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Offline internetfreak  
#1 Posted : Friday, June 14, 2013 11:17:08 PM(UTC)
internetfreak

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Heyho again,

I just thought I would like to advance my project and for the next steps I would need scenes. I wonder how useable they are right now.
Are they useable enough to create first screens and menus? Styleable controls would be also nice so I can already design my stuff like it should be later :D

I hope my question can get positive answers :D
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Offline Benjamin  
#2 Posted : Saturday, June 15, 2013 1:59:24 AM(UTC)
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You can create and use UI controls in code just fine. However the UI editor is still under development and currently transitioning from WPF rendering to DE viewport rendering. It will take 2 more sprints before it is useable.

If you need any help with UI controls, let us know.
Offline internetfreak  
#3 Posted : Saturday, June 15, 2013 5:18:27 PM(UTC)
internetfreak

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To hear that it's useable is enough for me now :D
I don't need an editor right now, I did my UI earlier also with bare hands, as Delta had <0.9.5 as versionnumber ;)

But what do you mean with DE viewport rendering? Will the Editor be similar to a normal game with a game window or will Delta then be useable from a WPF/WinForm window?

Edited by user Saturday, June 15, 2013 5:19:24 PM(UTC)  | Reason: Not specified

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Offline Flavio Damasco  
#4 Posted : Monday, June 17, 2013 9:51:34 AM(UTC)
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Hi Internetfreak!

I am not able to answer your question (I am just a humble game designer), but I will tell some colleague to answer you. Smile

Btw, I have seen some preview of the UI editor and it looks very cool! Cool
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Offline Benjamin  
#5 Posted : Monday, June 17, 2013 10:28:39 PM(UTC)
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Yes, the Editor is currently using a viewport control that is being used by some plugins. We talked about it today and it might change soon to one powerful viewport plugin to be used by all other kinds of plugins (UI Editor, Particle Effect Editor, ContentManager, etc.)

Our focus is currently getting the last things ironed out in the Build Service, so progress is a little slow on the editor side. If you need any functionality first (e.g. with UI controls), let us know and we can point you to the right direction.
Offline internetfreak  
#6 Posted : Tuesday, June 18, 2013 9:52:54 AM(UTC)
internetfreak

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ok, thanks for the answer.
I will see if I have problems, I was not able to touch the UI yet so I don't know what I need. If there's something I will let you know
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Offline internetfreak  
#7 Posted : Tuesday, July 16, 2013 7:21:36 PM(UTC)
internetfreak

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Since I alread have a thread, I'll use it for my question because it's also about scenes.
For my project, I have some cool plan. However, to achieve the result I want, I need to control the scene stack.
Is there any way to get the stack, clear it and copy it back later so I can always create a new scene stack if I want but without losing the old one? I know I could go back through the stack multiple times but I think it's too complicated for me as I want it simple :)
I didn't check the scenes yet, so please excuse if I ask something which I could also clear with analyzing the code
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Offline Benjamin  
#8 Posted : Tuesday, July 16, 2013 11:09:33 PM(UTC)
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The current plan is just to have one scene active and no other ones loaded, but since not even that is is implemented yet, you could try to add your own code making scene stacking possible. I am not sure it would make sense and it defeats the purpose of scenes, which is mostly there to allow unloading content, commands and to structure your application into parts. If you have all your parts open all the time, you don't need multiple scenes. If you just want to stack UI elements or even whole UI screens, you can do that (e.g. for menus), but there is no point to keep the intro or menu scene alive when in the game.
Offline internetfreak  
#9 Posted : Wednesday, July 17, 2013 12:00:17 AM(UTC)
internetfreak

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Well, maybe scene is a bit the wrong word for that what I meant.
What I mean is simliar to the pages which are used by windows 8/windows phone 8 apps, so basically I want to be able to save that navigation structure and temporarily switch another navigation stack in.
Maybe it's correct if I think that a scene could be an app and screens are the pages?
I don't want to explain too much of my plan, because it's part of my rpg project and it's also not fully final from the view of specs, so if you could come to icq, I can tell you more or should I pm you?
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Offline Benjamin  
#10 Posted : Wednesday, July 17, 2013 12:57:29 AM(UTC)
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I think you are talking about UI screens, so basically like in a menu having a main menu, an options screen, a credits screen, etc.

This should already work fine, we will add more details and tutorials once the UI editor is completely usable (it is included in the editor right now, but not fully done). Just PM me or email anytime you want if you cannot ask in the Forum (which is preferred ^^)
Offline internetfreak  
#11 Posted : Friday, July 19, 2013 12:29:24 AM(UTC)
internetfreak

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After a little bit of thinking, I came to the result that I also could go a different way. Due to the nature of Scenes, they are already organized as stack, otherwise we could not close one and see the other scene directly after closing it so there's no really need to get that stack (or create it).
Instead, it would be nice to manipulate that stack, saying that I want to remove a specific scene or get a scene from the stack and put it at position X (for example the scene is the first scene ever opened and now I want it to be the topmost scene on the stack, so I have to get it from 0 to X+1)
Is that possible? If yes, then my plan could also succeed but with much less effort than my previous way with getting the stack, saving it etc
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Offline Benjamin  
#12 Posted : Friday, July 19, 2013 5:27:02 PM(UTC)
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Sure it is possible, it is just a .Remove method call. Just tell us what you want to do with some source code and we can add the method if it is not publicly accessible anyways.
Offline internetfreak  
#13 Posted : Friday, July 19, 2013 6:47:34 PM(UTC)
internetfreak

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Ok, I will have to check first what I can do and how I will do it, then I can give more information if I need something which is not available.
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Offline internetfreak  
#14 Posted : Saturday, August 3, 2013 2:16:07 AM(UTC)
internetfreak

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Ok, over the last days, I thought more about my plans. I still don't really want to give up my plans since the project is part of a bigger concept which is not available yet in this state as I have planned it, so I'm still searching a convienient way to achieve my goals.
How difficult would it be to extend/abstract the scenes a bit more? All I need is more control how the scenes are organized on the already available stack so I can arrange them if necessary. Basically, I want for example create a FileOpenScene or a FileSaveScene which could be then used by the user of my project. For your information, I'm currently working on some kind of editor for my rpg based project which I already showed you here in the forum. The specific details are still secret (only Benjamin knows more because I told him to get more specific informations), but I will reveal more of my plans in the future.
Anyway, the editor should for example have these kind of scenes to provide a little API which the user could use (the editor itself will be extendable, so the user can write own extensions for it) to add more comfort to writing extensions.
For achieving the full currently planned featureset, I only need to be able to do some scene-modifications, preferrably organizing them in groups and arranging the scenes on the stack to control on which order they would be displayed.

I hope I didn't write too confusing as it's a general problem of me. When I don't want to go too much into detail yet and thus try to explain it more general, the text would be more confusing than when I can write and present more details.
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Offline Benjamin  
#15 Posted : Saturday, August 3, 2013 6:15:32 PM(UTC)
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We did not focus much on Scenes und UI yet, especially not from the editor perspective. This is coming in Milestone 5. However all of the UI classes and screens, etc. are classes you can derive from and put your own functionality in there. This is exactly how we develop additional UI elements and this is what should be done to add functionality.
Offline internetfreak  
#16 Posted : Saturday, August 3, 2013 7:23:34 PM(UTC)
internetfreak

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Ok thanks for the answer. I will then look what I can do and use the available classes as base class to develop my own modifications.
If I have more questions, I will ask
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