PhoenixUI prototype
I see... that's what you were trying to say before. With the arrow keying around it does work well. So if there were other buttons (non-radio buttons, or a different group of radio buttons) in that window we would have tabbing go between them. That alleviates my earlier issue with the tabbing around and then clicking a radio button; well i can't be sure that is true without seeing other buttons in the window - hint hint hint.
When a field starts up is it not supposed to have a field selected? it feels funny when the radio field isnt tabbed to right away.
When a field starts up is it not supposed to have a field selected? it feels funny when the radio field isnt tabbed to right away.
I don't think I understand the question. If you are asking if you can make a window arbitrarily transparent, the answer is yes. You could also theoretically make random holes in the background of a window and such. Everything has a full alpha channel.Nuky wrote:Will it support opacity? I see it already supports transparency.
Last edited by Jeff on Fri Jun 09, 2006 5:30 pm, edited 1 time in total.
Actually I take that back, apparently there must always a control that has the focus. All windows should start out with a control selected. Fixed!bob wrote:When a field starts up is it not supposed to have a field selected? it feels funny when the radio field isnt tabbed to right away.
Mini status update:
I also made it so that the window is constrained to the screen when you resize it, so that the corner of the window can never leave the screen.
Double buffering progress is slow but steady. I had a meeting with David (aka breakfast) and we mapped out the entire system. It's just a matter of implementing each function, now.
Also, I had an epiphany in the shower this morning. PhoenixUI is going to be the first gaming UI (AFAIK) that is resolution independent a la Vista and speculated future versions of OS X.
Just uploaded a new version for today. Changes off the top of my head:
- Hit control and shift to see a super secret debug mode.
- Can finally close windows now. Control-w is the key command for now, even on Mac.
- Slightly improved editfield double click selection behavior. As far as I know, it is verbatim to a Cocoa text field now.
- Cursor changes to the I thing over editfields!! How could I forget that?
- Fixed tiny details in the editfield and title buttons relating to mosue drag.
- Plus the stuff I mentioned previosly, and of course, double buffering is about 50% complete. Don't expect this build to be faster though.
- Hit control and shift to see a super secret debug mode.
- Can finally close windows now. Control-w is the key command for now, even on Mac.
- Slightly improved editfield double click selection behavior. As far as I know, it is verbatim to a Cocoa text field now.
- Cursor changes to the I thing over editfields!! How could I forget that?
- Fixed tiny details in the editfield and title buttons relating to mosue drag.
- Plus the stuff I mentioned previosly, and of course, double buffering is about 50% complete. Don't expect this build to be faster though.
It will use bitmaps as the UI elements for speed, but the key is that the bitmap can be created during runtime from a vector image, so it has the advantages of both methods.Nuky wrote:Awesome!
(Well, if it uses bitmapped theming, it isn't COMPLETELY resolution independent unless you got some kind of super-antialias.
Btw, I'm making a mockup of my own already
However, if the theme is not a vector theme, it will still look pretty good with intelligent scaling, since we are rarely scaling down; only up. The problem I am trying to address is that when you run a game at like 1600x1200, previously in games the UI elements are so ridiculously small that they are almost unusable. With my system, the UI will look roughly the same no matter what resolution you have. If the theme is a vector theme, then its features will just gain more details.
This UI is going to be the best ever! And that's right, most games like Ghost Recon Advanced Warfighter have crappy GUIs, they're glitchy and have hardly any functions on them (though pretty much all games don't even have this apart from the main menu, it's normally something Like Lugaru's or SOS' console menu CLI). This thing has already weeded out most of it's bugs (can't find little bugs anymore), and the basic options it does have works just like the real thing.
This bug, isn't really a bug, just an issue with that draggable window thing. See, for some reason I can drag windows to the left, hide them, and then bring them back. But when I hide them over to the right or on the bottom, I can't bring them back again, I have to restart the UI. I don't know what it would normally do for a Mac, but Windows' GUI just toggles the side edges to a resizer so you can't lose the windows.
Just an issue, you can hide windows to the left, but you can't safely drag them to the right or at the bottom without losing them.
(probably didn't need to write all that suff)
This bug, isn't really a bug, just an issue with that draggable window thing. See, for some reason I can drag windows to the left, hide them, and then bring them back. But when I hide them over to the right or on the bottom, I can't bring them back again, I have to restart the UI. I don't know what it would normally do for a Mac, but Windows' GUI just toggles the side edges to a resizer so you can't lose the windows.
Just an issue, you can hide windows to the left, but you can't safely drag them to the right or at the bottom without losing them.
(probably didn't need to write all that suff)
Hey what do you mean for the title? The title for the game or for the GUI menu? (what would be the GUI title?)
I'd like to see a title montage with either a flying camera that moves over the landscape, or small clips of game footage (like the three clips that Lugaru 1 shows off) with the occasional concept painting thrown in.
The Lugaru music Nazguil spotted, sounds like it would be a great musical montage for a roaming camera (especially if it flew over some awesome stuff like rabbit campfi- nevermind that. Too cool to mention in writing )
I'd like to see a title montage with either a flying camera that moves over the landscape, or small clips of game footage (like the three clips that Lugaru 1 shows off) with the occasional concept painting thrown in.
The Lugaru music Nazguil spotted, sounds like it would be a great musical montage for a roaming camera (especially if it flew over some awesome stuff like rabbit campfi- nevermind that. Too cool to mention in writing )