• entries
    707
  • comments
    1173
  • views
    434018

Still a slacker... just a little LESS of a slacker

Sign in to follow this  
Programmer16

69 views


Ethereal Darkness Interactive Update

I got a couple things done on Quill today including:

  • Networked nodes hover-highlight
  • Splat-map and height-map overlays
  • Fixed the node rendering
  • Fixed the node dragging
  • Added text rendering
  • Fixed some open/save dialog problems
  • The form's text is now set to the path of the current map minus the working directory
  • Added the ability to remove tiles
  • Added the ability to add nodes
  • Removed the network tab
  • Attempted (to no avail) to fix the scrolling


I can't seem to get scrolling to work for anything. I have a split container, and have it set to auto-scroll, but I can't seem to modify the maximum value.

I also found out that I totally fucked up on the Direct3D device. I couldn't get it to let me create a device for each form (probably because I was going at it wrong or something) so I just created a device for the main window and I render to the child as an override. Worked perfectly... until I resized the form. Up until a few minutes ago I just had the main window maximized, but my screenshot was huge so I tried to resize the window and take a new screenshot and noticed that my rendering was all fucked.

So, I'm back to square one on that, but I'm pretty sure that I can fix it REALLY easy because of the way that I have it set up (yes, I am a genius [wink].)

Anyway, here's a screenshot of my progress thus-far:

Features:

  • the new network nodes hover-highlighting (you can't tell, but I'm hovering over the 'rebecca' node) which highlights all of the links between the node you're currently hovering over
  • Text
  • The height-map overlay




DragonForge Technology

I'm redesigning my GUI system and I'm REALLY happy with it. There are still some changes that need to be done, but I like the way that its laid out thus far. ATM each widget is going to render itself since it simplifies things a lot for me. My Graphics class will save a lot since it tracks the textures that are set in each stage as well as the FVF (I removed renderstate, texturestagestate and samplerstate tracking for now.)

I'm going to spend a little while on my GUI since I hope to put them into my library when its finished. At the moment this is my list of Containers:
    Legend: Must have o Likely o Maybe later
  • Label
  • LinkLabel*
  • Button
  • CheckBox
  • RadioButton
  • ScrollBar
  • TextBox (single with horizontal scrolling and multi-line with vertical scrolling)
  • ListBox
  • DropDownList
  • ListView
  • Counter (Numeric or tally version; i.e. 1, 2, 3 or o, oo, ooo)
  • Fader
  • ProgressDisplay (bar, percentage, both, or either)
  • GroupBox
  • StatusBar
  • Menu
  • PictureBox
  • TreeView
  • ClockDisplay*
  • Tab
  • ContextMenu
  • Console
  • ToolTip

The LinkLabel widget is for in-game links, not HTML anchors (i.e. I have a dictionary system set up, the user can click on the word and I can have my ingame dictionary show up or I have the word Inventory on the main screen, the user can click on it and poof, the inventory shows up.)
The ClockDisplay widget will be for displaying timers as well as regular time (real or otherwise.)

That is all. I'm going to bed now.



Discussion





Other news



Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now