ProGUI V1.38 UI Library (Small Bug Fix)
- electrochrisso
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Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
Yes there seems to be a problem here too, mine crashes as soon as I try to collapse, and I get Invalid Memory Access error at 0, pointing to: Event = WaitWindowEvent() on both examples, I am sure Chris must have made a bit of a slip up somewhere and will have it fixed soon.
I am using win7 starter, PB460.
I am using win7 starter, PB460.
PureBasic! Purely the best 

Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
Yep that's right mateelectrochrisso wrote:That's great stuff Chris, I expect that ProGUI should be good for animations and certain types of game programming too then.

Zach: Thanks for reporting the bugs (and Oliver too!), as Chris speculated I made a slip-up


I'll have a fix ready soon guys and I'd just like to thank you all for reporting the bugs (you're all in the credits!

Chris.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
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Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
I figured you've been busy as you haven't been very active on the Forums and emails were taking a few days to hear back.. But its good to know that you are working on stuff.
You've got a good loyal customer base (I hope) so don't rush it too much. This is a very complex software suite and I'm sure everyone knows that.. I do hope you are continuing to see sales as well, or at least have made a fair bit of money off all this.
Is V2.0 going to be the new rendering system with DirectX and such?
You've got a good loyal customer base (I hope) so don't rush it too much. This is a very complex software suite and I'm sure everyone knows that.. I do hope you are continuing to see sales as well, or at least have made a fair bit of money off all this.

Is V2.0 going to be the new rendering system with DirectX and such?
Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
Yes sorry I haven't been as quick to reply as I usually am, the code I'm working on at the moment is pretty critical and I don't want ProGUI to fall like a house of cards later on due to me making mistakes in the new core code, thanks for understanding and being patient with me though!Zach wrote:I figured you've been busy as you haven't been very active on the Forums and emails were taking a few days to hear back.. But its good to know that you are working on stuff.

Thanks mateZach wrote:You've got a good loyal customer base (I hope) so don't rush it too much. This is a very complex software suite and I'm sure everyone knows that.. I do hope you are continuing to see sales as well, or at least have made a fair bit of money off all this.


Yep that's correctZach wrote:Is V2.0 going to be the new rendering system with DirectX and such?

Chris.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
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Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
I've been meaning to ask about the Cross Platform vision.. For a Windows only product I can certainly see the benefit of supporting DirectX, for example. But for hardware acceleration across 2 or 3 major platforms OpenGL looks to be the only real solution there.. I would think it a pain to maintain both a DirectX and OpenGL codebranch, no? It almost feels like OpenGL from the beginning would have been a good idea since it can work across all 3 major platforms, and you wouldn't be repeating work..
But this isn't meant to be discouragement or doubt about ProGUI in the future, I'm just kind of thinking out loud and asking some questions.. I'm always curious to learn what plans you have for the future and how you will lay them out, and arrive at final goals..
Glad to hear you're getting sales still. I never really can tell how big the PB community is outside of the regulars here on this Forum; although I am guessing you get Blitz customers too and maybe some AutoIT..
But when you get around to releasing C/C++ bindings I think ProGUI will have the potential to really take off.
But this isn't meant to be discouragement or doubt about ProGUI in the future, I'm just kind of thinking out loud and asking some questions.. I'm always curious to learn what plans you have for the future and how you will lay them out, and arrive at final goals..
Glad to hear you're getting sales still. I never really can tell how big the PB community is outside of the regulars here on this Forum; although I am guessing you get Blitz customers too and maybe some AutoIT..
But when you get around to releasing C/C++ bindings I think ProGUI will have the potential to really take off.
Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
I've thought a lot about this too Zach, and using just OpenGL or the PB command set did cross my mind. The problem is with Windows and back compatibility. As it stands GDI and GDI plus has to be used with OS versions less than Vista for performance (and DirectX/OpenGL might not be installed for instance) so using just one technology isn't an option. I decided the best way to go is by creating my own Image sub-system that ProGUI uses internally to render (and is available externally to the user) with "drivers" for each platform. So for instance the new ProGUI API command ImgBlit would call sb_Blit (SuperBuffer Blit) which in turn on Windows versions less than Vista calls GDI BitBlt or on OS >= Vista would call Direct2D DrawBitmap. It's then just a case of maintaining the pluggable "driver" code on all OS/Platforms that sb_Blit calls. For the rest of ProGUI, the actual implementation doesn't matter because all it ever sees is the top level ImgBlit command. On MacOS or Linux, the driver code could simply use for the most part the PB command set (which uses OpenGL)Zach wrote:I've been meaning to ask about the Cross Platform vision.. For a Windows only product I can certainly see the benefit of supporting DirectX, for example. But for hardware acceleration across 2 or 3 major platforms OpenGL looks to be the only real solution there.. I would think it a pain to maintain both a DirectX and OpenGL codebranch, no? It almost feels like OpenGL from the beginning would have been a good idea since it can work across all 3 major platforms, and you wouldn't be repeating work..

I might not have explained that very well lol
Oh no of course not mate I didn't think that, it's cool that you're interested in how the stuff works internallyZach wrote:But this isn't meant to be discouragement or doubt about ProGUI in the future, I'm just kind of thinking out loud and asking some questions.. I'm always curious to learn what plans you have for the future and how you will lay them out, and arrive at final goals..

I hope so tooZach wrote:But when you get around to releasing C/C++ bindings I think ProGUI will have the potential to really take off.


Chris.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
- electrochrisso
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Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
SuperYep that's right mateBeing able to make a rich multimedia type application should be a breeze! You could even have a full game running inside a PanelEx with real-time hardware accelerated alpha blending and resizing (when an image is loaded into the SuperBuffer the alpha channel is pre-multiplied and hence allows the GPU to handle everything); in comparison, PureBasic's DrawAlphaImage is very slow as uses CPU pixel based routines (I think the PB team chose this method for ease of cross platform porting).


It might be a good idea for people to upgrade to Platinum before there be a substantial future price rise.

PureBasic! Purely the best 

Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
heheelectrochrisso wrote:Supermate, I think this will be a real boon for ProGUI and am sure will bring you in a lot of new customers for ya.


electrochrisso wrote:It might be a good idea for people to upgrade to Platinum before there be a substantial future price rise.

Guys, I've sorted the ExplorerBar collapse crash bug in the UserLib version. I didn't realise that the GdiAlphaBlend command was being imported (LoadLibrary) outside of the ProGUI_Init procedure which TailBite doesn't allow and hence when you clicked on the ExplorerBar header the prototype was referencing a null pointer!

I should have the new release ready later today.
Cheers!
Chris.
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Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
Great news 
Although I have been wondering.. is there a way to get Codehints using the DLL version?
I'll always prefer the Userlib because of them, but also because I want the GUI compiled into the EXE and prefer not to distribute a DLL but I've been curious about this for a while.
Do they come from the Residents file? I wonder if you can use the DLL, but instead of using the PB Include, use the Residents file instead...

Although I have been wondering.. is there a way to get Codehints using the DLL version?
I'll always prefer the Userlib because of them, but also because I want the GUI compiled into the EXE and prefer not to distribute a DLL but I've been curious about this for a while.
Do they come from the Residents file? I wonder if you can use the DLL, but instead of using the PB Include, use the Residents file instead...
Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
They come from the userlib itself.
I may look like a mule, but I'm not a complete ass.
Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
Guys I've fixed all the reported bugs (and a couple of other ones I've found) but I'll release it tomorrow as I'm a bit tired now and want to thoroughly test everything (got the docs to update too).
Cheers!
Chris.
Cheers!
Chris.
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Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
I'm not sure if its a Purebasic bug or ProGUI, but if I include a #PB_Text_Border flag on a Purebasic StringGadget, it doesn't draw any borders at all, makes the StringGadget totally invisible.
It's supposed to Draw a sunken Border (see this screenshot from older version, sunken border on Calculated ID field)
It's supposed to Draw a sunken Border (see this screenshot from older version, sunken border on Calculated ID field)
Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
The #PB_Text_Border flag is only supported in TextGadget, If you're using it in a StringGadget the constant value probably is the same as #PB_String_BorderLess which would make it appear invisible.Zach wrote:I'm not sure if its a Purebasic bug or ProGUI, but if I include a #PB_Text_Border flag on a Purebasic StringGadget, it doesn't draw any borders at all, makes the StringGadget totally invisible.
It's supposed to Draw a sunken Border (see this screenshot from older version, sunken border on Calculated ID field)
Chris.
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Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
oh my god I'm so fucking retarded
I failed to notice when referencing my original code for the results field that it WAS a TextGadget

Also... just had fun trying to get my event to work for the on-the-fly calculation for those input forms... The new guiMap() Map I'm using is working great, but I keep forgetting to add half a dozen quotation marks (for the string based keys) and extra () encapsulation when modifying older code
But everything is working great so far, and a lot easier too, thanks to this GUI Map idea

I failed to notice when referencing my original code for the results field that it WAS a TextGadget

Also... just had fun trying to get my event to work for the on-the-fly calculation for those input forms... The new guiMap() Map I'm using is working great, but I keep forgetting to add half a dozen quotation marks (for the string based keys) and extra () encapsulation when modifying older code

But everything is working great so far, and a lot easier too, thanks to this GUI Map idea
Re: ProGUI V1.34 User Interface Library (Bug fix/Optimizatio
Zach wrote:oh my god I'm so fucking retarded![]()
I failed to notice when referencing my original code for the results field that it WAS a TextGadget


That's cool manZach wrote:Also... just had fun trying to get my event to work for the on-the-fly calculation for those input forms... The new guiMap() Map I'm using is working great, but I keep forgetting to add half a dozen quotation marks (for the string based keys) and extra () encapsulation when modifying older code![]()
But everything is working great so far, and a lot easier too, thanks to this GUI Map idea

I'm just doing some final tests on the new version, should have it released in a couple of hours

Chris.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk