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Re: How to Design our own UI for our own map?
Posted: 09 Oct 2010, 03:08
by Regret
Muneeb Ahmed wrote:UI using java?
I have never seen a game that was not entirely in Java / Web-based to use Java for anything ingame.
Re: How to Design our own UI for our own map?
Posted: 09 Oct 2010, 03:31
by knorke
http://wildfiregames.com/0ad/
not Java but AD 0 uses javascript similiar to how spring uses Lua.
Re: How to Design our own UI for our own map?
Posted: 10 Oct 2010, 01:22
by Muneeb Ahmed
knorke wrote:why a combo box?
why not just a number of buttons? much easier to do.
Well thats also a good option. But question is still there! HOW?

Re: How to Design our own UI for our own map?
Posted: 10 Oct 2010, 03:10
by Google_Frog
If you know Java Lua should be easy.
My advice is to look through some Lua tutorials so you can understand the syntax then look through some of the simpler widgets in this subforum.
Re: How to Design our own UI for our own map?
Posted: 10 Oct 2010, 11:16
by Muneeb Ahmed
Google_Frog wrote:If you know Java Lua should be easy.
Ok. I'll look for that.
By the way, thanks alot!

Re: How to Design our own UI for our own map?
Posted: 11 Oct 2010, 01:48
by Argh
Coding buttons / combobox:
Very straightforward, if you're OK with static positions. If you need dynamic positions (drag, resize, dynamically adding new ones) that gets a lot more complicated.
If you need an example of simple button behaviors, let me know, I have source that might suit your needs (but you will need to change various things; I don't have anything ready-made that will be totally suitable- i.e., as has been said already, learning Lua isn't optional).
The simplest way to implement this, if it's just for an AI developer to test with, is to do it as a custom Command. Then the UI is taken care of largely automatically, and you can have a testing Unit that has the custom commands built and use it during development of your project.