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Interface Update

 
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Hohums



Joined: 08 Apr 2004
Posts: 71
Location: Western Australia

PostPosted: Thu Apr 08, 2004 10:04 am    Post subject: Interface Update Reply with quote

- Updated the dig interface a bit.
- Added a run button.
- Added runAsThread message to the debugger.
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JJR



Joined: 22 Feb 2004
Posts: 1104

PostPosted: Thu Apr 08, 2004 11:37 am    Post subject: Reply with quote

So you are using the dig GUI toolkit for the dig-dug interface?
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jcc7



Joined: 22 Feb 2004
Posts: 657
Location: Muskogee, OK, USA

PostPosted: Thu Apr 08, 2004 1:51 pm    Post subject: dig-dug using dig for GUI Reply with quote

JJR wrote:
So you are using the dig GUI toolkit for the dig-dug interface?
I think that's the case. Dig's source is available and it's licensed as Public Domain, so that seems like a good choice.

I just realized I can view the source through SVN's web interface:
http://svn.dsource.org/svn/projects/digdug/

Part of the code also appears to rely on a port of the Windows headers (my guess it it's Y. Tomino's version).
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JJR



Joined: 22 Feb 2004
Posts: 1104

PostPosted: Thu Apr 08, 2004 2:16 pm    Post subject: Reply with quote

The code is available for perusing? Nice!

As for using dig, that's great. I've always admired how dig was put together. And you guys seem to be keeping it up to date and working with the latest dmd releases. The only drawback is that it's currently stuck to the windows platform. But since dig-dug seems to be windows-centric too, I guess that's no big deal.

Nice work,

John
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Hohums



Joined: 08 Apr 2004
Posts: 71
Location: Western Australia

PostPosted: Thu Apr 08, 2004 6:44 pm    Post subject: I'm finding dig quite ugly Reply with quote

I'm finding dig quite ugly to work with. The code is mostly very nice (easy to use) but it's missing alot of things. I just don't think a nice interface for the ddug can be created with it.

For example it doesn't have any tab controls.

(personally I've only been using dig's openGL side of things before this).
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Hohums



Joined: 08 Apr 2004
Posts: 71
Location: Western Australia

PostPosted: Thu Apr 08, 2004 6:45 pm    Post subject: Re: dig-dug using dig for GUI Reply with quote

[quote="jcc7"]
JJR wrote:

Part of the code also appears to rely on a port of the Windows headers (my guess it it's Y. Tomino's version).


Yep!
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jcc7



Joined: 22 Feb 2004
Posts: 657
Location: Muskogee, OK, USA

PostPosted: Thu Apr 08, 2004 8:37 pm    Post subject: Re: I'm finding dig quite ugly Reply with quote

Hohums wrote:
I'm finding dig quite ugly to work with. The code is mostly very nice (easy to use) but it's missing alot of things. I just don't think a nice interface for the ddug can be created with it.
That's too bad.

I don't think DWT is ready yet. Wink

Have you considered Windy? I don't know if it supports tabs yet, but I'd bet it's easier to expand than dig.
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JJR



Joined: 22 Feb 2004
Posts: 1104

PostPosted: Thu Apr 08, 2004 11:22 pm    Post subject: Re: I'm finding dig quite ugly Reply with quote

Hohums wrote:
I'm finding dig quite ugly to work with. The code is mostly very nice (easy to use) but it's missing alot of things. I just don't think a nice interface for the ddug can be created with it.


Well, I was referring to the actual ease of coding. As you say, it seems quite limited in features and interface elements. The demos didn't show a whole lot of exceptional interface examples. But if we could have beauty of the code along with a featureful widget set, it would be great.

Hohums wrote:
For example it doesn't have any tab controls.


Oh yes, that is an important widget. I can't really imagine being without tabs.

Hohums wrote:
(personally I've only been using dig's openGL side of things before this).


That does appear to be dig's strongest merit. But, I guess that's no help in this project Smile.

And no, DWT is not ready for primetime...yet. Smile
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qbert



Joined: 30 Mar 2004
Posts: 209
Location: Dallas, Texas

PostPosted: Wed Apr 14, 2004 6:46 pm    Post subject: Reply with quote

Well we've gotten to about the first release. We added the Backtrace that reports Module, Class, Function, File and line number, along with register dump, and handling exception break points. To but a break in your code ( for now ) youll have to use DebugBreak() in your code, and re-compile.

Should be released in a day or so.

C
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jcc7



Joined: 22 Feb 2004
Posts: 657
Location: Muskogee, OK, USA

PostPosted: Wed Apr 14, 2004 7:51 pm    Post subject: Teaser for dig-dug's first release Reply with quote

qbert wrote:
Well we've gotten to about the first release. We added the Backtrace that reports Module, Class, Function, File and line number, along with register dump, and handling exception break points.
Sounds great!

qbert wrote:
To but a break in your code ( for now ) youll have to use DebugBreak() in your code, and re-compile.
That's good enough for me. I've been sprinkling printf's in my code.

qbert wrote:
Should be released in a day or so.
The sooner, the better. Very Happy
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