ProGUI V1.38 UI Library (Small Bug Fix)

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yoxola
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by yoxola »

NVM, found the link and upgraded.
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by PrincieD »

yoxola wrote:NVM, found the link and upgraded.
Ahh cool, thanks again for upgrading yoxola! :D

Chris.

P.S. guys, I've emailed all Gold members with a link to upgrade with the updated ProGUI V1.27 Gold package if you're wondering where to register, thanks!
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by electrochrisso »

I have just updated to Platinum too, Keep up the good work Chris :wink: :) :D
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

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electrochrisso wrote:I have just updated to Platinum too, Keep up the good work Chris :wink: :) :D
Thank you very much mate! :D

Chris.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by X »

Did I read that correctly? Eventually/Soon? We will be able to render proGUI controls with in a DirectX environment? Basically, if we use PB's sprite3d example code, we could render progui controls onto that?

On a side note, I am mentioning that Sprite3d example and not the actual orgre 3d engine examples as those already support guis and the sprite3d portion of PB does not.
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

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X wrote:Did I read that correctly? Eventually/Soon? We will be able to render proGUI controls with in a DirectX environment? Basically, if we use PB's sprite3d example code, we could render progui controls onto that?

On a side note, I am mentioning that Sprite3d example and not the actual orgre 3d engine examples as those already support guis and the sprite3d portion of PB does not.
Yes I believe so :) this is from msdn:
There are two primary ways to use Direct2D and Direct3D together:
You can write Direct2D content to a Direct3D surface by obtaining an IDXGISurface and using it with the CreateDxgiSurfaceRenderTarget to create an ID2D1RenderTarget. You can then use the render target to add a two-dimensional interface or background to three-dimensional graphics, or use a Direct2D drawing as a texture for a three dimensional object.
By using CreateSharedBitmap to create an ID2D1Bitmap from an IDXGISurface, you can write a Direct3D scene to a bitmap and render it with Direct2D.
I've already created a prototype Direct2D wrapper lib working in PureBasic too :)

Chris.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by X »

h.e.r.o.

The only thing I can think would hinder (myself, I mean), is that there is no equivalent for PB controls to do the same thing. So no windows, no status bars or anything. Only proGUI controls .... which requires a window, doesnt it? :D
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

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X wrote:h.e.r.o.
hehe thanks! :)
X wrote:The only thing I can think would hinder (myself, I mean), is that there is no equivalent for PB controls to do the same thing. So no windows, no status bars or anything. Only proGUI controls .... which requires a window, doesnt it? :D
Yep thats right, only ProGUI controls would work but I'm aiming to replace the entire common controls anyway with skinned equivalents as they're anciently coded. There's actually an OpenWindowEx command in the general section of the ProGUI docs which will eventually be used to create a skinned window.

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ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by X »

Now that is awesome. It sounds like ProGUI will target not only application developers, but also 2D game developers :) I'm upgrading when payday comes in (week from friday), it's so worth it.
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by PrincieD »

Thanks! :D it's taken a while to get here since the first beta about 5 years ago! but finally the core framework of ProGUI is ready now and largely due to the awesome power of the PanelEx (I really can't state how powerful this control is) progress will be rapid! :)

Other things to look forward to too are the skin editor tool and new visual designer which development will start after Major Update 1.

Chris.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by Zach »

It sounds like you are in for a lot of work, if you want to do something as ambitious as replacing common controls and still be cross-platform.

Remember, there is no Direct2D/3D on Mac/Linux :( You'd have to start from scratch with OpenGL ??


But seriously, if you did this on all 3 major platforms, plus had full custom skinning, with minimal tweaking (if any) between platforms you would have one seriously golden piece of software. Highly worth the investment. Especially if you had language bindings for other languages (C variants, Python/Ruby etc)

Funny too... someone asked me why anyone would want to write a wrapper for Direct2D for Purebasic when it can just be done in C++/C# :evil:
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

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Zach wrote:It sounds like you are in for a lot of work, if you want to do something as ambitious as replacing common controls and still be cross-platform.

Remember, there is no Direct2D/3D on Mac/Linux :( You'd have to start from scratch with OpenGL ??
yes it sounds a lot of work and it is really but it's not as much as you'd think. When I first started developing the PanelEx control I envisioned a universal multiple-page, skinnable, nestable and scrollable building block control that can have any other control contained inside. I also wanted a better more efficient way of synchronising rendering of all controls onto a single buffer. So far the ButtonEx and SplitterEx are made using PanelEx controls and all future controls will be made this way. Now the cool part is all I have to do is swap different rendering code into the internal drawpanelpage() sub-routine and voilà! all controls by magic work on the different render targets :) and not forgetting ProGUI is wrote 100% in PureBasic, which is cross-platform :)
Zach wrote:But seriously, if you did this on all 3 major platforms, plus had full custom skinning, with minimal tweaking (if any) between platforms you would have one seriously golden piece of software. Highly worth the investment. Especially if you had language bindings for other languages (C variants, Python/Ruby etc)
Yes I know :) it will be worth it, this is my full time job anyway (besides the odd web-design contract ;)) so I aim to make it work!
Zach wrote:Funny too... someone asked me why anyone would want to write a wrapper for Direct2D for Purebasic when it can just be done in C++/C# :evil:
lol small minded fools! having a none convoluted language and API allows you to concentrate on the programming! ;)

Chris.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by Zach »

I really hope you are successful in everything too. Eventually I hope to be using your GUI for anything I create :mrgreen:
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by PrincieD »

Thanks Zach! that means a lot :D

It will be fun developing the skin editor and visual designer too, I actually get to play with my toys (ProGUI) lol

Chris.
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Re: ProGUI V1.27! User Interface Library (Updated Examples!)

Post by electrochrisso »

lol small minded fools! having a none convoluted language and API allows you to concentrate on the programming!
Couldn't agree more on that one. :lol:
Thats the main reason I went with PB, and now ProGUI.
Saves a ton of typing too.:D
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