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Work in Progress / Button System for DBP

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Coldfire
16
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Joined: 22nd Oct 2008
Location: Indiana
Posted: 25th Jul 2009 19:25 Edited at: 25th Jul 2009 21:18
Well, I've been pretty busy with real life stuff, but i had a couple late night programming sessions, and started working on something I've been wanting to work on for a while.. a button system to allow for easy creation of menus.

The long term plan is to set up a system that allows both images and buttons to be assigned to different groups which can then be activated and deactivated. This would allow you to assign buttons and images for a 'mainmenu' group as well as images(that can be altered in realtime) to be displayed in another group such as a 'ingamehud' group. However, that is the long term goal, and I still have a ways to go before I get to that point.

What I have so far, however, is a fairly robust(yet very dirty ) button system that uses images for the default button graphic as well as hover and clicked graphics. I also have fairly simplified methods for setting buttons as spinners or as single click style buttons.

It also features a spiffy justification method as long as cUpdateRes()(edit: cUpdateRes() is called during cInit()) is called prior to positioning buttons.

I do not have much time to document all of the functions yet, however I will attach a demo that is fairly readable... I dont claim the same readability for the 'cButton.dba' include file however.

Screenshot:



And a current list of useable functions:



To use the demo, open the 'gui.dbpro' and compile.

Even in this simple state, I have noticed a simple bug that if you are already clicking down off a button and then hover over a button it still registers as being clicked.

Also in the demo, I have text labels set up for the buttons. This uses DBP font commands and drastically drops the frame rate. For a comparison, The demo with text labels runs at ~57 frames per second while the demo without runs at ~5,500 frames per second. This is most likely due to me constantly changing the font multiple times per frame. I have heard the DBP fonts are slow though...

Anyways, without further rambling, the first demo:


Edit:
Source for demo to show its simplicity:

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Pincho Paxton
21
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Joined: 8th Dec 2002
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Posted: 25th Jul 2009 21:05 Edited at: 25th Jul 2009 21:06
You should wait for button release before you allow button presses to fix the bug. So a flag for button press, and button release.

Coldfire
16
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Joined: 22nd Oct 2008
Location: Indiana
Posted: 25th Jul 2009 21:17
Good thinking... thanks for the idea! I will give that a try.

Also grouping was nowhere near as difficult as I thought it could be. I do want to clean it up a bit. I will post an example of a menu tree using the grouping system.
Coldfire
16
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Joined: 22nd Oct 2008
Location: Indiana
Posted: 25th Jul 2009 23:25
Alright got another demo up showing how this can be used with groups to create tree style menus.

There is quite a bit of code for creating one, but it can make navigating your program so much easier if setup right.





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paul5147
18
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Joined: 11th Jan 2006
Location: Hot & Sunny
Posted: 30th Jul 2009 13:06
A very nice button system you have there,have a you looked through the code in my post "simple GUI(paul5147)",you may be able to add your button code to it as another class of gadget and have a full GUI system?
Coldfire
16
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Joined: 22nd Oct 2008
Location: Indiana
Posted: 31st Jul 2009 19:49
Oh wow! How did I miss that? That's real cool Paul. I'm busy at work right now but I'll take a look at the code later when I'm off. I could imagine it would make setup alot easier. I assume you have some kind of event handling going on? Thats one thing I have been trying to get a grasp of myself...

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