re: about the newGUI - Page 2

re: about the newGUI

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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SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

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.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

SJ : to be sure I understand what you mean :

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);
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.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

edit : (i will make a new thread of this post)
Last edited by Torrasque on 17 Jul 2005, 14:43, edited 1 time in total.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

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 :) )
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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.
That's how I thinked. It will juste take some time. And don't know really how to do it now :)
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 :) )
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...)
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.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

ooh! i just thought of something cool! the resources toolbar to lock into place like the windows bar at the bottom! then it would be easier to fiddle with the GUI :D
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

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.
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

Keep it up Torrasque, just being able to give orders on the minimap will make Spring a better game!!
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

The best thing would probably be to reroute to the guicontroller inside info so that everything sending stuff to info doesnt have to include any more files (which slow down compiles, although slightly).
SecurE
Posts: 87
Joined: 29 Apr 2005, 23:49

Post by SecurE »

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.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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...
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 what I can do.
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 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)
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

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.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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^^
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmmm SJ if I write a GroupAI and label it Default.dll, will all units ingame be loaded under that AI by default? And if not could it be changed todo so?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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?
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

The simple formation ai is probably the only thing using it at the moment, check that out with the old gui.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

SJ wrote:... but there is still some problems that keep me from making it the default. ...
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...
Torrasque wrote:...
Strange nobody seen that the firerange isn't displayed anymore :) ...
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
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Paolo : no we cannot switch betwen the actual and the old. Too much changes are involved.

When SJ speak about the defaut one, it's in the source code.
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