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Topics - billarhos

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Help requests / cmake error
« on: 11 September 2019, 15:50:05 »
Hi Texus. I have a major problem with cmake. I have install varius versions but with the same error.

Error shown in photo.

General Discussion / Adding long lines in ChatBox
« on: 18 July 2019, 15:48:43 »
How can avoid overlaping text lines when i add line that exceed chatbox's width?

General Discussion / Kitchen Sink
« on: 10 June 2019, 15:00:11 »
Would a kitchen sink example would be useful for future tgui users?

General Discussion / Picture and OpacityDisabled
« on: 07 June 2019, 13:53:35 »
Setting OpacityDisabled for picture seems not working.
Code: [Select]
Picture {
OpacityDisabled = 0.3

Code: [Select]
picture->getRenderer()->setOpacityDisabled(0.3f); this is working.

General Discussion / showWithEffect and hideWithEffect
« on: 06 June 2019, 20:04:12 »
During showing a button with "show with effect" and interrupting the procedure with the "hide with effect", next time applying during "show the effect" alpha value never reaches 255.

Am i seeing correct?

General Discussion / warnings building latest tgui
« on: 28 May 2019, 14:17:08 »

Some warnings appeared building (32bit) latest tgui source code (github) with visual studio 2015.

nanosvg.h(807): warning C4702: unreachable code
GuiBuilder.cpp(1480): warning C4800: 'unsigned int': forcing value to bool 'true' or 'false' (performance warning)
GuiBuilder.cpp(1481): warning C4800: 'unsigned int': forcing value to bool 'true' or 'false' (performance warning)
GuiBuilder.cpp(1482): warning C4800: 'unsigned int': forcing value to bool 'true' or 'false' (performance warning)

General Discussion / Buttons 0.9
« on: 26 May 2019, 08:26:21 »
  • Buttons can blink, meaning that over a period of time can change background and text appearence. For instance can tongle between normal sprite and focused sprite. (global timer)
  • Every state (Normal, hover, etc) can have its own text color.
  • Every text for every state can have its own outline border.
  • Outline can have a thickness value.
  • Every text can have its own style (regular, bold).
  • Every text can have its own size.
  • Every text can have its own vertical and horizontal alignment on a given position inside the button (i can show you some button images if that is not clear).
  • A button can trigger (or not) from one or more keys. In my game i give the owner the ability to add any key he wants for every available button.
  • Having 9,there is no need of having "space" and "enter" as default keys out of the box.
  • Focusing in my opinion is over estimated but essential when you want to navigate with tab box. Bilinking over rules hovering and focusing.
  • Pressed time for "m_spriteDown" must be configurable. Action of triggering must be on the last frame. Zero value triggers the button at once showing one down frame.
  • Clicks or key presses can have "continuality" or not. Meaning that over pressing time, buttons can re-triggered as long as mouse or key is down.
  • A button can be tongle - switch button. (I saw you think for a different widget. It is not a bad idea having different widget. In my case is configurable (setTongle)).
  • Hovering can be disabled in touch screens because it is unnecessary (for all widgets).
  • Batch for rendering.

 Those are some stuff that i have implemented in my codes over the years. Buttons and lists are the more demanding widgets in my opinion.

General Discussion / About TGUI 0.9-dev
« on: 19 May 2019, 08:46:14 »
Hi Texus. Read in facebook about TGUI 0.9-dev and batching rendering. This is awsome!

In your post:
In release mode, TGUI 0.8 takes 0.25 seconds to render it while TGUI 0.9-dev reduces this to just 0.08 seconds (on a laptop with intel graphics).

One quarter of a second is too much time to render those few widgets. May be you meaning milliseconds? I have never seen those times in all past and current tgui versions.

Will tgui 0.9 continue to work as it is now? Will this be configurable, meaning select the way tgui renders?

What happens in future if tgui texts have outline color?

Help requests / "ReturnKeyPressed" Signal on textbox widget
« on: 01 March 2019, 08:42:03 »
Code: [Select]
pTextBox->connect("ReturnKeyPressed", [&]()


pTextBox->connect("ReturnKeyPressed", pressedFunc, pTextBox);

both above declarations are giving me an exception.

Exception thrown at 0x743B18A2 in Tgui.exe: Microsoft C++ exception: tgui::Exception at memory location 0x0113EA68.
Unhandled exception at 0x743B18A2 in Tgui.exe: Microsoft C++ exception: tgui::Exception at memory location 0x0113EA68.

unsigned int SignalWidgetBase::connect(std::string signalName, Func&& handler, const Args&... args)

I am using the day before yesterday's patch. (before "right click" in listview fixed)

Missing something?

Feature requests / listview and add item
« on: 24 February 2019, 16:03:52 »
Hi Texus

You have:
Code: [Select]
1 : std::size_t addItem(const sf::String& text);
2: std::size_t addItem(const std::vector<sf::String>& item);
3 : bool removeItem(std::size_t index);

4 : void setSelectedItem(std::size_t index);
5: int getSelectedItemIndex() const;
i am sure that i forget some other functions

1. Add item as a row or in a specific cell in a specific column
Code: [Select]
std::size_t addItem(std::size_t columnIndex, const sf::String& text);

2: should be
Code: [Select]
std::size_t addRow(const std::vector<sf::String>& item);

3. is remove item - or remove row
4. setSelectedItem on which column
5. is selected row or selected a specific cell in a specific column
there is a need to be distiguish the cell index and the column index.
Also there is need for a "setCell(column, cell, text)" function like :
Code: [Select]
void setColumnText(std::size_t index, const sf::String& text);

and may be a

Code: [Select]
std::size_t addMultiRows(const std::vector<std::vector<sf::String>> & item);

thank you

Help requests / List view
« on: 30 January 2019, 17:23:16 »
Hi Texus. I 've Just download 8.3 version and implemented a listview widget replacing a listbox thinking of make better look.

When you add a column also a vertical border line appearing just to show the different column. However you must add a vertical border only in between two columns and not after it.

When there is one column should not be added this vertical border. If two columns exist the one vertical border should be in the middle of two columns. And so on

vertical borders = columns  > 0 ? columns -1 : 0

Help requests / ChildWindow change position when title changes.
« on: 14 January 2019, 17:57:42 »

When i change the title of a child window the windows moves a bit inside the main (windows) form. I change title text because i am using more than one language.
This happening when height of child window is smaller than main window (570). However if the child window has the same height with form (600px) the the title tongle between visible and invisible.

Using github version

Code: [Select]
mWindow.create(sf::VideoMode(800, 600), "Sfml + Tgui example", style, contextSettings);

tgui::ChildWindow::Ptr pWindow = tgui::ChildWindow::create();
pWindow->setSize(800, 570);
pWindow->setPosition(0, 0);

pButtonLoad = tgui::Button::create();
pButtonLoad->setSize(150, 50);
pButtonLoad->setPosition(800 / 2 + 50, 600 / 2 - 20);
pButtonLoad->connect("MousePressed", [=]()

Feature requests / "opacity when widget is disabled
« on: 10 January 2019, 12:23:25 »
Hi Texus. Happy new year.

Good news. I started using 0.8.2.  I finished one of my big projects. I done all the changes and now i am changing the little details in order all widgets looks like before.
Thank you for the great work you done.

I was thinking if a "opacity when widget is disabled" property in all widgets can be added. Right now, when i want for instance a check box to be disabled i set the manually the opacity to 0.3. So the user can easily understand that this widget can not be touched-changed. Ii should be great if we can have this out of the box!

Also, if i run "setOpacity" other than 1.0f before adding widget to gui manager the opacity does not apply. It works if i first add the widget and then apply new opacity. I tried this with "button".


Feature requests / Checkbox future improvments
« on: 30 December 2018, 12:29:32 »
I am trying to set initial value to checkbox without sending to me back a signal event. This is happening on initializing. It is important for me this two callbacks not to be triggered
in initializing progress. Only to set the visible part of checkbox (On/Off).

Now it is ok because i am using some booleans to avoid this.

This can be prevented by adding a "SetState(bool onOff)" function without triggering any callbacks in it.

Code: [Select]
pCheckBox = GAME_MANAGER->getGuiTheme()->load("CheckBox");
pCheckBox->setPosition(GAME_MANAGER->layoutWidth(450), GAME_MANAGER->layoutHeight(280));
pCheckBox->setSize(GAME_MANAGER->layoutWidth(100), GAME_MANAGER->layoutHeight(50));

pCheckBox->connect("Checked", [=]()
//do something here but only when user check this

pCheckBox->connect("Unchecked", [=]()
//do something here but only when user uncheck this

if (MEMORY_MANAGER->readDataBool(MemoryMain::checkBoxStatus))

Also a general callback with the name "changed"  it would be a good idea.

thank you

Feature requests / Clickable textbox
« on: 19 December 2018, 19:44:34 »
Using a textbox widget to display some info text, i came in front of two obstacles.

1.Even using "setReadOnly" function, in "editbox" you can still select some words or lines.
2.I was unable to find a way to catch a mouse left click on "editbox", in order to close my help form.

I am using 0.7.5 version.

thanks for reading

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