The New GUI - Page 10

The New GUI

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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jcnossen
Former Engine Dev
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Post by jcnossen »

It sucks though, I compiled unitsync with python bindings so you need python 2.3 installed. I'll post a better one soon.
SjaakOnderkaak
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Post by SjaakOnderkaak »

TradeMark wrote:Related to that http://vereyon.nl/files/TASpring.zip

I like the transparent black gradient on the chat and resource bars!
But could you put the resource bar into top right corner exactly, without spaces and that how you cant move the bar?
Thanks!

Disabling the dragging on the resources bar and fixing it to the top right corner was easy. See the resuilt for youself:
http://www.vereyon.nl/files/TASpring2.zip
(backup you own spring.exe and extract in spring folder. Again, feel free to edit the [springfolder]/uidata/test.xml file and see the results in the game)

I don't know what the current state with the new GUI is. The latest dev version of spring didn't run at my pc (some particle.tdf file missing or something), but I think it would be a nice challenge to write a GUI in C++ for spring.
Last edited by SjaakOnderkaak on 16 Aug 2006, 15:15, edited 2 times in total.
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TradeMark
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Post by TradeMark »

That URL doesnt work.

I got the dev version working when i made empty file named as the error-message said.
SjaakOnderkaak
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Post by SjaakOnderkaak »

TradeMark wrote:That URL doesnt work.

I got the dev version working when i made empty file named as the error-message said.
Sorry, fixed the url (upload a rar instead of a zip file :wink:) The particles file hack also worked. The new buildmenu is defenitly much more readable. However it isn't really beatifull, I think it will enhance the gameplay.

I have been doing some self study on C++ and OpenGL the past 2 weeks and I think I could provide an extra draw style in my quick and dirty new gui example using textured controls next to the 'solid' and 'gradient' drawstyles I have implemented so far. Anyone care to see an implementation?
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AF
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Post by AF »

did your gradient style code make it into the svn?
SjaakOnderkaak
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Post by SjaakOnderkaak »

AF wrote:did your gradient style code make it into the svn?
I don't think so ;) I didn't sumbit anything yet, however as you can see in my previous posts, the basic implementation is like childsplay, at least for UI elements like the console. I fear it won't be as easily to apply it on the build menu, but I can't say that for sure since I haven't even really tried. Perhaps it's an idea to expand my experimental little GUI a bit and make it less dirty :twisted: and submit it to the developers. Beside this quick way of 'pimping' up the UI, I would opt for writing a more powerfull, customizable UI. As I already mentioned, I'm not really a C++ and OpenGL expert, but I consider myself an experienced C# developer and I have plenty of experience in implementing XML an OO in applications. So perhaps if I find some time I can try to write a a bit more clean solution supporting xml defined styling, custom textures and a xml defined UI.

Edit: hmm, something went wrong while posting... Moderator?! Anyone?
Last edited by SjaakOnderkaak on 16 Aug 2006, 17:04, edited 2 times in total.
SjaakOnderkaak
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Post by SjaakOnderkaak »

SjaakOnderkaak wrote:
AF wrote:did your gradient style code make it into the svn?
I don't think so ;) I didn't sumbit anything yet, however as you can see in my previous posts, the basic implementation is like childsplay, at least for UI elements like the console. I fear it won't be as easily to apply it on the build menu, but I can't say that for sure since I haven't even really tried. Perhaps it's an idea to expand my experimental little GUI a bit and make it less dirty :twisted: and submit it to the developers. Beside this quick way of 'pimping' up the UI, I would opt for writing a more powerfull, customizable UI. As I already mentioned, I'm not really a C++ and OpenGL expert, but I consider myself an experienced C# developer and I have plenty of experience in implementing XML an OO in applications. So perhaps if I find some time I can try to write a a bit more clean solution supporting xml defined styling, custom textures and a xml defined UI.
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zwzsg
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Post by zwzsg »

TradeMark wrote:
zwzsg wrote:But the builpics are still squashed! BUILPICS ARE SQUARE, DON'T PUT SQUARES INTO RECTANGLES.
What... the current GUI buildpics are 96x72 (at resolution 1600x1200), not squares at all.
I tried to use squares too, but then i noticed they looks ugly :S

Also rectangles takes less vertical space...
Let me get this straight, if I understand well:
- The dev made an error and used rectangular emplacment for the builpic.
- They made sure to not fix it all during many month.
- They waited until most modders worn out and, with disgust, remade their hundreds BP into rectangle.
- And no, tada, it's me who's silly to use square BP!

TradeMark wrote:
zwzsg wrote:I noticed a new gui in next Spring release.
Where you can see next Spring release stuff??

BTW, how to get in the group which tests the next versions?
Actually, I went to the New Map Format thread, to check how well, the NMF run on my card. There jcnossen posted some exe so map makers could try it out.
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Caydr
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Post by Caydr »

AF wrote:caydr's magic nubmer is 30/32
W00)))000000 my name!!!

Yeah, fix those retarded rectangular buildpics, they look like crap stuck to a blanket. Make em have a proper aspect ratio and tell us what the final "standard" size is going to be so we can resize our buildpics ourselves, rather than have the engine do it and pixelate them all to crap. On a blanket.
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AF
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Post by AF »

AF wrote:

w000t my name!
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TradeMark
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Post by TradeMark »

zwzsg wrote:Let me get this straight, if I understand well:
- The dev made an error and used rectangular emplacment for the builpic.
- They made sure to not fix it all during many month.
- They waited until most modders worn out and, with disgust, remade their hundreds BP into rectangle.
- And no, tada, it's me who's silly to use square BP!
Well, i like the way how it is now, and anyways, camera images aint squares either... or television aint square... square is not beautiful.
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AF
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Post by AF »

Human eyes find horizontal rectanglular aspect ratios more appeasing.

If anything I'd rather rather have buildpics closer to widescreen 16:9 or normal 4:3 than square 1:1 as they look more natural.

And dont argue it isnt mroe natural because the buildpics are squashed, it just means new buildpics designed for the new aspect ratio should be added.


imo a lot of the existing square buildpics look ugly even if they're not squashed, people have an idea about what they should be like because thats what they've looked like in the past...
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FLOZi
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Post by FLOZi »

Buildpics should be square, as they have always been.

Fucking end of.
Word
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Post by Word »

I don't think they should be square...as Af said it's more 'visually pleasing'..but that should probably be optional where you can put in custom images or whatever with different gui sets.
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Dragon45
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Post by Dragon45 »

why cant the damn menu just tile the BP without stretching
Gnomre
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Post by Gnomre »

Why the hell is this a debate? ALL of the buildpics right now are square. And on top of that, they're only 96x96. Fucking 16:9? You've gotta be kidding me. This isn't a fucking movie, buildpics don't take up the whole goddamn screen. 96x96 is damn well nearly too little detail to start with, and you want to take away 56% of THAT resolution? Get a fucking clue...

[edit] In fact, I'm feeling kind. Here, editing this block in this file should do the trick:

https://taspring.clan-sy.com/wsvn/filed ... rev=0&sc=0

Code: Select all

buttonBox.x1 = fMargin;
        buttonBox.x2 = fMargin*2+xstep*2;
        buttonBox.y2 = 0.71f;
        buttonBox.y1 = buttonBox.y2+
                ystep*NUMICOPAGE/2;// number of buttons
One fucking line and then you have people bitching about one less thing! Come on!
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Dragon45
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Post by Dragon45 »

Gnome is Win.
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TradeMark
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Post by TradeMark »

Gnome wrote:Why the hell is this a debate? ALL of the buildpics right now are square. And on top of that, they're only 96x96. Fucking 16:9? You've gotta be kidding me. This isn't a fucking movie, buildpics don't take up the whole goddamn screen. 96x96 is damn well nearly too little detail to start with, and you want to take away 56% of THAT resolution?
In game buildpics aspect ratio is 4:3. in full resolution they will be 96x72 size. And you dont lose 56% ... you "lose" only 25% of the full square size.

Look at the pic:
http://img222.imageshack.us/my.php?imag ... arenh8.png
In the image you can put 2 extra buildpics in the same vertical space with 4:3 aspect ratio.

I dont personally care how much visual space i lose from an image, its just image to know what im building!! It could be text too, but text is unpractical...
Gnomre
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Post by Gnomre »

I think the square aspect ratio looks infinitely better, but apparently, what do I know...
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Das Bruce
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Post by Das Bruce »

Have it lua scripted in the mod file!
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