DlangUI project update
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can be changed using themes and styles - API is a bit similar to Android - two phase layout, styles Screenshots (a bit outdated): http://buggins.github.io/dlangui/screenshots.html See project page for details.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
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... From time to time I see some people asking for GUI over here, and this could be an answer to that. For what I can see from the screenshot this seems to be very promising. PS: For anyone, is there a place where users can find projects like this by topics? Matheus.
Re: DlangUI project update
On Friday, 26 December 2014 at 13:36:08 UTC, MattCoder wrote: On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote: DlangUI project is alive and under active development... From time to time I see some people asking for GUI over here, and this could be an answer to that. For what I can see from the screenshot this seems to be very promising. PS: For anyone, is there a place where users can find projects like this by topics? Matheus. http://code.dlang.org/?sort=updated&category=library.gui
Re: DlangUI project update
On Friday, 26 December 2014 at 16:14:27 UTC, John Colvin wrote: http://code.dlang.org/?sort=updated&category=library.gui Shame on me! I've been using D for almost 2 years for my own projects and believe or not, although I have heard about DUB I didn't know about this site. (Until now when I needed something I looked on google... then going to the github project page etc). After you posted the url above I went on the dlang.org and I found the link at "Third Party Packages", which currently doesn't appears when I'm in forum.dlang.org! Maybe I'm not too much observer but I think this this have more emphasis on the main page. Thanks, Matheus. PS: Sorry my english.
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 Greetings, great work so far! So I have trouble building the project, error code is here: http://dpaste.dzfl.pl/8953d39ee3f5 I've been only using "dub" to build the project with only a skeleton package with dlangui listed as a dependency. I've been using ldc and dmd with no avail. Can you please help me?
Re: DlangUI project update
On Saturday, 27 December 2014 at 02:48:28 UTC, Jack 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 Greetings, great work so far! So I have trouble building the project, error code is here: http://dpaste.dzfl.pl/8953d39ee3f5 I've been only using "dub" to build the project with only a skeleton package with dlangui listed as a dependency. I've been using ldc and dmd with no avail. Can you please help me? Could you please share your helloworld.d, dub.json and directory structure? For me, running of embedded examples working: dub fetch --cache=local dlangui cd dlangui-0.1.15 dub run dlangui:tetris dub run dlangui:helloworld DUB 0.9.22 which is available for download is a bit outdated - doesn't allow to copy directories with copyFiles (use newer dub with my pull request merged to avoid manual copying of resource directory. Sample standalone project which can be used as reference is dlanguiide: Try git clone https://github.com/buggins/dlangide.git cd dlangide dub run If it does work, something is wrong with your project. If helloworld.d is replaced with usual D helloworld content, does it build and run?
Re: DlangUI project update
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\
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\ It's planned feature. Will be implemented soon.
Re: DlangUI project update
On Saturday, 27 December 2014 at 06:04:19 UTC, Vadim Lopatin wrote: On Saturday, 27 December 2014 at 02:48:28 UTC, Jack 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 Greetings, great work so far! So I have trouble building the project, error code is here: http://dpaste.dzfl.pl/8953d39ee3f5 I've been only using "dub" to build the project with only a skeleton package with dlangui listed as a dependency. I've been using ldc and dmd with no avail. Can you please help me? Could you please share your helloworld.d, dub.json and directory structure? For me, running of embedded examples working: dub fetch --cache=local dlangui cd dlangui-0.1.15 dub run dlangui:tetris dub run dlangui:helloworld DUB 0.9.22 which is available for download is a bit outdated - doesn't allow to copy directories with copyFiles (use newer dub with my pull request merged to avoid manual copying of resource directory. Sample standalone project which can be used as reference is dlanguiide: Try git clone https://github.com/buggins/dlangide.git cd dlangide dub run If it does work, something is wrong with your project. If helloworld.d is replaced with usual D helloworld content, does it build and run? Sorry it took so long, installing dub-git took so long with my net speed. Runnung dub run dlangui:tetris got me this error code: http://dpaste.dzfl.pl/0cf2b2476a85 I think the hello world mentioned in the error is the one inside the dlangui directory. My project is only the one made by dub init . Thank you for taking the time to help me.
Re: DlangUI project update
On Sunday, 28 December 2014 at 02:31:56 UTC, Jack wrote: Sorry it took so long, installing dub-git took so long with my net speed. Runnung dub run dlangui:tetris got me this error code: http://dpaste.dzfl.pl/0cf2b2476a85 I think the hello world mentioned in the error is the one inside the dlangui directory. My project is only the one made by dub init . Thank you for taking the time to help me. Could you post error log? It's either in stderr output or in file ui.log What is your OS? There is known problem with fonts. For linux, font paths are hardcoded (there is a ticket to implement FontConfig based font list). For Mac, it will not find Temporary workaround: register some fonts manually: // get free type font manager access auto ft = cast(FreeTypeFontManager)FontManager.instance; // register some fonts like ft.registerFont("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", FontFamily.SansSerif, "DejaVu", false, FontWeight.Normal);
Re: DlangUI project update
On Sunday, 28 December 2014 at 06:13:48 UTC, Vadim Lopatin wrote: On Sunday, 28 December 2014 at 02:31:56 UTC, Jack wrote: Sorry it took so long, installing dub-git took so long with my net speed. Runnung dub run dlangui:tetris got me this error code: http://dpaste.dzfl.pl/0cf2b2476a85 I think the hello world mentioned in the error is the one inside the dlangui directory. My project is only the one made by dub init . Thank you for taking the time to help me. Could you post error log? It's either in stderr output or in file ui.log What is your OS? There is known problem with fonts. For linux, font paths are hardcoded (there is a ticket to implement FontConfig based font list). For Mac, it will not find Temporary workaround: register some fonts manually: // get free type font manager access auto ft = cast(FreeTypeFontManager)FontManager.instance; // register some fonts like ft.registerFont("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", FontFamily.SansSerif, "DejaVu", false, FontWeight.Normal); I'm using Arch Linux x64, as for the linux font paths problem, where should I put it? I've never really begun using dlangui, I've just been trying to build an empty project with it as its dependency. And I don't really know how to access the stderr nor did I find any ui.log Though this is the result of "dub run dlangui:tetris -v" http://dpaste.dzfl.pl/0e144a999c3d
Re: DlangUI project update
Vadim, could you check your email. I Have do not related with DLAGGUI question.
Re: DlangUI project update
On Sunday, 28 December 2014 at 06:39:24 UTC, Jack wrote: On Sunday, 28 December 2014 at 06:13:48 UTC, Vadim Lopatin wrote: On Sunday, 28 December 2014 at 02:31:56 UTC, Jack wrote: Sorry it took so long, installing dub-git took so long with my net speed. Runnung dub run dlangui:tetris got me this error code: http://dpaste.dzfl.pl/0cf2b2476a85 I think the hello world mentioned in the error is the one inside the dlangui directory. My project is only the one made by dub init . Thank you for taking the time to help me. Could you post error log? It's either in stderr output or in file ui.log What is your OS? There is known problem with fonts. For linux, font paths are hardcoded (there is a ticket to implement FontConfig based font list). For Mac, it will not find Temporary workaround: register some fonts manually: // get free type font manager access auto ft = cast(FreeTypeFontManager)FontManager.instance; // register some fonts like ft.registerFont("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", FontFamily.SansSerif, "DejaVu", false, FontWeight.Normal); I'm using Arch Linux x64, as for the linux font paths problem, where should I put it? I7've never really begun using dlangui, I've just been trying to build an empty project with it as its dependency. And I don't really know how to access the stderr nor did I find any ui.log Though this is the result of "dub run dlangui:tetris -v" http://dpaste.dzfl.pl/0e144a999c3d It looks like DUB suppresses stderr output. You can try dub build dlangui:tetris --build=debug then run it manually examples/tetris/bin/tetris You will see log messages on console As well, you can redirect them to file: examples/tetris/bin/tetris 2> ui.log Then check ui.log I've tested under Ubuntu/x64 only. Probably, there is no DejaVuSans.ttf in /usr/share/fonts/truetype/dejavu/DejaVuSans.ttf or it's located in different location under Arch. If you provide paths to some .ttf fonts under Arch, I can prepare quick fix with such hardcoded paths.
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 Win32 package is useful for WindowsServiceInD,thank you. Frank
Re: DlangUI project update
On Sunday, 28 December 2014 at 09:32:24 UTC, Vadim Lopatin wrote: On Sunday, 28 December 2014 at 06:39:24 UTC, Jack wrote: On Sunday, 28 December 2014 at 06:13:48 UTC, Vadim Lopatin wrote: On Sunday, 28 December 2014 at 02:31:56 UTC, Jack wrote: Sorry it took so long, installing dub-git took so long with my net speed. Runnung dub run dlangui:tetris got me this error code: http://dpaste.dzfl.pl/0cf2b2476a85 I think the hello world mentioned in the error is the one inside the dlangui directory. My project is only the one made by dub init . Thank you for taking the time to help me. Could you post error log? It's either in stderr output or in file ui.log What is your OS? There is known problem with fonts. For linux, font paths are hardcoded (there is a ticket to implement FontConfig based font list). For Mac, it will not find Temporary workaround: register some fonts manually: // get free type font manager access auto ft = cast(FreeTypeFontManager)FontManager.instance; // register some fonts like ft.registerFont("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", FontFamily.SansSerif, "DejaVu", false, FontWeight.Normal); I'm using Arch Linux x64, as for the linux font paths problem, where should I put it? I7've never really begun using dlangui, I've just been trying to build an empty project with it as its dependency. And I don't really know how to access the stderr nor did I find any ui.log Though this is the result of "dub run dlangui:tetris -v" http://dpaste.dzfl.pl/0e144a999c3d It looks like DUB suppresses stderr output. You can try dub build dlangui:tetris --build=debug then run it manually examples/tetris/bin/tetris You will see log messages on console As well, you can redirect them to file: examples/tetris/bin/tetris 2> ui.log Then check ui.log I've tested under Ubuntu/x64 only. Probably, there is no DejaVuSans.ttf in /usr/share/fonts/truetype/dejavu/DejaVuSans.ttf or it's located in different location under Arch. If you provide paths to some .ttf fonts under Arch, I can prepare quick fix with such hardcoded paths. The path to fonts in Archlinux is: /usr/share/fonts/TTF/DejaVuSans.ttf and running the example lead to a seg fault. I ran the gdb(with ddd) on it and it points to line 93 of /dlangui-0.1.15/src/widgets/controls.d
Re: DlangUI project update
On Sun, 2014-12-28 at 09:32 +, Vadim Lopatin via Digitalmars-d-announce wrote: > […] > I've tested under Ubuntu/x64 only. > Probably, there is no DejaVuSans.ttf in > /usr/share/fonts/truetype/dejavu/DejaVuSans.ttf > or it's located in different location under > Arch. > > If you provide paths to some .ttf fonts under Arch, I can prepare > quick fix with such hardcoded paths. For Fedora Rawhide the path to the DejaVu typeface is /usr/share/fonts/dejavu/ with there being a multitude of TTF font files in that directory. Ubuntu being a Debian system, the Debian files are in /usr/share/fonts/truetype/dejavu -- Russel. = Dr Russel Winder t: +44 20 7585 2200 voip: sip:russel.win...@ekiga.net 41 Buckmaster Roadm: +44 7770 465 077 xmpp: rus...@winder.org.uk London SW11 1EN, UK w: www.russel.org.uk skype: russel_winder
Re: DlangUI project update
On Sunday, 28 December 2014 at 17:29:15 UTC, Russel Winder via Digitalmars-d-announce wrote: On Sun, 2014-12-28 at 09:32 +, Vadim Lopatin via Digitalmars-d-announce wrote: […] I've tested under Ubuntu/x64 only. Probably, there is no DejaVuSans.ttf in /usr/share/fonts/truetype/dejavu/DejaVuSans.ttf or it's located in different location under Arch. If you provide paths to some .ttf fonts under Arch, I can prepare quick fix with such hardcoded paths. For Fedora Rawhide the path to the DejaVu typeface is /usr/share/fonts/dejavu/ with there being a multitude of TTF font files in that directory. Ubuntu being a Debian system, the Debian files are in /usr/share/fonts/truetype/dejavu Added two more font paths (temporary solution, will be replaced with libfontconfig based solution later). /usr/share/fonts/TTF/DejaVuSans.ttf /usr/share/fonts/dejavu/DejaVuSans.ttf
Re: DlangUI project update
On Sunday, 28 December 2014 at 14:31:57 UTC, FrankLike wrote: On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote: Hello! DlangUI project is alive and under active development. ... Win32 package is useful for WindowsServiceInD,thank you. Frank So you are going to use dlangui in win app? Please let me know if you find any issues (better, file issue on github). If some necessary widgets are missing, I can add them.
Re: DlangUI project update
On Sunday, 28 December 2014 at 15:29:02 UTC, Jack wrote: On Sunday, 28 December 2014 at 09:32:24 UTC, Vadim Lopatin wrote: On Sunday, 28 December 2014 at 06:39:24 UTC, Jack wrote: If you provide paths to some .ttf fonts under Arch, I can prepare quick fix with such hardcoded paths. The path to fonts in Archlinux is: /usr/share/fonts/TTF/DejaVuSans.ttf and running the example lead to a seg fault. I ran the gdb(with ddd) on it and it points to line 93 of /dlangui-0.1.15/src/widgets/controls.d It crashes on null font reference - no fonts in font manager. Try v0.1.16 - it should work on your system.
Re: DlangUI project update
On Fri, 26 Dec 2014 12:33:03 + Vadim Lopatin via Digitalmars-d-announce wrote: > Hello! > > DlangUI project is alive and under active development. > > https://github.com/buggins/dlangui ah, i really love this project! it's stable as a rock: every time i tried it, it crashing with "exception while loading image from file". it's not working, but at least it's not working every time i check it. ;-) signature.asc Description: PGP signature
Re: DlangUI project update
On Sunday, 28 December 2014 at 19:20:53 UTC, Vadim Lopatin wrote: On Sunday, 28 December 2014 at 15:29:02 UTC, Jack wrote: On Sunday, 28 December 2014 at 09:32:24 UTC, Vadim Lopatin wrote: On Sunday, 28 December 2014 at 06:39:24 UTC, Jack wrote: If you provide paths to some .ttf fonts under Arch, I can prepare quick fix with such hardcoded paths. The path to fonts in Archlinux is: /usr/share/fonts/TTF/DejaVuSans.ttf and running the example lead to a seg fault. I ran the gdb(with ddd) on it and it points to line 93 of /dlangui-0.1.15/src/widgets/controls.d It crashes on null font reference - no fonts in font manager. Try v0.1.16 - it should work on your system. It worked! Thank you very much. Though I listed dlangui:dlanguilib as a dependency in my project rather than dlangui itself since the hello world started coming up again. Anyway thank you for your hard work! Looking forward to playing with this.
Re: DlangUI project update
On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via Digitalmars-d-announce wrote: On Fri, 26 Dec 2014 12:33:03 + Vadim Lopatin via Digitalmars-d-announce wrote: Hello! DlangUI project is alive and under active development. https://github.com/buggins/dlangui ah, i really love this project! it's stable as a rock: every time i tried it, it crashing with "exception while loading image from file". it's not working, but at least it's not working every time i check it. ;-) Can you check once again - v0.1.16? Just in case. Probably, it's as stable as previous.
Re: DlangUI project update
On Mon, 29 Dec 2014 04:09:41 + Vadim Lopatin via Digitalmars-d-announce wrote: > On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via > Digitalmars-d-announce wrote: > > On Fri, 26 Dec 2014 12:33:03 + > > Vadim Lopatin via Digitalmars-d-announce > > wrote: > > > >> Hello! > >> > >> DlangUI project is alive and under active development. > >> > >> https://github.com/buggins/dlangui > > > > ah, i really love this project! it's stable as a rock: every > > time i > > tried it, it crashing with "exception while loading image from > > file". it's not working, but at least it's not working every > > time i > > check it. ;-) > > Can you check once again - v0.1.16? Just in case. Probably, it's > as stable as previous. i wrote this just after i did 'git clone' (i tend to rm it all after unsuccessfull attempt). besides the bug in src/dlangui/graphics/ftfonts.d at line 40 (extra 'const', my patched compiler is not tolerant to it), it's still the same "image error" as ever. GNU/Linux x86 is you need that info. and here's the message log: Running ./examples/example1/bin/example1 2014-12-29 06:20:19.859 W resource theme_default is not found 2014-12-29 06:20:19.859 E Cannot load theme from resource theme_default - will use default theme 2014-12-29 06:20:20.092 E exception while loading image from file /mnt/tigerclaw/D/dlangui/examples/example1/.dub/build/application-debug-linux.posix-x86-dmd_2067-AA7A6EC68D298A63D0B7CD4C8C934A19/../../../res/mdpi/tx_fabric.jpg signature.asc Description: PGP signature
Re: DlangUI project update
On Monday, 29 December 2014 at 04:23:49 UTC, ketmar via Digitalmars-d-announce wrote: On Mon, 29 Dec 2014 04:09:41 + Vadim Lopatin via Digitalmars-d-announce wrote: On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via Digitalmars-d-announce wrote: > On Fri, 26 Dec 2014 12:33:03 + > Vadim Lopatin via Digitalmars-d-announce > wrote: > >> Hello! >> >> DlangUI project is alive and under active development. >> >> https://github.com/buggins/dlangui > > ah, i really love this project! it's stable as a rock: every > time i > tried it, it crashing with "exception while loading image > from > file". it's not working, but at least it's not working every > time i > check it. ;-) Can you check once again - v0.1.16? Just in case. Probably, it's as stable as previous. i wrote this just after i did 'git clone' (i tend to rm it all after unsuccessfull attempt). besides the bug in src/dlangui/graphics/ftfonts.d at line 40 (extra 'const', my patched compiler is not tolerant to it), it's still the same "image error" as ever. GNU/Linux x86 is you need that info. and here's the message log: Running ./examples/example1/bin/example1 2014-12-29 06:20:19.859 W resource theme_default is not found 2014-12-29 06:20:19.859 E Cannot load theme from resource theme_default - will use default theme 2014-12-29 06:20:20.092 E exception while loading image from file /mnt/tigerclaw/D/dlangui/examples/example1/.dub/build/application-debug-linux.posix-x86-dmd_2067-AA7A6EC68D298A63D0B7CD4C8C934A19/../../../res/mdpi/tx_fabric.jpg Compilation is fixed. It looks like you don't have libfreeimage installed. It causes crash.
Re: DlangUI project update
On Mon, 29 Dec 2014 05:52:10 + Vadim Lopatin via Digitalmars-d-announce wrote: > On Monday, 29 December 2014 at 04:23:49 UTC, ketmar via > Digitalmars-d-announce wrote: > > On Mon, 29 Dec 2014 04:09:41 + > > Vadim Lopatin via Digitalmars-d-announce > > wrote: > > > >> On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via > >> Digitalmars-d-announce wrote: > >> > On Fri, 26 Dec 2014 12:33:03 + > >> > Vadim Lopatin via Digitalmars-d-announce > >> > wrote: > >> > > >> >> Hello! > >> >> > >> >> DlangUI project is alive and under active development. > >> >> > >> >> https://github.com/buggins/dlangui > >> > > >> > ah, i really love this project! it's stable as a rock: every > >> > time i > >> > tried it, it crashing with "exception while loading image > >> > from > >> > file". it's not working, but at least it's not working every > >> > time i > >> > check it. ;-) > >> > >> Can you check once again - v0.1.16? Just in case. Probably, > >> it's as stable as previous. > > i wrote this just after i did 'git clone' (i tend to rm it all > > after > > unsuccessfull attempt). besides the bug in > > src/dlangui/graphics/ftfonts.d at line 40 (extra 'const', my > > patched > > compiler is not tolerant to it), it's still the same "image > > error" as > > ever. GNU/Linux x86 is you need that info. and here's the > > message log: > > > > Running ./examples/example1/bin/example1 > > 2014-12-29 06:20:19.859 W resource theme_default is not found > > 2014-12-29 06:20:19.859 E Cannot load theme from resource > > theme_default - will use default theme > > 2014-12-29 06:20:20.092 E exception while loading image from > > file > > /mnt/tigerclaw/D/dlangui/examples/example1/.dub/build/application-debug-linux.posix-x86-dmd_2067-AA7A6EC68D298A63D0B7CD4C8C934A19/../../../res/mdpi/tx_fabric.jpg > > Compilation is fixed. > > It looks like you don't have libfreeimage installed. It causes > crash. > wow, now it works. it's look funny without images though. 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. ah, and another thing: freeimage sux for GNU/Linux. it looks completely alien and no sane GUI software requires it. i didn't looked at the code, but i hope that image loading is well abstracted in DlangUI? if it is, i can try to write a loaders for png and jpg (jpg? in GUI? holy heavens, why?!). it's better to check if the system has the corresponding libraries with corresponding versions (imlib2 rocks, for example), but i suppose that dub cannot into configure checks, am i right? signature.asc Description: PGP signature
Re: DlangUI project update
On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote: On Monday, 29 December 2014 at 07:35:13 UTC, ketmar via Digitalmars-d-announce wrote: ah, and another thing: freeimage sux for GNU/Linux. it looks completely alien and no sane GUI software requires it. i didn't looked at the code, but i hope that image loading is well abstracted in DlangUI? if it is, i can try to write a loaders for png and jpg (jpg? in GUI? holy heavens, why?!). it's better to check if the system has the corresponding libraries with corresponding versions (imlib2 rocks, for example), but i suppose that dub cannot into configure checks, am i right? Initially, I've used libpng for loading images. But it is compatible only with some particular version of libpng.so API version is passed somwhere in calls, and doesn't work with updated library. I've tried to find some replacement for it, and found FreeImage (there was Derelict suport for it, and it was used in some D projects). Probably, it makes sense to move to SDL_image. But it looks like it requires SDL as dependency. Does it work ok on linux? Let me check imlib2 as well. BTW, there is de_image package - "Image loading and exporting Devisualization". It's native D implementation, and possible if PNG only is enough, it makes sense to use it. Did some try de_image?
Re: DlangUI project update
On Monday, 29 December 2014 at 07:35:13 UTC, ketmar via Digitalmars-d-announce wrote: ah, and another thing: freeimage sux for GNU/Linux. it looks completely alien and no sane GUI software requires it. i didn't looked at the code, but i hope that image loading is well abstracted in DlangUI? if it is, i can try to write a loaders for png and jpg (jpg? in GUI? holy heavens, why?!). it's better to check if the system has the corresponding libraries with corresponding versions (imlib2 rocks, for example), but i suppose that dub cannot into configure checks, am i right? Initially, I've used libpng for loading images. But it is compatible only with some particular version of libpng.so API version is passed somwhere in calls, and doesn't work with updated library. I've tried to find some replacement for it, and found FreeImage (there was Derelict suport for it, and it was used in some D projects). Probably, it makes sense to move to SDL_image. But it looks like it requires SDL as dependency. Does it work ok on linux? Let me check imlib2 as well.
Re: DlangUI project update
On 29/12/2014 10:33 p.m., Vadim Lopatin wrote: On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote: On Monday, 29 December 2014 at 07:35:13 UTC, ketmar via Digitalmars-d-announce wrote: ah, and another thing: freeimage sux for GNU/Linux. it looks completely alien and no sane GUI software requires it. i didn't looked at the code, but i hope that image loading is well abstracted in DlangUI? if it is, i can try to write a loaders for png and jpg (jpg? in GUI? holy heavens, why?!). it's better to check if the system has the corresponding libraries with corresponding versions (imlib2 rocks, for example), but i suppose that dub cannot into configure checks, am i right? Initially, I've used libpng for loading images. But it is compatible only with some particular version of libpng.so API version is passed somwhere in calls, and doesn't work with updated library. I've tried to find some replacement for it, and found FreeImage (there was Derelict suport for it, and it was used in some D projects). Probably, it makes sense to move to SDL_image. But it looks like it requires SDL as dependency. Does it work ok on linux? Let me check imlib2 as well. BTW, there is de_image package - "Image loading and exporting Devisualization". It's native D implementation, and possible if PNG only is enough, it makes sense to use it. Did some try de_image? Author here. Devisualization.Image png support is not complete. But should be fine for RGBA images. Interlacing is not done, however should be pretty easy to implement. I just haven't really wrapped my head around how to do and undo Adam7. There is much more complete implementations in e.g. ae with support for jpeg, bmp, tiff ext. However my reasons for Devisualization.Image is = less code to compile in. Highly scoped.
Re: DlangUI project update
On Mon, 29 Dec 2014 09:30:39 + Vadim Lopatin via Digitalmars-d-announce wrote: > Initially, I've used libpng for loading images. > But it is compatible only with some particular version of > libpng.so yep, libpng sux too. > Probably, it makes sense to move to SDL_image. But it looks like > it requires SDL as dependency. it would be not that hard to write a native D png loader. and, maybe, simplistic but working jpg loader, as we have jpegd and stb_image libraries, which can be easily ported. bwah, i believe that i've seen stb_image already ported. > Does it work ok on linux? it works ok... at least it was ok last time i checked. ;-) > Let me check imlib2 as well. it's a plugin-based image reading/writing library, with a very simple C interface. it can use various libraries to read png, jpeg and so on. not very popular, though. signature.asc Description: PGP signature
Re: DlangUI project update
On Monday, 29 December 2014 at 09:43:34 UTC, Rikki Cattermole wrote: On 29/12/2014 10:33 p.m., Vadim Lopatin wrote: On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote: BTW, there is de_image package - "Image loading and exporting Devisualization". It's native D implementation, and possible if PNG only is enough, it makes sense to use it. Did some try de_image? Author here. Devisualization.Image png support is not complete. But should be fine for RGBA images. Interlacing is not done, however should be pretty easy to implement. I just haven't really wrapped my head around how to do and undo Adam7. There is much more complete implementations in e.g. ae with support for jpeg, bmp, tiff ext. However my reasons for Devisualization.Image is = less code to compile in. Highly scoped. Does de_image support PNGs with more than 256 colors? Does it support alpha? Interlacing is not critical for usage in GUI resources - it's always possible to open interlaced image and save as non-interlaced. Are you planning to separate import and export operations? E.g. possibility to build read-only configuration of library to reduce code size? I'm going to try de_image instead of FreeImage in dlangui.
Re: DlangUI project update
On 30/12/2014 12:14 a.m., Vadim Lopatin wrote: On Monday, 29 December 2014 at 09:43:34 UTC, Rikki Cattermole wrote: On 29/12/2014 10:33 p.m., Vadim Lopatin wrote: On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote: BTW, there is de_image package - "Image loading and exporting Devisualization". It's native D implementation, and possible if PNG only is enough, it makes sense to use it. Did some try de_image? Author here. Devisualization.Image png support is not complete. But should be fine for RGBA images. Interlacing is not done, however should be pretty easy to implement. I just haven't really wrapped my head around how to do and undo Adam7. There is much more complete implementations in e.g. ae with support for jpeg, bmp, tiff ext. However my reasons for Devisualization.Image is = less code to compile in. Highly scoped. Does de_image support PNGs with more than 256 colors? It should support 8bit and 16bit sample (not RGB I mean just for e.g. R)[0]. I haven't really tested 16bit support however. Does it support alpha? Yes Interlacing is not critical for usage in GUI resources - it's always possible to open interlaced image and save as non-interlaced. Just so you know [1]. Are you planning to separate import and export operations? E.g. possibility to build read-only configuration of library to reduce code size? Currently there is no way to disable exporting. Its honestly not much code extra, double roughly at most. I'm going to try de_image instead of FreeImage in dlangui. Sweet sounds good. Also if you don't mind looking into Devisualization.Window as well? It would help get you on to OSX rather fast. Since it already supports it. If there is anything you want help with or just general chat, feel free to ping me on gitter.im. All Devisualization projects especially the more complete ones have a conversation on there with me sitting in them. [0] https://github.com/Devisualization/image/blob/master/source/png/devisualization/image/png/reader_chunks_IDAT.d#L67 [1] https://github.com/Devisualization/image/blob/master/source/png/devisualization/image/png/reader_chunks_IDAT.d#L57
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 Great work. I left the idea to make GUI apps with D since a while but your project almost conviced me to give another try. I don't like the other options (GtkD, the other based on java things, the one based on tcl). It looks like the native GUI framework a lot of people are expecting. DQuick had my interest too but it seems that it's dormant since a small year now.
Re: DlangUI project update
On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote: I've tried to find some replacement for it, and found FreeImage There is http://code.dlang.org/packages/dlib which includes "dlib.image - image processing (filters, color correction, FFT, HDRI, graphics formats I/O, support for 8 and 16-bit RGBA buffers and floating point operations)"
Re: DlangUI project update
On Monday, 29 December 2014 at 19:55:13 UTC, kdmult wrote: On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote: I've tried to find some replacement for it, and found FreeImage There is http://code.dlang.org/packages/dlib which includes "dlib.image - image processing (filters, color correction, FFT, HDRI, graphics formats I/O, support for 8 and 16-bit RGBA buffers and floating point operations)" Thanks! I will try it.
Re: DlangUI project update
On Tuesday, 30 December 2014 at 04:39:42 UTC, Vadim Lopatin wrote: On Monday, 29 December 2014 at 19:55:13 UTC, kdmult wrote: On Monday, 29 December 2014 at 09:30:40 UTC, Vadim Lopatin wrote: I've tried to find some replacement for it, and found FreeImage There is http://code.dlang.org/packages/dlib which includes "dlib.image - image processing (filters, color correction, FFT, HDRI, graphics formats I/O, support for 8 and 16-bit RGBA buffers and floating point operations)" Thanks! I will try it. DLIB works perfectly for me. I've removed FreeImage dependency from dlangui completely. Some objections: JPEG reading from master branch is working, but unaccessible from tagged version. Two warnings in jpeg.d prevent using dub build from master branch. dlib/image/io/jpeg.d(76): Warning: use '{ }' for an empty statement, not a ';' dlib/image/io/jpeg.d(259): Warning: statement is not reachable When file format is not supported, image loader fails assertion. Why not return null or throw exception? It's not feasible. It will be great if dlib with JPEG reading support is released! Temporary disabling JPEG support. Image interface provides access to pixels as float point rgba only. Double conversion occurs when I'm getting data. Are there any plans to provide some interface to read data as integers? E.g. 8bitRGBA. As well I've tried de_image (can be used instead of dlib if built with version=USE_DEIMAGE). RGBA PNGs are being loaded ok. BW pngs cannot be read - author is working on fix. No JPEG support - it would be great if author could add it in future. Will keep checking the progress of de_image development.
Re: DlangUI project update
On Tue, 30 Dec 2014 09:19:05 + Vadim Lopatin via Digitalmars-d-announce wrote: > As well I've tried de_image (can be used instead of dlib if built > with version=USE_DEIMAGE). yet it requires fill devisualization. for now it complains about "manipulation.d(5): Error: module linegraph is in file 'devisualization/util/core/linegraph.d' which cannot be read" ;-) and this prevents building example1, as dub tries to build de_image unconditionally. otherwise it's not crashing anymore, yet it still looks very funny: http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png is it supposed to look like this? signature.asc Description: PGP signature
Re: DlangUI project update
btw: i'm not trying to say something bad about the project. quite contrary: i wish it success, as i really want native D cross-platform GUI library, and want it not to be DWT (as DWT is not working for me anyway ;-). signature.asc Description: PGP signature
Re: DlangUI project update
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Digitalmars-d-announce wrote: On Tue, 30 Dec 2014 09:19:05 + Vadim Lopatin via Digitalmars-d-announce wrote: As well I've tried de_image (can be used instead of dlib if built with version=USE_DEIMAGE). yet it requires fill devisualization. for now it complains about "manipulation.d(5): Error: module linegraph is in file 'devisualization/util/core/linegraph.d' which cannot be read" ;-) It's reproduced with new DUB (newer that 0.9.22 available for download on code.dlang.org). I've disabled de_image dependency so far (dlangui v0.1.22) to fix this problem. and this prevents building example1, as dub tries to build de_image unconditionally. otherwise it's not crashing anymore, yet it still looks very funny: http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png is it supposed to look like this? Of course, it's not supposed to work like this :) Are you running it under linux? It's working for me on ubuntu 14.4
Re: DlangUI project update
On Tue, 30 Dec 2014 10:15:10 + Vadim Lopatin via Digitalmars-d-announce wrote: > > otherwise it's not crashing anymore, yet it still looks very > > funny: > > http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png > > is it supposed to look like this? > > Of course, it's not supposed to work like this :) > > Are you running it under linux? yes. Slackware GNU/Linux, x86, nVidia GT8600, proprietary nVidia drivers (rather old, something around 320). built as README says, i.e. with `dub run --force dlangui:example1` (i added "force" just to be sure that no stale libraries were used). signature.asc Description: PGP signature
Re: DlangUI project update
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Digitalmars-d-announce wrote: otherwise it's not crashing anymore, yet it still looks very funny: http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png is it supposed to look like this? It looks like resources from dlangui/lib are not loaded. I see only ones from examples/example1/res Can you try to copy dlangui/res directory to directory where executable is located?
Re: DlangUI project update
On Tuesday, 30 December 2014 at 10:28:53 UTC, Vadim Lopatin wrote: On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Digitalmars-d-announce wrote: otherwise it's not crashing anymore, yet it still looks very funny: http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png is it supposed to look like this? It looks like resources from dlangui/lib are not loaded. I see only ones from examples/example1/res Can you try to copy dlangui/res directory to directory where executable is located? Sorry, from dlangui/res, not from dlangui/lib
Re: DlangUI project update
On Tue, 30 Dec 2014 10:28:52 + Vadim Lopatin via Digitalmars-d-announce wrote: > On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via > Digitalmars-d-announce wrote: > > otherwise it's not crashing anymore, yet it still looks very > > funny: > > http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png > > is it supposed to look like this? > > It looks like resources from dlangui/lib are not loaded. I see > only ones from examples/example1/res > > 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. (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. p.p.s. can i turn that $#%^%@#@ font antialiasing off? ;-) signature.asc Description: PGP signature
Re: DlangUI project update
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.
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
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 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 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 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: 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 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 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 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 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 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 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 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 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 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\ example1 ex ecutable Error executing command run: dmd f
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 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 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 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 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 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 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
And there is the ability to embed resources into .exe?
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
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 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 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 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 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 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 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 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 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
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
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
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
$ dub clean $ dub build --force Some inconsistency in build caches I bet. Not help :(
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
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
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 Did you try dub upgrade --force-remove ?
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 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).