NerpaGUI v0.623 (Charts, BreadCrumbs)

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dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.391 ( TabControl tab smooth changed )

Post by dalerank2 »

dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.392 (ContexMenu,Menu,ListBox,ComboBox update

Post by dalerank2 »

+ Color and type font combination for items added ContexMenu, Menu, ListBox, FlowListBox, ComboBox
+ Some bugs fixed
+ Added properties grouping on serialization ( see on screen ), that properties editor may show its group correct

New Version
http://sourceforge.net/projects/gameinc ... p/download

Screenshot
Image
christianclavet
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Location: Montreal, CANADA
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Re: NerpaGUI v0.392 (ContexMenu,Menu,ListBox,ComboBox update

Post by christianclavet »

Hi, Delarank2!

I just wanted to report so you would have feedback to fix some problem areas...

Tested again, all the "Lessons" are crashing at start.

This time the editor launched without crashing. But it crash if I drag&drop specific elements as:

Page 1 - I suppose theses are the IRRlicht "classic" ones.
- Page 1 - button
- Page 1 - comboBox
- Page 1 - contextMenu
- Page 1 - FileOpenDialog
- Page 1 - ColorSelectDialog --> error message reporting: "Could not open file of texture: #colorring"
- Page 1 - Message box
- Page 1 - ModalScreen --> put the app in some sort of loop and do not respond to user commands. Crash when the application is closed.
- Page 1 - Scrollbar
- Page 1 - Spinbox
- Page 1 - Window

Page 2 seem to relate to sub editor GUI's
- Page 2 - Most are crashing the application if they are removed.

Page 3 all off NRP gui elements, they don't seem to crash the application when dropped in.

Current impressions:

- You have create quite a lot of gui elements there! It would be nice that we would have compile flags (for some that can be disabled without affecting the whole thing)
- The whole lib seem to depend a lot on files (skins), do you have a "fallback default skin" that don't rely on thoses files? So if a file is missing, the application will not crash? Found a ton of PSD files!
- I really like the way the box resize tool is working with the highlights! When the application will be more stable it would be fast to scale items.
- It will be a nice GUI library to any IRRlicht application that require lots of gui's like an editor or similar application.

If the "lessons" and some of the crash mentionned in my "report" don't happen on your computer here is my config:

- Vista Home Premium x64 (french edition)
- 4 Gb ram
- GeForce GTX 460

Also all the test where done using the openGL driver.
dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.392 (ContexMenu,Menu,ListBox,ComboBox update

Post by dalerank2 »

great thanks for your participation, I will work over stability of my library... sorry that i not tested default gui elements, but only self... now i correct this mistake
dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.4 ( Console added )

Post by dalerank2 »

+ Added console (press "~" for toggle visible it in editor)
+ library and editor now more stable
+ lesson 1, 2, 3 now not crashed
+ change style for SplitterLayout
+ editor now correct show classic gui elements
+ updated for NrpButton, ListBox, SplitterLayout and editor

Scrennshots
ImageImageImageImage


Download
http://sourceforge.net/projects/gameinc ... z/download
christianclavet
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Location: Montreal, CANADA
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Re: NerpaGUI v0.4 ( Console added )

Post by christianclavet »

Wow! You are really fast! I've just downloaded the new version and tried it.

- I can see the "lessons" now. Strangely lesson 1 and lesson 3, don't refresh if I scale the application window.
Here is a screenshot:
Image
- You would probably have to update the slider, if you look at the screenshot (up); the slider should be on the right side at initialisation as the current value of the transparency is 0%.
- I saw the splitter in action in the editor. It really work well!
- I was not able to trigger the console and see it. Most probable cause is my French Canadian Keyboard layout as the "~"(Tilde) key is needed to make it visible.
- I've tried most of the GUI's that crashed the application and now I can see them. Great!

- There is a small problem with the grid snapping... The "box" corner point don't seem to align with the grid representation. See:
Image

- If you look at the same picture, there is text rendering that is "cut" on the right side. If you look at the numbers of the "gridsize" on the screenshot you should see it. You seem to have fixed a text alignment problem with the lines as they were not properly aligned before. Now it seem to align well.

- In the lessons examples, the text was hard to read (Lesson 2)
Image


- I saw that the application close properly now; but the debug window closes with 2-3 second delay... (Does seem to release memory properly and did not see it crash either, so it's probably ok, just noticing that it take a couple of second to close)

You really work fast! I'm really impressed with all the changes you have made in a single day!
dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.4 ( Console added )

Post by dalerank2 »

Thanks for testing :)
Lot of those elements also were writing early, now i only testing and refactoring it before add to library.
You can change console activate key in config/concole.ini with param initKey:int=IRRLICHT_KEY (need int value of key)
about native components...

in first time of library creating i change native engine code for my own drawing, but then i decide this bad way for project live
now i did not want change gui code of irrlicht( forexample creating patches for it) that some of native elements may drawing incorrect or may be crashed ((((
may be if author of irr create more friendly and flexible interface of IGUIElement, will intherit new widget from it, but this time i need to use self-writing proxy class
for advanced drawing... i didn't say that it good way, but about another i didn't known


yet once thanks for founded bugs (try fixit near time)
about cut's numbers... i saw it early, maybe fonttool create this??? some fonts have this "bug"
CuteAlien
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Re: NerpaGUI v0.4 ( Console added )

Post by CuteAlien »

Do you have some concrete changes which you would need in the Irrlicht interface? Proposals are always welcome :-)
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dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.4 ( Console added )

Post by dalerank2 »

0. NrpText is extended version of core::stringw

1. I use different transparent for element. And Element may use some kind transparent. Is it real include in IGUIElemen???

Code: Select all

     
     virtual f32 GetOpacity( s32 index=0 ) { return _opacity[ index ]; }
     virtual void SetOpacity( f32 nA, s32 index=0 ) { _opacity[ index ] = core::clamp<f32>( nA, 0, 255 ); }
 
2. Also i use objectName for control management, like this

Code: Select all

    const core::stringw& GetInternalName() const { return _internalName; }
    void SetInternalName( const core::stringw& name ) { _internalName = name; }
and some functions for child finding

Code: Select all

 
    template< class T >
    T findChild( const NrpText& internalName, bool recursiveFind = false ) const
    {
        if( IGUIElement* mySelf = core::nrp_cast< IGUIElement* >( this ) )
        {
            const core::list< IGUIElement* > &children =   mySelf->getChildren();   
            core::list< IGUIElement* >::ConstIterator it = children.begin();
            for( ; it != children.end(); it++ )
            {
                if( INrpElement* elm = core::nrp_cast< INrpElement* >( *it ) )
                {
                    if( elm->GetInternalName() == internalName )
                        return core::nrp_cast< T >( *it );
 
                    if( recursiveFind )
                    {
                        T chElm = elm->findChild< T >( internalName, recursiveFind );
                        if( chElm )
                            return chElm;
                    }
                }
            }
        }
 
        return NULL;
    }
 
    template< class T >
    void findChildren( core::array< T >& childrens ) const
    {
        if( IGUIElement* mySelf = core::nrp_cast< IGUIElement* >( this ) )
        {
            const core::list< IGUIElement* > &children =   mySelf->getChildren();   
            core::list< IGUIElement* >::ConstIterator it = children.begin();
            for( ; it != children.end(); it++ )
            {
                if( T elm = core::nrp_cast< T >( *it ) )
                    childrens.push_back( *it );
            }
        }
    }
 
3. Well, at end... as like transparent, gui element may use some kind of font, for it's i use those functions

Code: Select all

  virtual IGUIFont* GetOverrideFont( u32 index=0 ) const
    { 
        FONTS_MAP::Node* ret = _overrideFonts.find( index );
        return ret ? ret->getValue() : NULL; 
    }
 
    virtual void SetOverrideFont( u32 nA, IGUIFont* font ) 
    { 
        _overrideFonts[ nA ] = font; 
    }
CuteAlien
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Re: NerpaGUI v0.4 ( Console added )

Post by CuteAlien »

Ok, can't exchange string-class for now, but if you think your extensions make sense don't hesitate to mention them.

Transparency depends for now on skin unless the gui-element has some override-colors (some do, some don't - it's basically a bad solution so I'm not keen on adding more unless I get concrete requests, the correct solution would be a skin-per gui-element but that needs a better solution for skin-serialization).

Internal name has been on my todo for years *sigh* - have to add that. But it will probably be called setName and getName to have an identical interface as ISceneNode (otherwise it's confusing to remember as user). Not sure right now about adding find functions using name (as it can be done by getting children and comparing to names) - must check how it's done in scenenodes (didn't see something for that right now).

But anyway - keep the ideas coming - I'm reading your thread all the time and I'm happy there's someone beside me working on GUI :-)
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.4 ( Console added )

Post by dalerank2 »

thanks.
0. Not needed any exchange... i can use core::stringw or wchar_t* in Setter(Getter) internal name functions, or any when NrpText using
1. Transparency... i think different elements may have self opacity value... yea it have some more long way for getting real element transparency( because parent may have self value of transparency )
2. About internal name... in begin it functions was in protected section, but later i start using it in public... but old function name not changed(((
dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.41 ( Accordeon layout )

Post by dalerank2 »

+ Added accordeon layout
+ Now NrpGui created different factories for elements
+ Some bugs fixed
+ add yet once tutorial ( Tab and TabControl Demo )

Video "How work accordeon layout"
http://rutube.ru/tracks/5000450.html?v= ... a256a6c3ef

Download
http://sourceforge.net/projects/gameinc ... p/download
dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.42 ( RadioButton )

Post by dalerank2 »

+ RadioButton added ( Switch states others radiobuttons on parent with equale group number )

ScreenShot
Image

Download
http://sourceforge.net/projects/gameinc ... p/download
dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.43 ( IntervalScrollBar & ColoredScrollBar )

Post by dalerank2 »

+ fixed bug with workspace grid in editor, thanks christianclavet
+ background drawing with different colors when position changed

ImageImageImage

+ scrollbar have interval, when slider in this interval it drawing in once style, when not in second style

ImageImageImage

New controls are avaible in gui editor on Scrollbars Factory pages
Download link
http://sourceforge.net/projects/gameinc ... p/download
dalerank2
Posts: 121
Joined: Thu Dec 03, 2009 7:41 am

Re: NerpaGUI v0.44 ( WebRenderer, bugfixes )

Post by dalerank2 »

+ ScriptEngine now in own dll
+ Added project for embedding llmozlib & gecko.1.8.1
+ bugfixes in ListBox, ComboBox, BrowserWindow, Window, и etc

Screenshot
Image

Video
http://rutube.ru/tracks/5034161.html?v= ... 7f1762e1c7

New version of library
http://sourceforge.net/projects/gameinc ... p/download

Example for llmozlib
http://sourceforge.net/projects/gameinc ... p/download
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