December 17, 2015
On Thursday, 17 December 2015 at 16:21:58 UTC, John Colvin wrote:
>> DlangUI will never use native controls. It draws all widgets itself.
>> But look and feel can be changed by providing custom theme.
>> You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one.
>
> In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one.

Completely agree.
Once Cocoa backend is ready I'm going to implement native OSX menus.

December 18, 2015
On Thursday, 17 December 2015 at 17:25:09 UTC, Vadim Lopatin wrote:
> On Thursday, 17 December 2015 at 16:21:58 UTC, John Colvin wrote:
>>> DlangUI will never use native controls. It draws all widgets itself.
>>> But look and feel can be changed by providing custom theme.
>>> You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one.
>>
>> In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one.
>
> Completely agree.
> Once Cocoa backend is ready I'm going to implement native OSX menus.

Would it be possible to add native menu for Windows? I think all font-related stuff is should be look native or use native controls. Because Apps that can't handle non standard system DPI looks very bad.
December 18, 2015
On Friday, 18 December 2015 at 13:56:00 UTC, Suliman wrote:
>>> In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one.
>>
>> Completely agree.
>> Once Cocoa backend is ready I'm going to implement native OSX menus.
>
> Would it be possible to add native menu for Windows? I think all font-related stuff is should be look native or use native controls. Because Apps that can't handle non standard system DPI looks very bad.

I see no point in implementing native Windows menus.
For high DPI, DlangUI supports loading different drawables for different resources, and you can specify font sizes and control dimensions in points or millimeters instead of pixels.
(It's similar to Android)
December 20, 2015
Le 17/12/2015 17:12, Vadim Lopatin a écrit :
> On Wednesday, 16 December 2015 at 13:32:21 UTC, Suliman wrote:
>> Is it's possible to use some native frontend with dlangui instead of
>> drawing all controls with OpenGL? I really dislike how all OpenGL
>> toolkit looks like.
>
> OpenGL is just hardware acceleration for drawing. Resulting picture is
> the same for both OpenGL and software rendering.
>
> DlangUI will never use native controls. It draws all widgets itself.
> But look and feel can be changed by providing custom theme.
> You can create theme (set of .xml and .png files) to get DlangUI app
> looking exactly like native one.
>
>> Is it's possible to make dlangui fully compatibility with QML to be
>> able easy migrate visual components from Qt solution to dlangui?
>
> No. It's not planned at least for now.
>

Having a GUI library fully compatible with QML request property binding support. We have it in DQuick, but as we use lua instead of a javascript VM I am not sure about how it can be possible to be compatible. Translating qml files in lua format will certainly not be enough, because their is some gliches in QML.

Sadly we don't work a lot on DQuick, but you can take a look at https://github.com/D-Quick/DQuick
January 14, 2016
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:
> I would like to announce my project, DlangUI library - cross-platform GUI for D.
> https://github.com/buggins/dlangui
> License: Boost License 1.0
>
> Native library written in D (not a wrapper to other GUI library) - easy to extend.

OpenGLDrawable is implemented - allows to use custom OpenGL drawing inside DlangUI.

E.g. it's possible to draw something with OpenGL as a background, and put UI on top of it.

Sample: dub run dlangui:opengl


Other changes:

A lot of fixes, mainly found while DlangIDE development.

OpenGL support code refactoring and optimizations contributed by Viktor Makhotkin (gazer).

Dependencies now are git submodules - when developing with VisualD/MonoD - no more manual cloning of dependency repos is required.

Porting of XML/CSS visualization engine from my C++ project CoolReader is started.


1 2 3 4 5 6 7 8 9
Next ›   Last »