I'm making an extended GUI module, that encapsulates most of the work and adds some functionality. My Idea is to convine this with a GUI designer for BLIde. the fact is I think MaxGUI handles everything in a not much user friendly way (maybe too low level) I want to make an additional handler class much more OO friendly, and much more similar to the way events and GUI elements are handled by Visual Studio. (As instance, al windows inherit the BGWindow class, and all buttons or whatever in the window are in fact, fields of a certain type, etc etc. the same as in Visual Studio).
But the fact is that I'm finding a lot of limitations, and I'm just trying to solve them mantaining the cross-platform implementation of the resoulting source code.
MaxGUI is a very good and complete module, but I think it needs some extra work in certain areas. It seems it has been build for procedural programing, But I really don't see the benefits of making procedural programing in a event-based interface (it's just my opinion).
this is a sample of how clean the code is after appling this module:
You can see, you don't have to deal with event const any more... and you can forget about those bug Select ... End Select structures, and all windows are created as classes, etc etc. I hope I'll have this finished soon to start the BLIde GUI editor.
So, in fact, I was wondering how could I let a Window be modal.
But the fact is that I'm finding a lot of limitations, and I'm just trying to solve them mantaining the cross-platform implementation of the resoulting source code.
MaxGUI is a very good and complete module, but I think it needs some extra work in certain areas. It seems it has been build for procedural programing, But I really don't see the benefits of making procedural programing in a event-based interface (it's just my opinion).
this is a sample of how clean the code is after appling this module:
Import blide.blgui Type WelcomeDialog Extends BGWindow Field but1:BGGlowButton '#Region THIS CODE IS GENERATED BY THE GUI EDITOR Method WelcomeDialog_Close(e:BGSimpleEvent) End End Method Method But1_Pressed(e:BGMouseEvent) Notify("button pressed: " + but1.Text_get() + " contained in an object of type " + but1.Container_Get().GetType()) + " mouse button used: " + e.Button + " Event identifier: " + e.id End Method End Type Local I:WelcomeDialog= New WelcomeDialog 'Creates the instance i.Load 'Creates the GUI elements and loads all the form Repeat DoEvents() Forever
You can see, you don't have to deal with event const any more... and you can forget about those bug Select ... End Select structures, and all windows are created as classes, etc etc. I hope I'll have this finished soon to start the BLIde GUI editor.
So, in fact, I was wondering how could I let a Window be modal.