Okay, let's get this project back on track.

EagleEye

09-11-2005 22:59:43

First of all, I'm going take over COORDINATION of this product.

Since we have so many people wanting to help, but none of them have much time to devote to it, I figure it's good if we have everyone just take a portion of it... if we can knock out 1 small thing at a time, we can progress to an ultimate goal.

First of all, we will still use Ogre 1.0.4. I figure we should work on completing what we have, before we try to convert the working stuff to working with 1.0.5. Who knows, maybe by the time we get done with this 1.0.4 compatible version, Ogre will have a 1.0.6 version out. We could keep trying to "chase the wave", but that's just not practical.

What I'd like to do is first of all get of the people willing to help in contact with me over whatever IM program they prefer.

My IM information:

AIM - DesignerEagleEye
Yahoo - DesignerEagleEye
MSN - eagleeye1975@hotmail.com
ICQ - 384954

You can send me an IM here, but that's will not get to me as quickly.
OR, you can email me. any email that goes to the entire eeisi.com domain goes to me, so ogredotnet@eeisi.com will work... or eagleeye@eeisi.com ...

Basically, there's no excuse for not being able to contact me. :)

NEXT!

What needs to be done?

I'd like to concentrate on CeguiDotNet at first.

A few basic things that need to be completed:

Cegui ListBox
Cegui ListBoxItem
and some basic data types in CEGUI.

In the development of my own game, I have been unable to capture input from a CEGUI EditBox, because I can't use the "InjectKeyDown", "InjectKeyUp" or "InjectChar" functions of the GUIsystem object... mainly because the following aren't wrapped yet:

SWIGTYPE_p_uint
SWIGTYPE_p_utf32

These two things should act the same way as the CeguiDotNet.MouseButton enum... I'm thinking it's a case of Cegui's "KeyCode" enum not being converted. The 3 member functions I mentioned above should all take a character value.

I'm going to work on those 3 things for now. We'll see how I do. :) Honestly, I MUST get these done, so I can continue with the development of my game's GUI.

What I'd like is for everyone working on their own projects using ODN to respond to the new "requests" thread that I'm starting up, so we can have people volunteer to handle the things that need to be done.

In this thread, though, I'd like to have people reply if they think they can help... reply here, AND send me an IM... I'd like to have everyone on my IM lists (I use Trillian, so everyone, regardless of chosen IM program, will be in the same group.)

Let's get this party started guys... we might as well consider Maleficus dead and gone. who knows, maybe he really did die (which would be a great tragedy. He's an amazing guy.)... regardless, the show must go on!

Shabubu

10-11-2005 05:33:23

Already got it working with 1.0.5. :)

I'm planning on using OgreDotNet quite extensively for my sourceforge project (http:\\sourceforge.net\projects\harshreality) and will be adding stuff as needed into it.

I just can't find any real good information on SWIG - all the tutorials out there suck. I just need to get a quick step-by-step, and I might be able to do some of the grunt work.

And information on CEGUI - can't get that to work right, but I don't know much about CEGUI and how it's laid out.

EagleEye

10-11-2005 15:05:47

Already got it working with 1.0.5. :)

I'm planning on using OgreDotNet quite extensively for my sourceforge project (http:\\sourceforge.net\projects\harshreality) and will be adding stuff as needed into it.

I just can't find any real good information on SWIG - all the tutorials out there suck. I just need to get a quick step-by-step, and I might be able to do some of the grunt work.

And information on CEGUI - can't get that to work right, but I don't know much about CEGUI and how it's laid out.


Was it especially tricky? :)

I'm learning quite a bit about swig. The documentation isn't that great, but it's enough.

I am not sure about using a non-standard ogre build... I want to base the project off of something solid that everyone has access too, not a moving target.

Shabubu

10-11-2005 18:02:20

It wasn't too tricky - see my other post for the most troublesome part (CEGUI Events). Seems like Maleficus had numerous problems with these events as well.

As for following a moving target, each version shouldn't be too different. This is my personal opinion, but I'd rather make small changes per version than wait for a major update and potentially have a lot of downtime catching up.

But, on that note - I can't get it to work right on 1.0.5 (CEGUI Events, again...) so it'd make more sense for me to put energy towards catching the rest of CEGUI up to par with 1.0.4. Assuming it all works on 1.0.4? Perhaps by then, I would know enough about how this all works to get Events working on other versions. :mrgreen:

EagleEye

10-11-2005 18:36:37

CEGUI works fairly well with 1.0.4 currently.

The only problem I'm having right now, as I stated above, is injecting keycodes in to the GUI System, because the UINT value of the keycode isn't properly wrapped. CEGUI::Key is wrapped properly... InjectKeyCode is wrapped... but the UINT argument isn't.

Last night I was working on this, and I have wrapped UINTs, but that caused a bunch of other problems. I need to specifically go through all of the functions that are now broken, and specifically modify them in the SWIG definition files so they all work. (I'm not sure how many of these there are, but it may be about 60 to 70).

I'm going to continue working on it tonight.

Shabubu

10-11-2005 18:59:20

Do you mind emailing me the changed files, or attaching them to a message here? I would hate to duplicate work.

shabubu@gmail.com

EagleEye

10-11-2005 21:33:16

Do you mind emailing me the changed files, or attaching them to a message here? I would hate to duplicate work.

shabubu@gmail.com


Well, honestly, that's what the CVS is for. This is why I'm asking people to volunteer for things, so work isn't duplicated.

I'm currently learning how SWIG works, and it's not as hard as I thought.

The problem that I am addressing is that many data types were not wrapped... so I'm handling that. The InjectKeyUp/down functions all take a UINT as a value (the key.scan value, which I'm renaming to key.code)... UINT wasn't wrapped... now that UINT is wrapped, it broke a bunch of the PINVOKE calls to functions where a RefHandle is required (no conversion from UINT to RefHandle errors)... all of those functions need to be manually wrapped to change the broken arguments... so that's what I'm working on.

Shabubu

10-11-2005 22:05:04

Does everyone have access to commit to the cvs for this project?

If not, can I get access to this CVS so I can get your wrappings?

Or...

EagleEye

10-11-2005 22:57:57

Does everyone have access to commit to the cvs for this project?

If not, can I get access to this CVS so I can get your wrappings?

Or...


Getting the contents of the CVS is open to everyone... there is a 24 hour delay between when something is committed and when everyone can get it.

If you have a sourceforge login, you can be added to the ogre project, so you can commit changes yourself.

Maleficus had it set up with me and him with access (me so I wouldn't have to wait 24 hours to test what he had done, him so he could commit changes). I would never make changes... I'd ask him to do so.

Others submitted patches and updates directly to him, and he incorporated them in to the project, then committed the change. That's the way I think we should continue doing this.

Send me updates, I'll incorporate it all in to what I have, and commit the changes.

My big caveat here is that I will not commit an unstable change... so if 1 change breaks a bunch of other stuff, I will have to make all that other stuff work again before the change is committed.

Nachtwind

11-11-2005 11:46:11

wouldnt it be possible to have a stable and unstable branch? Thats a bit more complex for admistration, bu on the other hand devs may try to work with the unstable and wipe out the errors (and of course contribute it to the community again as well) so the stable parts of the unstable branch can be added to the stable branch of ODN

Shabubu

11-11-2005 23:08:40

"Maleficus had it set up with me and him with access (me so I wouldn't have to wait 24 hours to test what he had done, him so he could commit changes). I would never make changes... I'd ask him to do so."

Is it possible to get that setup with me? Sourceforge account: shabubu

I'll still leave final commits up to you, but I have a hard time working 24 hours behind someone. I'm going to have a lot of time coming up real soon to put into this - so the less amount of that time being wasted by waiting the better on my end.

EagleEye

12-11-2005 07:01:15

I'll send a message to Sinbad explaining the situation and ask him to add you.

ryedin

22-11-2005 16:47:29

Hi, I'm interested in helping. I have a great desire to get Ogre running in dot net for my project, since I'm not really strong in c++....

Let me know what I can do. I write c# for a living so I should be able to fit in somewhere, but I'm having a bit of a hard time getting my brain around SWIG... I'll get it though.

Sinjaph

22-11-2005 17:39:01

I'm familiar with both C++ & C# but not very good at SWIG. maybe i can help?