I don’t see any reason why I should create a repository for this. I don’t see anyone interest in this judging by the number of comments on this thread (only you commented about waiting), so I’m just going to provide a public downloadable link.
A repo takes a minute to setup and makes it so much easier to look at the code. Even if there aren’t any comments to “show interest”, it doesn’t mean that people will be any less interested in your work. For example, a libGDX demo that I created and posted on the site only got a few comments, but has racked up well over 20k downloads.
Github (or really any public source control host) is a great place to keep a portfolio of your work if you plan on applying to developer positions.
I’ll comment You did an awesome work ! I can’t see the reason why devs won’t implement this as an official subsystem ? Looks professional , there are way more widgets , and could boost the editor’s appereance and it would attract more users.
Count me in! I would agree on this as well. It is another good UI framework option and setting up a repo where you can improve and fully integrate it is a big plus! I’m also thinking of using this as an alternative to Qt, due to its hefty payload.
Btw, thanks again for the download links and assistance Lumak!
In terms of “higher end” editor, one thing TurboBadger needs is support for multiple top level windows. Being able to drag windows in and out of tabs would also be huge. Urho would also have to support multiple top level windows (probably with styling, as default style isn’t good for a an editor window like this)
Trying to figure out the interest of people through the comments here might be really misleading… Believe me, I spent a considerable amount of my time last month (January 2016) trying to implement Turbo Badger as a stand alone library to Urho3D and guess what? I achieved it using your Urho3D_TurboBadger implementation, the exact same one you pulled from github. I had a local copy of the last snapshot and was looking for the best time to tinker with it.
When I realized that jenge and the folks at Atomic Game Engine (which bred from Urho3D) had Turbo Badger Integrated, I was more than motivated to give it a shot.
I’ve only tested this on Windows Machine, OpenGL build was great, D3D9 was good but D3D11 had a bit of rendering issues (and I’m not really good at all those graphic pipeline stuffs ) What consumed a vast portion of my time and mental energy was how to integrate TB as part of other Third Party library and how its interface would be wrapped and exposed for use in Urho3D. Is it going to replace the existing UI system or will it be part of custom UI structure that would be implemented in Urho3D?
So… Quite a lot of people are interested in this project, even though some of us are yet to comment
Nice, if only we can do so well with games that we create.
Thank you. TurboBadger does have nice UI graphics.
Yeah Qt is also LGPL, and you’re welcome.
I haven’t look into creating an editor, but I agree that having multiple top level windows in any editor would be beneficial.
It’s great to hear that someone is making use of my repository from last year. I haven’t built D3D11 yet to see what’s going on with that, but I’ll attempt to build it and see sometime this week.
The Urho3D-1.4-TurboBadger repository will be a standalone integration to an app, and not integrated with Urho3D lib. It’s good to hear comments like this so I can save myself the work trying to do the opposite.
I think the Urho-TurboBadger integration posted by thebluefish also fits this bill. topic1413.html
I migrated over half a year ago and only looked forward, aside from some work in the shared linking department. :mrgreen:
Re. multi-windows… others are more knowledgeable on this, but TB does have multiple internal windows (enough for me, in an editor), drop support, and is rather flexible in general.
– The C compiler identification is GNU 5.1.0
– The CXX compiler identification is GNU 5.1.0
– Check for working C compiler: C:/TDM-GCC-64/bin/gcc.exe
– Check for working C compiler: C:/TDM-GCC-64/bin/gcc.exe – works
– Detecting C compiler ABI info
– Detecting C compiler ABI info - done
– Detecting C compile features
– Detecting C compile features - done
– Check for working CXX compiler: C:/TDM-GCC-64/bin/g++.exe
– Check for working CXX compiler: C:/TDM-GCC-64/bin/g++.exe – works
– Detecting CXX compiler ABI info
– Detecting CXX compiler ABI info - done
– Detecting CXX compile features
– Detecting CXX compile features - done
CMake Error at CMakeLists.txt:36 (setup_library):
Unknown CMake command “setup_library”.
CMake Warning (dev) in CMakeLists.txt:
No cmake_minimum_required command is present. A line of code such as
should be added at the top of the file. The version specified may be lower
if you wish to support older CMake versions for this project. For more
information run “cmake --help-policy CMP0000”.
This warning is for project developers. Use -Wno-dev to suppress it.
– Configuring incomplete, errors occurred!
See also “C:/Users/Christian/Desktop/Urho3D-1.4-TurboBadger-master/Source/ThirdParty/turbo/CMakeFiles/CMakeOutput.log”.[/code]
EDIT: Ok seen more of the structure of your files. This need to be added to the files of URHO and modify the makefiles so URHO add the new sub-directories to the build. I will have to download 1.4 to really test this, but understand more a little about CMAKE now. I would really like to have this in URHO3D as an option that could be activated. (Same for IMGUI), both GUI have their use and your worked to integrate them in URHO. Having a way to activate them in the build via cmake flag would be really nice.