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April 5th, 2019, 22:52 #1
FGU: Developer question, Controls
I asked some questions about FGU and they did make it on FG Friday but I don't think I was clear on the details.
Specifically:
Will FGU use actual controls with "standard" expected results for interface parts like listboxes, radiobuttons, comboboxes, cascading menus, miller type columns, tabs, forms,etc?
Will we actually get access to those types of controls and their expected behaviors?
For me, this seems like one of the biggest bits of the API that could improve the UI immensely. So, I'm hoping we will get access to those controls through the API. I'm really wanting to use some dynamic cascading options in FGU at some point---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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April 5th, 2019, 23:08 #2
Supreme Deity
- Join Date
- Mar 2007
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- 20,557
No, the standard Unity controls were not able to be used for implementing the interface. They do not work well for the customizable tabletop approach used in FG with all the hooks and customizations we allow.
Regards,
JPG
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April 5th, 2019, 23:37 #3
That's very unfortunate. I would have thought that adding new options similar to how we currently have stringcontrol or scrollercontrol but for combobox/etc would have been a simple "wrapper" feature added in. I obviously don't have a background with FG's API backend functionality so can't say much but ... very sad to hear this.
Last edited by celestian; April 7th, 2019 at 19:12.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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April 30th, 2019, 08:56 #4
- Join Date
- Sep 2017
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- 39
You mean that FGU will not support basic controls such as buttons, checkboxes, radiobuttons or comboboxes ?
That is sad.Last edited by Tabulazero; April 30th, 2019 at 08:58.
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April 30th, 2019, 11:50 #5
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April 30th, 2019, 12:38 #6
- Join Date
- Sep 2017
- Posts
- 39
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May 1st, 2019, 00:11 #7---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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May 1st, 2019, 00:31 #8
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,557
There is no comboboxcontrol built into the FG client. The current implementation is an advanced template that uses a window list and a bunch of string fields to simulate a combo box.
We really want to add in additional control types at some point; but we had to limit the scope of the first release to get stuff out the door. Plus, backward compatibility of 10 years of code on a new platform is much more work then anyone thought, especially when adding in new image features.
Regards,
JPG
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May 18th, 2019, 18:40 #9
I apologize up front if it seems as though I am being obtuse, but this discussion seems to imply that not only is content (e.g. purchased modules) going to be compatible with FGU so is community authored extensibility?
Restated: the extensions I have written will also be compatible with FGU? This seems, to say the least, improbable, if not downright impossible.Current Projects:
Always...
Community Contributions:
Extensions: Bardic Inspiration, Druid Wild Shapes, Local Dice Tower, Library Field Filters
Tutorial Blog Series: "A Neophyte Tackles (coding) the FG Extension".
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May 18th, 2019, 19:00 #10
In FGU you won’t have direct access to the Unity libraries, just like in FGC you don’t have direct access to the C# libraries.
The BIG thing with FGU is that it’s backwards compatible with as much existing FGC DLC, extensions, etc.. It still uses LUA for coding and XML for GUI specification - just like FGC. Hence why all of the Unity controls etc. aren’t available within FGU. Moving the FGC LUA/XML engine to FGU is one of the main reasons that it has taken so long, but is a major piece of functionality to allow code/DLC/campaigns from the last 10+ years of FGC to run in FGU.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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