Hi all,
I have decided to see what AHK V2 can offer me, so I thought I would start trying to lay the groundwork for my all-encompassing master plan
What I have in mind is an AHK script that gives you the power of AHK's hotkey system via a GUI-driven interface.
The primary intended use is for games and I am looking to basically replace the software that came with (or failed to come with!) your mouse / keyboard / joystick / other input device (eg 3D mice, head trackers etc).
The kinds of things I wish to support:
Device-to-device mappings (eg mouse to keyboard)
Toggles (ie convert momentary to hold)
Button Spam (Your basic rapid fire etc)
Analog/Digital conversion (eg Keyboard <--> Joystick) mappings
Shift States (any input method as a shift button)
Game-Specific code (eg Extended versions of classes to try and track game states such as "Are we currently in chat mode or not?")
I see no major hurdles stopping me from implementing any of the above features - I have pretty much written all of them before, it is the UI that I see as the major hurdle.
What I am thinking is to make the UI fixed-width (Say 800px) but variable height.
Within the main window, there would be one or more "modules". Modules are variable height.
Each module performs a single task (eg remapping MButton to X) or a small set of related tasks (eg handles a POV hat).
A module is a class - there are various classes for the different kinds of mappings etc.
It would also need profile support - Users can save / load module setups and use one profile per game etc.
Modules can be extended by end-users to provide new functionality by placing a script containing an Extended class in a specified directory.
So on to the point of this post.
I am currently working on the proof-of-concept and would appreciate any input.
I have taken Lexikos' scrolling snippet, converted it to V2 and started creating the classes.
I can add modules, and have the scrollbars updating when you do so.
It is, however, pretty messy / cludgey still. Use of global vars, hard-wired class instance names etc.
Obviously, I would like to try to encapsulate everything within the classes, but this is where I am having problems.
Any help would be much appreciated. No part of the code is sacred, if there is a better way to achieve anything, I would like to hear it, even if it means a complete re-write.
I am quite happy to use UI libraries if absolutely necessary, but I am also mindful that the UI has not recieved a V2 overhaul yet (Though I see fincs is maybe starting a drive in that direction) so I guess I need to keep my options open there.
[V2] Trying to make a class-based modular UI
Re: [V2] Trying to make a class-based modular UI
Code: Select all
OnExit, MainGuiClose
Instance := New MainClass()
return
AddPressed:
Gui, Main: Submit, NoHide
Instance.AddModule({name: "" . Instance.ModuleCtr + 1, height: ModuleHeight})
Gui, Main: +Resize +0x300000 ; WS_VSCROLL | WS_HSCROLL
return
MainGuiSize:
UpdateScrollBars(A_Gui, A_GuiWidth, A_GuiHeight, Instance.Modules)
return
MainGuiClose:
ExitApp
return
Class MainClass {
__New() {
this.Modules := []
this.ModuleCtr := 0
this.ModuleRectY := 0
global ModuleHeight
OnMessage(0x115, "OnScroll") ; WM_VSCROLL
OnMessage(0x114, "OnScroll") ; WM_HSCROLL
Gui, Main: New, , Main GUI
Gui, Main: Add, Text, x10 , Height
Gui, Main: Add, Edit, xp+50 yp-2 vModuleHeight, 100
Gui, Main: Add, Button, xp+50 yp-2 gAddPressed, Add
; Calculate height of static part of UI
Gui, Main: +LastFound
ControlList := WinGetControls()
y := 0
Loop ControlList.MaxIndex(){
ControlGetPos(cX, cY, cW, cH, ControlList[A_Index])
if (cH > y){
y := cH
}
}
y += 5
this.StaticHeight := y
Gui, Main: Show, W800 H200
Gui, Main: +LastFound
Gui, Main: +Resize +0x300000 ; WS_VSCROLL | WS_HSCROLL
return this
}
AddModule(params){
module := New this.NestedClass({parent: this, name: params.name, height: params.height})
this.Modules.Insert(module)
module.index := this.Modules.MaxIndex()
module.Init()
this.ModuleRectY := this.GetModulesHeight()
this.ModuleCtr++
UpdateScrollBars(A_Gui, A_GuiWidth, A_GuiHeight, this.Modules)
;module := "" ; ToDo: do I need this?
}
GetModuleY(idx){
y := this.StaticHeight + 5
Loop this.Modules.MaxIndex(){
if (idx == A_Index){
; module we want Y coord for
return y
} else {
; module above
y += this.Modules[A_index].h + 10
}
}
return 0
}
GetModulesHeight(){
y := this.StaticHeight + 5
Loop this.Modules.MaxIndex(){
if (A_Index){
y += 10
}
y += this.Modules[A_index].h
}
return y
}
IterateModules(){
if (this.Modules){
Loop this.Modules.MaxIndex(){
this.Modules[A_Index].SayHi()
}
}
}
Class NestedClass {
__New(params) {
this.parent := params.parent
this.name := params.name
this.height := params.height
return this
}
Init(){
name := this.name
y := this.parent.GetModuleY(this.index)
Gui, %name%: New, +ParentMain -Border
Gui, %name%: Add, Text,,Module: %name%
Gui, %name%: Show, x5 y%y% W790 H%this.height%
Gui, %name%: +LastFound
this.hwnd := WinExist()
GetClientSize(this.hwnd, w, h)
this.w := w
this.h := h
}
SayHi(){
msgbox("Hi, I am " . this.name)
}
}
}
OnScroll(wParam, lParam, msg, hwnd)
{
static SIF_ALL:=0x17, SCROLL_STEP:=10
bar := msg=0x115 ; SB_HORZ=0, SB_VERT=1
VarSetCapacity(si, 28, 0)
NumPut(28, si) ; cbSize
NumPut(SIF_ALL, si, 4) ; fMask
if !DllCall("GetScrollInfo", "uint", hwnd, "int", bar, "uint", &si)
return
VarSetCapacity(rect, 16)
DllCall("GetClientRect", "uint", hwnd, "uint", &rect)
new_pos := NumGet(si, 20) ; nPos
action := wParam & 0xFFFF
if action = 0 ; SB_LINEUP
new_pos -= SCROLL_STEP
else if action = 1 ; SB_LINEDOWN
new_pos += SCROLL_STEP
else if action = 2 ; SB_PAGEUP
new_pos -= NumGet(rect, 12, "int") - SCROLL_STEP
else if action = 3 ; SB_PAGEDOWN
new_pos += NumGet(rect, 12, "int") - SCROLL_STEP
else if (action = 5 || action = 4) ; SB_THUMBTRACK || SB_THUMBPOSITION
new_pos := wParam>>16
else if action = 6 ; SB_TOP
new_pos := NumGet(si, 8, "int") ; nMin
else if action = 7 ; SB_BOTTOM
new_pos := NumGet(si, 12, "int") ; nMax
else
return
min := NumGet(si, 8, "int") ; nMin
max := NumGet(si, 12, "int") - NumGet(si, 16) ; nMax-nPage
new_pos := new_pos > max ? max : new_pos
new_pos := new_pos < min ? min : new_pos
old_pos := NumGet(si, 20, "int") ; nPos
x := y := 0
if bar = 0 ; SB_HORZ
x := old_pos-new_pos
else
y := old_pos-new_pos
; Scroll contents of window and invalidate uncovered area.
DllCall("ScrollWindow", "uint", hwnd, "int", x, "int", y, "uint", 0, "uint", 0)
; Update scroll bar.
NumPut(new_pos, si, 20, "int") ; nPos
DllCall("SetScrollInfo", "uint", hwnd, "int", bar, "uint", &si, "int", 1)
}
UpdateScrollBars(GuiNum, GuiWidth, GuiHeight, ModuleArray)
{
static SIF_RANGE:=0x1, SIF_PAGE:=0x2, SIF_DISABLENOSCROLL:=0x8, SB_HORZ:=0, SB_VERT:=1
global Instance
; Calculate scrolling area.
Top := 0
Left := 0
Right := 800
Bottom := Instance.ModuleRectY
ScrollWidth := Right
ScrollHeight := Bottom
;Gui, %GuiNum%:Default
Gui, Main: +LastFound
; Initialize SCROLLINFO.
VarSetCapacity(si, 28, 0)
NumPut(28, si) ; cbSize
NumPut(SIF_RANGE | SIF_PAGE, si, 4) ; fMask
; Update horizontal scroll bar.
NumPut(ScrollWidth, si, 12) ; nMax
NumPut(GuiWidth, si, 16) ; nPage
DllCall("SetScrollInfo", "uint", WinExist(), "uint", SB_HORZ, "uint", &si, "int", 1)
; Update vertical scroll bar.
; NumPut(SIF_RANGE | SIF_PAGE | SIF_DISABLENOSCROLL, si, 4) ; fMask
NumPut(ScrollHeight, si, 12) ; nMax
NumPut(GuiHeight, si, 16) ; nPage
DllCall("SetScrollInfo", "uint", WinExist(), "uint", SB_VERT, "uint", &si, "int", 1)
if (Left < 0 && Right < GuiWidth)
x := Abs(Left) > GuiWidth-Right ? GuiWidth-Right : Abs(Left)
if (Top < 0 && Bottom < GuiHeight)
y := Abs(Top) > GuiHeight-Bottom ? GuiHeight-Bottom : Abs(Top)
if (x || y)
DllCall("ScrollWindow", "uint", WinExist(), "int", x, "int", y, "uint", 0, "uint", 0)
}
GetClientSize(hwnd, ByRef w, ByRef h)
{
VarSetCapacity(rc, 16)
DllCall("GetClientRect", "uint", hwnd, "uint", &rc)
w := NumGet(rc, 8, "int")
h := NumGet(rc, 12, "int")
}
Re: [V2] Trying to make a class-based modular UI
OK, so I made quite a bit of progress here - although I took a slightly different route than expected.
I went back to AHK v1 and extended Fincs' AFC to allow a scrollable sub-panel within the main window that can hold any number of child windows, tiling vertically.
Here is a video of it in action:
http://evilc.com/files/tmp/test2.wmv
The source is here:
https://github.com/evilC/UCR
It's still a little hacky, I am not very happy with the window layout code (Hard coded scroll bar sizes etc) but the goal was to make a proof-of-concept, and in that regard I think it goes far enough.
The project is currently on hold whilst I see what is going to happen regarding AHK V2 and Fincs' Proposed GUI Changes.
I went back to AHK v1 and extended Fincs' AFC to allow a scrollable sub-panel within the main window that can hold any number of child windows, tiling vertically.
Here is a video of it in action:
http://evilc.com/files/tmp/test2.wmv
The source is here:
https://github.com/evilC/UCR
It's still a little hacky, I am not very happy with the window layout code (Hard coded scroll bar sizes etc) but the goal was to make a proof-of-concept, and in that regard I think it goes far enough.
The project is currently on hold whilst I see what is going to happen regarding AHK V2 and Fincs' Proposed GUI Changes.
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