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digitalmars.D.announce - DlangUI project update

reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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:

     git clone https://github.com/buggins/dlangui.git
     cd dlangui

     dub run dlangui:example1 --build=release

     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Screenshots (a bit outdated): 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
Dec 26 2014
next sibling parent reply "MattCoder" <stop spam.com> writes:
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.
Dec 26 2014
parent reply "John Colvin" <john.loughran.colvin gmail.com> writes:
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
Dec 26 2014
parent "MattCoder" <stop spam.com> writes:
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.
Dec 26 2014
prev sibling next sibling parent reply "Jack" <Jackoz530 gmail.com> writes:
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:

     git clone https://github.com/buggins/dlangui.git
     cd dlangui

     dub run dlangui:example1 --build=release

     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?
Dec 26 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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?
Dec 26 2014
next sibling parent reply "Suliman" <evermind live.ru> writes:
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\
Dec 26 2014
next sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Dec 26 2014
prev sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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\
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.
Jan 06 2015
prev sibling parent reply "Jack" <Jackoz530 gmail.com> writes:
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 <package-name>. Thank you for taking the time to help me.
Dec 27 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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 <package-name>.
 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);
Dec 27 2014
next sibling parent reply "Jack" <Jackoz530 gmail.com> writes:
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 <package-name>.
 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
Dec 27 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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 <package-name>.
 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.
Dec 28 2014
next sibling parent reply "Jack" <Jackoz530 gmail.com> writes:
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 <package-name>.
 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
Dec 28 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Dec 28 2014
parent "Jack" <Jackoz530 gmail.com> writes:
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.
Dec 28 2014
prev sibling parent reply Russel Winder via Digitalmars-d-announce writes:
On Sun, 2014-12-28 at 09:32 +0000, 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.winder ekiga.net 41 Buckmaster Road m: +44 7770 465 077 xmpp: russel winder.org.uk London SW11 1EN, UK w: www.russel.org.uk skype: russel_winder
Dec 28 2014
parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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 +0000, 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
Dec 28 2014
prev sibling parent reply "Suliman" <evermind live.ru> writes:
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.
Jan 24 2015
next sibling parent reply "Suliman" <evermind live.ru> writes:
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
Jan 24 2015
parent reply Rikki Cattermole <alphaglosined gmail.com> writes:
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.
Jan 24 2015
parent reply "Suliman" <evermind live.ru> writes:
 $ dub clean
 $ dub build --force

 Some inconsistency in build caches I bet.
Not help :(
Jan 25 2015
parent reply "Suliman" <evermind live.ru> writes:
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
Jan 25 2015
next sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Jan 25 2015
prev sibling next sibling parent "John Colvin" <john.loughran.colvin gmail.com> writes:
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.
Jan 25 2015
prev sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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 ?
Jan 25 2015
prev sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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"
Jan 26 2015
prev sibling next sibling parent "Suliman" <evermind live.ru> writes:
Vadim, could you check your email. I Have do not related with 
DLAGGUI question.
Dec 28 2014
prev sibling next sibling parent reply "FrankLike" <1150015857 qq.com> writes:
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:

     git clone https://github.com/buggins/dlangui.git
     cd dlangui

     dub run dlangui:example1 --build=release

     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
Dec 28 2014
parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Dec 28 2014
prev sibling next sibling parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Fri, 26 Dec 2014 12:33:03 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 Hello!
=20
 DlangUI project is alive and under active development.
=20
 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. ;-)
Dec 28 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Fri, 26 Dec 2014 12:33:03 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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.
Dec 28 2014
parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Mon, 29 Dec 2014 04:09:41 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via=20
 Digitalmars-d-announce wrote:
 On Fri, 26 Dec 2014 12:33:03 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> wrote:

 Hello!
=20
 DlangUI project is alive and under active development.
=20
 https://github.com/buggins/dlangui
ah, i really love this project! it's stable as a rock: every=20 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=20 time i check it. ;-)
=20 Can you check once again - v0.1.16? Just in case. Probably, it's=20 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-debu= g-linux.posix-x86-dmd_2067-AA7A6EC68D298A63D0B7CD4C8C934A19/../../../res/md= pi/tx_fabric.jpg
Dec 28 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
On Monday, 29 December 2014 at 04:23:49 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Mon, 29 Dec 2014 04:09:41 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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.
Dec 28 2014
parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Mon, 29 Dec 2014 05:52:10 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 On Monday, 29 December 2014 at 04:23:49 UTC, ketmar via=20
 Digitalmars-d-announce wrote:
 On Mon, 29 Dec 2014 04:09:41 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> wrote:

 On Sunday, 28 December 2014 at 20:30:53 UTC, ketmar via=20
 Digitalmars-d-announce wrote:
 On Fri, 26 Dec 2014 12:33:03 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> wrote:

 Hello!
=20
 DlangUI project is alive and under active development.
=20
 https://github.com/buggins/dlangui
ah, i really love this project! it's stable as a rock: every=20 time i tried it, it crashing with "exception while loading image=20 from file". it's not working, but at least it's not working every=20 time i check it. ;-)
=20 Can you check once again - v0.1.16? Just in case. Probably,=20 it's as stable as previous.
i wrote this just after i did 'git clone' (i tend to rm it all=20 after unsuccessfull attempt). besides the bug in src/dlangui/graphics/ftfonts.d at line 40 (extra 'const', my=20 patched compiler is not tolerant to it), it's still the same "image=20 error" as ever. GNU/Linux x86 is you need that info. and here's the=20 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=20 theme_default - will use default theme 2014-12-29 06:20:20.092 E exception while loading image from file=20 /mnt/tigerclaw/D/dlangui/examples/example1/.dub/build/application-debug=
-linux.posix-x86-dmd_2067-AA7A6EC68D298A63D0B7CD4C8C934A19/../../../res/mdp= i/tx_fabric.jpg
=20
 Compilation is fixed.
=20
 It looks like you don't have libfreeimage installed. It causes=20
 crash.
=20
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?
Dec 28 2014
next sibling parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Dec 29 2014
next sibling parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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?
Dec 29 2014
parent reply Rikki Cattermole <alphaglosined gmail.com> writes:
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.
Dec 29 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Dec 29 2014
parent Rikki Cattermole <alphaglosined gmail.com> writes:
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
Dec 29 2014
prev sibling next sibling parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Mon, 29 Dec 2014 09:30:39 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 Initially, I've used libpng for loading images.
 But it is compatible only with some particular version of=20
 libpng.so
yep, libpng sux too.
 Probably, it makes sense to move to SDL_image. But it looks like=20
 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.
Dec 29 2014
parent reply "thedeemon" <dlang thedeemon.com> writes:
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.
Dec 30 2014
next sibling parent ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Tue, 30 Dec 2014 10:39:39 +0000
thedeemon via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 On Monday, 29 December 2014 at 09:50:23 UTC, ketmar via=20
 Digitalmars-d-announce wrote:
 it would be not that hard to write a native D png loader
=20 Here is some already: https://github.com/adamdruppe/arsd/blob/master/png.d =20 I've used it successfully. Just one thing: it uses GC heap very=20 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.
Dec 30 2014
prev sibling parent ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Tue, 30 Dec 2014 10:39:39 +0000
thedeemon via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 On Monday, 29 December 2014 at 09:50:23 UTC, ketmar via=20
 Digitalmars-d-announce wrote:
 it would be not that hard to write a native D png loader
=20 Here is some already: https://github.com/adamdruppe/arsd/blob/master/png.d =20 I've used it successfully. Just one thing: it uses GC heap very=20 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. ;-)
Dec 30 2014
prev sibling parent reply "kdmult" <kdmult ya.ru> writes:
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)"
Dec 29 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Dec 29 2014
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Dec 30 2014
next sibling parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Tue, 30 Dec 2014 09:19:05 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 As well I've tried de_image (can be used instead of dlib if built=20
 with version=3DUSE_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?
Dec 30 2014
next sibling parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Tue, 30 Dec 2014 09:19:05 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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
Dec 30 2014
parent ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Tue, 30 Dec 2014 10:15:10 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 otherwise it's not crashing anymore, yet it still looks very=20
 funny:
 http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png
 is it supposed to look like this?
=20 Of course, it's not supposed to work like this :) =20 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).
Dec 30 2014
prev sibling parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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?
Dec 30 2014
next sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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
Dec 30 2014
prev sibling parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Tue, 30 Dec 2014 10:28:52 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via=20
 Digitalmars-d-announce wrote:
 otherwise it's not crashing anymore, yet it still looks very=20
 funny:
 http://ketmar.no-ip.org/2014-12-30-11-35-26_700x500.png
 is it supposed to look like this?
=20 It looks like resources from dlangui/lib are not loaded. I see=20 only ones from examples/example1/res =20 Can you try to copy dlangui/res directory to directory where=20 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.
Dec 30 2014
next sibling parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
On Tuesday, 30 December 2014 at 10:37:14 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Tue, 30 Dec 2014 10:28:52 +0000
 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.

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.
Dec 30 2014
next sibling parent ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Tue, 30 Dec 2014 12:59:18 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:


I can implement such setting for you :) Does it really look ugly with font antialiasing?
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).
Dec 30 2014
prev sibling parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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 +0000
 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.

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
Jan 19 2015
parent ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Mon, 19 Jan 2015 10:24:46 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> 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=20
 Digitalmars-d-announce wrote:
 On Tue, 30 Dec 2014 10:28:52 +0000
 On Tuesday, 30 December 2014 at 09:37:09 UTC, ketmar via Can=20
 you try to copy dlangui/res directory to directory where=20
 executable is located?
sure, no prob. yes, after i coped dlangui res/ dir to the directory where=20 example1 binary resides, everything is working as it should.
BTW, new release of DUB will include my pull request to support=20 directories as items in copyFiles - resources will be copied=20 automatically.
 (actually, i copied it to "dlangui/examples/example1/bin",=20
 where dub
 creates symlink to the real binary)
 p.s. there is small glitch with checked checkboxes though:=20
 image is not transparent.
Probably, it's issue of dlib png imported, but i'm not 100%=20 sure.

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.
=20 Font antialiasing and hinting options settings are implemented. Currently can be set from code, e.g. in beginning of UIAppMain=20 (see example1 main.d): // you can override default hinting mode here (Normal,=20 AutoHint, Disabled) FontManager.instance.hintingMode =3D HintingMode.Normal; // you can override antialiasing setting here (0 means=20 antialiasing always on, some big value =3D always off) // fonts with size less than specified value will not be=20 antialiased FontManager.instance.minAnitialiasedFontSize =3D 0; // 0 means=20 always antialiased =20
didn't checked it yet, but thank you anyway! ;-)
Jan 19 2015
prev sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Jan 05 2015
prev sibling parent ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
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 ;-).
Dec 30 2014
prev sibling parent "Mike Parker" <aldacron gmail.com> writes:
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/
Dec 31 2014
prev sibling next sibling parent "klmp" <klmp nowhere.fr> writes:
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:

     git clone https://github.com/buggins/dlangui.git
     cd dlangui

     dub run dlangui:example1 --build=release

     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.
Dec 29 2014
prev sibling next sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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
Dec 30 2014
prev sibling next sibling parent reply "MrSmith" <mrsmith33 yandex.ru> writes:
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:

     git clone https://github.com/buggins/dlangui.git
     cd dlangui

     dub run dlangui:example1 --build=release

     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.
Dec 30 2014
parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Tue, 30 Dec 2014 18:18:38 +0000
MrSmith via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 Is it possible to use your GUI for opengl game? I need to inject=20
 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).
Dec 30 2014
next sibling parent reply "MrSmith" <mrsmith33 yandex.ru> writes:
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Tue, 30 Dec 2014 18:18:38 +0000
 MrSmith via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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
Dec 30 2014
parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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 +0000
 MrSmith via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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!
Dec 31 2014
prev sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Tue, 30 Dec 2014 18:18:38 +0000
 MrSmith via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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.
Dec 31 2014
prev sibling next sibling parent reply Manu via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On 26 December 2014 at 22:33, Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> 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:

     git clone https://github.com/buggins/dlangui.git
     cd dlangui

     dub run dlangui:example1 --build=release

     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...
Jan 05 2015
parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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
 <digitalmars-d-announce puremagic.com> 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.
Jan 05 2015
prev sibling next sibling parent reply "Mike James" <foo bar.com> writes:
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:

     git clone https://github.com/buggins/dlangui.git
     cd dlangui

     dub run dlangui:example1 --build=release

     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% (3333/3333), 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-A150B7CA4D2F5 4C56024EE584D1E13A\ 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.
Jan 07 2015
parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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:

    git clone https://github.com/buggins/dlangui.git
    cd dlangui

    dub run dlangui:example1 --build=release

    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% (3333/3333), 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-A150B7CA4D2F5
4C56024EE584D1E13A\ 
 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
Jan 07 2015
prev sibling next sibling parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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
Jan 20 2015
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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
Jan 21 2015
parent reply "FrankLike" <1150015857 qq.com> writes:
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.
Jan 21 2015
parent reply "FrankLike" <1150015857 qq.com> writes:
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
Jan 21 2015
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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 ?
Jan 21 2015
parent reply "FrankLike" <1150015857 qq.com> writes:
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.
Jan 21 2015
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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?
Jan 22 2015
parent "FrankLike" <1150015857 qq.com> writes:
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.
Jan 23 2015
prev sibling next sibling parent reply "data man" <datamanrb gmail.com> writes:
And there is the ability to embed resources into .exe?
Jan 21 2015
next sibling parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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?
Jan 21 2015
parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Wed, 21 Jan 2015 17:33:05 +0000
Vadim Lopatin via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 Btw, does anyone know if it's possible to list files in import=20
 directories in compile time (CTFE) to avoid manual adding of file=20
 paths for every resource file?
nope, it's impossible. CTFE code can't interoperate with environment.
Jan 21 2015
parent reply "Basile Burg" <basile.burg gmx.com> writes:
On Wednesday, 21 January 2015 at 18:23:09 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Wed, 21 Jan 2015 17:33:05 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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";
Jan 21 2015
parent reply "Vadim Lopatin" <coolreader.org gmail.com> writes:
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 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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.
Jan 21 2015
parent "Basile Burg" <basile.burg gmx.com> writes:
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 +0000
 Vadim Lopatin via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> 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.
Jan 21 2015
prev sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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.
Jan 22 2015
prev sibling parent "Vadim Lopatin" <coolreader.org gmail.com> writes:
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).
Jan 26 2015