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Wohlstand
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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sat Jan 28, 2017 2:19 pm

Axiom wrote:Image

why is this the default size on OS X?
Very weird, mayby because HighDPI?
The initial size of window must have the margin around edges:
https://github.com/WohlSoft/PGE-Project ... ts.cpp#L87
seems I need to align that myself :-) (the code I made for this is very old, but seems it produces bug on OS X and must be changed)

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Sat Jan 28, 2017 6:28 pm

nah, i don't have a high DPI display. i only have a 1440x900 display. (Mac Pro 1,1 running 10.11.6)

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Jan 29, 2017 11:54 am

Axiom wrote:nah, i don't have a high DPI display. i only have a 1440x900 display. (Mac Pro 1,1 running 10.11.6)
Anyway, for some experiment, I have been replaced that code and please try out result:
https://github.com/WohlSoft/PGE-Project ... 0c76269ea6
(please remove pge_editor.ini from the Data directory to take back default settings, include size of the window)

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Tue Jan 31, 2017 7:42 pm

time to see if i can compile it on OS X!
edit: forgot about your nightlies.

Image

looks much better!

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Nexia » Tue Jan 31, 2017 10:01 pm

The Project Name feedback form will now no longer take responses, thank you everyone who submitted a response!

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Wed Feb 01, 2017 5:12 am

Axiom wrote:time to see if i can compile it on OS X!
edit: forgot about your nightlies.

Image

looks much better!
Yea, so, you confirmed that QStyle::alignedRect sucks. Also, mac assembly still Qt 5.7 and I wasn't built Qt 5.8 (I want to try out the Qt Lite thing to reduce size of static build, on Mac it is most fat in comparison with Linux and Windows assemblies)
P.S. I think, I'll even let the maximized state to be default for the editor

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Wed Feb 01, 2017 4:21 pm

i just relaunched that dev build and its reverted to the previous oddly wide size it was before.

just make sure it doesn't default to fullscreen on OS X and i'll be happy. there's a lot of things i want to go through and cleanup for OS X. the font's much too big in some places. section settings is the worst offender and even the general settings is pretty bad.

Image

also, the top file thing doesn't work properly. if i have some time this weekend i'll have to go through and play around.

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Wed Feb 01, 2017 4:30 pm

Axiom wrote:...
Yea, I still need to rework the font sizes, and it's true pain:
- on one platform the font will look good
- on another platform it will suck
- on same platform it will look good with non-HighDPI monitor and will suck with HighDPI and opposite
Since I going to reorganize Editor internally to resolve lots of it's fails and improve total performance, include applying new item scene to allow multi-threading inside and ability to have unlimited set of elements and don't cause lag (which QGraphicsScene does), and have less workarounds to taking control over scene to implementing any mouse tricks, etc. (with QGraphicsScene it's true pain!)
(for now, I focused on the Engine to speed-up it's release and keeping basic support only to editor).

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Wed Feb 01, 2017 8:55 pm

Windows and OS X have standard fonts/font sizes. can't you just implement those? and maybe on linux just pull the system wide-font size. actually..aren't those what Qt uses by default is the system's font/point size?

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Thu Feb 02, 2017 12:07 am

Axiom wrote:Windows and OS X have standard fonts/font sizes. can't you just implement those? and maybe on linux just pull the system wide-font size. actually..aren't those what Qt uses by default is the system's font/point size?
Qt uses fonts installed into system. On Linux I had no troubles, only with clash of elements on gtk style, but it's same on OS X how you see. For now since Qt 5.7 gtk style is broken, therefore Fusion style used by default (if GTK is not detected). On OS X by default fonts are has different size, therefore I have required to set different global font size in the code different than on Windows/Linux and OS X.

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Thu Feb 02, 2017 5:02 pm

but doesn't Qt have smart sizing or whatever for components? i dont know, it's been some time since I've fooled around with Qt.

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Dato24 » Sun Feb 12, 2017 7:14 am

I have a problem: I got 0.3.1.7 version of editor and it work fine, but now I downloaded 0.3.1.12 and it doesn't work. There are no errors, just nothing appears. Why? (I'm using Ubuntu 14.04)

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Feb 12, 2017 7:19 am

Dato24 wrote:I have a problem: I got 0.3.1.7 version of editor and it work fine, but now I downloaded 0.3.1.12 and it doesn't work. There are no errors, just nothing appears. Why? (I'm using Ubuntu 14.04)
Seems some SOs are missing, and you need to try to run any program from terminal (it will show which SO is missing) (PGE is building under Semaphore-CI which also using Ubuntu 14.04, however it doesn't works under newer Unbuntu because invalid libts.so)

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Dato24 » Sun Feb 12, 2017 7:27 am

Wohlstand wrote:
Dato24 wrote:I have a problem: I got 0.3.1.7 version of editor and it work fine, but now I downloaded 0.3.1.12 and it doesn't work. There are no errors, just nothing appears. Why? (I'm using Ubuntu 14.04)
Seems some SOs are missing, and you need to try to run any program from terminal (it will show which SO is missing) (PGE is building under Semaphore-CI which also using Ubuntu 14.04, however it doesn't works under newer Unbuntu because invalid libts.so)
How can I do it? (I tried some command-lines but are wrong, I don't know the correct one)

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Dato24 » Sun Feb 12, 2017 7:45 am

Ok, I got it (I used ./pge_editor). My terminal shows me that libxcb-xinerama.so.0 is missing, how can i solve this? However thank you for helping me

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Feb 12, 2017 7:58 am

Dato24 wrote:Ok, I got it (I used ./pge_editor). My terminal shows me that libxcb-xinerama.so.0 is missing, how can i solve this? However thank you for helping me
Try to install libxcb-xinerama0

Code: Select all

sudo apt-get install libxcb-xinerama0
Anyway, in the nearest future I plan to rebuild static Qt to have Qt 5.8 instead of Qt 5.6 on my CIs, also I going to do some tests on clean machines to have assemblies which are will work almost everywhere (however, between distros may not work, therefore separated builds are needed)

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Feb 12, 2017 1:29 pm

Axiom wrote:i just relaunched that dev build and its reverted to the previous oddly wide size it was before.

just make sure it doesn't default to fullscreen on OS X and i'll be happy. there's a lot of things I want to go through and clean up for OS X. the font's much too big in some places. section settings is the worst offender and even the general settings is pretty bad.

Image

also, the top file thing doesn't work properly. if i have some time this weekend i'll have to go through and play around.
Anyway, I have been fixed that (at me is macOS Sierra):
Image
So, that crap must go away,
Anyway, about combo-boxes, there is no way to have taller combo-boxes on OS X, but is way to use non-native Qt's style (Windows or Fusion), however, fonts are stull be same huge

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Sun Feb 12, 2017 6:05 pm

nice! looks much better. when did you get a Mac and which Mac do you use? I use a MacPro1,1

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Mon Feb 13, 2017 1:05 am

Axiom wrote:nice! looks much better. when did you get a Mac and which Mac do you use? I use a MacPro1,1
Mine is Sierra running under VMWare Player 12 (especially OS X works better under VMWare, but under VirtualBox Windows and other UNIX operating systems are working better). Real Mac costs too much.

P.S> Recently my virtual disk image has died, because of freaking NTFS partition's fail (one tiny FS-side error caused loss of a huge 20 GB file) (all of my partitions are a long time using ext4 file system, but I was so lazy to convert this 1 TB NTFS storage partition), however I had backup, so, I will install everything from scratch (XCode, dev tools, etc.). However, this night I finally converted that dumb NTFS partition into ext4 by the hard way: resized to 1/2, created new ext4 on free space, copied all data, killed old partition, moved/resized new partition has been replaced the old one.

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Inspirited » Thu Feb 23, 2017 8:56 am

How can I make the moving camera between 2 warps in one section as a standard?


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