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Game Widgets - Your Pure Gml Solution To Dll's


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#81 Aertcz

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Posted 22 May 2009 - 07:24 AM

Beautiful work. I'm just trying to figure out how to get text from a specific text box. However I'm not getting too far. I had the same problem with GWindows, it ended up being a monster of a project, and I didn't fully finish/figure it out. Any pointers?

Edit:

ftr = GW_Edit_GetText(Editbox);
show_message(ftr);

I Love You.

Edited by Aertcz, 22 May 2009 - 07:28 AM.

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#82 BBGaming

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Posted 04 June 2009 - 01:02 AM

I've uploaded a small update with minor bug fixes and some new features (the most notable of which being menus on the child windows (when you click the icon with options like move, size, close, etc.)) Sorry about some of the suggestions you guys have posted and I haven't got to. Some of them are a fair bit more complicated than I expected, and I haven't really got around to getting them done.
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#83 FantiX

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Posted 04 June 2009 - 07:34 PM

tree list :D
would html style text be possible. like the texbox im now typing in?
i've working on it, but its pretty hard. :whistle:

Possible, but usually pretty slow... I'll take a stab at it when I get a chance. In textboxes, right?


ok ill be happy!
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#84 BBGaming

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Posted 04 July 2009 - 01:31 AM

Update! Now supports multiple child windows (never got around to it before). There's also new functions such as GW_Window_BringToFront(windowhandle) and GW_Window_SendToBack(windowhandle) that will help you out with this.

*Important* remember to call GW_Window_SetDepthSorting(true/false,maximum depth) before you create more than one child window. Maximum Depth is will be the depth of the bottom window, and every window on top of that will decrease in depth by 2. Default is -1.

Edited by B&B_Gaming, 04 July 2009 - 01:32 AM.

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#85 margoose

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Posted 05 July 2009 - 01:05 AM

wouldn't it be better to set the default automatically in the initialization process? That way anybody who doesn't care what it starts out as doesn't have to worry about it or have to remember to do it every time. And why would you have to set sorting to true or false, it should always be true because if you are going to have more than one window you are always going to want it to sort and if you arn't going to have more than one child window then it doesn't matter. Or perhaps I'm missing the point of the script.

Once again great scripts.
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#86 BBGaming

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Posted 05 July 2009 - 04:42 AM

The only problem with having depth sorting enabled by default is that the maximum depth would need to have a pre-set value. If someone were to, for example, change a window's depth to put it above everything else, the change wouldn't be recognized as soon as the window was activated (clicked on or set to focus). These restrictions would also apply to single windows.

EDIT: I do agree that there should be some fallback if the script isn't called. I'll edit and upload later, but I'm still going to recommend that the script be used when creating the windows, as this makes it clear that the settings will be meddled with by the GW engine.

Edited by B&B_Gaming, 05 July 2009 - 04:59 AM.

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#87 BBGaming

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Posted 08 July 2009 - 08:57 PM

Ok, I've uploaded another (major) update. I've added scrollbars (both vertical and horizontal), fixed the default behavior of multiple windows, and updated the documentation (soo much work...) My to do list is now empty, and here's a list of suggestions I know of and what's happening with them:
  • The Documentation (I'm working on it...)
  • Upgrading appearance on the treeview (not important, but I'll do it) Done
  • Allow the updown box to be changed manually (this will be a lot of work, so I've been putting it off... :))
  • Read-only textboxes Done
  • Make the menu bar be able to navigate between menus without re-clicking (tried but failed...) Can't. Tried again and failed... :(
  • HTML text (not really what this project is about. Sorry. I thought about it for a while but decided against it.)

If you know of anything else, please post, because I'm running out of ideas.

EDIT: Updates (July 16th):
1: Multi-selection listboxes (see the Documentation for more details)
2: Read only textboxes
3: Child Lines ability in treeview
4: Lots more styles scripts for custom appearance (not yet documented - see the scripts for info)
5: Random bug fixes and updates

Edited by B&B_Gaming, 17 July 2009 - 02:21 AM.

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#88 BBGaming

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Posted 19 July 2009 - 05:49 AM

I've added undo and redo functionality to the textboxes. This was significant enough to warrant a bump, I believe anyways. Plus it's been a week and a half. :)

EDIT: Update. Added icon functionality in the treeview, undo/redo in the right-click menu of the textbox, fixed some bugs with the scrollbars, and some discrepancies with the depth sorting on the windows.

EDIT2: Added GW_Control_StealFocus(Control Handle) and GW_Control_ReleaseFocus(). With this you can easily force the focus of the engine over to a child window and create your own popup boxes. Very nice. ;)

Edited by B&B_Gaming, 20 July 2009 - 04:54 AM.

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#89 qaq0

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Posted 26 July 2009 - 03:52 AM

How long did this take you to code?
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#90 Recreate

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Posted 30 July 2009 - 06:07 AM

Can this clone a windows vista/7 theme?(aka the eyecandy scrollbars, the slow fading fancy buttons and such)
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#91 BBGaming

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Posted 30 July 2009 - 07:24 AM

Can this clone a windows vista/7 theme?(aka the eyecandy scrollbars, the slow fading fancy buttons and such)

Possible, not really practical in GM, nor for me to implement. Take a look at GearGOD's GUI. It's made specifically for "eyecandy", but winds up horribly slow.
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#92 Lapps

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Posted 30 July 2009 - 07:18 PM

It is possible to do it with sprites, I might upload an example here... but it wont match b&bgaming's gmk, that is awesome
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#93 Recreate

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Posted 30 July 2009 - 08:15 PM

Can this clone a windows vista/7 theme?(aka the eyecandy scrollbars, the slow fading fancy buttons and such)

Possible, not really practical in GM, nor for me to implement. Take a look at GearGOD's GUI. It's made specifically for "eyecandy", but winds up horribly slow.

Wow, That's amazing!
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#94 2DLuis

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Posted 06 August 2009 - 10:57 PM

This looks really cool, It also looks very professional!

-Luis148
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#95 Newly Discovered

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Posted 08 August 2009 - 08:01 PM

I found a bug. You can click on a certain pixel line above the text in an edit box. It draws a selection 1px line above the text and highlights the first letter?
When you try to type while showing this, it shoots this error:
___________________________________________
ERROR in
action number 1
of Step Event
for object o_GW_Edit:

Error in code at line 157:
if ds_list_find_value(ll,0) = "" && ds_list_size(ll) = 1 && file = ""

at position 32: Cannot compare arguments.

Edited by Newly Discovered, 08 August 2009 - 08:03 PM.

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#96 BBGaming

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Posted 08 August 2009 - 08:14 PM

I found a bug.

Fixed. Thank you for posting the error message and what you did, it took me like 5 seconds to find and fix that way. :medieval:
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#97 Newly Discovered

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Posted 28 August 2009 - 06:51 AM

did you upload a fixed version, because I can still click above the input field text.
also, when I highlight a line and the one below it, it draws a single line between the two:
Posted Image
whoa, also...you can highlight the text area while selecting an item from the drop menu above it.
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#98 BBGaming

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Posted 29 August 2009 - 02:48 PM

did you upload a fixed version, because I can still click above the input field text.
also, when I highlight a line and the one below it, it draws a single line between the two:
Posted Image

It doesn't happen on my computer (I meticulously made my end look exactly like the picture :lol:). I also don't know how it could happen because the selection is drawn with rectangles (and the picture makes it look like a stray line...)
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#99 BBGaming

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Posted 02 September 2009 - 03:09 AM

Major update!

Full list of changes:
Drop down list pauses game.
Drop down list is scrollbar enabled.
Drop down list only changes if the mouse is in the region.
Scrollbar in listbox scrolls view, not selection.
Control+scroll wheel scrolls horizantally
Scroll wheel functionality for all scrollbars
Radios and checkboxes function with mouse release, not press or hold
Updated multiselection in listboxes
Scroll wheel in up/down boxes
Can pressed right or left when all or a textbox is selected to go to that side
Resizing windows now won't mess with other controls.
Child windows no longer have a first-click depth error
Tabs now only change with a mouse press
Lots of random bug fixes.

All these reports courtesy of Newly Discovered :)
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#100 BBGaming

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Posted 15 September 2009 - 02:28 AM

Added tooltips and listview controls (neat!). I made two functions, GW_Control_ForceFocus() and ReleaseFocus() which make it possible to disable all other objects on screen except a specific control. You can use this to, e.g. make popup windows that act like input boxes or message boxes with no additional work. I added an example to the, well, example. Also fixed issues that prevented treeviews and tabs from being docked to child windows and drawing discrepancies with the edit boxes.

Please report any bugs you may find. The engine is getting slightly complex with all the linking I did for some functions, and some things that worked before may bug out. I do my best to solve these as I find them but I could use help. :)

Edited by B&B_Gaming, 15 September 2009 - 02:29 AM.

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