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Program Announcements / [LOCKED] BLUE Graphical User Interface Plugin Release - Windows Gadgets in your apps

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Scraggle
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Posted: 1st Jun 2004 20:13
It seems faster than GUI1 when a lot of gadgets are being created.

The handle system is a vast improvment but the event system will taking some getting used to. I am sure it will be better than the original method - it just takes some getting used to.

On the whole - Good Work!

Mussi
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Posted: 1st Jun 2004 20:41
Quote: "Any particular reason?"


well, you can't make gadgets child of an other, you can't create child windows, you can't set the gadget settings, you can't set menu's, you can't add a toolbar, you can only set the gadgets for only 1 window size(if you'd size the window the gadget wouldn't allign correct anymore), you can't put gadgets over a tab gadget and you can't reorder the gadgets eighter.



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Duffer
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Posted: 1st Jun 2004 21:31
@RobK,

An insertMenuItem / insertSubItem command(s) would definitely be a good idea...

Can cope without the setMenuItemVisible/Invisible etc.

Have you thought more yet about Font Dialog or Folder Dialog>?

Duffer
Rob K
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Posted: 1st Jun 2004 22:49
Quote: "well, you can't make gadgets child of an other, you can't create child windows, you can't set the gadget settings, you can't set menu's, you can't add a toolbar, you can only set the gadgets for only 1 window size(if you'd size the window the gadget wouldn't allign correct anymore), you can't put gadgets over a tab gadget and you can't reorder the gadgets eighter."


Thanks for the feedback

1. You can make gadgets a child of another, just click inside the parent gadget when you start to draw.

2. You can create child windows, click the window button on the toolbar

3. Which settings are you referring to?

4. >> Will add menus for next update

5. >> Will add toolbars for next update

6. >> Will add support for setGadgetAlign in next update

7. You can put gadgets on a tab gadget, just make sure you click inside the CAPTION of the tab gadget when you start drawing.

8. Gadgets don't have an order - how could they be re-ordered?

BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games. - Plus URL download, win dialogs.
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Mussi
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Posted: 1st Jun 2004 22:56 Edited at: 1st Jun 2004 22:57
well that explains a lot , did not know about the child system nor did I know that the windows were actually child windows. with re-ordering I mean in the gadget list, I thought the list was the order the gadget were rendered in Rainbow.

I was thinkin about settings like panel borders, number of tabs and naming them, fill the combobox, setting the window borders etc.



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Mussi
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Posted: 1st Jun 2004 23:07
I still get this problem:





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Rob K
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Posted: 2nd Jun 2004 00:52
You've still not clicked on the caption, physically click on the word "Tab" when you start drawing - and check the gadget tree.

I managed to delete your bug report - not being careful with the mouse and I hit the "Delete" link. Sorry about this, could you repost it?

BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games. - Plus URL download, win dialogs.
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Mussi
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Posted: 2nd Jun 2004 01:38
sure, try hitting the delete button here :
when creating a window as a child of another and set the parent in the creation command like this:

the bla gadget doesn't act as the main_windows's child until you call the setGadgetParent command



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Rob K
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Posted: 2nd Jun 2004 12:13
Child windows handle a bit differently under GUIv2 - ie. they are correct as opposed to GUIv1 which was wrong.

Unlike other gadgets, child windows can go outside of their parent windows' boundries. They will however always be displayed on top of their parent window. You can hide the parent window independantly of the child window.

I'm not sure why setGadgetParent makes the windows appear INSIDE the parent window though, that strikes me as a possible bug.

==========

Minor plugin update released. Download it from the same URL as last time (see the emails I sent you).

A few bug fixes and some new commands.

BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games. - Plus URL download, win dialogs.
Over 140 new commands
Mussi
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Posted: 2nd Jun 2004 18:14
Quote: "I'm not sure why setGadgetParent makes the windows appear INSIDE the parent window though, that strikes me as a possible bug."

DON'T FIX IT!



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Hamish McHaggis
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Posted: 2nd Jun 2004 18:29
I think having them be able to go outside the window is a handy feature, it means you can have them like separate windows but they always jump to the top when you click the main window. Maybe add another command for what Mussi wants... or tell Mussi to go make his own plugin . j/k

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Guyon
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Posted: 2nd Jun 2004 20:33 Edited at: 2nd Jun 2004 20:34
I think in the end Rainbow is going to be the sweetest thing for DBpro ever!!!!!

...hate the time limit for now though.
Guyon
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Posted: 2nd Jun 2004 20:46 Edited at: 3rd Jun 2004 05:37
Where will you get the updated Blue2 and Rainbow? My beta went straight from a web zip file.
Mussi
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Posted: 3rd Jun 2004 01:24
anyway to put the tabs on the bottom in BGUI v2?



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Scraggle
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Posted: 3rd Jun 2004 09:27
Would it be possible to include 'stacked' tabs in BlueGUI2?

Like in this example:


It is something I thought was lacking in the original BlueGUI.

When there are too many tabs to fit in the desired space they become automatically scrollable but I personally think that it becomes quite ugly and to have them stacked makes the created UI much more user friendly.

Thanks

1tg46
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Posted: 4th Jun 2004 04:08
When can you estimate the public release will be??

Looking forward to its release

Rob K
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Posted: 6th Jun 2004 12:28
I'll have a look into stacking tabs or positioning them at the bottom.

I don't know when the final version will be released.

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Powersoft
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Posted: 6th Jun 2004 12:51
rob did you get my email

Im not a rubbish programmer...Everyone else is just better than me....
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Posted: 12th Jun 2004 22:56 Edited at: 13th Jun 2004 13:10
Great job Rob! I'm going to buy it in a bit, but in the meantime, I've been playing around with the menu commands (the free ones). I think I've found a bug in it. If you have a number of main menus and you have one item in each, and the item in the first main menu has a sub item within it, then the "get menu item string$" command returns the name of the previous item when you click on an item after the first main menu.



Click on the second item in the fourth main menu, and it shall return the name of the first item in the fourth main menu.

Is this meant to happen?

EDIT: I found a later version of this dll that doesn't have this problem. I think you need to update your hyperlinks Rob!

BTW, have bought your GUI and am now cradling my keyboard and rocking backward and forward in a vacant manner, awaiting the arrival the GUI.

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1tg46
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Posted: 14th Jun 2004 04:08 Edited at: 14th Jun 2004 04:10
At least I am not the only one to ask this question with his menu plugin!

Check out my API created menu at
http://darkbasic.thegamecreators.com/?m=codebase_view&i=87ef3574798898f8a76f7eb287fe9d2b

and the forum at
http://darkbasic.thegamecreators.com/?m=forum_view&t=33405&b=1

Anxiously awaiting BlueGUI v2
Guyon
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Posted: 14th Jun 2004 07:56
When loading blue IDE v 1.0.0.0 (2/19/2004) I am getting a "Failed to load plugin - gui2.dll"

I have installed the gui2.dll in my BlueIDE\Plugins folder. Any suggestions?
Powersoft
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Posted: 14th Jun 2004 10:27
have you got GUI.dll in there as weel (eg the first one)


Create or Play? You choose!
Rpg Cyco
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Posted: 14th Jun 2004 13:42
Quote: "I have installed the gui2.dll in my BlueIDE\Plugins folder. Any suggestions?"


gui2.dll goes in the plugins-user folder. If you installed DB Pro to the default path, it would be: C:\Program Files\Dark Basic Software\Dark Baic Professional\Compiler\plugins-user.

The Blue IDE\Plugins folder is for plugins that enhance the IDE itself.

l8ter

Rpg Cyco

Guyon
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Posted: 14th Jun 2004 15:45 Edited at: 14th Jun 2004 15:58
I am switching to BLUE IDE & reinstalling Blue2 GUI to make sure all is correct:

Instructions say to:
"Copy the gui2.ini file into your %dbpro%EditorKeywords folder"
My BlueIDE folder does not have a keywords folder. Do I put it into my Dark Basic Professional/Editor/Keywords?

My BlueIDE is installed into a seperate folder. Though it seems to work fine with the .ini file in the Dark Basic Professional folder.

Anyone see a problem with putting the Blue IDE in one folder and the gui2.ini into the Professional/Editor/Keywords?
Rpg Cyco
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Posted: 14th Jun 2004 16:14 Edited at: 15th Jun 2004 09:29
Yes, put it in Dark Basic Professional/Editor/Keywords. Blue IDE will rebuild its own keywords file when you start it the next time.

l8ter

Rpg Cyco

Guyon
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Posted: 14th Jun 2004 17:09 Edited at: 14th Jun 2004 17:09
Thanks Rpg Cyco


2 more questions:

1: We do not need to use the Title or intcode for testing Blue GUI2, do we?
ie:
Set Window Title "MyApp"
Setup GUI "MyApp","initcode#"

2:I am having trouble getting my Rainbow code to work. I just put a button on a page (see source) What else do I need to make it run?

Thank you
Rob K
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Posted: 14th Jun 2004 17:41
Quote: "1: We do not need to use the Title or intcode for testing Blue GUI2, do we?"


No.

Quote: "2:I am having trouble getting my Rainbow code to work. I just put a button on a page (see source) What else do I need to make it run?"


1. You need to make a new project in the editor, add the file that rainbow generates as either the main source file or as an include file.

2. Add the gui.dba file to the project (you can find it in with the source for any of the examples)

3. Call the createUI() function from the exported Rainbow code to create the interface:

eg:

createUI()

do
loop

BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games. - Plus URL download, win dialogs.
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Guyon
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Posted: 14th Jun 2004 19:13
Yep that did it.
Thanks Rob K
HoverFrog
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Posted: 16th Jun 2004 05:39
Hi Rob K.

I purchased Blue GUI v. 1.0.4.5. See code below. I am trying to change the background color of buttons ans they just come out plain beige. Plus when i try to change the gadget font my application quits.

Thanks
Hover.
Rob K
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Posted: 16th Jun 2004 14:01
Hi,

Buttons do not support colour changing. Use a background image for the imagebutton to do this.

In order to use fonts, you need to create a font before you can use it using CREATE FONT fontNum

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Rknight
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Posted: 16th Jun 2004 14:26
Hey Rob,

Any chance of getting changing font colors and edit gadgets background colors into the Beta soon?

Thanks.
HoverFrog
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Posted: 16th Jun 2004 20:22
Thanks Rob.

I thought that you could change color of an imagebutton. I'll try what you said.
HoverFrog
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Posted: 16th Jun 2004 20:33
Is it possible to put a background image and a caption on a button with the caption on top of the image??? Cause when i use the command Create Gadget Imagebutton id,caption$,image.bmp, I get a part of the image on the left of the button and a part of the caption on the right of it.
Rob K
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Posted: 16th Jun 2004 20:55
Quote: "with the caption on top of the image??? "


I'm afraid this isn't possible, you should change the image using an editing program and put the text on it there.

Quote: "Any chance of getting changing font colors and edit gadgets background colors into the Beta soon?"


Maybe. For some unknown reason text-colours in Windows are not a property of the font, but a property of the window's drawing surface. This means that I have to implement colours differently for each different type of gadget.

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HoverFrog
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Posted: 16th Jun 2004 21:00
Too bad cause now you need an extra .bmp for each button (+++Memory)

Thanks for the info, the font commands works well now
Rob K
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Posted: 16th Jun 2004 23:34
Quote: " Too bad cause now you need an extra .bmp for each button (+++Memory)"


True, but trust me, the amount of memory needed extra is very small compared with what any DBPro app will use (around 5 button bitmaps would be around 35KB). When you think that a very simple program containing say 20 3D objects will use 20000KB, it puts things in perspective.

BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games. - Plus URL download, win dialogs.
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HoverFrog
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Posted: 17th Jun 2004 00:11
You got that right.
I am doing the menu system of my game with it. Getting pretty good with it, this is great.
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Posted: 17th Jun 2004 00:41
I've been fiddling around with the "create gadget window" command, and I was wondering if there were a way for the window to be the only active window (ie. so that if you click on the main window, the mini-window stays on as the active window).

Cheers for a great plugin!

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1tg46
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Posted: 19th Jun 2004 05:50
In BlueGUI v2 will their be more created window options other than those in the current public version? Because I have been wanting to make so the window has no system menu, but still with a titlebar. And I hope that it does because DBP does not allow the API function "CreateWindowEx[A]" because their are more than 9 parameters.

Anxiously awaiting BlueGUI v2
Rob K
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Posted: 19th Jun 2004 11:28
Quote: "In BlueGUI v2 will their be more created window options other than those in the current public version? Because I have been wanting to make so the window has no system menu, but still with a titlebar"


Use WINDOW_TITLEBAR. You can set any valid styles used in windows, the styles and extraStyles parameters are basically the same as the dwStyle and dwExStyles parameters of CreateWindowEx. Not all of these styles have constants in the gui.dba file though, you'll need to look others up yourself.

Quote: "ie. so that if you click on the main window, the mini-window stays on as the active window"


No, I'm afraid not.

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1tg46
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Posted: 19th Jun 2004 23:57
So yet again I have to wait for Blue v2. But since all of my questions you say can be done with BlueGUI v2, than it must be way better than the current BlueGUI.

Anxiously awaiting BlueGUI v2
Rob K
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Posted: 20th Jun 2004 14:06
Are you using the beta version? - If not send me an email and then you can try it out.

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1tg46
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Posted: 21st Jun 2004 01:53 Edited at: 21st Jun 2004 16:42
@RobK
I have sent you an email entitled "1tg46 requesting Beta 2 of BlueGUI". Hopefully this email will work! . I would appreciate it if you would post when you have sent the email,please.

Anxiously awaiting BlueGUI v2
Powersoft
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Posted: 21st Jun 2004 21:18
a while ago i had a random idea in which you create an illusion of windows being wisible on top of the current one and 3d objects in created windows. Basically you somehow take a screenshot of the screen, crop it and take the image you want from it and then position it where the window should have been. and for the 3d take a screen shot of the DBP window past it to the background resize the DBp window and edit stuff in thee.. it might work......


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Rob K
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Posted: 22nd Jun 2004 02:12 Edited at: 22nd Jun 2004 02:15
Receivied and replied to your email l6rgt

Hi Powersoft,

Your idea is roughly along the right lines. You can't just take a screenshot of a window though because if part of the window is obscured by another, you just can an ugly white mess.

To get 3D in a window in GUI v2:

- Render the 3D to an off-screen bitmap (ie. any bitmap other than bitmap number 0).
- Use GET IMAGE to copy the scene to an image
- Use setPanelImage to copy the image to a panel gadget

Spent the day back in Windows 98 land. Fixed a lot of bugs after quite a few false starts, but it really is a horrible operating system. I'm glad I made the jump to Windows 2K early on (speaking of which, I have now fixed the toolbar bug which made Rainbow unuseable)

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1tg46
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Posted: 22nd Jun 2004 03:27
I have recieved your email .

Anxiously awaiting BlueGUI v2
1tg46
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Posted: 23rd Jun 2004 01:41
You really have outdone yourself with Blue2, I am very impressed. I had to add index.htm's to the help folder so I can access all the commands without opening and reopening netscape windows(you might want to add them to the GUI2help forder). And I am having some difficulty using the event system to get gadgets that have been clicked.

Here is the main loop:


I am having the problem of not being able to set the text of a status bar item to change as often as the time changes using Cattlerustler's plugin. And the function ProcessEvents is my reasoning on how to get a gadget clicked.

(this code cannot be transferred to DBP and expected to run, code must be added for it to work, this is to just give you a basic understanding of the problem)

Anxiously awaiting BlueGUI v2
Rob K
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Posted: 23rd Jun 2004 01:51
Have you included the gui.dba constants file in your project?

You can check if it is included or not by placing this at the top of your code:

if not GUI_CONSTANTS then errorMessage "Constants file not included"

If you want to set statusbar text, remember that after creating the statusbar, it has one panel (panel 0) which covers the whole bar, so this code would work:



Alternatively, after adding panels using addStatusPanel, panel 0 becomes hidden, and the new panels you create have indicies starting at 1.

BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games. - Plus URL download, win dialogs.
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1tg46
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Posted: 23rd Jun 2004 17:18
I'll try it your way.

And with the second quetion that I had, I am having trouble calling events that have happend to events called from another created window.For example this is basically the problem


And I want to see if OKButton has been pushed and if it has close the window leacing the DBP window behind.
I've tried something like this


Anxiously awaiting BlueGUI v2
Rob K
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Posted: 23rd Jun 2004 22:09
Looks like you have confused eventSource and eventData.

eventSource contains the handle of the gadget, not eventData (which the code above checks)



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