Small Status Update

kungfoomasta

17-04-2008 20:05:57

I've hit 3 out of 8 main milestones I wanted to get accomplished before pushing out the next release. I haven't said much, but I'm working a lot on this! :)

twilight17

17-04-2008 23:54:11

What milestones? :D

kungfoomasta

18-04-2008 18:55:15

Well one of the things I will be working on in the near future is Text. I may need some additional help and feedback, I bet its going to be a lot of work.

thecaptain

18-04-2008 20:16:26

Great news! Looking forward to seeing what you've been up to. :D

About the text, are you also going to look into the sharpness issue again? Eventually, that'd be a great thing to fix. Right now its kind of a hack with the 0.9 multiplier and such...

kungfoomasta

18-04-2008 20:58:34

I could look into that, but I doubt I will. :twisted:

Right now the rendering system doesn't draw Text. So I need to come up with a way to draw Text. I want to support the ability to have text with coloring on a character by character basis as well as mixing fonts. This will be tough since fonts regulate character size, which affects the area defined by the text. Not only do I need a good class to store this information, but I need to be able to get glyphs at particular 2d positions, and think about text highlighting, padding, alignment, etc. I'll probably start attacking this starting next week.

kungfoomasta

24-04-2008 18:26:06

I've completed another milestone of mine. Back to text, I've stubbed out the Text class skeleton, but have yet to fill it in. Its almost at the top of my list now.

kungfoomasta

08-05-2008 18:13:22

Still working hard on the next version. I'm not exactly sure when Shoggoth will be released, but I hope to be ready to release the next version when Shoggoth is released, or shortly afterwards. (Shoggoth is a requirement for next version of QuickGUI)

kungfoomasta

18-05-2008 23:24:49

The ToolBar/Menu system has been completed. I'll have to revisit it to polish it up after the Skin system is revamped, but serialization, SubMenus, custom ToolBar/Menu Items are all available. 8)

kungfoomasta

04-06-2008 08:05:48



Still working hard! So much do to and no time to do it in, arg!

(and as I said in the pic, don't pay attention to the Skin, the Skinning system doesn't even exist in my current code base.. :lol: )

NickM

04-06-2008 19:37:02


So much do to and no time to do it in, arg!


Tell me about it! :cry:

Keep up the good work. :D

jingjie

14-06-2008 05:27:31



Still working hard! So much do to and no time to do it in, arg!

(and as I said in the pic, don't pay attention to the Skin, the Skinning system doesn't even exist in my current code base.. :lol: )

I found supper-fast multi-font text-layout implementation of reference.
:D
http://www.ogre3d.org/phpBB2/viewtopic.php?t=41365&postdays=0&postorder=asc&start=0
Canvas:

What: A super-fast, lightweight, 2D-rendering engine for Ogre3D. To be used for powering simple HUDs or basic interface libraries.

Why: Existing solutions seemed a bit inefficient and I felt like tackling the issue. My implementation is able to batch all rendering into one operation, regardless of document complexity, without using any real-time texture caching.

How: The secret sauce is Atlas, a programmatic texture atlas that can pack font glyphs of multiple fonts and texture assets into a single texture. Assets are pre-loaded into an Atlas, eliminating the need for material-switching in a Canvas (allowing me to get the batch count down to one).

kungfoomasta

14-06-2008 20:25:03

Thanks for bringing this up. I keep up to date with Navi and its developments. At first I thought I might be able to make good use of the functionality, but as the system works right now, I use the Ogre Font texture. Canvas doesn't address zOrder issues, for example a Window on top of a Window. Since I do Texture Caching, batching isn't the main issue anymore. The bottleneck would be the amount of time it takes to update a Texture. Each Texture is a Batch, and the smaller the Window Texture the faster it will update, so its up to the user to decide what is acceptable in their application.

thecaptain

10-07-2008 07:25:14

Hey there! Thought I'd check in and see how things are going so far this summer.

Is the plan still to get the next version out by the time Shoggoth comes out? I'm looking forward to checking out the new rendering and widget system :D

Kungfoomasta, is it just a matter of time, or are there any tricky problems that you've run into while making all those changes?

kungfoomasta

10-07-2008 19:17:24

s the plan still to get the next version out by the time Shoggoth comes out?

Yep. I'm not sure if it will have everything I wanted in it, but I will release it anyway, its been a while since I've made a release.

Kungfoomasta, is it just a matter of time, or are there any tricky problems that you've run into while making all those changes?

Things have been a little slow on qgui development, right now I'm working on resizing widgets using the mouse. I want to make it more efficient than the previous method.

Here is a quick list of things I want to add in before release:

- resizing
- scrolling
- console widget
- alpha picking

And text is always a pain. I think I'll need to redo cursor positioning, and implement highlighting.

kungfoomasta

12-07-2008 20:38:01



Resizing completed. This also includes the anchoring system. Anchoring and Resizing are a done a lot more efficiently than before. :D

Next up: scrolling! (Have to port the ScrollBar widgets as a first step)

mr.Zog

14-07-2008 18:03:29

keep it up!

kungfoomasta

16-07-2008 07:09:53



Another pic showing Menus with the new skinning system. The borders are customizable in thickness and appearance, like everything else. Its hard to notice, but the menus are overlapping each other. The amount of overlap is configurable, and can easily be changed if you use serialization:



Menu Edit
{
AllottedWidth 21
ConsumeKeyboardEvents false
Dimensions 30 0 31 20
Dragable false
Enabled true
HorizontalAnchor ANCHOR_HORIZONTAL_LEFT
HoverTime 3
MaxSize 0 0
MenuPanelSkinType default
MenuWidth 100
MinSize 0 0
Name Edit
PADDING_BOTTOM 5
PADDING_LEFT 5
PADDING_RIGHT 5
PADDING_TOP 5
Resizable false
Scrollable true
SkinType default
SubMenuOverlap 2
...

kungfoomasta

22-07-2008 16:46:26

I just noticed part of the previous picture looks blurred, jpg compression for teh lose. :x

In another thread I projected a two week deadline, but I can't make that, it passed 5 days ago or so. :lol: I'm working on the VScrollBar class, and I just recently restored and updated the Image widget. The Image Widget is very simple, except now there are 2 parts: the frame and the Image. Depending on its SkinType, you can choose to have borders, or by default, have a transparent frame.

Technically I could release this for people to try at any time, but the Widget set doesn't match alternatives at the moment. If people are interested in trying this out I could update the SVN.

Currently supported Widgets:

Window (with or without TitleBar)
Panel
Button
Label
TextBox
TextArea (sort of, not really)
Menu
MenuLabel
ToolBar (only supports Menus right now)

I know that in previous versions of QuickGUI there were a lot of clipping problems. There should be no clipping problems in this version, and if there are, they can be very easily fixed. In short, the library should be more reliable in many aspects, although its untested by users for the most part.

kungfoomasta

28-07-2008 00:40:09

Awesome, nobody wants an early version. Less work for me to do. :P



VScrollBar is done. The picture shows all the different button layouts that are supported by the VScrollBar. (Its hard to see the bar since I didn't use a good image for it)

Next is scrolling.

thecaptain

29-07-2008 07:10:35

Nice work! I'm excited to see how things are going, but I'll wait until you get to a point that you're happy with. :D

It looks like there are some good improvements to look forward to. Keep it up!

TWO

08-09-2008 21:33:22

Any news? Maybe you could update the svn.

Looking forward to the new features :D