The New GUI - Page 2

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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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

If you download the link i posted, it comes with the demo's pre compiled (for windows). If you have a Mac/Unix you will have to compile.
renrutal
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Joined: 28 Apr 2005, 16:45

Post by renrutal »

Maelstrom wrote:If you download the link i posted, it comes with the demo's pre compiled (for windows). If you have a Mac/Unix you will have to compile.
That's why I said 'anyone' 8)
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NOiZE
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Post by NOiZE »

hmm can't get it to work..
renrutal
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Post by renrutal »

Image

Just a small prototype of a gui I'm planning, there's just the minimap, the minimap mode buttons and some other building blocks. This the 192px version. Hopefully it can be all modular in the final version.
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TA 3D
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Post by TA 3D »

will it allow for using the mini.dds file for the minimap? or will we have to use the bmp image? And will it stretch it or not?
renrutal
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Post by renrutal »

Who knows...
jouninkomiko
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Post by jouninkomiko »

renrutal wrote:Also for anyone who wants to test CEGUI in a standalone app first, I suggest downloading the CEGUI source code, and build the Samples directory.

Falagard demo and Demo8 are really great testing cases. Specially Demo8 which uses the Lua scripting language to handle all the gui code.

Jouninkomiko, you could use Demo8 as the basis of Spring's GUI code.
I was just looking at that :) Great idea though. It'll prolly serve as the start code to the test gui, since I will probably need to write up a few custom widgets. For example, the minimap, and resource sliders. I will stick them in a dll, and I think Falagard can load them straight from the dll if it is done properly. About the minimap though, by default it won't be able to load the mini.dds, but I can put the functionality into the dll (but I need to get more info from the cegui folk)
jouninkomiko
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Post by jouninkomiko »

holiday aggro :-P I'll be in and out of the house alot, so I won't be very talkative here. however, i plan to have my laptop on me without an internet connection to play with the gui. happy holidays!
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BvDorp
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Post by BvDorp »

Nice!! How's things going?
jouninkomiko
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Post by jouninkomiko »

if anyone can get a win32/opengl (non glut) app with cegui running, please let me know. whenever i link in the openglguirenderer lib i can't get the program to run after compiling and linking.

**frustrated**

I get

"The application failed to initialize properly (0xc0000005). Click on OK to terminate the application."

as long as i'm having this issue, work on the gui can't continue.
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Maelstrom
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Post by Maelstrom »

http://www.cegui.org.uk/modules/mydownl ... d=4&lid=56

The pre-compiled demo's in that file work fine for me. I havnt tried compiling anything myself though, as I dont know how (not into c++).

Im running win 2k, latest DirectX version, and a 6600 GT. It didnt work when I first downloaded it, but downloading the latest DirectX drivers fixed that.
jouninkomiko
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Post by jouninkomiko »

the demos compiled and worked fine for me as well. however, they kinda used a library that already had opengl32.dll and glu32.dll. note the 32. I left those off and used the opengl.dll and glu.dll for GL 1.1. at least it works now and i can continue after new years
jouninkomiko
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Post by jouninkomiko »

Just an update: I've worked on making a control for the tri state button that every TA player should be aware about (the attack mode button, which has roam, fire at will, return fire, etc). this part is pretty undocumented, but as soon as its done, i should have a layout done and rendered for you all to look at. on a side note, id've prolly been done, but i lost my computer last week :/ bugger died completely. a positive note is that i built a new one, just about finished installing everything late last night.

Stats:
A8N-SLI Premium motherboard
Athlon64 4200+ X2 (dual core)
1 GB Corsair PC3200 ram
eVga GeForce 7800 GT (PCI-Express x 16)

:) :) i wonder how well itll run spring...
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AF
AI Developer
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Post by AF »

My bank balance snarls at your new computer
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PauloMorfeo
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Post by PauloMorfeo »

jouninkomiko wrote:... the tri state button ... (the attack mode button, which has roam, fire at will, return fire, etc). ...
There are 2 tri state buttons, not just one. «Roam», «fire at will» and «return fire» are not from the same set of orders. The 2 sets are these ones:

1- Firing orders:
Fire at will, Return fire, Hold fire
2- Move orders:
Roam (persue enemies forever), Manuver (persue for a while), Hold position (hold)

And good luck with the new computer. Putting Windows to feel again like we got used to can be one hell of a task, installing all the programs, configuring all the stuff, disabling annoying services (like the auto report application crashes), etc.
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BvDorp
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Post by BvDorp »

jouninkomiko wrote:cut

Stats:
A8N-SLI Premium motherboard
Athlon64 4200+ X2 (dual core)
1 GB Corsair PC3200 ram
eVga GeForce 7800 GT (PCI-Express x 16)

:) :) i wonder how well itll run spring...
*drool*
Aikida
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Joined: 30 Oct 2005, 19:21

Post by Aikida »

Agreed.
Man I do need a new vid card, but i'm getting a 19" Samsung 915N
Anywho, good luck on the Skin.
JeeZ
Site Admin
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Post by JeeZ »

I really hope the new new gui will support a lightweight interface with transparent windows etc as the current one. It is so old fashioned to have a bloated GUI where some parts are always visible even though you don't use them.

The window showing the selected units in the old Warcraft (and Starcraft?) series is a good example of this. The build menu in TA is better than many other build menus in other games but still...having to browse to different menus etc searching for the unit to build is so...old. It might look pretty to some people but it really sucks IMHO :-)

I believe in a GUI that is lightweight, totally configurable and context sensitive. For example, it would be nice if all possible build alternatives are presented at once when requested. The old new gui had some of this stuff so I hope it can be implemented with CEGUI (I guess so).

Of course, people prefer the "old style" GUI should be able to configure the GUI to make some windows sticky etc.

Check out my comments in this old thread for some more information on what I mean.[/url]
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FizWizz
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Post by FizWizz »

JeeZ wrote:I really hope the new new gui will support a lightweight interface with transparent windows etc as the current one. It is so old fashioned to have a bloated GUI where some parts are always visible even though you don't use them.

The window showing the selected units in the old Warcraft (and Starcraft?) series is a good example of this. The build menu in TA is better than many other build menus in other games but still...having to browse to different menus etc searching for the unit to build is so...old. It might look pretty to some people but it really sucks IMHO Smile

I believe in a GUI that is lightweight, totally configurable and context sensitive. For example, it would be nice if all possible build alternatives are presented at once when requested. The old new gui had some of this stuff so I hope it can be implemented with CEGUI (I guess so).
Amen to that!
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Won't it get confusing to have all the possible units presented at once? Or can they be organized into categories?
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