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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Wed Jun 03, 2020 3:05 pm 
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Mesa wrote:
There's nothing in the window F2.

Didn't I see something like "no more Spiderbasic dialogs possible" before? ... strange.
Anyway, from what I saw, the constant output was only updated, when you loaded a new dialog, or stored it.
It has never been updated, when you've added childs or windows.
I changed that, hopefully that was the part you were talking about.

Mesa wrote:
You could use an InputRequester() to manage the multicopy.

As usual a quite good idea!
Integrated it!
Please check OL_057 and OL_058, I used google translater for it

Mesa wrote:
And you could add a button in the advanced tools to rename automatically gadgets like this: from 'text1_copy...' to 'text2' etc.

Give me some more time, I first need to find an intuitive way to offer this.

Mesa wrote:
This is the new Français.lan

Great, thanks! Added it.

Remark:
ONLY SOURCE UPDATED!



Cyllceaux wrote:
you see, I use the DialogManager exessive.

Indeed! :shock:
So, you are using XMLs to describe your whole App?
But it doesn't look as you would use them also to create purebasic dialogs in the end, but some self-cooked GUI engine?
In that case DD might be the wrong tool for you, it has been especially designed to create/modify PureBasic/SpiderBasic Dialogs, it was never meant to be a feature crowded XML editor.
(Although it seems to progress in that direction slowly... :mrgreen:)

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Wed Jun 03, 2020 6:12 pm 
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HeX0R wrote:
Indeed! :shock:
So, you are using XMLs to describe your whole App?
But it doesn't look as you would use them also to create purebasic dialogs in the end, but some self-cooked GUI engine?
In that case DD might be the wrong tool for you, it has been especially designed to create/modify PureBasic/SpiderBasic Dialogs, it was never meant to be a feature crowded XML editor.
(Although it seems to progress in that direction slowly... :mrgreen:)


PB ignores things, it doesn't know :wink:

yes... most parts. I added Thorsten GadgetEx Modules and generate structures for the gui. So I can do something like this
Quote:
SetGadgetText(*dialog\_strTitel,"Test")
HideGadget(*dialog\_conMain\container,#True)

So I can generate a complete canvas-based GUI by only changing <string to <canvas type="string" without changeing any line of code.

I use DD to "see" the first draft of the gui before I enrich it with more logic.
My 2 greatest projects are an outlook-clone and a game clone "Pax Imperia 2". All with the PB-Dialog-Engine.

just saying... I really like your work :)


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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Wed Jun 03, 2020 7:01 pm 
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O.k., it seems the dialog lib respects the margin attribute for most containers (checked container, frame, window, NOT supported for hbox/vbox/multibox, but o.k. those are just virtual containers anyway).
Would be great if I could get some official note on that, what about spacing e.g. which one would accept that additionally?
I'm not really willing to test all combinations.

Anything the lib supports, should be supported by DD also, which means, I have to add it somehow.

What about that idea:
If I would rename the "user defined attributes" dialog to something like "Attribute Editor" and showing ALL attributes here (also those, which are handled by DDs main dialog already).
That should give power users more flexibility to do whatever they want to (regular users don't use that feature anyway) and I don't have to redesign the whole GUI (again).

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Wed Jun 03, 2020 9:55 pm 
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Well, I was excited about my own idea, therefore I just made it ;)
Please check updated SourceCode, are you fine with such a solution?
You simply can add a margin attribute to any element you want to.
Those, which support it, will also handle it (but you need to refresh the dialog to see it)

Binary files still not updated, I would like to have this rock solid, and I also still have Mesas wish on my todo list.

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Wed Jun 03, 2020 10:28 pm 
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In future version is possible to add Menu, Status bar and toolbar or is a limit of dialoglib?

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Thu Jun 04, 2020 5:40 am 
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le_magn wrote:
In future version is possible to add Menu, Status bar and toolbar or is a limit of dialoglib?

It's limited by the dialoglib.

Because you can do something like that
CreateToolBar(0, WindowID(0))
But you can also do this
CreateToolBar(0, GadgetID(1)); 1 is a container

You have to do it by your own or enrich your dialog-framework (what I did)

@Hex0r
I tried it and like this attribut-thing. I don't like it is in a separat window, but I like its concatted.


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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Thu Jun 04, 2020 12:15 pm 
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Cyllceaux wrote:
It's limited by the dialoglib.

Because you can do something like that
CreateToolBar(0, WindowID(0))
But you can also do this
CreateToolBar(0, GadgetID(1)); 1 is a container

You have to do it by your own or enrich your dialog-framework (what I did)


Thank you very much i try this way...

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Thu Jun 04, 2020 5:58 pm 
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OL_057 : Répéter le collage.
OL_058 : Combien de fois voulez-vous coller la sélection ici ?

About the menu text of shortcuts, i prefer using a tab, the aligment of the text is better, but it's a question of taste.
For example OL_36 : "Copy (3 spaces) (Ctrl+C)" ---> "Copy (1 tab) (Ctrl+C)"
I did it from OL_034 to OL_039, OL_041, from OL_052 to OL_054

M.


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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Thu Jun 04, 2020 7:10 pm 
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That wasn't my idea, it was the forum, which exchanged tabs to three spaces.
That was one of the reasons, I initially asked for sending me the file instead of posting it here.

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Sat Jun 06, 2020 5:55 pm 
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I've made some additions to DD, still 1.60 and only SourceCode is updated.

As soon as some of you tested it, I'll update the bin-files also and release it as 1.61.

New/Changed in this version:
  • Margin attribute now available for those containers (I think) which are supporting it.
  • Added Preference option, to open all Dialogs as childs of DD (instead of independent ones)
  • Added Preference option for an alternative naming of copied elements
  • Added menu entry to comment/uncomment elements, including containers and their childs.
    Could help, if you want to try different designs, without the need of really removing elements.
  • Added #PB_Canvas_Container flag to Canvas, and made it also work as a (single) container.
    DD is not checking if the flag is really set, if not, you will not see any of the added gadgets.
  • DD will remember the ReadOnly setting of the debug window
  • ...

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Tue Jun 09, 2020 9:47 am 
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Cool !

The new french lan file is here:http://frazier.wood.free.fr/misc/Francais.rar

And there is a bug when you multi copy more than 9 times with the option: unique name on.


Mesa.


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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Tue Jun 09, 2020 11:40 am 
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Fixed and added!

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Tue Jun 09, 2020 4:05 pm 
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The same bug, i think:
And the variable 'NameCounter' is not updated when we do an "undo" (for each undo, NameCounter should decrease of 1).

Image



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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Tue Jun 09, 2020 4:24 pm 
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O.k., o.k., I must admit, I did a quick test with a button, which didn't had any number, yet.
I've fixed it now (hopefully).

[Edit]
I removed the nonsense I wrote before

For the Undo-thing:
I changed the Undo structure and will from now on also store the NameCounter in each step.

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 Post subject: Re: DialogDesign0R V1.60
PostPosted: Sat Jun 20, 2020 9:35 pm 
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Very useful,thanks for sharing.


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