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Re: [WIP] GrimTK GUI Framework
Posted: Tue Feb 17, 2015 7:21 pm
by cameronC
AdrTru wrote:Its realy brilliant framework.
I am making on own dialog for some forge mod.
Here is preview of my work

Very cool!
Hoping to dig in and get my hands dirty over the next few days with this.
Re: [WIP] GrimTK GUI Framework
Posted: Tue Feb 17, 2015 8:46 pm
by Eleven Warrior
Hi John. Is the Notebook fully working yet? I am getting a error: warning [GKT] GUI type 'GButton" does not exist.
I can open the book and type text but I cannot close the book or add a note to it, not sure what I am doing wrong.
Awesome work Ardtru love it

Re: [WIP] GrimTK GUI Framework
Posted: Tue Feb 17, 2015 10:22 pm
by cameronC
https://www.mediafire.com/folder/epa88o ... type_staff
A few moments of looking at the examples shows how simple this is. Right-Click the staff to bring up a list of spells. Select a spell and the secondary action of the staff changes to the chosen spell. Can easily have staves with a set of spells inside them, or have it populate the list based on all spells the champion knows.
Re: [WIP] GrimTK GUI Framework
Posted: Tue Feb 17, 2015 11:08 pm
by JohnWordsworth
@Drakkan: I'll build more and more examples in over the coming weekends.

With regards to optional answers, I will have a think about this. For now, you could always tweak the dialogue structure depending on the character's skills, but you're right - it would be nice if there was a relatively easy way to check for a few basic things "hasStat > Value", "hasSkill > Value", "hasTrait", "hasItem". Any more?
@AdrTru: Looks great! Let me know if there are any simple-(ish) widgets that would make your job easier. I want to add 'drop down' type affairs soon (which will probably pop-up a list, like the character generator) - but if you have any more useful ideas, just let me know!
@ElevenWarrior: Nope, the Notebook is not done yet I'm afraid. That's a bit later on the list as I ran into some issues with the way containers now work which is going to make it a little more complicated than I had hoped. Please ignore the Notebooks in the Sample Dungeon, they shouldn't be there yet!
@cameronC: Love the prototype staff. I really like the idea of extending Staves with a selection of spells. I will tidy up that select menu dialogue at some point too so it looks a bit prettier (make the buttons go all the way across - make it a bit more fluid depending on the content sizes).
Re: [WIP] GrimTK GUI Framework
Posted: Tue Feb 17, 2015 11:11 pm
by Drakkan
JohnWordsworth wrote:@Drakkan: I'll build more and more examples in over the coming weekends.

With regards to optional answers, I will have a think about this. For now, you could always tweak the dialogue structure depending on the character's skills, but you're right - it would be nice if there was a relatively easy way to check for a few basic things "hasStat > Value", "hasSkill > Value", "hasTrait", "hasItem". Any more?
for custom base party something like hasName could be nice. This will make different dialogues available only for some party members which could make it more interesting.
Also I have small request when you will have time - please coudl you make for me default template which will be looking like dialogue_03 example, just speaker name will be in some upper box and possible answers instead speakers name ?
EDIT: also maybe bump (stick)the whole botom box to the upper part could be nice, as I do not need to see the middle empty part (its kind of distraction, when reading the dialogue)

Re: [WIP] GrimTK GUI Framework
Posted: Wed Feb 18, 2015 9:29 pm
by JKos
Looking really great, unfortunately I haven't have a time to play with it yet, but hopefully I will soon.
Re: [WIP] GrimTK GUI Framework
Posted: Thu Feb 19, 2015 9:22 am
by AdrTru
JohnWordsworth wrote:@AdrTru: Looks great! Let me know if there are any simple-(ish) widgets that would make your job easier. I want to add 'drop down' type affairs soon (which will probably pop-up a list, like the character generator) - but if you have any more useful ideas, just let me know!
@JohnWordsworth:
Thank you for offer to help me.
I sent you PM becouse my message contain "maybe dirty" code and description of changes where I made in your framework for draw icons. Thx for analisis and correction there and eventualy integration to your work .
Thx
Re: [WIP] GrimTK GUI Framework
Posted: Sat Feb 21, 2015 10:05 pm
by JohnWordsworth
New version posted to the Nexus
Note. This update saves a save crash bug with NPC dialogue and message boxes! Stupid up values!
@AdrTu: Thanks for the PM. Great idea to have the widgets automatically be able to display item icons. I am not 100% yet, but I am contemplating having Icons as a separate Widget type (GIcon), but also maybe just wrapping it into the GImageView class is good too. Will add your feature tomorrow when I get a bit of time!
Re: [WIP] GrimTK GUI Framework
Posted: Fri Feb 27, 2015 12:35 am
by JohnWordsworth
Many thanks Petri for your awesome day of Glogg. I had 10 minutes spare this evening, so I added the possibility to centre (and right align) text on labels!
Doesn't work for multi-line labels yet, but it's on the to do list for later.
Re: [WIP] GrimTK GUI Framework
Posted: Sun Mar 01, 2015 12:33 am
by JohnWordsworth
Another bumper day of updates for GrimTK! I will likely upload tomorrow.
Change Log...
- Removed need for onMove and onTurns hooks thanks to GameMode.setGameFlag.
- Can lock the party and/or the keyboard when showing a window.
- Text input is much better now as we can turn shortcuts off (so you can type 1, 2, 3, 4 etc).
- Can add "keyboardShortcut" to any button and it will trigger the button when you press that key.
- Can add "onPressedSound" to any button. I'll leave you to guess what that does...
- Added a GIcon widget (thanks for the idea AdrTru) to draw an icon from a gfxAtlas.
- Added a GUI debugging panel which gives you info about the widget your mouse is over.