A thousand times. What GUI?
Posted: Sun May 03, 2015 2:31 am
Howdy all,
Man its been a while, I recently got the wild hair to start again on my restaurant simulation again (2D style like Pizza Tycoon). The one thing that killed me was spending too much time (Way too much time) trying to create my own GUI. Since my core simulation was complete (mathematically at least) mucking around with a GUI got old really fast. I'd much rather be improving and adding to my Sim core instead.
Anyway, I came across two possible solutions: Quickie and LoveFrames. Quickie was indeed simple and straight forward to use but lacked customization. The coding by Ricther is far beyond my knowledge to deal with. In fact, it seems Quickie was nothing more then an experiment. Too bad, cuz there's no way I could implement something like this in his code:
-- Draw the gui. Colors can be changed using the gui.core.color table:
-- gui.core.color.hot = {fg = {r,g,b,a}, bg = {r,g,b,a}}
-- gui.core.color.active = {fg = {r,g,b,a}, bg = {r,g,b,a}}
-- gui.core.color.normal = {fg = {r,g,b,a}, bg = {r,g,b,a}}
-- or by passing different draw functions to the widgets.
I'd guess that being able to customize button appearance and such was next on his list. Again, too bad.
On the other side was the monstrous LoveFrames. Not so easy to deal with, but pretty much does it all. For my project, this seems like way too much overhead. And it's likely to take me a huge amount of time trying to strip down the code base <- Don't even think this newbie knows what he talks about.
So then, is there any form of canned GUI that sits between Quickie and LoveFrames? Wait, I can guess the answer even now. NO? So what would you folks suggest I do? Should I dig in and modify the limited Quickie code base, or just latch unto LoveFrames --> Cuz chances are I might actually need to use the stuff from LoveFrames in the future???
Crap, as I typed this I just noticed Love2d is now 0.9.2. Oh boy. What gets improved and/or broken.
Man its been a while, I recently got the wild hair to start again on my restaurant simulation again (2D style like Pizza Tycoon). The one thing that killed me was spending too much time (Way too much time) trying to create my own GUI. Since my core simulation was complete (mathematically at least) mucking around with a GUI got old really fast. I'd much rather be improving and adding to my Sim core instead.
Anyway, I came across two possible solutions: Quickie and LoveFrames. Quickie was indeed simple and straight forward to use but lacked customization. The coding by Ricther is far beyond my knowledge to deal with. In fact, it seems Quickie was nothing more then an experiment. Too bad, cuz there's no way I could implement something like this in his code:
-- Draw the gui. Colors can be changed using the gui.core.color table:
-- gui.core.color.hot = {fg = {r,g,b,a}, bg = {r,g,b,a}}
-- gui.core.color.active = {fg = {r,g,b,a}, bg = {r,g,b,a}}
-- gui.core.color.normal = {fg = {r,g,b,a}, bg = {r,g,b,a}}
-- or by passing different draw functions to the widgets.
I'd guess that being able to customize button appearance and such was next on his list. Again, too bad.
On the other side was the monstrous LoveFrames. Not so easy to deal with, but pretty much does it all. For my project, this seems like way too much overhead. And it's likely to take me a huge amount of time trying to strip down the code base <- Don't even think this newbie knows what he talks about.
So then, is there any form of canned GUI that sits between Quickie and LoveFrames? Wait, I can guess the answer even now. NO? So what would you folks suggest I do? Should I dig in and modify the limited Quickie code base, or just latch unto LoveFrames --> Cuz chances are I might actually need to use the stuff from LoveFrames in the future???
Crap, as I typed this I just noticed Love2d is now 0.9.2. Oh boy. What gets improved and/or broken.