Re: Code: Gui module or include file
From scanning through the contest rules, it also seems that the point of the contest is to show what a language can do and also have code to look at, so perhaps having an include file would fit better and no need to iron out a module in little time. I do think a GUI module will be nice for thinBasic in the future however :)
Re: Code: Gui module or include file
No, we don't have to show the code if we don't want to. It's not a requirement.
Re: Code: Gui module or include file
Hi,
I think that for now, for the contest, an include file it's the right way. although the module could be great for the future. ;D
Petr if you need some help for this and for particle engine i can try to help you.
Ciao,
Simone
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Re: Code: Gui module or include file
I had a play with Petr's menu.
Its late and my computer is in the bedroom and the wife has just gone to bed so I better stop.
Its very rough but it gives ideas.
Re: Code: Gui module or include file
Where do I download the 1.7 version? I just get the list of what is in it at the webpage, but no link to download, thanks for any help.
I tried running both scripts for the gui, no errors appeared, but nothing ever showed up as a running application either. I figured it has to do with not having 1.7. Thanks again.
Re: Code: Gui module or include file
Ken,
1.7.0.0 is downloadable only on request. We are still working on it.
Anyhow, I send you a PM.
Ciao
Eros
Re: Code: Gui module or include file
I forgot to mention
Press ESC for menu
move mouse over each box to see what happens
click on top of exit to close menu.
Right mouse to quit.
@Petr. As you can see I use TBGL_EntityCreateBox i know I can use display lists but it was for speed of writing but I notice that textures are repeated rather than wrapped. Can I have a new option on the TBGL_EntitySetTexture or maybe a new keyword TBGL_EntitySetTextureStyle.
thanks
Re: Code: Gui module or include file
Hi Abraxas,
thank you very much for your GUI test!
By default the texture coordinates for box are generated based on dimensions. If you want to stretch "options" texture on button with format 2:1, just create cube as 1, 1, 1 and then use TBGL_EntitySetScale( scene, entity, 2, 1, 1) for example.
Maybe we could create a base model for button with round corners for example, with correct general purpose UV mapping, and then force texture with text for it ( possible right now ).
I am adding your "texture style" request to my TODO list too.
For now I think the modeled button is not that bad way, as it would mean good skinability too - all button models would be said to have center at 0,0,0, but we can detect model bounding box dimensions right now which is good for this kind of thing. I think :)
Petr
Re: Code: Gui module or include file
Phew, I am happy all works fine with 1.7. It is nice to see the nice gui examples working. It is fun to see what looks like 2D turn into 3D with the mouse over it and a good way to show mouseover effect for feedback to the user.
The Windows bitmapped GUI worked really well too. I would say 2 thumbs up for both approaches as it seems the GUI is something that you guys got under "control", sorry for the pun :)
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Re: Code: Gui module or include file
As I think that an openGL gui function set would give us more freedom about the look of the game I started to work on one. Here is the start so far so you can imagine where this is heading too. I won't be upset if this will not be used as I know I will use it in one of my next game projects developed with thinBasic. This is text only right now, but will include the ability to use images.