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the UI still relies on ceGUI or SWF, we could have a fallback using the internal GUI #146
changed the title [-]the engine relies on ceGUI or SWF based GUI, we could have a fallback using the internal GUI[/-][+]the UI still relies on ceGUI or SWF, we could have a fallback using the internal GUI[/+]on Oct 3, 2017
revising it I see there is a menu handler, and then the actual menu screen, and the menu widget, and a menu shell.
one way to approach this could be to start from the simplest menu and try to recreate what happens with SWF files but with GUI files, i think the best bet would be the "lading map" screen, that's the first effort I'll concentrate myself to.
On Wed, Oct 4, 2017 at 6:31 PM, Biel Bestué de Luna < ***@***.***> wrote:
revising it I see there is a menu handler, and then the actual menu
screen, and the menu widget, and a menu shell.
one way to approach this could be to start from the simplest menu and try
to recreate what happens with SWF files but with GUI files, i think the
best bet would be the "lading map" screen, that's the first effort I'll
concentrate myself to.
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yeah, I know that, for what I see I need t create a Menu handler for the GUI, i guess the shell should stay the same, because I see it's just the environment in which the menus work.
the menu widgets shouldn't be the first priority, I first want to have something in screen, and then start with the widgets.
now I understand the inner workings of this system somewhat better,
shells: are the different fullscreen ui possible in the game.
screens: are the different screens a shell can have, the main menu shell has different screens
handlers: handle the interaction between shells, and the transitions amongs screens and among shells
widgets: all the different generalized interactions that populate the screens
nope, none of the approaches I've taken have shown an easy path, right now the best bet I've come up with is to recreate whatever is asked the SWF to do with the GUI user interface, but this probably will make require extensive changes to the GUI system too
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[-]the engine relies on ceGUI or SWF based GUI, we could have a fallback using the internal GUI[/-][+]the UI still relies on ceGUI or SWF, we could have a fallback using the internal GUI[/+]BielBdeLuna commentedon Oct 4, 2017
revising it I see there is a menu handler, and then the actual menu screen, and the menu widget, and a menu shell.
one way to approach this could be to start from the simplest menu and try to recreate what happens with SWF files but with GUI files, i think the best bet would be the "lading map" screen, that's the first effort I'll concentrate myself to.
kortemik commentedon Oct 5, 2017
BielBdeLuna commentedon Oct 5, 2017
yeah, I know that, for what I see I need t create a Menu handler for the GUI, i guess the shell should stay the same, because I see it's just the environment in which the menus work.
the menu widgets shouldn't be the first priority, I first want to have something in screen, and then start with the widgets.
and the screen? I don't know what those do
BielBdeLuna commentedon Oct 6, 2017
now I understand the inner workings of this system somewhat better,
shells: are the different fullscreen ui possible in the game.
screens: are the different screens a shell can have, the main menu shell has different screens
handlers: handle the interaction between shells, and the transitions amongs screens and among shells
widgets: all the different generalized interactions that populate the screens
BielBdeLuna commentedon Oct 6, 2017
wouldn't it be far easier to start again from the menu folder In Robert's repo? and reintegrate it all with GUI and ceGUI?
BielBdeLuna commentedon Oct 9, 2017
nope, none of the approaches I've taken have shown an easy path, right now the best bet I've come up with is to recreate whatever is asked the SWF to do with the GUI user interface, but this probably will make require extensive changes to the GUI system too