[WIP] GrimTK GUI Framework

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Drakkan
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Re: [WIP] GrimTK GUI Framework

Post by Drakkan » Mon Dec 29, 2014 12:33 am

JohnWordsworth wrote:Hey Drakkan! I know you've been waiting a while, so I will send you a preview build soon :).

- Not sure about the Freeze option. I guess it might be theoretically possible to literally disable every component on every game object, but I think that belongs outside of the GUI system.
ah by freeze world I meant basically just some option which will prevent party to move on, before "answering" the GUI dialogue. It was done similar way in Log1 gui dialogue. should be optionable is some way as modders will not want some Gui dialogues to be re-apperaing again and some probably yes.
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JohnWordsworth
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Re: [WIP] GrimTK GUI Framework

Post by JohnWordsworth » Mon Dec 29, 2014 12:58 am

Ahh yes - preventing the party from moving is a great idea. That does belong in the GUI (as you don't want the party moving around when you are typing in a text box).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.

Batty
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Re: [WIP] GrimTK GUI Framework

Post by Batty » Mon Dec 29, 2014 1:07 am

JohnWordsworth wrote:Another thing that should be cool, is that we could now draw item icons properly in 'custom containers' given an item definition :).
ooh, does that mean a flexible mortar (unlike fixed-ingredient LoG2 mortar), quivers, germanny's toolbox, and many other things?

Just added defineContainer(desc), defineIngredient(desc), & ContainerItemComponent:setCapacity() to my Glögg session list.
Last edited by Batty on Mon Dec 29, 2014 1:20 am, edited 1 time in total.

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Eleven Warrior
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Re: [WIP] GrimTK GUI Framework

Post by Eleven Warrior » Mon Dec 29, 2014 1:10 am

Awesome imam wetting my pants already in waiting lol Yeah the Mortar system does not allow to much flexablity and Germmany's Tool Box I really do want to use in my mod for sure.

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JohnWordsworth
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Re: [WIP] GrimTK GUI Framework

Post by JohnWordsworth » Mon Dec 29, 2014 1:35 am

@Batty: No reason why those things shouldn't be doable. I'm not saying they will be easy, but I will take a look at them - if I can include them as part of the GrimTK EXT (Extensions) library without too much work - then I will do so :).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.

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Slade
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Re: [WIP] GrimTK GUI Framework

Post by Slade » Mon Dec 29, 2014 2:21 am

Awesome! One thought came into my mind: is there possibilities to hook that one to NPC conversation, like there would be "evil" and "good" choice which you can choose? That would be my dream if its possible :)

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JohnWordsworth
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Re: [WIP] GrimTK GUI Framework

Post by JohnWordsworth » Mon Dec 29, 2014 3:33 am

I'm sure a dialog system can make it into the extensions :). I'll keep it fairly generic (probably no good/evil indicator per-se, but maybe a way to represent that in a generic way).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.

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msyblade
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Re: [WIP] GrimTK GUI Framework

Post by msyblade » Mon Dec 29, 2014 5:54 am

Great work as usual JW. Cannot wait for these tools to be ready, I am a huge benefactor of your work. In fact, I was looking for the GMT2 kickstarter page and came up empty?
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

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JohnWordsworth
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Re: [WIP] GrimTK GUI Framework

Post by JohnWordsworth » Tue Dec 30, 2014 12:36 am

Haha. While I am obviously not planning on doing it, it would be awesome to KickStart MeshCraft - just so that I could work on it full time for a short while! It will hopefully be awesome anyway, but it would be really cool if it turns out like I am planning - with support for loads of different games in the long run.

Re: GrimTK. I've re-written the mouse support today and it's possible to enable mouse support on any widget easily. I've also added support for drawing borders and having draggable windows.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.

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JohnWordsworth
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Re: [WIP] GrimTK GUI Framework

Post by JohnWordsworth » Tue Dec 30, 2014 3:08 am

Text edit boxes are almost in too. Which includes the concept of 'focus' and keyboard input.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.

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