DragDropGui Control
by Stefan Beffy Moises · 04/07/2004 (12:47 pm) · 60 comments
This gui was originally written by Jarred Schnelle (Jafa Rykos) in 2003 and I have updated it to work with the current HEAD and to show the functionality in a little demo gui...
The demo gui artwork was kindly provided by Timothy Aste, www.gremlinstudios.com - thanks dude!
Please note: this is not a working inventory system, it's only the fancy gui/frontend part of it...
any inventory or whatever logic has to be implemented by the user... :-)
The zip contains a readme file, the source files, images as well as a patch file so that you don't have to make the necessary changes manually if you don't want to...
Here is what it looks like:
tork.beffy.de/images/remository_pics/dragdrop.jpg
and here is a little video showing it in action:
tork.beffy.de/downloads/videos/dragdrop1.avi (~1 MB, DivX 5.05)
Since the file is too large for the resource, you can grab it
here.
Have a lot of fun! :-)
The demo gui artwork was kindly provided by Timothy Aste, www.gremlinstudios.com - thanks dude!
Please note: this is not a working inventory system, it's only the fancy gui/frontend part of it...
any inventory or whatever logic has to be implemented by the user... :-)
The zip contains a readme file, the source files, images as well as a patch file so that you don't have to make the necessary changes manually if you don't want to...
Here is what it looks like:
tork.beffy.de/images/remository_pics/dragdrop.jpg
and here is a little video showing it in action:
tork.beffy.de/downloads/videos/dragdrop1.avi (~1 MB, DivX 5.05)
Since the file is too large for the resource, you can grab it
here.
Have a lot of fun! :-)
#22
02/26/2006 (6:43 pm)
Has anyone managed to get this to work in TSE?
#23
I'm trying to adapt it with our requirements.... all is fine except one thing..
we have (in three places) the comparing of:
this->getDropBorderSearch() == DDBCtrl->getDropBorderType()
or
searchString == DDBCtrl->getDropBorderType()
I want to make ability to set like:
.dropBorderSearch = "weapon tools";
.dropBorderType = "armor coat";
and to use something like getWord in comparing..
So, on different DD's I can set multiple values ... got idea?
I was trying to use this:
While getUnitCount works perfectly, getUnit comparision gives some
strange stuff, as it always true, even if I comparing
.dropBorderType = "asd dsa";
and
.dropBorderSearch = "aaa sss";
I'm not that good in c++ so... anyone?
or maybe there is another working function like getWord but in c++?
04/20/2006 (5:03 pm)
I'm in troubles ;)I'm trying to adapt it with our requirements.... all is fine except one thing..
we have (in three places) the comparing of:
this->getDropBorderSearch() == DDBCtrl->getDropBorderType()
or
searchString == DDBCtrl->getDropBorderType()
I want to make ability to set like:
.dropBorderSearch = "weapon tools";
.dropBorderType = "armor coat";
and to use something like getWord in comparing..
So, on different DD's I can set multiple values ... got idea?
I was trying to use this:
bool ddBorderOk =false;
U32 sCount = getUnitCount(searchString, " ");
U32 tCount = getUnitCount(DDBCtrl->getDropBorderType(), " ");
U32 sInc=0;
U32 tInc=0;
while ( sInc<sCount && !ddBorderOk )
{
while ( tInc<tCount && !ddBorderOk )
{
if (getUnit(searchString, sInc, " ") == getUnit(DDBCtrl->getDropBorderType(), tInc, " "))
{
ddBorderOk = true;
}
tInc++;
}
sInc++;
}The getUnitCount and getUnit I took from consoleFunctions.ccWhile getUnitCount works perfectly, getUnit comparision gives some
strange stuff, as it always true, even if I comparing
.dropBorderType = "asd dsa";
and
.dropBorderSearch = "aaa sss";
I'm not that good in c++ so... anyone?
or maybe there is another working function like getWord but in c++?
#24
edit: Well, it seems to work, other than a bunch of the gui files have been moved around.
05/16/2006 (7:55 pm)
Hm has anyone used this with ver 1.4?edit: Well, it seems to work, other than a bunch of the gui files have been moved around.
#25
07/25/2006 (1:03 pm)
Has anyone successfully ported this over to TSE yet?
#26
For TSE (0_4_5_0) Download code here :
http://xoomer.alice.it/afraboni/teamitalia/DragDrop.rar
Bye
^_^
10/18/2006 (1:26 pm)
Quote:
Kyle Cook (Jul 25, 2006 at 22:03)
Has anyone successfully ported this over to TSE yet?
For TSE (0_4_5_0) Download code here :
http://xoomer.alice.it/afraboni/teamitalia/DragDrop.rar
Bye
^_^
#27
11/17/2006 (8:17 am)
Does anyone have the updated link to the code? The above link seems to send me back in circles with no code example?
#28
I've updated the link above, too :)
11/17/2006 (8:21 am)
Try this tork.beffy.de/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1I've updated the link above, too :)
#29
www.geeconsulting.net/visionimages/guiDragDropButtonCtrl.zip
12/18/2006 (11:53 am)
TSE Build can be gotten here:www.geeconsulting.net/visionimages/guiDragDropButtonCtrl.zip
#30
I am new to torque.
I am using Beffy resources.i compiled the engine successfully.
i am very thankful to Beffy.this resources is working nicely for me.
But i have some problems.i want to drop items on ground from DragDrop inventory.
but i am not knowing the proper functions and .cs file to be modified.
if possible could any body help me.
i am thanking in advance.
01/05/2007 (5:28 am)
HiI am new to torque.
I am using Beffy resources.i compiled the engine successfully.
i am very thankful to Beffy.this resources is working nicely for me.
But i have some problems.i want to drop items on ground from DragDrop inventory.
but i am not knowing the proper functions and .cs file to be modified.
if possible could any body help me.
i am thanking in advance.
#31
01/25/2007 (12:45 am)
Anyone tried this with 1.5? It seems like guiDragDropButtonCtrl.cc is calling things from GuiControl that aren't there.
#32
There are C++ changes in the readme, the only difference between the readme and the current build of TGB is that the changes in the guiCanvas.cc should be in TGBs guiMenuBar.cc.
02/11/2007 (9:59 am)
@ChrisThere are C++ changes in the readme, the only difference between the readme and the current build of TGB is that the changes in the guiCanvas.cc should be in TGBs guiMenuBar.cc.
#33
Great starting point for our "pimp my vehicle" gui with upgradable object slots
With very few tweaks it just worked in 1.5
04/06/2007 (3:06 am)
Super ressource - thanks BeffyGreat starting point for our "pimp my vehicle" gui with upgradable object slots
With very few tweaks it just worked in 1.5
#34
I get errors like:
error C2039: 'mDragDropArraySize' : is not a member of 'GuiControl'
and
error C2039: 'DragDropArray' : is not a member of 'GuiControl'
Does anyone know how DragDropArray should be implemented into GuiControl to make this work?
04/06/2007 (10:47 am)
1.5.1 seems to have killed this resource for me. I'm working on debugging it.I get errors like:
error C2039: 'mDragDropArraySize' : is not a member of 'GuiControl'
and
error C2039: 'DragDropArray' : is not a member of 'GuiControl'
Does anyone know how DragDropArray should be implemented into GuiControl to make this work?
#35
04/28/2007 (6:06 pm)
Has anyone been able to fix Stephen's problem yet? I'm having the same issue. ^^^^
#36
Had to modify some paths in the .h and .cc files, and choose the appropriate place to put the "guiDragDropButtonCtrl.*" files.
For anyone attempting this, just take note of the new folder structure for the engine/gui folders.
You will need to modify the path in guiDragDropButtonCtrl.h, near the top. (Note: I placed the files into the engine/gui/controls/ folder)
From:
and in the guiDragDropButtonCtlr.cc file
From:
There may have been a couple of other paths that needed changing, but you should spot where that needs to be done in the readme.txt that comes in the file package.
Lastly there are a couple of references to "guiMenuBar" which needs to be changed to "guiCanvas".
-Dennis.
05/05/2007 (4:28 am)
I'm not sure about the problems that Stephan and Andy are having, however I have just patched this into the TGE 1.5.1 release.Had to modify some paths in the .h and .cc files, and choose the appropriate place to put the "guiDragDropButtonCtrl.*" files.
For anyone attempting this, just take note of the new folder structure for the engine/gui folders.
You will need to modify the path in guiDragDropButtonCtrl.h, near the top. (Note: I placed the files into the engine/gui/controls/ folder)
From:
#ifndef _GUIMOUSEEVENTCTRL_H_ #include "gui/guiMouseEventCtrl.h" #endifTo:
#ifndef _GUIMOUSEEVENTCTRL_H_ #include "gui/controls/guiMouseEventCtrl.h" #endif
and in the guiDragDropButtonCtlr.cc file
From:
#include "gui/guiCanvas.h" #include "gui/guiDragDropButtonCtrl.h"To:
#include "gui/core/guiCanvas.h" #include "gui/controls/guiDragDropButtonCtrl.h"
There may have been a couple of other paths that needed changing, but you should spot where that needs to be done in the readme.txt that comes in the file package.
Lastly there are a couple of references to "guiMenuBar" which needs to be changed to "guiCanvas".
-Dennis.
#37
05/05/2007 (7:08 am)
Hi Dennis. I'm trying to use the TSE/TGEA version of this, which isn't working.
#38
06/21/2007 (5:59 am)
Hi all. I got this to work in TGEA but when I open my gui there are no weapons/items. Can someone send me and example of how they set up the DragDropGui.cs file?? Or is it in the .gui file I need to make my mods in?? Thnks
#39
06/22/2007 (9:24 pm)
There are a bunch of changes for guiControl that go with the resource that aren't in the downloads. Can someone post an update please?
#40
error C2039: 'mDragDropArraySize' : is not a member of 'GuiControl'
it's probably because you didn't edit guicontrol.h and cc
the readme file in the download tells you what to do.
07/02/2007 (5:02 pm)
if you're getting the errors like error C2039: 'mDragDropArraySize' : is not a member of 'GuiControl'
it's probably because you didn't edit guicontrol.h and cc
the readme file in the download tells you what to do.

Torque Owner Shawn Simas
Bigfoot Studios
I'm using it with my Inventory system but if I go into a game, move some objects around in the inventory, leave the game, and rejoin... my Inventory will stay in the same spot I moved it to previously. Has anyone had this problem? Is it somewhere in my script or is that just how the C++ end of the resource was programmed?
Edit: Same with dying and respawning, your starting inventory will be where you had it before dying.