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Author Topic: new GUI for ULX  (Read 153 times)

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Offline Stickly Man!

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new GUI for ULX
« on: October 23, 2008, 09:41:25 pm »
After seeing the thread about the increase of admin mods, all of them seemed to be based around a good GUI. And since I had a severe lack of something to do (I haven't even touched gmod for ages), I decided to start designing a new GUI for ULX. So far I have a base window set up with tabs, a button to show/collapse the frame so you can drag the window around, and basic window position memorization.
Now, before I post the code I'm warning you that this is my first lua project, soo.... don't laugh at how horribly written it is  ::)

Code: [Select]
local blah
isCollapsed = -1
framex = 50
framey = 50

function gULX_show()
AdminMenu = vgui.Create("DPropertySheet")
AdminMenu:SetPos( framex,framey )
AdminMenu:SetSize( 340,315 )
--
if isCollapsed == -1 then
frame = vgui.Create( "DFrame" )
frame:SetPos(framex,framey)
frame:SetSize(340,340)
AdminMenu:SetPos( 0,25 )
AdminMenu:SetParent(frame)
frame:SetTitle( "ULX Admin Mod" )
frame:SetVisible( true )
frame:SetDraggable(true)
frame:ShowCloseButton( false )
frame:MakePopup()

end
--
local btnCollapse = vgui.Create( "DButton" )
btnCollapse:SetText("^")
btnCollapse:SetParent( AdminMenu )
btnCollapse:SetSize( 20,20 )
btnCollapse:SetPos( 295,0 )
btnCollapse.DoClick=function()
if isCollapsed == -1 then
framex,framey = frame:GetPos()
framey = framey + 25
else
framey = framey - 25
end
isCollapsed = -isCollapsed
AdminMenu:Remove()
frame:Remove()
-------------------------------------
gULX_show()
end
--
local btnClose = vgui.Create( "DButton" )
btnClose:SetText("X")
btnClose:SetParent( AdminMenu )
btnClose:SetSize( 20,20 )
btnClose:SetPos( 315,0 )
btnClose.DoClick=function()
if isCollapsed == -1 then
framex,framey = frame:GetPos()
end
AdminMenu:Remove()
frame:Remove()
end
--
local tabTest = vgui.Create( "DButton" )
tabTest:SetText("Dont worry, this does nothing... Or does it?!")
tabTest:SetParent( AdminMenu )
tabTest:SetPos(20,10)
tabTest:SetSize(10,10)
--
local tabEventLog = vgui.Create( "DPanel" )
tabEventLog:SetParent( AdminMenu )
tabEventLog:SetSize(100,100)
--
AdminMenu:AddSheet ( "Test Menu", tabTest, "gui/silkicons/user", false, false, "Yay for tests!" )
AdminMenu:AddSheet ( "Event Log", tabEventLog, "gui/silkicons/group", false, false, "Event log that will keep track of admin schtuff" )
end
concommand.Add("menutest", gULX_show)

Here are screenshots showing the collapsed/uncollapsed frames:


This is merely a design template, nothing official yet, I just want to get a full layout down before I get things working with ULX.
So, what do you guys think? Should we be planning on a GUI update? Got any ideas? Questions? Concerns for my well-being?
« Last Edit: October 23, 2008, 10:02:01 pm by Stickly Man! »
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Offline Megiddo

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Re: new GUI for ULX
« Reply #1 on: October 24, 2008, 02:19:31 am »
I think the ULX gui could use with a refresh, yes.

What's with the collapse'ness? What uses do you see for that?
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Offline Stickly Man!

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Re: new GUI for ULX
« Reply #2 on: October 24, 2008, 02:01:48 pm »
Fun lol, but also mainly for the purpose of being able to move the window around to wherever you want it positioned, then collapse it (i think it looks better collapsed, but that's just me)
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Offline JamminR

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Re: new GUI for ULX
« Reply #3 on: October 24, 2008, 07:26:05 pm »
Nice upgrading Stickly Man!

I like the idea, I think.
Between the two pictures, all I see 'missing (collapsed)' is the ULX title bar.

Will the frame also minimize/collapse when you collapse the menu bar?"
That is, would I be able to dock the menu (if wanted) at the top (or side) of my screen?
When I wanted the GUI, if docked, would I click a button, and then have most of the menu go larger?

I'm thinking some would like it docked when not in use. Personally, I'm one for out of sight totally when not wanted.
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Offline Stickly Man!

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Re: new GUI for ULX
« Reply #4 on: October 25, 2008, 12:06:05 am »
lol sorry JamminR, I think I should have used a better word than collapsed; all it does is show/hide the frame. I originally planned the GUI to be without the frame, but you really don't have a way to move the window around. So the frame's main purpose is for dragging the window around, or for decor (if someone really likes it).
I think the the docking is a good idea, I wonder if when collapsed it could show some useful info so its just not taking up space.
For showing/hiding the menu I was thinking of a concommand, like we have now, or do something similar to how the +menu_context command functions.
Thanks for the feedback! I'll start messing with these ideas.
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Offline JamminR

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Re: new GUI for ULX
« Reply #5 on: October 25, 2008, 09:53:33 am »
Concerns for my well-being?

Oh, just now noticed that.
How are you Stickly?
We've (or well, I've) not seen you here in ages.
Any special event cause you to honor us with your presence?

Always nice to see you on your rare seasonal visits!

Jay, meet Stickly Man.
I have no idea if you've ever chatted with him or his brother here or not.
Megiddo knows he and his older brother (who I now can't remember HIS nickname) in that big MMO world known as real life..
They used to live a block or two away from each other until Megiddo went off to school.

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Offline jay209015

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Re: new GUI for ULX
« Reply #6 on: October 25, 2008, 05:35:56 pm »
Wassup stickly?
An error only becomes a mistake when you refuse to correct it. --JFK

"And thus the downfall of the great ULX dynasty was wrought not by another dynasty, but the slow and steady deterioration of the leaders themselves, followed by the deprecation of the great knowledge they possessed." -Gmod, Chapter 28, verse 34 -- Stickly

Offline Stickly Man!

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Re: new GUI for ULX
« Reply #7 on: October 25, 2008, 05:44:59 pm »
Haha, hey Jay! Yah, I haven't been around in ages, mainly because I haven't played Gmod in ages.. JamminR is right, probably a seasonal thing--lol
Anyways, as for the GUI, I've decided to make it openable by context menu, or just a window. The collapseable window is a good idea, but as JamminR said, we don't know if people would like having it open all the time.. Unless I could think of some useful information to show while its open :-\ In the meantime, I'm working on a button operated version of it, (the +menu_context idea) and will hopefully have an update/screenshots in a bit.
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Offline Stickly Man!

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Re: new GUI for ULX
« Reply #8 on: June 11, 2009, 01:50:15 pm »
*BUMP*

Well, Sorry for the inactivity, hibernation caught up with me. And I slept in way too late.

Anyways, I recently began getting a layout for a GUI down in Visual Basic (easier to get stuff down quickly), And I think I have a good layout done. I also just barely took a look at AdminMod, and my GUI is surprisingly similar :-\ (but better, of course!) The funny thing is, I also had an idea to include a popup menu where you can kick/ban someone by looking at them and bringing up a popup menu, as well as do a few player commands such as teleport-- and that idea happens to be similar to ASSMod.. Well-- I'll see what you guys think.

Doh, this is taking me a bit longer than expected, I'm going to make this post and submit screenshots/the visual basic program for you guys to try out yourselves hopefully before I have work in an hour-- otherwise later tonight lol
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Offline Stickly Man!

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Re: new GUI for ULX
« Reply #9 on: June 11, 2009, 03:25:02 pm »
Triple Post!

Alright guys, here is what I had in mind for the GUI. Its not 100% complete as I'm out of time right now, so I thought I would show you what I have so far. Part of the GUI functions like it should, other parts that don't function are for layout or ideas on what is going to be in a specific spot. There are notes throughout the gui to help describe a few things. Let me know what you guys think! Is there anything I missed? Something that I shouldn't worry about putting in? Also if you have any answers the the random questions I put in the notes, let me know what you think!

Oh.. you will probably need the latest .NET framework for this (sorry, all you microsoft haters :P)
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Offline JamminR

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Re: new GUI for ULX
« Reply #10 on: June 11, 2009, 06:37:27 pm »
Stickly, I don't have Gmod installed right now, or any Steam games for that matter.
Lost them in a HD crash right as I was rebuilding after going back to XP 32bit (from 64bit)
If you bother Megiddo enough to make a new release, I'll install Gmod and test your sample GUI.
:P
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Offline Stickly Man!

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Re: new GUI for ULX
« Reply #11 on: June 11, 2009, 06:44:56 pm »
Oh yeah-- That sucks :(.. but this isn't a Gmod GUI-- this is a windows EXE using windows forums-- no steam needed :P

As for bothering Megiddo-- will do :P
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Offline Megiddo

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Re: new GUI for ULX
« Reply #12 on: June 11, 2009, 06:47:50 pm »
I don't have windows... Screenshot? :)
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Offline Megiddo

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Re: new GUI for ULX
« Reply #13 on: June 11, 2009, 06:56:06 pm »
After much arm twisting, I got it to run.

Looks great Stick! It'll be a lot of work, but it'll be worth it in the end! :)
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Offline Stickly Man!

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Re: new GUI for ULX
« Reply #14 on: June 11, 2009, 06:56:58 pm »
lol, true that-- But is there any functions that I'm missing that would be important to add? I almost forgot ULX could do reserved slots and votes :P
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