Object-Oriented abstraction layer to design GUI elements.
Many pre-written GUI elements like textures, text, formatted numbers, team logos, checkboxes, buttons, health bars...
Each element can have Commands (mouse actions), a tooltip and a help text. They are automatically displayed when the cursor is over the element.
Windows can be moved and resized in Tweak-Mode (<CTRL>+<F11>).
The color of the windows can be adjusted in Tweak-Mode.
Lines are now sharp even if Anti-Aliasing is turned on.
A lot of cool stuff I can't think of atm. I'm too lazy to think of more..
Features of the GUI:
My old Resource Bar widget reworked with the framework. Resizeable and moveable. The indicators for the share level are still missing. Everything else is there. A click on the netto income (right of the bar) shows the "stall factor". That factor shows how much faster your builders would work if you wouldn't be stalling.
My old Tooltip widget with a special display of selected/hovered units.
Click on the tooltip switches between help and mouse actions tooltip.
My old Player Info widget with two new features: Left-clicking a player logo gives selected units to that player; middle-clicking goes to his commander. This window still needs some love..
Nearly feature-complete console (chat window) with message seperation and player logos. Middle-click on the console goes to the last point made by an ally.
The little camera switcher..
See the changelog for the cool new stuff ..
Last edited by MelTraX on 08 Apr 2008, 22:40, edited 29 times in total.
My guess is that the file you modified was the work of trepan, chojin/napkin, and ray.
- Is there a list with all actions I can use?
Yes! (I forgot trepan's URL ^^). And trepan is the one to talk to about all your GUI/LUA questions, but I would hold off doing much more work until the next version is out (which will be soon ).
Some general GUI suggestions: There are huge ingame advantages to keeping everything that is used a lot on a single page in the left panel. The hidden commands you added aren't used that much. The kills box is better suited for a window that pops up if you click on a stats button, whereas I think the ally resources should be displayed in the upper right hand corner in a much more compact format (in the same form as the player's resources, i.e. bars instead of numbers). I wish I could load up OTA and take a screenshot of the ally's resources box that was part of the demo recorder, but I don't have OTA on my laptop and I'm a long way away from my desktop atm.
Last edited by LordMatt on 06 Jan 2007, 17:21, edited 1 time in total.
oo I just edited my post with more stuff. The easiest way to talk to trepan is to get on #sy at irc.quakenet.org. Trepan is doing the development, not me, but he has coded some more GUI widgets, like a allies resources widget and is making the widget engine.
Joined: 02 Jan 2007, 16:18 Location: Bremen, Germany
Yeah.. Thanks to the two files you guys just showed me I came up with quite some ideas.. I'm pretty sure now I can do the resource bars I wanted to do..
I'll probably put the commands to the end of the list for now.. So that all build options are on the first page.. If I see it right, I should be able to do most of IceXuiks (sorry, can't remember the right spelling) GUI-design.. Then the commands would be seperated from the build options (as in OTA)..
I'm highly motivated right now (just like the 315 "new GUI guys" before) .. But I'd really like to talk to trepan first and he didn't answer in the #sy channel..
Quantum already suggested that the kills and econ should be seperated again (like Ray did).. And it should be no problem to assign the toggling of both to a hotkey..
As I said, this is just the beginning.. And thanks for all your feedback..
Last edited by MelTraX on 06 Jan 2007, 17:41, edited 1 time in total.
Please don't move buttons around just for the heck of it though. It can be a real pain if you're used to a certain location for something. What I suggest you do is come up with a layout design and post it here for comments.
Joined: 02 Jan 2007, 16:18 Location: Bremen, Germany
I'm sure it will be mod controllable.. I will just build one, I guess.. There has been a discussion whether the mod or the user settings should overwrite everything else but it will probably be in the settings.. I have even seen a screenshot from trepan where he built an in-game selection..
Current status: I talked to trepan yesterday.. He's working hard to give the LuaUI interface more and more features.. I probably won't do anything until he releases his Lua files.. But I can't wait to start..
@trepan: I would really like to see a Lua <-> Spring settings interface.. So that I (or whoever) can build an in-game options menu.. I don't know if all options can take effect while in-game but at least some can.. Btw are the settings you can change with a command permanent? And I probably need some options myself so you don't have to adjust the GUI everytime you start the game..
Design Question: I've been thinking.. It should make a better looking UI if we don't stretch it to every resolution.. I know that's a nice feature and with the solid boxes it didn't cause much trouble but if we stretch images (likely with text on it) to fit the resolution, it will probably look messy.. One part why IceXuicks design looks that awesome is because it has been painted pixel by pixel..
I would rather make the resource indicators wider and add/substract build pics than stretching.. Another possiblity would be to make different versions of the GUI for different resolutions..
Now there are probably different opinions on this and I would like to hear the pros and cons I'm missing before I get started..
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