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 Post subject: SCUI: Work in progress 0.1 alpha --> 0.5 beta
PostPosted: 31 May 2008, 23:37 
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Joined: 22 Mar 2007, 22:50
Posts: 112
Hello,
here I will post all changes made to the code after the release of the Alpha 0.1
--------------------------------------------------------------------------------------
STRINGBOX
- The input routine is now event driven, this means less processor usage because it will be called every key stroke and not continuosly like the previous routine.
- A new InputType has been provided: #GETKEY_CUSTOM, if you use this input type you should provide a string containing all accepted characters trought the tag <custom>
- A new event is provided, OnKeyPress: the function assigned to this event will be called everytime a key is accepted in the StringBox.
- As result of this new input handling you can interact with all active objects even if there is an activated StringBox waiting for input.
- A new tag has been provided, Clear1st: if this tag is specified with any non nil value, the StringBox will be cleared after the first activation. Very usefull to fill the string box with messages that will disappear after the first activation.

Example:

Code:
   
scui.NewObject( #IFOCLASS_STRINGBOX,
         "StringBox1",
                        { x =  10, y = 168 },
                        { x = 460, y =  20 },
                        { Enabled = #IFO_ENABLED },                     
                        { Values = { "Custom character filter..." }, Lines = 1,
                          InputType = #GETKEY_CUSTOM,
                          Custom    = "ABC123",
                          Clear1st   = 1,
                          MaxLen    = 100,                     },
                        { OnExit = myFunc1, OnChange = myFunc2, OnKeyPress = myFunc3 } )   


Thanks to Clyde for his suggestions


Last edited by Allanon on 23 Jul 2008, 10:20, edited 3 times in total.

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 Post subject:
PostPosted: 01 Jun 2008, 08:43 

Joined: 27 May 2008, 19:38
Posts: 67
Location: Dresden / Germany
Hey Fabio,

great to see that progress! Very useful things; I am looking forward to it. Do you know, when you will release a next update?
Cool to see, that my suggestion(s) are also implemented. :-)

Thanks and greetings
Micha

PS: My little 1.5 year old son is in hospital since yesterday morning. :-(((( So I will probably not play around with SCUI und do many other things (besides checking forum when I am not in hospital with him) right now.

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CD32 + SX1; AmiKit (WinUAE) + OS3.9


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 Post subject:
PostPosted: 01 Jun 2008, 11:12 
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Joined: 22 Mar 2007, 22:50
Posts: 112
Do not think about SCUI or any other PC things until your son will feel better!! I hope your son will be back to home soon!
In the meantime I will improve this library, I have seen that Andreas is interested too and he is helping me with good and precious advices, like yours, maybe a new version will come in 2 or 3 weeks.
Keep care.

Fabio
:wink:


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 Post subject:
PostPosted: 03 Jun 2008, 15:49 
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Joined: 22 Mar 2007, 22:50
Posts: 112
LISTVIEW
- Fixed an issue with rendering speed during the scrolling, I've update the scrolling routine, now it should be faster (at least under WinUAE the scrolling speed has been improved a lot).

MAIN EVENT HANDLER
- Fixed a wrong behaviour in the main event handler routine
BEFORE:
[1] Press a button
[2] While LMB pressed, move the mouse outside the button: Button Raises up
[3] While LMB pressed, move the mouse again inside the button: Button Over effect <== WRONG!
[4] Release LMB: no actions!! <== WRONG!

NOW:
[1] Press a button
[2] While LMB pressed, move the mouse outside the button: Button Raises up
[3] While LMB pressed, move the mouse again inside the button: Button Pushed <== RIGHT!
[4] Release LMB: action launched! <== RIGHT!

Thanks to Andreas for pointing me to this problem


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 Post subject:
PostPosted: 03 Jun 2008, 17:10 

Joined: 27 May 2008, 19:38
Posts: 67
Location: Dresden / Germany
Thanks, Fabio, my son is better now and at home since yesterday! :D :D :D I am really very happy about that!

Also thanks for fixing the listview! I am looking forward for the update, but don't hurry.

BTW: Is it ok, if I also upload SCUI alpha 0.1 (and its successors) to http://www.amiga-resistance.info/center ... ?kat_id=17, the download/upload center of the German Hollywood Community. If you don't want it, no problem! We can just redirect to your download link!

Greetings
Micha

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 Post subject:
PostPosted: 03 Jun 2008, 20:05 
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Joined: 22 Mar 2007, 22:50
Posts: 112
Hello Micha,
I'm happy that your son is at home again! :D

About the upload on your site, I'd prefer if you could redirect the downloads here, mainly because I'd like too see how many people are interested in this work... if you have a dowload counter on your site and I can see it, no problem with the upload :D

Cya
Fabio


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 Post subject:
PostPosted: 04 Jun 2008, 09:17 
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Joined: 22 Mar 2007, 22:50
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MAIN EVENT HANDLER
- Now you can navigate the interface using Cursor Keys (left/right) and Interact with the hilighted object with Enter, actually is missing interaction with scrollers because I haven't decided yet how the user can interact with this objects truoght the keyboard (maybe with Cursor Keys Up/Down ?).
Suggestions are welcome!
:D


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 Post subject:
PostPosted: 05 Jun 2008, 09:15 
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Joined: 22 Mar 2007, 22:50
Posts: 112
FAKE WINDOWS
- Fixed a bug in scui.FWin_Close(), it was showed when attempting to close all opened windows after the closing of a single window.


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 Post subject:
PostPosted: 05 Jun 2008, 14:27 

Joined: 27 May 2008, 19:38
Posts: 67
Location: Dresden / Germany
Allanon wrote:
MAIN EVENT HANDLER
- Now you can navigate the interface using Cursor Keys (left/right) and Interact with the hilighted object with Enter, actually is missing interaction with scrollers because I haven't decided yet how the user can interact with this objects truoght the keyboard (maybe with Cursor Keys Up/Down ?).
Suggestions are welcome!
:D


I suggest the following:
* Cursor keys up/down: scoll the scroll bar up/down for about 1%
* Page up/down: scroll the scroll bar up/down for about 10 %
* Pos 1/End: jump to begining/end of the scroll bar

What do you think?

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 Post subject:
PostPosted: 05 Jun 2008, 22:49 
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Joined: 22 Mar 2007, 22:50
Posts: 112
Good, I will map these keys, seems the most logical choice

Thank you Clyde :D


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 Post subject:
PostPosted: 18 Jun 2008, 18:13 
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Joined: 22 Mar 2007, 22:50
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KEYBOARD HANDLER
- Now all action key can be defined with your custom keys, this include keys used to navigate trought the interface and keys used to interact with the String Boxes.
- Added the ability to interact with scroller using the keyboard, there are 4 keys available for this purpose:
-- Increase Value
-- Decrease Value
-- Minimun Value
-- Maximum Value

The increase and decrease step is the same you have defined with the tag MinStep during the scroller creation, the same as you click on the left or right of the cursor.
These keys are customizable.

@ Clyde: I have not set by default the keys you have suggested because in WinUAE and my notebook I'm not able to map correctly PGUP/PGDOWN, but with the possibility to customize these keys you shouldn't have any problem in using that keys.


Last edited by Allanon on 21 Jun 2008, 23:39, edited 2 times in total.

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 Post subject:
PostPosted: 21 Jun 2008, 23:33 
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Joined: 22 Mar 2007, 22:50
Posts: 112
STRINGBOX
- Corrected a bug in editing mode: font name and size was not handled correctly.


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 Post subject:
PostPosted: 22 Jun 2008, 10:44 

Joined: 27 May 2008, 19:38
Posts: 67
Location: Dresden / Germany
Allanon wrote:
@ Clyde: I have not set by default the keys you have suggested because in WinUAE and my notebook I'm not able to map correctly PGUP/PGDOWN, but with the possibility to customize these keys you shouldn't have any problem in using that keys.


Ok, no problem. As I also just have WinUAE I would have encountered the same problem. Cool to have it customizable!

Greetings

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 Post subject:
PostPosted: 24 Jun 2008, 15:48 
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Joined: 22 Mar 2007, 22:50
Posts: 112
GENERAL
- Some code optimization
- Added two functions to handle tables
    CloneTable,
    SetTable

- I've started to rewrite Set & Get functions to achieve a huge speed up of these routines.
- I've started to modify object creation code to speed up this routine

SPEED is the keyword!
:wink:


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 Post subject:
PostPosted: 25 Jun 2008, 15:50 
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Joined: 22 Mar 2007, 22:50
Posts: 112
TEXT ALIGNMENT
- Added support for vertical alignment, you can align text using:
#TEXTALIGN_TOP
#TEXTALIGN_BOTTOM
#TEXTALIGN_VCENTER

Constant #TEXTALIGN_CENTER has changed in #TEXTALIGN_HCENTER
Now #TEXTALIGN_CENTER means #TEXTALIGN_HCENTER + TEXTALIGN_VCENTER

LAYOUT
- The new function scui.Layout() has been provided.
This function will give you a basic tool to adjust a gadget list in a specific area, you can place you objects using three methods:
VERTICAL --> All abjects will be adjusted vertically
HORIZONTAL --> All objects will be adjusted horizontally
GRID --> Object will be adjusted within a grid, you have to specify how many columns this grid should have.

The objects are auto-sized equally or you can provide a table with "gadget's weights" ranging from 0 to 1.
You can provide the vertical and horizontal gap between each gadget too.

Below there is some code I've used to test the function, you can see how it will work:
Code:
@INCLUDE "ScuiLib.hws"
;-----
ChangeDisplaySize(800, 600)
MoveDisplay(#CENTER, #CENTER)
;-----
; Generate some buttons
For i = 1 To 16
    scui.NewObject( #IFOCLASS_BUTTON, "MultilineButton",
                    { x =  10, y = 115 },
                    { x = 120, y =  46 },
                    nil,
                    { Values = { "Multiline", "Button", StrStr(i) },
                      Lines = 3 },
                      nil, nil, nil, 1)
Next
                     
                   
scui.Layout("Grid", { x = 10, y = 10,
                      Width = 500, Height = 400 },
                    { HWeights = { .1, .1, .1, .1, .2, .4 },
                      VWeights = { .2, .1, .1, .05, .15, .4 },
                      Columns  = 5,
                      VGap = 3, HGap = 3 },
                    { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16 })

Repeat
  WaitEvent
Forever


It will produce something like this:
Image

Just a quick test...
:D


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