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Re: LBGUI - RELEASE [Re: Lukas] #354733
01/21/11 14:19
01/21/11 14:19
Joined: Sep 2009
Posts: 993
Budapest
Aku_Aku Offline
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Aku_Aku  Offline
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Joined: Sep 2009
Posts: 993
Budapest
Great job!
I would like to know, do you plan to implement treeviews?

Re: LBGUI - RELEASE [Re: Aku_Aku] #354861
01/22/11 19:30
01/22/11 19:30
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline OP

Programmer
Lukas  Offline OP

Programmer

Joined: May 2007
Posts: 2,043
Germany
I might do that some time, but I'm can't say that for sure now.

But I will most propably make an update some time, which will include editboxes with multiple lines, maybe window menus (like File, Edit,...), and some bugfixes. But I can't promise that it will include treeviews.

Re: LBGUI - RELEASE [Re: Lukas] #354865
01/22/11 19:56
01/22/11 19:56
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Thank you Lukas. We appreciate it.


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Re: LBGUI - RELEASE [Re: 3run] #354866
01/22/11 19:58
01/22/11 19:58
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
was working on a new theme for lbgui, but then accidentaly saved wrong files over them. Going to remake them though.

Last edited by Quadraxas; 01/22/11 19:58.

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Re: LBGUI - RELEASE [Re: Quad] #354950
01/23/11 15:39
01/23/11 15:39
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline OP

Programmer
Lukas  Offline OP

Programmer

Joined: May 2007
Posts: 2,043
Germany
Sounds interesting. If it looks good, I might include it to the update, together with the old theme, to show how easily you can mix two themes. laugh

Re: LBGUI - RELEASE [Re: Lukas] #355820
01/29/11 09:32
01/29/11 09:32
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline
User
SchokoKeks  Offline
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S

Joined: Nov 2002
Posts: 913
Berlin, Germany
Because there was some criticism of LBGUI in the german podcast (thanks to my game), I want to speak out here to stress that LBGUI was extremly helpful for me and saved me a lot of work.

I really didn't find to hard to learn it. The long functions and many parameters are the price you pay for its functionality. The manual gives you all the information you need. I have to admit that I was afraid to use it when it first came out because even the small example file was so huge. Working through and understanding the small example took ~30 minutes, after that I knew everything I needed.

My advice: Split the small example into two files: on "skin.c" file where all the bitmap and struct definitions are. make sure you create LBG_*_BMAPS for all the components, so you don't have to create temporary structs in the function calls, bloating them up. Then you have one small file left where the function calls are in and everyone can see how easy it really is.

Just note somewhere that temporary LBG_*_BMAPS structs exist and that you don't need to have a single skin but can mix then as you like.

And JustSid is partly right with the flag names. why not share some? on the other hand, its easy to derive the name of the flag for each component.

Re: LBGUI - RELEASE [Re: SchokoKeks] #355826
01/29/11 12:23
01/29/11 12:23
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
What you could also implement is an easy interface. I saw this in other c-libraries. If you don't need the full functionality of the library you can use the easy interface: It has functions with less parameters and functionality but are shorter and easier to use.

I saw such an easy interface wrapper in the lite-c contributions, but it could also be implemented by default.


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Re: LBGUI - RELEASE [Re: Dark_samurai] #355831
01/29/11 12:43
01/29/11 12:43
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
The perfect LBGUI would have 2 modes. One is the pure API. And the other one is a flexible GUI editor. Would love to click together my menus, export the code and graphics and afterwards just include them in the project.

Sure, that`s a lot of work. Maybe you could work together with the other guys from AckStudio wink

Re: LBGUI - RELEASE [Re: Rondidon] #355838
01/29/11 13:43
01/29/11 13:43
Joined: Sep 2003
Posts: 303
Germany
Clemens Offline
Senior Member
Clemens  Offline
Senior Member

Joined: Sep 2003
Posts: 303
Germany
I really like the LBGUI - even if I didn't worked a lot with it YET and it get some critics... Implement some of the suggestions like making it more structural/user friendly and implement the most important features like multiline text field, text selection and copy/past - would be awesome wink

Thanks anyway for that good stuff!
(who knows when ever conitec would have released their GUI DLL -> but I remember it had a "high priority" until it was removed - guessing cause of Lukas' GUI cool)

Re: LBGUI - RELEASE [Re: Clemens] #355870
01/29/11 16:49
01/29/11 16:49
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline OP

Programmer
Lukas  Offline OP

Programmer

Joined: May 2007
Posts: 2,043
Germany
Thanks for the kind words. laugh

The skin.c is a good idea. I can make it be usable as a header script that is included at the beginning of the main script for all who want to use the default skin.

Before I'd make an editor, I think it would be useful to make an XML-like syntax for defining GUI elements. Then I could make an editor that creates those XML files. Those files would then be easier to be reopened by the editor.
But if I can ever do that it will be in the far future...

An improved API and multiline text fields will certainly be part of an update some time.

Last edited by Lukas; 01/29/11 21:33.
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