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Message Boxes

Josh

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If were a user of BlitzMax in the past, you will love these convenience commands in Turbo Engine:

int Notify(const std::wstring& title, const std::wstring& message, shared_ptr<Window> window = nullptr, const int icon = 0)
int Confirm(const std::wstring& title, const std::wstring& message, shared_ptr<Window> window = nullptr, const int icon = 0)
int Proceed(const std::wstring& title, const std::wstring& message, shared_ptr<Window> window = nullptr, const int icon = 0)

confirm2.png.f4d3c4f16e5bdb1731d52390307dd4ba.png

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Also added RequestDir() and RequestFile(). It looks like the new Explorer dark theme is supported, so that tells me I don't have to worry about making a custom file dialog in the new editor.

image.thumb.png.b6ea21dc7f0ce694dbe7e4cfc5280bac.png

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7 hours ago, Marcousik said:

Is there something like this in current LE4.6 ?

No.

1 hour ago, gamecreator said:

You can do it through either Windows commands (I'm guessing Linux has equivalent) or try through the Leadwerks GUI (though I don't think it's documented still).

Linux actually does not. GTK or some other library that not all Linux installs have does do it. Which makes things more difficult.

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  • Blog Entries

    • By Josh in Josh's Dev Blog 4
      Here are some screenshots showing more complex interface items scaled at different resolutions. First, here is the interface at 100% scaling:

      And here is the same interface at the same screen resolution, with the DPI scaling turned up to 150%:

      The code to control this is sort of complex, and I don't care. GUI resolution independence is a complicated thing, so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things simpler at the expense of functionality.
      function widget:Draw(x,y,width,height) local scale = self.gui:GetScale() self.primitives[1].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) self.primitives[2].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) --Tabs local n local tabpos = 0 for n = 1, #self.items do local tw = self:TabWidth(n) * scale if n * 3 > #self.primitives - 2 then self:AddRect(iVec2(tabpos,0), iVec2(tw, self.tabsize.y * scale), self.bordercolor, false, self.itemcornerradius * scale) self:AddRect(iVec2(tabpos+1,1), iVec2(tw, self.tabsize.y * scale) - iVec2(2 * scale,-1 * scale), self.backgroundcolor, false, self.itemcornerradius * scale) self:AddTextRect(self.items[n].text, iVec2(tabpos,0), iVec2(tw, self.tabsize.y*scale), self.textcolor, TEXT_CENTER + TEXT_MIDDLE) end if self:SelectedItem() == n then self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos, 0) self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) + iVec2(0,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 2].color = self.selectedtabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,-1) self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,0) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,0) else self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) self.primitives[2 + (n - 1) * 3 + 2].color = self.tabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,2) if n == self.hovereditem then self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor else self.primitives[2 + (n - 1) * 3 + 3].color = self.textcolor end self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 3) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,2) end self.primitives[2 + (n - 1) * 3 + 3].text = self.items[n].text tabpos = tabpos + tw - 2 end end  
    • By 💎Yue💎 in Dev Log 5
      The prototype of a four-wheeled vehicle is completed, where the third person player can get on and off the vehicle by pressing the E key.  To move the vehicle either forward or backward, is done with the keys W, and the key S, to brake with the space key.  And the principle is the same as when driving the character, a third person camera goes behind the car orbiting 360 degrees.

      I don't think the vehicle is that bad, but I'm absolutely sure it can be improved.  The idea is that this explorer works with batteries, which eventually run out during the night when there is no sunlight.
      Translated with www.DeepL.com/Translator
       
      Mechanics of the game.
      I'm going to focus on the mechanics of the game, establish starting point (Landing area), after the orbiter accident on Mars where all your companions died, now, to survive, you will have to repair your suit, oxygen runs out, good luck.  This involves replacing the oxygen condenser that is failing and the suit is stuck.

      On the ground and performance.
      The rocks, the terrain and the vehicle kill the SPF, but there is a solution, and everything is related to the chassis of the vehicle. That is to say that if I put a simple collision bucket for the vehicle, the yield recovers, something that does not happen if I put a collider of precise calculation for the car. This has the advantage of better performance but is not very accurate, especially when the car crashes with an object in front, because the horn of the car has no collision. And the solution to this, is to put a sliding joint, as was done with the area in which the player climbs the car and descends from it.


       
      On the rocks, I am trying to make them with the slightest polygons and the most distant from each other. 
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      That's all for now.
       
    • By 💎Yue💎 in Dev Log 9
      The prototype is finished, and the mechanics of the game can be given way.  It has established a desert terrain in the form of dunes, this implies that there are no cannons or anything similar, because Leadwerks does not allow a terrain to cast shadows on that same terrain and this looks visually rare.
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      On the other hand we have taken the model of a habitat of the nasa, which certainly looks very nice. 
      The next steps, are to establish the starting point of the player, this must start near the capsule return to Mars somewhere on the map of 2024 x 2.
      And think about the first thing you should do, repair your suit? Seek a shelter? things like that.  


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