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November 13, 2006
Re: Announcing Luigi -- WIP teaser [25k image attachment]
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
Re: Announcing Luigi -- WIP teaser
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
Re: Announcing Luigi -- WIP teaser [25k image attachment]
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
Re: Announcing Luigi -- WIP teaser [25k image attachment]
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
Re: Announcing Luigi -- WIP teaser [25k image attachment]
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
Re: Announcing Luigi -- WIP teaser
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
Re: Announcing Luigi -- WIP teaser [25k image attachment]
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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