re: about the newGUI
Moderator: Moderators
Seems like its starting to work well now. But I still think the order pane should be able to create buttons/shortcut keys from the commandescriptions like the old one instead of complaining that the commands are unknown. Also it would be nice if the order panel was resizable. But if you fix that and make sure that all text msgs go into the same msg field instead of two different ones it should be good enough to use as standard, if there arent any more bugs that i didnt see.
SJ : to be sure I understand what you mean :
So, if the shortcut for CMD_GUARD is not defined in bindings.tdf, AND this letter is not definied for another command in binding.tdf, it will take 'G' as defaut shortcut?
And if "Guard" is not defined in standard.tdf, it will add a standard button next to the other?
For the shortcut thingy, why not.
For the "adding button" thingy, I'm not sure, the good ting with the new is that we can place button where we want. So, if they have to be placed automatically, where must I place them to be sure to avoid any conflict.
I can create a new panel where automatique order a placed, separatly from the "defined" command.
For the resizable thingy, same as above : all button are placed with a "static" x,y . So if you widen it, the button will not move.
Code: Select all
c.id=CMD_GUARD;
c.type=CMDTYPE_ICON_UNIT;
c.name="Guard";
c.key='G';
c.tooltip="Guard: Order a unit to guard another unit and attack units attacking it";
possibleCommands.push_back(c);
And if "Guard" is not defined in standard.tdf, it will add a standard button next to the other?
For the shortcut thingy, why not.
For the "adding button" thingy, I'm not sure, the good ting with the new is that we can place button where we want. So, if they have to be placed automatically, where must I place them to be sure to avoid any conflict.
I can create a new panel where automatique order a placed, separatly from the "defined" command.
For the resizable thingy, same as above : all button are placed with a "static" x,y . So if you widen it, the button will not move.
I don't know if someone is still intrested...
But here is a new version up to date with the CVS.(so you must download the smalldivid.sdz) It is Less buggy.
http://www.fileuniverse.com/?page=showitem&ID=1177
Don't forget to remove/rename uikeys.txt to avoid conflict.
The zip file contain some Dll (I don't know really if they are needed)
And a DIFF file. (I don't know if it work)
edit : Oh, and the folder gui must be guis
The elevation and metal map aren't displayed correctly on the minimap -> fixed (Have you seen you can send order via the minimap?)
here is a screenshot : http://www.fileuniverse.com/?page=downl ... pg&ID=1178
But here is a new version up to date with the CVS.(so you must download the smalldivid.sdz) It is Less buggy.
http://www.fileuniverse.com/?page=showitem&ID=1177
Don't forget to remove/rename uikeys.txt to avoid conflict.
The zip file contain some Dll (I don't know really if they are needed)
And a DIFF file. (I don't know if it work)
edit : Oh, and the folder gui must be guis
The elevation and metal map aren't displayed correctly on the minimap -> fixed (Have you seen you can send order via the minimap?)
here is a screenshot : http://www.fileuniverse.com/?page=downl ... pg&ID=1178
Defina an "unknown commands start here" or something tag that gui format implementors can use to control where they go while still allowing new commands to be added to the order panel.
About resizable I think many ppl will want to make the order bar shorter in order to fit a larger minimap above it (many = me :) )
About resizable I think many ppl will want to make the order bar shorter in order to fit a larger minimap above it (many = me :) )
That's how I thinked. It will juste take some time. And don't know really how to do it now :)Defina an "unknown commands start here" or something tag that gui format implementors can use to control where they go while still allowing new commands to be added to the order panel.
Oh, you mean in height, I totally agree with you. But not in width. I think I can restrict it. (It is possible with the ressource bar do...)About resizable I think many ppl will want to make the order bar shorter in order to fit a larger minimap above it (many = me :) )
But it will take some time to, because I will certainly have to modify all the panels inside.
Oh, and you can change easly his size in standart.tdf :)
Last edited by Torrasque on 17 Jul 2005, 21:55, edited 1 time in total.
Hm I dont think its possible to recreate the changes from the dif output from CVS or do you know how to do it ?
-Edit: Ok got it to work now but that patch changes a lot more than it should, create one from the latest CVS version that changes as little as possible please.
-Edit2: Hm ok most of it is just changing text output, but redirect that inside info instead when new_gui is defined instead so we can keep compatibility with both old and new for a while longer.
-Edit: Ok got it to work now but that patch changes a lot more than it should, create one from the latest CVS version that changes as little as possible please.
-Edit2: Hm ok most of it is just changing text output, but redirect that inside info instead when new_gui is defined instead so we can keep compatibility with both old and new for a while longer.
Thanks, Gabba.
I didn't have much time to spend on it those time, and all I have tried to make gone weird
About resizing the build menu, I'm not sure I can do it : in standart.tdf , some value are proportional, some relative and some absolue.
When standart.tdf is parsed, all those value are converted in a absolue form (x,y,w,h from the parent). So, when resizing, it don't know if the value was 1/3 of the height, or is an absolue value.
But I recommend you to try some change to standart.tdf, you can really make what you want, it is not needed to keep the same hierachie as by defaut. Value under 1 is persentages from the parent. Over 1, it's in pixel.
To keep the compatibility with the actual gui, I thinked about removing (with ifndef) the declatation of *info , and to set "GUIcontroller *info = guicontroller" Is this a good idea?
I keep some hope about making generic defaut command
Sorry for my english
I didn't have much time to spend on it those time, and all I have tried to make gone weird

About resizing the build menu, I'm not sure I can do it : in standart.tdf , some value are proportional, some relative and some absolue.
When standart.tdf is parsed, all those value are converted in a absolue form (x,y,w,h from the parent). So, when resizing, it don't know if the value was 1/3 of the height, or is an absolue value.
But I recommend you to try some change to standart.tdf, you can really make what you want, it is not needed to keep the same hierachie as by defaut. Value under 1 is persentages from the parent. Over 1, it's in pixel.
To keep the compatibility with the actual gui, I thinked about removing (with ifndef) the declatation of *info , and to set "GUIcontroller *info = guicontroller" Is this a good idea?
I keep some hope about making generic defaut command

Sorry for my english
Hmm, well, I tried messing around with the standard.tdf and I have some suggestions/questions.
Is it possible to change/add any kind of graphics at all, ranging from the colour/transperency to (bitmap) buttons and so on from an external file?
I was also trying to get a TAK style layout for the buildpics and I ran into two problems. One was that even if all pictures fit on a single "page" the buttons to change page remained which seems kind of odd, right now I had to get rid of them by making them go below the visible screen but I'd rather that they were removed when there is no need for them.
Another thing was that all buildpics started lines up from the upper left while I want to have them start from the bottom ( bottom center and expanding to the sides if possible), I found no way of fixing this though.
Thirdly, would it be possible to have the object inside define the size of the parent? Lets say I want the buildpics to be att the bottom and go upwards, so I would add x=0.2, x2=0.2 and y2=0 but it would be allowed to increase in height as far as possible depending on how many buildpics there are.
One more thing, a minor issue, but the "info" box is always displayed below the cursor thus pushing it outside the screen if the cursor is near the bottom of the screen.
Otherwise it was quite nice, if some minor issues are fixed it would give Spring a more polished look.
Is it possible to change/add any kind of graphics at all, ranging from the colour/transperency to (bitmap) buttons and so on from an external file?
I was also trying to get a TAK style layout for the buildpics and I ran into two problems. One was that even if all pictures fit on a single "page" the buttons to change page remained which seems kind of odd, right now I had to get rid of them by making them go below the visible screen but I'd rather that they were removed when there is no need for them.
Another thing was that all buildpics started lines up from the upper left while I want to have them start from the bottom ( bottom center and expanding to the sides if possible), I found no way of fixing this though.
Thirdly, would it be possible to have the object inside define the size of the parent? Lets say I want the buildpics to be att the bottom and go upwards, so I would add x=0.2, x2=0.2 and y2=0 but it would be allowed to increase in height as far as possible depending on how many buildpics there are.
One more thing, a minor issue, but the "info" box is always displayed below the cursor thus pushing it outside the screen if the cursor is near the bottom of the screen.
Otherwise it was quite nice, if some minor issues are fixed it would give Spring a more polished look.
I will make a lan Tomorow, so, I will certainly not work on Spring (perhaps on small fix, I exept to play spring, but without battleroom, it will be hard). It will last one week.
I have made a diff file for the latest CVS. It should not break the compatibilty with the actual GUI. Some feedback are welcome :)
http://www.fileuniverse.com/?page=showitem&ID=1191
SecurE : In the bitmaps directory, you can change some graphic : button, check, pane, tooltip etc...
I have made a diff file for the latest CVS. It should not break the compatibilty with the actual GUI. Some feedback are welcome :)
http://www.fileuniverse.com/?page=showitem&ID=1191
SecurE : In the bitmaps directory, you can change some graphic : button, check, pane, tooltip etc...
I will see what I can do.all pictures fit on a single "page" the buttons to change page remained which seems kind of odd, right now I had to get rid of them by making them go below the visible screen but I'd rather that they were removed when there is no need for them.
I will see too, but don't exept anything.Another thing was that all buildpics started lines up from the upper left while I want to have them start from the bottom ( bottom center and expanding to the sides if possible), I found no way of fixing this though.
I tried to change the inteface during the game. I run into problem (see my previous post)Another thing was that all buildpics started lines up from the upper left while I want to have them start from the bottom ( bottom center and expanding to the sides if possible), I found no way of fixing this though.
I have commited your latest patch to the cvs but there is still some problems that keep me from making it the default. Mainly with group/groupai, all groups should default to the default ai instead central build like it do now. Also it seems impossible to change the ai for a hotkey group (1-9) which makes them useless combined with the above. The new gui also doesnt seem to render CMDTYPE_ICON_FRONT commands correctly.
SJ : Thanks to commit it. I totally agree that my patch is not finished now.
I'm making a LAN and I have seen some other bug.
Strange nobody seen that the firerange isn't displayed anymore :) It wasn't really hard to fix.
For the CMDTYPE_ICON_FRONT , I had commented some code wich was imo useless, I think (I hope) my opinion was false^^
I'm making a LAN and I have seen some other bug.
Strange nobody seen that the firerange isn't displayed anymore :) It wasn't really hard to fix.
For the CMDTYPE_ICON_FRONT , I had commented some code wich was imo useless, I think (I hope) my opinion was false^^
I never use AI, so I don't really know how it should behave.
For exemple : I select some armed kbots. I select the defaut AI, so it took "simple formation". But then, my unit just stop and refuse to move. (oh, this is a bug ofthe newGUI...)
About CMDTYPE_ICON_FRONT , I didnt find any command using it. what do it have to do, how should it look?
For exemple : I select some armed kbots. I select the defaut AI, so it took "simple formation". But then, my unit just stop and refuse to move. (oh, this is a bug ofthe newGUI...)
About CMDTYPE_ICON_FRONT , I didnt find any command using it. what do it have to do, how should it look?
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
When it is available, i supose we would get a setting in the settings configuration to choose the GUI we want to play with? That, because i fear that the new GUI may come with some nasty bugs that somehow people missed and we would be stuck with it...SJ wrote:... but there is still some problems that keep me from making it the default. ...
And also, if that was implemented in the settings, it would decrease the pressure of releasing the new GUI in a very solid way, because if it wasn't working too well, we could just change it (of course, if the bugs were the kind of blue screens of death, ..., i don't know).Torrasque wrote:...
Strange nobody seen that the firerange isn't displayed anymore :) ...