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91
General Discussion / Re: About TGUI 0.9-dev
« Last post by texus on 25 May 2019, 19:37:47 »
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the absolute buttons
What did you mean with this part exactly?
Any help to improve TGUI is always welcome, although the look of only buttons isn't going to have much value if the rest of the gui looks completely different.
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General Discussion / Re: About TGUI 0.9-dev
« Last post by billarhos on 25 May 2019, 17:00:06 »
If you really want the absolute buttons, do not hesitate to ask me.
I am creating game buttons (directX opengl) for more than 18 years,
having all kind of controls like keyboard, touch, mouse, external electronic devices (www.heber.co.uk)

But now i am going to play music as DJ in a Greek bar (Thessaloniki Greece). I know i am old (47) but what the fcuk, a hobby is a hobby.
I see you tomorrow.
93
General Discussion / Re: About TGUI 0.9-dev
« Last post by texus on 25 May 2019, 16:56:09 »
I was already thinking about doing it for buttons as well.

Adding an outline for all text rendering in TGUI 0.9-dev might not be that hard as long as all texts within the widget use the same outline thickness and color. I'm not looking forward to adding functions to change the outline for each widget state (e.g. different outline for button hover, down and focus states). I actually asked the question because I started adding it to Button and found that it would take quite a while to do that for all widgets.
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General Discussion / Re: About TGUI 0.9-dev
« Last post by billarhos on 25 May 2019, 16:46:20 »
Yes labels, definitely labels for most people. But if you ask me i said buttons.

In photo you can see my labels and buttons all using outline on texts. In my code i support outline color and outline size as well
In my project i use tgui only for settings (a lot of pages) and not for the game itself.

But generally text outline would give every widget the artist tune

95
General Discussion / Re: About TGUI 0.9-dev
« Last post by texus on 25 May 2019, 16:10:45 »
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What happens in future if tgui texts have outline color?
In what kind of situation do you want support for text outline? Maybe it should only be supported in Label to start with?
96
Help requests / Re: unfocusing widgets
« Last post by billarhos on 24 May 2019, 19:07:38 »
You can not satisfy every user but having a default status and also giving the ability to change the capability of focus (setFocusable) then you can catch every possible senario with much more cleaner and maintanaible source code.

thanks Texus
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Help requests / Re: unfocusing widgets
« Last post by texus on 24 May 2019, 18:04:37 »
I have added a setFocusable function for all widgets. The updated TGUI version can be downloaded from github.
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Help requests / Re: unfocusing widgets
« Last post by texus on 24 May 2019, 17:13:35 »
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Perhaps a simple boolean is good enough.
Perhaps. But I don't like that the user would have to do it for every widget he creates. There will always be cases where the default doesn't match what you want and where you need to set the value each time, but I was hoping to find a way on a slightly higher level (e.g. a single function to disable it on all buttons). Maybe something in the theme. Although that sounds similar to earlier TGUI versions where widgets were only focusable if it had a focus texture (with EditBox as exception which could gain focus even without such texture).

The biggest problem is always figuring out what would work best without actually knowing what people want or how they want it. So maybe I should indeed just add the simple boolean toggle to already allow it now and leave the better designs for later.
99
Help requests / Re: unfocusing widgets
« Last post by billarhos on 24 May 2019, 16:58:20 »
I thought for an instance that space and enter is a new functionality and maybe i should check my codes.

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so I might as well add a function to disable using space and return keys to buttons
yes, this is also something i thought about.

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So if I could find a good way to allow the user to decide which widgets can gain focus

Perhaps a simple boolean is good enough. And you can leave up to user!

Code: [Select]
widget->setFocusable(bool onOff)
100
Help requests / Re: unfocusing widgets
« Last post by texus on 24 May 2019, 16:46:51 »
The oldest version that I can check is TGUI 0.4 and even there it already responded to pressing space or enter.

What would happen after adding a key to addEventCodeTrigger? I don't see any use case except for this one so I might as well add a function to disable using space and return keys to buttons.

The issue is a bit related to the question of which widgets should be focusable. Some people might e.g. want to be able to focus a slider and use the arrow keys to change the value while other might want the tab key to skip the slider. So if I could find a good way to allow the user to decide which widgets can gain focus then you would be able to solve it by making the buttons unfocusable.
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