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Re: Make a button act like a 'normal' windows button [Re: TechMuc] #412481
11/27/12 20:03
11/27/12 20:03
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline OP
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Kartoffel  Offline OP
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Bavaria, Germany
Thank you very much, TechMuc. I'll check it out.

I just hate interface-systems which are too complicated.
It always seemed like years until I had created something usable with lbgui.
That's why I started creating my own.

(but I still think a better "built-in" gui-system for 3dgs would be great...)


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Re: Make a button act like a 'normal' windows button [Re: Kartoffel] #412483
11/27/12 20:25
11/27/12 20:25
Joined: Jul 2008
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TechMuc Offline
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TechMuc  Offline
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this is of course correct (even cegui will probably need a lot of work) but you need to use hardware acceleration.

Example: CeGUI uses the following renders:
Quote:
There are currently CEGUI renderer modules for Microsoft® DirectX® 9, 10 and 11, OpenGL, the Ogre engine, and the Irrlicht engine (CEGUI 0.7).


This is just muuuuuch faster and better than using standard windows apis

Re: Make a button act like a 'normal' windows button [Re: TechMuc] #412486
11/27/12 20:35
11/27/12 20:35
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline OP
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Kartoffel  Offline OP
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Well, as I've already said, I'll check cegui out. I heared of it before and it looks pretty promising.

Maybe (if I've got the time for it) I will create a simple editor for this interface system which will make creating UIs much easier.

In my opinion thats the best and easiest way to create good interfaces - by actually seeing the all the stuff while editing it
without adjusting vars all the time and having to restart the engine after every little change.

Anyway, thanks again for all the information!
Kartoffel smile

Last edited by Kartoffel; 11/27/12 20:41.

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Re: Make a button act like a 'normal' windows button [Re: Kartoffel] #412519
11/28/12 14:51
11/28/12 14:51
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I agree on the built-in gui editor, that is something I have always felt is missing in 3dgs...
I mean, we have SED, MED (with a skin editor too), WED, GED... we need a GUI-ED
Creating interfaces is just so slow and painfull. It would be great to have tool to just select the type of item and place them, to be able to see the iterface object layout and edit on the fly. Something like an extremely simplified editor to create UI's like Visual Studio's approach.


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Re: Make a button act like a 'normal' windows button [Re: Carlos3DGS] #412527
11/28/12 15:54
11/28/12 15:54
Joined: Jun 2009
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Kartoffel Offline OP
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Kartoffel  Offline OP
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Originally Posted By: Carlos3DGS
I agree on the built-in gui editor, that is something I have always felt is missing in 3dgs...
I mean, we have SED, MED (with a skin editor too), WED, GED... we need a GUI-ED
Creating interfaces is just so slow and painfull. It would be great to have tool to just select the type of item and place them, to be able to see the iterface object layout and edit on the fly. Something like an extremely simplified editor to create UI's like Visual Studio's approach.

I can just agree with that but I'm not sure if creating another editor is the right thing to do (we've already got MED GED SED WED)
One powerful editor which can handle most of this stuff would be so awesome - but I know I that can't expect something like this in the next time smirk


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Re: Make a button act like a 'normal' windows button [Re: Carlos3DGS] #412531
11/28/12 16:06
11/28/12 16:06
Joined: Sep 2007
Posts: 101
Luxembourg
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krial057 Offline
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If you feel like writing UI is a pain in the ass, take a look onto IMGUI's. I really fell in love with the technique
I was writing a GUI Framework based on it for 3dgs. Its easy to extend it, not a lot of code needed to create one and responsive.

For example to create a slider you only need one line and everything works(resizes with resolution, data get changed, ...)
From my framework for 3dgs:
Code:
//0: min health; 1000 max health.
//If auto-layout is on, the first parameter (UIRectC) is not needed
this->health = UIHSlider(UIRectC(20, 250, 400, 8), this->health, 0, 1000);



To extend it, you can simply write a function that contains functioncalls for other elements.
(The slider function f.i. just calls UIRepeatButton() and UIBackroundImage())

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