Custom Widgets?

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Custom Widgets? // Scriptorium

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Post by Asem // Oct 15, 2006, 3:14pm

Asem
Total Posts: 255
Sorry if this doesn't exactly qualify for the scriptorium area but I've been wondering about custom widgets for the player view. Has anyone had success
with doing so? I can honestly say I have tried with no results even when I thought I had it or at the very least expected something to show up I couldn't. The widget area also doesn't seem to neccessarily auto update to some point or maybe I'm doing something completely wrong. Basically can someone who has had success with it give an example I would appreciate it a lot. (basically this but for my own use or whatever - Picture below)

Also cool toolbar shortcut to the different node areas trueblue. It will be very helpfull in trying to figure this out.:)

Post by trueBlue // Oct 15, 2006, 6:45pm

trueBlue
Total Posts: 1761
pic
Stan added rotation with the middle mouse button and he also made a shortcut button to that area.

http://forums1.caligari.com/truespace/showpost.php?p=15964&postcount=69 (http://forums1.caligari.com/truespace/showpost.php?p=15964&postcount=69)

Shift + Ctrl one of the buttons to the library and then bring it into the Link Editor to see how they are made.
Tip: Use the Macro recorder and select the node you would like to create a shortcut to. This will copy the path for you, then just copy and paste into your button. You should note that the paths are layout dependent. Another words the path to lets say the Link Editor in Default layout might be different in another layout.

Post by Asem // Oct 17, 2006, 9:38pm

Asem
Total Posts: 255
Ran into a problem that(picture on bottom) apprarently crashes ts7. The Node circled in red seems to crash ts. I think the node may be broke. Can someone look into this?

the Circle Bitmap Dot is the button( trying to figure out how to combine the texture together with the highlight evaluater). I also uploaded the obj. All you have to do is drag it in the current space LE area after importnig it into the library.

Test it by Crtl+LDrag(mouse). It's supposed to move the widget around the player view(in screen coordinates).

Post by tomasb // Oct 18, 2006, 11:57am

tomasb
Total Posts: 261
Thanks for the report, I have fixed the bug..


Widget move action moves widget in transform space. This feature is intended for 3d widgets where you can for example drag widget away if it obscures the view. If it is used in 2D - it modifies local space transform which "rotates" screen space where the widget is displayed which causes slight movements when you rotate.


For 2D widgets (on-screen) there is a separate node - Screen docking move. Just replace widget move with this node and connect it to screen docking and it should work as expected.

Post by tomasb // Oct 18, 2006, 12:00pm

tomasb
Total Posts: 261
In a similar way you have created on-screen button, you can create handles and active elements to your objects. What is needed is to define object name to widget connector. Widget name can be extracted from Object name node.


If you want to maintain Z-ordering (if you click on a widget that is behind a wall, you most of the time don't want to fire the command), you can use scene widget node; it checks if the widget you click is visible or not.
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