Red UI Framework (v8)
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Red UI Framework (v8)
eat shit
Last edited by Regret on 05 Aug 2011, 02:40, edited 13 times in total.
Re: Red UI Framework (v1)
Sounds interesting!
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Re: Red UI Framework (v1)
The main interest also might be the performance your framework delivers. Does anything change considering the crippling effect the other UIs have on the performance or do we have to wait for jk's new engine side Lua magic for that?
Re: Red UI Framework (v1)
EDIT: <file upload holder>
Last edited by Regret on 13 Aug 2009, 19:21, edited 3 times in total.
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Re: Red UI Framework (v1)
Well I guess the huge framedrops (my experience with e.g. LolUI is that it eats up 50-60% of the fps I have when deactivating it) can't be evaded until jk finished his GUI stuff for Lua. It's kinda strange though as I can't really understand what exactly slows things down so much...
Re: Red UI Framework (v1)
Why don't all of you GUI people just work on one framework? We now have ChiliGUI, RedUI, IceUI, LOLUI, Evil4Zerggin's UI, and Neddie's UI, along with the as-yet-unreleased SWIW GUI. This'd all be simpler if we all worked on one framework, then forked it for our individual projects.
Re: Red UI Framework (v1)
Wrong. It's not rocket science to draw a rectangle, and there is only so much you can do to simplify it.Master-Athmos wrote:Well I guess the huge framedrops can't be evaded until jk finished his GUI stuff for Lua.
jk's framework is already functional and being used in CA, go ahead and make a performance test.
Why do we all play different games, we should all play BA.MidKnight wrote:Why don't all of you GUI people just work on one framework? We now have ChiliGUI, RedUI, IceUI, LOLUI, Evil4Zerggin's UI, and Neddie's UI, along with the as-yet-unreleased SWIW GUI. This'd all be simpler if we all worked on one framework, then forked it for our individual projects.
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Re: Red UI Framework (v1)
Well but I cannot really believe that like for LolUi just some transparent boxes with some buttons eat half of the frames of a modern quad core PC - that just can't be and I don't think that you, Meltrax or Evil4Zerggin are incompetent code junkies who let every box calculate Pi in the background...Regret wrote:Wrong. It's not rocket science to draw a rectangle, and there is only so much you can do to simplify it.
That's why my guess is that it has to do with the Lua implementation that makes some of the draw or mouse-over functions incredibly slow for whatever reason. At least I didn't come up with a better solution than that yet. Give me a better one if you can...
Re: Red UI Framework (v1)
It can be rocket science especially if you do it in Lua.Regret wrote:Wrong. It's not rocket science to draw a rectangle, and there is only so much you can do to simplify it.Master-Athmos wrote:Well I guess the huge framedrops can't be evaded until jk finished his GUI stuff for Lua.
jk's framework is already functional and being used in CA, go ahead and make a performance test.
Also chiliGUI is not finished yet, it is still an alpha. So I am just doing a lot under the hood general design changes, no performance tweak nor visual improvements yet. Not to forget you can't compare it at all cuz there is no full GUI written in it (and it would be a bad idea atm).
Re: Red UI Framework (v1)
I'm not making a framework on which the GUI will be assembled, I'm merely designing the 1944 GUI. Zerg and I are working on the same project, in theory.
Re: Red UI Framework (v1)
maybe you guys could stop working on different project and work on a common one or help auswashbar to finish his hardcoded one
Re: Red UI Framework (v1)
the hardcoded one may well find itself being lua-driven sooner than later... or not. depends. patches welcome.
Re: Red UI Framework (v1)
I sometimes feel the same about the many lobby projects, Satirik.
To redirect your point - there is no common project for a game-specific GUI, each game has different demands and the GUI must be designed with those demands in mind. An improved default GUI is simply a generic which should be replaced or heavily modified to suit any serious project.
That aside, if there were one master plan for a framework, and one legitimate approach, I have no doubt that we would still have multiple projects. There are multiple plans and approaches, apparently.
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Anyway, not to be side tracked, looking good, Regret. Where are you with your documentation?
To redirect your point - there is no common project for a game-specific GUI, each game has different demands and the GUI must be designed with those demands in mind. An improved default GUI is simply a generic which should be replaced or heavily modified to suit any serious project.
That aside, if there were one master plan for a framework, and one legitimate approach, I have no doubt that we would still have multiple projects. There are multiple plans and approaches, apparently.
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Anyway, not to be side tracked, looking good, Regret. Where are you with your documentation?
Re: Red UI Framework (v1)
Added to first post. Also cleaned up the code + performance tweaks.neddiedrow wrote:Anyway, not to be side tracked, looking good, Regret. Where are you with your documentation?
Re: Red UI Framework (v7)
Updated.
Accidentally same version number.
Was only tweaks and bugfixes.
Accidentally same version number.
Was only tweaks and bugfixes.
Re: Red UI Framework (v7)
Suggestions allow UI parts to be glued to the edges of the screen.
Many players including myself thought it was a bit annoying when it is impossible to glue them and you accidentally grab them and move them while playing.
Many players including myself thought it was a bit annoying when it is impossible to glue them and you accidentally grab them and move them while playing.
Re: Red UI Framework (v8)
Small bug with the greying of disabled buttons:
http://springrts.com/phpbb/viewtopic.ph ... 49#p386749
http://springrts.com/phpbb/viewtopic.ph ... 49#p386749
Re: Red UI Framework (v8)
thx :pzwzsg wrote:Small bug with the greying of disabled buttons:
http://springrts.com/phpbb/viewtopic.ph ... 49#p386749