Re: DlangUI

2015-04-14 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0


I've added first DlangUI tutorial on DlangUI Wiki:

https://github.com/buggins/dlangui/wiki/Getting-Started

It covers creation of simple DlangUI helloworld project, and then 
illustrates layouts, standard controls, DML, and signals.


Source code for all examples is available on GitHub

https://github.com/buggins/dlangui-examples

I'm looking forward for ideas for next tutorials.


Re: Loading of widgets from DML markup and DML Editor in DlangUI

2015-04-14 Thread Vadim Lopatin via Digitalmars-d-announce

On Friday, 10 April 2015 at 19:26:28 UTC, Jonas Drewsen wrote:

Cool!

I am not really that much into qml... but isn't much of the 
power of qml coming from using javascript to do logic and 
bindings?


Can you do D code stuff in the DML markup to handle that part 
e.g. by mixin of the DML?


Keep up the good work.

/Jonas


So far, I'm going to implement

* automatic mapping of loaded widgets to member variables (based 
on matching of widget id and variable names, or, possible mixin 
adding of member variables for all of widgets with ids)


* automatic mapping of loaded widget signals to handlers

Mixing in handlers written in D from DML is possible, in some of 
future implementations. So far, I'm not sure that it's better 
than just having external signal handlers automatically mapped, 
e.g. by name.


sample DML:
{
HorizontalLayout {
TextWidget { text: "Enter file name:" }
EditLine {
id: edFileName

}
Button {
id: btnOpen
text: "Open"
click = onBtnOpenClick
}
}
}

...
// class members
EditLine _edFileName;
bool onBtnOpenClick(Widget src) {
window.showMessageBox("Open"d, "File name:"d ~ 
_edFileName.text);

return true;
}

Member variable `EditLine _edFileName;` could be added 
automatically by mixin, or at least it's value can be initialized 
on load
Signal handler may be assigned either if explicitly defined in 
DML (`click = onBtnOpenClick` means widget click signal should be 
connected to member function onBtnOpenClick) or just found based 
on widget Id and signal name (e.g. if there is widget with 
id="btnOpen" and class method onBtnOpenClick - loader mixin could 
automatically decide to assign this method as signal handler of 
widget (like it's dont in VB).


I'm not sure if alternative definition is better

Button {
id: btnOpen
text: "Open"
click = { window.showMessageBox("Open"d, "File 
name:"d ~ edFileName.text); }

}



Re: DlangUI

2015-04-13 Thread John Colvin via Digitalmars-d-announce

On Monday, 13 April 2015 at 18:35:59 UTC, Vadim Lopatin wrote:

On Monday, 13 April 2015 at 17:51:54 UTC, John Colvin wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.
As a backend, uses SDL2 on any platform, Win32 API on 
Windows, XCB on Linux. Other backends can be added easy.

Tested on Windows and Linux.
Supports hardware acceleration - drawing using OpenGL when 
built with version=USE_OPENGL.

Unicode support.
Internationalization support.
Uses Win32 API fonts on Windows, and FreeType on other 
platforms.

Same look and feel can be achieved on all platforms.
Flexible look and feel - themes and styles.
API is a bit similar to Android UI.
Flexible layout, support of different screen DPI, scaling.
Uses two phase layout like in Android.
Supports drawable resources in .png and .jpeg, nine-patch 
pngs and state drawables like in Android.

Single threaded. Use other threads for performing slow tasks.
Mouse oriented.

Actually, it's a port (with major redesign) of my library 
used for cross-platform version of my application CoolReader 
from C++.



State of project: alpha. But, already can be used for simple 
2D games and simple GUI apps.
I'm keeping in mind a goal to write D language IDE based on 
dlangui. :)

Adding support of 3D graphics is planned.


Currently implemented widgets:

TextWidget - simple static text (TODO: implement multiline 
formatting)

ImageWidget - static image
Button - simple button with text label
ImageButton - image only button
TextImageButton - button with icon and label
CheckBox - check button with label
RadioButton - radio button with label
EditLine - single line edit
EditBox - multiline editor
VSpacer - vertical spacer - just an empty widget with 
layoutHeight == FILL_PARENT, to fill vertical space in layouts
HSpacer - horizontal spacer - just an empty widget with 
layoutWidth == FILL_PARENT, to fill horizontal space in 
layouts

ScrollBar - scroll bar
TabControl - tabs widget, allows to select one of tabs
TabHost - container for pages controlled by TabControl
TabWidget - combination of TabControl and TabHost

Layouts - Similar to layouts in Android

LinearLayout - layout children horizontally or vertically 
depending on orientation

VerticalLayout - just a LinearLayout with vertical orientation
HorizontalLayout - just a LinearLayout with vertical 
orientation
FrameLayout - all children occupy the same place; usually 
onle one of them is visible
TableLayout - children are aligned into rows and columns of 
table


List Views - similar to lists in Android UI API.
ListWidget - layout dynamic items horizontally or vertically 
(one in row/column) with automatic scrollbar; can reuse 
widgets for similar items
ListAdapter - interface to provide data and widgets for 
ListWidget
WidgetListAdapter - simple implementation of ListAdapter 
interface - just a list of widgets (one per list item) to show



Sample project, example1 contains demo code for most of 
dlangui API.


Try it using DUB:

  git clone https://github.com/buggins/dlangui.git
  cd dlangui
  dub run dlangui:example1

Fonts note: on Linux, several .TTFs are loaded from hardcoded 
paths (suitable for Ubuntu).
TODO: add fontconfig support to access all available system 
fonts.


Helloworld:

// main.d
import dlangui.all;
mixin DLANGUI_ENTRY_POINT;

/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
  // resource directory search paths
  string[] resourceDirs = [
  appendPath(exePath, "../res/"),   // for Visual D and 
DUB builds

  appendPath(exePath, "../../res/") // for Mono-D builds
  ];

  // setup resource directories - will use only existing 
directories

  Platform.instance.resourceDirs = resourceDirs;
  // select translation file - for english language
  Platform.instance.uiLanguage = "en";
  // load theme from file "theme_default.xml"
  Platform.instance.uiTheme = "theme_default";

  // create window
  Window window = Platform.instance.createWindow("My Window", 
null);

  // create some widget to show in window
  window.mainWidget = (new Button()).text("Hello 
world"d).textColor(0xFF); // red text

  // show window
  window.show();
  // run message loop
  return Platform.instance.enterMessageLoop();
}

DDOC generated documentation can be found there: 
https://github.com/buggins/dlangui/tree/master/docs

For more info see readme and example1 code.

I would be glad to see any feedback.
Can this project be useful for someone? What features/widgets 
are must have for you?



Best regards,
   Vadim  



Is there any way I can debug a unittest build? "Start 
Debugging" seems bound to the debug build.


Are asking about Dlang

Re: DlangUI

2015-04-13 Thread Vadim Lopatin via Digitalmars-d-announce

On Monday, 13 April 2015 at 17:51:54 UTC, John Colvin wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.
As a backend, uses SDL2 on any platform, Win32 API on Windows, 
XCB on Linux. Other backends can be added easy.

Tested on Windows and Linux.
Supports hardware acceleration - drawing using OpenGL when 
built with version=USE_OPENGL.

Unicode support.
Internationalization support.
Uses Win32 API fonts on Windows, and FreeType on other 
platforms.

Same look and feel can be achieved on all platforms.
Flexible look and feel - themes and styles.
API is a bit similar to Android UI.
Flexible layout, support of different screen DPI, scaling.
Uses two phase layout like in Android.
Supports drawable resources in .png and .jpeg, nine-patch pngs 
and state drawables like in Android.

Single threaded. Use other threads for performing slow tasks.
Mouse oriented.

Actually, it's a port (with major redesign) of my library used 
for cross-platform version of my application CoolReader from 
C++.



State of project: alpha. But, already can be used for simple 
2D games and simple GUI apps.
I'm keeping in mind a goal to write D language IDE based on 
dlangui. :)

Adding support of 3D graphics is planned.


Currently implemented widgets:

TextWidget - simple static text (TODO: implement multiline 
formatting)

ImageWidget - static image
Button - simple button with text label
ImageButton - image only button
TextImageButton - button with icon and label
CheckBox - check button with label
RadioButton - radio button with label
EditLine - single line edit
EditBox - multiline editor
VSpacer - vertical spacer - just an empty widget with 
layoutHeight == FILL_PARENT, to fill vertical space in layouts
HSpacer - horizontal spacer - just an empty widget with 
layoutWidth == FILL_PARENT, to fill horizontal space in layouts

ScrollBar - scroll bar
TabControl - tabs widget, allows to select one of tabs
TabHost - container for pages controlled by TabControl
TabWidget - combination of TabControl and TabHost

Layouts - Similar to layouts in Android

LinearLayout - layout children horizontally or vertically 
depending on orientation

VerticalLayout - just a LinearLayout with vertical orientation
HorizontalLayout - just a LinearLayout with vertical 
orientation
FrameLayout - all children occupy the same place; usually onle 
one of them is visible
TableLayout - children are aligned into rows and columns of 
table


List Views - similar to lists in Android UI API.
ListWidget - layout dynamic items horizontally or vertically 
(one in row/column) with automatic scrollbar; can reuse 
widgets for similar items
ListAdapter - interface to provide data and widgets for 
ListWidget
WidgetListAdapter - simple implementation of ListAdapter 
interface - just a list of widgets (one per list item) to show



Sample project, example1 contains demo code for most of 
dlangui API.


Try it using DUB:

   git clone https://github.com/buggins/dlangui.git
   cd dlangui
   dub run dlangui:example1

Fonts note: on Linux, several .TTFs are loaded from hardcoded 
paths (suitable for Ubuntu).
TODO: add fontconfig support to access all available system 
fonts.


Helloworld:

// main.d
import dlangui.all;
mixin DLANGUI_ENTRY_POINT;

/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
   // resource directory search paths
   string[] resourceDirs = [
   appendPath(exePath, "../res/"),   // for Visual D and 
DUB builds

   appendPath(exePath, "../../res/") // for Mono-D builds
   ];

   // setup resource directories - will use only existing 
directories

   Platform.instance.resourceDirs = resourceDirs;
   // select translation file - for english language
   Platform.instance.uiLanguage = "en";
   // load theme from file "theme_default.xml"
   Platform.instance.uiTheme = "theme_default";

   // create window
   Window window = Platform.instance.createWindow("My Window", 
null);

   // create some widget to show in window
   window.mainWidget = (new Button()).text("Hello 
world"d).textColor(0xFF); // red text

   // show window
   window.show();
   // run message loop
   return Platform.instance.enterMessageLoop();
}

DDOC generated documentation can be found there: 
https://github.com/buggins/dlangui/tree/master/docs

For more info see readme and example1 code.

I would be glad to see any feedback.
Can this project be useful for someone? What features/widgets 
are must have for you?



Best regards,
Vadim  



Is there any way I can debug a unittest build? "Start 
Debugging" seems bound to the debug build.


Are asking about DlangIDE?
There is no debugging here at all.

Start Debugging currently just exdecutes `dub run`




Re: DlangUI

2015-04-13 Thread John Colvin via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.
As a backend, uses SDL2 on any platform, Win32 API on Windows, 
XCB on Linux. Other backends can be added easy.

Tested on Windows and Linux.
Supports hardware acceleration - drawing using OpenGL when 
built with version=USE_OPENGL.

Unicode support.
Internationalization support.
Uses Win32 API fonts on Windows, and FreeType on other 
platforms.

Same look and feel can be achieved on all platforms.
Flexible look and feel - themes and styles.
API is a bit similar to Android UI.
Flexible layout, support of different screen DPI, scaling.
Uses two phase layout like in Android.
Supports drawable resources in .png and .jpeg, nine-patch pngs 
and state drawables like in Android.

Single threaded. Use other threads for performing slow tasks.
Mouse oriented.

Actually, it's a port (with major redesign) of my library used 
for cross-platform version of my application CoolReader from 
C++.



State of project: alpha. But, already can be used for simple 2D 
games and simple GUI apps.
I'm keeping in mind a goal to write D language IDE based on 
dlangui. :)

Adding support of 3D graphics is planned.


Currently implemented widgets:

TextWidget - simple static text (TODO: implement multiline 
formatting)

ImageWidget - static image
Button - simple button with text label
ImageButton - image only button
TextImageButton - button with icon and label
CheckBox - check button with label
RadioButton - radio button with label
EditLine - single line edit
EditBox - multiline editor
VSpacer - vertical spacer - just an empty widget with 
layoutHeight == FILL_PARENT, to fill vertical space in layouts
HSpacer - horizontal spacer - just an empty widget with 
layoutWidth == FILL_PARENT, to fill horizontal space in layouts

ScrollBar - scroll bar
TabControl - tabs widget, allows to select one of tabs
TabHost - container for pages controlled by TabControl
TabWidget - combination of TabControl and TabHost

Layouts - Similar to layouts in Android

LinearLayout - layout children horizontally or vertically 
depending on orientation

VerticalLayout - just a LinearLayout with vertical orientation
HorizontalLayout - just a LinearLayout with vertical orientation
FrameLayout - all children occupy the same place; usually onle 
one of them is visible
TableLayout - children are aligned into rows and columns of 
table


List Views - similar to lists in Android UI API.
ListWidget - layout dynamic items horizontally or vertically 
(one in row/column) with automatic scrollbar; can reuse widgets 
for similar items
ListAdapter - interface to provide data and widgets for 
ListWidget
WidgetListAdapter - simple implementation of ListAdapter 
interface - just a list of widgets (one per list item) to show



Sample project, example1 contains demo code for most of dlangui 
API.


Try it using DUB:

git clone https://github.com/buggins/dlangui.git
cd dlangui
dub run dlangui:example1

Fonts note: on Linux, several .TTFs are loaded from hardcoded 
paths (suitable for Ubuntu).
TODO: add fontconfig support to access all available system 
fonts.


Helloworld:

// main.d
import dlangui.all;
mixin DLANGUI_ENTRY_POINT;

/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
// resource directory search paths
string[] resourceDirs = [
appendPath(exePath, "../res/"),   // for Visual D and 
DUB builds

appendPath(exePath, "../../res/") // for Mono-D builds
];

// setup resource directories - will use only existing 
directories

Platform.instance.resourceDirs = resourceDirs;
// select translation file - for english language
Platform.instance.uiLanguage = "en";
// load theme from file "theme_default.xml"
Platform.instance.uiTheme = "theme_default";

// create window
Window window = Platform.instance.createWindow("My Window", 
null);

// create some widget to show in window
window.mainWidget = (new Button()).text("Hello 
world"d).textColor(0xFF); // red text

// show window
window.show();
// run message loop
return Platform.instance.enterMessageLoop();
}

DDOC generated documentation can be found there: 
https://github.com/buggins/dlangui/tree/master/docs

For more info see readme and example1 code.

I would be glad to see any feedback.
Can this project be useful for someone? What features/widgets 
are must have for you?



Best regards,
 Vadim  



Is there any way I can debug a unittest build? "Start Debugging" 
seems bound to the debug build.


Re: DlangUI

2015-04-13 Thread tired_eyes via Digitalmars-d-announce
Hi Vadim, I just want to say that your work is awesome and very 
promising.

Отличная работа!


Re: DlangUI

2015-04-12 Thread Vadim Lopatin via Digitalmars-d-announce

On Thursday, 26 March 2015 at 11:41:17 UTC, Mike James wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library -



Hi Vadim,

I have just installed the latest D 2.067.0, ran the git install 
and the build now fails. The errors are as follows:



C:\D\dmd2\gui\dlangui>dub run dlangui:example1 --build=release
Building package dlangui:example1 in 
C:\D\dmd2\gui\dlangui\examples\example1\

Target gl3n 1.0.1 is up to date. Use --force to rebuild.
Building dlib ~master configuration "library", build type 
release.

Running dmd...
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): 
Warning: instead of C-style

syntax, use D-style syntax 'ubyte[64] dezigzag'
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): 
Error: undefin

ed identifier wcslen
FAIL 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17

3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary
Error executing command run: dmd failed with exit code 1.


C:\D\dmd2\gui\dlangui>

any clues?

Thanks.

Regards, Mike.


Did you try upgrade dependencies?

dub upgrade --force-remove
dub build --force

Best regards,
 Vadim


Re: Loading of widgets from DML markup and DML Editor in DlangUI

2015-04-03 Thread Bruno Deligny via Digitalmars-d-announce
If you are interested, we are doing a GUI system inspired by 
QtQuick/QMLEngine :


https://github.com/D-Quick/DQuick


Re: Loading of widgets from DML markup and DML Editor in DlangUI

2015-04-02 Thread Dmitry via Digitalmars-d-announce

On Thursday, 2 April 2015 at 13:40:49 UTC, Vadim Lopatin wrote:

Useful feature is added to DlangUI.

You can write UI layout as QML-like code, and load it in 
runtime from file, resource, or just string constant.

Great job, Vadim! Thank you!



Re: Loading of widgets from DML markup and DML Editor in DlangUI

2015-04-02 Thread ketmar via Digitalmars-d-announce
On Thu, 02 Apr 2015 14:09:14 +, Vadim Lopatin wrote:

> On Thursday, 2 April 2015 at 13:56:05 UTC, ketmar wrote:
>> are there any plans to add cassowary solver[1] to DlangUI? i believe i
>> seen D port of it (my own is not usable with DMD).
>>
>> [1] https://constraints.cs.washington.edu/cassowary/
> 
> How could it be useful for DlangUI?
> Some advanced kind of layout?

yes, it's universal constraint solver that especially aimed to building 
GUI layouts. apple adapted it as layout engine for their macos x and ios, 
for example.

signature.asc
Description: PGP signature


Re: Loading of widgets from DML markup and DML Editor in DlangUI

2015-04-02 Thread Vadim Lopatin via Digitalmars-d-announce

On Thursday, 2 April 2015 at 13:56:05 UTC, ketmar wrote:
are there any plans to add cassowary solver[1] to DlangUI? i 
believe i

seen D port of it (my own is not usable with DMD).

[1] https://constraints.cs.washington.edu/cassowary/


How could it be useful for DlangUI?
Some advanced kind of layout?


Re: Loading of widgets from DML markup and DML Editor in DlangUI

2015-04-02 Thread ketmar via Digitalmars-d-announce
are there any plans to add cassowary solver[1] to DlangUI? i believe i 
seen D port of it (my own is not usable with DMD).

[1] https://constraints.cs.washington.edu/cassowary/


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Description: PGP signature


Loading of widgets from DML markup and DML Editor in DlangUI

2015-04-02 Thread Vadim Lopatin via Digitalmars-d-announce

Hello,

Useful feature is added to DlangUI.

You can write UI layout as QML-like code, and load it in runtime 
from file, resource, or just string constant.



Instead of manual creation of widgets in code, you may write like 
this:


==
module app;

import dlangui;

mixin APP_ENTRY_POINT;

/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
// create window
Window window = Platform.instance.createWindow("DlangUI 
example - HelloWorld", null);


// create some widget to show in window
window.mainWidget = parseML(q{
VerticalLayout {
margins: 10
padding: 10
backgroundColor: "#C0E0E070" // semitransparent 
yellow background
// red bold text with size = 150% of base style 
size and font face Arial
TextWidget { text: "Hello World example for 
DlangUI"; textColor: "red"; fontSize: 150%; fontWeight: 800; 
fontFace: "Arial" }
// arrange controls as form - table with two 
columns

TableLayout {
colCount: 2
TextWidget { text: "param 1" }
EditLine { id: edit1; text: "some text" }
TextWidget { text: "param 2" }
EditLine { id: edit2; text: "some text for 
param2" }

TextWidget { text: "some radio buttons" }
// arrange some radio buttons vertically
VerticalLayout {
RadioButton { id: rb1; text: "Item 1" }
RadioButton { id: rb2; text: "Item 2" }
RadioButton { id: rb3; text: "Item 3" }
}
TextWidget { text: "and checkboxes" }
// arrange some checkboxes horizontally
HorizontalLayout {
CheckBox { id: cb1; text: "checkbox 1" }
CheckBox { id: cb2; text: "checkbox 2" }
}
}
HorizontalLayout {
Button { id: btnOk; text: "Ok" }
Button { id: btnCancel; text: "Cancel" }
}
}
});
// you can access loaded items by id - e.g. to assign 
signal listeners
auto edit1 = 
window.mainWidget.childById!EditLine("edit1");
auto edit2 = 
window.mainWidget.childById!EditLine("edit2");

// close window on Cancel button click

window.mainWidget.childById!Button("btnCancel").onClickListener = 
delegate(Widget w) {

window.close();
return true;
};
// show message box with content of editors

window.mainWidget.childById!Button("btnOk").onClickListener = 
delegate(Widget w) {

window.showMessageBox(UIString("Ok button pressed"d),
  UIString("Editors 
content\nEdit1: "d ~ edit1.text ~ "\nEdit2: "d ~ edit2.text));

return true;
};

// show window
window.show();

// run message loop
return Platform.instance.enterMessageLoop();
}
==

Function parseML loads widgets from code written in DML language.


There is DMLEdit sample app in DlangUI/examples directory.

You can run it with dub:


dub run dlangui:dmledit


It allows to edit QML text and see how it will look like when 
loaded into app (F5 refreshes view).


Syntax highlight, bracket matching, go to error and other useful 
features are implemented.


TODOs:
* automatic mapping of loaded widgets to member variables (e.g. 
by matching of widget id and variable names)
* automatic assignment of signal listeners to member functions, 
according to DML or just based on signal name and widget id (e.g. 
onButton1Click method may be connected to widget with 
id="Button1" signal click )



I hope this enhancement will be useful.


Best regards,
Vadim


Re: DlangUI

2015-03-27 Thread Vadim Lopatin via Digitalmars-d-announce

On Thursday, 26 March 2015 at 13:48:20 UTC, Chris wrote:

On Thursday, 26 March 2015 at 11:47:59 UTC, Vadim Lopatin wrote:

Try `dub upgrade --force-remove` followed by `dub build 
--force`


For the love of God, please put this on the github page under 
troubleshooting. It happens quite a lot.


Ok. Added following notice to README (you can see it on project 
main page on GitHub)


Important notice


If build of your app is failed due to dlangui or its 
dependencies, probably you have not upgraded dependencies.


Try following:

dub upgrade --force-remove
dub build --force

As well, sometimes removing of dub.json.selections can help.




Re: DlangUI

2015-03-26 Thread Chris via Digitalmars-d-announce

On Thursday, 26 March 2015 at 11:47:59 UTC, Vadim Lopatin wrote:


Try `dub upgrade --force-remove` followed by `dub build --force`


For the love of God, please put this on the github page under 
troubleshooting. It happens quite a lot.




Re: DlangUI

2015-03-26 Thread Mike James via Digitalmars-d-announce

On Thursday, 26 March 2015 at 11:47:59 UTC, Vadim Lopatin wrote:

On Thursday, 26 March 2015 at 11:41:17 UTC, Mike James wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library -



Hi Vadim,

I have just installed the latest D 2.067.0, ran the git 
install and the build now fails. The errors are as follows:



C:\D\dmd2\gui\dlangui>dub run dlangui:example1 --build=release
Building package dlangui:example1 in 
C:\D\dmd2\gui\dlangui\examples\example1\

Target gl3n 1.0.1 is up to date. Use --force to rebuild.
Building dlib ~master configuration "library", build type 
release.

Running dmd...
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): 
Warning: instead of C-style

syntax, use D-style syntax 'ubyte[64] dezigzag'
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): 
Error: undefin

ed identifier wcslen
FAIL 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17

3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary
Error executing command run: dmd failed with exit code 1.


C:\D\dmd2\gui\dlangui>

any clues?

Thanks.

Regards, Mike.


Try `dub upgrade --force-remove` followed by `dub build --force`


Thanks Vadim, That did the trick.

regards, -=mike=-


Re: DlangUI

2015-03-26 Thread Vadim Lopatin via Digitalmars-d-announce

On Thursday, 26 March 2015 at 11:41:17 UTC, Mike James wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library -



Hi Vadim,

I have just installed the latest D 2.067.0, ran the git install 
and the build now fails. The errors are as follows:



C:\D\dmd2\gui\dlangui>dub run dlangui:example1 --build=release
Building package dlangui:example1 in 
C:\D\dmd2\gui\dlangui\examples\example1\

Target gl3n 1.0.1 is up to date. Use --force to rebuild.
Building dlib ~master configuration "library", build type 
release.

Running dmd...
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): 
Warning: instead of C-style

syntax, use D-style syntax 'ubyte[64] dezigzag'
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): 
Error: undefin

ed identifier wcslen
FAIL 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17

3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary
Error executing command run: dmd failed with exit code 1.


C:\D\dmd2\gui\dlangui>

any clues?

Thanks.

Regards, Mike.


Try `dub upgrade --force-remove` followed by `dub build --force`


Re: DlangUI

2015-03-26 Thread Mike James via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library -



Hi Vadim,

I have just installed the latest D 2.067.0, ran the git install 
and the build now fails. The errors are as follows:



C:\D\dmd2\gui\dlangui>dub run dlangui:example1 --build=release
Building package dlangui:example1 in 
C:\D\dmd2\gui\dlangui\examples\example1\

Target gl3n 1.0.1 is up to date. Use --force to rebuild.
Building dlib ~master configuration "library", build type release.
Running dmd...
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): 
Warning: instead of C-style

syntax, use D-style syntax 'ubyte[64] dezigzag'
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): 
Error: undefin

ed identifier wcslen
FAIL 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17

3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary
Error executing command run: dmd failed with exit code 1.


C:\D\dmd2\gui\dlangui>

any clues?

Thanks.

Regards, Mike.


Re: DlangUI

2015-03-25 Thread ketmar via Digitalmars-d-announce
On Thu, 26 Mar 2015 03:41:11 +, Jean pierre wrote:

>>> DlangUI review and small tutorial is published on Habrahabr -
>>> popular russian IT resource (in Russian)
>>>
>>> http://habrahabr.ru/post/253923/
>>
>> It does not looks like something with a `soul`. It looks like a copy of
>> something that already exists.
> 
> And i tell you something, mr Lopatin, people often like more the
> original than the copy.

hm. Vadim is the author of DlangUI. and he wrote the article about it, 
where he shows how to use the library. so i presume that he... copies 
himself? heh.

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Description: PGP signature


Re: DlangUI

2015-03-25 Thread Jean pierre via Digitalmars-d-announce

On Thursday, 26 March 2015 at 03:03:02 UTC, Jean pierre wrote:
On Wednesday, 25 March 2015 at 14:14:13 UTC, Vadim Lopatin 
wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.
As a backend, uses SDL2 on any platform, Win32 API on 
Windows, XCB on Linux. Other backends can be added easy.

Tested on Windows and Linux.
Supports hardware acceleration - drawing using OpenGL when 
built with version=USE_OPENGL.

Unicode support.
Internationalization support.
Uses Win32 API fonts on Windows, and FreeType on other 
platforms.

Same look and feel can be achieved on all platforms.
Flexible look and feel - themes and styles.
API is a bit similar to Android UI.
Flexible layout, support of different screen DPI, scaling.
Uses two phase layout like in Android.
Supports drawable resources in .png and .jpeg, nine-patch 
pngs and state drawables like in Android.

Single threaded. Use other threads for performing slow tasks.
Mouse oriented.


DlangUI review and small tutorial is published on Habrahabr - 
popular russian IT resource (in Russian)


http://habrahabr.ru/post/253923/


It does not looks like something with a `soul`. It looks like a 
copy of something that already exists.


And i tell you something, mr Lopatin, people often like more the 
original than the copy.




Re: DlangUI

2015-03-25 Thread Jean pierre via Digitalmars-d-announce

On Wednesday, 25 March 2015 at 14:14:13 UTC, Vadim Lopatin wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.
As a backend, uses SDL2 on any platform, Win32 API on Windows, 
XCB on Linux. Other backends can be added easy.

Tested on Windows and Linux.
Supports hardware acceleration - drawing using OpenGL when 
built with version=USE_OPENGL.

Unicode support.
Internationalization support.
Uses Win32 API fonts on Windows, and FreeType on other 
platforms.

Same look and feel can be achieved on all platforms.
Flexible look and feel - themes and styles.
API is a bit similar to Android UI.
Flexible layout, support of different screen DPI, scaling.
Uses two phase layout like in Android.
Supports drawable resources in .png and .jpeg, nine-patch pngs 
and state drawables like in Android.

Single threaded. Use other threads for performing slow tasks.
Mouse oriented.


DlangUI review and small tutorial is published on Habrahabr - 
popular russian IT resource (in Russian)


http://habrahabr.ru/post/253923/


It does not looks like something with a `soul`. It looks like a 
copy of something that already exists.




Re: DlangUI

2015-03-25 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.
As a backend, uses SDL2 on any platform, Win32 API on Windows, 
XCB on Linux. Other backends can be added easy.

Tested on Windows and Linux.
Supports hardware acceleration - drawing using OpenGL when 
built with version=USE_OPENGL.

Unicode support.
Internationalization support.
Uses Win32 API fonts on Windows, and FreeType on other 
platforms.

Same look and feel can be achieved on all platforms.
Flexible look and feel - themes and styles.
API is a bit similar to Android UI.
Flexible layout, support of different screen DPI, scaling.
Uses two phase layout like in Android.
Supports drawable resources in .png and .jpeg, nine-patch pngs 
and state drawables like in Android.

Single threaded. Use other threads for performing slow tasks.
Mouse oriented.


DlangUI review and small tutorial is published on Habrahabr - 
popular russian IT resource (in Russian)


http://habrahabr.ru/post/253923/



Re: DlangUI

2015-03-23 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.
As a backend, uses SDL2 on any platform, Win32 API on Windows, 
XCB on Linux. Other backends can be added easy.

..


Best regards,
 Vadim  



Project Update:
==

* Mac OSX OpenGL support fixed
* High DPI (Retina) displays interface scaling is implemented
* Separate resources for high DPI resolutions
* Font sizes in themes can be specified in points and % of parent 
size, in addition to pixels

* Dark theme is implemented
* Settings dialogs support widgets
* Multiline TextWidget
* A lot of bugfixes



Re: DlangUI

2015-02-25 Thread Meta via Digitalmars-d-announce
On Wednesday, 25 February 2015 at 06:11:29 UTC, Vadim Lopatin 
wrote:

Upgrade dependencies:

dub upgrade --force-remove


Ah yes, that does it. Thank you.


Re: DlangUI

2015-02-25 Thread Dicebot via Digitalmars-d-announce

On Wednesday, 25 February 2015 at 08:08:35 UTC, Suliman wrote:
Maybe it would be better to support yaml config instead of 
json? At least they have support of comments.

http://forum.rejectedsoftware.com/groups/rejectedsoftware.dub/thread/2/
afaik DUB will switch to yaml too soon.


dub will switch to sdl, not yaml (actually not switch but support 
both json and sdl)


Re: DlangUI

2015-02-25 Thread Chris via Digitalmars-d-announce

On Wednesday, 25 February 2015 at 08:08:35 UTC, Suliman wrote:
Maybe it would be better to support yaml config instead of 
json? At least they have support of comments.

http://forum.rejectedsoftware.com/groups/rejectedsoftware.dub/thread/2/
afaik DUB will switch to yaml too soon.


Just tested your Tetris example. Very good. I really hope the IDE 
will be part of the D toolchain one day.


Re: DlangUI

2015-02-25 Thread Suliman via Digitalmars-d-announce
Maybe it would be better to support yaml config instead of json? 
At least they have support of comments.

http://forum.rejectedsoftware.com/groups/rejectedsoftware.dub/thread/2/
afaik DUB will switch to yaml too soon.


Re: DlangUI

2015-02-24 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 24 February 2015 at 17:16:25 UTC, Kapps wrote:


XQuartz Bug Report: 
http://xquartz.macosforge.org/trac/ticket/661


I don't know what makes dlangui (dlangide?) use X11 though.


DlangUI just uses libsdl.

The only possible reason of blurring is SDL2 implementation on 
MAC.


Re: DlangUI

2015-02-24 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 24 February 2015 at 18:24:51 UTC, Meta wrote:
On Tuesday, 24 February 2015 at 08:01:41 UTC, Vadim Lopatin 
wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.

Best regards,
   Vadim  



WARNING! Breaking change in dlangui!

Pull request to use package.d instead of dlangui/all.d is 
integrated.

If you are using dlangui in your project, please change

   import dlangui.all;

to

   import dlangui;

in order to fix build.


This seems to have broken building DlangIDE for me. After 
updating from Git, doing `dub build` prints the following error:


src/dlangide.d(3): Error: module dlangui is in file 'dlangui.d' 
which cannot be read.



Upgrade dependencies:

dub upgrade --force-remove




Re: DlangUI

2015-02-24 Thread Meta via Digitalmars-d-announce

On Tuesday, 24 February 2015 at 08:01:41 UTC, Vadim Lopatin wrote:

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.

Best regards,
Vadim  



WARNING! Breaking change in dlangui!

Pull request to use package.d instead of dlangui/all.d is 
integrated.

If you are using dlangui in your project, please change

import dlangui.all;

to

import dlangui;

in order to fix build.


This seems to have broken building DlangIDE for me. After 
updating from Git, doing `dub build` prints the following error:


src/dlangide.d(3): Error: module dlangui is in file 'dlangui.d' 
which cannot be read.


Re: DlangUI

2015-02-24 Thread Kapps via Digitalmars-d-announce

On Tuesday, 24 February 2015 at 16:46:12 UTC, Kapps wrote:
On Thursday, 29 January 2015 at 15:29:15 UTC, Vadim Lopatin 
wrote:
On Thursday, 29 January 2015 at 14:13:22 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 14:21:36 UTC, Vadim Lopatin 
wrote:


An example of what I see (with up-to-date git HEAD)

https://www.dropbox.com/s/49n9m0b9uutzaa8/Screenshot%202015-01-29%2014.11.57.png?dl=0


I see no additional blur comparing with other platforms.
It's bad font rendering. Trying to improve.

P.S: DlangIDE is now able to open DUB based projects, build 
and run them, edit files.

Good sample project is dlangide/workspaces/tetris :)


From what I can tell, it seems to be that it's using X11 for 
rendering, which I think doesn't support high DPI properly when 
using a Retina screen, making it appear very blurry.


XQuartz Bug Report: http://xquartz.macosforge.org/trac/ticket/661

I don't know what makes dlangui (dlangide?) use X11 though.


Re: DlangUI

2015-02-24 Thread Kapps via Digitalmars-d-announce

On Thursday, 29 January 2015 at 15:29:15 UTC, Vadim Lopatin wrote:

On Thursday, 29 January 2015 at 14:13:22 UTC, John Colvin wrote:
On Wednesday, 28 January 2015 at 14:21:36 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 13:37:34 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


That works OK.

The text is all horrible looking. This is probably due to 
(lack of) scaling support for high-res screens (retina).


Is graphics scaled too? If so, it's due to scaling.
Otherwise possible it's due to bad implementation of subpixel 
antialiasing (aka ClearType).

I've submitted fix to disable subpixel antialiasing.


An example of what I see (with up-to-date git HEAD)

https://www.dropbox.com/s/49n9m0b9uutzaa8/Screenshot%202015-01-29%2014.11.57.png?dl=0


I see no additional blur comparing with other platforms.
It's bad font rendering. Trying to improve.

P.S: DlangIDE is now able to open DUB based projects, build and 
run them, edit files.

Good sample project is dlangide/workspaces/tetris :)


From what I can tell, it seems to be that it's using X11 for 
rendering, which I think doesn't support high DPI properly when 
using a Retina screen, making it appear very blurry.


Re: DlangUI

2015-02-24 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.

Best regards,
 Vadim  



WARNING! Breaking change in dlangui!

Pull request to use package.d instead of dlangui/all.d is 
integrated.

If you are using dlangui in your project, please change

import dlangui.all;

to

import dlangui;

in order to fix build.


Re: DlangUI

2015-02-02 Thread Vadim Lopatin via Digitalmars-d-announce

On Monday, 2 February 2015 at 11:18:30 UTC, Mike James wrote:

Hi Vadim,

When I follow the Build and Run Demo App using DUB I get the 
following...


C:\D\dmd2\src>git clone https://github.com/buggins/dlangui.git
Cloning into 'dlangui'...
remote: Counting objects: 13291, done.
remote: Compressing objects: 100% (186/186), done.
remote: Total 13291 (delta 113), reused 0 (delta 0)
Receiving objects: 100% (13291/13291), 8.78 MiB | 538.00 KiB/s, 
done.

Resolving deltas: 100% (10144/10144), done.

C:\D\dmd2\src>cd dlangui

C:\D\dmd2\src\dlangui>dub run dlangui:example1 --build=release
Building package dlangui:example1 in 
C:\D\dmd2\src\dlangui\examples\example1\

Fetching derelict-util 1.9.1 (getting selected version)...
Placing derelict-util 1.9.1 to 
C:\Users\mikej\AppData\Roaming\dub\packages\...

Building dlib 0.4.1 configuration "library", build type release.
Running dmd...
Building derelict-util 1.9.1 configuration "library", build 
type release.

Running dmd...
Building derelict-ft 1.0.1 configuration "library", build type 
release.

Running dmd...
Building derelict-sdl2 1.9.1 configuration "library", build 
type release.

Running dmd...
Building derelict-gl3 1.0.12 configuration "library", build 
type release.

Running dmd...
Building dlangui:dlanguilib 0.4.35+commit.4.gf902ceb 
configuration "library", build type release.

Running dmd...
src\dlangui\graphics\resources.d(152): Error: file 
"btn_background.xml\x0d" cannot be found or not in a path 
specified with -J
src\dlangui\graphics\resources.d(153): Error: data.length 
cannot be evaluated at compile time
src\dlangui\graphics\resources.d(166): Error: template instance 
dlangui.graphics.resources.embedResource!"res/btn_background.xml\x0d" 
error instantiating src\dlangui\graphics\resources.d(173):


Is the setup missing extra directories?

Regards, -=mike=-


Hello,

Works for me - I cannot reproduce the problem.
It looks like -J parameters are not passed properly to compiler.
For embedding of resources into executable, -J include paths must 
be set for directories views, views/res, views/res/mdpi, 
views/res/i18.

When I'm running dub with -v switch, I see
-Jviews -Jviews/res -Jviews/res/mdpi -Jviews/res/i18 in DMD 
command line


Probably, it depends on DUB version.
My one is 0.9.22 Sep 16 2014 (downloaded from 
code.dlang.org/downloads)


Best regards,
 Vadim


Re: DlangUI

2015-02-02 Thread Mike James via Digitalmars-d-announce

Hi Vadim,

When I follow the Build and Run Demo App using DUB I get the 
following...


C:\D\dmd2\src>git clone https://github.com/buggins/dlangui.git
Cloning into 'dlangui'...
remote: Counting objects: 13291, done.
remote: Compressing objects: 100% (186/186), done.
remote: Total 13291 (delta 113), reused 0 (delta 0)
Receiving objects: 100% (13291/13291), 8.78 MiB | 538.00 KiB/s, 
done.

Resolving deltas: 100% (10144/10144), done.

C:\D\dmd2\src>cd dlangui

C:\D\dmd2\src\dlangui>dub run dlangui:example1 --build=release
Building package dlangui:example1 in 
C:\D\dmd2\src\dlangui\examples\example1\

Fetching derelict-util 1.9.1 (getting selected version)...
Placing derelict-util 1.9.1 to 
C:\Users\mikej\AppData\Roaming\dub\packages\...

Building dlib 0.4.1 configuration "library", build type release.
Running dmd...
Building derelict-util 1.9.1 configuration "library", build type 
release.

Running dmd...
Building derelict-ft 1.0.1 configuration "library", build type 
release.

Running dmd...
Building derelict-sdl2 1.9.1 configuration "library", build type 
release.

Running dmd...
Building derelict-gl3 1.0.12 configuration "library", build type 
release.

Running dmd...
Building dlangui:dlanguilib 0.4.35+commit.4.gf902ceb 
configuration "library", build type release.

Running dmd...
src\dlangui\graphics\resources.d(152): Error: file 
"btn_background.xml\x0d" cannot be found or not in a path 
specified with -J
src\dlangui\graphics\resources.d(153): Error: data.length cannot 
be evaluated at compile time
src\dlangui\graphics\resources.d(166): Error: template instance 
dlangui.graphics.resources.embedResource!"res/btn_background.xml\x0d" 
error instantiating src\dlangui\graphics\resources.d(173):


Is the setup missing extra directories?

Regards, -=mike=-


Re: DlangUI

2015-01-31 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 13:53:00 UTC, John Colvin wrote:
On Wednesday, 28 January 2015 at 13:30:59 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 13:18:11 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 10:31:31 UTC, John Colvin 
wrote:

$ ls -1 /Library/Fonts/ /System/Library/Fonts/
/Library/Fonts/:
Al Nile.ttc

...

Thank you!

Submitted fix with some mac font paths hardcoded.
v0.4.22
Could you please try it?

BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


tetris and helloworld now work. example1 fails to build:
src/example1.d(69): Error: undefined identifier setTimer
src/example1.d(75): Error: undefined identifier cancelTimer


Checked on latest version from git - example1 works for me.
Did you try to pull recent changes from git?


All working for me now.

A few points:
As I mentioned about dlangide, the font scaling is nasty.
The Window menu name overflows and is clipped.
Are the draggable dividers in the Buttons tab supposed to be 
able to move? They don't seem to do anything.


I've added Gamma setting for font rendering. Now text looks 
acceptable.

In DlangIDE v0.1.4, I'm using
FontManager.fontGamma = 0.8;
FontManager.hintingMode = HintingMode.AutoHint;
(as well, for Windows versions, USE_FREETYPE is set - but it 
falls back to win32 font rendering if no freetype.dll found)

As for me, now font rendering look good with such settings.
Latest features implemented:
* Text cursor blinking
* Update of actions state in UI (now working better for toolbars, 
has some bugs for menu items, will be fixed soon)


Now DlangIDE allows to open DUB project, edit it, build and run, 
clean, rebuild, upgrade dependencies (using DUB).


I hope it will become usable in a few weeks.


Re: DlangUI

2015-01-29 Thread Vadim Lopatin via Digitalmars-d-announce

On Thursday, 29 January 2015 at 14:13:22 UTC, John Colvin wrote:
On Wednesday, 28 January 2015 at 14:21:36 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 13:37:34 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


That works OK.

The text is all horrible looking. This is probably due to 
(lack of) scaling support for high-res screens (retina).


Is graphics scaled too? If so, it's due to scaling.
Otherwise possible it's due to bad implementation of subpixel 
antialiasing (aka ClearType).

I've submitted fix to disable subpixel antialiasing.


An example of what I see (with up-to-date git HEAD)

https://www.dropbox.com/s/49n9m0b9uutzaa8/Screenshot%202015-01-29%2014.11.57.png?dl=0


I see no additional blur comparing with other platforms.
It's bad font rendering. Trying to improve.

P.S: DlangIDE is now able to open DUB based projects, build and 
run them, edit files.

Good sample project is dlangide/workspaces/tetris :)



Re: DlangUI

2015-01-29 Thread John Colvin via Digitalmars-d-announce
On Wednesday, 28 January 2015 at 14:21:36 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 13:37:34 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


That works OK.

The text is all horrible looking. This is probably due to 
(lack of) scaling support for high-res screens (retina).


Is graphics scaled too? If so, it's due to scaling.
Otherwise possible it's due to bad implementation of subpixel 
antialiasing (aka ClearType).

I've submitted fix to disable subpixel antialiasing.


An example of what I see (with up-to-date git HEAD)

https://www.dropbox.com/s/49n9m0b9uutzaa8/Screenshot%202015-01-29%2014.11.57.png?dl=0


Re: DlangUI

2015-01-28 Thread ketmar via Digitalmars-d-announce
On Wed, 28 Jan 2015 09:18:54 +, Vadim Lopatin wrote:

>> P.S. I noticed that it *almost* builds with gdc, but fails on freetype.
>> Have you been attempting to target gdc at all for those performance
>> gains?
> It looks like derelict-ft issue.
> I've submitted issue #3 to derelict-ft on GitHub.
> gdc doesn't support @nogc attribute

it already does, it's just not publicly released yet, as Johannes wants 
to fix some ARM-related bugs and Iain wants to prepare some proper 
release statements. gdc is 2.066.1 now, with some features backported 
from 2.067. so i don't think that there is any sense in supporting 2.065 
branch.

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Description: PGP signature


Re: DlangUI

2015-01-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 13:53:00 UTC, John Colvin wrote:
On Wednesday, 28 January 2015 at 13:30:59 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 13:18:11 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 10:31:31 UTC, John Colvin 
wrote:

$ ls -1 /Library/Fonts/ /System/Library/Fonts/
/Library/Fonts/:
Al Nile.ttc

...

Thank you!

Submitted fix with some mac font paths hardcoded.
v0.4.22
Could you please try it?

BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


tetris and helloworld now work. example1 fails to build:
src/example1.d(69): Error: undefined identifier setTimer
src/example1.d(75): Error: undefined identifier cancelTimer


Checked on latest version from git - example1 works for me.
Did you try to pull recent changes from git?


All working for me now.

A few points:
As I mentioned about dlangide, the font scaling is nasty.
The Window menu name overflows and is clipped.
Are the draggable dividers in the Buttons tab supposed to be 
able to move? They don't seem to do anything.


Resizers in example1 are just for testing of mouse cursor change 
- not fully implemented.

You can see working resizers in dlangide so far.


Re: DlangUI

2015-01-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 13:37:34 UTC, John Colvin wrote:
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


That works OK.

The text is all horrible looking. This is probably due to (lack 
of) scaling support for high-res screens (retina).


Is graphics scaled too? If so, it's due to scaling.
Otherwise possible it's due to bad implementation of subpixel 
antialiasing (aka ClearType).

I've submitted fix to disable subpixel antialiasing.

The main menu's open ok, but a second click to close them does 
nothing. Clicking elsewhere does close them though.


Not using the native OS X menu system leads to a rather grating 
experience. You'll get a similar story from Ubuntu Unity users.

It's known problem.

But it requires some work to update system menu.
I don't have mac to do it anyway.
Probably, someone will implement it later.



Re: DlangUI

2015-01-28 Thread John Colvin via Digitalmars-d-announce
On Wednesday, 28 January 2015 at 13:30:59 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 13:18:11 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 10:31:31 UTC, John Colvin 
wrote:

$ ls -1 /Library/Fonts/ /System/Library/Fonts/
/Library/Fonts/:
Al Nile.ttc

...

Thank you!

Submitted fix with some mac font paths hardcoded.
v0.4.22
Could you please try it?

BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


tetris and helloworld now work. example1 fails to build:
src/example1.d(69): Error: undefined identifier setTimer
src/example1.d(75): Error: undefined identifier cancelTimer


Checked on latest version from git - example1 works for me.
Did you try to pull recent changes from git?


All working for me now.

A few points:
As I mentioned about dlangide, the font scaling is nasty.
The Window menu name overflows and is clipped.
Are the draggable dividers in the Buttons tab supposed to be able 
to move? They don't seem to do anything.


Re: DlangUI

2015-01-28 Thread John Colvin via Digitalmars-d-announce
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


That works OK.

The text is all horrible looking. This is probably due to (lack 
of) scaling support for high-res screens (retina).


The main menu's open ok, but a second click to close them does 
nothing. Clicking elsewhere does close them though.


Not using the native OS X menu system leads to a rather grating 
experience. You'll get a similar story from Ubuntu Unity users.


Re: DlangUI

2015-01-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 13:18:11 UTC, John Colvin wrote:
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 10:31:31 UTC, John Colvin 
wrote:

$ ls -1 /Library/Fonts/ /System/Library/Fonts/
/Library/Fonts/:
Al Nile.ttc

...

Thank you!

Submitted fix with some mac font paths hardcoded.
v0.4.22
Could you please try it?

BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


tetris and helloworld now work. example1 fails to build:
src/example1.d(69): Error: undefined identifier setTimer
src/example1.d(75): Error: undefined identifier cancelTimer


Checked on latest version from git - example1 works for me.
Did you try to pull recent changes from git?


Re: DlangUI

2015-01-28 Thread John Colvin via Digitalmars-d-announce
On Wednesday, 28 January 2015 at 10:57:57 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 10:31:31 UTC, John Colvin 
wrote:

$ ls -1 /Library/Fonts/ /System/Library/Fonts/
/Library/Fonts/:
Al Nile.ttc

...

Thank you!

Submitted fix with some mac font paths hardcoded.
v0.4.22
Could you please try it?

BTW, could you try on mac 
https://github.com/buggins/dlangide.git as well?

It's dlangui-based D language IDE I'm currently working on.


tetris and helloworld now work. example1 fails to build:
src/example1.d(69): Error: undefined identifier setTimer
src/example1.d(75): Error: undefined identifier cancelTimer


Re: DlangUI

2015-01-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 10:31:31 UTC, John Colvin wrote:

$ ls -1 /Library/Fonts/ /System/Library/Fonts/
/Library/Fonts/:
Al Nile.ttc

...

Thank you!

Submitted fix with some mac font paths hardcoded.
v0.4.22
Could you please try it?

BTW, could you try on mac https://github.com/buggins/dlangide.git 
as well?

It's dlangui-based D language IDE I'm currently working on.


Re: DlangUI

2015-01-28 Thread John Colvin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 10:28:09 UTC, John Colvin wrote:
On Wednesday, 28 January 2015 at 10:13:12 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 10:01:44 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 04:11:20 UTC, Vadim Lopatin 
wrote:

On Tuesday, 27 January 2015 at 19:37:44 UTC, Gan wrote:

On Saturday, 14 June 2014 at 19:40:58 UTC, Jim Hewes wrote:
Very nice, thanks. I'm looking forward to trying it out 
when I can find the time. I'm not a big fan of 
bindings/wrappers.


Jim


This is looks fantastic. I tried the demo but I get an 
error:

SDL_GL_CreateContext failed: Failed creating OpenGL context

Running Mac OS 10.10.2 on 2011 Macbook Pro


Never tried it on mac.
I believe, if OpenGL context cannot be created, DlangUI SDL 
backend should switch to bare SDL (sw renderer).

I would rather expect that app crashes on missing fonts.
Linux (and mac) font paths are hardcoded. Where are .ttf 
files located on macos? Fast and dirty fix is possible - add 
paths for a few mac fonts.

Could you please share startup logs?

As well, you can try to build w/o OpenGL - clone repository 
and remove USE_OPENGL version from dub.json


All the projects in examples/ crash on OS X in functions 
relating to text AFAICS.


Font locations on OS X: 
http://support.apple.com/en-gb/HT201722


Could you please share file list of /Library/Fonts/ and 
/System/Library/Fonts/ ?


Apologies for the previous mess, this is what I have on 10.10:

$ ls -1 /Library/Fonts/ /System/Library/Fonts/
/Library/Fonts/:
Al Nile.ttc
Al Tarikh.ttc
AlBayan.ttc
AmericanTypewriter.ttc
Andale Mono.ttf
Apple Chancery.ttf
AppleGothic.ttf
AppleMyungjo.ttf
AppleSDGothicNeo-ExtraBold.otf
AppleSDGothicNeo-Heavy.otf
AppleSDGothicNeo-Light.otf
AppleSDGothicNeo-Medium.otf
AppleSDGothicNeo-SemiBold.otf
AppleSDGothicNeo-Thin.otf
AppleSDGothicNeo-UltraLight.otf
Arial Black.ttf
Arial Bold Italic.ttf
Arial Bold.ttf
Arial Italic.ttf
Arial Narrow Bold Italic.ttf
Arial Narrow Bold.ttf
Arial Narrow Italic.ttf
Arial Narrow.ttf
Arial Rounded Bold.ttf
Arial Unicode.ttf
Arial.ttf
Athelas.ttc
Ayuthaya.ttf
Baghdad.ttc
Bangla MN.ttc
Bangla Sangam MN.ttc
Baoli.ttc
Baskerville.ttc
Beirut.ttc
BigCaslon.ttf
Bodoni 72 OS.ttc
Bodoni 72 Smallcaps Book.ttf
Bodoni 72.ttc
Bodoni Ornaments.ttf
Bradley Hand Bold.ttf
Brush Script.ttf
Chalkboard.ttc
ChalkboardSE.ttc
Chalkduster.ttf
Charter.ttc
Cochin.ttc
Comic Sans MS Bold.ttf
Comic Sans MS.ttf
Copperplate.ttc
Corsiva.ttc
Courier New Bold Italic.ttf
Courier New Bold.ttf
Courier New Italic.ttf
Courier New.ttf
DIN Alternate Bold.ttf
DIN Condensed Bold.ttf
Damascus.ttc
DecoTypeNaskh.ttc
Devanagari Sangam MN.ttc
DevanagariMT.ttc
Didot.ttc
Diwan Kufi.ttc
Diwan Thuluth.ttf
EuphemiaCAS.ttc
Farah.ttc
Farisi.ttf
Futura.ttc
Georgia Bold Italic.ttf
Georgia Bold.ttf
Georgia Italic.ttf
Georgia.ttf
GillSans.ttc
Gujarati Sangam MN.ttc
GujaratiMT.ttf
GujaratiMTBold.ttf
Gungseouche.ttf
Gurmukhi MN.ttc
Gurmukhi Sangam MN.ttc
Gurmukhi.ttf
Hannotate.ttc
Hanzipen.ttc
HeadlineA.ttf
Herculanum.ttf
Hiragino Sans GB W3.otf
Hiragino Sans GB W6.otf
Hoefler Text Ornaments.ttf
Hoefler Text.ttc
ITFDevanagari.ttc
Impact.ttf
InaiMathi.ttf
Iowan Old Style.ttc
Kailasa.ttf
Kaiti.ttc
Kannada MN.ttc
Kannada Sangam MN.ttc
Kefa.ttc
Khmer MN.ttc
Khmer Sangam MN.ttf
Kokonor.ttf
Krungthep.ttf
KufiStandardGK.ttc
Lantinghei.ttc
Lao MN.ttc
Lao Sangam MN.ttf
Libian.ttc
Luminari.ttf
Malayalam MN.ttc
Malayalam Sangam MN.ttc
Marion.ttc
Microsoft Sans Serif.ttf
Mishafi Gold.ttf
Mishafi.ttf
MshtakanBold.ttf
MshtakanBoldOblique.ttf
MshtakanOblique.ttf
MshtakanRegular.ttf
Muna.ttc
Myanmar MN.ttc
Myanmar Sangam MN.ttf
NISC18030.ttf
Nadeem.ttc
NanumGothic.ttc
NanumMyeongjo.ttc
NanumScript.ttc
NewPeninimMT.ttc
Oriya MN.ttc
Oriya Sangam MN.ttc
Osaka.ttf
OsakaMono.ttf
PCmyoungjo.ttf
PTMono.ttc
PTSans.ttc
PTSerif.ttc
PTSerifCaption.ttc
Papyrus.ttc
Phosphate.ttc
Pilgiche.ttf
PlantagenetCherokee.ttf
Raanana.ttc
STIXGeneral.otf
STIXGeneralBol.otf
STIXGeneralBolIta.otf
STIXGeneralItalic.otf
STIXIntDBol.otf
STIXIntDReg.otf
STIXIntSmBol.otf
STIXIntSmReg.otf
STIXIntUpBol.otf
STIXIntUpDBol.otf
STIXIntUpDReg.otf
STIXIntUpReg.otf
STIXIntUpSmBol.otf
STIXIntUpSmReg.otf
STIXNonUni.otf
STIXNonUniBol.otf
STIXNonUniBolIta.otf
STIXNonUniIta.otf
STIXSizFiveSymReg.otf
STIXSizFourSymBol.otf
STIXSizFourSymReg.otf
STIXSizOneSymBol.otf
STIXSizOneSymReg.otf
STIXSizThreeSymBol.otf
STIXSizThreeSymReg.otf
STIXSizTwoSymBol.otf
STIXSizTwoSymReg.otf
STIXVar.otf
STIXVarBol.otf
Sana.ttc
Sathu.ttf
Savoye LET.ttc
Seravek.ttc
Shree714.ttc
SignPainter.otf
Silom.ttf
Sinhala MN.ttc
Sinhala Sangam MN.ttc
Skia.ttf
SnellRoundhand.ttc
Songti.ttc
SukhumvitSet.ttc
SuperClarendon.ttc
Tahoma Bold.ttf
Tahoma.ttf
Tamil MN.ttc
Tamil Sangam MN.ttc
Telugu MN.ttc
Telugu Sangam MN.ttc
Times New Roman Bold Italic.ttf
Times New Roman Bold.ttf
Times New Roman Italic.ttf
Times New Roman.ttf
Trattatello.ttf
Trebuchet MS Bold Italic.ttf
Trebuchet MS Bold.ttf
Trebuchet MS Italic.ttf
Trebuchet MS.ttf
Ve

Re: DlangUI

2015-01-28 Thread John Colvin via Digitalmars-d-announce
On Wednesday, 28 January 2015 at 10:13:12 UTC, Vadim Lopatin 
wrote:
On Wednesday, 28 January 2015 at 10:01:44 UTC, John Colvin 
wrote:
On Wednesday, 28 January 2015 at 04:11:20 UTC, Vadim Lopatin 
wrote:

On Tuesday, 27 January 2015 at 19:37:44 UTC, Gan wrote:

On Saturday, 14 June 2014 at 19:40:58 UTC, Jim Hewes wrote:
Very nice, thanks. I'm looking forward to trying it out 
when I can find the time. I'm not a big fan of 
bindings/wrappers.


Jim


This is looks fantastic. I tried the demo but I get an error:
SDL_GL_CreateContext failed: Failed creating OpenGL context

Running Mac OS 10.10.2 on 2011 Macbook Pro


Never tried it on mac.
I believe, if OpenGL context cannot be created, DlangUI SDL 
backend should switch to bare SDL (sw renderer).

I would rather expect that app crashes on missing fonts.
Linux (and mac) font paths are hardcoded. Where are .ttf 
files located on macos? Fast and dirty fix is possible - add 
paths for a few mac fonts.

Could you please share startup logs?

As well, you can try to build w/o OpenGL - clone repository 
and remove USE_OPENGL version from dub.json


All the projects in examples/ crash on OS X in functions 
relating to text AFAICS.


Font locations on OS X: http://support.apple.com/en-gb/HT201722


Could you please share file list of /Library/Fonts/ and 
/System/Library/Fonts/ ?


ls /Library/Fonts/ /System/Library/Fonts/
/Library/Fonts/:
Al Nile.ttc  Hannotate.ttc
STIXSizFourSymBol.otf
Al Tarikh.ttcHanzipen.ttc 
STIXSizFourSymReg.otf
AlBayan.ttc  HeadlineA.ttf
STIXSizOneSymBol.otf
AmericanTypewriter.ttc   Herculanum.ttf   
STIXSizOneSymReg.otf
Andale Mono.ttf  Hiragino Sans GB W3.otf  
STIXSizThreeSymBol.otf
Apple Chancery.ttf   Hiragino Sans GB W6.otf  
STIXSizThreeSymReg.otf
AppleGothic.ttf  Hoefler Text Ornaments.ttf   
STIXSizTwoSymBol.otf
AppleMyungjo.ttf Hoefler Text.ttc 
STIXSizTwoSymReg.otf
AppleSDGothicNeo-ExtraBold.otf   ITFDevanagari.ttc
STIXVar.otf
AppleSDGothicNeo-Heavy.otf   Impact.ttf   
STIXVarBol.otf
AppleSDGothicNeo-Light.otf   InaiMathi.ttf
Sana.ttc
AppleSDGothicNeo-Medium.otf  Iowan Old Style.ttc  
Sathu.ttf
AppleSDGothicNeo-SemiBold.otfKailasa.ttf  
Savoye LET.ttc
AppleSDGothicNeo-Thin.otfKaiti.ttc
Seravek.ttc
AppleSDGothicNeo-UltraLight.otf  Kannada MN.ttc   
Shree714.ttc
Arial Black.ttf  Kannada Sangam MN.ttc
SignPainter.otf
Arial Bold Italic.ttfKefa.ttc 
Silom.ttf
Arial Bold.ttf   Khmer MN.ttc 
Sinhala MN.ttc
Arial Italic.ttf Khmer Sangam MN.ttf  
Sinhala Sangam MN.ttc
Arial Narrow Bold Italic.ttf Kokonor.ttf  
Skia.ttf
Arial Narrow Bold.ttfKrungthep.ttf
SnellRoundhand.ttc
Arial Narrow Italic.ttf  KufiStandardGK.ttc   
Songti.ttc
Arial Narrow.ttf Lantinghei.ttc   
SukhumvitSet.ttc
Arial Rounded Bold.ttf   Lao MN.ttc   
SuperClarendon.ttc
Arial Unicode.ttfLao Sangam MN.ttf
Tahoma Bold.ttf
Arial.ttfLibian.ttc   
Tahoma.ttf
Athelas.ttc  Luminari.ttf 
Tamil MN.ttc
Ayuthaya.ttf Malayalam MN.ttc 
Tamil Sangam MN.ttc
Baghdad.ttc  Malayalam Sangam MN.ttc  
Telugu MN.ttc
Bangla MN.ttcMarion.ttc   
Telugu Sangam MN.ttc
Bangla Sangam MN.ttc Microsoft Sans Serif.ttf 
Times New Roman Bold Italic.ttf
Baoli.ttcMishafi Gold.ttf 
Times New Roman Bold.ttf
Baskerville.ttc  Mishafi.ttf  
Times New Roman Italic.ttf
Beirut.ttc   MshtakanBold.ttf 
Times New Roman.ttf
BigCaslon.ttfMshtakanBoldOblique.ttf  
Trattatello.ttf
Bodoni 72 OS.ttc MshtakanOblique.ttf  
Trebuchet MS Bold Italic.ttf
Bodoni 72 Smallcaps Book.ttf MshtakanRegular.ttf  
Trebuchet MS Bold.ttf
Bodoni 72.ttcMuna.ttc 
Trebuchet MS Italic.ttf
Bodoni Ornaments.ttf Myan

Re: DlangUI

2015-01-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 10:01:44 UTC, John Colvin wrote:
On Wednesday, 28 January 2015 at 04:11:20 UTC, Vadim Lopatin 
wrote:

On Tuesday, 27 January 2015 at 19:37:44 UTC, Gan wrote:

On Saturday, 14 June 2014 at 19:40:58 UTC, Jim Hewes wrote:
Very nice, thanks. I'm looking forward to trying it out when 
I can find the time. I'm not a big fan of bindings/wrappers.


Jim


This is looks fantastic. I tried the demo but I get an error:
SDL_GL_CreateContext failed: Failed creating OpenGL context

Running Mac OS 10.10.2 on 2011 Macbook Pro


Never tried it on mac.
I believe, if OpenGL context cannot be created, DlangUI SDL 
backend should switch to bare SDL (sw renderer).

I would rather expect that app crashes on missing fonts.
Linux (and mac) font paths are hardcoded. Where are .ttf files 
located on macos? Fast and dirty fix is possible - add paths 
for a few mac fonts.

Could you please share startup logs?

As well, you can try to build w/o OpenGL - clone repository 
and remove USE_OPENGL version from dub.json


All the projects in examples/ crash on OS X in functions 
relating to text AFAICS.


Font locations on OS X: http://support.apple.com/en-gb/HT201722


Could you please share file list of /Library/Fonts/ and 
/System/Library/Fonts/ ?


What are good/standard Sans Serif and Monotype fonts on Macs?


Re: DlangUI

2015-01-28 Thread John Colvin via Digitalmars-d-announce
On Wednesday, 28 January 2015 at 04:11:20 UTC, Vadim Lopatin 
wrote:

On Tuesday, 27 January 2015 at 19:37:44 UTC, Gan wrote:

On Saturday, 14 June 2014 at 19:40:58 UTC, Jim Hewes wrote:
Very nice, thanks. I'm looking forward to trying it out when 
I can find the time. I'm not a big fan of bindings/wrappers.


Jim


This is looks fantastic. I tried the demo but I get an error:
SDL_GL_CreateContext failed: Failed creating OpenGL context

Running Mac OS 10.10.2 on 2011 Macbook Pro


Never tried it on mac.
I believe, if OpenGL context cannot be created, DlangUI SDL 
backend should switch to bare SDL (sw renderer).

I would rather expect that app crashes on missing fonts.
Linux (and mac) font paths are hardcoded. Where are .ttf files 
located on macos? Fast and dirty fix is possible - add paths 
for a few mac fonts.

Could you please share startup logs?

As well, you can try to build w/o OpenGL - clone repository and 
remove USE_OPENGL version from dub.json


All the projects in examples/ crash on OS X in functions relating 
to text AFAICS.


Font locations on OS X: http://support.apple.com/en-gb/HT201722


Re: DlangUI

2015-01-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 08:04:05 UTC, ketmar wrote:
as gdc will soon get official 2.066 upgrade, i believe that 
DlangUI will

be buildable with gdc.


At least it builds with ldc2



Re: DlangUI

2015-01-28 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 28 January 2015 at 06:44:16 UTC, Dylan Allbee wrote:
Was pleasantly surprised to see that it worked without having 
to manually muck with any dependencies. Resource usage is 
minimal, interface feels smooth (though obviously ugly, but 
that isn't the point).

Look & feel can be customized with themes.
Current default theme is near to look&feel of MS Visual Studio 
2013.

I hope by changes of theme you can make UI not so ugly.

I can't wait until I have some extra free time to build 
something with this and hopefully contribute. Great work!

It will be great if someone started to use it and contribute.
So far, there is no much feedback from users.

P.S. I noticed that it *almost* builds with gdc, but fails on 
freetype. Have you been attempting to target gdc at all for 
those performance gains?

It looks like derelict-ft issue.
I've submitted issue #3 to derelict-ft on GitHub.
gdc doesn't support @nogc attribute



Re: DlangUI

2015-01-28 Thread ketmar via Digitalmars-d-announce
On Wed, 28 Jan 2015 06:44:15 +, Dylan Allbee wrote:

> Was pleasantly surprised to see that it worked without having to
> manually muck with any dependencies. Resource usage is minimal,
> interface feels smooth (though obviously ugly, but that isn't the
> point).
> 
> I can't wait until I have some extra free time to build something with
> this and hopefully contribute. Great work!
> 
> P.S. I noticed that it *almost* builds with gdc, but fails on freetype.
> Have you been attempting to target gdc at all for those performance
> gains?

as gdc will soon get official 2.066 upgrade, i believe that DlangUI will 
be buildable with gdc.

signature.asc
Description: PGP signature


Re: DlangUI

2015-01-27 Thread Dylan Allbee via Digitalmars-d-announce
Was pleasantly surprised to see that it worked without having to 
manually muck with any dependencies. Resource usage is minimal, 
interface feels smooth (though obviously ugly, but that isn't the 
point).


I can't wait until I have some extra free time to build something 
with this and hopefully contribute. Great work!


P.S. I noticed that it *almost* builds with gdc, but fails on 
freetype. Have you been attempting to target gdc at all for those 
performance gains?


Re: DlangUI

2015-01-27 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 27 January 2015 at 19:37:44 UTC, Gan wrote:

On Saturday, 14 June 2014 at 19:40:58 UTC, Jim Hewes wrote:
Very nice, thanks. I'm looking forward to trying it out when I 
can find the time. I'm not a big fan of bindings/wrappers.


Jim


This is looks fantastic. I tried the demo but I get an error:
SDL_GL_CreateContext failed: Failed creating OpenGL context

Running Mac OS 10.10.2 on 2011 Macbook Pro


Never tried it on mac.
I believe, if OpenGL context cannot be created, DlangUI SDL 
backend should switch to bare SDL (sw renderer).

I would rather expect that app crashes on missing fonts.
Linux (and mac) font paths are hardcoded. Where are .ttf files 
located on macos? Fast and dirty fix is possible - add paths for 
a few mac fonts.

Could you please share startup logs?

As well, you can try to build w/o OpenGL - clone repository and 
remove USE_OPENGL version from dub.json


Re: DlangUI

2015-01-27 Thread Gan via Digitalmars-d-announce

On Saturday, 14 June 2014 at 19:40:58 UTC, Jim Hewes wrote:
Very nice, thanks. I'm looking forward to trying it out when I 
can find the time. I'm not a big fan of bindings/wrappers.


Jim


This is looks fantastic. I tried the demo but I get an error:
SDL_GL_CreateContext failed: Failed creating OpenGL context

Running Mac OS 10.10.2 on 2011 Macbook Pro


Re: DlangUI project update

2015-01-26 Thread Vadim Lopatin via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui



Update:

Resources are now being embedded into executable by default. 
(External resources files are still available - useful for 
resource/theme development).


For better fonts quality, subpixel antialiasing (aka ClearType) 
was implemented.

Working ok for non-OpenGL rendering of FreeType and Win32 fonts.
Still cannot get it working of OpenGL rendering (trying to play 
with shaders and glBlendFunc).


Re: DlangUI project update

2015-01-26 Thread Vadim Lopatin via Digitalmars-d-announce

On Saturday, 24 January 2015 at 20:24:54 UTC, Suliman wrote:

Vadim, I can't understand why if I adding to dub.json
"dlangui": ">=0.4.4"

On dub build I am getting:

OPTLINK (R) for Win32  Release 8.00.15
Copyright (C) Digital Mars 1989-2013  All rights reserved.
http://www.digitalmars.com/ctg/optlink.html
.dub\build\application-debug-windows-x86-dmd_2066-DB440D76262575D36BFB1E2999272A
0D\geodataloader.obj
 Error 2: File Not Found 
.dub\build\application-debug-windows-x86-dmd_2066-DB440

D76262575D36BFB1E2999272A0D\geodataloader.obj
--- errorlevel 1
FAIL 
.dub\build\application-debug-windows-x86-dmd_2066-DB440D76262575D36BFB1E299

9272A0D\ geodataloader executable
Error executing command run: dmd failed with exit code 1.


If remove. All build.


Found why your build is failed.
Use dependency
"dlangui:dlanguilib": ">=0.4.5"
instead of
"dlangui": ">=0.4.5"


Re: DlangUI project update

2015-01-25 Thread Vadim Lopatin via Digitalmars-d-announce

On Sunday, 25 January 2015 at 13:37:33 UTC, Suliman wrote:

I removed all dub cash by hand and now I have got error:
C:\Users\Dima\AppData\Roaming\dub\packages\derelict-sdl2-1.9.1\source\derelict\s
dl2\sdl.d(62): Error: undefined identifier SharedLibVersion


Did you try  dub upgrade --force-remove   ?


Re: DlangUI project update

2015-01-25 Thread John Colvin via Digitalmars-d-announce

On Sunday, 25 January 2015 at 13:37:33 UTC, Suliman wrote:

I removed all dub cash by hand and now I have got error:
C:\Users\Dima\AppData\Roaming\dub\packages\derelict-sdl2-1.9.1\source\derelict\s
dl2\sdl.d(62): Error: undefined identifier SharedLibVersion


Don't know why you're getting that, but SharedLibVersion is, 
IIRC, a relatively new thing in derelict, so it's probably that 
something is looking at an older version than it should.


Re: DlangUI project update

2015-01-25 Thread Vadim Lopatin via Digitalmars-d-announce

On Sunday, 25 January 2015 at 13:37:33 UTC, Suliman wrote:

I removed all dub cash by hand and now I have got error:
C:\Users\Dima\AppData\Roaming\dub\packages\derelict-sdl2-1.9.1\source\derelict\s
dl2\sdl.d(62): Error: undefined identifier SharedLibVersion


Try to hack dlangui/dub.json - remove all dependencies to 
external packages except dlib.


Re: DlangUI project update

2015-01-25 Thread Suliman via Digitalmars-d-announce

I removed all dub cash by hand and now I have got error:
C:\Users\Dima\AppData\Roaming\dub\packages\derelict-sdl2-1.9.1\source\derelict\s
dl2\sdl.d(62): Error: undefined identifier SharedLibVersion


Re: DlangUI project update

2015-01-25 Thread Suliman via Digitalmars-d-announce

$ dub clean
$ dub build --force

Some inconsistency in build caches I bet.


Not help :(


Re: DlangUI project update

2015-01-24 Thread Rikki Cattermole via Digitalmars-d-announce

On 25/01/2015 9:29 a.m., Suliman wrote:

I checked what is in:
derelict-sdl2-1.9.1\.dub\build\library-debug-windows-x86-dmd_2066-C6F79EB15955F23DC333E5B450077DDB


In this folder located only file: DerelictSDL2.lib

$ dub clean
$ dub build --force

Some inconsistency in build caches I bet.


Re: DlangUI project update

2015-01-24 Thread Suliman via Digitalmars-d-announce

I checked what is in:
derelict-sdl2-1.9.1\.dub\build\library-debug-windows-x86-dmd_2066-C6F79EB15955F23DC333E5B450077DDB

In this folder located only file: DerelictSDL2.lib


Re: DlangUI project update

2015-01-24 Thread Suliman via Digitalmars-d-announce

Vadim, I can't understand why if I adding to dub.json
"dlangui": ">=0.4.4"

On dub build I am getting:

OPTLINK (R) for Win32  Release 8.00.15
Copyright (C) Digital Mars 1989-2013  All rights reserved.
http://www.digitalmars.com/ctg/optlink.html
.dub\build\application-debug-windows-x86-dmd_2066-DB440D76262575D36BFB1E2999272A
0D\geodataloader.obj
 Error 2: File Not Found 
.dub\build\application-debug-windows-x86-dmd_2066-DB440

D76262575D36BFB1E2999272A0D\geodataloader.obj
--- errorlevel 1
FAIL 
.dub\build\application-debug-windows-x86-dmd_2066-DB440D76262575D36BFB1E299

9272A0D\ geodataloader executable
Error executing command run: dmd failed with exit code 1.


If remove. All build.


Re: DlangUI project update

2015-01-23 Thread FrankLike via Digitalmars-d-announce

On Thursday, 22 January 2015 at 13:37:16 UTC, Vadim Lopatin wrote:


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy 
dlib to "dmd2\windows\import",then run 'dco',will get the 
dlangIDE.exe file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Did you try dub build --build=release  ?
I  known  it,but  can't  get  so  small  exe  for  debug,and  
exe

no  console.


On win32, dub build --build=release now gives 1305Kb executable 
with embedded resources.


What are advantages of dco?


Config ini is Quickly,if you don't know how to config a dub.json.
Building is quickly and easy : 'dco' in cmd.exe ,then ok.
It's easy to get a win32.exe ,not a exe on console.



Re: DlangUI project update

2015-01-22 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 23:21:27 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 17:36:36 UTC, Vadim Lopatin 
wrote:

On Wednesday, 21 January 2015 at 16:20:31 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 15:49:06 UTC, FrankLike 
wrote:
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced 
features like code completion, folding, etc.


Best regards,
 Vadim


good work.


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy 
dlib to "dmd2\windows\import",then run 'dco',will get the 
dlangIDE.exe file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Did you try dub build --build=release  ?
I  known  it,but  can't  get  so  small  exe  for  debug,and  
exe

 no  console.


On win32, dub build --build=release now gives 1305Kb executable 
with embedded resources.


What are advantages of dco?


Re: DlangUI project update

2015-01-22 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 17:16:40 UTC, data man wrote:

And there is the ability to embed resources into .exe?


Done.

Standard resources are embedded into executable by default.

When your application uses custom resources, you can embed 
resources into executable and/or specify external resource 
directory(s).


To embed resources, put them into views/res directory, and create 
file views/resources.list with list of all files to embed.


Use following code to embed resources:


/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {

// embed non-standard resources listed in 
views/resources.list into executable

embeddedResourceList.addResources(embedResourcesFromList!("resources.list")());


...


Resource list resources.list file may look similar to following:


res/i18n/en.ini
res/i18n/ru.ini
res/mdpi/cr3_logo.png
res/mdpi/document-open.png
res/mdpi/document-properties.png
res/mdpi/document-save.png
res/mdpi/edit-copy.png
res/mdpi/edit-paste.png
res/mdpi/edit-undo.png
res/mdpi/tx_fabric.jpg
res/theme_custom1.xml


As well you can specify list of external directories to get 
resources from.




/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
// resource directory search paths
string[] resourceDirs = [
appendPath(exePath, "../../../res/"),   // for Visual D 
and DUB builds
appendPath(exePath, "../../../res/mdpi/"),   // for 
Visual D and DUB builds
appendPath(exePath, "../../../../res/"),// for Mono-D 
builds
appendPath(exePath, "../../../../res/mdpi/"),// for 
Mono-D builds
appendPath(exePath, "res/"), // when res dir is located 
at the same directory as executable
appendPath(exePath, "../res/"), // when res dir is 
located at project directory
appendPath(exePath, "../../res/"), // when res dir is 
located at the same directory as executable
appendPath(exePath, "res/mdpi/"), // when res dir is 
located at the same directory as executable
appendPath(exePath, "../res/mdpi/"), // when res dir is 
located at project directory
appendPath(exePath, "../../res/mdpi/") // when res dir is 
located at the same directory as executable

];
// setup resource directories - will use only existing 
directories

Platform.instance.resourceDirs = resourceDirs;



When same file exists in both embedded and external resources, 
one from external resource directory will be used - it's useful 
for developing

and testing of resources.

As well, it's no more required to set theme and language in 
UIAppMain if you don't want to change default values.




Re: DlangUI project update

2015-01-21 Thread FrankLike via Digitalmars-d-announce
On Wednesday, 21 January 2015 at 17:36:36 UTC, Vadim Lopatin 
wrote:

On Wednesday, 21 January 2015 at 16:20:31 UTC, FrankLike wrote:

On Wednesday, 21 January 2015 at 15:49:06 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced 
features like code completion, folding, etc.


Best regards,
  Vadim


good work.


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy 
dlib to "dmd2\windows\import",then run 'dco',will get the 
dlangIDE.exe file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Did you try dub build --build=release  ?
I  known  it,but  can't  get  so  small  exe  for  debug,and  exe 
 no  console.





Re: DlangUI project update

2015-01-21 Thread Basile Burg via Digitalmars-d-announce
On Wednesday, 21 January 2015 at 19:07:39 UTC, Vadim Lopatin 
wrote:
On Wednesday, 21 January 2015 at 18:34:09 UTC, Basile Burg 
wrote:
On Wednesday, 21 January 2015 at 18:23:09 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Wed, 21 Jan 2015 17:33:05 +
Vadim Lopatin via Digitalmars-d-announce
 wrote:

Btw, does anyone know if it's possible to list files in 
import directories in compile time (CTFE) to avoid manual 
adding of file paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with 
environment.


mix:

(__FILE__.stripExtension.baseName) ~ ".res";


It's not suitable for unknown set of files.


It's suitable for an IDE: file.d, matching file.res, if it exists 
then add a -J...no problem.




Re: DlangUI project update

2015-01-21 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 18:34:09 UTC, Basile Burg wrote:
On Wednesday, 21 January 2015 at 18:23:09 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Wed, 21 Jan 2015 17:33:05 +
Vadim Lopatin via Digitalmars-d-announce
 wrote:

Btw, does anyone know if it's possible to list files in 
import directories in compile time (CTFE) to avoid manual 
adding of file paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with 
environment.


mix:

(__FILE__.stripExtension.baseName) ~ ".res";


It's not suitable for unknown set of files.


Re: DlangUI project update

2015-01-21 Thread Basile Burg via Digitalmars-d-announce
On Wednesday, 21 January 2015 at 18:23:09 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Wed, 21 Jan 2015 17:33:05 +
Vadim Lopatin via Digitalmars-d-announce
 wrote:

Btw, does anyone know if it's possible to list files in import 
directories in compile time (CTFE) to avoid manual adding of 
file paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with 
environment.


mix:

(__FILE__.stripExtension.baseName) ~ ".res";



Re: DlangUI project update

2015-01-21 Thread ketmar via Digitalmars-d-announce
On Wed, 21 Jan 2015 17:33:05 +
Vadim Lopatin via Digitalmars-d-announce
 wrote:

> Btw, does anyone know if it's possible to list files in import 
> directories in compile time (CTFE) to avoid manual adding of file 
> paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with environment.


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Description: PGP signature


Re: DlangUI project update

2015-01-21 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 16:20:31 UTC, FrankLike wrote:

On Wednesday, 21 January 2015 at 15:49:06 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced 
features like code completion, folding, etc.


Best regards,
   Vadim


good work.


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy 
dlib to "dmd2\windows\import",then run 'dco',will get the 
dlangIDE.exe file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Did you try dub build --build=release  ?



Re: DlangUI project update

2015-01-21 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 17:16:40 UTC, data man wrote:

And there is the ability to embed resources into .exe?


I'm going to implement it soon - using import("").
Btw, does anyone know if it's possible to list files in import 
directories in compile time (CTFE) to avoid manual adding of file 
paths for every resource file?


Re: DlangUI project update

2015-01-21 Thread data man via Digitalmars-d-announce

And there is the ability to embed resources into .exe?


Re: DlangUI project update

2015-01-21 Thread FrankLike via Digitalmars-d-announce

On Wednesday, 21 January 2015 at 15:49:06 UTC, FrankLike wrote:
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced features 
like code completion, folding, etc.


Best regards,
Vadim


good work.


If use dco to build the dlangIDE,config local.ini

local.ini---
DC=dmd
DCStandardEnvBin=dmd2\windows\bin
SpecialLib=dlanguilib
importPath= -I..\..\dlangui\src
;lflags=console
lflags=win32
;lflags=win64
;dflags=
libs= ..\lib\dlanguilib.lib ..\lib\dlib.lib
;targetType=exe//lib//staticLib//dynamicLib//sourceLib//none
targetType=exe
;targetName=;//;'null is auto'
targetName=dlangide.exe
;compileType=;//64//32mscoff
compileType=
;buildMode=debug;//release
buildMode=debug
end-
and copy dlib.lib with dlanguilib.lib to lib folder,and copy dlib 
to "dmd2\windows\import",then run 'dco',will get the dlangIDE.exe 
file only

1206kb,but bu dub, 4518kb.

get dco:
git clone https://github.com/FrankLIKE/dco

Frank


Re: DlangUI project update

2015-01-21 Thread FrankLike via Digitalmars-d-announce
On Wednesday, 21 January 2015 at 14:52:36 UTC, Vadim Lopatin 
wrote:


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced features 
like code completion, folding, etc.


Best regards,
 Vadim


good work.


Re: DlangUI project update

2015-01-21 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 20 January 2015 at 10:51:38 UTC, Vadim Lopatin wrote:
On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin 
wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui



Project update:

* A lot of bugs fixed
* Look and feel of default theme changed to one similar to 
Visual Studio 2013
* Project documentation is now generated by ddox: 
http://buggins.github.io/dlangui/ddox
* Updated screenshots 
http://buggins.github.io/dlangui/screenshots.html

* Font antialiasing and hinting settings
* New classes for toolbars, dockable UI
* Improvements in editors
* SourceEditor - supports line number display and syntax 
highlight


DlangIDE project is in progress.

https://github.com/buggins/dlangide

It's D IDE based on DlangUI.

Early alpha stage. Mainly useful as DlangUI demo, and for 
development of new functionality required for building of apps 
like IDE.


Can open sample workspace with two projects (dub.json only). 
Can browse projects and open source files in editor tabs.



First screenshot from 
http://buggins.github.io/dlangui/screenshots.html



Current activity: syntax highlight implementation
Next step: implement DUB based builder

Best regards,
 Vadim


DlangIDE status Update:
Syntax highlight for D source is working.
It's just highlight based on token types. No advanced features 
like code completion, folding, etc.


Best regards,
 Vadim



Re: DlangUI project update

2015-01-20 Thread Vadim Lopatin via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui



Project update:

* A lot of bugs fixed
* Look and feel of default theme changed to one similar to Visual 
Studio 2013
* Project documentation is now generated by ddox: 
http://buggins.github.io/dlangui/ddox
* Updated screenshots 
http://buggins.github.io/dlangui/screenshots.html

* Font antialiasing and hinting settings
* New classes for toolbars, dockable UI
* Improvements in editors
* SourceEditor - supports line number display and syntax highlight

DlangIDE project is in progress.

https://github.com/buggins/dlangide

It's D IDE based on DlangUI.

Early alpha stage. Mainly useful as DlangUI demo, and for 
development of new functionality required for building of apps 
like IDE.


Can open sample workspace with two projects (dub.json only). Can 
browse projects and open source files in editor tabs.



First screenshot from 
http://buggins.github.io/dlangui/screenshots.html



Current activity: syntax highlight implementation
Next step: implement DUB based builder

Best regards,
 Vadim


Re: DlangUI project update

2015-01-19 Thread ketmar via Digitalmars-d-announce
On Mon, 19 Jan 2015 10:24:46 +
Vadim Lopatin via Digitalmars-d-announce
 wrote:

> On Tuesday, 30 December 2014 at 12:59:20 UTC, Vadim Lopatin wrote:
> > On Tuesday, 30 December 2014 at 10:37:14 UTC, ketmar via 
> > Digitalmars-d-announce wrote:
> >> On Tue, 30 Dec 2014 10:28:52 +
> >>> On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Can 
> >>> you try to copy dlangui/res directory to directory where 
> >>> executable is located?
> >> sure, no prob.
> >>
> >> yes, after i coped dlangui res/ dir to the directory where 
> >> example1
> >> binary resides, everything is working as it should.
> >
> > BTW, new release of DUB will include my pull request to support 
> > directories as items in copyFiles - resources will be copied 
> > automatically.
> >
> >> (actually, i copied it to "dlangui/examples/example1/bin", 
> >> where dub
> >> creates symlink to the real binary)
> >
> >> p.s. there is small glitch with checked checkboxes though: 
> >> image is not transparent.
> >
> > Probably, it's issue of dlib png imported, but i'm not 100% 
> > sure.
> >
> >> p.p.s. can i turn that $#&#%^%@#@ font antialiasing off? ;-)
> > I can implement such setting for you :)
> > Does it really look ugly with font antialiasing?
> >
> > P.S: I've turned on JPEG support - from ~master of dlib.
> 
> Font antialiasing and hinting options settings are implemented.
> Currently can be set from code, e.g. in beginning of UIAppMain 
> (see example1 main.d):
>  // you can override default hinting mode here (Normal, 
> AutoHint, Disabled)
>  FontManager.instance.hintingMode = HintingMode.Normal;
>  // you can override antialiasing setting here (0 means 
> antialiasing always on, some big value = always off)
>  // fonts with size less than specified value will not be 
> antialiased
>  FontManager.instance.minAnitialiasedFontSize = 0; // 0 means 
> always antialiased
> 
didn't checked it yet, but thank you anyway! ;-)


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Re: DlangUI project update

2015-01-19 Thread Vadim Lopatin via Digitalmars-d-announce

On Tuesday, 30 December 2014 at 12:59:20 UTC, Vadim Lopatin wrote:
On Tuesday, 30 December 2014 at 10:37:14 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 10:28:52 +
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Can 
you try to copy dlangui/res directory to directory where 
executable is located?

sure, no prob.

yes, after i coped dlangui res/ dir to the directory where 
example1

binary resides, everything is working as it should.


BTW, new release of DUB will include my pull request to support 
directories as items in copyFiles - resources will be copied 
automatically.


(actually, i copied it to "dlangui/examples/example1/bin", 
where dub

creates symlink to the real binary)


p.s. there is small glitch with checked checkboxes though: 
image is not transparent.


Probably, it's issue of dlib png imported, but i'm not 100% 
sure.



p.p.s. can i turn that $#&#%^%@#@ font antialiasing off? ;-)

I can implement such setting for you :)
Does it really look ugly with font antialiasing?

P.S: I've turned on JPEG support - from ~master of dlib.


Font antialiasing and hinting options settings are implemented.
Currently can be set from code, e.g. in beginning of UIAppMain 
(see example1 main.d):
// you can override default hinting mode here (Normal, 
AutoHint, Disabled)

FontManager.instance.hintingMode = HintingMode.Normal;
// you can override antialiasing setting here (0 means 
antialiasing always on, some big value = always off)
// fonts with size less than specified value will not be 
antialiased
FontManager.instance.minAnitialiasedFontSize = 0; // 0 means 
always antialiased




Re: DlangUI project update

2015-01-07 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 7 January 2015 at 10:05:24 UTC, Mike James wrote:
On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin 
wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
   # download sources
   git clone https://github.com/buggins/dlangui.git
   cd dlangui
   # example 1 - demo for most of widgets
   dub run dlangui:example1 --build=release
   # tetris - demo for game development
   dub run dlangui:tetris --build=release

...


Hi Vadim,

When I follow the building and the running of the demo app 
using DUB I get the following error:


C:\D\dmd2\src>git clone https://github.com/buggins/dlangui.git
Cloning into 'dlangui'...
remote: Counting objects: 5700, done.
remote: Compressing objects: 100% (56/56), done.
remote: Total 5700 (delta 21), reused 0 (delta 0)
Receiving objects: 100% (5700/5700), 5.33 MiB | 1.51 MiB/s, 
done.

Resolving deltas: 100% (/), done.

C:\D\dmd2\src>cd dlangui


...
src\dlangui\core\files.d(114): Error: module windows is in file 
'win32\windows.d' which cannot be read

import path[0] = examples\example1\src
import path[1] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-ft-master\source
import path[2] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-util-1.9.0\source
import path[3] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-sdl2-master\source
import path[4] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-fi-master\source

import path[5] = src
import path[6] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master
import path[7] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-gl3-master\source

import path[8] = C:\D\dmd2\windows\bin\..\..\src\phobos
import path[9] = C:\D\dmd2\windows\bin\..\..\src\druntime\import
FAIL 
examples\example1\.dub\build\application-release-windows-x86-dmd_2066-A150B7CA4D2F564C56024EE584D1E13A\ 
example1 ex

ecutable
Error executing command run: dmd failed with exit code 1.


C:\D\dmd2\src\dlangui>


What am I doing wrong?

Regards, Mike.


Sorry,

I've reproduced this issue with dub 0.9.22
It looks like some bug in DUB - it cannot find source files from 
referenced package.
It worked for me for newer dub - built from mainstream branch 
near middle of December.


Submitted fix - list of win32 files into each subproject 
(example1, tetris).


Now it should build ok with dub 0.9.22 on Windows




Re: DlangUI project update

2015-01-07 Thread Mike James via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL 
for Windows
- hardware acceleration: uses OpenGL for drawing when built 
with version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim


Hi Vadim,

When I follow the building and the running of the demo app using 
DUB I get the following error:


C:\D\dmd2\src>git clone https://github.com/buggins/dlangui.git
Cloning into 'dlangui'...
remote: Counting objects: 5700, done.
remote: Compressing objects: 100% (56/56), done.
remote: Total 5700 (delta 21), reused 0 (delta 0)
Receiving objects: 100% (5700/5700), 5.33 MiB | 1.51 MiB/s, done.
Resolving deltas: 100% (/), done.

C:\D\dmd2\src>cd dlangui

C:\D\dmd2\src\dlangui>dub run dlangui:example1 --build=release
Building package dlangui:example1 in 
C:\D\dmd2\src\dlangui\examples\example1\
WARNING: A deprecated branch based version specification is used 
for the dependency derelict-ft. Please use numbered ver
sions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to use 
a b

ranch instead.
WARNING: A deprecated branch based version specification is used 
for the dependency derelict-sdl2. Please use numbered v
ersions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to use a

 branch instead.
WARNING: A deprecated branch based version specification is used 
for the dependency derelict-fi. Please use numbered ver
sions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to use 
a b

ranch instead.
WARNING: A deprecated branch based version specification is used 
for the dependency dlangui:dlanguilib. Please use numbe
red versions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to

use a branch instead.
WARNING: A deprecated branch based version specification is used 
for the dependency derelict-gl3. Please use numbered ve
rsions instead. Also note that you can still use the 
dub.selections.json file to override a certain dependency to use a

branch instead.
Target derelict-util 1.9.0 is up to date. Use --force to rebuild.
Target derelict-ft ~master is up to date. Use --force to rebuild.
Target derelict-sdl2 ~master is up to date. Use --force to 
rebuild.

Target derelict-fi ~master is up to date. Use --force to rebuild.
Target dlib ~master is up to date. Use --force to rebuild.
Target derelict-gl3 ~master is up to date. Use --force to rebuild.
Building dlangui:dlanguilib 0.2.2+commit.2.g15226e8 configuration 
"library", build type release.

Running dmd...
Building dlangui:example1 0.2.2+commit.2.g15226e8 configuration 
"application", build type release.

Compiling using dmd...
src\dlangui\core\files.d(114): Error: module windows is in file 
'win32\windows.d' which cannot be read

import path[0] = examples\example1\src
import path[1] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-ft-master\source
import path[2] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-util-1.9.0\source
import path[3] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-sdl2-master\source
import path[4] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-fi-master\source

import path[5] = src
import path[6] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master
import path[7] = 
..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\derelict-gl3-master\source

import path[8] = C:\D\dmd2\windows\bin\..\..\src\phobos
import path[9] = C:\D\dmd2\windows\bin\..\..\src\druntime\import
FAIL 
examples\example1\.dub\build\application-release-windows-x86-dmd_2066-A150B7CA4D2F564C56024EE584D1E13A\ 

Re: DlangUI project update

2015-01-06 Thread Vadim Lopatin via Digitalmars-d-announce

On Saturday, 27 December 2014 at 06:32:17 UTC, Suliman wrote:
Vadim, could you add in file path in browsing window ability to 
click on any needed segment of path and move to it level.


I mean system like does in Windows 7 in when you can move to
D:\code\foo\bar\baz, and after click on "foo" move to 
D:\code\foo\


Issue #22 is implemented.
Now path in FileDialog is shown as segments like on Win 7 - 
clicking on segment moves to directory, clicking on arrow after 
segments opens popup with subdirs inside directory. Clicking on 
right space of path control opens editor for path.


Re: DlangUI project update

2015-01-05 Thread Vadim Lopatin via Digitalmars-d-announce
On Monday, 5 January 2015 at 09:43:28 UTC, Manu via 
Digitalmars-d-announce wrote:
On 26 December 2014 at 22:33, Vadim Lopatin via 
Digitalmars-d-announce

 wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Is there any chance of supporting user-supplied rendering 
primitives?
If this were a library that lived above some application 
supplied

rendering primitives, then I could make use of this.

What rendering primitives are required? Pixel buffers? Any 
vertex

processing happening? Text I imagine is a tough one...


Not sure what do you mean under user supplied rendering 
primitives.


If you want to render UI into custom rendering buffer, you can 
define DrawBuf based class.

It requires following drawing primitives to be implemented:
- fill whole buffer with solid color
- fill rectangle with solid color
- draw font glyph (8 bit alpha image)
- draw 32 bit RGBA image

If your app is OpenGL based, there is already GLDrawBuf wich 
draws into opengl.


As well, UI can be drawn in ColorDrawBuf - 32bit RGBA buffer - 
and then transferred to your surface.


For embedding into third party framework, dlangui needs external 
mouse and key events translated into its own events.




Re: DlangUI project update

2015-01-05 Thread Manu via Digitalmars-d-announce
On 26 December 2014 at 22:33, Vadim Lopatin via Digitalmars-d-announce
 wrote:
> Hello!
>
> DlangUI project is alive and under active development.
>
> https://github.com/buggins/dlangui
>
> Recent changes:
> - new controls: ScrollWidget, TreeView, ComboBox, ...
> - new dialogs: FileOpenDialog, MessageBox
> - a lot of bugfixes
> - performance improvements in software renderer
> - killer app: new example - Tetris game :)
>
> Try Demos:
> # download sources
> git clone https://github.com/buggins/dlangui.git
> cd dlangui
> # example 1 - demo for most of widgets
> dub run dlangui:example1 --build=release
> # tetris - demo for game development
> dub run dlangui:tetris --build=release
>
> DlangUI is cross-platform GUI library written in D.
> Main features:
> - cross platform: uses SDL for linux/macos, Win32 API or SDL for Windows
> - hardware acceleration: uses OpenGL for drawing when built with version
> USE_OPENGL
> - easy to extend: since it's native D library, you can add your own widgets
> and extend functionality
> - Unicode and internationalization support
> - easy to customize UI - look and feel can be changed using themes and
> styles
> - API is a bit similar to Android - two phase layout, styles
>
> Screenshots (a bit outdated):
> http://buggins.github.io/dlangui/screenshots.html
>
> See project page for details.
>
> I would like to get any feedback.
> Will be glad to see advises, bug reports, feature requests.
>
> Best regards,
>  Vadim

Is there any chance of supporting user-supplied rendering primitives?
If this were a library that lived above some application supplied
rendering primitives, then I could make use of this.

What rendering primitives are required? Pixel buffers? Any vertex
processing happening? Text I imagine is a tough one...


Re: DlangUI project update

2015-01-05 Thread Vadim Lopatin via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 10:37:14 UTC, ketmar via 
Digitalmars-d-announce wrote:
p.s. there is small glitch with checked checkboxes though: 
image is not

transparent.


I've created pull request for dlib with added support of 
transparency in indexed color PNGs.
Issue with non-transparent buttons will be fixed after pull 
request integration.




Re: DlangUI project update

2014-12-31 Thread Mike Parker via Digitalmars-d-announce
On Monday, 29 December 2014 at 07:35:13 UTC, ketmar via 
Digitalmars-d-


btw, i have freeimage installed, but the loader wants to find
"FreeImage_ConvertToRGB16" function in it, which it seems to 
not even
use. that's the joy of Derelict: it loads everything whether, 
it needs

it or not.


This prompted me to finally solve this issue. For future 
reference:

http://dblog.aldacron.net/derelictfi-gets-sharedlibversion-support/


Re: DlangUI project update

2014-12-31 Thread Vadim Lopatin via Digitalmars-d-announce

On Wednesday, 31 December 2014 at 01:17:12 UTC, MrSmith wrote:
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
 wrote:

Is it possible to use your GUI for opengl game? I need to 
inject a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think 
that it
shouldn't be hard even if it is not supported directly right 
now.

please write about your progress here (if there will be any).


I've built library with 2.066.1 and master
Despite resources is not copied by dub it works fine.
Fixed C-style arrays and sent PR 
https://github.com/buggins/dlangui/pull/24


Merged! Thank you!


Re: DlangUI project update

2014-12-31 Thread Vadim Lopatin via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
 wrote:

Is it possible to use your GUI for opengl game? I need to 
inject a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think that 
it
shouldn't be hard even if it is not supported directly right 
now.

please write about your progress here (if there will be any).


DlangUI is designed to be easy embeddable.
You will need to implement Window and Platform to wrap key and 
mouse events,

and call drawing of widgets above OpenGL scene.

Is there any good game framework for D?
I can try to make a wrapper to use dlangui widgets inside such 
framework.




Re: DlangUI project update

2014-12-30 Thread MrSmith via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
 wrote:

Is it possible to use your GUI for opengl game? I need to 
inject a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think that 
it
shouldn't be hard even if it is not supported directly right 
now.

please write about your progress here (if there will be any).


I've built library with 2.066.1 and master
Despite resources is not copied by dub it works fine.
Fixed C-style arrays and sent PR 
https://github.com/buggins/dlangui/pull/24


Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
 wrote:

> Is it possible to use your GUI for opengl game? I need to inject 
> a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think that it
shouldn't be hard even if it is not supported directly right now.
please write about your progress here (if there will be any).


signature.asc
Description: PGP signature


Re: DlangUI project update

2014-12-30 Thread MrSmith via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL 
for Windows
- hardware acceleration: uses OpenGL for drawing when built 
with version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim


Is it possible to use your GUI for opengl game? I need to inject 
a gui in an existing main loop.


Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 12:59:18 +
Vadim Lopatin via Digitalmars-d-announce
 wrote:

> > p.p.s. can i turn that $#&#%^%@#@ font antialiasing off? ;-)
> I can implement such setting for you :)
> Does it really look ugly with font antialiasing?
it's looking $#^&#$%^%@&# @$#%^%&&%$& $#%%#&$@#^ UGLY. any font
aliasing looks like this. my eyes bleeding when i looking at
antialiased fonts. i either can turn that stupid thing off, or the
program is completely unusable for me.

i read that you planning fontconfig support, so please just don't
forget about aliasing and hinting options. there are some people that
prefer to switch antialiasing off and turn full hinting on, as this is
the best settings for free microsoft "core fonts for the web" set (or
at least we believe that this is the best).


signature.asc
Description: PGP signature


Re: DlangUI project update

2014-12-30 Thread Vadim Lopatin via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui


Update: FreeImage dependency is removed. dlib is now used to read 
images.


I'm trying to improve project documentation.
DDOC generates ugly unusable output.

DDOX is much better. But I cannot figure out how to embed custom 
navigation panel (e.g. like on vibed.org) on documentation pages 
(as I have for DDOC generated files).


dub --build=ddox produces pages with only navigation by generated 
documentation.
Ho do I add custom pages, with links to them from documentation 
pages?

It looks like ddox ignores .dd files from project.

Could someone help?

Best regards,
 Vadim


Re: DlangUI project update

2014-12-30 Thread Vadim Lopatin via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 10:37:14 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 10:28:52 +
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Can 
you try to copy dlangui/res directory to directory where 
executable is located?

sure, no prob.

yes, after i coped dlangui res/ dir to the directory where 
example1

binary resides, everything is working as it should.


BTW, new release of DUB will include my pull request to support 
directories as items in copyFiles - resources will be copied 
automatically.


(actually, i copied it to "dlangui/examples/example1/bin", 
where dub

creates symlink to the real binary)


p.s. there is small glitch with checked checkboxes though: 
image is not transparent.


Probably, it's issue of dlib png imported, but i'm not 100% sure.


p.p.s. can i turn that $#&#%^%@#@ font antialiasing off? ;-)

I can implement such setting for you :)
Does it really look ugly with font antialiasing?

P.S: I've turned on JPEG support - from ~master of dlib.


Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 10:39:39 +
thedeemon via Digitalmars-d-announce
 wrote:

> On Monday, 29 December 2014 at 09:50:23 UTC, ketmar via 
> Digitalmars-d-announce wrote:
> > it would be not that hard to write a native D png loader
> 
> Here is some already:
> https://github.com/adamdruppe/arsd/blob/master/png.d
> 
> I've used it successfully. Just one thing: it uses GC heap very 
> actively (causing leaks on 32 bits), so I had to work around that.

p.s. i'm using some of Adam's modules, but keep forgetting to look in
arsd to check if it has something handy that i never used. ;-)


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Re: DlangUI project update

2014-12-30 Thread ketmar via Digitalmars-d-announce
On Tue, 30 Dec 2014 10:39:39 +
thedeemon via Digitalmars-d-announce
 wrote:

> On Monday, 29 December 2014 at 09:50:23 UTC, ketmar via 
> Digitalmars-d-announce wrote:
> > it would be not that hard to write a native D png loader
> 
> Here is some already:
> https://github.com/adamdruppe/arsd/blob/master/png.d
> 
> I've used it successfully. Just one thing: it uses GC heap very 
> actively (causing leaks on 32 bits), so I had to work around that.

and i bet that there is 'stb_image.d' somewhere on github, which does
jpg and bmp.


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