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Slick Forums • View topic - TWL and LWJGL 3

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 Post subject: TWL and LWJGL 3
PostPosted: Mon Nov 24, 2014 5:02 am 
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Hi I'm wondering if someone has made any efforts getting TWL to work with LWJGL 3?

LWJGL 3 is using GLFW for display/input handling. When it comes to how TWL interfaces with LWJGL regarding Mouse/Keyboard/Display and Cursors there are some rewriting required.


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 Post subject: Re: TWL and LWJGL 3
PostPosted: Tue Nov 25, 2014 1:54 pm 
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 Post subject: Re: TWL and LWJGL 3
PostPosted: Sat Nov 29, 2014 8:15 am 
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Well I took a look at it. I'm not just sure about the best way to go about it at this time.

The Mouse/Keyboard/Display and Cursor classes with static methods in LWJGL are gone since changing to glfw. Instead you register callback functions.
These callback functions receive a window pointer so you can control multiple windows. I guess one easy way to to get TWL to work with glfw would be to reimplement Mouse and Keyboard have them grab the callbacks and only support one window.

GLFW is certainly a big improvement over what was used in LWJGL 2. Nice API with enough documentation. Great support for multiple monitors and much more.
http://www.glfw.org/docs/latest/modules.html

Cursor handling is much better you can set a cursor to be in Normal, Hidden and Disabled mode. Disabled meaning it is hidden and locked and when you drag you get unlimited x and y coordinates, perfect for free look. Hidden moves the invisible cursor just giving coordinates within the limits of the window or screen resolution in case of fullscreen. I found the grabbed solution in lwjgl 2 always needing some hacky solution with Robot for free look.

One thing lacking LWJGL 3 is a usable GUI library. I like TWL since you can do pretty much anything with it :). With the theme editor as a nice reference implementation of a real application.

I'll let you know if I get somewhere with TWL and GLFW.


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 Post subject: Re: TWL and LWJGL 3
PostPosted: Mon Dec 29, 2014 4:07 pm 
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 Post subject: Re: TWL and LWJGL 3
PostPosted: Fri Sep 30, 2016 7:57 am 
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I just implemented a port (https://github.com/ClickerMonkey/twl/tree/lwjgl3) - working on creating a separate project and build.


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 Post subject: Re: TWL and LWJGL 3
PostPosted: Sat Oct 01, 2016 1:59 pm 
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 Post subject: Re: TWL and LWJGL 3
PostPosted: Sat Oct 01, 2016 8:17 pm 
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All but the custom cursor code is "working" with TWL in my port (works in my games and tools).

I submitted an issue to the Git repo and he responded - he said ideally we would have a TWL-LWJGL2.jar and a TWL-LWJGL3.jar since the LWJGL version specific classes can easily be pulled out. I'm awaiting on him creating some repos so I can do the work. If he doesn't do it anytime soon, I'll probably just do it myself.


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 Post subject: Re: TWL and LWJGL 3
PostPosted: Sun Oct 02, 2016 3:43 pm 
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 Post subject: Re: TWL and LWJGL 3
PostPosted: Sun Oct 02, 2016 6:56 pm 
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I'll work on putting it together later tonight.


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 Post subject: Re: TWL and LWJGL 3
PostPosted: Mon Oct 03, 2016 2:16 am 
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Joined: Wed Nov 21, 2012 1:10 pm
Posts: 7
Here are the projects created in the new organization:

https://github.com/ThemableWidgetLibrary/twl
https://github.com/ThemableWidgetLibrary/twl-lwjgl2
https://github.com/ThemableWidgetLibrary/twl-lwjgl3

You can see the README.md on those projects to a link to the built JARs.


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 Post subject: Re: TWL and LWJGL 3
PostPosted: Thu Oct 06, 2016 1:28 pm 
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 Post subject: Re: TWL and LWJGL 3
PostPosted: Thu Oct 06, 2016 5:10 pm 
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I took the initiative and created the organization and repos. He seemed to be busy!


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 Post subject: Re: TWL and LWJGL 3
PostPosted: Sat Nov 26, 2016 4:17 pm 
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