Comments (6)
LibRocket is not actively developed any more, which makes it unappealing to integrate, as any bugfixes would then be ours to do. I also evaluated it one year ago for another project and came to the conclusion that it basically still is a custom HTML dialect, no matter what the documentation says. At the time it also lacked common features such as alpha fading of UI elements. Due to the HTML layouting rules it was somewhat unclear how to query the elements for their exact size & positioning.
I will answer similarly to this as the MyGUI question: if you think you need LibRocket, try integrating it. If your experience on it is extremely good, and you manage to expose the element classes and events to scripting in a clean manner, make a pull request and it will certainly be considerd.
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I think the UI of Urho3D is quite perfect, and doesn't need a replacement.
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But, there is people using Librocket for real life games. How it comes that you came to such conclusion? Also the last commit was two months ago, so it is a active project anyway (I'll grant that it isn't active project in development if the last commit where 6 months ago).
The objections seems weird to me. But then I'll master my C++ integrating Librocket to this project. I need a replacement for BGE in the future.
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Hi Jorge,
Fortunately there is already one that has been done in C++ only so you might want to check out Mike Nelson's implementation. It's NOT a full integration with Script API and all but it will definitely get you started.
https://github.com/realrunner/urho3d-librocket
I agree with the guys though, Urho's built-in UI is perfect for the engine, and I'm a web guy used to HTML/CSS stuff like libRocket.
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Ah sorry, I didn't check the git repository, I just looked at the long time from latest release, the forums that were filled with spam messages and some forum messages suggesting it was abandoned.
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I will close this for now, as integration of LibRocket by us is unlikely. Will wait for your work & findings.
Note that it's certainly easier to integrate LibRocket into a stand-alone Urho C++ project, as then you can for example use two event systems (LibRocket's and Urho's own) side by side if it doesn't bother you, and you necessarily don't have to care of the script bindings at all.
For "official" integration it would be quite crucial to be able to use Urho's inbuilt events for the UI elements too, and that's probably easier said than done. One suboptimal solution would be to wrap every UI element class into a corresponding Object subclass.
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Related Issues (20)
- Lua Sample 12 coroutine usage HOT 1
- Crash in UI::Update() HOT 3
- ios crash HOT 1
- Dropping 32 bit support HOT 6
- Dropping DirectX 9 support
- Segfault on SetModel in headless mode HOT 4
- Dropping macOS support HOT 4
- DropDownList displayed element is not vertically centered HOT 1
- SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS always 0 when build 32-bit version of the engine on 64-bit Linux Mint HOT 5
- Non-Master AnimatedModel Removing Skeleton
- Dot at the end of a doxygen comment HOT 7
- Error building on Windows + MSYS + MinGW-W64 HOT 1
- Dockerize-web broken HOT 2
- Not building on arch Linux. HOT 3
- Toolset Visual Studio 2022 (v143) поломан HOT 12
- Не работает превью ресурсов в редакторе HOT 13
- Использовать нижний регистр для файлов HOT 2
- Build failes on (Void) Linux with make HOT 6
- -gl2 поломан
- Малая понятность CMake скриптов
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