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AppGameKit Classic Chat / Working on a UI Plugin. Progress and Suggestion Thread

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MadBit
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Posted: 28th Apr 2017 22:54 Edited at: 28th Apr 2017 22:56
Here are my first tests with my FLTK-wrapper for AGK. The first sample program works as far as possible.
There is still very much to do until the first release. The main difficulty is to integrate the output window of AppGameKit into FLTK. I do not know if this is possible. Otherwise, the AppGameKit window must remain separate.



This is the code of the shown image.

Then there is the event system. I do not know yet how to do it best to make it easy to use. Since I also can not use callbacks in AGK.
My first thought would be - a kind of event stack that stacks all upcoming events since the last query. This is then requested manually via PollEvent until the stack is empty. Event information would be id of the widget and what event was triggered.

I am open to all suggestions.

The progress of the plugins will probably be very sluggish. I also work on a new AGK-IDE. This has a higher priority for me.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine

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blink0k
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Posted: 28th Apr 2017 23:17
This looks great! For now i can't think of any suggestions. I just wanted to say that this is a fantastic idea. If i think of anything i will post
MadBit
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Posted: 3rd May 2017 12:52 Edited at: 3rd May 2017 13:04
OK. After many try, I have not managed to intigate the agk window into the fltk window.
But I have now found an acceptable alternative. You can now display the agk-window title-free and without decorations.
And then switch the fltk window to 'topmost'. Thus, the FLTK control elements would always remain above the AppGameKit window.

the code looks like this.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine
Blendman
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Posted: 3rd May 2017 13:13
It's interesting .

Do you use c++ to create it ?
Have you tried to use purebasic to create the plugin and all your widgets ?
It's very easy to create a button/checkbox/combobox, tree, listview, panel, menu and a lot of widgets with purebasic, and there is an example to create a plugins for agk with purebasic (in a previous thread of news of agk).
I think, you could win a lot of time with pb (its langage is very similar to agk ).
AGK2 tier1 - http://www.dracaena-studio.com
MadBit
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Posted: 3rd May 2017 20:40
Yes I use c ++ for this plugin. This is my preferred language I do not own pb. But with c ++ and fltk it works quite well. I had fltk selected since I then intend to port it on Linux and perhaps also for Mac. I do not know if pb also exists on these systems.

thank you for your interest.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine
KISTech
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Posted: 6th May 2017 23:02
Hey Madbit, would you be willing to help just a little with a plugin issue I'm having?
Since your preferred language is C++ I suspect this would be easy for you.

I prefer at the moment to work in C# and I've written a plugin that works fine, but there's one part that requires calling 2 AppGameKit functions
and I have no idea where to begin to do that from C#.

So that I'm not hijacking your thread, here's my post about it.
https://forum.thegamecreators.com/thread/219540

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