Re: ProGUI V1.33 User Interface Library (New ButtonEx Exampl
Posted: Mon Apr 16, 2012 9:13 pm
No doubt - and I wouldn't actually begrudge paying twice, in fact I think that would be pretty fair - just wanted to clarify the position 

http://www.purebasic.com
https://www.purebasic.fr/english/
Hey man, yep It's fixed now and you don't need to use the transparency hack any more or parent the controls to it (as it's "real" window is completely hidden). I've sent you an email with the latest beta attached as requestedZach wrote:Chris, I couldn't remember if you said this, but I could have sworn you said issues with the Frame3D transparency and mismatched coordinates issues I was having would be fixed as well, and no longer require that transparency hack you gave me??
haha well now that would be awesome (a french maid walks in when you press a button), you would have to use it as a reward button though because not much work would get done otherwiseelectrochrisso wrote:If you must, I was thinking more on the lines of a French maid.complete with live feed webcam and web based remote "prod with hot iron poker robot" button that you can press when I'm slacking heheh
Thanks Anthony mateDoubleDutch wrote:The new stuff you are planning sounds great.
No absolutely not, the Platinum license covers the entire life of the product as a reward to those who "invest" earlygreyhoundcode wrote:Sales question: if you're planning to shift everything to DirectX that's going to be a considerable piece of work. If someone buys a Platinum license is that only going to be valid for the current branch of ProGUI?
Yep I think you might have ZachZach wrote:Though in all our discussions about upcoming features and major work like this, Chris has so far never hinted that there would be new license purchases required.
I think when I first came across ProGUI I discussed his licensing with him and may have given him an idea or two (can't remember, not really trying to claim credit), I don't remember the license options at that time.. It was either the Lifetime, or the less expensive minor updates, which got added after that.
Thanks dudeZach wrote:But I know Chris seems like a fair an equitable person, so if there are any upgrade fees, I'm sure they would be reasonable, especially for long-time current users
Damn you would have paid twice!?greyhoundcode wrote:No doubt - and I wouldn't actually begrudge paying twice, in fact I think that would be pretty fair - just wanted to clarify the position
That's actually really fantastic - you just sold another platinum licensePrincieD wrote:No absolutely not, the Platinum license covers the entire life of the product as a reward to those who "invest" early
...
Thanks dudenope there will never be any upgrade fees for Platinum users - that's why the licence is valuable, it helps me out with the short term money while developing ProGUI and as a reward the Platinum user saves considerable money on future updates that Standard and Gold users would have to pay to upgrade for.
Anyway I hope that clears the pricing model up a bit more with the Platinum license
Hey mate, I've confirmed the bug and I'll send you some new beta files soon - just been beavering away at the new Img command subset and image memory management system. Initial speed results are bloody quick! (with semi-transparent real-time re-sized buffer with alpha channel blitted ontop of another animating) lolZach wrote:Chris,
I got your email, thanks for sending those files! But there is a problem with the Userlib and I am hoping it was because you didn't include a new ProGUI.res Residents file.
The render speed seems to be fine after modifying my project for DLL use, but I haven't removed the transparency hacks yet and I think (hoping) it is what is causing some bugs.
edit: Nope I went back and checked. It is present in the Explorerbar Demo from the Examples folder also.. I will email the pic to you.
A beta repo sounds like a neat idea. But don't take on too much at once, keeping Beta builds updated every time you make huge changes is probably a lot of steps and a pain.. One or two Beta releases might be a good idea though, as you work on new version updates..
Thank you very much greyhoundcode!greyhoundcode wrote: That's actually really fantastic - you just sold another platinum license
Code: Select all
Procedure Room_DB_New()
Global Page_Room_New = 1 ;// Set the ID for this Panel Page.
guiMap("Page_Title")= TextControlEx(PanelExID(PanelMaster, Page_Room_New), #ProGUI_Any, 0, 0, 744, 50, "Add a New Room to The Database", #TCX_CENTRE|#TCX_VCENTRE|#TCX_BK_GRADIENT)
SetTextControlExFont(guiMap("Page_Title"), Header_Font, 1)
SetTextControlExGradient(guiMap("Page_Title"), Header_Gradient)
SetTextControlExColour(guiMap("Page_Title"), Color_White, Color_Black)
EndProcedure
Procedure Room_DB_Edit()
Global Page_Room_Edit = 2 ;// Set the ID for this Panel Page.
guiMap("Page_Title")= TextControlEx(PanelExID(PanelMaster, Page_Room_Edit), #ProGUI_Any, 0, 0, 744, 50, "Edit an Existing Room", #TCX_CENTRE|#TCX_VCENTRE|#TCX_BK_GRADIENT)
SetTextControlExFont(guiMap("Page_Title"), Header_Font, 1)
SetTextControlExGradient(guiMap("Page_Title"), Header_Gradient)
SetTextControlExColour(guiMap("Page_Title"), Color_White, Color_Black)
Yes you're correct with what you thought Zach, the map (guiMap) is overwriting it's entry for "Page_Title" with the new TextControlEx ID each time it's assigned, the different text labels display correctly however because they've been created on the different pages without any problems (just the tracking of the ID's is being lost/overwritten).PrincieD wrote:This is the code I have used, and switching back and forth between the pages works flawlessly and the title changes.. My hypothesis is that its value in the guiMap is being overwritten - but that can't be?? These procedures only run once if I understand correctly.. They are called while initializing my PanelEx indexes, and I display them based with Event Triggers (that's what the globals are for)Do I misunderstand or is there really something else at work here? I'm not bothered by it, as long as this works and is considered "Correct" and won't cause problems with my program in general.
Code: Select all
window = Frame3DGadget(#PB_Any, 80, 80, 100, 160, "Frame Label")
window = GadgetID(window)
SetWindowLongPtr_(window, #GWL_EXSTYLE, GetWindowLongPtr_(window, #GWL_EXSTYLE)|#WS_EX_TRANSPARENT)
TextControlEx(window, 43, 180, 280, 0, 0, "\bTextControlEx\b no \uflickering!", 0)
Code: Select all
Frame3DGadget(#PB_Any, 80, 80, 100, 160, "Frame Label")
TextControlEx(page, 43, 180, 280, 0, 0, "\bTextControlEx\b no \uflickering!", 0)
Thanks mate!Zach wrote:Great work, keep it up
I appreciate that Zach, It's difficult for me to fully test under all circumstances especially when there are significant changes "under the hood" like with the current build.Zach wrote:I haven't had time to try the new version yet, but I'll let you know of any bugs I find
Hehe you're welcome mate, yes I'm busy working on the new Image subsystem at the moment which is working rather nicely! been testing it out by doing a screen dump of the packed super buffer (1024 x 1024) at 60fps (it blits ridiculously fast when no delay in the loop lol). I'm currently coding a housekeeping thread that runs in the background re-packing the super buffer/s with images that are accessed most frequently which is performed over a number of frames so doesn't effect the speed of rendering at allelectrochrisso wrote:You have been busy squire, thanks.
That's great stuff Chris, I expect that ProGUI should be good for animations and certain types of game programming too then.Hehe you're welcome mate, yes I'm busy working on the new Image subsystem at the moment which is working rather nicely! been testing it out by doing a screen dump of the packed super buffer (1024 x 1024) at 60fps (it blits ridiculously fast when no delay in the loop lol). I'm currently coding a housekeeping thread that runs in the background re-packing the super buffer/s with images that are accessed most frequently which is performed over a number of frames so doesn't effect the speed of rendering at all