I have an application that plays fullscreen video, I also have interface elements built with the ofxControlPanel library.
Currently the interface and the output are sharing the same window, I would like to have a separate window for the controls but I have no idea how to go about it. I am sure that its a simple thing to do.
The only example I have found is this video, http://vimeo.com/16346790#comments but I cant find a tutorial for implementing this. In this example the external interface is controlling Quartz patches and I am not sure if it works for a non quartz application.
I had to work through all the same errors you saw when i was working on my temporary cities project -
I went ahead and put together a template project for doing these types of visual performances with ofxCocoa & openFrameworks. It creates a full screen canvas and based on the screen positions it will determine the area to draw the performer interface and the area to draw the public facing content screen.
it should be pretty flexible depending on one or two displays, and adapt to different display configurations. It’s not bullet proof, but as long as you have two displays that are sitting next to one another horizontally it should behave.
if you drop that project into the exampleApps folder of the latest pull from git it should fire right up. Sometimes you have to open up the the openFrameworks.xcodeproj project file, Get Info… on the top level project item and set the Architecture to 32-bit universal and set the Base SDK to 10.6.
I saw this too i think. I think the problem is on the openFrameworks library xcode project.
If you open the openFrameworksLib.xcodeproj under openFrameworks/libs/openFrameworksCompiled/project/osx, in xcode, get info on the project, and switch the native architecture to 32 bit and the SDK to either 10.5 or 10.6, then recompile it should take care of those errors.
Make sure the example project matches those settings too.
hope this fixes it. not sure why that happens, perhaps there is a more intentional fix.
first make sure that the folder structure looks like this:
/openFrameworks/apps/examples/ofxCocoaTemplate/
not sure why you are getting all the missing files on the ofxCocoaTemplate project… but to get the openFrameworksLib compiled just hit COMMAND+B or select Build > Build. This library is also auto-compiled when you build any example app too, since all the example apps require the main openframeworks lib
Since the openFrameworksLib is a library and not an application, there is no build and go option - kind of confusing.
keep at it, it’s always a big stumbling block getting familiar with openFrameworks set up - but once you get it all built you’ll be fast on your way!
I’m using 3.2.5 as well - I don’t think this is an Xcode version problem. It seems like it’s a misconfigured build settings or missing files.
Lots of times when i am in Xcode trying to debug these issues I’ll end up messing other stuff up, and sometimes it’s better to just start with a clean ‘git clone’ from the latest repository. You should definitely be able to get the openFrameworksLib compiling, then after that tackle adding the template.
Sorry I can’t offer any more specific advice - i’ll keep noodling if I can come up with what it might be, but in the mean time just getting the latest oF building should be possible.
I have managed to get the latest version off the GIT to compile now, but of course your example doesn’t compile now.
The error is that the glee library isnt included in the present version from GIT and if I add the old version it spits out thousands of errors. Let me know if you manage to get it to compile with the latest OF version.