Page 7 of 15
Re: [WIP] GrimTK GUI Framework
Posted: Sun Mar 01, 2015 3:34 pm
by cromcrom
Freakin' awesome, thank you so very much

Re: [WIP] GrimTK GUI Framework
Posted: Sun Mar 01, 2015 8:10 pm
by JohnWordsworth
Alpha 006 uploaded with the latest changes. I haven't had a chance yet to finish the cinematic module though I'm afraid.
Enjoy!
Re: [WIP] GrimTK GUI Framework
Posted: Sun Mar 01, 2015 10:38 pm
by JohnWordsworth
Oooh - One important note!
Alpha 006 and onwards requires the 2.2.4 beta version of LOG2!
Also, I have changed the field "image" for the GImageView component to "imageName", so if anything has broken and you are using image views, that is probably it.
Re: [WIP] GrimTK GUI Framework
Posted: Mon Mar 02, 2015 8:40 am
by Eleven Warrior
Hi errr sorry but is Alpha 6 out? If it is I cannot see it on the first page of this post only 2 thxs

Re: [WIP] GrimTK GUI Framework
Posted: Mon Mar 02, 2015 8:48 am
by JohnWordsworth
Hi Eleven Warrior! Ahh, the links all go to the same place - the files are all stored on the nexus mods site...
http://www.nexusmods.com/legendofgrimrock2/mods/23/
You will always find the latest version there, I just don't always remember to update the front page.
Re: [WIP] GrimTK GUI Framework
Posted: Mon Mar 02, 2015 8:59 am
by AdrTru
I found there little bug in core.lua in self.drawIcon must be:
Code: Select all
local builtInGfxAtlasIndex = math.floor(args.gfxIndex / 200);
index = index - (builtInGfxAtlasIndex * 200);
becouse internal icons have pictures in matrix 13x13, but next set begin index is 200.
And I have problem with Jkos FW integration in same dung as GrimTk. This problem I didnt solved.
Re: [WIP] GrimTK GUI Framework
Posted: Mon Mar 02, 2015 9:12 am
by Eleven Warrior
Hi John eerr yeah I did not check nexus out sorry about that lol. I have now downloaded the new version thxs a lot for your awesome work bro good job

Re: [WIP] GrimTK GUI Framework
Posted: Mon Mar 02, 2015 10:04 am
by Drakkan
AdrTru wrote:I found there little bug in core.lua in self.drawIcon must be:
Code: Select all
local builtInGfxAtlasIndex = math.floor(args.gfxIndex / 200);
index = index - (builtInGfxAtlasIndex * 200);
becouse internal icons have pictures in matrix 13x13, but next set begin index is 200.
And I have problem with Jkos FW integration in same dung as GrimTk. This problem I didnt solved.
AdrTru wrote:I found there little bug in core.lua in self.drawIcon must be:
Code: Select all
local builtInGfxAtlasIndex = math.floor(args.gfxIndex / 200);
index = index - (builtInGfxAtlasIndex * 200);
becouse internal icons have pictures in matrix 13x13, but next set begin index is 200.
And I have problem with Jkos FW integration in same dung as GrimTk. This problem I didnt solved.
Hi AdrTru, could you specify the problem ? I am using Jkos hooks as well in my dungeon. i have random problem with GUI, when starting some dialogue (with GTK picture defined) and I click on first id response I got error: GTK dialogue response called but no current page... and game is stacked. :/ it is quite random, sometimes dialogue is working with that and next time it is not :/
Re: [WIP] GrimTK GUI Framework
Posted: Tue Mar 03, 2015 6:15 pm
by JKos
GrimTK defines party.onRest and party.onWakeUp hooks in grimtk init.lua, so if you use framework party hooks you must add them to framework for example like this:
to some script entity
Code: Select all
function fwAddGrimtkHooks()
local gtkhook = function()
if ( findEntity("GTK") ) then
if ( GTK.Core.GUI:isPartyLocked() ) then
return false;
end
end
end
fw.script:set('party.grimtk.onRest',gtkhook)
fw.script:set('party.grimtk.onWakeUp',gtkhook)
end
and call fwAddGrimtkHooks() from some appropriate place. There should not be other conflicts.
Re: [WIP] GrimTK GUI Framework
Posted: Tue Mar 03, 2015 7:24 pm
by AdrTru
Thank you JKos.
Your solution working and is nice and simple
EDIT:
After some time this hooks finish correct working.
There is problem with onDrawGui, its not called and in
FWhook site isnt describe how activate GUI hooks.