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Re: [WIP] GrimTK GUI Framework
Posted: Mon Dec 29, 2014 12:33 am
by Drakkan
JohnWordsworth wrote:Hey Drakkan! I know you've been waiting a while, so I will send you a preview build soon

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- 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.
Re: [WIP] GrimTK GUI Framework
Posted: Mon Dec 29, 2014 12:58 am
by JohnWordsworth
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).
Re: [WIP] GrimTK GUI Framework
Posted: Mon Dec 29, 2014 1:07 am
by Batty
JohnWordsworth wrote:Another thing that should be cool, is that we could now draw item icons properly in 'custom containers' given an item definition

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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.
Re: [WIP] GrimTK GUI Framework
Posted: Mon Dec 29, 2014 1:10 am
by Eleven Warrior
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.
Re: [WIP] GrimTK GUI Framework
Posted: Mon Dec 29, 2014 1:35 am
by JohnWordsworth
@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

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Re: [WIP] GrimTK GUI Framework
Posted: Mon Dec 29, 2014 2:21 am
by Slade
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

Re: [WIP] GrimTK GUI Framework
Posted: Mon Dec 29, 2014 3:33 am
by JohnWordsworth
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).
Re: [WIP] GrimTK GUI Framework
Posted: Mon Dec 29, 2014 5:54 am
by msyblade
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?
Re: [WIP] GrimTK GUI Framework
Posted: Tue Dec 30, 2014 12:36 am
by JohnWordsworth
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.
Re: [WIP] GrimTK GUI Framework
Posted: Tue Dec 30, 2014 3:08 am
by JohnWordsworth
Text edit boxes are almost in too. Which includes the concept of 'focus' and keyboard input.