Re: DlangUI
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
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
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
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
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
Hi Vadim, I just want to say that your work is awesome and very promising. Отличная работа!
Re: DlangUI
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
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
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
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
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
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/ signature.asc Description: PGP signature
Loading of widgets from DML markup and DML Editor in DlangUI
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
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
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
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
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
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
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. signature.asc Description: PGP signature
Re: DlangUI
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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. signature.asc Description: PGP signature
Re: DlangUI
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
$ dub clean $ dub build --force Some inconsistency in build caches I bet. Not help :(
Re: DlangUI project update
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
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
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
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
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
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
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
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
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
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
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. signature.asc Description: PGP signature
Re: DlangUI project update
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
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
And there is the ability to embed resources into .exe?
Re: DlangUI project update
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
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
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
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
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! ;-) signature.asc Description: PGP signature
Re: DlangUI project update
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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. ;-) signature.asc Description: PGP signature
Re: DlangUI project update
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. signature.asc Description: PGP signature