November 13, 2006
Tomas Lindquist Olsen wrote:
> Bill Baxter wrote:
> 
>> The demo is using GLFW, but the input source and window management library is abstracted out to be easily replaceable.
> 
> Why not use the D native GLD ?

That should work too.  I just used the first thing I could manage to get working, which was Derelict's GLFW.

--bb
November 13, 2006
Bill Baxter wrote:
> clayasaurus wrote:
>> Bill Baxter wrote:
>>> Is it also OpenGL based?
>>>
>>
>> Yep :)
> 
> How close to done are you?  I don't really want to be spending time writing this, I just needed something like it and there didn't seem to be anything out there yet.
> 
> --bb

I don't think I'll be done anytime soon, it might be complete around the time D 1.0 is released.

I think I have slightly different design goals for my GUI, the number one for me being that it is meant for users of my 2D game library.

I'd recommend that you keep on working on yours, and we can share code/ideas as necessary, and learn what works well and what doesn't work well for OpenGL based GUI libraries.

PS: I made a previous reply to this NG, but it got lost? Hrm...

November 13, 2006
Bradley Smith wrote:
> Tomas Lindquist Olsen wrote:
>> Bill Baxter wrote:
>>> The demo is using GLFW, but the input source and window management library is abstracted out to be easily replaceable.
>> Why not use the D native GLD ?
> 
> For those who may not know, GLD is a D language port of GLFW.
> 
> I'm in the process of setting up a dsource project called Schooner where GLD will be hosted (along with a port of FTGL, and possibly others). I was going to get everything cleaned up before announcing it, but that has been delayed by the dsource.org downtime.
> 
> It would be great if Luigi would use GLD. Since GLD is currently just a direct port of GLFW, making the switch should be simple.
> 

Sure, is there someplace I can get GLD while dsource remains down?

--bb
November 14, 2006
While dsource is down, you can get it at http://www.baysmith.com/d/gld-2.zip


Bill Baxter wrote:
> Bradley Smith wrote:
>> Tomas Lindquist Olsen wrote:
>>> Bill Baxter wrote:
>>>> The demo is using GLFW, but the input source and window management library is abstracted out to be easily replaceable.
>>> Why not use the D native GLD ?
>>
>> For those who may not know, GLD is a D language port of GLFW.
>>
>> I'm in the process of setting up a dsource project called Schooner where GLD will be hosted (along with a port of FTGL, and possibly others). I was going to get everything cleaned up before announcing it, but that has been delayed by the dsource.org downtime.
>>
>> It would be great if Luigi would use GLD. Since GLD is currently just a direct port of GLFW, making the switch should be simple.
>>
> 
> Sure, is there someplace I can get GLD while dsource remains down?
> 
> --bb
November 27, 2006
Bradley Smith wrote:
> Tomas Lindquist Olsen wrote:
>> Bill Baxter wrote:
>>> The demo is using GLFW, but the input source and window management library is abstracted out to be easily replaceable.
>> Why not use the D native GLD ?
> 
> For those who may not know, GLD is a D language port of GLFW.
> 
> I'm in the process of setting up a dsource project called Schooner where GLD will be hosted (along with a port of FTGL, and possibly others). I was going to get everything cleaned up before announcing it, but that has been delayed by the dsource.org downtime.
> 
> It would be great if Luigi would use GLD. Since GLD is currently just a direct port of GLFW, making the switch should be simple.
> 


Looks like to get schooner to compile you need implib.exe, which I found here:
   http://ftp.digitalmars.com/bup.zip

You might want to mention that in the readme or on the dsource page.

--bb
November 27, 2006
Tomas Lindquist Olsen wrote:
> Bill Baxter wrote:
>> The demo is using GLFW, but the input source and window management library is abstracted out to be easily replaceable.
> Why not use the D native GLD ?

Just checked in a new GLD input adapter for Luigi.  Works like a charm.

The hardest part was figuring out how to compile gld given that all the paths where it expects to find things are embedded in a D source file. And it needs implib.exe, which I had to go looking for.

Once I had GLD compiled then it was just a matter of s/glfw/gld/g on all the working GLFW code.

So Luigi now supports GLD.

Luigi also now has working
 * buttons
 * textfields
 * checkboxes
 * sliders

And you can see on the screenshots page that there's a snazzy texture-based theme in the works (texture currently borrowed from the DirectX utility toolkit). I've only implemented buttons for that so far.

Luigi URL:
  http://www.dsource.org/projects/luigi
Screenshots:
  http://www.dsource.org/projects/luigi/wiki/screenshots


--bb
November 27, 2006
Bill Baxter wrote:
> Bradley Smith wrote:
>> Tomas Lindquist Olsen wrote:
>>> Bill Baxter wrote:
>>>> The demo is using GLFW, but the input source and window management library is abstracted out to be easily replaceable.
>>> Why not use the D native GLD ?
>>
>> For those who may not know, GLD is a D language port of GLFW.
>>
>> I'm in the process of setting up a dsource project called Schooner where GLD will be hosted (along with a port of FTGL, and possibly others). I was going to get everything cleaned up before announcing it, but that has been delayed by the dsource.org downtime.
>>
>> It would be great if Luigi would use GLD. Since GLD is currently just a direct port of GLFW, making the switch should be simple.
>>
> 
> 
> Looks like to get schooner to compile you need implib.exe, which I found here:
>    http://ftp.digitalmars.com/bup.zip
> 
> You might want to mention that in the readme or on the dsource page.
> 
> --bb

Thanks for pointing that out. I forgot that implib.exe was not part of the standard DMD distribution. I'll update the documentation, and create binary distributions.

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