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Thread overview
FLTK2 bindings for D
Aug 18, 2006
Gregor Richards
Aug 19, 2006
MatthiasM
Aug 19, 2006
unknown
Aug 19, 2006
Gregor Richards
Aug 20, 2006
unknown
Aug 21, 2006
unknown
Aug 21, 2006
unknown
Aug 21, 2006
Gregor Richards
Aug 22, 2006
unknown
Aug 23, 2006
unknown
Aug 25, 2006
unknown
Dec 05, 2006
bobef
Dec 05, 2006
Gregor Richards
Dec 06, 2006
bobef
August 18, 2006
I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).

They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).

Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).

 - Gregor Richards
August 19, 2006
Gregor Richards wrote:
> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D

No competition at all. In fact, I think that this is really wonderful. Thanks for the work and using FLTK with D already.

Matthias
August 19, 2006
Hi!

I do not think it is competing too much. Native gui is necessary and important for D to collect momentum. Momentum brings more native work.

But seems many ports to native D are started and then cancelled (no time, no interest, no people), so I see bcd very necessary.

I did not know bcd. I am interested if binding to 3d engine like Irrlich, Ogre or similar could be generated. I might give it a try.



Gregor Richards kirjoitti:
> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).
> 
> They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).
> 
> Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).
> 
>  - Gregor Richards
August 19, 2006
I made an attempt at OGRE, which was unfortunately not very successful, because OGRE makes heavy use of the STL :(

 - Gregor Richards


unknown wrote:
> Hi!
> 
> I do not think it is competing too much. Native gui is necessary and important for D to collect momentum. Momentum brings more native work.
> 
> But seems many ports to native D are started and then cancelled (no time, no interest, no people), so I see bcd very necessary.
> 
> I did not know bcd. I am interested if binding to 3d engine like Irrlich, Ogre or similar could be generated. I might give it a try.
> 
> 
> 
> Gregor Richards kirjoitti:
> 
>> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).
>>
>> They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).
>>
>> Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).
>>
>>  - Gregor Richards
August 20, 2006
Hi!

I try to work on Irrlicht..

So I got all files generated, except one not important I could exclude (propably much more files could be excluded)

But then for example vecror3d is template class so it needs to be worked on.. so I add option -Tvector3d to the command, which is now:
./bcdgen $1/${i}.h irrlicht -I/home/me/D/bcd/irrlicht-1.1/include/ -r -E -P -DV -Tvector3d -Tvector2d

Get output:
vector2d
In file included from <command line>:88:
bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
vector3d
In file included from <command line>:88:
bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.


template_d.h:
#include "../bind.h"
#include "/home/me/D/bcd/irrlicht-1.1/include/vector3d.h"
vector3d<DReflectedClass> __IGNORE_vector3d;
vector2d<DReflectedClass> __IGNORE_vector2d;

Also template_D.h seems to be regenerated for every header, so it includes only vector3d.h.. I am not very experienced..

maybe better idea to remove templates by duplicating the template class to two separate classes vector3df and vector3di? They are typedefed anyway there..
typedef vector3d<f32> vector3df;
typedef vector3d<s32> vector3di;

Thanks.

Gregor Richards kirjoitti:
> I made an attempt at OGRE, which was unfortunately not very successful, because OGRE makes heavy use of the STL :(
> 
>  - Gregor Richards
> 
> 
> unknown wrote:
>> Hi!
>>
>> I do not think it is competing too much. Native gui is necessary and important for D to collect momentum. Momentum brings more native work.
>>
>> But seems many ports to native D are started and then cancelled (no time, no interest, no people), so I see bcd very necessary.
>>
>> I did not know bcd. I am interested if binding to 3d engine like Irrlich, Ogre or similar could be generated. I might give it a try.
>>
>>
>>
>> Gregor Richards kirjoitti:
>>
>>> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).
>>>
>>> They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).
>>>
>>> Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).
>>>
>>>  - Gregor Richards
August 21, 2006
Oh, I recognize that template_d.h is temporare file only?

For this error:
bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.

Maybe this is the problem: vector code is in namespace irr::core, so should I use cmd option -Tirr::core::vector3d for it to recognize it as a defined type?

But if I use that then template_D.h will have line
irr::core::vector3d<DReflectedClass> __IGNORE_irr::core::vector3d;

which is of course illegal.


Also I see it generates full of C++ template code in D files, like from ISceneNode.d:

vector3d<float> getScale() {
void *cret = _BCD__ZNK3irr5scene10ISceneNode8getScaleEv(__C_data);
vector3d<float> dret = new vector3d<float>(cast(ireal) 0);
dret.__C_data = cret;
return dret;
}

But that's of courde without -Tvector3d option..

Could you work on this, is it known bug, or my mistake???

There is no examples that use templates.. do you have one?

Thanks



unknown kirjoitti:
> Hi!
> 
> I try to work on Irrlicht..
> 
> So I got all files generated, except one not important I could exclude (propably much more files could be excluded)
> 
> But then for example vecror3d is template class so it needs to be worked on.. so I add option -Tvector3d to the command, which is now:
> ./bcdgen $1/${i}.h irrlicht -I/home/me/D/bcd/irrlicht-1.1/include/ -r -E -P -DV -Tvector3d -Tvector2d
> 
> Get output:
> vector2d
> In file included from <command line>:88:
> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
> vector3d
> In file included from <command line>:88:
> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
> 
> 
> template_d.h:
> #include "../bind.h"
> #include "/home/me/D/bcd/irrlicht-1.1/include/vector3d.h"
> vector3d<DReflectedClass> __IGNORE_vector3d;
> vector2d<DReflectedClass> __IGNORE_vector2d;
> 
> Also template_D.h seems to be regenerated for every header, so it includes only vector3d.h.. I am not very experienced..
> 
> maybe better idea to remove templates by duplicating the template class to two separate classes vector3df and vector3di? They are typedefed anyway there..
> typedef vector3d<f32> vector3df;
> typedef vector3d<s32> vector3di;
> 
> Thanks.
> 
> Gregor Richards kirjoitti:
>> I made an attempt at OGRE, which was unfortunately not very successful, because OGRE makes heavy use of the STL :(
>>
>>  - Gregor Richards
>>
>>
>> unknown wrote:
>>> Hi!
>>>
>>> I do not think it is competing too much. Native gui is necessary and important for D to collect momentum. Momentum brings more native work.
>>>
>>> But seems many ports to native D are started and then cancelled (no time, no interest, no people), so I see bcd very necessary.
>>>
>>> I did not know bcd. I am interested if binding to 3d engine like Irrlich, Ogre or similar could be generated. I might give it a try.
>>>
>>>
>>>
>>> Gregor Richards kirjoitti:
>>>
>>>> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).
>>>>
>>>> They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).
>>>>
>>>> Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).
>>>>
>>>>  - Gregor Richards
August 21, 2006
Ok,

so I removed templates out from irrlicht, not too many was there...


Now, compiling all the cc files, maybe this is a bug. For example aabbox3d.cc
g++ -c bcd/irrlicht/aabbox3d.cc -o bcd/irrlicht/aabbox3d.cc.o
bcd/irrlicht/aabbox3d.cc:81: error: ‘core’ has not been declared
bcd/irrlicht/aabbox3d.cc:81: error: use of enum EIntersectionRelation3D’ without previous declaration

The line in aabbox3d.cc is:
enum core::EIntersectionRelation3D _BCD__ZNK3irr4core9aabbox3df21classifyPlaneRelationERKNS0_8plane3dfE(irr::core::aabbox3df *This, irr::core::plane3df   const & plane) {
return (This->classifyPlaneRelation(plane));
}


enum EIntersectionRelation3D is from plane3d.h:
namespace irr
{
  namespace core
  {

  //! Enumeration for intersection relations of 3d objects
  enum EIntersectionRelation3D
  {
    ISREL3D_FRONT = 0,
    ISREL3D_BACK,
    ISREL3D_PLANAR,
    ISREL3D_SPANNING,
    ISREL3D_CLIPPED
  };
...


So the problem is I think that bcdgen should write all namespaces, irr::core:: instead of core::
    BELOW
enum irr::core::EIntersectionRelation3D _BCD__ZNK3irr4core9aabbox3df21classifyPlaneRelationERKNS0_8plane3dfE(irr::core::aabbox3df *This, irr::core::plane3df   const & plane) {
return (This->classifyPlaneRelation(plane));
}

I can fix them manually then it compiles, but maybe this is simple bug to fix?

Thanks


unknown kirjoitti:
> Hi!
> 
> I try to work on Irrlicht..
> 
> So I got all files generated, except one not important I could exclude (propably much more files could be excluded)
> 
> But then for example vecror3d is template class so it needs to be worked on.. so I add option -Tvector3d to the command, which is now:
> ./bcdgen $1/${i}.h irrlicht -I/home/me/D/bcd/irrlicht-1.1/include/ -r -E -P -DV -Tvector3d -Tvector2d
> 
> Get output:
> vector2d
> In file included from <command line>:88:
> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
> vector3d
> In file included from <command line>:88:
> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
> 
> 
> template_d.h:
> #include "../bind.h"
> #include "/home/me/D/bcd/irrlicht-1.1/include/vector3d.h"
> vector3d<DReflectedClass> __IGNORE_vector3d;
> vector2d<DReflectedClass> __IGNORE_vector2d;
> 
> Also template_D.h seems to be regenerated for every header, so it includes only vector3d.h.. I am not very experienced..
> 
> maybe better idea to remove templates by duplicating the template class to two separate classes vector3df and vector3di? They are typedefed anyway there..
> typedef vector3d<f32> vector3df;
> typedef vector3d<s32> vector3di;
> 
> Thanks.
> 
> Gregor Richards kirjoitti:
>> I made an attempt at OGRE, which was unfortunately not very successful, because OGRE makes heavy use of the STL :(
>>
>>  - Gregor Richards
>>
>>
>> unknown wrote:
>>> Hi!
>>>
>>> I do not think it is competing too much. Native gui is necessary and important for D to collect momentum. Momentum brings more native work.
>>>
>>> But seems many ports to native D are started and then cancelled (no time, no interest, no people), so I see bcd very necessary.
>>>
>>> I did not know bcd. I am interested if binding to 3d engine like Irrlich, Ogre or similar could be generated. I might give it a try.
>>>
>>>
>>>
>>> Gregor Richards kirjoitti:
>>>
>>>> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).
>>>>
>>>> They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).
>>>>
>>>> Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).
>>>>
>>>>  - Gregor Richards
August 21, 2006
Sorry I haven't responded yet, I've been busy with other projects.  I'll try to help out ASAP.

 - Gregor Richards


unknown wrote:
> Hi!
> 
> I try to work on Irrlicht..
> 
> So I got all files generated, except one not important I could exclude (propably much more files could be excluded)
> 
> But then for example vecror3d is template class so it needs to be worked on.. so I add option -Tvector3d to the command, which is now:
> ./bcdgen $1/${i}.h irrlicht -I/home/me/D/bcd/irrlicht-1.1/include/ -r -E -P -DV -Tvector3d -Tvector2d
> 
> Get output:
> vector2d
> In file included from <command line>:88:
> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
> vector3d
> In file included from <command line>:88:
> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
> 
> 
> template_d.h:
> #include "../bind.h"
> #include "/home/me/D/bcd/irrlicht-1.1/include/vector3d.h"
> vector3d<DReflectedClass> __IGNORE_vector3d;
> vector2d<DReflectedClass> __IGNORE_vector2d;
> 
> Also template_D.h seems to be regenerated for every header, so it includes only vector3d.h.. I am not very experienced..
> 
> maybe better idea to remove templates by duplicating the template class to two separate classes vector3df and vector3di? They are typedefed anyway there..
> typedef vector3d<f32> vector3df;
> typedef vector3d<s32> vector3di;
> 
> Thanks.
> 
> Gregor Richards kirjoitti:
> 
>> I made an attempt at OGRE, which was unfortunately not very successful, because OGRE makes heavy use of the STL :(
>>
>>  - Gregor Richards
>>
>>
>> unknown wrote:
>>
>>> Hi!
>>>
>>> I do not think it is competing too much. Native gui is necessary and important for D to collect momentum. Momentum brings more native work.
>>>
>>> But seems many ports to native D are started and then cancelled (no time, no interest, no people), so I see bcd very necessary.
>>>
>>> I did not know bcd. I am interested if binding to 3d engine like Irrlich, Ogre or similar could be generated. I might give it a try.
>>>
>>>
>>>
>>> Gregor Richards kirjoitti:
>>>
>>>> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).
>>>>
>>>> They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).
>>>>
>>>> Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).
>>>>
>>>>  - Gregor Richards
August 22, 2006
Hi,
no pressure..

do you have solution for anonymous union/structs? Can't use -N option to just for now ignore, because they are anonyous, or can I?

For example in SMaterial.h:
union {
	struct {
		ITexture* Texture1;
		ITexture* Texture2;
		ITexture* Texture3;
		ITexture* Texture4;
	};
	ITexture* Textures[MATERIAL_MAX_TEXTURES];
};

Problem is that it generates illagel code in SMaterial.cc and SMaterial.d, like:

void set_Texture1(ITexture * x) {
_BCD_set__ZN3irr5video9SMaterial4._104._118Texture1E(__C_data, x);
}

There are lot of things irrlicht brings surface, that I think are quite common and not impossible to solve.

Thanks


Gregor Richards kirjoitti:
> Sorry I haven't responded yet, I've been busy with other projects.  I'll try to help out ASAP.
> 
>  - Gregor Richards
> 
> 
> unknown wrote:
>> Hi!
>>
>> I try to work on Irrlicht..
>>
>> So I got all files generated, except one not important I could exclude (propably much more files could be excluded)
>>
>> But then for example vecror3d is template class so it needs to be worked on.. so I add option -Tvector3d to the command, which is now:
>> ./bcdgen $1/${i}.h irrlicht -I/home/me/D/bcd/irrlicht-1.1/include/ -r -E -P -DV -Tvector3d -Tvector2d
>>
>> Get output:
>> vector2d
>> In file included from <command line>:88:
>> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
>> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
>> vector3d
>> In file included from <command line>:88:
>> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
>> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
>>
>>
>> template_d.h:
>> #include "../bind.h"
>> #include "/home/me/D/bcd/irrlicht-1.1/include/vector3d.h"
>> vector3d<DReflectedClass> __IGNORE_vector3d;
>> vector2d<DReflectedClass> __IGNORE_vector2d;
>>
>> Also template_D.h seems to be regenerated for every header, so it includes only vector3d.h.. I am not very experienced..
>>
>> maybe better idea to remove templates by duplicating the template class to two separate classes vector3df and vector3di? They are typedefed anyway there..
>> typedef vector3d<f32> vector3df;
>> typedef vector3d<s32> vector3di;
>>
>> Thanks.
>>
>> Gregor Richards kirjoitti:
>>
>>> I made an attempt at OGRE, which was unfortunately not very successful, because OGRE makes heavy use of the STL :(
>>>
>>>  - Gregor Richards
>>>
>>>
>>> unknown wrote:
>>>
>>>> Hi!
>>>>
>>>> I do not think it is competing too much. Native gui is necessary and important for D to collect momentum. Momentum brings more native work.
>>>>
>>>> But seems many ports to native D are started and then cancelled (no time, no interest, no people), so I see bcd very necessary.
>>>>
>>>> I did not know bcd. I am interested if binding to 3d engine like Irrlich, Ogre or similar could be generated. I might give it a try.
>>>>
>>>>
>>>>
>>>> Gregor Richards kirjoitti:
>>>>
>>>>> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).
>>>>>
>>>>> They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).
>>>>>
>>>>> Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).
>>>>>
>>>>>  - Gregor Richards
August 23, 2006
All problems solved / go around so far.

- removed some templates (vector3d<T> => vector3df, vector3di, etc.)

- added CXXFLAGS="-D __BCD_GEN__" to ignore problematic code (for example inner structs/unions (not only anonymous as I first said) and some templates )

- made script that searches and replaces some code after generation (for example namespaves ./replace_in_file ${i} " core::"  " irr::core::")

I try to automate as much as possible.

Now I got it compiled and next try example app. See how/if/what works and what not and what can be done.

Sorry, I have polluted wrong mailing list.
Maybe I'll be back at the bcd forum at dsource.



unknown kirjoitti:
> Hi,
> no pressure..
> 
> do you have solution for anonymous union/structs? Can't use -N option to just for now ignore, because they are anonyous, or can I?
> 
> For example in SMaterial.h:
> union {
>     struct {
>         ITexture* Texture1;
>         ITexture* Texture2;
>         ITexture* Texture3;
>         ITexture* Texture4;
>     };
>     ITexture* Textures[MATERIAL_MAX_TEXTURES];
> };
> 
> Problem is that it generates illagel code in SMaterial.cc and SMaterial.d, like:
> 
> void set_Texture1(ITexture * x) {
> _BCD_set__ZN3irr5video9SMaterial4._104._118Texture1E(__C_data, x);
> }
> 
> There are lot of things irrlicht brings surface, that I think are quite common and not impossible to solve.
> 
> Thanks
> 
> 
> Gregor Richards kirjoitti:
>> Sorry I haven't responded yet, I've been busy with other projects.  I'll try to help out ASAP.
>>
>>  - Gregor Richards
>>
>>
>> unknown wrote:
>>> Hi!
>>>
>>> I try to work on Irrlicht..
>>>
>>> So I got all files generated, except one not important I could exclude (propably much more files could be excluded)
>>>
>>> But then for example vecror3d is template class so it needs to be worked on.. so I add option -Tvector3d to the command, which is now:
>>> ./bcdgen $1/${i}.h irrlicht -I/home/me/D/bcd/irrlicht-1.1/include/ -r -E -P -DV -Tvector3d -Tvector2d
>>>
>>> Get output:
>>> vector2d
>>> In file included from <command line>:88:
>>> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
>>> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
>>> vector3d
>>> In file included from <command line>:88:
>>> bcd/irrlicht/template_D.h:3: error: 'vector3d' is used as a type, but is not defined as a type.
>>> bcd/irrlicht/template_D.h:4: error: 'vector2d' is used as a type, but is not defined as a type.
>>>
>>>
>>> template_d.h:
>>> #include "../bind.h"
>>> #include "/home/me/D/bcd/irrlicht-1.1/include/vector3d.h"
>>> vector3d<DReflectedClass> __IGNORE_vector3d;
>>> vector2d<DReflectedClass> __IGNORE_vector2d;
>>>
>>> Also template_D.h seems to be regenerated for every header, so it includes only vector3d.h.. I am not very experienced..
>>>
>>> maybe better idea to remove templates by duplicating the template class to two separate classes vector3df and vector3di? They are typedefed anyway there..
>>> typedef vector3d<f32> vector3df;
>>> typedef vector3d<s32> vector3di;
>>>
>>> Thanks.
>>>
>>> Gregor Richards kirjoitti:
>>>
>>>> I made an attempt at OGRE, which was unfortunately not very successful, because OGRE makes heavy use of the STL :(
>>>>
>>>>  - Gregor Richards
>>>>
>>>>
>>>> unknown wrote:
>>>>
>>>>> Hi!
>>>>>
>>>>> I do not think it is competing too much. Native gui is necessary and important for D to collect momentum. Momentum brings more native work.
>>>>>
>>>>> But seems many ports to native D are started and then cancelled (no time, no interest, no people), so I see bcd very necessary.
>>>>>
>>>>> I did not know bcd. I am interested if binding to 3d engine like Irrlich, Ogre or similar could be generated. I might give it a try.
>>>>>
>>>>>
>>>>>
>>>>> Gregor Richards kirjoitti:
>>>>>
>>>>>> I hate to compete with the far more compelling FLTK-port-to-D thread, but I don't think many people know about this, and it's definitely useful.  There are FLTK2 bindings in D, autogenerated by bcd.gen ( http://www.dsource.org/projects/bcd/ ).  Since they're generated automatically, they have very nearly the exact same API as the native C++ ones, PLUS they're easy to keep up to date (if they become incompatible, I can just run the script again and bring them up to date).
>>>>>>
>>>>>> They're available in SVN, info on checking them out is on the BCD web page ( http://www.dsource.org/projects/bcd/ ).
>>>>>>
>>>>>> Finally: These bindings have been partially but not completely tested. If you find a problem, it can probably be solved quite easily, in most cases it's a discrepancy between the FLTK2 .h files and .cxx files (naughty naughty).  Just tell me by some means (NG, email, whatever).
>>>>>>
>>>>>>  - Gregor Richards
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