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Game Widgets - Your Pure Gml Solution To Dll's


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#1 BBGaming

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Posted 31 March 2008 - 09:43 PM

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Game Widgets - By B&B Gaming

I started this project a while ago to replace DLL's such as Max WinAPI, GM Window Widgets, or N Menu. It is an open-source, pure-GML solution to carrying around heavy DLL files with your game. Fully customizable, to fit your every needs. Unlike other, similar scripts, I made this project to be as light as possible, running very fast and not adding a lot of bloat to your game. Since they are scripts, you can open up the object that corresponds with the control you want, and actually change its functionality! This means you can take the scripts to do whatever you like! You can easily make checkboxes have a third state, other than off or on; or you could make radio buttons that can have two selected; or whatever! You could also duplicate the objects, and change them about to have two different functionalities in the same project.

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Here's a list of current features:
Spoiler


It comes with an example, and shouldn't need much explaining. Here is the online documentation.

As requested - Screeny

Download Links:
Game Maker 8 GMRES File**
Game Maker 8.1 GM81 File**
Game Maker 8 GMK File**
Game Maker 7 GMK File
**Please read GM8.0 and 8.1 notes at the bottom of this post, there are some considerations to make.

Please leave a comment!

If you're having trouble using Game Widgets, try the docs:
**Documentation**
.chm Help File: Game Widgets Reference .7Z (Courtesy of attm)

Quick example on Game Widgets implementation

If you use Game Widgets in your project, don't worry about crediting me. I don't care. But if you want to, "B&B Gaming - Game Widgets" would be perfect.
Special thanks are in order to all those who really helped me over the past two years with this project:
~Vanquish: A huge list of suggestions and improvements
~IsmAvatar: Wrote the original textbox this engine's is based off of
~attm: Providing the documentation .chm and GM6 files
~Markup Magazine: Providing me with a spotlight

**GM8.0 and 8.1 Notes**
GM8.1 has some strange issues when using Game Widgets. Some are expected, others are not. When using GM8.1:
-You have to turn off argument checking in the global game options. I use lots of optional arguments in functions, and GM8.1 broke these, sorry.
-For some reason, GM8.1 doesn't like fonts imported from GMK files. Luckily, there is an easy fix. Simply open up each of the 4 fonts in the Game Maker editor, and click OK. If you don't you will get very weird errors. After you do this once, you shouldn't ever have to do this again. This problem has also been reported in GM8.0, but the fix should be the same.

Edited by BBGaming, 11 March 2013 - 07:31 PM.

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Game Widgets
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#2 top hunter7

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Posted 02 April 2008 - 10:52 PM

I liked it, especially the fact that you can actually type the '#' symbol in the text area.

I might actually see myself using this.

Also, I think it'd be awesome if you added multi-line text boxes.

Well done. :)

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#3 rpgfoopod

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Posted 03 April 2008 - 12:24 AM

this is epic!!
very nice, i've been looking for this stuff for a long time!

Edited by rpgfoopod, 03 April 2008 - 08:24 PM.

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#4 thejamesexperience

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Posted 03 April 2008 - 08:58 PM

Put up screenshot plx
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#5 BBGaming

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Posted 03 April 2008 - 10:35 PM

There is multiline for the text boxes, in the creation script for the text box. Or if I forgot it, you can set multiline to 1 in the text box object.

Thanks for your comments. I was upset I wasn't getting comments. :(
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#6 TheMagicNumber

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Posted 04 April 2008 - 02:01 AM

I really hope you get TreeView done! It's one thing I want to NOT use a DLL for.

Sliding Bars do not need a DLL...They can be simple...but I have not done it?

Tabs are not very hard either...I do it the lazy way currently...but it is a highly customizable thing. I am guessing variables and arrays...tons of them would be used?

I would definitely use this in HTML Editor...does it have Windows sprites? I will have to sub this for GMWW.dll

Pretty neat though!
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#7 BBGaming

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Posted 04 April 2008 - 02:27 AM

Tree view will be HARD. I still haven't come up with a way of doing it. Nested data structures, at the least.

And I don't use sprites. I zoom on the actual things in paint and do pixel-by-pixel.

Thanks for your comments. :(
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#8 Caniac

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Posted 04 April 2008 - 03:17 PM

Looks nice, but you should post a screen shot...
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#9 BBGaming

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Posted 04 April 2008 - 09:18 PM

Already done. See first post, right above the DL link.
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#10 Somelauw

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Posted 05 April 2008 - 12:17 PM

Wow. that's pretty good. Allows GUI apllications to be made from pure GML.

But err, isn't that guy girl called ISMAvatar or is ISMAvitar another member?
New members might put a misspelled name in their credits if it's the first case. :GM123:

Edited by Somelauw, 07 April 2008 - 04:08 PM.

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#11 tdmgames

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Posted 05 April 2008 - 12:26 PM

I love it! Well done B&B! What would be cool is multiselecting on the Listbox that would be cool, keep up the good work :GM123:
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#12 BBGaming

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Posted 05 April 2008 - 01:33 PM

Sure, I'll add multi-selecting. What I'm doing is adding a GW_###_Styles() script that can completely customize every feature, things such as color, font, and additional features will be found in there.

Thanks for the comments. :GM123:
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#13 TheMagicNumber

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Posted 06 April 2008 - 02:49 AM

I suggest you fix the drawing bad pixels or use sprites :) The arrow in check boxes is missing a piece?
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#14 BBGaming

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Posted 06 April 2008 - 05:20 AM

Could you post a screenshot, please? I don't have any problems. And not using sprites is a lot more easy and flexible on my part. :)
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#15 TheMagicNumber

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Posted 08 April 2008 - 11:11 PM

I have no problem with not using sprites...it's just there is a line on the checked, check box, check missing. :) Look carefully...
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#16 Kantatzu

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Posted 09 April 2008 - 11:41 PM

I LOVE THIS!

Seriously, why don't people notice this!?
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#17 BBGaming

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Posted 12 April 2008 - 05:31 PM

GMREC: I still don't see it...

Kantatzu: Very well spoken. :)
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#18 microbot

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Posted 12 April 2008 - 07:03 PM

Looks very nice, I cant wait for the gm6 version to be released so that I can convert it to gm5.3a LOL!
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#19 adrianbailey

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Posted 14 April 2008 - 11:58 PM

omg
in the third post rpgfoopod converted it gm6.

anyway this is pretty awesome and i will definitely use it.
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#20 Bob_George33

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Posted 09 August 2008 - 01:41 AM

Can you make one that doesn't need gm pro or comment on the code so I can tryand make one myself?
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#21 se14an

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Posted 10 August 2008 - 05:20 AM

cool works great B)
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#22 romis69

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Posted 12 October 2008 - 04:01 AM

How about a version 5 conversion? Version 5 is by far the most compatible - working in at least 2000 through Vista and also in GNU/Linux under Wine and Mac under Darwine. Typically script APIs have been slow, though, because of the large amount of code in Step events.
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#23 BBGaming

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Posted 15 November 2008 - 04:06 PM

Update!

Now Included:
  • Track Bar
  • Tabs

Also, Game Widgets was featured in Markup Magazine! See the link here. Any bugs or feature suggestions are welcome. Please comment!

Edited by B&B_Gaming, 15 November 2008 - 04:15 PM.

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#24 Bitsoft

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Posted 15 November 2008 - 04:12 PM

These are good, but they don't look right. And that textbox doesn't have a right-click menu. I thought these were done in the scripts, but there seem to be objects too :P . And this isn't a solution to DLLs, unless you don't mind GM drawn widgets.

It's good, but it doesn't really appeal to me :P .
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#25 BBGaming

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Posted 15 November 2008 - 04:23 PM

Thanks for the comment. The controls don't look identical to the actual windows controls, because GM doesn't draw very nice-looking shapes (roundrect, circles, etc), and I chose not to use sprites for customize-ability reasons (and because it wouldn't be very practical with things like tabs, scroll bars, buttons, etc. because they are user-defined in size). But the great thing about these scripts is they are fully customizable, just open up the corresponding object (yes, objects :P) and you can easily change colors, shapes, (replace the drawn objects with sprites, if you want), and even the functionality of the control itself, and that's what separates these from DLLs.

I also note your suggestion about the right-click menu, and I Have added a menu into one of my projects, but it required reliance on another user's scripts for the menu (GM's menus suck...), which I am trying to avoid. I will contact the creator of those scripts, and see if they're ok with me using them.

EDIT: Update! I found the magical function draw_set_circle_precision(), everything looks LOADS better, so if you were using an older version, please re-download, and see for yourself. (PS: You can't just change the precision in an older version, I had to re-do some of the drawing functions.) Also, I added drop-down boxes. They're basically a listbox hack, but they work like you would expect.

Edited by B&B_Gaming, 17 November 2008 - 01:40 AM.

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#26 Rune

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Posted 25 November 2008 - 05:48 PM

Awesome scripts. I have been waiting years for something like this to come along.
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#27 MrOpposite

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Posted 12 December 2008 - 04:11 PM

Hey, i would like support for mouse wheel :) (Btw it looked a bit odd on my comp, since im using windoes 98 theme :P)

EDIT:
Btw, the REAL selection colour is 6956042...

Edited by StarTrek, 12 December 2008 - 04:22 PM.

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I'm working on a new project. The project name is "Timeline"

Reinventing the wheel is stupid, but stealing a car is illegal.

#28 BBGaming

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Posted 12 December 2008 - 10:25 PM

You mean the blue selection, right? I used c_blue, seemed to work nicely. :) I can change it, though, I'm almost ready to release an update. (Hint: Child Windows. :()
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#29 BBGaming

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Posted 12 January 2009 - 10:16 PM

As promised (though not as soon as I would have liked :(), I completed another update. I added a right-click menu to the textboxes, the ability to create password boxes, and, the greatest of them all, child windows. Extremely customizable through scripts, they allow for movement around the screen, resizing, maximize, minimize, and close button functionality, custom icons, captions, and the built-in functionality to dock controls (Game Widgets Textboxes, Checkboxes, Radio buttons, etc.) with a single script, having all the hard work of getting them to work done for you! The windows also come with several functions to determine the drawing area of the window, so you can do your own custom drawing in them without digging through the code.

I'm very exited about this update, please comment about any bugs (probably plenty), features you want or want changed, or if you appreciate my work and want me to keep going. :) Thanks for downloading!
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#30 Lycondone

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Posted 12 January 2009 - 10:38 PM

Lately I've been seeing more people making this kind of program, and I'm one of them. It's a nice system, but there are a few problems I found that should be fixed to make it seem like the real thing.

- You can click objects behind the window.
- Adding the ability to use the scroll wheel on combo boxes and list boxes.
- Not using show_menu for the menu bar :).
- And other little things

I like how it's going to far and hope you continue to work on this :) . In fact, I like this so much you've convinced me to continue working on mine :(.

Edited by Lycondone, 12 January 2009 - 10:48 PM.

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Examples:
Combo box

Currently working on:
Secret

#31 BBGaming

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Posted 13 January 2009 - 12:15 AM

Thanks. I actually think I forgot to finish a couple of window checks in some controls, but if you drag the window up to the checkboxes, you'll see I finished them so you can't click them behind the window. I'll see what I can do fro finishing the others tonight. As well as the scroll wheel.

As for the menu bar, I'm planning on re-writing them to use the show_menu_ext script instead, but until then the regular one works fine, just limited. Was the 'other little things' just a filler or are there actual 'things', because I'd love the suggestions.
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#32 Pie Person!

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Posted 18 January 2009 - 03:19 AM

How come all of the windows images are messed up?
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Cool.

#33 Marchal_Mig12

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Posted 18 January 2009 - 07:42 AM

That's an awesome engine! Very well done. I especially love the text box engine. I will definitely use this for further map editor or such things.

Mig

EDIT: I think that editbox should be called textbox instead.

Edited by Marchal_Mig12, 18 January 2009 - 07:43 AM.

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#34 superbryceman44

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Posted 18 January 2009 - 07:52 AM

i think this is an awesome program. i can't resise the child windows though and also do you think you could plan to put tree view in a later update?
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#35 epicCreations

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Posted 18 January 2009 - 08:14 AM

HOLY CRAP!
I'VE BEEN TRYING TO MAKE SOMETHING LIKE THIS FOR MONTHS
FRICK
BetaByte is gonna be pissed... :)
Ah well. Zapper thanks you!
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#36 BBGaming

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Posted 18 January 2009 - 03:18 PM

How come all of the windows images are messed up?

What do you mean?

That's an awesome engine! Very well done. I especially love the text box engine. I will definitely use this for further map editor or such things.

Mig

EDIT: I think that editbox should be called textbox instead.

Instead of GW_Edit_... you want GW_Text_...? Sure, I'll leave both for backwards compatibility sake. :)

i think this is an awesome program. i can't resise the child windows though and also do you think you could plan to put tree view in a later update?

After creating the window with GW_Window_Create(x,y,width,height), you can set the resizeablity using GW_
Window_SetResizeable(window,true/false). Sorry there's no documentation. I can't find any good programs to create one. Anybody know of any?

PS: I've tried treeview a couple of times, but I can't seem to get it working. I'm trying, though, I should get it eventually. I hope. :lol:

GT G33K T3RR1T0RY: Ok... :)

Edited by B&B_Gaming, 18 January 2009 - 03:21 PM.

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#37 LoopStan

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Posted 11 February 2009 - 12:49 AM

This is really good i like it :lol: Could you comment the scripts though? Some of the scripts arn't working and i think its because im using the wrong arguments
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#38 BBGaming

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Posted 11 February 2009 - 03:09 AM

Sorry, I know they're kind of undocumented. If you give me the scripts you're having problems with, I can give you the arguments.

On a side note, I'm having trouble finding a program to create those html help pages. Anybody know of one?

EDIT: I uploaded the newest version, which includes progress bars, and I broke down and used some sprites for certain items. It looks better, so sorry if it bothers you. :lol:

Edited by B&B_Gaming, 11 February 2009 - 03:21 AM.

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#39 LoopStan

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Posted 11 February 2009 - 04:10 AM

Thank you i figured it out :lol: Wow, the new one with sprites, even though its just a few is really nice :mellow:
Good job! 8/10 8 because it almost has all the features needed, just a few more that i can't think of right now and you will be good :P
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#40 margoose

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Posted 15 February 2009 - 03:14 AM

On a side note, I'm having trouble finding a program to create those html help pages. Anybody know of one?


I use Microsoft's HTML Help Author, it has a crappy GUI, but it gets the job done. Download @ http://go.microsoft....k/?linkid=14188


btw: these scripts are ftw, great job!

edit: a suggestion -- dockable labels, in other words, draw text that has ability to dock to window. Also, ability to put icons in buttons and menus (the same way you did with windows). Include ability for popup menus, and submenus for the popup and topbar menus. Make sure all of the widgets are dockable (such as list and drop down boxes). Also note that it is not I who wants you to do these as I have edited your code in such a way to incorporate some of the things I just listed for my personal use, but I think it would be good for you to have these things in your future updates for overall completeness. If you need/want some help I can be somewhat of some assistance, but I have a couple other projects going right now.

Edited by margoose, 15 February 2009 - 07:26 AM.

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#41 BBGaming

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Posted 16 February 2009 - 01:40 AM

On a side note, I'm having trouble finding a program to create those html help pages. Anybody know of one?


I use Microsoft's HTML Help Author, it has a crappy GUI, but it gets the job done. Download @ http://go.microsoft....k/?linkid=14188


btw: these scripts are ftw, great job!

edit: a suggestion -- dockable labels, in other words, draw text that has ability to dock to window. Also, ability to put icons in buttons and menus (the same way you did with windows). Include ability for popup menus, and submenus for the popup and topbar menus. Make sure all of the widgets are dockable (such as list and drop down boxes). Also note that it is not I who wants you to do these as I have edited your code in such a way to incorporate some of the things I just listed for my personal use, but I think it would be good for you to have these things in your future updates for overall completeness. If you need/want some help I can be somewhat of some assistance, but I have a couple other projects going right now.

Thanks for the link I'll definitely check it out.

And all your suggestions are noted. I'd like to point out that there are the functions GW_Window_GetDrawX/Y() that make it easy to draw text on a window for now (but I was planning on adding simple labels anyways, just haven't got to it.) Thanks for the comment.

Loopstan: Well, if you think of them, be sure to let me know. :D
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#42 margoose

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Posted 16 February 2009 - 04:25 AM

yeah, I already made the labels for myself, if you want the code I can give it to you to save some time. I also made the drop down and list boxes dockable. I needed these features for the flowchart prog I am making.
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#43 BBGaming

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Posted 16 February 2009 - 04:34 AM

No, that's cool. After you posted that I did the docking for the rest of the controls. Labels are also very simple, with the system I have set up they'll just be an object with drawn text. :D

BTW, I'm uploading the new version with the docking right now, I don't know if you figured out how to take care of mouse checking and all that, it's kind of annoying. :D If you give me like 5 minutes I'll have it uploaded.

EDIT: Ok, I finished all the dockable controls (so they can be easily attached to a window), and I added labels. I'll keep working on other things you suggested later.
http://www.box.net/shared/b30jlfdcso

Edited by B&B_Gaming, 16 February 2009 - 05:01 AM.

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#44 BBGaming

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Posted 19 February 2009 - 02:00 AM

Update! I've added status bars, fixed bugs with GW_Menu_EditItem() and GW_Popup_EditItem(), added scripts GW_Control_SetActive(Control Handle, Active) to deactivate control easily for use with tabs and things, GW_Drop_Open/Close(), Scrollbar functionality on the tabs so you can have more tabs than the width allows, GW_###_Styles scripts for almost all controls, icons functionality for buttons and menu items (as well as popup menus), and some other things I can't really remember right now. :D Overall very busy couple of days.

Just to let everyone know, margoose PMed me 10 or so times with suggestions, and almost all of them are added already. If there's something you want I will do my best to honor it. ^_^
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#45 clod14

clod14

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Posted 20 February 2009 - 05:15 PM

I seem to have a Problem B&B =[ I cant seem to add Information into the Tabs.

| TAB 1 \____________________________________________
|																						|
| I can't ADd information here, Why not?? is it not done yet?   |
|																						|
|																						|
|																						|
|																						|
|																						|
|_________________________________________________
_|


thx for the reply when you get the chance to.
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#46 BBGaming

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Posted 20 February 2009 - 10:17 PM

Game Widgets doesn't do any of the handling of tabs for you (which is the default behavior for most API engines). You have to take care of it, but it's very simple.

//draw event
switch(GW_Tab_GetSel(Tab))
{
case Tab1:
draw_text(x,y,"This is the text for Tab 1.")
break
case Tab2:
draw_text(x,y,"This is the text for Tab 2.")
break
}
Change the x and y, and the variable names for the tabs and it will draw the first string on Tab1 and the other on Tab2. Make sure the depth of the object drawing the text is lower than that of the tabs (default is 0).

EDIT: Nice diagram, BTW. :P

Edited by B&B_Gaming, 20 February 2009 - 10:17 PM.

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Game Widgets
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#47 clod14

clod14

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Posted 21 February 2009 - 03:08 AM

Game Widgets doesn't do any of the handling of tabs for you (which is the default behavior for most API engines). You have to take care of it, but it's very simple.

//draw event
switch(GW_Tab_GetSel(Tab))
{
case Tab1:
draw_text(x,y,"This is the text for Tab 1.")
break
case Tab2:
draw_text(x,y,"This is the text for Tab 2.")
break
}
Change the x and y, and the variable names for the tabs and it will draw the first string on Tab1 and the other on Tab2. Make sure the depth of the object drawing the text is lower than that of the tabs (default is 0).

EDIT: Nice diagram, BTW. :P


lol thx =]
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#48 BBGaming

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Posted 23 February 2009 - 04:00 AM

Update! I've added built-in scrollbar functionality to the multiline textboxes, and I replaced the scrollbars with sprites, because they look better. :D I'm also planning on doing a minor re-write, I think I can speed up some of the controls a little (a lot of useless repeated calls dealing with windows.)

EDIT: Ok, I made that quick edit, but I only gained about 4 fps on my machine (good, but not the miracle I was hoping for :)). Still, if your project uses multiple windows or scrollbars, you should notice a more significant improvement, as these controls were more affected.

EDIT2: Fixed a small error in the Edit Box's scrollbars.

Edited by B&B_Gaming, 28 February 2009 - 02:31 PM.

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My Portfolio - All my good games and resources
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#49 margoose

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Posted 24 February 2009 - 02:31 AM

hey thanks for all the updates you made based solely on my requests, you have done a great job in making these scripts!
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#50 MrOpposite

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Posted 28 February 2009 - 03:28 PM

Me love this!
(still think that you should change the colour thought... but i can do that when i use it by myself xD)
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I'm working on a new project. The project name is "Timeline"

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