Game Development Community

New GUI editor checked in to HEAD

by Mark Frohnmayer · in Torque Game Engine · 09/29/2003 (5:51 pm) · 15 replies

Just a little heads-up - I made a bunch of changes to the GUI editor, including a few fixes. Anyone who wants to do a sync and check it out, feel free to post feedback here.

- Mark

#1
09/29/2003 (6:56 pm)
I tried to check it out, but I am still getting errors with the HEAD version. I had thought this was VS.net specific, but after installing VC6 I found I have the same errors in both compilers. Here is a link to my post for help earlier.

Click Here
#2
09/30/2003 (7:45 am)
Mark,

Definitly awesome changes. I like it ! I was a little lost at first, then after a minute to familiarize with it, it's pretty cool. I like to be able to see all resolution much.

Thanks much !

Jason,

I compile the HEAD with VC6 without any errors. I think it's really just the .net version

Gilles Jr
#3
09/30/2003 (7:52 am)
Great work Mark, I made another thread about the gui editor before.. there's a "feature" :)
#4
09/30/2003 (8:02 am)
Jason - see other thread for solution.
#5
09/30/2003 (9:38 am)
Hmmm, anyone else getting the message hud stuck in the upper left corner whent starting the Gui editor ?(ie where is says welcome to the Torque demo, and prints server and chats messages... Btw, what's the name of that gui piece ? ;))
It prevents access to the menu, and the gui creation button...
I did erase all my .dso files as a precautionay measure
#6
09/30/2003 (9:52 am)
Nicolas,

I think there is a problem in the GUI editor with GUI's that push dialogs (like the ChatHud). I'm going to add a package with empty push/pop dialog commands and activate it right before showing the currently edited gui. Should fix up the problem.

- Mark

... later ... yup, that fixed it.
#7
09/30/2003 (12:58 pm)
Ok, the new gui editor is checked in in a more final form.

Changes since last update:
Added minimum size for the panes in the frames, so the scroll controls won't get messed up.
Fixed menu commands
Added Move menu with the arrow key shortcuts
Set the inspector to always display full objects
Fixed bug where selection of root in the tree allowed the root to be moved
Inspector now updates position field when controls are moved
Added faint green lines to right and bottom of selected controls for alignment purposes
Fixed menu background colors for enhanced readability

It's not perfect, but IMHO it's a LOT better than what we had before... let me know if any critical issues pop up.
#8
09/30/2003 (1:57 pm)
Roxx! :D
One suggestion:
let the Inspector also update the "extent" field when controls are resized, so you can make controls (e.g. bitmaps or text fields) the same size more easily...
#9
09/30/2003 (2:03 pm)
Good call.

It's checked in now with extent updating.
#10
09/30/2003 (7:14 pm)
Yep, looks good, and a lot better than before :)
#11
09/30/2003 (9:38 pm)
Ok I guess my project settings weren't being updated when I updated using cvs. I moved the troubled head version I had and re-downloaded the current head, everything seems to work.

Ok the gui -- I found an error when if I hit f10, then hit f10 again it crashes the game.

The error is : Error, line wrapping not properly cleared.

The title of the popup error message box is: C:\torque\engine\gui\guimessagevectorctrl.cc @ 566

I have a screenshot of it, but I don't know how to put that into a message.
#12
10/01/2003 (8:57 am)
FYI - assert on the good 'ole F11/F10/F10 combination, at least in my copy yesterday. I don't remember what it is, but I figure I ought to post while I think of it. I think it had something to do with a GuiTextEditCtrl.
#13
10/01/2003 (10:04 am)
Ok, I fixed the problem with the assert on message vector. Chris, I'm not sure what the problem is that you're having - I was able to F11/F10/F10 just fine. Also, it's no longer possible to F11/F10/F11 and get it dorked up - the mission editor won't become the main view if the gui editor is up.

- Mark
#14
10/01/2003 (11:35 am)
Ah ha:

messagevector: line wrappings not properly cleared.

But, it looks like you already fixed that, so there's no problem! :)
#15
10/02/2003 (2:25 am)
Looks great!

Some how I managed to get the font system hosed while playing around with it but I've been unable to repro the bug.