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Re: [WIP] GrimTK GUI Framework
Posted: Fri Jul 03, 2015 12:16 am
by Duncan1246
Hi John,
After my first juicy experience in GrimTK in ORR3, I decided to use it in my mod. I have already fw, so I read carefully the readme of GrimTK07 and I add this in my init.lua:
Code: Select all
import "mod_assets/grimtk/init.lua"
defineObject{
name = "party",
baseObject = "party",
components = {
fw_addHooks{
class = "Party",
onDrawGui = function(party, g)
end,
onRest = function(party)
if ( findEntity("GTK") ) then
if ( GTK.Core.GUI:isPartyLocked() ) then
return false;
end
end
end,
onWakeUp = function(party)
if ( findEntity("GTK") ) then
if ( GTK.Core.GUI:isPartyLocked() ) then
return false;
end
end
end
},
},
}
Hi John,
I have installed now GrimTK 8, and I have the same problem: any call to GTK.GUI falls, particularly "GTKGui.Dialogue.startDialogue".
I don't understand where is the problem, even in comparing my mod with ORR3 where the gui works well.
Can you help me?
Duncan
Re: [WIP] GrimTK GUI Framework
Posted: Fri Jul 03, 2015 6:41 am
by cromcrom
John,
just to let you know I am using this feature in my mod now, and thanking you a lot for creating and sharing.
Re: [WIP] GrimTK GUI Framework
Posted: Sun Jul 05, 2015 7:48 pm
by cromcrom
hmmmm, there seems to be a debug window somewhere, but I can't make it appear i, the editor. Any tip please ?
Re: [WIP] GrimTK GUI Framework
Posted: Sun Jul 12, 2015 9:28 pm
by JohnWordsworth
Hey CromCrom, great to hear you're using the GTK. Let me know how you get on
.
In other news - I have added a few updates and released
GTK Alpha 008.
- Can now call GTKGui.Dialogue.showDialoguePage(<page_name>) to jump to a page in the current dialogue.
- Dialogue response onSelect callbacks can also return a page_name to jump straight to that page.
- Added a basic shopkeeper example where you can buy items using a dialogue.
Re: [WIP] GrimTK GUI Framework
Posted: Mon Jul 20, 2015 12:28 am
by cromcrom
Thank you, I am doing the finishing touches for my revamped crafting system, using GrimTK. I will be done soon, and will post pictures, and maybe a short tut video. However, I am stuck trying to "dynamically" change the text inside labels, for the "GPushButton" widget.
I could probably create two buttons on the same place, and make one appear and the other disappear, but well...
Any help please ?
Re: [WIP] GrimTK GUI Framework
Posted: Mon Jul 20, 2015 7:54 am
by Drakkan
intro / ending cinematics update pleeeease ?
Re: [WIP] GrimTK GUI Framework
Posted: Mon Jul 20, 2015 9:08 am
by THOM
...and the writable notebook!
(poor John - he has not enough to do with Grimrock-things these days...
)
Re: [WIP] GrimTK GUI Framework
Posted: Mon Jul 20, 2015 2:37 pm
by cromcrom
Here John, thank you again, and again, and again, and.... ^^
viewtopic.php?f=23&t=8469&start=20#p97442
Re: [WIP] GrimTK GUI Framework
Posted: Tue Aug 18, 2015 1:05 pm
by cromcrom
Help please,
is there a way to dynamically change text inside labels ?
My button definition is that:
Code: Select all
{
type = "GPushButton",
position = {200, 450},
size = {400, 20},
name = "launchCrafting",
label = {
padding = {1, 1, 1, 1},
text = "LAUNCH CRAFTING (or not)",
font = GTK.Constants.Fonts.Large,
textAlign = GTK.Constants.TextAlign.Center,
},
onPressed = self.go.id .. ".script.craftItem"
},
but this:
Code: Select all
if launchCraftBool then
launchCrafting.data.textColor = {51,204,0,255}
launchCrafting.data.text = "Launch crafting"
else
launchCrafting.data.textColor = {204,0,51,255}
launchCrafting.data.text = "CAN'T CRAFT"
end
has no effect on the button text.
Re: [WIP] GrimTK GUI Framework
Posted: Tue Aug 18, 2015 6:19 pm
by JohnWordsworth
In order to change the text on a label you first have to get the label's data structure from the window. When you create the window, you can either keep a reference to that window around but assuming you have no information at all, you can do the following...
Code: Select all
local window = GTK.Core.GUI:getWindow("window_name");
if window then
local label = window:findChild("launchCrafting")
if label then
label.data.text = "NEW TEXT"
end
end