Very nice, meanwhile for the next release is it possible to add an iconify gadget on the window ?
I ask because program is a bit slow when open, so for example if you lanch OWB or other programs in background it may slow down the system, maybe if iconified ...
Btw, programm have some "check" on iddle, (when user do nothinkg about 2 minuts) and it going to loop which not redraw everything all the time => that give lowcpu loading. I think we can use that routine when user will do Iconify.
@Trixie
Do you know how add Iconify stuff to any programm ?:)
Any luck to add it today/tommorow ?:)) Will be cool :)
Btw, i just do search on sdl-1.2.so, and found that SDL_WM_Iconify are here. Or it just do nothing ?
Or maybe you have any idea how then implement Iconfigy to SDL window, if, we not have SDL_WM_Iconify ? I also found that SDL have fucntion SDL_WM_SetIcon, maybe that one also should be used for ..
Any luck to add it today/tommorow ?:)) Will be cool :)
No, we should first of all test this sdl release and then we can see if there are some other open bugs. Next we can add all other missing funcs
Quote:
Btw, i just do search on sdl-1.2.so, and found that SDL_WM_Iconify are here. Or it just do nothing ?
Or maybe you have any idea how then implement Iconfigy to SDL window, if, we not have SDL_WM_Iconify ? I also found that SDL have fucntion SDL_WM_SetIcon, maybe that one also should be used for ..
it already works. i've tried it with a small example
@afxgroup Can you please send me that small example at kas1e@yandex.ru ? Did i understand right, that Iconify already works for SDL ? (i mean that SDL_WM_Iconify ?)
Yep, thanks, tested. And fucntion are works, but question is: how to add to SDL window, that gadget which we have for windowses which can be iconifying ?
with current SDL version i don't think if it is possible. You always have a window pointer and maybe there is a way to hack it.. but is better to wait a new SDL version
@afxgroup I still think about iconify, and as i understand: for all other SDL implementation (win32/linux, dunno about macos) that SDL_WM_Iconify function are used as you show me in example : handle the key in programm. But with our (aos4) case, we should add one more gadget to the SDL window, on moment of creating, and attach SDL_WM_Iconify action to that aos4_iconify gadget. What mean, that we will add to SDL something only AOS4 specific (i mean it will be one more way of working with SDL_WM_Iconify on AOS4 will be not the same as for other SDL realisations).
It can be imho as one more flag, on SDL_INIT stage, like ICONIFY, and when flag is sets, then window will have automatically iconify gadget, and pressing on it will do what should to do.
What you think ?
From other side it will be not so good add everything automatically, because coder will want some time stop working of programm at all when iconify, but another one do not want to stop/sleep his app, just iconify.
New version on os4depot (in query for now). New since last:
-- Removed some issues detected by Valgrind debugger. -- Added "interpolating blur" filter -- The "Pointillism" filter now puts by default a blurred original image behind the result to avoid colored artefacts. -- Fixed small bug with typing text in the text tool's dialog -- Adding native file dialogs for Load/Save of files (ASL + Reaction). You also can choice in the preferences - use native os dialogs or default ones. Also "add file extension automatically" not works for now (will be for next release), but i think that is no problems. It also handles save formats automatically, so, if you have LibJpeg plugin in plugins directory - save as will add that to list of possible save files, if you do not have plugin, then will not have that.
Thanks going to Trixie who make a SaveAs requester and to main author (Lode), with who we boring almost all the day, for including requester in "right way".
Still, there is problem with strange MemGuard HITS, which happenes on glDeleteTexture functions again, and its again, happenes only for AOS4 version. But that bug imho is not "active-not active context" related (as it was in case with Exit bug before), but something else.
-- Adding native file dialogs for Load/Save of files (ASL + Reaction). You also can choice in the preferences - use native os dialogs or default ones. Also "add file extension automatically" not works for now (will be for next release), but i think that is no problems.
Note that the save file/format selector is still work in progress, I need to add some more code to check for invalid user input. And the Add Extension function still waits to be implemented I'll try to do all that early next week.
@trixie About "add file extension automatically", i think it should be done by LodePaint code, so only filter on that input error about i say before need to be fixed :)