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Patrik

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Posts posted by Patrik

  1. In the progress of redoing my Gui for the OpenGL core profile. And with less external dependencies this time.

     

    Supports both skinned and non-skinned gui components. The grey components are drawn using primitives and the blueish components are skinned from the MoonifyUI PSD http://www.designkindle.com/2011/12/07/moonify-ui/

     

    It is also possible to use any other template, one needs to create an xml file saying where the component starts (x, y) and specifiy the width etc. so it knows what goes where.

    post-2673-0-16492900-1400617082_thumb.png

    • Upvote 9
  2. Basicly the way the camera works there are camera nodes in the level and it works out which one you are closest to and pans to the closest. I used the curve function to smooth it a bit. I thought with the trees passing might be a nice little touch, but hmm it people think it's not a good thing then I may reconsider.

     

    It's a nice touch, and if you are panning between camera nodes you get control over when these trees passes the camera. I was just afraid they were going to get in the way when e.g. trying jump over a gap or pick something from the ground. It would be annoying to not see exactly where you are going in in those kind of situations.

  3. Haven't tried the demo yet but I watched your video. Looks good so far, nice to see something that has progressed further than a concept.

     

    I like the 'dynamic' Camera that follows the player, it could be a bit more smooth though. How do you decide/calculate where the camera should be placed as the character progresses through the level as the camera rotates/zooms in a bit in some places? Only thing about it is that the foreground trees obstructs the view sometimes which can be annoying. It is also a bit repetitive with all the bridge challenges, but I guess there will be more variations of obstacles/challenges to overcome in the final version.

     

    Good work so far and two thumbs up from me. biggrin.png

  4. Hi

     

    I was in need for some new furniture for the bedroom so I started drawing some concepts in blender of what I wanted. After a while I had some sketches in blender of the thing. I don't know waht to call it smile.png it's some kind of shelf with integrated spotlights.

     

    hylla2.png

     

    From blender I could then get the measurements of all the pieces needed, so I went with those to the shop with the drawings and got the needed pieces sawed. Then back home after some drilling, gluing and painting the concept had become reality.

     

    More screenshots of the finished piece are available in the photo album at: https://plus.google....319509332759697

  5. I made it like the way you said.But there are the same errors.I don't think that the problem is that ftgl.lib isn't included correctly because when there isn't this library the compiler says that.

    That's too bad because I like your gui very much :)

     

    I would try to make it running.

     

    One question.Are GuiFont.h and GuiFontManager use Soil??

     

    No soil is used for loading images and is used by the GuiImage component.

     

    I'm suspecting ftgl because that is used both in the GuiFont and GuiFontManager. And also from the error messages it seems like ftgl would be missing. Both FTTextureFont & FTFont are from the ftgl library.

     

    I tried recreating the problem myself.

    I tried compiling pfwgui without providing ftgl.lib and it did not complain but built successfully. But then when trying to link pfwgui into my project, I got the same errors.

     

    1>------ Build started: Project: PFWTest, Configuration: Debug Win32 ------
    1>Linking...
    1>PFWTest.obj : error LNK2019: unresolved external symbol "public: bool __thiscall GuiFontManager::setDefaultFont(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?setDefaultFont@GuiFontManager@@QAE_NV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) referenced in function _main
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall FTTextureFont::FTTextureFont(char const *)" (__imp_??0FTTextureFont@@QAE@PBD@Z) referenced in function "private: void __thiscall GuiFontManager::loadFonts(void)" (?loadFonts@GuiFontManager@@AAEXXZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall FTTextureFont::FTTextureFont(char const *)" (__imp_??0FTTextureFont@@QAE@PBD@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::Attach(unsigned char const *,unsigned int)" (?Attach@FTFont@@UAE_NPBEI@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::Attach(unsigned char const *,unsigned int)" (?Attach@FTFont@@UAE_NPBEI@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::Attach(char const *)" (?Attach@FTFont@@UAE_NPBD@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::Attach(char const *)" (?Attach@FTFont@@UAE_NPBD@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::GlyphLoadFlags(int)" (?GlyphLoadFlags@FTFont@@UAEXH@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::GlyphLoadFlags(int)" (?GlyphLoadFlags@FTFont@@UAEXH@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::CharMap(enum FT_Encoding_)" (?CharMap@FTFont@@UAE_NW4FT_Encoding_@@@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::CharMap(enum FT_Encoding_)" (?CharMap@FTFont@@UAE_NW4FT_Encoding_@@@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual unsigned int __thiscall FTFont::CharMapCount(void)const " (?CharMapCount@FTFont@@UBEIXZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual unsigned int __thiscall FTFont::CharMapCount(void)const " (?CharMapCount@FTFont@@UBEIXZ)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual enum FT_Encoding_ * __thiscall FTFont::CharMapList(void)" (?CharMapList@FTFont@@UAEPAW4FT_Encoding_@@XZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual enum FT_Encoding_ * __thiscall FTFont::CharMapList(void)" (?CharMapList@FTFont@@UAEPAW4FT_Encoding_@@XZ)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual unsigned int __thiscall FTFont::FaceSize(void)const " (?FaceSize@FTFont@@UBEIXZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "public: virtual unsigned int __thiscall FTFont::FaceSize(void)const " (?FaceSize@FTFont@@UBEIXZ) referenced in function "public: __thiscall GuiFont::GuiFont(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,int,bool,bool)" (??0GuiFont@@QAE@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@H_N1@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::FaceSize(unsigned int,unsigned int)" (?FaceSize@FTFont@@UAE_NII@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::FaceSize(unsigned int,unsigned int)" (?FaceSize@FTFont@@UAE_NII@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Depth(float)" (?Depth@FTFont@@UAEXM@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Depth(float)" (?Depth@FTFont@@UAEXM@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Outset(float,float)" (?Outset@FTFont@@UAEXMM@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Outset(float,float)" (?Outset@FTFont@@UAEXMM@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Outset(float)" (?Outset@FTFont@@UAEXM@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Outset(float)" (?Outset@FTFont@@UAEXM@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::UseDisplayList(bool)" (?UseDisplayList@FTFont@@UAEX_N@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "public: virtual void __thiscall FTFont::UseDisplayList(bool)" (?UseDisplayList@FTFont@@UAEX_N@Z) referenced in function "public: __thiscall std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >::~basic_string<char,struct std::char_traits<char>,class std::allocator<char> >(void)" (??1?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Ascender(void)const " (?Ascender@FTFont@@UBEMXZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Ascender(void)const " (?Ascender@FTFont@@UBEMXZ)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Descender(void)const " (?Descender@FTFont@@UBEMXZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Descender(void)const " (?Descender@FTFont@@UBEMXZ)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::LineHeight(void)const " (?LineHeight@FTFont@@UBEMXZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::LineHeight(void)const " (?LineHeight@FTFont@@UBEMXZ)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual class FTBBox __thiscall FTFont::BBox(wchar_t const *,int,class FTPoint,class FTPoint)" (?BBox@FTFont@@UAE?AVFTBBox@@PB_WHVFTPoint@@1@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "public: virtual class FTBBox __thiscall FTFont::BBox(wchar_t const *,int,class FTPoint,class FTPoint)" (?BBox@FTFont@@UAE?AVFTBBox@@PB_WHVFTPoint@@1@Z) referenced in function __ehhandler$??1?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual class FTBBox __thiscall FTFont::BBox(char const *,int,class FTPoint,class FTPoint)" (?BBox@FTFont@@UAE?AVFTBBox@@PBDHVFTPoint@@1@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual class FTBBox __thiscall FTFont::BBox(char const *,int,class FTPoint,class FTPoint)" (?BBox@FTFont@@UAE?AVFTBBox@@PBDHVFTPoint@@1@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Advance(wchar_t const *,int,class FTPoint)" (?Advance@FTFont@@UAEMPB_WHVFTPoint@@@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Advance(wchar_t const *,int,class FTPoint)" (?Advance@FTFont@@UAEMPB_WHVFTPoint@@@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Advance(char const *,int,class FTPoint)" (?Advance@FTFont@@UAEMPBDHVFTPoint@@@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Advance(char const *,int,class FTPoint)" (?Advance@FTFont@@UAEMPBDHVFTPoint@@@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual class FTPoint __thiscall FTFont::Render(wchar_t const *,int,class FTPoint,class FTPoint,int)" (?Render@FTFont@@UAE?AVFTPoint@@PB_WHV2@1H@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual class FTPoint __thiscall FTFont::Render(wchar_t const *,int,class FTPoint,class FTPoint,int)" (?Render@FTFont@@UAE?AVFTPoint@@PB_WHV2@1H@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual class FTPoint __thiscall FTFont::Render(char const *,int,class FTPoint,class FTPoint,int)" (?Render@FTFont@@UAE?AVFTPoint@@PBDHV2@1H@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual class FTPoint __thiscall FTFont::Render(char const *,int,class FTPoint,class FTPoint,int)" (?Render@FTFont@@UAE?AVFTPoint@@PBDHV2@1H@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual int __thiscall FTFont::Error(void)const " (?Error@FTFont@@UBEHXZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual int __thiscall FTFont::Error(void)const " (?Error@FTFont@@UBEHXZ)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "protected: virtual class FTGlyph * __thiscall FTTextureFont::MakeGlyph(struct FT_GlyphSlotRec_ *)" (?MakeGlyph@FTTextureFont@@MAEPAVFTGlyph@@PAUFT_GlyphSlotRec_@@@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "protected: virtual class FTGlyph * __thiscall FTTextureFont::MakeGlyph(struct FT_GlyphSlotRec_ *)" (?MakeGlyph@FTTextureFont@@MAEPAVFTGlyph@@PAUFT_GlyphSlotRec_@@@Z)
    1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall FTTextureFont::~FTTextureFont(void)" (__imp_??1FTTextureFont@@UAE@XZ) referenced in function "public: virtual void * __thiscall FTTextureFont::`scalar deleting destructor'(unsigned int)" (??_GFTTextureFont@@UAEPAXI@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall FTTextureFont::~FTTextureFont(void)" (__imp_??1FTTextureFont@@UAE@XZ)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: void __thiscall FTFont::BBox(char const *,float &,float &,float &,float &,float &,float &)" (__imp_?BBox@FTFont@@QAEXPBDAAM11111@Z) referenced in function "public: float __thiscall GuiFont::getTextHeight(char *)" (?getTextHeight@GuiFont@@QAEMPAD@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall FTPoint::FTPoint(void)" (__imp_??0FTPoint@@QAE@XZ) referenced in function "public: void __thiscall GuiFont::print(float,float,char const *,class GuiColor *)" (?print@GuiFont@@QAEXMMPBDPAVGuiColor@@@Z)
    1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall FTPoint::FTPoint(double,double,double)" (__imp_??0FTPoint@@QAE@NNN@Z) referenced in function "public: void __thiscall GuiFont::print(float,float,char const *,class GuiColor *)" (?print@GuiFont@@QAEXMMPBDPAVGuiColor@@@Z)
    1>E:\Dev\Leadwerks projects\PFWTest2\PFWTest\Debug\PFWTest.exe : fatal error LNK1120: 29 unresolved externals
    1>Build log was saved at "file://e:\Dev\Leadwerks projects\PFWTest2\PFWTest\PFWTest\Debug\BuildLog.htm"
    1>PFWTest - 55 error(s), 0 warning(s)

  6. I'm not familiar with LEBuilder, I myself is using Visual Studio for my projects.

     

    But the problem seems to be that when you compiled the pfwgui library it was not able to find the ftgl library you have compiled.

    So it now knows which functions should be available, which it found out from the header files, but as it could not find the library (.lib file) it does not know how to use them.

     

    Please check that the ftgl.lib or (ftgl_d.lib if you are compilng in debug) is included correctly when you compile pfwgui.

     

    If you use the included visual studio projects go to the project options page and check that the include folders are setup correctly (found under the "C++ -> General" section and under the "Librarian -> General" section) they need to match where the ftgl header files are found and where it's compiled library is found. Also make sure that the name matches the settings, it can vary depending on what version you have compiled ftgl.lib for release and ftgl_d.lib for debug version.

     

    You also need to set the runtime library option (/MT, /MD) of the projects when compiling depending on your needs, it should match the other libraries used in your main project.

  7. Thanks for support.I have now the lib downloaded from the first post and the include files from the google page.Set the include path to "Src" from the google files and wrote

    #pragma comment(lib,"PFWGui.lib")

    #pragma comment(lib,"opengl32.lib")

     

    Firstly the the library you downloaded from the first forum post can't be used with the sources downloaded from the google code page. It's an old version and will not match the header files anymore. I've now deleted that one from the post and the only way to get the library now is via the google code page. One reason that the old library did not work for you may have been that it was compiled for a visual studio version that you are not using.

     

    Therefore I have now created a google code page for the project where you can download the sources and compile the project yourself for whatever version of visual studio you are using. There is a readme file included with the sources with instructions on how to compile it.

     

    In summary:

    - Delete the precompiled library that you have downloaded.

    - Download and compile the sources yourself.

    - Link the library you have compiled to your project along with opengl32.lib and include the src folder.

  8. Congratulations and thank you on the OS release! I'll definitely look at integrating it over the next month or two when the GUI phase comes around.

     

    Wow very nice GUI ;D

    But I can't load it ,because I become lots of linking errors.In project properties I loaded the include files and in main.cpp I wrote #pragam comment(lib,"PFWGui.lib") but I become around 30 Errors??

     

    Can you tell me why?

    Thanks

     

     

    Thank you.

     

     

    Could you send me the error lines? Did you download it from the zip file attached in the first forum post or from the google code page?

    The zip file found on the first page is outdated and should have been removed. (Will do it now.)

     

    If you downloaded it from the forum post please download it from the google code page instead.

     

    If not, did you remember to link the opengl32.lib in your project also as mentioned in the readme?

  9. Update:

    - Some bugs and issues fixed. (hopefully not so many new have been introduced)

    - Better font management

    - New gui component: GridView

     

    Font Management:

    - Will automatically load all fonts found in the Data/Fonts folder on creation

    - Can load external fonts with the command loadExternalFont

     

     

    fonts2.png

     

     

    Example

    PFWGui* gui = new PFWGui(hwnd);   // create the gui
    gui->getFontManager()->loadExternalFont("E:/fonts/COOLVETI.TTF");   // load an external font
    
    GuiFont* fnt1 = new GuiFont("COOLVETI.TTF", 24);   // create a font object using the loaded font, loaded fonts are called by their filename, case sensitive
    fnt1->setColor(255,0,0);  // sets the color of the font to red
    
    GuiButton* btn = new GuiButton(10, 140, "Quit game", 140, 50);   // create a button
    btn->setFont( fnt1 );   // assign the font to the button

     

    The updated library is available in the first post

  10. A test version of the library is now available in the first post.

     

    To use it you need to include the "include" folder in your project and link it agains PFWGui.lib

    Also you need to have the ftgl.dll file in your application folder FTGL is used for font rendering.

    Currently the font folder is harcoded to Data/Fonts where arial.ttf must be located.

     

    A simple example is included in the examples folder. More are coming, along with some documentation.

     

    As it's a test version expect some bugs.

  11. Hello

     

    I was doing some test applications when testing my gui library. One of them turned out to be a half functional mp3 player :)

    This application uses libZPlay for media decoding.

     

    mp3.png

     

    Features

    - MP3 playback, supports other formats too.

    - ID3 tag support

    - Basic playlist functionality (you can only add tracks at the moment)

    - Adjustable volume

    - You can adjust the play position in the tracks

     

    I've attached a demo if someone wants to test it :P

    • Like 1
  12. Ok finally some updates ;)

     

    The gui now supports basic window management. Resizable & movable windows.

    The windows can also have layouts assigned to them. The layouts handles the components attached to the window i.e. positions and rescales the components in relation to the window.

     

    A new demo is available for download in the first post if you want to check out the new features.

     

    Example

     

    wnd1.png

     

    wnd2.png

     

    screen2.png

  13. If you read the EULA it states you can only install it and use it on one computer.

     

    This SOFTWARE PRODUCT is for personal use only and may be installed and used by on only one computer. Its component parts may not be separated for use on more than one computer. SOFTWARE PRODUCT may be accessed through a network only after obtaining a site license. All components accompanying the software are copyrighted by LEADWERKS CORPORATION and may not be taken apart, modified, used or published with other software or means except with the SOFTWARE PRODUCT software and may not be distributed or copied in any manner.

     

    But in the store you buy a "Single user license". :)

  14. I don't have access to my computer with the code at the moment.

     

    The problem may be that glScissors uses the bottom of the screen as it's 0 coordinate on the Y-axis and the drawing commands uses the top of the screen as 0 on Y-axis.

     

    You can check if this is the case by by setting the glScissor to something like glScissor(10, 50, 20, 20 ) and then draw one rectangle that covers the whole screen. Then it should only render a 20x20 sized cube on the left side either at the top or bottom.

     

    If it gets rendered at the bottom this is the case. Then you need to offset the glScissor(x, y, width, height) command's y parameter with the height of the screen resolution to get the wanted position.

  15. Very nice like always, you will made the life easier for hundreds of LE owners with this lib ! I want it now

     

    Thanks. There are still some features missing before I can release a test version.

     

     

    What about layout editor? )))))

     

    Maybe later. First I need to get window management and component layout implemented. :)

  16. Update:

    - The gui is now completely event driven. No need to poll input etc.

    - No dependencies to leadwerks anymore. Should run in any OpenGL application.

    - All gui "painting" is handled by one class. Can be switched out to a DirectX "painter" to allow it to run in DirectX applications also.

     

    New Components:

    - Line Charts

    - Image component

    - allows scaling, zooming & panning

     

    Screen shots

     

    LineCharts

    lineChart1.pnglineChart2.png

     

    Image component

    img1.pngimg2.pngimg3.png

     

     

     

    Oh believe me, there will be people interested in this. I am for starters.

     

    A more important question would be: is it going to be free?

     

    That's nice to hear. :) I haven't decided yet, but most likely it will be a free library.

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