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PostPosted: December 13th, 2008, 10:19 am 
Hi,
it looks like your screenshots disappeared at http://thedigitalempire.com/detools/ste ... enshots/... :shock: :cry:

Have you checked out already to drop your AHK-stuff (like screenshots) at http://www.autohotkey.net ??

[FSB] might come handy for that task. Have fun. 8)


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PostPosted: December 17th, 2008, 2:46 am 
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Joined: December 17th, 2008, 2:33 am
Posts: 15
Hi this seams a great concept but unfortunately it does not work on my computer, i get an error between line 336 - 339 of the tool.ahk file.

this is what the lines read:
Code:
 Line#
     336:}
     336: if _Action = "" {
     337: _Result := %_TimerVar%
     338: }
     338: Else
     338: _Result := false
->  339: Return,_result


Could anyone help?


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PostPosted: December 23rd, 2008, 12:10 am 
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Joined: November 24th, 2007, 9:07 pm
Posts: 774
Chevron: If you're using my SVN version, that is expected right now unfortunately; I am revamping all the code in small bits, so until I finish that and announce the release of 0.8.9, the code can be considered broken.

Bobo: My apologies, I've switched servers and seem to have lost the old screenshots. As soon as I finish my code revamp for 0.8.9 and can actually run it again, I'll get a new set of screenshots up. SteamLab looks and works a LOT better now anyway.

I do have some other news, however. You can follow its development on my NEW development server (I moved it off of my home network).

Access the SVN repo or contribute:
http://svn.singularityshift.com/svn/steamlab/

Access the Trac site for tickets, timelines, milestones, etc.:
http://trac.singularityshift.com/projects/steamlab

And as always, access the Wiki for all information (including the above links :)):
http://wiki.singularityshift.com/wiki/steamlab

I am finally bored with some of the games I've been obsessed with lately, so I'm really pushing to finish 0.8.9 and again at least have a working version available.

More news soon.

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My Trac projects
My Wiki
[Broken] - My music


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PostPosted: December 27th, 2008, 10:32 pm 
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Posts: 774
Just a note that I'm working on a complete rewrite of the SteamWin code.

This new code will require Steam, but will be much smaller overall thanks to using Steam's GUI files to construct its interface.

Major benefits to this are:
1. Completely matches Steam's Skin, no matter what it is!
2. Reads all values from the steamscheme.res file, meaning all fonts, colors, etc. are synced between Steam and SteamLab
3. Drastically reduced package size yet again thanks to being able to remove most of SteamLab's GUI files in favor of Steam's.

This should be finished this weekend with complete documentation being on the Wiki.

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[Broken] - My music


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PostPosted: December 29th, 2008, 7:50 am 
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Posts: 774
Ok, I know I said the new version of the SteamWin functions would be out this weekend... but I miscalculated (again).

When I started writing my functions to parse the steamscheme.res file (in order to make the SteamLab colors always match the current Steam skin), I realized that almost the entire Steam interface is laid out in one giant flat-text array.

I am now completely rewriting my window functions, making the following changes skin-independent changes:
* Using the Gdip library (thanks Tic!) it actually follows the rendering steps laid out in steamscheme.res for most elements
* Matches Steam's current skin colors exactly
* Uses Steam's current skin resource files to build the interface
* Uses Steam's layout for things like the minimize/close button, resize grips, tabs, etc.

Thanks to Tic's functions, I am getting very close to being able to exactly replicate a Steam window (using Steam's own skin!). I am very excited about this. Unfortunately until I have the code in some semblance of order, I won't be able to test this and I won't know how the performance will be affected.

I don't know if I'm doing this the best way or not, but I've found it quite intuitive so far.

I am essentially parsing the steamscheme.res file recursively as one large array (starting with the Scheme element) and adding them to SimpleArray as Key->Value pairs. I then keep this array in working memory so that I don't need to parse the file anymore.

Now I can access the array like this:
Code:
FontName := SA_Get(SteamWin, "Scheme", "Fonts", "Default", "name")


While this is making SteamWin's code much, much larger, most of that goes into building the initial array, and it allows me to do some amazing things with AutoHotKey and GDI+ to replicate the way Steam builds its interface. It's also making the SteamWin package itself tiny in comparison, because I don't need to include ANY graphics with it anymore!

More news to come, with screenshots. (I wouldn't recommend even looking at the SVN code at the moment, as it's in a sad, sad state of bug-ridden, un-tested despair)

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PostPosted: December 30th, 2008, 8:16 am 
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Posts: 774
Using The Gdip library and the steamscheme.res file, as of right now I'm able to (though with some bugs) draw a properly colored window with a titlebar and title in the right place, and a grip panel (for resizing) properly placed, using Steam's gui files from its current skin.

While it's still not complete, this is a huge milestone for me. SteamWin will be immensely powerful in its ability to seamlessly integrate with Steam, if the performance hit doesn't turn out to be too great.

The coolest part of these new features is that SteamWin obeys the steamscheme.res rendering steps for almost every element it draws. Still working the kinks out, but the functions are able to turn this:

Code:
render_bg
         {
            "1"      "fill( x0, y0, x1, y1, ClayBG )"
            "2"      "fill( x0 + 1, y0 + 4, x1 - 1, y0 + 16, LightClayBG )"
            "3"      "image( x0, y0 + 3, x0 + 4, y0 + 7, Graphics/scrTopLeft )"
            "4"      "image( x1 - 4, y0 + 3, x1, y0 + 7, Graphics/scrTopRight )"
            "5"      "image( x0, y0 + 13, x0 + 4, y0 + 17, Graphics/scrBottomLeft )"
            "6"      "image( x1 - 4, y0 + 13, x1, y0 + 17, Graphics/scrBottomRight )"
            "7"      "image( x0, y0 + 7, x0 + 4, y0 + 13, Graphics/scrLeft )"
            "8"      "image( x1 - 4, y0 + 7, x1, y0 + 13, Graphics/scrRight )"
            "9"      "image( x0 + 4, y0 + 3, x1 - 4, y0 + 7, Graphics/scrTop )"
            "10"      "image( x0 + 4, y0 + 13, x1 - 4, y0 + 17, Graphics/scrBottom )"
         }
into a Steam-skinned scrollbar and add it to the Gui window according to positioning coordinates defined in the file.

And this:
Code:
FrameBorder
      {
         "corner_rounding" "3"
         render_bg
         {
            "0"      "fill( x0, y0, x1, y1, ClayBG )"
            "1"      "fill( x0, y0, x0+1, y1, LightClayBG )"
            "2"      "fill( x1-1, y0, x1, y1, LightClayBG )"
            "3"      "fill( x0, y1-1, x1, y1, LightClayBG )"
            //"1"      "gradient( x0, y0, x1, y0 + 200, DarkGreenBG, ClayBG)"
            "4"      "fill( x0 + 0, y0 + 0, x1 - 0, y0 + 21, LightGreenBG )" //test
            //"2"      "image( x0 + 8, y0 + 8, x0 + 16, y0 + 16, Graphics/title_tl )"   // topleft
            //"3"      "image( x1 - 16, y0 + 8,  x1 -8, y0 + 16, Graphics/title_tr )"   // topright
         }
      }
into a window frame matching Steam's window

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[Broken] - My music


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PostPosted: January 2nd, 2009, 6:02 am 
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Joined: November 24th, 2007, 9:07 pm
Posts: 774
Just another small update, but good news I think to one or two of the people who were interested in using SteamWin in other types of applications:

I've decided to go ahead and make SteamWin be able to utilize the entire steamscheme.res file--even to the point of being able to re-create existing Steam windows (their appearance, at least) with ease.

Because of this, I've also been playing with a new feature, which should be available in the first release:

Don't like Steam as a requirement? Just include a Steam skin (or your own skin) in a "skins" subdirectory of your application, and specify the skin name in a SteamWin config variable (or allow your users to select it). If Steam isn't installed, and no skin is specified, the first valid skin found under the skins subdirectory will be used automatically.

Use the Steam developer wiki for assistance creating your own skin--there is a lot of information already available, and many skins that can be downloaded. SteamWin will be able to parse any valid steamscheme.res file and display windows with your skin.

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PostPosted: March 5th, 2009, 2:07 pm 
I just wanted to say that I hope you like developing this script/application as much as I enjoy seeing it being developed (and reading new posts about it).

Rock on!


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PostPosted: March 5th, 2009, 4:48 pm 
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Joined: November 24th, 2007, 9:07 pm
Posts: 774
I'm very glad there's still interest in SteamLab, because I have a plan to revitalize its development in the very near future using the OOP library for AHK and all of the Classes I've been developing for it.

The next true release of SteamLab will be little ways off, because my biggest task to complete before then is finishing SteamWin, the library that will allow SteamLab to look and work like Steam.

Thanks for the note; I'll be sure to keep this thread updated with the latest development information, and hopefully within a month or two I can get SteamLab 0.9 released finally :)

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PostPosted: March 17th, 2009, 2:21 pm 
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Joined: March 17th, 2008, 10:02 pm
Posts: 21
Location: Netherlands
:!: best Bmcclure

the link below your msgs (to your projects) gives you a 'trojan' -according to the scanner (maybe an issue with your compiler):
E:\C\saveFrank\Documents\AHK\wintools\resource.zip
[0] Archive type: ZIP
--> gui/misc/utorrent/BEncode Editor.exe
[DETECTION] Is the TR/Dldr.AutoIt.DG Trojan

dl from http://trac.singularityshift.com/projects/steamlab/

grtz

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PostPosted: March 17th, 2009, 3:43 pm 
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Joined: November 24th, 2007, 9:07 pm
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I'm assuming that it's a false positive, however since that was just a tool I was using to help me work with the uTorrent settings file, it's not actually needed, so you can just delete it.

Just so you're aware, you won't have any luck getting SteamLab to work as it stands right now--its code is a mess and I don't think will even run until I finish my rewrite.

Thanks for the interest!

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[Broken] - My music


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PostPosted: March 18th, 2009, 11:21 am 
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Joined: March 17th, 2008, 10:02 pm
Posts: 21
Location: Netherlands
bmcclure wrote:
.. I don't think will even run until I finish my rewrite.

tnx Bruce

let us know here when you've accomplished some..
only the coding itself would be very interesting for every curious ahk'er,
besides the meaning for a steamuser like me...

Good Luck !

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PostPosted: April 18th, 2009, 9:22 pm 
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Joined: February 10th, 2009, 9:56 pm
Posts: 2
i hate steam its the horror for gamers


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PostPosted: April 20th, 2009, 9:46 am 
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Joined: March 17th, 2008, 10:02 pm
Posts: 21
Location: Netherlands
66.seals.are.broken wrote:
i hate steam its the horror for gamers

why :?:
It's easy to pinpoint the disadvantages, mainly the time it takes to install new games (and unwanted advertising for those who don't want to be informed about patches and updates).
The other big problem with steam - too much serverload - is solved now.

I prefer downloading a game, instead of ordering one/ search a shop.
and a good game is worth, paying for it.

:evil: The real horror with this kind of online services, is not to be able to use expensive software/games without paying for it.
Software i personally wouldn't use, when i had to pay... :cry:

Producers shouldn't forget that many programs own their popularity/professional use, because of the huge amount of illegal users, who 'got the experience' at home.


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PostPosted: April 27th, 2009, 5:10 am 
Is it just me or are the links broken?


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