Gamestudio Links
Zorro Links
Newest Posts
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
Data from CSV not parsed correctly
by jcl. 04/20/24 08:32
Zorro FIX plugin - Experimental
by jcl. 04/20/24 08:30
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (7th_zorro), 529 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, howardR, 11honza11, ccorrea, sakolin
19047 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 14 of 17 1 2 12 13 14 15 16 17
Re: LBGUI - RELEASE [Re: 82RJZAE] #423519
05/31/13 15:52
05/31/13 15:52

M
Malice
Unregistered
Malice
Unregistered
M



EDIT* Ok I understand. If the text object is fully clipped the use any TEXT objects. Or if not the maybe many string.
strings =10; ect...
Or like before invisible window that is large then the screen
or use a non-lbgui text and scroll it with user function.


EDIT* have you looked for it in demo.c? And Why is your text item outside the window? It doesn't make sense for a child object to be outside the parent.

EDIT2* You want the text object to be bigger then and outside the window. Why not put it in a lager invisible window (&bbmaps = NULL, &cbmaps = NULL) ..? I'm just not clear on what you trying to do so I'm having trouble solving it.

Without looking into it.

Get a Text with x(10) strings then move the content of the strings up and down with str_cpy. You need 1 outside string to hold the string content that has go above the text ( i.e. copied out of text.pstring[0] ). When the first string goes out of the text copy append it to the outside string and mark its begin and end points in a 2x array (v[10]10]). If all 10 strings go above the text then that are all contained in the holder string as one long string.

That's just off the top of my head. I'd have to look into LBG to see how that fits into it. I'll look after my morning coffee.

Last edited by Malice; 05/31/13 16:41.
Re: LBGUI - RELEASE [Re: ] #423528
05/31/13 17:59
05/31/13 17:59
Joined: Jul 2008
Posts: 168
8
82RJZAE Offline
Member
82RJZAE  Offline
Member
8

Joined: Jul 2008
Posts: 168
Hi, I tried using a multistring array in a TEXT* but once a string goes past the top part of a window, the entire TEXT* gets clipped. I'm assuming it gets clipped because all the strings are contained in the same object and if any part of the object extends beyond the top or left part of a window it gets completely clipped.

I tried using txt_create on runtime but it's actually really slow, freezing the game engine for several seconds. This solution isn't a viable one.

Finally, I've tried shortening the text string by removing a line at a time and keeping a complete log of the strings in the text, restoring the text string when scrolling up. The only problem I've been having is that this method doesn't work when the user scrolls fast.

EDIT: Is it possible to have a TEXT string behind the actual level? Then the window does not need to clip the strings and I can simply bind the text to the background.

Re: LBGUI - RELEASE [Re: 82RJZAE] #423532
05/31/13 19:02
05/31/13 19:02

M
Malice
Unregistered
Malice
Unregistered
M



Have you tried breaking the string into many TEXT object and positioning them and assign all of them as children in the lbg window? Unless there is some limit to the number of lbg_text per lbg_window. I believe this is how Lukas did it in demo.c


Quote:
Is it possible to have a TEXT string behind the actual level?


Level like in the rendered wmb ? So rendering a string on the sky/background texture?

Quote:
Then the window does not need to clip the strings and I can simply bind the text to the background.


Like rendering to target.bmap of the windows->content_panel ? Sort of the idea last post here post about text on texture Like maybe with bmap_blit. Or not using lbgui and making a acknex panel->window and placing the TEXT object behind it off full size and then scrolling by changing the TEXT objects pos_y ?
Really bad solution - make a full screen bmap with a alpha window for where the lgb_window is on screen. Make the lbg_window content set to transparent background. Place Text* object behind screen bmap and lbg_window and scroll by changing text object pos_y. vscrollbar can be use if you find the var that actually changes the pos of things in lbg_windows. (will lo0k)

Last edited by Malice; 05/31/13 19:34.
Re: LBGUI - RELEASE [Re: ] #423534
05/31/13 19:30
05/31/13 19:30
Joined: Jul 2008
Posts: 168
8
82RJZAE Offline
Member
82RJZAE  Offline
Member
8

Joined: Jul 2008
Posts: 168
Originally Posted By: Malice
Have you tried breaking the string into many TEXT object and positioning the and assign all as children in the lbg window? Unless there is some limit to the number of lbg_text per lbg_window. I believe this is how Lukas did it in demo.c

Yea, since the strings are modified at runtime (the user can enter in text into an editbox which gets added to a log), I tried creating TEXT* on runtime using txt_create. But as I mentioned earlier, it creates them in several seconds and locks up the entire game.

I cannot create TEXT* statically since I do not know how much text will be entered into the editboxes.

Originally Posted By: Malice
Or not using lbgui and making a acknex panel->window and placing the TEXT object behind it off full size and then scrolling by changing the TEXT objects pos_y ?
Yes, I suppose I meant something like this method. So I can make the LBG_window have no content then use the scrolling to change the pos_y of the TEXT*. But how do I get the TEXT* to be clipped once it's past the LBG_window frames?

Re: LBGUI - RELEASE [Re: 82RJZAE] #423540
05/31/13 19:51
05/31/13 19:51

M
Malice
Unregistered
Malice
Unregistered
M



Quote:
So I can make the LBG_window have no content then use the scrolling to change the pos_y of the TEXT*. But how do I get the TEXT* to be clipped once it's past the LBG_window frames?

To clip it - ? Hum.. Did you read Really bad solution? The text is behind the lbg_window which is behind the screen bmap. sceen bmap is colored screen color anything not in the alpha window is invisible.


What is wrong with a simple string swapping method ? People were doing long before lbgui. AUM scrolling text

Maybe a way with bmap font and bmap manipulation to blit text on to the a panel that's the child of a LBG_window. But you have to keep changing the panels size to fit new text.

A scrolling text that the player adds new content to and has to be able to back scroll fast? Like looking back in a chat log? Any reason you can't limit the look back range to say 20 post?

Last edited by Malice; 05/31/13 20:01.
Re: LBGUI - RELEASE [Re: ] #423550
05/31/13 21:07
05/31/13 21:07

M
Malice
Unregistered
Malice
Unregistered
M



Have you looked at the TEXT* object in the manual? I just found 'offset_y' this is new to me.

This is getting Off topic of Thread

Last edited by Malice; 05/31/13 21:24.
Re: LBGUI - RELEASE [Re: ] #423555
05/31/13 23:40
05/31/13 23:40
Joined: Jul 2008
Posts: 168
8
82RJZAE Offline
Member
82RJZAE  Offline
Member
8

Joined: Jul 2008
Posts: 168
Thanks, offset_y works like a charm!

Re: LBGUI - RELEASE [Re: 82RJZAE] #432174
11/01/13 20:44
11/01/13 20:44
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline
Senior Member
NeoNeper  Offline
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
Problem with WINDOW vertical scroolBar and ComboBoxes in(caption) and (button).

I tried to fix, but I'm not having success in my attempts.

The problem is the following:.

> I have a WINDOWS that contains some components.
> In this window I have a Vertical ScrollBar.

Whenever I use the scrolling window, the components are usually hidden, With the exception of the caption and button of the combobox!

See picture for sample;
WINDOW with components:


Scrroling window


If someone could correct this problem, please notify me.
This problem is not just with the components combobox.
EDITBOX->caption Too.

I do not veriquei with LISTBOX.

Last edited by NeoNeper; 11/01/13 20:47.

Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: LBGUI - RELEASE [Re: NeoNeper] #432176
11/01/13 20:53
11/01/13 20:53
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
Why not use another solution??
GWEn for example... LBGUI is such a slow thing o.0
Play it on 1920*1080 and watch your fps dropping to 50%

Re: LBGUI - RELEASE [Re: Ch40zzC0d3r] #432178
11/01/13 21:04
11/01/13 21:04
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline
Senior Member
NeoNeper  Offline
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
It would be wonderful to use in LITEC Gwen. But it exists?


Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Page 14 of 17 1 2 12 13 14 15 16 17

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1