digitalmars.D - Need some opinions for a GUI editor
- Flamaros (36/36) May 28 2013 Hi,
- Denis Shelomovskij (13/48) May 29 2013 As for me, a GUI editor is completely unneeded. Currently I'm using GTK+...
- Flamaros (7/71) May 29 2013 Our GUI library will be interesting for modern Interfaces with
- Paulo Pinto (7/43) May 29 2013 I always hold Delphi and C++ Builder as examples of a what a good
- Flamaros (3/52) May 29 2013 It seems Blend can directly run on top of the application. Are
- Paulo Pinto (10/65) May 29 2013 What you mean by "run on top" ?
- Flamaros (6/72) May 29 2013 Do blend works with C++?
- Paulo Pinto (8/84) May 29 2013 Yes, in Windows 8 Apps when doing XAML with C++/CX.
- Flamaros (4/17) May 29 2013 The intrusive method we think about, will allow use to get a full
- Jacob Carlborg (8/43) May 29 2013 I would go with the first approach because I would guess it's easier.
- Flamaros (71/131) May 29 2013 You think it's easier to do or to use?
- Jakob Ovrum (2/3) May 29 2013 Just curious, but, are you using LuaD?
- Flamaros (3/7) May 29 2013 Nop, I use lua directly (but loaded with derelict).
- Jakob Ovrum (3/5) May 29 2013 Yes! :)
- Flamaros (7/13) May 29 2013 Maybe you'll do a pull request to migrate to luaD when we'll open
- Jakob Ovrum (4/6) May 29 2013 I will, I imagine it would be a pleasure. Deleting all that
- Jesse Phillips (2/8) May 29 2013 I concur, LuaD makes Lua an excellent extension to D.
- Flamaros (5/14) May 29 2013 At the beginning of the project we tough of using a javascript
- Jacob Carlborg (7/9) May 29 2013 I would think it's easier to develop such editor. Probably just as easy
- Flamaros (7/16) May 29 2013 We'll have nothing else than Lua declarations, and Items
- Jacob Carlborg (4/9) May 30 2013 Ok, I see. That seems to be a bit more tricky.
- Martin Nowak (6/20) May 29 2013 I think an integrated editor has a huge benefit because of the instant
- Flamaros (7/34) May 29 2013 Yes that just what I think about this evening, developing the
- Martin Nowak (2/5) May 29 2013 What do you use for rendering?
- Flamaros (3/10) May 29 2013 We use OpenGL 2.1, we target this particular version for intel
- Denis Koroskin (5/17) May 29 2013 You can combine both approaches: make the editor an external app
Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?
May 28 2013
29.05.2013 1:25, Flamaros пишет:Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?As for me, a GUI editor is completely unneeded. Currently I'm using GTK+ for my apps so I tried to use Glade a long time ago but finished manually writing all the code as it: 1. It is not complicated and not time-wasted at all. 2. It gives you more control on the application. 3. It saves you time (!) as you can use you own functions for common widgets creation/location patterns. So if your library isn't that silly one where you have to manually specify widget location/size in parent don't waste your time on GUI editor. -- Денис В. Шеломовский Denis V. Shelomovskij
May 29 2013
On Wednesday, 29 May 2013 at 07:56:19 UTC, Denis Shelomovskij wrote:29.05.2013 1:25, Flamaros пишет:Our GUI library will be interesting for modern Interfaces with animations. I really think that it's easier to tweak animations and positions of items in real time. The editor will not hide script code, so manual edition will be possible too.Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?As for me, a GUI editor is completely unneeded. Currently I'm using GTK+ for my apps so I tried to use Glade a long time ago but finished manually writing all the code as it: 1. It is not complicated and not time-wasted at all. 2. It gives you more control on the application. 3. It saves you time (!) as you can use you own functions for common widgets creation/location patterns. So if your library isn't that silly one where you have to manually specify widget location/size in parent don't waste your time on GUI editor.
May 29 2013
On Tuesday, 28 May 2013 at 21:25:05 UTC, Flamaros wrote:Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?I always hold Delphi and C++ Builder as examples of a what a good UI editor should offer. Currently Blend + VS are also another good examples for proper tooling for making good UIs. -- Paulo
May 29 2013
On Wednesday, 29 May 2013 at 08:49:24 UTC, Paulo Pinto wrote:On Tuesday, 28 May 2013 at 21:25:05 UTC, Flamaros wrote:It seems Blend can directly run on top of the application. Are you using this feature?Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?I always hold Delphi and C++ Builder as examples of a what a good UI editor should offer. Currently Blend + VS are also another good examples for proper tooling for making good UIs. -- Paulo
May 29 2013
On Wednesday, 29 May 2013 at 09:40:33 UTC, Flamaros wrote:On Wednesday, 29 May 2013 at 08:49:24 UTC, Paulo Pinto wrote:What you mean by "run on top" ? I use it to have a look if everything looks like and for some stuff I need to execute the application but it requires runtime information. Blend can work with VS solutions and also invoke MSBuild, but if you are doing custom controls and stuff it is better to do certain parts from VS side, hence using both. -- PauloOn Tuesday, 28 May 2013 at 21:25:05 UTC, Flamaros wrote:It seems Blend can directly run on top of the application. Are you using this feature?Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?I always hold Delphi and C++ Builder as examples of a what a good UI editor should offer. Currently Blend + VS are also another good examples for proper tooling for making good UIs. -- Paulo
May 29 2013
On Wednesday, 29 May 2013 at 11:36:54 UTC, Paulo Pinto wrote:On Wednesday, 29 May 2013 at 09:40:33 UTC, Flamaros wrote:Do blend works with C++? I don't know how it "run on top" but on the documentation page tell that it can be aware of states that are normally only on run-time. Maybe with a static introspection or like we propose with the intrusive way.On Wednesday, 29 May 2013 at 08:49:24 UTC, Paulo Pinto wrote:What you mean by "run on top" ? I use it to have a look if everything looks like and for some stuff I need to execute the application but it requires runtime information. Blend can work with VS solutions and also invoke MSBuild, but if you are doing custom controls and stuff it is better to do certain parts from VS side, hence using both. -- PauloOn Tuesday, 28 May 2013 at 21:25:05 UTC, Flamaros wrote:It seems Blend can directly run on top of the application. Are you using this feature?Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?I always hold Delphi and C++ Builder as examples of a what a good UI editor should offer. Currently Blend + VS are also another good examples for proper tooling for making good UIs. -- Paulo
May 29 2013
On Wednesday, 29 May 2013 at 12:41:44 UTC, Flamaros wrote:On Wednesday, 29 May 2013 at 11:36:54 UTC, Paulo Pinto wrote:Yes, in Windows 8 Apps when doing XAML with C++/CX. After 16 years, Microsoft finally catches up with Borland's C++ Builder.On Wednesday, 29 May 2013 at 09:40:33 UTC, Flamaros wrote:Do blend works with C++?On Wednesday, 29 May 2013 at 08:49:24 UTC, Paulo Pinto wrote:What you mean by "run on top" ? I use it to have a look if everything looks like and for some stuff I need to execute the application but it requires runtime information. Blend can work with VS solutions and also invoke MSBuild, but if you are doing custom controls and stuff it is better to do certain parts from VS side, hence using both. -- PauloOn Tuesday, 28 May 2013 at 21:25:05 UTC, Flamaros wrote:It seems Blend can directly run on top of the application. Are you using this feature?Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?I always hold Delphi and C++ Builder as examples of a what a good UI editor should offer. Currently Blend + VS are also another good examples for proper tooling for making good UIs. -- PauloI don't know how it "run on top" but on the documentation page tell that it can be aware of states that are normally only on run-time. Maybe with a static introspection or like we propose with the intrusive way.Yes, that is possible, but not for everything. Like in most UI toolkits, your components need to be aware of a design mode. -- Paulo
May 29 2013
On Wednesday, 29 May 2013 at 13:52:31 UTC, Paulo Pinto wrote:The intrusive method we think about, will allow use to get a full control of all items derived from our basics objects. So I imagine your prefer this solution?Do blend works with C++?Yes, in Windows 8 Apps when doing XAML with C++/CX. After 16 years, Microsoft finally catches up with Borland's C++ Builder.I don't know how it "run on top" but on the documentation page tell that it can be aware of states that are normally only on run-time. Maybe with a static introspection or like we propose with the intrusive way.Yes, that is possible, but not for everything. Like in most UI toolkits, your components need to be aware of a design mode. -- Paulo
May 29 2013
On 2013-05-28 23:25, Flamaros wrote:Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?I would go with the first approach because I would guess it's easier. The editor creates the controls. When saving it will serialize all the controls to some format. This format is then read by the application. For serialization you could have a look at Orange: https://github.com/jacob-carlborg/orange -- /Jacob Carlborg
May 29 2013
On Wednesday, 29 May 2013 at 09:51:04 UTC, Jacob Carlborg wrote:On 2013-05-28 23:25, Flamaros wrote:You think it's easier to do or to use? We can't do serialization because our GUI files are lua scripts. It looks like : [CODE] Image { id = "image", source = "images/pngtest.png", x = 50, y = 50, titi = 0, toto = function() return image.width + image.height end, onTotoChanged = function() image.titi = image.toto print("onTotoChanged = "..image.titi) end, Button { width = function() return image.width end, height = function() return image.height end, } } [/CODE] Button isn't a D Object : [CODE] function Button(t) print(t.width) local Buttonimage3 = Image { id = "Buttonimage", width = 100, -- property binding, when image change width is automatically updated height = 50, -- opGet = function(propertyName) -- return ButtonmouseArea[propertyName] -- end, -- opSet = function(propertyName, value) -- ButtonmouseArea[propertyName] = value -- end, source = function () if ButtonmouseArea.pressed then -- property binding, when mouseArea state change this condition is updated directly return "images/Alpha-blue-trans.png" else return "images/pngtest.png" end end, MouseArea { -- parent/child object encapsulation id = "ButtonmouseArea", width = function () return Buttonimage.width end, height = function () return Buttonimage.height end, }, } for key, value in pairs(t) do print(value) Buttonimage3[key] = value end return Buttonimage3 end [/CODE]Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished). We think to try to create a GUI editor based on our library. In this way, we'll see which features are need. My concern is about how the editor have to works, we see two different ways to do it : 1) Classic editor external to the user applications a) Good : - Lightweight (easy to deploy and test) - No need to modify application code - Stable due to isolation of application - Real-time edition but limited on one view (bad to preview menus transitions) b) Bad : - Limited, plugins needed to extend editor components and his knowledge of application (can't predict size of unknown application specific items) 2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor? The second solution is commonly used in the video game industry, but is the best choice for a larger usage? What do you think about?I would go with the first approach because I would guess it's easier. The editor creates the controls. When saving it will serialize all the controls to some format. This format is then read by the application. For serialization you could have a look at Orange: https://github.com/jacob-carlborg/orange
May 29 2013
On Wednesday, 29 May 2013 at 10:22:21 UTC, Flamaros wrote:We can't do serialization because our GUI files are lua scripts.Just curious, but, are you using LuaD?
May 29 2013
On Wednesday, 29 May 2013 at 11:11:36 UTC, Jakob Ovrum wrote:On Wednesday, 29 May 2013 at 10:22:21 UTC, Flamaros wrote:Nop, I use lua directly (but loaded with derelict). Can LuaD manage metatables and other advanced features?We can't do serialization because our GUI files are lua scripts.Just curious, but, are you using LuaD?
May 29 2013
On Wednesday, 29 May 2013 at 12:31:51 UTC, Flamaros wrote:Nop, I use lua directly (but loaded with derelict). Can LuaD manage metatables and other advanced features?Yes! :) it's intended as a no-compromise wrapper of the C API.
May 29 2013
On Wednesday, 29 May 2013 at 12:37:51 UTC, Jakob Ovrum wrote:On Wednesday, 29 May 2013 at 12:31:51 UTC, Flamaros wrote:Maybe you'll do a pull request to migrate to luaD when we'll open the repository. For the moment, we prefer to restrict such modifications because we have some features to add the declaration engine. We also think to create a converter from a simplified syntax to the full lua syntax.Nop, I use lua directly (but loaded with derelict). Can LuaD manage metatables and other advanced features?Yes! :) it's intended as a no-compromise wrapper of the C API.
May 29 2013
On Wednesday, 29 May 2013 at 12:48:15 UTC, Flamaros wrote:Maybe you'll do a pull request to migrate to luaD when we'll open the repository.I will, I imagine it would be a pleasure. Deleting all that tedious, bug-prone stack-based code and replacing it with spurious, declarative one-liners sounds like a lot of fun ;)
May 29 2013
On Wednesday, 29 May 2013 at 12:51:24 UTC, Jakob Ovrum wrote:On Wednesday, 29 May 2013 at 12:48:15 UTC, Flamaros wrote:I concur, LuaD makes Lua an excellent extension to D.Maybe you'll do a pull request to migrate to luaD when we'll open the repository.I will, I imagine it would be a pleasure. Deleting all that tedious, bug-prone stack-based code and replacing it with spurious, declarative one-liners sounds like a lot of fun ;)
May 29 2013
On Wednesday, 29 May 2013 at 17:58:19 UTC, Jesse Phillips wrote:On Wednesday, 29 May 2013 at 12:51:24 UTC, Jakob Ovrum wrote:At the beginning of the project we tough of using a javascript engine like QML, but all are in c++ and we already know well Lua. D would be nice too, but maybe not really good for declarations language and not ready for our use.On Wednesday, 29 May 2013 at 12:48:15 UTC, Flamaros wrote:I concur, LuaD makes Lua an excellent extension to D.Maybe you'll do a pull request to migrate to luaD when we'll open the repository.I will, I imagine it would be a pleasure. Deleting all that tedious, bug-prone stack-based code and replacing it with spurious, declarative one-liners sounds like a lot of fun ;)
May 29 2013
On 2013-05-29 12:22, Flamaros wrote:You think it's easier to do or to use?I would think it's easier to develop such editor. Probably just as easy to use as a built in editor.We can't do serialization because our GUI files are lua scripts.I assume you will have some kind of objects floating around in memory. Serialize those to whatever format you use, in this case Lua. -- /Jacob Carlborg
May 29 2013
On Wednesday, 29 May 2013 at 19:35:31 UTC, Jacob Carlborg wrote:On 2013-05-29 12:22, Flamaros wrote:We'll have nothing else than Lua declarations, and Items properties aren't simple values because we are using propety bindings pattern (you make take a look at http://en.wikipedia.org/wiki/QML). With that their is nothing static, to illustrate if you size the window all can be adapted efficiently by user defined behaviors.You think it's easier to do or to use?I would think it's easier to develop such editor. Probably just as easy to use as a built in editor.We can't do serialization because our GUI files are lua scripts.I assume you will have some kind of objects floating around in memory. Serialize those to whatever format you use, in this case Lua.
May 29 2013
On 2013-05-29 23:43, Flamaros wrote:We'll have nothing else than Lua declarations, and Items properties aren't simple values because we are using propety bindings pattern (you make take a look at http://en.wikipedia.org/wiki/QML). With that their is nothing static, to illustrate if you size the window all can be adapted efficiently by user defined behaviors.Ok, I see. That seems to be a bit more tricky. -- /Jacob Carlborg
May 30 2013
On 05/28/2013 11:25 PM, Flamaros wrote:2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor?I think an integrated editor has a huge benefit because of the instant feedback. You could use IPC and have the editor in a separate application. That is probably more difficult to implement but it mitigates your negative points. https://developers.google.com/chrome-developer-tools/docs/remote-debugging
May 29 2013
On Wednesday, 29 May 2013 at 17:28:52 UTC, Martin Nowak wrote:On 05/28/2013 11:25 PM, Flamaros wrote:Yes that just what I think about this evening, developing the editor with an Object reflection trough a network API. If the API of the protocol is enough good it will certainly possible to implement something trough USB too. I think we'll need use more __traits :-). It will like remote debugging on JVM too.2) Integrated editor (launch with the user application in a second Window) a) Good : - Preview is the final result with real data - All application components accessible to the editor without complex plugin system (in this way all editors components will be well placed in the preview) - Full real-time edition (can preview menus transitions,...) - User can customize the editor b) Bad : - Intrusive in the application code - Force the user to port application on a desktop OS (Linux, Mac or Windows), not friendly if he target only embedded devices (can be bypassed with a remote system) - Less stable editor?I think an integrated editor has a huge benefit because of the instant feedback. You could use IPC and have the editor in a separate application. That is probably more difficult to implement but it mitigates your negative points. https://developers.google.com/chrome-developer-tools/docs/remote-debugging
May 29 2013
On 05/28/2013 11:25 PM, Flamaros wrote:Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished).What do you use for rendering?
May 29 2013
On Wednesday, 29 May 2013 at 19:38:57 UTC, Martin Nowak wrote:On 05/28/2013 11:25 PM, Flamaros wrote:We use OpenGL 2.1, we target this particular version for intel drivers and stay close to OpenGLES.Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished).What do you use for rendering?
May 29 2013
On Wednesday, 29 May 2013 at 21:45:38 UTC, Flamaros wrote:Need some opinions for a GUI editorYou can combine both approaches: make the editor an external app that would communicate with your running application (if it's compiled in an editor-enabled mode).On Wednesday, 29 May 2013 at 19:38:57 UTC, Martin Nowak wrote:It's very interesting to see what you guys did so far! :)On 05/28/2013 11:25 PM, Flamaros wrote:We use OpenGL 2.1, we target this particular version for intel drivers and stay close to OpenGLES.Hi, I and a friend are developing a GUI library, and now our script engine is ready to start a prototype (but far to be finished).What do you use for rendering?
May 29 2013