From: <fab...@go...> - 2007-06-29 20:39:44
|
Dear all, I added in the extmodule directory of the SVN the base code for the new Qt-based GUI module. To try it, go into the StellaGui directory and type: mkdir builds cd builds mkdir unix cd unix cmake ../.. make make install cp -r StellaGui ~/.stellarium/modules/ Run stellarium and the module should be loaded. Please report any error or strange behaviour. Fabien |
From: Matthew G. <mat...@gm...> - 2007-06-29 21:27:50
|
On Friday 29 June 2007, Fabien Ch=C3=A9reau wrote: > Dear all, > > I added in the extmodule directory of the SVN the base code for the new > Qt-based GUI module. > To try it, go into the StellaGui directory and type: > mkdir builds > cd builds > mkdir unix > cd unix > cmake ../.. > make > make install > cp -r StellaGui ~/.stellarium/modules/ I had to modify the CMakeLists.txt file and set the paths to the Stellarium= =20 directories. After that the instructions worked fine. > Run stellarium and the module should be loaded. Please report any error > or strange behaviour. I assume this preview should only contain a few of the buttons in the tool= =20 bar, and the minimal config panel? When I un-docked the config dialog (only containing the Nebulas checkbox at= =20 present), my frame rate dropped to less than 1. This also happened when I=20 changed to full screen mode. I really hope the stylesheets give us a lot of control over the look of the= =20 widgets. because they are not very beautiful at the moment. I made a mock up of the config dialog a few days ago, and a toolbar. In=20 this mock up I set the palette of some of the widgets, and it helped some.= =20 http://porpoisehead.net/misc/stel_qt_mockup.jpg You'll notice the borders on the button bar buttons are smaller than in you= r=20 implementation. However, this is small as I could get them, and the image= =20 does not go right to the edge as with out s_gui buttons. I also chose for the config window to be implemented as a dock widget=20 because of the very small titlebar in the window when un-docked (it looks=20 most like the old configuration window). I'm not sure if this is a good=20 idea or not. I don't like the feel of the dock widget much. I think we have a lot of work to make it look good enough to please our=20 users. But I also look forward to being able to make new features without= =20 too much pain. Matthew |
From: <fab...@go...> - 2007-06-29 21:44:31
|
On 6/29/07, Matthew Gates <mat...@gm...> wrote: > > On Friday 29 June 2007, Fabien Ch=E9reau wrote: > > Dear all, > > > > I added in the extmodule directory of the SVN the base code for the new > > Qt-based GUI module. > > To try it, go into the StellaGui directory and type: > > mkdir builds > > cd builds > > mkdir unix > > cd unix > > cmake ../.. > > make > > make install > > cp -r StellaGui ~/.stellarium/modules/ > > I had to modify the CMakeLists.txt file and set the paths to the > Stellarium > directories. After that the instructions worked fine. > > > Run stellarium and the module should be loaded. Please report any error > > or strange behaviour. > > I assume this preview should only contain a few of the buttons in the too= l > bar, and the minimal config panel? yes, we can now start to edit the StellaGui.ui file to create the real widgets. When I un-docked the config dialog (only containing the Nebulas checkbox at > present), my frame rate dropped to less than 1. This also happened when I > changed to full screen mode. The main window is supposed to smoothly change its size in this case, I don't have this behaviour.. Does the frame rate return to normal after? I really hope the stylesheets give us a lot of control over the look of the > widgets. because they are not very beautiful at the moment. Yeah.. I made a mock up of the config dialog a few days ago, and a toolbar. In > this mock up I set the palette of some of the widgets, and it helped some= . > > http://porpoisehead.net/misc/stel_qt_mockup.jpg Your desktop uses another style than mine by default. We shoud enforce the use of the plastic style which looks really nicer. You'll notice the borders on the button bar buttons are smaller than in you= r > implementation. However, this is small as I could get them, and the imag= e > does not go right to the edge as with out s_gui buttons. One of the problem with transparency was that I couldn't have non square transparent shapes like the corner of your buttons. So I decided to use frame around them (in VirGO), even if it's not so nice.. I also chose for the config window to be implemented as a dock widget > because of the very small titlebar in the window when un-docked (it looks > most like the old configuration window). I'm not sure if this is a good > idea or not. I don't like the feel of the dock widget much. It's the only choice to have floating windows. It is possible to prevent them to be docked if we don't want to. I think we have a lot of work to make it look good enough to please our > users. But I also look forward to being able to make new features withou= t > too much pain. Yeah I agree, your mockup looks quite scary :) Like an 80's comodore interface! I hope Johan will be able to help here.. Fab |
From: Matthew G. <mat...@gm...> - 2007-06-29 22:07:46
|
On Friday 29 June 2007, Fabien Ch=C3=A9reau wrote: > > I assume this preview should only contain a few of the buttons in the > > tool bar, and the minimal config panel? > > yes, we can now start to edit the StellaGui.ui file to create the real > widgets. Just in case Rob, Johannes and anyone else reading this doesn't already=20 know, this file does not have to be edited by hand - the "designer" program= =20 which comes with the qt dev tools is GUI form designer which creates this=20 file.=20 > > When I un-docked the config dialog (only containing the Nebulas checkbox > > at present), my frame rate dropped to less than 1. This also happened=20 > > when I changed to full screen mode. > > The main window is supposed to smoothly change its size in this case, I > don't have this behaviour.. Does the frame rate return to normal after? No. I think there is some problem with the window re-sizing on my video=20 card - I have seen a similar problem sometimes when changing between full=20 screen and window mode even with this module. I am not the only one - some= =20 people have mentioned this problem in bug reports also. =20 Is there anything in the window re-sizing code which might lead to non s^n= =20 textures being created / used? My card does the same thing when I view a=20 texture which is not 2^n dimensions. > > You'll notice the borders on the button bar buttons are smaller than in > > your implementation. However, this is small as I could get them,=20 > > and the image does not go right to the edge as with out s_gui=20 > > buttons.=20 > > One of the problem with transparency was that I couldn't have non square > transparent shapes like the corner of your buttons. So I decided to use > frame around them (in VirGO), even if it's not so nice.. I managed to re-size them just by changing the size values in designer. Se= t=20 both the minimum_size and maximum_size to 24x24, and the size is better. =20 The arrangement of the frameButtons widget looks better with margin =3D 1 a= nd=20 spacing =3D 1, and then re-sizing it to as small as it will allow. > > I also chose for the config window to be implemented as a dock=20 > > widget because of the very small titlebar in the window when=20 > > un-docked (it looks most like the old configuration window). I'm=20 > > not sure if this is a good idea or not. I don't like the feel of=20 > > the dock widget much.=20 > > It's the only choice to have floating windows. It is possible to prevent > them to be docked if we don't want to. These floating windows can go outsize the main window area. Why can't we=20 just a regular dialog - a child window of the main window? > > I think we have a lot of work to make it look good enough to please=20 > > our users. But I also look forward to being able to make new features > > without too much pain. > > Yeah I agree, your mockup looks quite scary :) Like an 80's comodore > interface! I hope Johan will be able to help here.. I maintain that the commodore 64 is the best computer ever made. :p Matthew |
From: Matthew G. <mat...@gm...> - 2007-06-29 22:16:57
|
On Friday 29 June 2007, Fabien Ch=C3=A9reau wrote: > Please report any error or strange behaviour. Right right mouse button now no longer works as before - instead it pops up= =20 a context menu to show the available dock widgets to be shown/hidden. I=20 think we should suppress this somehow and keep the existing key bindings to= =20 show/hide the dock widget(s). I am interested to know something... what if there are two plugins loaded,= =20 each with their own dock widgets? Will it work? Matthew |
From: <fab...@go...> - 2007-06-29 22:49:09
|
On 6/30/07, Matthew Gates <mat...@gm...> wrote: > > On Friday 29 June 2007, Fabien Ch=E9reau wrote: > > Please report any error or strange behaviour. > > Right right mouse button now no longer works as before - instead it pops > up > a context menu to show the available dock widgets to be shown/hidden. I > think we should suppress this somehow and keep the existing key bindings > to > show/hide the dock widget(s). This behaviour is coded by me. It is just a remanent from VirGO. It can be removed. I am interested to know something... what if there are two plugins loaded, > each with their own dock widgets? Will it work? They will dock together yes. Fabien |
From: <fab...@go...> - 2007-06-29 22:48:11
|
On 6/30/07, Matthew Gates <mat...@gm...> wrote: > > On Friday 29 June 2007, Fabien Ch=E9reau wrote: > > > I assume this preview should only contain a few of the buttons in the > > > tool bar, and the minimal config panel? > > > > yes, we can now start to edit the StellaGui.ui file to create the real > > widgets. > > Just in case Rob, Johannes and anyone else reading this doesn't already > know, this file does not have to be edited by hand - the "designer" > program > which comes with the qt dev tools is GUI form designer which creates this > file. > > > > When I un-docked the config dialog (only containing the Nebulas > checkbox > > > at present), my frame rate dropped to less than 1. This also happened > > > when I changed to full screen mode. > > > > The main window is supposed to smoothly change its size in this case, = I > > don't have this behaviour.. Does the frame rate return to normal after? > > No. I think there is some problem with the window re-sizing on my video > card - I have seen a similar problem sometimes when changing between full > screen and window mode even with this module. I am not the only one - > some > people have mentioned this problem in bug reports also. > > Is there anything in the window re-sizing code which might lead to non s^= n > textures being created / used? My card does the same thing when I view a > texture which is not 2^n dimensions. Mmm, I can't say like that.. Could you try to change the value of the non_power_of_two_textures to true and tell me if something change? > > You'll notice the borders on the button bar buttons are smaller than in > > > your implementation. However, this is small as I could get them, > > > and the image does not go right to the edge as with out s_gui > > > buttons. > > > > One of the problem with transparency was that I couldn't have non squar= e > > transparent shapes like the corner of your buttons. So I decided to use > > frame around them (in VirGO), even if it's not so nice.. > > I managed to re-size them just by changing the size values in > designer. Set > both the minimum_size and maximum_size to 24x24, and the size is better. > > The arrangement of the frameButtons widget looks better with margin =3D 1 > and > spacing =3D 1, and then re-sizing it to as small as it will allow. Can you commit that? > > I also chose for the config window to be implemented as a dock > > > widget because of the very small titlebar in the window when > > > un-docked (it looks most like the old configuration window). I'm > > > not sure if this is a good idea or not. I don't like the feel of > > > the dock widget much. > > > > It's the only choice to have floating windows. It is possible to preven= t > > them to be docked if we don't want to. > > These floating windows can go outsize the main window area. Why can't we > just a regular dialog - a child window of the main window? because they use the system's windows decoration.. > > I think we have a lot of work to make it look good enough to please > > > our users. But I also look forward to being able to make new feature= s > > > without too much pain. > > > > Yeah I agree, your mockup looks quite scary :) Like an 80's comodore > > interface! I hope Johan will be able to help here.. > > I maintain that the commodore 64 is the best computer ever made. :p I prefered Amiga :) Matthew > > > ------------------------------------------------------------------------- > 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/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
From: Matthew G. <mat...@gm...> - 2007-06-30 08:33:08
|
On Friday 29 June 2007, Fabien Ch=C3=A9reau wrote: > On 6/30/07, Matthew Gates <mat...@gm...> wrote: > > I think there is some problem with the window re-sizing on my > > video card - I have seen a similar problem sometimes when changing > > between full screen and window mode even with this module. I am not > > the only one - some > > people have mentioned this problem in bug reports also. > > > > Is there anything in the window re-sizing code which might lead to non > > s^n textures being created / used? My card does the same thing when I > > view a texture which is not 2^n dimensions. > > Mmm, I can't say like that.. Could you try to change the value of the > non_power_of_two_textures to true and tell me if something change? Doesn't make any difference. > > I managed to re-size them just by changing the size values in > > designer. Set both the minimum_size and maximum_size to=20 > > 24x24, and the size is better.=20 > > > > The arrangement of the frameButtons widget looks better with margin =3D= 1=20 > > and spacing =3D 1, and then re-sizing it to as small as it will allow. > > Can you commit that? OK. Just woke up. Tasks: coffee, svn up, svn commit. :) =20 > > These floating windows can go outsize the main window area. Why can't > > we just a regular dialog - a child window of the main window? > > because they use the system's windows decoration.. Oh I see. I expect there is a way, but it's probably convoluted to do. Matthew |
From: Johan M. <joh...@an...> - 2007-07-01 14:26:52
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html><head><title></title> <META http-equiv=Content-Type content="text/html; charset=iso-8859-1"> <meta http-equiv="Content-Style-Type" content="text/css"> <style type="text/css"><!-- body { margin: 5px 5px 5px 5px; background-color: #ffffff; } /* ---------- Text Styles ---------- */ hr { color: #000000} body, table /* Normal text */ { font-size: 9pt; font-family: 'Courier New'; font-style: normal; font-weight: normal; color: #000000; text-decoration: none; } span.rvts1 /* Heading */ { font-size: 10pt; font-family: 'Arial'; font-weight: bold; color: #0000ff; } span.rvts2 /* Subheading */ { font-size: 10pt; font-family: 'Arial'; font-weight: bold; color: #000080; } span.rvts3 /* Keywords */ { font-size: 10pt; font-family: 'Arial'; font-style: italic; color: #800000; } a.rvts4, span.rvts4 /* Jump 1 */ { font-size: 10pt; font-family: 'Arial'; color: #008000; text-decoration: underline; } a.rvts5, span.rvts5 /* Jump 2 */ { font-size: 10pt; font-family: 'Arial'; color: #008000; text-decoration: underline; } span.rvts6 { font-size: 11pt; font-family: 'tahoma'; font-weight: bold; color: #ffffff; background-color: #0000ff; } span.rvts7 { font-size: 11pt; font-family: 'tahoma'; } span.rvts8 { font-size: 8pt; font-family: 'arial'; font-style: italic; color: #c0c0c0; } /* ---------- Para Styles ---------- */ p,ul,ol /* Paragraph Style */ { text-align: left; text-indent: 0px; padding: 0px 0px 0px 0px; margin: 0px 0px 0px 0px; } .rvps1 /* Centered */ { text-align: center; } --></style> </head> <body> <p>Fabien,</p> <p><br></p> <p>that's great news! Time for me to start experimenting!</p> <p><br></p> <p><br></p> <p>That said, I haven't been able to load the module yet. I also ran into a couple of other issues, so this description is probably useful for polishing the process for beginner Ubuntu users like me (lots of text follows.)</p> <p><br></p> <p>I started from scratch, deleted all stellarium files, and checked out the entire svn file trunk (extmodules, stellarium, the user guide, and the telescope server) to /home/johan/stellarium/</p> <p><br></p> <p><br></p> <p>=== Building Stellarium ===</p> <p><br></p> <p>First, I build Stellarium (with cmake) with no extra command line arguments at all.</p> <p><br></p> <p>in the stellarium dir:</p> <p>cmake .</p> <p>make</p> <p><br></p> <p>Aside from some complaining about .po files, no problems.</p> <p><br></p> <p>sudo make install</p> <p><br></p> <p>This doesn't seem to work. No files are copied to ~/.stellarium or /usr/local/share/stellarium/</p> <p><br></p> <p>I copy them by hand, and Stellarium starts.</p> <p>The splash screen is truncated weirdly by default, I fix this by either editing config.ini to the correct resolution or starting in windowed mode.</p> <p>No stars are shown! Stellarium is still looking for the old style stars0.cat files, but they have been updated to "stars_0_0v0_1.cat" et cetera. Renaming the files doesn't help, their structure is different.</p> <p><br></p> <p>I don't know where to fix this for the moment. Everything else is loaded fine (textures...).</p> <p><br></p> <p>On top of that, the new stars parameters Johannes introduced aren't present in the newly generated config.ini,</p> <p>they are present in default_config.ini, but when I copy that to ~/.stellarium/config.ini, it gets overwritten every time. Should these parameters be here, or in stars.ini? I think stars.ini would be more logical.</p> <p><br></p> <p><br></p> <p>=== Building StellaGui ===</p> <p><br></p> <p>Matthew helped me with this, thank you Matthew!</p> <p> <br>I go into /home/johan/stellarium/extmodules/StellaGui</p> <p><br></p> <p>Change the CMakeLists.txt to</p> <p><br></p> <p># Please edit according to your directory tree</p> <p> 25 SET(STELLARIUM_SOURCE_DIR "/home/johan/stellarium/stellarium/src")</p> <p> 26 IF(CMAKE_BUILD_TYPE STREQUAL "Release")</p> <p> 27 SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/stellarium/") </p> <p> 28 ELSE(CMAKE_BUILD_TYPE STREQUAL "Release")</p> <p> 29 SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/stellarium/") </p> <p> 30 ENDIF(CMAKE_BUILD_TYPE STREQUAL "Release")</p> <p><br></p> <p>I then create the builds/unix/ folders in /home/johan/stellarium/extmodules/StellaGui/</p> <p>and follow your instructions.</p> <p><br></p> <p>cmake ../..</p> <p>make</p> <p>make install</p> <p><br></p> <p>No problems occur, I have QT 4 on my system.</p> <p>Then I copy the StellaGui build folder to ~/.stellarium/modules/</p> <p>but the module isn't loaded. No error message either.</p> <p><br></p> <p><br></p> <p>That's as far as I get. I'll bother you with questions about the interface design when I can load the StellaGui module ;)</p> <p><br></p> <p><br></p> <p>Johan</p> <p><br></p> <p><br></p> <p><br></p> <p>Friday, June 29, 2007, 10:39:41 PM, you wrote:</p> <p><br></p> <div><table border=0 cellpadding=1 cellspacing=2 style="border-color: #000000; border-style: solid;"> <tr valign=top> <td width=12 style="background-color: #0000ff;"> <p><span class=rvts6>></span></p> </td> <td width=760 style="background-color: #ffffff;"> <p><span class=rvts7>Dear all,</span></p> <p><br></p> <p><span class=rvts7>I added in the extmodule directory of the SVN the base code for the new Qt-based GUI module.</span></p> <p><span class=rvts7>To try it, go into the StellaGui directory and type:</span></p> <p><span class=rvts7>mkdir builds</span></p> <p><span class=rvts7>cd builds</span></p> <p><span class=rvts7>mkdir unix</span></p> <p><span class=rvts7>cd unix</span></p> <p><span class=rvts7>cmake ../..</span></p> <p><span class=rvts7>make</span></p> <p><span class=rvts7>make install</span></p> <p><span class=rvts7>cp -r StellaGui ~/.stellarium/modules/</span></p> <p><br></p> <p><span class=rvts7>Run stellarium and the module should be loaded. Please report any error or strange behaviour.</span></p> <p><br></p> <p><span class=rvts7>Fabien</span></p> <p><br></p> </td> </tr> </table> </div> </body></html> |
From: Matthew G. <mat...@gm...> - 2007-07-01 15:05:59
|
I think I mis-understood your directory structure when I told you the=20 directories to use. If you have this: /home/johan/stellarium /home/johan/stellarium/trunk /home/johan/stellarium/trunk/extmodules /home/johan/stellarium/trunk/extmodules/StellaGui /home/johan/stellarium/trunk/stellarium/src /home/johan/stellarium/trunk/stellarium/builds/unix Then you need the following in=20 your /home/johan/stellarium/trunk/extmodules/StellaGui/CMakeLists.txt: SET(STELLARIUM_SOURCE_DIR "/home/johan/stellarium/stellarium/trunk/stellari= um/src") IF(CMAKE_BUILD_TYPE STREQUAL "Release") SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/trunk/stellarium/builds/un= ix")=20 ELSE(CMAKE_BUILD_TYPE STREQUAL "Release") SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/trunk/stellarium/builds/un= ix")=20 ENDIF(CMAKE_BUILD_TYPE STREQUAL "Release") And you need to build the main program first, inside=20 the /home/johan/stellarium/trunk/stellarium/builds/unix directory using=20 CMake: cd /home/johan/stellarium/trunk/stellarium/ mkdir -p builds/unix cd builds/unix cmake ../.. make =2E..then make the module: cd /home/johan/stellarium/trunk/extmodules/StellaGui mkdir -p builds/unix cmake ../.. make make install mkdir -p ~/.stellarium/modules cp -r StellaGui ~/.stellarium/modules/ Then run the version of Stellarium you built in the first part. Assuming=20 you didn't install is, you need to do it like this: cd /home/johan/stellarium/trunk/stellarium/ builds/unix/src/stellarium The directories I specified before were based on the thought that you didn'= t=20 have the trunk directory and it's contents inside your ~/stellarium=20 directory. Matthew On Sunday 01 July 2007, Johan Meuris wrote: > Fabien, > > that's great news! =C2=A0Time for me to start experimenting! > > > That said, I haven't been able to load the module yet. =C2=A0I also ran i= nto a > couple of other issues, so this description is probably useful for > polishing the process for beginner Ubuntu users like me (lots of text > follows.) > > I started from scratch, deleted all stellarium files, and checked out the > entire svn file trunk (extmodules, stellarium, the user guide, and the > telescope server) to /home/johan/stellarium/ > > > =3D=3D=3D Building Stellarium =3D=3D=3D > > First, I build Stellarium (with cmake) with no extra command line > arguments at all. > > in the stellarium dir: > cmake . > make > > Aside from some complaining about .po files, no problems. > > sudo make install > > This doesn't seem to work. =C2=A0No files are copied to ~/.stellarium =C2= =A0or > =C2=A0/usr/local/share/stellarium/ > > I copy them by hand, and Stellarium starts. > The splash screen is truncated weirdly by default, I fix this by either > editing config.ini to the correct resolution or starting in windowed > mode. No stars are shown! =C2=A0Stellarium is still looking for the old s= tyle > stars0.cat files, but they have been updated to "stars_0_0v0_1.cat" et > cetera. =C2=A0Renaming the files doesn't help, their structure is differe= nt. > > I don't know where to fix this for the moment. =C2=A0Everything else is l= oaded > fine (textures...). > > On top of that, the new stars parameters Johannes introduced aren't > present in the newly generated config.ini, they are present in > default_config.ini, but when I copy that to ~/.stellarium/config.ini, it > gets overwritten every time. =C2=A0Should these parameters be here, or in > stars.ini? =C2=A0I think stars.ini would be more logical. > > > =3D=3D=3D Building StellaGui =3D=3D=3D > > Matthew helped me with this, thank you Matthew! > > I go into /home/johan/stellarium/extmodules/StellaGui > > Change the CMakeLists.txt to > > # Please edit according to your directory tree > =C2=A0 =C2=A025 SET(STELLARIUM_SOURCE_DIR "/home/johan/stellarium/stellar= ium/src") > =C2=A0 =C2=A026 IF(CMAKE_BUILD_TYPE STREQUAL "Release") > =C2=A0 =C2=A027 =C2=A0SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/st= ellarium/")=C2=A0 > =C2=A0 =C2=A028 ELSE(CMAKE_BUILD_TYPE STREQUAL "Release") > =C2=A0 =C2=A029 =C2=A0SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/st= ellarium/")=C2=A0 > =C2=A0 =C2=A030 ENDIF(CMAKE_BUILD_TYPE STREQUAL "Release") > > I then create the builds/unix/ folders in > /home/johan/stellarium/extmodules/StellaGui/ and follow your > instructions. > > cmake ../.. > make > make install > > No problems occur, I have QT 4 on my system. > Then I copy the StellaGui build folder to ~/.stellarium/modules/ > but the module isn't loaded. =C2=A0No error message either. > > > That's as far as I get. =C2=A0I'll bother you with questions about the > interface design when I can load the StellaGui module ;) > > > Johan > > > > Friday, June 29, 2007, 10:39:41 PM, you wrote: > > > Dear all, > > I added in the extmodule directory of the SVN the base code for the new > Qt-based GUI module. To try it, go into the StellaGui directory and type: > mkdir builds > cd builds > mkdir unix > cd unix > cmake ../.. > make > make install > cp -r StellaGui ~/.stellarium/modules/ > > Run stellarium and the module should be loaded. Please report any error > or strange behaviour. > > Fabien |
From: Johan M. <joh...@an...> - 2007-07-01 19:25:29
|
Matthew, success! I'm now happily experimenting with QT style sheets. It all looks very convenient. The conceptual design of the interface will be the biggest challenge. Johan Sunday, July 1, 2007, 5:05:51 PM, you wrote: MG> I think I mis-understood your directory structure when I told you the MG> directories to use. MG> If you have this: MG> /home/johan/stellarium MG> /home/johan/stellarium/trunk MG> /home/johan/stellarium/trunk/extmodules MG> /home/johan/stellarium/trunk/extmodules/StellaGui MG> /home/johan/stellarium/trunk/stellarium/src MG> /home/johan/stellarium/trunk/stellarium/builds/unix MG> Then you need the following in MG> your /home/johan/stellarium/trunk/extmodules/StellaGui/CMakeLists.txt: MG> SET(STELLARIUM_SOURCE_DIR MG> "/home/johan/stellarium/stellarium/trunk/stellarium/src") MG> IF(CMAKE_BUILD_TYPE STREQUAL "Release") MG> SET(STELLARIUM_BUILD_DIR MG> "/home/johan/stellarium/trunk/stellarium/builds/unix") MG> ELSE(CMAKE_BUILD_TYPE STREQUAL "Release") MG> SET(STELLARIUM_BUILD_DIR MG> "/home/johan/stellarium/trunk/stellarium/builds/unix") MG> ENDIF(CMAKE_BUILD_TYPE STREQUAL "Release") MG> And you need to build the main program first, inside MG> the /home/johan/stellarium/trunk/stellarium/builds/unix directory using MG> CMake: MG> cd /home/johan/stellarium/trunk/stellarium/ MG> mkdir -p builds/unix MG> cd builds/unix MG> cmake ../.. MG> make MG> ...then make the module: MG> cd /home/johan/stellarium/trunk/extmodules/StellaGui MG> mkdir -p builds/unix MG> cmake ../.. MG> make MG> make install MG> mkdir -p ~/.stellarium/modules MG> cp -r StellaGui ~/.stellarium/modules/ MG> Then run the version of Stellarium you built in the first part. Assuming MG> you didn't install is, you need to do it like this: MG> cd /home/johan/stellarium/trunk/stellarium/ MG> builds/unix/src/stellarium MG> The directories I specified before were based on the thought that you didn't MG> have the trunk directory and it's contents inside your ~/stellarium MG> directory. MG> Matthew MG> On Sunday 01 July 2007, Johan Meuris wrote: >> Fabien, >> >> that's great news! Time for me to start experimenting! >> >> >> That said, I haven't been able to load the module yet. I also ran into a >> couple of other issues, so this description is probably useful for >> polishing the process for beginner Ubuntu users like me (lots of text >> follows.) >> >> I started from scratch, deleted all stellarium files, and checked out the >> entire svn file trunk (extmodules, stellarium, the user guide, and the >> telescope server) to /home/johan/stellarium/ >> >> >> === Building Stellarium === >> >> First, I build Stellarium (with cmake) with no extra command line >> arguments at all. >> >> in the stellarium dir: >> cmake . >> make >> >> Aside from some complaining about .po files, no problems. >> >> sudo make install >> >> This doesn't seem to work. No files are copied to ~/.stellarium or >> /usr/local/share/stellarium/ >> >> I copy them by hand, and Stellarium starts. >> The splash screen is truncated weirdly by default, I fix this by either >> editing config.ini to the correct resolution or starting in windowed >> mode. No stars are shown! Stellarium is still looking for the old style >> stars0.cat files, but they have been updated to "stars_0_0v0_1.cat" et >> cetera. Renaming the files doesn't help, their structure is different. >> >> I don't know where to fix this for the moment. Everything else is loaded >> fine (textures...). >> >> On top of that, the new stars parameters Johannes introduced aren't >> present in the newly generated config.ini, they are present in >> default_config.ini, but when I copy that to ~/.stellarium/config.ini, it >> gets overwritten every time. Should these parameters be here, or in >> stars.ini? I think stars.ini would be more logical. >> >> >> === Building StellaGui === >> >> Matthew helped me with this, thank you Matthew! >> >> I go into /home/johan/stellarium/extmodules/StellaGui >> >> Change the CMakeLists.txt to >> >> # Please edit according to your directory tree >> 25 SET(STELLARIUM_SOURCE_DIR "/home/johan/stellarium/stellarium/src") >> 26 IF(CMAKE_BUILD_TYPE STREQUAL "Release") >> 27 SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/stellarium/") >> 28 ELSE(CMAKE_BUILD_TYPE STREQUAL "Release") >> 29 SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/stellarium/") >> 30 ENDIF(CMAKE_BUILD_TYPE STREQUAL "Release") >> >> I then create the builds/unix/ folders in >> /home/johan/stellarium/extmodules/StellaGui/ and follow your >> instructions. >> >> cmake ../.. >> make >> make install >> >> No problems occur, I have QT 4 on my system. >> Then I copy the StellaGui build folder to ~/.stellarium/modules/ >> but the module isn't loaded. No error message either. >> >> >> That's as far as I get. I'll bother you with questions about the >> interface design when I can load the StellaGui module ;) |
From: <fab...@go...> - 2007-07-01 20:13:01
|
Great!! :) You will still have some little troubles with loading graphics like icons and things like that in the Gui, because i never tried to use resources yet. But it is normally possible with cmake also.. Fabien On 7/1/07, Johan Meuris <joh...@an...> wrote: > > Matthew, > > success! I'm now happily experimenting with QT style sheets. It all > looks very convenient. The conceptual design of the interface will be the > biggest challenge. > > Johan > > Sunday, July 1, 2007, 5:05:51 PM, you wrote: > > MG> I think I mis-understood your directory structure when I told you the > MG> directories to use. > > MG> If you have this: > > MG> /home/johan/stellarium > MG> /home/johan/stellarium/trunk > MG> /home/johan/stellarium/trunk/extmodules > MG> /home/johan/stellarium/trunk/extmodules/StellaGui > MG> /home/johan/stellarium/trunk/stellarium/src > MG> /home/johan/stellarium/trunk/stellarium/builds/unix > > MG> Then you need the following in > MG> your /home/johan/stellarium/trunk/extmodules/StellaGui/CMakeLists.txt: > > MG> SET(STELLARIUM_SOURCE_DIR > MG> "/home/johan/stellarium/stellarium/trunk/stellarium/src") > MG> IF(CMAKE_BUILD_TYPE STREQUAL "Release") > MG> SET(STELLARIUM_BUILD_DIR > MG> "/home/johan/stellarium/trunk/stellarium/builds/unix") > MG> ELSE(CMAKE_BUILD_TYPE STREQUAL "Release") > MG> SET(STELLARIUM_BUILD_DIR > MG> "/home/johan/stellarium/trunk/stellarium/builds/unix") > MG> ENDIF(CMAKE_BUILD_TYPE STREQUAL "Release") > > MG> And you need to build the main program first, inside > MG> the /home/johan/stellarium/trunk/stellarium/builds/unix directory > using > MG> CMake: > > MG> cd /home/johan/stellarium/trunk/stellarium/ > MG> mkdir -p builds/unix > MG> cd builds/unix > MG> cmake ../.. > MG> make > > > MG> ...then make the module: > > MG> cd /home/johan/stellarium/trunk/extmodules/StellaGui > MG> mkdir -p builds/unix > MG> cmake ../.. > MG> make > MG> make install > MG> mkdir -p ~/.stellarium/modules > MG> cp -r StellaGui ~/.stellarium/modules/ > > MG> Then run the version of Stellarium you built in the first > part. Assuming > MG> you didn't install is, you need to do it like this: > > MG> cd /home/johan/stellarium/trunk/stellarium/ > MG> builds/unix/src/stellarium > > > MG> The directories I specified before were based on the thought that you > didn't > MG> have the trunk directory and it's contents inside your ~/stellarium > MG> directory. > > > MG> Matthew > > > MG> On Sunday 01 July 2007, Johan Meuris wrote: > >> Fabien, > >> > >> that's great news! Time for me to start experimenting! > >> > >> > >> That said, I haven't been able to load the module yet. I also ran into > a > >> couple of other issues, so this description is probably useful for > >> polishing the process for beginner Ubuntu users like me (lots of text > >> follows.) > >> > >> I started from scratch, deleted all stellarium files, and checked out > the > >> entire svn file trunk (extmodules, stellarium, the user guide, and the > >> telescope server) to /home/johan/stellarium/ > >> > >> > >> === Building Stellarium === > >> > >> First, I build Stellarium (with cmake) with no extra command line > >> arguments at all. > >> > >> in the stellarium dir: > >> cmake . > >> make > >> > >> Aside from some complaining about .po files, no problems. > >> > >> sudo make install > >> > >> This doesn't seem to work. No files are copied to ~/.stellarium or > >> /usr/local/share/stellarium/ > >> > >> I copy them by hand, and Stellarium starts. > >> The splash screen is truncated weirdly by default, I fix this by either > >> editing config.ini to the correct resolution or starting in windowed > >> mode. No stars are shown! Stellarium is still looking for the old style > >> stars0.cat files, but they have been updated to "stars_0_0v0_1.cat" et > >> cetera. Renaming the files doesn't help, their structure is different. > >> > >> I don't know where to fix this for the moment. Everything else is > loaded > >> fine (textures...). > >> > >> On top of that, the new stars parameters Johannes introduced aren't > >> present in the newly generated config.ini, they are present in > >> default_config.ini, but when I copy that to ~/.stellarium/config.ini, > it > >> gets overwritten every time. Should these parameters be here, or in > >> stars.ini? I think stars.ini would be more logical. > >> > >> > >> === Building StellaGui === > >> > >> Matthew helped me with this, thank you Matthew! > >> > >> I go into /home/johan/stellarium/extmodules/StellaGui > >> > >> Change the CMakeLists.txt to > >> > >> # Please edit according to your directory tree > >> 25 SET(STELLARIUM_SOURCE_DIR "/home/johan/stellarium/stellarium/src") > >> 26 IF(CMAKE_BUILD_TYPE STREQUAL "Release") > >> 27 SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/stellarium/") > >> 28 ELSE(CMAKE_BUILD_TYPE STREQUAL "Release") > >> 29 SET(STELLARIUM_BUILD_DIR "/home/johan/stellarium/stellarium/") > >> 30 ENDIF(CMAKE_BUILD_TYPE STREQUAL "Release") > >> > >> I then create the builds/unix/ folders in > >> /home/johan/stellarium/extmodules/StellaGui/ and follow your > >> instructions. > >> > >> cmake ../.. > >> make > >> make install > >> > >> No problems occur, I have QT 4 on my system. > >> Then I copy the StellaGui build folder to ~/.stellarium/modules/ > >> but the module isn't loaded. No error message either. > >> > >> > >> That's as far as I get. I'll bother you with questions about the > >> interface design when I can load the StellaGui module ;) > > > > ------------------------------------------------------------------------- > 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/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
From: <fab...@go...> - 2007-07-02 09:48:58
|
> The splash screen is truncated weirdly by default, I fix this by either > editing config.ini to the correct resolution or starting in windowed mode. > Thanks! Your hint helped me fixing this strange bug. This time I also think I really fixed the flickering occuring somethimes at start-up. And I also improved Qt windows managment :) Fabien |
From: Nigel K. <nig...@gm...> - 2007-07-11 03:54:27
|
as a very belated note on this thread of StellaGui: i've managed to get both HelloStelModule and StellaGui to compile, link, load, and run, here by the mac. it took a few readings of the mac's gcc and ld man pages to get there. cmake doesn't quite do the right thing for what is needed. i'd like to be able to amend the CMakeFiles.txt at the top level of each module to address it, but that will be for another day. a linker option needs to be added (apple-specific, probably unknown to cmake yet, "-undefined dynamic_lookup"), and at times additional frameworks needed. currently the StellaGui (r2344): 1. even the 0.9.1 i'm running, that normally starts in fullscreen just fine, starts in a funny full-screen: the splash takes the full screen, but the main window only takes about 900x700 of screen real estate, even though a screen shot thinks it has the full 1024x768. toggling out and back into full screen seems to get us into the right mode again. 2. i can get the prefpane to come up with right-click, and the qt-ish buttons at the extreme lower left appear and work. anything else here i should try to prove? cheers, nigel |
From: <fab...@go...> - 2007-07-11 08:25:55
|
On 7/11/07, Nigel Kerr <nig...@gm...> wrote: > > as a very belated note on this thread of StellaGui: i've managed to > get both HelloStelModule and StellaGui to compile, link, load, and > run, here by the mac. > > it took a few readings of the mac's gcc and ld man pages to get there. > cmake doesn't quite do the right thing for what is needed. i'd like > to be able to amend the CMakeFiles.txt at the top level of each module > to address it, but that will be for another day. a linker option > needs to be added (apple-specific, probably unknown to cmake yet, > "-undefined dynamic_lookup"), and at times additional frameworks > needed. Well done. It is good to know that at least it seems doable! If you think that modifying the CMakeFiles.txt would make everything work, it is just perfect :) currently the StellaGui (r2344): > > 1. even the 0.9.1 i'm running, that normally starts in fullscreen just > fine, starts in a funny full-screen: the splash takes the full screen, > but the main window only takes about 900x700 of screen real estate, > even though a screen shot thinks it has the full 1024x768. toggling > out and back into full screen seems to get us into the right mode > again. I made some changes on the main stellarium trunk, do you have a similar behaviour without the module loading? 2. i can get the prefpane to come up with right-click, and the qt-ish > buttons at the extreme lower left appear and work. Fab |
From: Nigel K. <nig...@gm...> - 2007-07-11 12:42:33
|
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