mmIPC framework for additional plugin/module development along with some underlying code enhancements in the GUI area. On top of those enhancements will be built support for an on screen keyboard, input box, and improved playlist management abilities. nGhost 1.1 will also feature a new default skin: "vistique" by eubey. We don't currently have a time frame for nGhost 1.1 but progress has already been made. Stay tuned for more updates cheers, Kev |
From: Kevron R. <tri...@ne...> - 2007-10-26 23:29:31
|
--- James Crow <ja...@ul...> wrote: > For those of us who have already upgraded to Ubuntu > 7.10 can you post > instructions on building a .deb package? > Hi James, from svn you can merely run: kev@localhost# sh makedeb.sh this will configure, compile and create the debian package in /tmp. I don't know if any of the dependancy names have changed from feiest to gutsy so you may have to modify the debian/control file with the new filenames. I'm about to upgrade my laptop (this weekend) to gutsy. Hopefully it will go smooth. cheers, kev |
From: James C. <ja...@ul...> - 2007-10-26 18:01:54
|
For those of us who have already upgraded to Ubuntu 7.10 can you post instructions on building a .deb package? Thanks, James |
From: Kevron R. <tri...@ne...> - 2007-09-20 20:41:54
|
Hi everyone, We are pushing really hard to get 1.0 (aka 0.95 on roids) out by the end of the week/early next week. It will be either a pre[x], rc[x], or alpha[x] release with a final stable release following up soon. Among the previous enhancements to the code are these fine features and changes: - Improved gui - Stability (lots and lots of bug fixes) - New adds (add-ons) screen to allow navigation to add-on screens. - Video playlists In the works that will hopefully be done by release time are: - IPC module/plugin interface - Playlist loading from simple playlist files - More gui improvements - Speed optimizations As of now we are planning on at least getting the final 1.0 version out by the end of the month. </end update> -Kev |
From: Kevron R. <tri...@ne...> - 2007-09-11 03:08:35
|
As much as possible I would like all graphics rendering to be done by surfaceclass. That way, if we move to opengl, much of the code will remain the same and only surfaceclass will change. This will also help for maintaining separate branches (a sdl or opengl rendering branches). We will need to know what functions need to be added to surfaceClass so that it will handle all of the rendering? I can think of one so far and that is for text rendering. kev |
From: Kevron R. <tri...@ne...> - 2007-08-30 04:25:37
|
I'm not sure why, but after adding a blank item (<item></item>) to music.xml, i'm getting a nasty seg fault after it parses the last item in the file. Is there a limit in how many elements I can have in a single xml file? -Kev |
From: Kevron R. <tri...@ne...> - 2007-08-21 04:11:08
|
I noticed an issue with nghost today. I was switching between screens and noticed that nghost keeps on eating up memory. We probably need to free all the SDL_Surface(s) before loading up the next xml screen. This may take some time to switch between screens. nghost shouldn't in my opinion ever take up more than 10-15 mb of memory. I'll have a look at this tomorrow. Lots to do still on the searching and fixing the xml redundancies. Tomorrow may be a busy day after all. Cheers, kev |
From: Kevron R. <tri...@ne...> - 2007-08-08 04:12:58
|
I put this into the redraw function and for some reason, it's not displaying any text. I'll debug it some more, but I thought I would throw it out there to ask for some help. Andreas, can you take a look when you get a chance. -Kev |
From: Kevron R. <ke...@ne...> - 2007-06-20 03:03:14
|
Hey all, If you can get nghost up and running you'll find that it's very near complete. Just missing the OSD and the finishing of the settings screen. I cleaned up the skin files a bit and made everything graphically consistent between screens. You can now basically navigate all over the place and everything should work graphically. I haven't tested it on a low-end system yet so I'm not sure how well if performs there but from what I've seen things are pretty snappy. Oh, btw, there is a contest to see who commits rev 200 first. And it can't be something trivial (like changing a letter). huge thanks to Barry and Kshots for thier contributions. cheers, kev |
From: Kevron R. <ke...@ne...> - 2007-06-15 01:18:15
|
I finally dedicated some time to fixing nghost. Currently there are no known seg faults when I run it. There are some issues however when moving between menus. I'll have to look at that later. Andreas, can you help me debug sqlite? The plugin has some sort of error when I try and run it. Also, how is your new MPB? cheers, Kev |
From: Kevron R. <ke...@ne...> - 2007-06-05 04:02:36
|
Hey guys, The next time you update you'll notice a huge change in the structure of our repository. I put the current code into main/ with copies in unstable/ and experimental/. I figure having the three branches would make it easier later on. Here is the idea: main/ -contains the stable branch of nghost, releases, release canidates, etc. unstable/ -This is where we should be modifying most of the code. We can merge this back into main when we get it stable. experimental/ -This is for experimental stuff like opengl etc. If by testing we find something that works, we can merge it into unstable or main. cheers, Kev |
From: Kevron R. <ke...@ne...> - 2007-06-02 18:06:01
|
Hey all, I just committed the patch. I got it to compile but I'm going to need all of your helps to get it to work. There is a segfault when it tries any database access. I'm no expert with makefiles and configure stuff. I'm not sure if I'm not linking correctly or whatever. I'll work with the patch submitter to try and work out the kinks. Before we release we need to test the database routines well. We need to make sure sqlite and mysql both work flawlessly. thanks, kev |
From: Kevron R. <ke...@ne...> - 2007-06-02 18:00:44
|
--- Andreas Brauchli <a.b...@el...> wrote: > hi kev, > > i'm mailing on-list as it might be useful to more > people than me.. and > it gets archived :) > > sa you already know i'm planning on doing some > catchup with all the > changes that happened it the last month were i've > not been very active. > the OSD class is definately something that has to be > in the next release > so that's what i'm after as i originally started it. > If we can get it in lets do it :) . > what class do i need extend to get the OSD display > on the screen? (which > class provides me with an SDL_Rect or Surface to > draw on?) because the > screen already features an OSD part (which is > included in > background.png) so all i need is to render the text > properly in it and > apply some fancy effects to display large > data/OSD-"pages". > You can use surfaceClass to control the position and rendering of the OSD text surfaces. In the OSD class you'll want to create your surface first and then load it with the position into surfaceClass. One line text surfaces can be created with a simple: surfaceClass::init(TTF_RenderTextBlended("TITLE OF SONG",font, color), SDL_Rect, Alpha); for Llrger text surfaces with multiple lines I would create a surface with a set height and width with a transparent fill color: tempsurface=SDL_CreateRGBASurface(height,width,fillcolor,foo); SDL_SetAlpha(temp,FOOBAR,0);//sets all pixels to completely transparent. surfaceClass::init(tempsurface,SDL_Rect, 0); and then render the text to surfaceClass::mysurface; > or would it be better to split the display area from > the background, > that way skins can easily define where this area is. > > if we keep the current implementation they'd need to > place it where they > want the OSD on the background and change to code to > render the OSD-text > where the new position is. > tell me what you prefer (i'm for split) and i'll > contact eubey to split > that up for me if you want that, too. > I wouldn't do the splitting. I would just blit the rendered text from its own surface onto whatever background surface is. The skinner would then just have to specify where the text goes. > andreas kEV |
From: Andreas B. <a.b...@el...> - 2007-06-02 16:31:43
|
hi kev, i'm mailing on-list as it might be useful to more people than me.. and it gets archived :) sa you already know i'm planning on doing some catchup with all the changes that happened it the last month were i've not been very active. the OSD class is definately something that has to be in the next release so that's what i'm after as i originally started it. what class do i need extend to get the OSD display on the screen? (which class provides me with an SDL_Rect or Surface to draw on?) because the screen already features an OSD part (which is included in background.png) so all i need is to render the text properly in it and apply some fancy effects to display large data/OSD-"pages". or would it be better to split the display area from the background, that way skins can easily define where this area is. if we keep the current implementation they'd need to place it where they want the OSD on the background and change to code to render the OSD-text where the new position is. tell me what you prefer (i'm for split) and i'll contact eubey to split that up for me if you want that, too. andreas |
From: Kevron R. <ke...@ne...> - 2007-05-25 21:09:24
|
I found the reason for the seg fault. Apparently I can't do simple math. I don't really want to talk about it, if you look hard enough in the diff you'll find out what happened. Anyway, try it out. It should be pretty good. cheers, kev |
From: Andreas B. <a.b...@el...> - 2007-05-25 07:32:58
|
is it possible to parse --enable-sqlite in configure, and have it pass -DHAVE_SQLITE (or set it in config.h), link against -lsqlitewrapped -lsqlite3 and remove links against -lmysqlwrapped -lmysqlclient i guess simplest is to do something like for taglib and sdl: SQLITE_CFLAGS = -lsqlitewrapped -lsqlite3 andreas |
From: Kevron R. <ke...@ne...> - 2007-05-25 06:19:37
|
I'm trying to work out the latest seg fault. I've identified that it happened within mp3class::loadmodule_xml(). the screen number that was passed was -1. The error actually happens when I call this within the mainmenu_ih() function in gui.cpp: cout<<"screen changed to: "<<menu.myscreens->get_screen(s_num).get_name()<<endl; this code returns "xml" as the screen name. get_type() also returns "xml". I can't understand why this would break. It was working fine the night I commited (maybe I was too tired and only dreamed it worked) and the next day it was broke. what do you think? -kev |
From: Kevron R. <ke...@ne...> - 2007-05-22 04:12:54
|
Hey all, rev 133 fixes several issues with nghost. It removed the segfault when exiting the module screens. You can now switch back and forth between screens without problem. I added input handling for most of the buttons so you can now play music as normal (even in the menu screen). I also uploaded eubey's new "settings" screen. that's all for now, thanks kev |
From: Barry G. <sm...@gm...> - 2007-05-20 22:30:29
|
I just posted version 132 to the SVN repository. This revision brings about several changes to the overall layout of the source code. Notable changes include the splitting up of gui.cpp to multiple files. While still approximately 1300 lines, gui.cpp is much more manageable. Many of the helper classes and helper functionality have been moved to new files. Menuclass, playlist, mp3class, buttonclass, and populate have all been broken out further. No changes were made to actually functionality in this changeset. Another notable change is that the executable created is now called nghost instead of gui. (Hope you don't mind Kev, If it is a problem or something you don't want feel free to revert it. nghost made more sense to me :-)). Hopefully these changes will allow for faster recompilation times and will help avoid developers stepping on each other when editing files. Thanks, Barry |
From: Kevron R. <ke...@ne...> - 2007-05-18 21:07:20
|
--- Kevron Rees <ke...@ne...> wrote: > Quick question: > > In the item class what is the difference between > get_area_width() and get_width()? > I figured it out. Don't worry about this question It doesn't seem the item::get_height() is working :( . > Progress is going pretty well. These are the things > that are working: > > -menu buttons link to other menus and modules > -modules load successfully > -input handling works in both menus and modules > > things that don't work: > -input in modules is detected but no action is taken > -buttons in modules don't link to anything > -no on-screen text is active > > -Kev |
From: Kevron R. <ke...@ne...> - 2007-05-18 19:23:49
|
Quick question: In the item class what is the difference between get_area_width() and get_width()? Progress is going pretty well. These are the things that are working: -menu buttons link to other menus and modules -modules load successfully -input handling works in both menus and modules things that don't work: -input in modules is detected but no action is taken -buttons in modules don't link to anything -no on-screen text is active |
From: Barry G. <sm...@gm...> - 2007-05-15 19:24:37
|
Kev, I will make the changes to add a get_path() this afternoon. Out of curiosity, why did you remove the const on the instance()? It seems like you shouldn't be editing the structure? ScreenSet.get_path() will return the path to the base of the skin (I.E What you passed to XML_Parser on creation) Screen.get_path() will return the path to the screen specific config in question (/Main, /Music, etc) That way you can find a png file from a skin with something like if (Item.type() == "button") fopen(ScreenSet.get_path() + Screen.get_path() + '/' + item.get_path()) Does this work? Let me know if you have something else in mind. I should have the changes check in by about 7:00 PST. Thanks, Barry P.S. Great to see your progress! On 5/15/07, Kevron Rees <ke...@ne...> wrote: > Hey all, > > I started implementing the new xml parser. I have > made significant progress past the latest rev, but > I'll finish a bit more before I commit. > > I did make a slight change to the > screenset.h/screenset.cpp files. you'll see that in > rev 118. > > Barry, is there anyway you could get me a function in > screenset to return the folder (path) in which the > screen's xml file resides. I've sort of assumed the > first screen is in "Main/" for now. > > I'll also need a <screen type="menu"/> or a <screen > type = "module"/> tag put in the xml file. I can do > that in the xml files, but I'll need the parser to get > that info to me. > > Much much thanks. It is only a matter of days now and > we'll have it done. > > kev > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Nghost-devel mailing list > Ngh...@li... > https://lists.sourceforge.net/lists/listinfo/nghost-devel > |
From: Kevron R. <ke...@ne...> - 2007-05-15 16:29:44
|
Hey all, I started implementing the new xml parser. I have made significant progress past the latest rev, but I'll finish a bit more before I commit. I did make a slight change to the screenset.h/screenset.cpp files. you'll see that in rev 118. Barry, is there anyway you could get me a function in screenset to return the folder (path) in which the screen's xml file resides. I've sort of assumed the first screen is in "Main/" for now. I'll also need a <screen type="menu"/> or a <screen type = "module"/> tag put in the xml file. I can do that in the xml files, but I'll need the parser to get that info to me. Much much thanks. It is only a matter of days now and we'll have it done. kev |