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Re: DialogDesign0R V1.83

Posted: Fri Jun 30, 2023 11:08 am
by Mesa
I've got strange messages when i use ID's gadget and ID's windows.
11:54:03 [PLAUSIBILITY CHECK] Window '#0' => '0' is not allowed as first character in a constant name!
11:54:03 [PLAUSIBILITY CHECK] Window '1' => First character of an ID has to be '#'!
11:54:03 [PLAUSIBILITY CHECK] Window '2' => First character of an ID has to be '#'!
11:54:03 [PLAUSIBILITY CHECK] Window '#3' => '3' is not allowed as first character in a constant name!
11:54:03 [PLAUSIBILITY CHECK] Window '4' => First character of an ID has to be '#'!
and the .pbi made makes bad runtime enumerations

Code: Select all

...
; Runtime Enumeration Windows
; 	0
; EndEnumeration


Dim DD_WindowNames.s(#DD_WindowCount)

DD_WindowNames(1) = "window_1"


; Runtime Enumeration Gadgets
; 	1
; 	2
; EndEnumeration
M.

Re: DialogDesign0R V1.83

Posted: Fri Jun 30, 2023 11:36 am
by HeX0R
Ktim07 wrote: Fri Jun 30, 2023 10:51 am I tried this very interesting utility today, I am a new user. But I quickly noticed something, when for example one adds a menu bar, and the first Item is File. How do you add an item under File eg Open?? (I don't know if I am doing it wrong but I couldn't figure this out as some options are disabled). Then I also think It would be useful if for example say one could add a button say "Click me" and then the window shown outside (the out put structure) allows one to edit some of the Button properties visually in that out put window like the size & position & results automatically reflected in the dialog designer ( I know this is done manually inside the dialog because those options are provided for) I am just saying it would be easier

First you add the menu (Right Mouse click on the Window entry, then "Add Menu/StatusBar/ToolBar" -> "Menu"
Then you select the menu entry with RMC and select "Add Menu/StatusBar/ToolBar" -> Title and give it a Text "File"
Then you select the Title "File" with RMC and select "Add Menu/StatusBar/ToolBar" -> MenuItem and give it a Text "Open"
...
That's simply how menus are working in PB.
Please be aware that this Menu/StatusBar/ToolBar feature is based on a hack!
PBs Dialogs don't support them until now out of the box.


Your second request will not happen, those dialogs are defined by virtual containers, not the gadgets inside (like buttons) influence the main behaviour, but the parent containers.
In the help file is a link to a video, that should help to understand how dialogs work.

Re: DialogDesign0R V1.83

Posted: Fri Jun 30, 2023 11:38 am
by HeX0R
Mesa wrote: Fri Jun 30, 2023 11:08 am I've got strange messages when i use ID's gadget and ID's windows.
That doesn't help, I need to see the xml

Re: DialogDesign0R V1.83

Posted: Fri Jun 30, 2023 11:45 am
by HeX0R
I just saw that the Extra Stuff (for menus, statusbars, toolbars) is triggering an IMA with PB6.02, anything < PB6.02 works just fine.
So better don't use those compilers for now, I'll look deeper into that, when I find the time.

Re: DialogDesign0R V1.83

Posted: Fri Jun 30, 2023 12:01 pm
by Ktim07
HeX0R wrote: Fri Jun 30, 2023 11:36 am First you add the menu (Right Mouse click on the Window entry, then "Add Menu/StatusBar/ToolBar" -> "Menu"
Then you select the menu entry with RMC and select "Add Menu/StatusBar/ToolBar" -> Title and give it a Text "File"
Then you select the Title "File" with RMC and select "Add Menu/StatusBar/ToolBar" -> MenuItem and give it a Text "Open"
...
That's simply how menus are working in PB.
Please be aware that this Menu/StatusBar/ToolBar feature is based on a hack!
PBs Dialogs don't support them until now out of the box.
Thanks
This works fine, I see "based on a hack!"
This is a pretty hidden hack for a newbie,

Re: DialogDesign0R V1.83

Posted: Fri Jun 30, 2023 1:14 pm
by Mesa

Code: Select all

  <?xml version="1.0" encoding="UTF-8" ?> 
- <dialogs>
- <!-- Created by Dialog Design0R V1.83 => get it from: https://hex0rs.coderbu.de/en/sdm_downloads/dialogdesign0r/
  --> 
- <window flags="#PB_Window_SystemMenu | #PB_Window_MinimizeGadget | #PB_Window_MaximizeGadget | #PB_Window_SizeGadget" width="800" height="600" name="window_1" xpos="44" ypos="46" id="#0">
- <vbox id="1">
- <hbox expand="item:1" id="2">
  <canvas width="500" name="canvas_1" id="#3" /> 
  <tree width="300" name="tree_1" id="4" /> 
  </hbox>
  </vbox>
  </window>
  </dialogs>
- <!-- DDesign0R Definition: PureBasic|1|1|1|v|example_with_declares|0
  --> 
I know that id="#x" is a bad id but if i set an id="1" for example, i've got this message: [PLAUSIBILITY CHECK] Window '1' => First character of an ID has to be '#'!
So if i add an "#", i've got that message: [PLAUSIBILITY CHECK] Window '#1' => '1' is not allowed as first character in a constant name!

Re: DialogDesign0R V1.83

Posted: Fri Jun 30, 2023 2:06 pm
by HeX0R
You are making strange things (as usual), I think I make the plausibility check optional.

I mean the messages are correct and I have no idea what the benefit of your ids might be, they are typically used as constants or what are you doing with them?
A constant #1 is not allowed in PB.

Latest when you use the *.pbi output of DD, that will result in compiler errors, that was the reason for the plausi check.

[Edit]
o.k., you are trying to enumerate them yourself (id="1", id="2", ...)?
Ah o.k., didn't expect anyone is doing that, that should be easily integratable to the plausi check.
But I have no time these days, might need some days/weeks

Re: DialogDesign0R V1.84

Posted: Mon Jul 10, 2023 2:29 pm
by HeX0R
Updated to 1.84 (finally, sorry, too warm these days...), but only the Sources are up to date.
Changes can be seen in the head of DDesign0r_v02.pb

Re: DialogDesign0R V1.84

Posted: Mon Jul 10, 2023 3:59 pm
by Mindphazer
HeX0R wrote: Mon Jul 10, 2023 2:29 pm (finally, sorry, too warm these days...)
Well, isn't that normal, in Hell ? :mrgreen:

Re: DialogDesign0R V1.84

Posted: Mon Jul 10, 2023 4:39 pm
by HeX0R
:lol:

Re: DialogDesign0R V1.84

Posted: Mon Jul 17, 2023 12:22 am
by hoangdiemtinh
@Hex0r,

I updated the DD Vietnamese Language to DD v1.84.
Please add into the next your release.
.
File Vietnamese Language for Dialog Design0R: https://bit.ly/3NXOByQ
SHA1 zip: 88A2D888ACE3DB51CBF39034F29AAA300946B824

Re: DialogDesign0R V1.84

Posted: Mon Jul 17, 2023 8:05 am
by HeX0R
Great, thanks!

Re: DialogDesign0R V1.84

Posted: Sun Jul 23, 2023 7:49 pm
by HeX0R
Binaries are updated now (including the updated Vietnamese translation)
I've also updated the source, nothing new, besides the new language file from hoangdiemtinh.

Re: DialogDesign0R V1.84

Posted: Sun Aug 20, 2023 2:20 pm
by devox
I noticed that DialogDesign0R adds the xpos, and ypos attributes on the windows elements. As the Dialog library does not uses these attributes, how are we to make use of them?

I see OpenXMLDialog can take x/y coords. I' guessing we have to extract the values from the xml and then feed it in this function?

Re: DialogDesign0R V1.84

Posted: Mon Aug 21, 2023 4:39 am
by HeX0R
Yes, there are some attributes added, where PB makes no use of (yet?).
For now, the xpos/ypos are only used inside DD, If you want to use them in your final dialog, you first have to extract them from the XML.
Maybe PB supports them in future, who knows?