Version 2.0 is currently complete. All I've got to do now is:
- Rewrite the documentation.
- Rewrite the examples.
- Upload to GitHub.
Sounds easy, but it isn't...
kcvinu wrote:Wow... Thanks. Its working.
One doubt. You are using so many destructors at the end of the program. Can you make it single one. Like "MyGui.Destructor()". For example, if the variable name of the window is "MyGui" and it contains lot of controls but with this function call, all of that controls should need to destruct. Is it possible ?
This Version will hopefully answer this question. Child controls no longer have their own classes, but are a list of methods and fields within the parent class. This allows you to simply call "MyGui.Destructor()" without having to destruct every child control (this is all done for you!). Of course, you can still manually destroy child controls as you see fit.
Does this library supports UNICODE ?.
This version of the OGL still supports Unicode.
PaulSquires wrote:And it doesn't look like the library is High-DPI aware either?
The OGL is not High-DPI aware yet
. Honestly, I am a bit confused by it (would appreciate it if somebody could help me with the questions I asked earlier).
I also plan to re-implement some of the beta features such as menus and custom fonts. These are not yet included, however.
The OGL has really changed from it's first version. I promise this is the last time that I will change the OGL to this extent (the syntax is very different, as is the way it handles things). Of course, if this maybe isn't the best way to do things, then I will have to go back to the old, first version. Hopefully this isn't going to have a knock-on on developing programs as not many people use it (? <:D idk!).
Thanks for your support.