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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 :)
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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
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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)
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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!

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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.

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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.