Text based GUI for VGA_HiRes_Text Driver (revised)

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By: allen marincak, created: 2013-04-17 | updated: 2013-05-20

Simple text based GUI elements for the VGA_HiRes_Text driver supporting mouse and keyboard input. Nothing fancy but some fundamental items to control and display feedback for your Prop Application. This is simple enough so that you can build on it yourself as needed. Included are 8 objects

  • text panes, menus, status lamps, spin buttons
  • input fields with selectable keyboard focus
  • check boxes, radio buttons, push buttons

Bug reports and suggestions are welcome.

The revised version (1.2) has a few bug fixes and an improved infrastructure that handles all of the UI management (that the user had to write in the previous version). This simplifies the use of the UI greatly and the user only has to create the elements and any action functions that the elements will trigger.

 

 

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Package icon VGAHiResTextGUIDemo1.2.zip195.41 KB

Comments

[originally posted by Anonymous on 2011-01-15 02:50:49] Way cool! Exactly what I was looking for! Great job!

[originally posted by Anonymous on 2011-05-25 04:08:49] Does not work on the C3 despite using the correct VGA group (16).. :( Marc
 
[originally posted by Anonymous on 2011-05-25 04:15:33] Need to assert pin 13 low for c3 to work.
 
[originally posted by allen marincak on 2011-05-27 17:50:16] Cool, didn't take you long to figure it out :). When I wrote this the C3 was not around. Is that pin 13 ... or IO P13? From a quick look at the C3 I figured it would be IO P15 (i.e. pin 16) you would need to assert low(?). Anyway, cheers!
 
[originally posted by Anonymous on 2011-11-06 05:23:09] Thank you for this fantastic GUI. I was quite shocking that I could not find a way of drawing just text (without surrounding the surrounding window). Which way do you think is the best for doing this?
 
[originally posted by Anonymous on 2011-11-06 05:30:29] Oh, sorry, I just couldn't find it because there was no object for that purpose and I was not specified in the first comment block of the demo, but is as simple as using GUI.PrintStr(). Sorry for my silly question!
 
[originally posted by allen marincak on 2011-11-07 15:49:08] :) That was fast, lol. Glad you find it useful, cheers!
 
[originally posted by Anonymous on 2011-12-07 22:39:06] [by cprcrack] In case someone needs to be able to select an item of the spin control programmatically, it can be done like this: 1) In GUIBase.spin, add: PUB SPINSetDataIndex(guid, index) | odx odx := gz_elem[guid] & G_OMSK SPIN[odx].SetDataIndex(index) 2) In SpinBox.spin, add: PUB SetDataIndex(index) varDataIdx := index DrawData(index)
 
[originally posted by Anonymous on 2011-12-07 22:40:13] [by cprcrack] Oops, no line breaks, you will have to split both the adding 1 and 2 in 3 lines each, good luck!
 
[originally posted by Anonymous on 2012-02-15 14:56:24] This work must show the remarkable hope for Propeller users. This is great. But by looking through whole code, there are still naive (weak in real use case) coding style elsewhere. I need to modify number of places to work in my project. So, to be able to work for various projects, this needs refurbishing from the bottom design. Please reinvent this kind of framework from on the shoulder of this work, anyone