[WIP] GrimTK GUI Framework
- cromcrom
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Re: [WIP] GrimTK GUI Framework
Freakin' awesome, thank you so very much 
A trip of a thousand leagues starts with a step.
- JohnWordsworth
- Posts: 1397
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Re: [WIP] GrimTK GUI Framework
Alpha 006 uploaded with the latest changes. I haven't had a chance yet to finish the cinematic module though I'm afraid.
Enjoy!
Enjoy!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
- JohnWordsworth
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Re: [WIP] GrimTK GUI Framework
Oooh - One important note!
Alpha 006 and onwards requires the 2.2.4 beta version of LOG2!
Also, I have changed the field "image" for the GImageView component to "imageName", so if anything has broken and you are using image views, that is probably it.
Alpha 006 and onwards requires the 2.2.4 beta version of LOG2!
Also, I have changed the field "image" for the GImageView component to "imageName", so if anything has broken and you are using image views, that is probably it.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
- Eleven Warrior
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- Location: Australia
Re: [WIP] GrimTK GUI Framework
Hi errr sorry but is Alpha 6 out? If it is I cannot see it on the first page of this post only 2 thxs 
- JohnWordsworth
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Re: [WIP] GrimTK GUI Framework
Hi Eleven Warrior! Ahh, the links all go to the same place - the files are all stored on the nexus mods site...
http://www.nexusmods.com/legendofgrimrock2/mods/23/
You will always find the latest version there, I just don't always remember to update the front page.
http://www.nexusmods.com/legendofgrimrock2/mods/23/
You will always find the latest version there, I just don't always remember to update the front page.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] GrimTK GUI Framework
I found there little bug in core.lua in self.drawIcon must be:
becouse internal icons have pictures in matrix 13x13, but next set begin index is 200.
And I have problem with Jkos FW integration in same dung as GrimTk. This problem I didnt solved.
Code: Select all
local builtInGfxAtlasIndex = math.floor(args.gfxIndex / 200);
index = index - (builtInGfxAtlasIndex * 200); And I have problem with Jkos FW integration in same dung as GrimTk. This problem I didnt solved.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: [WIP] GrimTK GUI Framework
Hi John eerr yeah I did not check nexus out sorry about that lol. I have now downloaded the new version thxs a lot for your awesome work bro good job 
Re: [WIP] GrimTK GUI Framework
AdrTru wrote:I found there little bug in core.lua in self.drawIcon must be:becouse internal icons have pictures in matrix 13x13, but next set begin index is 200.Code: Select all
local builtInGfxAtlasIndex = math.floor(args.gfxIndex / 200); index = index - (builtInGfxAtlasIndex * 200);
And I have problem with Jkos FW integration in same dung as GrimTk. This problem I didnt solved.
Hi AdrTru, could you specify the problem ? I am using Jkos hooks as well in my dungeon. i have random problem with GUI, when starting some dialogue (with GTK picture defined) and I click on first id response I got error: GTK dialogue response called but no current page... and game is stacked. :/ it is quite random, sometimes dialogue is working with that and next time it is not :/AdrTru wrote:I found there little bug in core.lua in self.drawIcon must be:becouse internal icons have pictures in matrix 13x13, but next set begin index is 200.Code: Select all
local builtInGfxAtlasIndex = math.floor(args.gfxIndex / 200); index = index - (builtInGfxAtlasIndex * 200);
And I have problem with Jkos FW integration in same dung as GrimTk. This problem I didnt solved.
Re: [WIP] GrimTK GUI Framework
GrimTK defines party.onRest and party.onWakeUp hooks in grimtk init.lua, so if you use framework party hooks you must add them to framework for example like this:
to some script entity
and call fwAddGrimtkHooks() from some appropriate place. There should not be other conflicts.
to some script entity
Code: Select all
function fwAddGrimtkHooks()
local gtkhook = function()
if ( findEntity("GTK") ) then
if ( GTK.Core.GUI:isPartyLocked() ) then
return false;
end
end
end
fw.script:set('party.grimtk.onRest',gtkhook)
fw.script:set('party.grimtk.onWakeUp',gtkhook)
end
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
Re: [WIP] GrimTK GUI Framework
Thank you JKos.
Your solution working and is nice and simple
EDIT:
After some time this hooks finish correct working.
There is problem with onDrawGui, its not called and in FWhook site isnt describe how activate GUI hooks.
Your solution working and is nice and simple
EDIT:
After some time this hooks finish correct working.
There is problem with onDrawGui, its not called and in FWhook site isnt describe how activate GUI hooks.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,