Yeah, looking at that, I do even have shader model 4.1, so whether your downgrade or not will work, I'm not sure.
The flaw all along could lie in xna incompatibility I suppose.
Looking at msdn, I suppose you use the HiDef profile, if your current shader model is v3.0. Swapping that to reach would set it to shader model 2.0, but I suppose that is what you said you are going to test :>. Though, I have been using the HiDef profile before without problems, so I don't know either.
Yeah, it's a fresh dialog. I did get the xna framework 3.1 redistributablable too, so it does load the assembly properly.
One thing I noticed now when trying again (still the same as before, malfunctioning) is that I can see the cursor changing when it hovers over the "dialog", so I know it's there, and I can move it around as well.
Here's some additional info of what I can see:
If I add a title, the text is visible
if I change the border type to HorizontalBorder, the dialog gets visible (but obviously wrongly composed). But no other image type works for me. The same seems to be with items.
The texture browser seems to work fine. It previews the available dds-files, but as before, it doesn't draw if I change to any of them (except with HorizontalBorder).
Suggestions, by the way:
Remove the border option for dialogs specifically. There is no such option for those.
Add image support later for .tga, .jpg .png and .bmp. Kast time I checked, those are possible to use instead of .dds (.dds is well more favorable though).
The scaling was not realted to the dialogs and items themselves having a scaling option, but more for the scaling of the entire designer surface scaling the dialogs and items accordingly, just like starcraft 2 does.
I'm not entirely sure everyone needs to install the entire xna game studio for it. Installing only the redistributable for XNA 3.1 seems to have been sufficient (for me) to allow the assembly to load.
Now for something else, it appears that even if I can start it, the dialog don't appear after I have created it. In fact, no dialog component is, so I wonder what that's all about.
http://dl.dropbox.com/u/2757798/IMG_04122011_012638.png
---
A bug regarding your library feature by the way. Say I take one of your libraries and use, doubleclicking the same library file several times will let it pop up as multiple tabs.
---
If you like, since I did start with working on a dialog designer for you before, I could see if there's something you can use for yours. I'm mainly thinking scaling of dialogs and blendstates for dialog items (lighten, darken, additive etc). There might be some problems though with the latter one, since I was using xna 4.0 and not xna 3.1. But it's your call ofcourse, just letting you know that I have some things that could save you some time :)
Well, it stopped behaving errorenous, as I'm using the code now:P
I'll report back if it gets buggy again, and post what.
Speaking of unused, if you have a struct only providing static variables, then the compiler will show that as a warning, that the struct isn't used. And well, it's right I suppose, since the static fields are just global variables (but still). Would this be fixed or alternatively, allow a static identifier allowed before struct declarating? I'd see potential in that, say if you would like to have a monostate class/struct.
Interesting, well, yeah so far I'm agreeing, testing that code, it behaves just like you said.
But it is still weird, since neither of my options was checked to remove code, yet it did. The time it didn't was when it was actually used the code in a Trigger or Initializer, and at other cases when it used any blizzard-declared function.
My programming design choices have been to declare a struct, put everything inside the struct (fields, properties, members, methods), and then call a static init method from an Initializer. Could all that stuffing of the struct be related as well?
It results in two compiler errors for both the constants - I can't use them inside the struct if they also are declared inside the struct. However, since they are static, that error should not occur.
Right, although, I'd rather see it return -1 or something. Then again, the consequence would be that it would probably yield a "array index out of bounds" later, so, I guess never mind. It might just be confusing for the developer to interpret its meaning.
if(i==Foo_index){UIDisplayMessage(PlayerGroupAll(),c_messageAreaDebug,StringToText("Galaxy++ Error: Unable to allocate more than 5 dynamic Foo types."));IntToString(1/0);}
Why the division by zero (autogenerated from struct pointer allocation)?
Edit: Another minor irritating bug:
It seems that when you compile sometimes, the current active/selected/used tab is switched to another.
Nope, they are static, I can enable/disable the readonly mapscript, and further on any folder or file I like through the editor.
(*Below, when I say enabled state, I'm referring to the checkbox "enabled" which appears when you rightclick on an item. I suspect it should all in all be directly be linked to the text being grayed or not as well, but that may not be the case.)
Perhaps the answer is lying when you compile (the first time or so). I decided to create a new project again just for testing. What I see after compiling are folders being grayed out, without actually being disabled (or well folders that were empty gets grayed out, and disabled, with the contrast to being in a disabled state before but with black text). And enabling them sets their font back to black, but it doesn't change the enabled state (perhaps since they are folders?). At first, the Ouput is also locked, and I can't enable/disable those, but then after some messing around with the other, it goes possible.
Oh, another note, it's perhaps when folders are not containing any files that they can be tampered with. I'm not exactly sure what order I am doing things, but I hope it gives you any ideas of the problem.
So, now, instead of a project displaying a " " before the actual name, it is now showing " " (3 space characters) afterwards the name ;) (The same goes on the "Output" node)
Another bug: Switching between enabled and not enabled on items is inconsistent. It messed up the enabling and reenabling several times. At least, visually.
@The dialog system, I'm not happy to say that it's abit halted, mainly because of studies, and mainly because of a few issues. I'm starting to look for other options, since I'm perhaps hesitating whether or not .net and XNA is a good idea for the project. But yeah, it's mainly halted due to studies, I'll report back about it further on..
I'd like to report a couple of bugs, or some questions needed answers.
A note at the list: When I say the editor is crashing, it means that I get the crash report window.
1) Warning remains
I closed my project, and the warning I got before when compiling it ("You have unused definitions", if that matters), but the warning remains. Clicking on the warning message results in a crash/crash report.
2) Project and files
When you start the editor, you get the list of all projects. Shouldn't they be listed each as nodes to the Project root/parent?
When you create a new project and open it, there is a space character before the project name. If you try to rename it to remove the spacing, it refuses, saying there already exists a project with that name (which is correct since it does).
When renaming a file without the .galaxy++ ending, the .galaxy++ extension is visually lost in the editor, but the file stays with the extension. Restarting the editor fixes it, but still.
When creating a new project, filling a " " or \n or similar, the editor crashes. (May I suggest you using the Path class in the .net framework to check if a path is valid if you aren't doing already)?
Creating a project name called foo\bar for instance, will create the project bar, in the folder foo. However, when closing the project only foo will appear in the project list (which is empty with the exception of bar).
Creating a project, then removing the default mapscript file which was created, and then create your own files (say A first, then B then C etc) will cause the compiler to output a file called A.galaxy
It's possible to name a file " ". The resulting file is then " .galaxy++". How that was possible, I have no idea, since normally, " "+an extension is not allowed.
3) Folders
Right-clicking on a folder entry, then doing either "new file" or "new folder" creates a folder or file as a node of the clicked folder's parent. It would at least be more convenient if the file/folder was put as a child node to the clicked folder.
Naming a folder " " crashes the editor.
Regards
Mexa
PS: As a suggestion, it would be convenient to have a API browser or similar, as a choice, instead of the map browser toolwindow.
Additionally, perhaps splitting up the bottom panel to have tabs, for instance, one for errors and one for warnings.
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I should be very much able to run 3.0 shaders. Despire it being abit over 2 years old by now, it does have directx 10.1 support. http://www.amd.com/us/products/notebook/graphics/ati-mobility-hd-4000/hd-4600/Pages/hd-4600-specs.aspx
Yeah, looking at that, I do even have shader model 4.1, so whether your downgrade or not will work, I'm not sure. The flaw all along could lie in xna incompatibility I suppose.
Looking at msdn, I suppose you use the HiDef profile, if your current shader model is v3.0. Swapping that to reach would set it to shader model 2.0, but I suppose that is what you said you are going to test :>. Though, I have been using the HiDef profile before without problems, so I don't know either.Edit: Does not seem to exist for XNA 3.1
Yeah, it's a fresh dialog. I did get the xna framework 3.1 redistributablable too, so it does load the assembly properly.
One thing I noticed now when trying again (still the same as before, malfunctioning) is that I can see the cursor changing when it hovers over the "dialog", so I know it's there, and I can move it around as well.
Here's some additional info of what I can see:
Suggestions, by the way:
The scaling was not realted to the dialogs and items themselves having a scaling option, but more for the scaling of the entire designer surface scaling the dialogs and items accordingly, just like starcraft 2 does.
@SBeier: Go
I'm not entirely sure everyone needs to install the entire xna game studio for it. Installing only the redistributable for XNA 3.1 seems to have been sufficient (for me) to allow the assembly to load.
Now for something else, it appears that even if I can start it, the dialog don't appear after I have created it. In fact, no dialog component is, so I wonder what that's all about. http://dl.dropbox.com/u/2757798/IMG_04122011_012638.png
---
A bug regarding your library feature by the way. Say I take one of your libraries and use, doubleclicking the same library file several times will let it pop up as multiple tabs.
---
If you like, since I did start with working on a dialog designer for you before, I could see if there's something you can use for yours. I'm mainly thinking scaling of dialogs and blendstates for dialog items (lighten, darken, additive etc). There might be some problems though with the latter one, since I was using xna 4.0 and not xna 3.1. But it's your call ofcourse, just letting you know that I have some things that could save you some time :)
Well, it stopped behaving errorenous, as I'm using the code now:P
I'll report back if it gets buggy again, and post what.
Speaking of unused, if you have a struct only providing static variables, then the compiler will show that as a warning, that the struct isn't used. And well, it's right I suppose, since the static fields are just global variables (but still). Would this be fixed or alternatively, allow a static identifier allowed before struct declarating? I'd see potential in that, say if you would like to have a monostate class/struct.
Interesting, well, yeah so far I'm agreeing, testing that code, it behaves just like you said.
But it is still weird, since neither of my options was checked to remove code, yet it did. The time it didn't was when it was actually used the code in a Trigger or Initializer, and at other cases when it used any blizzard-declared function.
My programming design choices have been to declare a struct, put everything inside the struct (fields, properties, members, methods), and then call a static init method from an Initializer. Could all that stuffing of the struct be related as well?
Alright, another bug:
In the options, it seems that the checkboxes under "Unused declarations" is giving the opposite result you want.
Looking at the generated mapscript, checking "Remove unused methods/fields/structs" will not remove code, while unchecking will have code removed.
Hi!
Another error (I think)
I had this scenario:
It results in two compiler errors for both the constants - I can't use them inside the struct if they also are declared inside the struct. However, since they are static, that error should not occur.
Regards
Right, although, I'd rather see it return -1 or something. Then again, the consequence would be that it would probably yield a "array index out of bounds" later, so, I guess never mind. It might just be confusing for the developer to interpret its meaning.
Another bug, and this is the code I have:
It says that DeltaTime isn't used, and when I doubleclick the warning, it displays an error dialog box: "Could not open file".
Edit: More errors. Assume this:
Crashes the editor, but if I place the Foo*as a global variable, or if "i = 0;" is commented out, it wont crash.
Why the division by zero (autogenerated from struct pointer allocation)?
Edit: Another minor irritating bug: It seems that when you compile sometimes, the current active/selected/used tab is switched to another.
@SBeier: Go
I got that, now that wasn't my overall bug report. There's still an inconsistency where grayed out items do not match the enabled/disabled option. ;)
Nope, they are static, I can enable/disable the readonly mapscript, and further on any folder or file I like through the editor.
(*Below, when I say enabled state, I'm referring to the checkbox "enabled" which appears when you rightclick on an item. I suspect it should all in all be directly be linked to the text being grayed or not as well, but that may not be the case.)
Perhaps the answer is lying when you compile (the first time or so). I decided to create a new project again just for testing. What I see after compiling are folders being grayed out, without actually being disabled (or well folders that were empty gets grayed out, and disabled, with the contrast to being in a disabled state before but with black text). And enabling them sets their font back to black, but it doesn't change the enabled state (perhaps since they are folders?). At first, the Ouput is also locked, and I can't enable/disable those, but then after some messing around with the other, it goes possible.
Oh, another note, it's perhaps when folders are not containing any files that they can be tampered with. I'm not exactly sure what order I am doing things, but I hope it gives you any ideas of the problem.
@SBeier: Go
So, now, instead of a project displaying a " " before the actual name, it is now showing
" "
(3 space characters) afterwards the name ;) (The same goes on the "Output" node)Another bug: Switching between enabled and not enabled on items is inconsistent. It messed up the enabling and reenabling several times. At least, visually.
@The dialog system, I'm not happy to say that it's abit halted, mainly because of studies, and mainly because of a few issues. I'm starting to look for other options, since I'm perhaps hesitating whether or not .net and XNA is a good idea for the project. But yeah, it's mainly halted due to studies, I'll report back about it further on..
I'd like to report a couple of bugs, or some questions needed answers. A note at the list: When I say the editor is crashing, it means that I get the crash report window.
1) Warning remains I closed my project, and the warning I got before when compiling it ("You have unused definitions", if that matters), but the warning remains. Clicking on the warning message results in a crash/crash report.
2) Project and files
++
ending, the .galaxy++
extension is visually lost in the editor, but the file stays with the extension. Restarting the editor fixes it, but still.++
". How that was possible, I have no idea, since normally, " "+an extension is not allowed.3) Folders
Regards Mexa
PS: As a suggestion, it would be convenient to have a API browser or similar, as a choice, instead of the map browser toolwindow. Additionally, perhaps splitting up the bottom panel to have tabs, for instance, one for errors and one for warnings.