What it does:
It's a GUI based on MyGUI (see http://mygui.info).
Integration in Construct is in progress. Only some of the objects are integrated to validate the concept.
Feel free to play with it and look into the cap file and tell me what you think.
- Complete render in Construct
- Mouse & Keyboard management
- GUI general management
- Managers: Resources, Layout, Font, Language, Layer, Pointer, Skin, Clipboard
- Widget: Button, Canvas, ComboBox, Drag & Drop container, EditBox, ImageBox, ItemBox, ListBox, Menu, MultiListBox, TextBox, Widget (itself)
- Widget: MultiListItem, PopupMenu, ProgressBar, ScrollBar, ScrollView, TabControl, TabItem, Window
- Texture manager from Construct Sprite and Canvas: create / destroy / load / save / width / height
- Construct Animation to MyGUI ResourceImageSet
- Tools: FileSave dialog, ...
- Progress bar frame rate independent
Here are some screens from first example:
How to use it:
See the included examples, everything is in here. If more is needed, I will publish some howtos.
BEWARE: You will need Input System v0.95b (or later) plugin for the test CAP files.
Download the zip file and put the Plugin directory with the csx files into Construct's plugins directory.
http://sourceforge.net/projects/sglorzs ... files/CGUI
- Bug: CGUI rendering is fully (I hope ) integrated in Construct.
- Added option "FX used by any object", No = no object uses effect, Yes = at leat one object uses one effect. Usage of FX changes Construct behaviour on alpha transparency and then GUI windows aspect is modified. This option enables hacks in runtime code to keep GUI clean. I would be grateful if someone knows how to handle this otherwise or at least to find a way to know if any FX is used at runtime by an object.
- Added CGUI_test.cap to test FX and scrollings.
First delivered version