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Posted
about 15 years
ago
by
Olivier Boudeville
Sorry, I was wanting to send it to the list as well.
Olivier.
-------- Message original --------
Sujet: Re: [Agar] Centering elements
Date : Thu, 25 Nov 2010 23:34:04 +0100
De : Olivier Boudeville <olivier.boudeville-JzmmFc79I1NQFI55V6+gNQ<
... [More]
at >public.gmane.org>
Pour : Julien Nadeau <vedge-xWq8P/a1moLx9BLsLxWUfA< at >public.gmane.org>
Hi Julien,
Thanks for your answer, it works good for labels. Is there a way to do
the same for images as well? Centering and right-aligning would be quite
convenient.
On an unrelated note, is there any other way than using
AG_SetDefaultFont to set the font to be used for a label? Should not
there be a font associated to a label?
Regarding HTML links:
- http://libagar.org/mdoc.cgi?man=AG_Font.3 is a dead link (ex:
referenced in http://libagar.org/mdoc.cgi?man=AG_FontSelector.3)
- same thing for http://libagar.org/mdoc.cgi?man=printf.3 (from
http://libagar.org/mdoc.cgi?man=AG_Label.3)
- a link to 'font' from 'label' could be interesting
Thanks again for this library,
Best regards,
Olivier Boudeville.
Le 24/11/2010 05:05, Julien Nadeau a écrit :
_______________________________________________
Agar mailing list
Agar-xWq8P/a1moLx9BLsLxWUfA< at >public.gmane.org
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Posted
about 15 years
ago
by
Julien Nadeau
This should do the trick:
AG_Label *label;
label = AG_LabelNew(parent, AG_LABEL_HFILL, "foo");
AG_LabelJustify(label, AG_TEXT_CENTER);
Fixed, thanks. "fixedres" is the correct one.
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Posted
about 15 years
ago
by
Olivier Boudeville
Hi,
I would like to display a label centered in its container: is there any
built-in way to do that? I was also thinking to computing and assigning
directly its coordinates to have it at the center (thus bypassing the
actual packing system), or
... [More]
to use empty left/right and top/bottom
elements so that a pane would pack it by design at the center, but both
solutions seem a bit awkward?
By the way in http://libagar.org/mdoc.cgi?man=AG_Fixed.3a demos/gamemenu
demo is mentioned but does not seem to exist (at least not on the 1.4.0
version from SVN).
Thanks,
Best regards,
Olivier Boudeville.
_______________________________________________
Agar mailing list
Agar-xWq8P/a1moLx9BLsLxWUfA< at >public.gmane.org
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Posted
about 15 years
ago
by
Olivier Boudeville
Hi,
When defining a label, using the default font results in a properly
shaped surface: http://esperide.com/label-with-default-font.png whereas
using another (non-default, TTF) font leads to a truncated surface,
apparently not taking into account
... [More]
the actual size of the text:
http://esperide.com/label-with-ttf.png
Unless there is something specific to be done so that labels are resized
accordingly?
(corresponding minimal test code is attached)
Minor typo: in the doc of AG_FetchFont
(http://libagar.org/mdoc.cgi?man=AG_Text.3#AG_TextInfo), the signature
mentions "points", whereas the text uses "size".
By the way, any answer regarding my preceding mail about going to
fullscreen mode?
Thanks for any hint,
Olivier Boudeville.
_______________________________________________
Agar mailing list
Agar-xWq8P/a1moLx9BLsLxWUfA< at >public.gmane.org
http://libagar.org/lists.html
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Posted
about 15 years
ago
by
Vern Jensen
Great to hear, thanks for the reply Julien.
Question: how would I make Agar on OS X so it:
A) Uses the MacOS X 10.4 API (i.e. minimum requirement is 10.4)
B) Is Universal Binary
C) Uses OpenGL (as well as SDL, but OpenGL is my renderer)
D) Uses
... [More]
Freetype (already installed and built)
I'm running on OS X 10.6, but when using XCode projects,
you simply specify the MacOS X API you want
to build against (in my case 10.4). I don't know how to
specify this when using the UNIX style build
process instead of XCode. (And also, the pre-compiled
binary that ships for OS X is PPC-only. I need a
Universal Binary version.)
Another option might be to just drop Agar's source directly
into my project? If so, how would I
configure that it should use OpenGL, and which source files
would I want to add?
Hope my questions aren't too noobish...
-Vern
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Posted
about 15 years
ago
by
Julien Nadeau
Agar 1.4 should work on any version of OS X. It happens that I had
10.5 installed on my laptop at the time that release was made. We
don't have the resources to provide precompiled binaries for every
OS X version, but you shouldn't have any problem
... [More]
compiling Agar 1.4
from source on OS X 10.4.
If you run into compilation problems, please don't hesitate to file
a bug report.
On Tue, Nov 16, 2010 at 09:00:24PM +0000, Vern Jensen wrote:
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Posted
about 15 years
ago
by
Vern Jensen
I'm developing a cross-platform game based on SDL 1.3 and OpenGL.
I'd like to add dialog boxes, and Agar looks perfect for this.
However, I'd like my game to be able to run on MacOS X 10.4 and later.
It seems Agar 1.4 requires OS X 10.5
Looking
... [More]
at the SVN tree, it appears that Agar 1.3.3 has a build for
MacOS X 10.4. I'm wondering what the advantages / disadvantages to
using this older build would be.
My needs are pretty modest. I mostly want simple message dialog boxes,
but in some cases a field for text input (so a user can enter their high score),
plus a more complicated Options dialog box, with sliders for music/volume,
pop-up menus for graphics settings, and checkboxes for other options. Any
reason to not go with Agar 1.3.3, so I can compile for OS X 10.4?
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Posted
about 15 years
ago
by
Julien Nadeau
Hi,
This is caused by a bug in Agar-1.4.0, which incorrectly selected the
"sdlfb" driver in this case. The fix is in SVN and will be included in
the next release.
On Wed, Nov 10, 2010 at 03:24:17PM +1100, Darcu wrote:
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Posted
about 15 years
ago
by
Darcu
Hi, I've been working to build a SDL+OpenGL game engine for a while now,
and decided to build the editor GUI using Agar.
Anyway, I want to be able initialize the OpenGL/SDL context
myself, and then to be able to turn on an editor mode in the
engine
... [More]
using Agar later. Anyway, I wrote some small test code to see if
I could launch Agar with a previously defined OpenGL SDL_Surface. The
program is adapted from the
C++ demo.
Code:
#include <agar/core.h>
#include <agar/gui.h>
#include <agar/gui/opengl.h>
#ifdef _APPLE_
#include <SDL/SDL_opengl.h>
#include <SDL/SDL.h>
#else
#include <SDL_opengl.h>
#include <SDL.h>
#endif
#include <iostream>
using namespace std;
int
main(int argc, char *argv[])
{
AG_Window *win;
SDL_Surface * screen;
SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER);
/*Set buffer sizes*/
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8);
screen = SDL_SetVideoMode(640,480,32,SDL_OPENGL| SDL_HWSURFACE);
if (AG_InitCore("cpp-demo", 0) == -1) {
cerr << AG_GetError() << endl;
return (1);
}
if (AG_InitVideoSDL(screen,AG_VIDEO_OPENGL) == -1) {
cerr << AG_GetError() << endl;
return (-1);
}
AG_BindGlobalKey(AG_KEY_ESCAPE, AG_KEYMOD_ANY, AG_Quit);
win = AG_WindowNew(0);
AG_LabelNew(win, 0, "Hello World!");
AG_WindowShow(win);
AG_EventLoop();
AG_Destroy();
return (0);
}
As you can see I'm calling AG_InitVideoSDL. The above code
segment works correctly if you remove the SDL_OPENGL
flag from SDL_SetVideoMode, otherwise it causes a
segmentation fault when AG_EventLoop is called. I did a
stack trace, and found that the function SDL_FillRect
was being called, which would indicate that the non-opengl
sdl driver is being called. So, my question is this, what is the
correct way of setting Agar up for an OpenGl based
SDL_Surface which has already been created. I'm keen to
have a strict control on Agar using a custom event loop,
but for now I just want to get it accepting my surface.
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Posted
about 15 years
ago
by
Fabian Svara
Hi,
when a menu generated by AG_MenuNew contains a submenu, e.g.
created like this:
menu = AG_MenuNewGlobal(0);
AG_MenuNode(menu->root, "Item 1", NULL);
menuItem = AG_MenuNode(menu->root, "Item 2", NULL);
{
... [More]
subMenuItem = AG_MenuNode(menuItem, "Subitem", NULL);
AG_MenuAction(subMenuItem, "Subitem Action", NULL, cb, NULL);
}
Then it is possible to open the submenu window containing the
"Subitem Action" entry with the window containing the "Subitem" entry
being collapsed.
This is achieved by opening the "Item 2" menu and then quickly moving
the mouse from the "Subitem" to "Item 1". This is dependent on timing
but can easily be triggered.
This in itself isn't very beautiful, but when the "Subitem" is then
expanded a second time, the application crashes.
I also reported this to bugzilla, #174.
The following change to gui/menu.c fixes the problem for me, but I
didn't spend the time to check whether this was the "right" way to solve
the issue...
--- menu.c 2010-04-15 15:18:09.000000000 +0200
+++ menu.c 2010-10-29 14:23:24.442771835 +0200
< at >< at > -167,6 +167,8 < at >< at >
x += WIDGET(parentWidget)->rView.x1;
y += WIDGET(parentWidget)->rView.y1;
winParent = WIDGET(parentWidget)->window;
+ if(!winParent)
+ return(NULL);
} else {
m = mi->pmenu;
winParent = NULL;
Best regards,
Fabian Svara
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