PS: I tried toUft8 instead of toLatin1 but had same result as before _DPixel, I tried setting spacing to false but got DPixel , ... I challenged myself and had a good time looking into this small issue in c++, I think I like problem solving although I didn't solve it
PS2: "Win32 Template App Name" seems to be for the app title but I had no issue commenting it out, the app title is still correctly set! (oh silly me I set it through code )
PS3: that doesn't work either because the hardcoded path is not passed to other functions so my app doesn't access it I have to redo it again
@keszegh, mine is an intuos 4 (ptk840). It worked out of the box with Qt, without Wacom drivers. For win32, it wasn’t recognized as a tablet at first, I had to install Wacom drivers for win10, then I started seeing the stylus as a pen, with pressure being reported. I didn’t try again in Qt with official Wacom driver. Will do later.
Good news: indeed QT didn't recognize hover event anymore when using Wacom drivers, because a flag was missing in our app to tell QT we are tablet aware. I fixed it, seems good now: https://github.com/gideros/gideros/commit/d19d93dcdba156a61668695f543de67d84e361f6 Now why it doesn't work for you in win32 while it works for me ? I am on Win 11 using Wacom 6.3.41 driver package.
Also, I added spout plugin to win32, not tried yet, and I had to raise minimum supported Win version 8 for win32 export, in order to be able to support touch devices. It can be problematic if we want to keep Win 7 support.
Also, I added spout plugin to win32, not tried yet, and I had to raise minimum supported Win version 8 for win32 export, in order to be able to support touch devices. It can be problematic if we want to keep Win 7 support.
cannot be this a flag upon export or is it too complicated?
Now why it doesn't work for you in win32 while it works for me ? I am on Win 11 using Wacom 6.3.41 driver package.
i use wacom driver 6.4.1-3 so for you my app recognized pressure too? (don't forget to turn on pressure sensitivity in menu otherwise pen width is based on drawing speed, which also feels like 'pressure sensitive' but it is just fake.) also setting wintab driver on-off in my app (now visible only in qt version, does it make sense for win32?) needs restart.
@hgy29 , i've tested it with a simple app and indeed win32 receives pressure. now i have to see where my app loses it (there are many workarounds added to avoid double-registering pen down events both as pen and mouse and so on, perhaps not even needed in win32 version). afternoon i will try to correct my code (if you find the issue in it, let me know).
@hgy29 , i've found the issue. on win32 event.type is "pen" whereas on qt it is "penTablet" and i was checking for the latter. perhaps it should be the same on both, right?
Also, I added spout plugin to win32, not tried yet, and I had to raise minimum supported Win version 8 for win32 export, in order to be able to support touch devices. It can be problematic if we want to keep Win 7 support.
cannot be this a flag upon export or is it too complicated?
It would mean compiling several versions of the .exe (I think we can drop the console one btw), but if we go 64bit we'll drop some older configs anyway
about penTablet, does this mean that on qt there is also a 'pen' as a possible type? i thought penTablet is just a randomly chosen string (and thus it can be the same string on win32)
Yes, qt can report "pen" too, I think it is more a question of driver or where the event came from (which API), but IMO pen and penTablet can be considered as being the same, although I'd say pen would be for pens on touch capable PC, while penTablet would be more for wacom-like tablets.
so overall my win32 app seems to perform as good as on qt by briefly testing. should there be some risky thing i should check for before publishing my apps win32 version instead of qt? (it is even half the size and i guess it should perform better than qt or at least not worse, right?)
Also, I added spout plugin to win32, not tried yet, and I had to raise minimum supported Win version 8 for win32 export, in order to be able to support touch devices. It can be problematic if we want to keep Win 7 support.
cannot be this a flag upon export or is it too complicated?
It would mean compiling several versions of the .exe (I think we can drop the console one btw), but if we go 64bit we'll drop some older configs anyway
drop anything needed then, win 7 rings nice memories for me, i even have an old laptop still using that, so a bit harder to let it go, but probably only a minority of people use it by now anyway.
i've updated the initial post. amazing work done on win32 in the last few days @hgy29 , i can probably switch to it soon completely. also thanks @MoKaLux on keeping win32 version on the horizon, otherwise i think this would not have happened.
yes for reactphysics plugin, I know that, a few other plugins are present in the template. It was easier for debugging, but they should be removed in the final package. I will remove them.
PS: I tried toUft8 instead of toLatin1 but had same result as before _DPixel, I tried setting spacing to false but got DPixel
Sorry you should have read: "I tried setting spacingunderscore to false but got DPixel". So either underscore true or false will drop the number More details: - underscore true: drops only the first number 3DPixel > _DPixel - underscore true: drops only the first number D3Pixel > D3Pixel - underscore false: drops all numbers? 3DPixel > DPixel - underscore false: drops all numbers? D3Pixel > DPixel
Comments
for ref:
https://github.com/gideros/gideros/blob/fa9216b821dbf1c88b81f65c5cd03c6edcb946c0/gdrexport/ExportBuiltin.cpp#L412
https://learn.microsoft.com/en-us/windows/win32/menurc/using-icons#displaying-an-icon
\gdrexport\ExportBuiltin.cpp
PS: I tried toUft8 instead of toLatin1 but had same result as before _DPixel, I tried setting spacing to false but got DPixel , ... I challenged myself and had a good time looking into this small issue in c++, I think I like problem solving although I didn't solve it
PS2: "Win32 Template App Name" seems to be for the app title but I had no issue commenting it out, the app title is still correctly set! (oh silly me I set it through code )
PS3: that doesn't work either because the hardcoded path is not passed to other functions so my app doesn't access it I have to redo it again
Now why it doesn't work for you in win32 while it works for me ? I am on Win 11 using Wacom 6.3.41 driver package.
Likes: keszegh, MoKaLux
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
so for you my app recognized pressure too? (don't forget to turn on pressure sensitivity in menu otherwise pen width is based on drawing speed, which also feels like 'pressure sensitive' but it is just fake.)
also setting wintab driver on-off in my app (now visible only in qt version, does it make sense for win32?) needs restart.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
afternoon i will try to correct my code (if you find the issue in it, let me know).
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
i will praise your work later.
meanwhile a bug: on win32 if i exit the app by closing it with 'x' in corner then it does not trigger quit event it seems.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
In QT, penTablet is reported for tabletEvents (whatever the real source is), here: https://github.com/gideros/gideros/blob/master/player/Sources/glcanvas.cpp#L1262
Pen event is part is generic touch events, here: https://github.com/gideros/gideros/blob/master/player/Sources/glcanvas.cpp#L1333
At win32 level, we use WM_POINTER* events, which only gives us PT_PEN and PT_TOUCH (finger) specific types: https://github.com/gideros/gideros/blob/master/win32_example/win32.cpp#L679
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux, keszegh
Likes: keszegh, MoKaLux
spacingunderscore to false but got DPixel".So either underscore true or false will drop the number
More details:
- underscore true: drops only the first number 3DPixel > _DPixel
- underscore true: drops only the first number D3Pixel > D3Pixel
- underscore false: drops all numbers? 3DPixel > DPixel
- underscore false: drops all numbers? D3Pixel > DPixel I use console in my app to give feedback to the users, can we please keep it . I find it better than alert box and stuff.
I updated my repo with latest gideros gh but when I compile and run my app I have this message:
In the Build.Tools folder I have libgcc_s_seh-1.dll. With all the changes, I may need to clone gideros to a brand new folder though.
Thank you guys
Likes: MoKaLux
Nevermind if it is working for you, I will wait for the next Gideros
Likes: MoKaLux