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Patrik

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Everything posted by Patrik

  1. If you already are using an Arduino for controlling the doors it would be very easy to hook up a PIR sensor to it. Then you only need to check for a LOW/HIGH signal coming out of it to see if there is any motion in front of it. http://bildr.org/2011/06/pir_arduino/
  2. In the progress of redoing my Gui for the OpenGL core profile. And with less external dependencies this time. Supports both skinned and non-skinned gui components. The grey components are drawn using primitives and the blueish components are skinned from the MoonifyUI PSD http://www.designkindle.com/2011/12/07/moonify-ui/ It is also possible to use any other template, one needs to create an xml file saying where the component starts (x, y) and specifiy the width etc. so it knows what goes where.
  3. Nice. A question regarding the new built in physics shapes. Can you parent/skin the physics shapes to the bones of a 3d model in the Modelling software? E.g. create a foot shape and attach it to the foot bone so it follows the character animation?
  4. I also did it the way Rick mentioned. Doing an raycast to check if the gun is going inside the wall and if it does point the gun at the ground instead. Effect can be seen in this video: http://www.leadwerks.com/werkspace/page/videos/_/-r169
  5. Hi BES Last screenshot looking really good. Especially the planet and its atmosphere.
  6. Patrik

    Mages Alchemy

    It's a nice touch, and if you are panning between camera nodes you get control over when these trees passes the camera. I was just afraid they were going to get in the way when e.g. trying jump over a gap or pick something from the ground. It would be annoying to not see exactly where you are going in in those kind of situations.
  7. Patrik

    Mages Alchemy

    Haven't tried the demo yet but I watched your video. Looks good so far, nice to see something that has progressed further than a concept. I like the 'dynamic' Camera that follows the player, it could be a bit more smooth though. How do you decide/calculate where the camera should be placed as the character progresses through the level as the camera rotates/zooms in a bit in some places? Only thing about it is that the foreground trees obstructs the view sometimes which can be annoying. It is also a bit repetitive with all the bridge challenges, but I guess there will be more variations of obstacles/challenges to overcome in the final version. Good work so far and two thumbs up from me.
  8. I've been using ftgl 2.1.3-rc5 from http://sourceforge.net/projects/ftgl/develop with freetype 2.4.4 http://www.freetype.org/
  9. No soil is used for loading images and is used by the GuiImage component. I'm suspecting ftgl because that is used both in the GuiFont and GuiFontManager. And also from the error messages it seems like ftgl would be missing. Both FTTextureFont & FTFont are from the ftgl library. I tried recreating the problem myself. I tried compiling pfwgui without providing ftgl.lib and it did not complain but built successfully. But then when trying to link pfwgui into my project, I got the same errors. 1>------ Build started: Project: PFWTest, Configuration: Debug Win32 ------ 1>Linking... 1>PFWTest.obj : error LNK2019: unresolved external symbol "public: bool __thiscall GuiFontManager::setDefaultFont(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?setDefaultFont@GuiFontManager@@QAE_NV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) referenced in function _main 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall FTTextureFont::FTTextureFont(char const *)" (__imp_??0FTTextureFont@@QAE@PBD@Z) referenced in function "private: void __thiscall GuiFontManager::loadFonts(void)" (?loadFonts@GuiFontManager@@AAEXXZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall FTTextureFont::FTTextureFont(char const *)" (__imp_??0FTTextureFont@@QAE@PBD@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::Attach(unsigned char const *,unsigned int)" (?Attach@FTFont@@UAE_NPBEI@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::Attach(unsigned char const *,unsigned int)" (?Attach@FTFont@@UAE_NPBEI@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::Attach(char const *)" (?Attach@FTFont@@UAE_NPBD@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::Attach(char const *)" (?Attach@FTFont@@UAE_NPBD@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::GlyphLoadFlags(int)" (?GlyphLoadFlags@FTFont@@UAEXH@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::GlyphLoadFlags(int)" (?GlyphLoadFlags@FTFont@@UAEXH@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::CharMap(enum FT_Encoding_)" (?CharMap@FTFont@@UAE_NW4FT_Encoding_@@@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::CharMap(enum FT_Encoding_)" (?CharMap@FTFont@@UAE_NW4FT_Encoding_@@@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual unsigned int __thiscall FTFont::CharMapCount(void)const " (?CharMapCount@FTFont@@UBEIXZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual unsigned int __thiscall FTFont::CharMapCount(void)const " (?CharMapCount@FTFont@@UBEIXZ) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual enum FT_Encoding_ * __thiscall FTFont::CharMapList(void)" (?CharMapList@FTFont@@UAEPAW4FT_Encoding_@@XZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual enum FT_Encoding_ * __thiscall FTFont::CharMapList(void)" (?CharMapList@FTFont@@UAEPAW4FT_Encoding_@@XZ) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual unsigned int __thiscall FTFont::FaceSize(void)const " (?FaceSize@FTFont@@UBEIXZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "public: virtual unsigned int __thiscall FTFont::FaceSize(void)const " (?FaceSize@FTFont@@UBEIXZ) referenced in function "public: __thiscall GuiFont::GuiFont(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,int,bool,bool)" (??0GuiFont@@QAE@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@H_N1@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::FaceSize(unsigned int,unsigned int)" (?FaceSize@FTFont@@UAE_NII@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual bool __thiscall FTFont::FaceSize(unsigned int,unsigned int)" (?FaceSize@FTFont@@UAE_NII@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Depth(float)" (?Depth@FTFont@@UAEXM@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Depth(float)" (?Depth@FTFont@@UAEXM@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Outset(float,float)" (?Outset@FTFont@@UAEXMM@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Outset(float,float)" (?Outset@FTFont@@UAEXMM@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Outset(float)" (?Outset@FTFont@@UAEXM@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::Outset(float)" (?Outset@FTFont@@UAEXM@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual void __thiscall FTFont::UseDisplayList(bool)" (?UseDisplayList@FTFont@@UAEX_N@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "public: virtual void __thiscall FTFont::UseDisplayList(bool)" (?UseDisplayList@FTFont@@UAEX_N@Z) referenced in function "public: __thiscall std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >::~basic_string<char,struct std::char_traits<char>,class std::allocator<char> >(void)" (??1?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Ascender(void)const " (?Ascender@FTFont@@UBEMXZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Ascender(void)const " (?Ascender@FTFont@@UBEMXZ) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Descender(void)const " (?Descender@FTFont@@UBEMXZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Descender(void)const " (?Descender@FTFont@@UBEMXZ) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::LineHeight(void)const " (?LineHeight@FTFont@@UBEMXZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::LineHeight(void)const " (?LineHeight@FTFont@@UBEMXZ) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual class FTBBox __thiscall FTFont::BBox(wchar_t const *,int,class FTPoint,class FTPoint)" (?BBox@FTFont@@UAE?AVFTBBox@@PB_WHVFTPoint@@1@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "public: virtual class FTBBox __thiscall FTFont::BBox(wchar_t const *,int,class FTPoint,class FTPoint)" (?BBox@FTFont@@UAE?AVFTBBox@@PB_WHVFTPoint@@1@Z) referenced in function __ehhandler$??1?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual class FTBBox __thiscall FTFont::BBox(char const *,int,class FTPoint,class FTPoint)" (?BBox@FTFont@@UAE?AVFTBBox@@PBDHVFTPoint@@1@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual class FTBBox __thiscall FTFont::BBox(char const *,int,class FTPoint,class FTPoint)" (?BBox@FTFont@@UAE?AVFTBBox@@PBDHVFTPoint@@1@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Advance(wchar_t const *,int,class FTPoint)" (?Advance@FTFont@@UAEMPB_WHVFTPoint@@@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Advance(wchar_t const *,int,class FTPoint)" (?Advance@FTFont@@UAEMPB_WHVFTPoint@@@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Advance(char const *,int,class FTPoint)" (?Advance@FTFont@@UAEMPBDHVFTPoint@@@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual float __thiscall FTFont::Advance(char const *,int,class FTPoint)" (?Advance@FTFont@@UAEMPBDHVFTPoint@@@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual class FTPoint __thiscall FTFont::Render(wchar_t const *,int,class FTPoint,class FTPoint,int)" (?Render@FTFont@@UAE?AVFTPoint@@PB_WHV2@1H@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual class FTPoint __thiscall FTFont::Render(wchar_t const *,int,class FTPoint,class FTPoint,int)" (?Render@FTFont@@UAE?AVFTPoint@@PB_WHV2@1H@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual class FTPoint __thiscall FTFont::Render(char const *,int,class FTPoint,class FTPoint,int)" (?Render@FTFont@@UAE?AVFTPoint@@PBDHV2@1H@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual class FTPoint __thiscall FTFont::Render(char const *,int,class FTPoint,class FTPoint,int)" (?Render@FTFont@@UAE?AVFTPoint@@PBDHV2@1H@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "public: virtual int __thiscall FTFont::Error(void)const " (?Error@FTFont@@UBEHXZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "public: virtual int __thiscall FTFont::Error(void)const " (?Error@FTFont@@UBEHXZ) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2001: unresolved external symbol "protected: virtual class FTGlyph * __thiscall FTTextureFont::MakeGlyph(struct FT_GlyphSlotRec_ *)" (?MakeGlyph@FTTextureFont@@MAEPAVFTGlyph@@PAUFT_GlyphSlotRec_@@@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "protected: virtual class FTGlyph * __thiscall FTTextureFont::MakeGlyph(struct FT_GlyphSlotRec_ *)" (?MakeGlyph@FTTextureFont@@MAEPAVFTGlyph@@PAUFT_GlyphSlotRec_@@@Z) 1>PFWGui_d.lib(GuiFontManager.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall FTTextureFont::~FTTextureFont(void)" (__imp_??1FTTextureFont@@UAE@XZ) referenced in function "public: virtual void * __thiscall FTTextureFont::`scalar deleting destructor'(unsigned int)" (??_GFTTextureFont@@UAEPAXI@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall FTTextureFont::~FTTextureFont(void)" (__imp_??1FTTextureFont@@UAE@XZ) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: void __thiscall FTFont::BBox(char const *,float &,float &,float &,float &,float &,float &)" (__imp_?BBox@FTFont@@QAEXPBDAAM11111@Z) referenced in function "public: float __thiscall GuiFont::getTextHeight(char *)" (?getTextHeight@GuiFont@@QAEMPAD@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall FTPoint::FTPoint(void)" (__imp_??0FTPoint@@QAE@XZ) referenced in function "public: void __thiscall GuiFont::print(float,float,char const *,class GuiColor *)" (?print@GuiFont@@QAEXMMPBDPAVGuiColor@@@Z) 1>PFWGui_d.lib(GuiFont.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall FTPoint::FTPoint(double,double,double)" (__imp_??0FTPoint@@QAE@NNN@Z) referenced in function "public: void __thiscall GuiFont::print(float,float,char const *,class GuiColor *)" (?print@GuiFont@@QAEXMMPBDPAVGuiColor@@@Z) 1>E:\Dev\Leadwerks projects\PFWTest2\PFWTest\Debug\PFWTest.exe : fatal error LNK1120: 29 unresolved externals 1>Build log was saved at "file://e:\Dev\Leadwerks projects\PFWTest2\PFWTest\PFWTest\Debug\BuildLog.htm" 1>PFWTest - 55 error(s), 0 warning(s)
  10. I'm not familiar with LEBuilder, I myself is using Visual Studio for my projects. But the problem seems to be that when you compiled the pfwgui library it was not able to find the ftgl library you have compiled. So it now knows which functions should be available, which it found out from the header files, but as it could not find the library (.lib file) it does not know how to use them. Please check that the ftgl.lib or (ftgl_d.lib if you are compilng in debug) is included correctly when you compile pfwgui. If you use the included visual studio projects go to the project options page and check that the include folders are setup correctly (found under the "C++ -> General" section and under the "Librarian -> General" section) they need to match where the ftgl header files are found and where it's compiled library is found. Also make sure that the name matches the settings, it can vary depending on what version you have compiled ftgl.lib for release and ftgl_d.lib for debug version. You also need to set the runtime library option (/MT, /MD) of the projects when compiling depending on your needs, it should match the other libraries used in your main project.
  11. Firstly the the library you downloaded from the first forum post can't be used with the sources downloaded from the google code page. It's an old version and will not match the header files anymore. I've now deleted that one from the post and the only way to get the library now is via the google code page. One reason that the old library did not work for you may have been that it was compiled for a visual studio version that you are not using. Therefore I have now created a google code page for the project where you can download the sources and compile the project yourself for whatever version of visual studio you are using. There is a readme file included with the sources with instructions on how to compile it. In summary: - Delete the precompiled library that you have downloaded. - Download and compile the sources yourself. - Link the library you have compiled to your project along with opengl32.lib and include the src folder.
  12. Thank you. Could you send me the error lines? Did you download it from the zip file attached in the first forum post or from the google code page? The zip file found on the first page is outdated and should have been removed. (Will do it now.) If you downloaded it from the forum post please download it from the google code page instead. If not, did you remember to link the opengl32.lib in your project also as mentioned in the readme?
  13. I've now setup an google code page for this project. So the source code is available there if someone is interested. Link in first post or here http://code.google.com/p/pfwgui/
  14. Update: - Some bugs and issues fixed. (hopefully not so many new have been introduced) - Better font management - New gui component: GridView Font Management: - Will automatically load all fonts found in the Data/Fonts folder on creation - Can load external fonts with the command loadExternalFont Example PFWGui* gui = new PFWGui(hwnd); // create the gui gui->getFontManager()->loadExternalFont("E:/fonts/COOLVETI.TTF"); // load an external font GuiFont* fnt1 = new GuiFont("COOLVETI.TTF", 24); // create a font object using the loaded font, loaded fonts are called by their filename, case sensitive fnt1->setColor(255,0,0); // sets the color of the font to red GuiButton* btn = new GuiButton(10, 140, "Quit game", 140, 50); // create a button btn->setFont( fnt1 ); // assign the font to the button The updated library is available in the first post
  15. A test version of the library is now available in the first post. To use it you need to include the "include" folder in your project and link it agains PFWGui.lib Also you need to have the ftgl.dll file in your application folder FTGL is used for font rendering. Currently the font folder is harcoded to Data/Fonts where arial.ttf must be located. A simple example is included in the examples folder. More are coming, along with some documentation. As it's a test version expect some bugs.
  16. Patrik

    MP3 Player

    Hello I was doing some test applications when testing my gui library. One of them turned out to be a half functional mp3 player This application uses libZPlay for media decoding. Features - MP3 playback, supports other formats too. - ID3 tag support - Basic playlist functionality (you can only add tracks at the moment) - Adjustable volume - You can adjust the play position in the tracks I've attached a demo if someone wants to test it
  17. Ok finally some updates The gui now supports basic window management. Resizable & movable windows. The windows can also have layouts assigned to them. The layouts handles the components attached to the window i.e. positions and rescales the components in relation to the window. A new demo is available for download in the first post if you want to check out the new features. Example
  18. If you read the EULA it states you can only install it and use it on one computer. But in the store you buy a "Single user license".
  19. I don't have access to my computer with the code at the moment. The problem may be that glScissors uses the bottom of the screen as it's 0 coordinate on the Y-axis and the drawing commands uses the top of the screen as 0 on Y-axis. You can check if this is the case by by setting the glScissor to something like glScissor(10, 50, 20, 20 ) and then draw one rectangle that covers the whole screen. Then it should only render a 20x20 sized cube on the left side either at the top or bottom. If it gets rendered at the bottom this is the case. Then you need to offset the glScissor(x, y, width, height) command's y parameter with the height of the screen resolution to get the wanted position.
  20. Wow very nice! I really like the style, it makes it stand out from other games.
  21. Thanks. There are still some features missing before I can release a test version. Maybe later. First I need to get window management and component layout implemented.
  22. Update: - The gui is now completely event driven. No need to poll input etc. - No dependencies to leadwerks anymore. Should run in any OpenGL application. - All gui "painting" is handled by one class. Can be switched out to a DirectX "painter" to allow it to run in DirectX applications also. New Components: - Line Charts - Image component - allows scaling, zooming & panning Screen shots LineCharts Image component That's nice to hear. I haven't decided yet, but most likely it will be a free library.
  23. Patrik

    Dat Cave

    Wow nice athmosphere, it makes me wanna grab my pickaxe and go gold huntinng
  24. New updates: - Radio Buttons - Bar Charts & Pie Charts New demo coming when I've implemented Line Charts also.
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