![Wink ;)](./images/smilies/icon_wink.gif)
I will update the OP in another couple of weeks with some of the results of my considerations of many of the points mentioned above
![Smile :)](./images/smilies/icon_smile.gif)
CE.
Moderators: CEGUI MVP, CEGUI Team
Code: Select all
template<typename T>
inline T* WindowManager::createWindow(const String& name = "")
{
return static_cast<T*>(createWindow(T::WidgetTypeName, name));
}
Kulik wrote:Regarding the namespace, standard libraries use lowercase but cegui::Window just looks hideous, doesn't it?I seriously don't care though.
a) cegui::Window is standard notation for a struct or class under a namespace
a) cegui::Window is standard notation for a struct or class under a namespace
Mikademus: except it isn't... std::vector? boost::lexical_cast?
IMO it's an unnecessary change... and since CEGUI::Class case in your little list isn't used in CEGUI at all and since CEGUI is an acronym, I don't see the reasoning behind this.
Kulik wrote:except it isn't... std::vector? boost::lexical_cast?
IMO it's an unnecessary change... and since CEGUI::Class case in your little list isn't used in CEGUI at all and since CEGUI is an acronym, I don't see the reasoning behind this.
Kulik wrote:I am still not convinced regarding the namespace thing - Ogre, Crystal Space (cs prefix and CS namespace) and OIS are breaking it. Irrlicht, OpenSceneGraph are following closely it seems.
Keeping "falagard window renderer set" name but renaming the "core" falagard to something like "skinning system". It's confusing right now because falagard is a piece of CEGUIBase and a separate module at the same time.
I am still not decided whether I like the current widget mapping or not. It's hard to switch between skins and it's hard to create a new widget (lots and lots of boilerplate), on the other hand it's extremely flexible. I thought doing something like a default renderer and looknfeel per widget class would be a better idea (simpler, easier, less error-prone) and it would work fine for 90% of applications (only one skin) but it has it's drawbacks - less flexiblity, extra StaticText class would be needed, etc... It basically translates to less code in simple cases and more code in specific, rare cases. This depends on other changes in 0.8 (CEGUI::Widget will be bare bones so extra static text class will probably be needed anyways)
Jamarr wrote:Kulik wrote:I am still not convinced regarding the namespace thing - Ogre, Crystal Space (cs prefix and CS namespace) and OIS are breaking it. Irrlicht, OpenSceneGraph are following closely it seems.
It sounds like you are holding onto this not out of reason, but because you are emotionally tied too it. Probably because of a fondness with one of the aforementioned libraries and/or a comfortableness with the style. In either case, it is not an objective reason. In fact, I do not think there has been a single objective argument to use an all upper-case namespace nor has any of the all lower-case points been objectively refuted
Kulik wrote:I think your mapping idea would kill 90% of CEGUI flexibility
Jamarr wrote:Kulik wrote:I think your mapping idea would kill 90% of CEGUI flexibility
How so? The necessary changes would not be new requirements, they would be options. I am actually proposing adding flexibility to the existing system, so that a simpler system like the one I described would be possible.
Kulik wrote:You are proposing to unify stock skins, not the system
Return to “CEGUI Library Development Discussion”
Users browsing this forum: No registered users and 2 guests