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Submitted by Lynn Duke, posted on March 30, 2005




Image Description, by Lynn Duke



The development screenshot above is one of the tutorials we've been working on for X-VP's initial release on April 15th, 2005. It's a sampling of the different types of user interface elements that are supported from within X-VP's User Interface Framework. The user interface above shows the following control examples...
  • Pushbuttons
  • Toggle buttons
  • Text Boxes (with left,right and center justifciation as well as word wrap, text cursor and keyboard input)
  • Progress Bars
  • Sliders
  • Movies
  • Sprites
  • Animated Sprites
  • All controls are 100% graphically customizable and the nice part is that X-VP handles are scaling issues for various screen resolutions. This means that you pick a screen resolution, and define all coordinates relative for that res. When the user changes resolution, your interface is adjusted appropriately.

    Also, audio samples can be binded to various events like "over", "up", "down" for all controls. Controls can receive the focus by being clicked on with the mouse. Z ordering is supported not only between controls on the same interface, but between seperate interfaces as well.

    Also, the user can derive from various objects to create their own custom controls and custom events for existing controls very easily.

    This tutorial will be part of the 50 or so that accompany X-VP's beta release. If you're interested, the main site is at www.soularsouls.com. As a side note, we are looking for more beta testers to sign up and receive the initial version of the SDK. We're trying to build a good base of initial testers and compensate them with a free pre-release commercial license for their efforts. Then we'll release the SDK publicly.

    Thanks for the viewing time!


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    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    Dan Royer

    March 31, 2005, 11:33 AM

    I've written more GUI than I ever thought I would (or wanted to).

    I'd need edit boxes, list boxes, combo boxes, and scroll bars before this is of any use to me.

     
    lowelllynnduke

    April 01, 2005, 01:15 PM

    Yeah....I understand and completely agree with you. I think we'll get to those elements in a later release. They greatly simplify gui dev for pc type systems. However, on consoles, we don't really use any of those UI elements (although you certainly could).

    Also, many of those items would be very easy combinations of the simpler ones. For example, the "edit box" you need is 98% already there. A text box like the one shown above, is editable and can receive the focus (complete with a graphically customizable text cursor). Derive your edit box class from text box, add a background, and your there.

    The scroll bars? - 3 sprites and a little bit of logic and your there again.

    The list box is even easier - its just the already existing text box with some logic to control the contents of it and your there. Stick a scrollbar on the side and bam...

    What I'm saying is, there's lots of flexibility to build those unique controls you need and the amount of code necessary to do it would surprise you.

    That being said, I agree with you, it would be nice to have some vanilla flavored controls like that.

    Lynn

     
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