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Messages - aravol

#1
DotNet / Implementation of TGUI in the wild
27 August 2013, 19:42:05
Greetings to everyone, I just got done with a fevered weekend of development, and then spent a day mostly comatose. For those who did not know, the 27th triennial Ludum Dare constest has just concluded, and in such, I entered a game built on the TGUI libraries. Please check it out and tell me what you think~!

https://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27616
#2
Let me know if you'd like a hand with those tutorials~
#3
Not even a few - basically  I just added a System.Resources.Resource Manager to the Global object, and then GetTexture and he ConfigFile constructor check against it before opening files. Because of how easy it is to open streams, I only had to modify the code that starts up the streams, and none of how those streams are handled. Shoot me an email and I'll be able to send you a working copy n.n
#4
Test case has been done. The system works, with surprisingly little modification, as well. However, instead of directly using Streams, I have made the system work with a passed in ResourceManager, which is then checked for when Config files or Textures are loaded. If the filename is found as a valid Key in the resource, the resource is loaded instead. Works for images, config files pending
#5
Quote from: aravol on 07 August 2013, 14:46:11
My first thought on getting the Config files working with streams is to set a Stream or Resource in the Texture Manager that opens the base Texture being loaded from. Thus, the config files would point to a Resource key for their sheet, instead of a filename, and otherwise work the same way.

Quick test case, make that the passing in of a Resource Manager, which the Texture Manager then calls .GetObject to reference the "filename" - once it has this Byte[] it can make a MemoryStream from it, and then one should be able to start utilizing the other Texture Manager functions as before. As said, I'll poke around with it later tonight.

Also, thanks again for the prompt reply n.n
#6
Well, seems my foray into the underlying code wasn't quite complete.

My first thought on getting the Config files working with streams is to set a Stream or Resource in the Texture Manager that opens the base Texture being loaded from. Thus, the config files would point to a Resource key for their sheet, instead of a filename, and otherwise work the same way.

Quote from: texus on 07 August 2013, 12:00:13Did you have to do anything special for the Tao.OpenGL, or was it enought to include the sfml libraries?

I did have to add the Tao.OpenGL and Tao.OpenGL.ExtensionLoader DLLs, but only to the references. Once I did this and then "added existing item" across the TGUI source, it all built without complaint. The test project implementing this local build has no association to OpenGL, though I haven't yet opened a working widget due to the aformentioned streaming concerns.
#7
DotNet / Implementation of Stream and branches
07 August 2013, 06:53:55
Greetings!

Currently, I have begun implementation of this library with a personal project I and some friends are working on using SFML. We're using C#, and I have begun using the TGUI library.

In trying to keep some standardization, we're making use of resource files. I am finding that while some aspects have constructor implementations using Stream (ie Font) others simply do not (ie Picture), and thus make the use of Resources much more difficult. I have begun patching my local copy to support this, and was wondering if this was something planned for the final release, or if there was a way we could share these branched modifications?

PS if it might also be relevant, I'm currently building on a Windows machine, and was able to get the library up effortlessly simply by recompiling the source.