randomkeyhits Posted October 22, 2014 Share Posted October 22, 2014 Having done a lot of docs and forum searching am I right in assuming there is no user gui or any form of gui primitives in the engine at all? It all has to be developed from first principles using the Context class? I'm trying to size up how much and what effort to invest in this area and could do with some more info. TIA Quote content over form, game play over all. Link to comment Share on other sites More sharing options...
Thirsty Panther Posted October 22, 2014 Share Posted October 22, 2014 There is one in the old file area. http://www.leadwerks.com/werkspace/files/file/537-tjui-31/ Quote Link to comment Share on other sites More sharing options...
randomkeyhits Posted October 22, 2014 Author Share Posted October 22, 2014 Thanks, Unfortunately I'm on the indie version right now, want to see how far I can push a LUA only game before upping to the standard version. I'll just have to be sensible on my needs and find simple ways to progress. Quote content over form, game play over all. Link to comment Share on other sites More sharing options...
AggrorJorn Posted October 22, 2014 Share Posted October 22, 2014 Flowgui for Lua is almost ready. Quote Link to comment Share on other sites More sharing options...
randomkeyhits Posted October 23, 2014 Author Share Posted October 23, 2014 Will be interested in seeing that, saw some of your early examples, nice/ At this stage I'm only worried about the startup menus which are simple as anything. Later on when things like inventories, power sets and stuff have to be presented I'd then have to properly face this. Quote content over form, game play over all. Link to comment Share on other sites More sharing options...
tjheldna Posted October 23, 2014 Share Posted October 23, 2014 There is one in the old file area. http://www.leadwerks.com/werkspace/files/file/537-tjui-31/ This will still work for a c++ project in the current version of LE, however in my current build I have made many new changes. I should do an update, little annoying that it's real hard to find on the forums now because it's not a workshop item. Quote Link to comment Share on other sites More sharing options...
randomkeyhits Posted October 27, 2014 Author Share Posted October 27, 2014 Rather than start a new thread, this is a sort of continuation on this one. For reading keyboard input is it only the Window::KeyDown and Window::KeyHit functions available to us? It does feel clunky having to test for all possible keys individually when I just want to stream the input. I considered trying to use Stream::ReadUChar after redirecting stdin but that wouldn't be very portable if I did and i want to keep things as clean as possible Quote content over form, game play over all. Link to comment Share on other sites More sharing options...
Genebris Posted October 27, 2014 Share Posted October 27, 2014 I simply did this to make my ingame console: for i=48, 90 do window:KeyHit(i) end Quote Link to comment Share on other sites More sharing options...
randomkeyhits Posted October 27, 2014 Author Share Posted October 27, 2014 so its test every desired option each pass then, no biggie but was hoping to have some sort of serialise option. Quote content over form, game play over all. Link to comment Share on other sites More sharing options...
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