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9:09 am March 8, 2010
| thaaks
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| Member | posts 97 |
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I'm thinking about creating some editor for my procedurally generated content.
All images are based on template shapes which currently are plain ASCII files.
An editor would help me to create those shapes faster and immediately generate some random images based on those shapes. Additionally I would want to add some color selection mechanism to specify the colors for the shapes.
So the question is:
what GUI to use for this? It's more a simple application than an ingame GUI. I think I could get along with the mbmFramework GUI but are there other options?
Any recommendations that work fine with mbmFramework? ifsoGUI? wxMax? maxGUI?
Currently I would want to avoid paying money again… Matt, I think you own ifsoGUI. Your opinion?
What should the application do?
Read the shape definition file,
present the list of shape categories and allow to select one shape of any category to edit it,
some input fields to name a new shape and add it to the shape list of the current category or to add a new category,
the edit window will be drawn using BlitzMax graphics commands,
another side window or just an area will be used to draw randomly generated images based on the current shape,
some color select mechanism must get in,
some buttons to clear the drawing area or copy one shape to another one and stuff like that,
saving of the modified shape definition file.
So I COULD get along with mbmFramework GUI elements I think. I just don't know if it is the smartest approach.
Oh, and of course the editor would become part of the game to allow the gamers to modify the shapes and create their personal "MODs" of the game 
Cheers,
Thomas
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10:01 am March 8, 2010
| matibee
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Hi,
Which gui's do you own?
Yes I own ifsoGUI and for anything more than a really simple in-game editor it would be my choice. You could process ifsoGUI's message queue during your "Update" function (not tested to date, but it will be made to work if it doesn't already!). The framework and maxGUI are not intertwined, but I use maxGUI for my registration windows and start-up screens - these just run their own message loops until the window is done with, before the framework even begins and more importantly, before it goes fullscreen where maxGUI no longer works.
Do you really need your editor to be part of the game excutable? I made quite a good stand-alone editor quite quickly with maxGUI. It was able to share some code with the game and it could launch the executable to test the current level immediately (no splash screens or main menu in the game, straight to playing the level).
Trying to use the framework UI could be messy and painful. It could be done but that's not really its intended purpose. The biggest obstacle would be the lack of list boxes and file dialogs.
My personal plan of attack would be a stand-alone maxGUI app first. Once you have nailed its functionality either tidy it up for public use or make it part of the game by rewriting it; with either ifsoGUI or with creative use of the framework ui (for example not having a file dialog and just making it work with fixed filename(s). I've seen some really nifty in-game editors that the framework ui could easily emulate (and I can envisage how it would successfully handle what you've described above).
It depends on your users expectations too.. if they want everything to look and/or behave like a windows app then the framework UI won't really be suitable.
Cheers
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10:38 am March 8, 2010
| thaaks
| | Germany | |
| Member | posts 97 |
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Currently I don't own a GUI framework at all.
The editor does not need to be part of the game executable - it would just be a "nice to have". While thinking about it, if separated I could give away the editor for a donation for example or even consider selling it as a standalone tool for generating random images based on the user's shapes which he can categorize on his own…
Okay, so let's start fresh 
I own no GUI at all, I want to create a stand-alone editor, it does not necessarily have to look and behave like a true windows app but it should simplify my life coding this thing.
A GUI editor would also be nice to have 
What options do I have:
ifsoGUI: 25$, comes with an editor, seems to be well documented…
MaxGUI: 30$, no editor, not very much OO style, read in the Blitz forums it's slow?
wxMax: free, no editor, huge package, requires additional DLLs, shared libs
Anything else?
Cheers,
Thomas
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11:27 am March 8, 2010
| matibee
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Pros
ifsoGUI: Can be used as a fullscreen UI. Things like the multi-column list box would be just perfect for multiplayer game server lists. Marcus has done a great job with it and it's very much alive.
MaxGUI: native look and feel to windowed apps on every platform. Really easy to use for little apps. There's this for form editing. It's more $$ and I don't make apps complicated enough to warrant it. I did use the demo version to learn maxGUI by studying the source code it generates.
wxMax: Free, native look, and there's wxFormBuilder (also free).
Cons
ifsoGUI: I personally wouldn't use it for windowed apps because it just feels wrong to me but that's a personal choice that's hard to describe. With no window resizing in BMax it's also no good for making editors that you would normally have the choice to maximise or adjust the window size to get the best out of it. Personally I think it's the perfect middle ground between a native UI and a flash game UI. I could have extended it to add the animation features my framework UI has, but that would mean forcing my users to purchase another mod.
MaxGUI: Not really OOP– more Win32 than MFC.
wxMax: Complex and huge. Unless you are a serious cross-platform applications developer it's too much to learn (and to learn well) IMO.
When I start this test app, I had every intention of trying it in BMax with ifsoGUI or wxMax. I spent a lot of time evaluating the options and ultimately, and for lots of reasons, I simply went back to MFC!
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12:28 pm March 8, 2010
| thaaks
| | Germany | |
| Member | posts 97 |
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Hmm,
I looked at the ifsoGUI examples and the GUI editor. Not bad, but I missed a menu and a drawing canvas (for the shape editor itself, acting on mouse clicks on tiles which are simply drawn into something like a canvas).
From the screenshots and feature list I can see that MaxGUI supports menus and canvases. What about window resizing? Does that work with MaxGUI? It should, right?
And looking at your particle editor code it doesn't look very complicated at all.
I tend to prefer MaxGUI at the moment, just by its features…
Thanks,
Thomas
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12:50 pm March 8, 2010
| matibee
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ifsoGUI doesn't really need a canvas since you have the whole screen to draw on But I know what you mean. Don't let that put you off; ask Taskmaster and I'm sure he'd add one!
maxGUI does handle window resizing. The window has to be made with a WM_RESIZABLE flag or something. But you'd have to write the code to manage the resize (like adjusting the control sizes and positions).
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