Author Topic: Custom GUI Control  (Read 1852 times)

Does anyone know of a way to make a custom GUI control?

Yes, injecting DLLs or such into the main game code.

new guicontrol(hi){};

Yes, injecting DLLs or such into the main game code.
You're a silly little silly silly, arent you?

Look at the RTB code, they made custom GUI controls.

You're a silly little silly silly, arent you?

Look at the RTB code, they made custom GUI controls.

They aren't GUI controls, they're GUI profiles.
Sigh.

Blockland\Add-Ons\System_ReturnToBlockland\interface\profiles

Code: [Select]
new GuiControlProfile(RTB_TextEditProfile : GuiTextEditProfile)
{
   fillColor = "255 255 255 255";
   borderColor = "188 191 193 255";
   fontSize = 12;
   fontType = "Verdana";
   fontColor = "64 64 64 255";
   fontColors[0] = "64 64 64 255";
   fontColors[1] = "0 0 0";
};
just an example, copied from RTB generic.cs

Blockland\Add-Ons\System_ReturnToBlockland\interface\profiles

Code: [Select]
just an example, copied from RTB generic.cs

That's a profile.

new guicontrol(hi){};

He wants to create custom classes for GUIs (examples of existing ones: guiBitmapCtrl, guiSwatchCtrl).

That's a profile.

He wants to create custom classes for GUIs (examples of existing ones: guiBitmapCtrl, guiSwatchCtrl).
Indeed.

what are you unable to do with the current set of gui controls that you need to make a new one to accomplish?

what are you unable to do with the current set of gui controls that you need to make a new one to accomplish?
Good point. I just thought for some custom bitmaps and stuff it would be more convenient to just be able to select a GUI control for it.

In that case you could use a profile. Look at the above posts.

In that case you could use a profile. Look at the above posts.
I tried using a profile before but when I saved the GUI and then restarted Blockland and loaded it it reset the profile back to what it was originally.

You need to define the profile in your client.cs.