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Skyline Forums • View topic - Menu system
anything related to UI in general, splash screens, UI widgets, input and output etc.

Menu system

Re: Menu system

Postby SolarPortal » 13 May 2017, 22:31




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Re: Menu system

Postby planetX » 14 May 2017, 06:58

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Re: Menu system

Postby SolarPortal » 14 May 2017, 13:34

Just to let you know that we have also just added the scissor test ability to clip around boxes such as a text box with scrolling text. Currently on Gen2, the text appears outside the box. We have just wrote the shaders to account for the css property:
"overflow: hidden" or "overflow: scroll" to clip outside the box and render only the text inside the box. Quite an important feature lol :P



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Re: Menu system

Postby planetX » 14 May 2017, 15:35

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Re: Menu system

Postby planetX » 14 May 2017, 18:20

Hi there, :D

I was on fire with this, but sadly I think I have to stop a lil bit, as I must continue another (no gamedev related) project... there's no time for everything... anyway, here's a video of the progress so far:





I've added a vignette to fake cool ambient lightning, also added an input text field (WIP as I can't delete at the moment) and some value selectors, some info here and there... it's getting shape nicely. I love it! :lol:
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Re: Menu system

Postby SolarPortal » 14 May 2017, 18:30

That is very well done! Looking forward to seeing the rest.

I hope that its not the engine forcing you on to another task, and we will check out the lineedit to see why it cant be deleted or cleared. i imagine the gui.setInnerRML(bid, elementID, "") would work. Strange if not though...

Anyway, keep it up and its gunna turn out a great game on the engine :)



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Re: Menu system

Postby StarFire » 14 May 2017, 18:30

Great work, this menu is looking way pro now, love it :D

Go and do something else .... if you must! lol
Look forward to seeing what you do on your next Skyline sessions. :D
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Re: Menu system

Postby planetX » 16 May 2017, 18:35

Thanks buds, glad you like it... :D

I think I'm gonna face a big problem in the near future, in order to adapt the layout to all screen sizes. I'm positioning the elements in percentages, which works fine, but still need to adapt the font sizes. Is it possible to switch the .rcss file depending on the screen size?

Cheers!
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Re: Menu system

Postby SolarPortal » 16 May 2017, 18:57

Yeah, theres a bit of code we have written.
StarFire will have a look for it soon, she's just a bit busy atm. :)

Will get back to you with it asap.



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Re: Menu system

Postby StarFire » 16 May 2017, 19:01

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Re: Menu system

Postby planetX » 16 May 2017, 20:21

Hi, thanks for quick reply... ;)

That font scaling solution looks interesting, and I'm pretty sure I'll use it at some point... I'm thinking about and I have to test it, but I fear it's not going to be enough, due to margins and sprite sizes. But anyway, looking at your code, I see that you can get the window size in runtime, which makes me think in another direction... what do you think about this logic?:

if (window_size > 1500) then
load workspace A
elseif (window_size < 1500) then
load workspace B
... and so on

But not sure if I can load only the .rcss file and not the .rml ones, as I don't want to duplicate 25 pages for each screen size. Don't know either how the GUI system works, if I can load more than one workspace or not... what do you think? is it worth a try?
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Re: Menu system

Postby SolarPortal » 16 May 2017, 20:54




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Re: Menu system

Postby planetX » 16 May 2017, 21:45

Hey, no hurries, I was just thinking loud... ;) Take your time and focus on the important things, don't get distracted by details like this. I definitely can wait, this is a hobby, I'm not a professional. :)

Parsing/editing the .rml file sounds good. At least sounds like I wont have to change too much of the code I already have. :lol:
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Re: Menu system

Postby SolarPortal » 16 May 2017, 21:52

ok, looking at the document loader, it takes file and stream atm but there is a string variant. So yeah, lets leave this for another release for now as it requires a separate path to follow and load correctly :)

The same lua code as mentioned before could be the way of using it once done.
Thanks for being patient :)



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Re: Menu system

Postby planetX » 20 May 2017, 07:50

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Re: Menu system

Postby SolarPortal » 20 May 2017, 12:37




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Re: Menu system

Postby planetX » 20 May 2017, 12:59

Aha, that makes sense... than you very much for the solution (and the explanation). :)
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Re: Menu system

Postby SolarPortal » 20 May 2017, 13:01

no problem :D



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Re: Menu system

Postby planetX » 27 May 2017, 11:33

Hi there,

made some progress on the menu system... now all the tracks and cars can be selected, and the fog transition between camera positions are nice and smooth. :D Just need to make the buying process and the unlocking features, then I'll start with the save/load functions... and this is pretty much done.

I'm also thinking on adding a color switcher to the cars, that would be easy to implement... we'll see.

Hope you like it! ;)

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Re: Menu system

Postby SolarPortal » 27 May 2017, 13:30

Fantastic work! Definitely needs to be apart of the skyline feature reel :P

Also good to see all the colours are now correct and matching what you wanted :)

Keep up the great work!



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Re: Menu system

Postby StarFire » 27 May 2017, 14:43

what can I say... Awesome :D

When you are happy with it, we would like to use it on an official video to show of the power of Skylines Gui ;)
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Re: Menu system

Postby planetX » 27 May 2017, 17:59

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Re: Menu system

Postby planetX » 23 Jul 2017, 09:03

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Re: Menu system

Postby SolarPortal » 23 Jul 2017, 22:35




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Re: Menu system

Postby planetX » 24 Jul 2017, 15:18

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