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LBGUI - RELEASE
#335111
07/26/10 19:58
07/26/10 19:58
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Joined: May 2007
Posts: 2,043 Germany
Lukas
OP
Programmer
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OP
Programmer
Joined: May 2007
Posts: 2,043
Germany
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This is LBGUI, a Lite-C header for creating GUI elements, such as: - Buttons (better ones than you already have)
- Windows
- Checkboxes and Radiobuttons
- Infoboxes that appear when you keep the mouse calm over something
- Progress bars
- Sliders (better ones than you already have)
- Listboxes
- Scrollbars for windows and listboxes
- Rightclick menus
- Comboboxes
- Digits (that work like "normal" digits but use use "real" TEXTs)
- Editboxes, which are 1024x better than inkey()
You will also be able to put "normal" panels and texts on a window. It's going to be my entry for the contest. It's going to be Open Source (as it's a Lite-C header), but I won't make it available before the deadline of the contest. Here's the demo (~2.41MB): http://www.brogames.de/LBGUI/LBGUI_demo_20100726.zipHere's the header: http://www.brogames.de/LBGUI/LBGUI.ziphttp://www.opserver.de/coni_users/web_users/pirvu/au/demo/zips/lbgui.zip
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Re: LBGUI - Demo
[Re: Widi]
#335129
07/26/10 20:55
07/26/10 20:55
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Just a question (haven't looked into the sourcecode), are your controls delegate based?
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: LBGUI - Demo
[Re: WretchedSid]
#335132
07/26/10 21:00
07/26/10 21:00
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Joined: Nov 2002
Posts: 913 Berlin, Germany
SchokoKeks
User
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User
Joined: Nov 2002
Posts: 913
Berlin, Germany
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WOW! This is soooo useful. Too late to insert into my project unfortunately. It would be the perfect solution for menus if you could completely skin it, including freely changing the size of the elements (borders, bars, etc). If that will be possible (maybe it already is), you've got my vote
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Re: LBGUI - Demo
[Re: SchokoKeks]
#335133
07/26/10 21:16
07/26/10 21:16
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Joined: May 2007
Posts: 2,043 Germany
Lukas
OP
Programmer
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OP
Programmer
Joined: May 2007
Posts: 2,043
Germany
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@JustSid: I don't know exactly what "delegate based" you means, but the system works like this: You can create objects, which are stored in structs (the nearest to classes you can get in Lite-C...) with their specific create" function, and you can access their members like engine objects. The objects are "managed" in one loop that calls the respective "manage" function for each object (that's faster than using Caroutines, and I have more control about in which order they are managed). You can assign them events (like button events) for different things, like when they are destroyed, when windows are maximized, etc. In these functions you can also e.g. prevent a window from being maximized/closed etc. If "delegate based" means that you write your own function to access the messages of Windows windows and interfere with them, I guess the events can satisfy you. If not, you can change it like you want, because it's open source. @SchokoKeks: Yes, you can use you own bitmaps and change the sizes of all elements (even at runtime). The bitmaps that you finally see in the demo are made out of smaller ones and built up on runtime (have a look at the "files" folder ).
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