### DarkUI status?

Scripting questions, discussions, etc
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#### Re: DarkUI status?

Duion
Posts: 673
Joined: Sun Feb 08, 2015 1:51 am

Code: Select all

singleton GuiControlProfile( GuiMenuBarProfile ){   fillColor = "32 32 32 255";   fillColorHL = "72 72 72 255";   fillColorNA = "18 18 18 255";   borderColor = "98 163 229";   borderColorHL = "122 177 232";      fontColor = "196 196 196 255";   fontColorSEL = "212 212 212 255";   fontColorHL = "255 255 255 255";   fontColorNA = "128 128 128 255";      border = 0;   borderThickness = 1;   opaque = true;   mouseOverSelected = true;   category = "Editor";   bitmap = "tools/gui/images/checkbox-menubar";};

#### Re: DarkUI status?

chriscalef
Posts: 326
Joined: Mon Feb 09, 2015 7:48 pm
Eek! Now I remember why I never mess with Torque GUI profiles.

Not sure what's going wrong, but I copied your code into my profiles.ed.cs and made sure my menubars were using that profile. When I run it, I can verify that the gui created in guiPlatformGenericMenubar.ed.cs was indeed created, and that it thinks it is visible, and that it is indeed using GuiMenuBarProfile as its profile, and that the profile it says it is using has font color and fill color matching those of DarkUI, not stock Torque.

However, the appearance of the menubar is unchanged.

I figured there must be some competing menubar profile somewhere, but I found and replaced "menubarProfile" and "editorMenubarProfile" to no avail.

Is SDL2 something automatic or do I have to ask for it in CMake?

#### Re: DarkUI status?

Duion
Posts: 673
Joined: Sun Feb 08, 2015 1:51 am

You have to switch it on in Cmake of course.

#### Re: DarkUI status?

chriscalef
Posts: 326
Joined: Mon Feb 09, 2015 7:48 pm
Ha, sorry, temporarily forgot what SDL even was in my single minded devotion to purpose. But yay, menubar works now! Thanks for the help.

Any other great things I might notice now that I'm using SDL? Or is it all just invisibly smoother and better?

EDIT: uh oh, first new thing I noticed is a bug! I'm running a few weeks behind now in my T3D build, I'll check to see if a brand new build has this fixed yet, but do you notice that with SDL turned on your window docking no longer works properly in the editors? I get windows docking at about a menu bar's thickness below where they should be. In the shot below, the scene and inspector windows on the right are "docked".

#### Re: DarkUI status?

Duion
Posts: 673
Joined: Sun Feb 08, 2015 1:51 am

The SDL flag probably should be enabled by default in Cmake.

#### Re: DarkUI status?

chriscalef
Posts: 326
Joined: Mon Feb 09, 2015 7:48 pm
I think it might have been, once I updated to current HEAD. I do still see that docking behavior on a vanilla build with SDL, though. Anybody else seeing it?

#### Re: DarkUI status?

Duion
Posts: 673
Joined: Sun Feb 08, 2015 1:51 am

I never noticed any docking behavior at all in any of the versions, did I miss anything?

#### Re: DarkUI status?

chriscalef
Posts: 326
Joined: Mon Feb 09, 2015 7:48 pm
I mean window docking, when you're in the world editor, and you drag the Inspector window over near the bottom of the Scene window, and it snaps to the bottom - that's worked forever, but now in my SDL version it snaps to about the width of the menu bar below where it is supposed to be.

Not a critical mission fail bug, but definitely something likely to be noticed. I suppose I should make an actual post about it or file a bug report instead of hijacking my DarkUI thread...

#### Re: DarkUI status?

Timmy
Posts: 238
Joined: Thu Feb 05, 2015 3:20 am
Yes chris you are correct, this is another small bug with sdl enabled. I personally don't think the T3D implementation of sdl is ready to replace the winAPI just yet, there are numerous other small bugs with it too (nothing overly dramatic but bugs none the less). If it were my decision it wouldn't be the default on windows just yet.

#### Re: DarkUI status?

JeffR
Steering Committee
Posts: 682
Joined: Tue Feb 03, 2015 9:49 pm

Can't say I'd spotted that issue before. but thanks for pointing it out. I'll definitely have a look at it.
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