ScriptUO

Official ScriptUO EasyUO Scripts => Site Scripter Libraries => Endless Nights' Script Library => Topic started by: Endless Night on March 31, 2011, 06:27:01 AM

Title: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on March 31, 2011, 06:27:01 AM
Modded OpenEUO Interface (GUI)  by EN.
Version 12.1


Download and replace all 4 files stored in OpenEUO  GUI  subdirectory (all in attached zip)
    Menu.lua,main.lua, instances.lua, Layout.lua
Download and install the additional icons needed in GUI\Icons  subdirectory (all in attached zip)
   Saveall.ico, undo.ico, stepinto,ico, stepover.ico, stepout.ico

All Modded Lines either:
   a) start in --**EN if original line is commented out
   b) end in --**EN if a new line is added.
   c) Startin --**EN Block Begin ,  End in **EN Block End for large blocks of code
Note: No lines are modded they are either commented out or added (Added lines are sometimes modded version of line above commented out)

New Features/Addons
ABOUT BOX
- About box accessed from Help-about menu option, modded to include version of GUI mods installed.

UOXL SWAP - function on toolbar and menu. NOTE LIMITATIONS.
- Added Toolbar Icon
- Added Menu Option (under control)
- Added StatusBar caption  OnClient  x:y
- Allows USER to swap the Client the script will be run against. Prior to starting the script.
- Remembers the Client set for each tab and auto swaps when tab changes
- This works by adapting Cheffs method of inserting a line (UO.CliNr = 1 ) at top of copy of script to execute on start button press.
- When a new tab is created it is default set to the same Client as the last active tab.
- If you do a swap with the script is running nothing will happen. Stop the script and start it again it will now start in that client.
- LIMITATION: Once a script is running this function does not affect the working space of the script.
- LIMITATION: If a script while running internally (UO.CliNr = ??) changes its client space this change is not reflected in the UOVAR panel displayed, or on the Statusbar.

FAVORITES MENU
- Add A Favorite - Allows you to add scripts to the favorites menu
- Select a item in the favorites menu and it gets loaded
- Max 25 Favorite Entries
- Favorite file details are storted in gui/favorites.cfg
- To remove Favorite entries edit above file.

RE-OPEN MENU
- Stores name of last 15 files open in last open order
- stores list in gui/reopen.cfg


Auto Backup
Auto saves all open files (if changed) every 3mins with .bak extension

Script Analysis
- Script Function list - with click move to function in script.

MENU Changes/Additions
- UOXL SWAP as above
- added close all to popup menu
- Wiki  Menu Option  (11 links)
- Tutorial Menu Option  (16 links)
- Code/Librarys Menu Option (30 links)
- Favorites Menu Option As Above
- ReOpen Menu Option As Above
- Goto -- Goto function - moves to line number entered (on menu and popup menu)
- Saves All - saves all open files - code donate by Ximan / VilsonFarias
- Find and Replace Functions: Find, FindNext,  Replace   (replace all)
- Exit/close/Close all now checks for unsaved data before closing

TOOLBAR Changes/Additions
Added missing toolbar menu options from EUOX and added Control Icons.

Additional
Menu and toolbar options set to contect sensitive
Save/save as/cut/paste/delete/copy

(Reference material WebLinks to easyuo.com, Scriptuo.com, LuaUsers.Org)


UPDATE INSTRUCTIONS FOR NEW VERSIONS OF OPENEUO
 All updates todate have not included any modifications in the GUI files besides the version number. Thierfor you do not need to change anything except the version number located in the top of menu.lua.  Personally I don't even bother with that.  At some point in time this will no longer be true and you might need to download a new version once I have updated.
So For now OpenEUO runs just fine without overwritting the modded files on every update.


ALL my Normal Licensing blabla Applies... Comment welcome.

EN's AKA JosephAJ  OpenEUO Scripts/Librarys/Projects
ENs OpenEUO Buff/Debuff Bar Scanner (http://www.easyuo.com/forum/viewtopic.php?t=44636&highlight=buffbar)
EN's EUO2LUA Converter (http://www.easyuo.com/forum/viewtopic.php?t=45036)
EN's OpenEUO Modded Inferface (MODGUI) (http://www.easyuo.com/forum/viewtopic.php?t=46408)
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on March 31, 2011, 07:42:11 AM
Be careful and don't make the same mistake Ximan made.  I'll bet he spent 100s of hours on his modded gui.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on March 31, 2011, 08:36:41 AM
Be careful and don't make the same mistake Ximan made.  I'll bet he spent 100s of hours on his modded gui.

LOL yea... no mines much simpler than that , basically didit for an easy way to select the CORRECT client so start a script in ... as its annoying as hell right now.... .. and err Im ripping a bit of your from menu stlye from scriptuo.. to make easy for looking up stuff. (if you dont mind)
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on March 31, 2011, 08:56:04 AM
Absolutely don't mind at all.  I was going to do something similar, but since you're going to do that, I have happy feelings.  heh.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on March 31, 2011, 09:03:18 AM
carn't figure out how to do nest menus .. ow well work with what i got.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on March 31, 2011, 09:34:04 AM
You might want to wait for Cheffe to do the re-write.  I decided to not even touch the GUI-stuff until he gets things fixed.  I spent too much time chasing bugs I had no hope of fixing and finally just gave up. 
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on March 31, 2011, 09:58:16 AM
VERSION 1.0 - uploaded.

comments welcome.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on April 07, 2011, 09:30:06 AM
UPDATE INSTRUCTIONS FOR NEW VERSIONS

With this update non of the modded/GUI files have changed thierfor you do not need to change anything except the version number located in the top of menu.lua.   I am looking into rewritting my mods all into one seperate file so in the future all that would be needed is to add a dofile line to menu.lua when an update occurs.  For now OpenEUO runs just fine without overwritting the modded files.





Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on May 15, 2011, 08:28:09 PM
Version 2

No major changes since first version
- Split Wiki and Tutorials into 2 menu options
- Added additional tutorial links
- added Additional Code Library Links
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on June 03, 2011, 05:26:38 PM
Version 3

- Added additional links to Tutorials and Code Libraries.
- Wiki, Tutorials and Code/Librarys have their own menu
- Added New Menu Option FAVORITES - allows you to save favorite scripts to menu and quickly load them. (Max 25)


As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on June 03, 2011, 07:25:40 PM
Version 4

- ReOpen last files menu option added. Stores last 15 files opened in file ReOpen.cfg
(Allows for menu driven reopening of last files like in EasyUo)

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Neo on September 13, 2011, 09:11:06 PM
Finally got around to using OEUO a little this week... And I wouldn't have done this without trying out your mod...

And I must say, this is impressive stuff... Very nice job!

I've just started learning the basics of OEUO and LUA. This will certainly help keeping me motivated to keep on learning...

Thank you for sharing this!

neo
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on September 14, 2011, 04:41:47 AM
Finally got around to using OEUO a little this week... And I wouldn't have done this without trying out your mod...

And I must say, this is impressive stuff... Very nice job!

I've just started learning the basics of OEUO and LUA. This will certainly help keeping me motivated to keep on learning...

Thank you for sharing this!

neo

your welcome.   I would find OpenEUO unusable without my changes now.


Of coruse the lack of find in the edit interface is one of the persisting annoyances as well.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on April 05, 2012, 10:24:33 AM
Version 5

- Addition of Save All Function (Control S)
- Addition of new Links.

Many thanks to Ximan / VilsonFarias for providing the save all code. (credit added to about box)

If anyone else has mods to my mods they would like to see integrated.. just post as VilsonFarias did above.

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 01, 2013, 10:31:58 PM
Version 7

Added Find and Replace Functions
- Find
- FindNext
- Replace (replace all)

Notes: Layout.lua has been added to the update list. As with previous versions when OpenEUO updates do not unzip the GUI folder and you will not have to re-download these files. The only issue this causes is that the version number OpenEUO displays in the about box will not update, but this has no practical consequences.


If anyone else has mods to my mods they would like to see integrated.. just post.

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 05, 2013, 09:08:10 PM
Version 8

- Made Find/find replace non-case sensitive.

- Added a new Tab Control + Panel to list all the functions in your script. Single/double clicking a function name will move you to that function in your code. Major timesaver feature. (Inspired by TrailMyx function list in his scriptuo project)


If anyone else has mods to my mods they would like to see integrated.. just post.

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Ultima on January 06, 2013, 02:34:09 PM
I don't understand why more of these features weren't incorporated into the archaic EasyUO.

Unfortunately I'm only using OEUO for one script right now. I wish more of the scripts I use regularly were available in OEUO. Everything in OEUO seems smoother and faster.

The favorites and tutorials are really nice features and then there is the library features!

I'm really enjoying the look and feel of the MODGUI and I hope to use more scripts in OEUO in the future as they become available.

With the default OEUO GUI it's no wonder it didn't get a positive reception right from the beginning.

Your MODGUI completely changes the look and feel of OEUO. It's the Pinco of OEUO!
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 06, 2013, 03:34:15 PM
I don't understand why more of these features weren't incorporated into the archaic EasyUO.
Unfortunately I'm only using OEUO for one script right now. I wish more of the scripts I use regularly were available in OEUO. Everything in OEUO seems smoother and faster.
The favorites and tutorials are really nice features and then there is the library features!
I'm really enjoying the look and feel of the MODGUI and I hope to use more scripts in OEUO in the future as they become available.

With the default OEUO GUI it's no wonder it didn't get a positive reception right from the beginning.

Your MODGUI completely changes the look and feel of OEUO. It's the Pinco of OEUO!


Well if i had access to the source of EUOX   or even OpenEUO I would add many such features and improvements.  Right now adding each feature has been very difficult due to the complete lack of documentation and the fact that allot of the commands menu/gui commands are not fully implemented, and or dont work as expected...  its a bit like shooting ducks in the dark .. when you turn the light on you see if you hit anything or not. Turn the light off and try again... lol

Glad you are enjoying what i had implemented so far.. if you have any suggestions and i can figure out how to do it i will.


Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: manwinc on January 06, 2013, 05:19:10 PM
OOooo.. This might get me back into OEUO!!
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 07, 2013, 12:12:40 PM
If you have 0 functions in the script, and then click the function windowpane, goodbye oEUO instance.  It closes down and doesn't ask you to save anything.

If you use anonymous functions, it doesn't pick those up.  Be cool if it could because then it would even track event handlers like OnClick/OnClose/OnChange.
i.e.
local it = function() return end

I'm not sure how you did this, if it's regex picking up the word function, then this might not be a huge change.  If it is, I can live because I don't use a TON of functions like this.


Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 07, 2013, 01:12:53 PM
If you have 0 functions in the script, and then click the function windowpane, goodbye oEUO instance.  It closes down and doesn't ask you to save anything.

If you use anonymous functions, it doesn't pick those up.  Be cool if it could because then it would even track event handlers like OnClick/OnClose/OnChange.
i.e.
local it = function() return end

I'm not sure how you did this, if it's regex picking up the word function, then this might not be a huge change.  If it is, I can live because I don't use a TON of functions like this.

Good catch on the empty list .. thought id tested that .. but I guess i tested that when i was attempting to use the TListbox... before i gave up.

As to the anonymous functions I was thinking off supporting that.. a bit of fiddling is all thats needed... I'll post when updated.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 07, 2013, 07:36:56 PM
Version 8b

- Added ALT key shortcuts to the Find/find replace form buttons

- Fix for clicking in empty function list crashing OpenEUO.


If anyone else has mods to my mods they would like to see integrated.. just post.

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 08, 2013, 07:58:03 AM
Thanks for the fix!

Glad I found it early on, lol.  Only lost 5 minutes worth of code.  I woulda cried had I coded for 2 hours.  I'm a terrible saver. 
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 08, 2013, 08:13:50 AM
Thanks for the fix!

Glad I found it early on, lol.  Only lost 5 minutes worth of code.  I woulda cried had I coded for 2 hours.  I'm a terrible saver. 


Now that would be an interesting function ... autosave ... ummm     

I turned on your request of anoymous functions and tested it on ximans emulator library... had to turn it off again.  He had so many functions in that script it brought the editor to a standstill.   I will have to do some additional work on how i update the list, maybe only 40 functions per cycle.   In the modgui i dont have access to seperate threads so i have to be carefull how much time i suck from the main gui thread (it cannot be noticeable)

Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: ximan on January 08, 2013, 09:27:42 AM
Thanks for the fix!

Glad I found it early on, lol.  Only lost 5 minutes worth of code.  I woulda cried had I coded for 2 hours.  I'm a terrible saver.  


Now that would be an interesting function ... autosave ... ummm      

Funny I logged in to suggest that as well.  You could measure how much change has occurred to a file and automatically back it up with a special suffix, appending a datestamp comment to the beginning or end of the script.


Quote
I turned on your request of anoymous functions and tested it on ximans emulator library... had to turn it off again.

Lolz, fortunately most sane scripts aren't going to be structured like it (plus, there are around 474 functions defined).  I tend to write all functions in the form local x = function() ... end ,  or group them in tables, maybe that is the problem.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 08, 2013, 12:45:11 PM
I was gonna suggest autosave but figured that would be hard...   But Ximan makes it sound so simple.

:Waits Tapping Foot:
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on January 08, 2013, 01:02:24 PM
ximan makes everything sound simple.  I wish I had 1/2 of his brain.  lol
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 08, 2013, 01:06:45 PM
I'd laugh if you got the emotional half.

Because you'd be hysterical!
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 08, 2013, 04:30:10 PM
Version 9beta

- Set Focus on Input Fields in the Find/find replace forms

- Added GOTO line function  Ctrl-g On Edit menu and Script Popup Menu.  Go's to a specified line, to make those script errors easy to track down.

- Added Autobackup every 3mins. Will create a file of the same name/folder as loaded file with an additional .bak extension.  If the file is not named yet saves as autobackuptab-??.bak  ??=tab number.  Currently Will create backups of all tabs regardless of if they have been changed or not.


Beta release incase KalOfLS finds me a bug or 2  ;D


 

If anyone else has mods to my mods they would like to see integrated.. just post.

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 08, 2013, 05:46:32 PM
Autosave seems to be working.  I don't know what kind of access you have to files but a few notes about the behavior (whether intended, good/bad, or no weighting of the trade offs).

If I save the file, bak could be deleted for me so I don't have 2 of every script. 
If I open a back up file and don't deal with it right away, I'll end up with a .bak.bak file.  I assume this goes forever :p

Anyway, I bet this saves my butt more than once :)    Thanks EN

Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on January 08, 2013, 05:56:27 PM
.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak

Neat!
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 08, 2013, 06:38:58 PM
About your commends ...KaliOfLs  ..

- If I save the file, bak could be deleted for me so I don't have 2 of every script. 
It could sure ... but why.. when 3 mins later you will have another .bak.... currently it backsup regardless of it theirs been any changes...  I probably should have an option to turn off autobackups... but otherwise the reality is you will have a 3min old script backup always...


If I open a back up file and don't deal with it right away, I'll end up with a .bak.bak file.  I assume this goes forever :p
yup... and thats the way it should be .. its making a backup lol. -- This could again be rectified by adding in code to only backup if changed. Or you could open it in notepad if it really bothers you.


Anyway, I bet this saves my butt more than once :)    Thanks EN
your welcome...
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 08, 2013, 06:39:55 PM
.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak

Neat!

Dam ... if you make that many mistakes every 3mins you will never finish your coding project lol....
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on January 08, 2013, 06:43:47 PM
The bak bak bak thing will probably happen in ScriptUO also.  

Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 08, 2013, 08:57:04 PM
The bak bak bak thing will probably happen in ScriptUO also.  


Well it will only happen if you open the .bak file... then open the .bak.bak file ..etc... so will never happen....   I just figured out how to access the menuitems and toolbar item states so i just implemented selective backup when made a change only....

Question is should i auto delete these backups on save and or closing the program ?? as auto backup is really just for crash recovery...  I could add an auto save function as well ..  

Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 08, 2013, 08:59:21 PM
hahaha, well you bring up an excellent point about it just creating another one :p   

Either way, this is a lot better than no back up :)
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Crome969 on January 08, 2013, 09:48:23 PM
.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak

Neat!

Dam ... if you make that many mistakes every 3mins you will never finish your coding project lol....
I bet some people could reach limit of Filenames by using your Mod.
Maybe SVN support could help. Every 3 Min auto commit to svn you can define. If you really need a backup you could restore from svn..
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 08, 2013, 09:53:09 PM
.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak.bak

Neat!

Dam ... if you make that many mistakes every 3mins you will never finish your coding project lol....
I bet some people could reach limit of Filenames by using your Mod.
Maybe SVN support could help. Every 3 Min auto commit to svn you can define. If you really need a backup you could restore from svn..

Don't know what SVN is, but realistically, if you hit a more than 2 or 3 .bak repeats, you're doing it wrong. 
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 08, 2013, 10:11:24 PM
wow this change saved my A**.  Ive been editing the changes in openeuo itself and i borked and wipped all the open files... lol

Thank goodness for the 3min backup.... or i would have said forget it and done...
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Crome969 on January 08, 2013, 10:49:53 PM
Don't know what SVN is, but realistically, if you hit a more than 2 or 3 .bak repeats, you're doing it wrong.  
http://en.wikipedia.org/wiki/Apache_Subversion for Information.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 08, 2013, 11:27:46 PM
Version 10

Alot of changes on this pass... its starting to feel like a real gui now.

- Save/save as/cut/paste/delete/copy buttons all context sensitive on both toolbar and menu
- Exit/close/Close all now checks for unsaved data before closing
- Save all - only save files it have been changed
- autobackup only backs up files if have been changed
- function list only updates if script has been changed
- Assigned toolbar/menu icons - added missing toolbar buttons.
- added close all to popup menu



If anyone else has mods to my mods they would like to see integrated.. just post.

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 10, 2013, 10:52:43 AM
Version 11

Some of RC Requests on Easyuo, and other changes.

- New Toolbar icons: Undo, SaveAll, StepInto, StepOver, StepOut
- Menu/Toolbar Functions now context relevant (ie swap only available when more than one client)
UOXL Swap, SaveAll, Start, Pause, Stop, StopAll, StepInto, StepOver, StepOut

NOTE: You must now also download and install the new icons in the gui/icon directory. you only have to do this once not every download.


If anyone else has mods to my mods they would like to see integrated.. just post.

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Crome969 on January 10, 2013, 11:24:41 AM
Suggestion : Implement your Translator -> Button Load EUO File and then print into Memofield of Openuo ...
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: ximan on January 10, 2013, 11:42:48 AM
Awesome EN!    8)

ximan makes everything sound simple.  I wish I had 1/2 of his brain.  lol
  pickled or on the half shell?  not smart, guaranteed strange! 
I'd laugh if you got the emotional half.
Ewww, don't go there;  nerd rage, loyalty card rage, ...
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 11, 2013, 03:08:30 PM
Version 11b

-- HOTFIX -- for running icons not setting correcly, specifically stop not becoming enabled .. opps :) all good now.


NOTE: If you have not already done so you must now download and install the new icons in the gui/icon directory for the MODGUI to function. If you previously installed the new icons you don't have to do it again.


If anyone else has mods to my mods they would like to see integrated.. just post.

As always Feedback greatly appreciated .. good bad or indifferent.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 11, 2013, 03:14:27 PM
Suggestion : Implement your Translator -> Button Load EUO File and then print into Memofield of Openuo ...

Was thinking on these lines ..,  A menu option Convert Blabla, select file... converts . dumps output into a new script tab... labesl as <..>.lua   but doesnt save it... outputs errors into the memofield.. or  maybe a text files <...>.err


Also was thinking be nice to have openEUO file option and when click run... it runs it via Ximans EUO Emulator work ??
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: ximan on January 12, 2013, 11:27:46 AM
Quote
when click run... it runs it via Ximans EUO Emulator work ??

It could, unfortunately, couple of bigger problems than integration.  Main one is that there's no reasonable way to bring the emulator and easyuo into complete congruence.  As such, very few public scripts run 'as is' under emulation, and only an experienced scripter is able to pinpoint what's going on.  Could be a script bug, emulator bug, or an unavoidable difference between emulator and easyuo behavior.  For example, the emulator catches and reports mismatched parentheses and braces.  In such cases the emulated result of affected code is typically different than what easyuo produces.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 12, 2013, 12:59:32 PM
Quote
when click run... it runs it via Ximans EUO Emulator work ??

It could, unfortunately, couple of bigger problems than integration.  Main one is that there's no reasonable way to bring the emulator and easyuo into complete congruence.  As such, very few public scripts run 'as is' under emulation, and only an experienced scripter is able to pinpoint what's going on.  Could be a script bug, emulator bug, or an unavoidable difference between emulator and easyuo behavior.  For example, the emulator catches and reports mismatched parentheses and braces.  In such cases the emulated result of affected code is typically different than what easyuo produces.

So what your saying is your emulator is too smart ...   We need a dumber emulator. ??!!  :P
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: ximan on January 12, 2013, 02:27:21 PM
So what your saying is your emulator is too smart ...   We need a dumber emulator. ??!!  :P

Har! If the emulator was so 'smart', it would behave exactly like easyuo and catch issues.  It ain't.  The 'right' way to create a parser/emulator would be to start with a formal language spec and use something like lex/yacc to generate the guts of the code.  Not being brainy enough to create an accurate formal language spec for easyuo, or a lua-emitting version of lex/yacc, my emulator is coded the evil way~ by hand.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on January 12, 2013, 02:32:09 PM
Har! If the emulator was so 'smart', it would behave exactly like easyuo and catch issues.  It ain't.  The 'right' way to create a parser/emulator would be to start with a formal language spec and use something like lex/yacc to generate the guts of the code.  Not being brainy enough to create an accurate formal language spec for easyuo, or a lua-emitting version of lex/yacc, my emulator is coded the evil way~ by hand.

Same with the emulator I wrote for ScriptUO.  It's pretty fuggly.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 12, 2013, 03:01:19 PM
Har! If the emulator was so 'smart', it would behave exactly like easyuo and catch issues.  It ain't.  The 'right' way to create a parser/emulator would be to start with a formal language spec and use something like lex/yacc to generate the guts of the code.  Not being brainy enough to create an accurate formal language spec for easyuo, or a lua-emitting version of lex/yacc, my emulator is coded the evil way~ by hand.

Same with the emulator I wrote for ScriptUO.  It's pretty fuggly.

Same with the euo-lua converter i wrote... very fuggly
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 12, 2013, 06:12:00 PM
well, if we're trying to say who has the most fugly code... I bet I'm winning that.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 12, 2013, 06:15:51 PM
well, if we're trying to say who has the most fugly code... I bet I'm winning that.

Ok KaliOfLs ... you win ... hands down total knockout win.     ;D
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: ximan on January 12, 2013, 10:53:38 PM
Lolz kali you can blame your tutor, I gave it my all. 

Anyways, most script emulation differences (whether bugs or structural) would likely be pretty easy to spot for a script's author if the script isn't something on the complexity of, say, Claw.  Of course I'm willing to fix anything reported.  Convincing people to muck about with an unfamiliar, unfriendly, unfinished system to find bugs is a hard sell though.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on January 13, 2013, 08:27:34 AM
Convincing people to muck about with an unfamiliar, unfriendly, unfinished system to find bugs is a hard sell though.

*cough*OEUO*cough*
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 13, 2013, 09:21:54 AM
Convincing people to muck about with an unfamiliar, unfriendly, unfinished system to find bugs is a hard sell though.

*cough*OEUO*cough*

lol tm...  its just trying to move regular folk to object oriented menu's is too much for them. 
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 13, 2013, 11:18:04 AM
Convincing people to muck about with an unfamiliar, unfriendly, unfinished system to find bugs is a hard sell though.

*cough*OEUO*cough*

lol tm...  its just trying to move regular folk to object oriented menu's is too much for them. 

OO requires a bit more 'programming' know how, as opposed to scripting.  I think scripting, in general, is easy to learn, but understanding things like memory allocation and data structures is a bit beyond scripting.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: The Ghost on January 13, 2013, 06:34:40 PM
Love the new option.  Wonder if they a special way to use them.  I can't seen to have the find CTRL-F) to work. Nothing happen when I try it with key or drop down menu.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 13, 2013, 06:40:05 PM
Love the new option.  Wonder if they a special way to use them.  I can't seen to have the find CTRL-F) to work. Nothing happen when I try it with key or drop down menu.

Did the find Window open .. did you trype something in the text box did you click find... was that text even in your file... ie try finding the letter a

If its still not working then do below....(even if you have already done this do it again)

(1) Download Latest OpenEUO   ... unzip and replace all files.

(2) download My icons zip .. unzip it into  \gui\icons  folder (in openeuo folder)

(3) download latest version of the ModGUI.zip file... unzip it and REPLACE existing files into GUI folder (in openeuo folder)


NOw run the new version of OpenEUO.exe  .. everything should work.  Open a script that contains the letter A, make sure your cursor is at the top of the script first letter first line..... Do control-f  enter the letter A in the find edit text box .. click the Find Next button.  



IF still no joy report back exactly what happens or doesnt happen when you do control-f.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 13, 2013, 09:09:32 PM
v11b

Script didn't print anything/debug info.  Three scripts, one was running.
Saved and closed all scripts.  Hit the close button on oEUO, and it won't close.
Not sure what the problem is
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 13, 2013, 09:14:52 PM
v11b

Script didn't print anything/debug info.  Three scripts, one was running.
Saved and closed all scripts.  Hit the close button on oEUO, and it won't close.
Not sure what the problem is



Try deleting the gui folder contents and reinstalling openeuo followed by my mods... and tell me if it still happens.


Ok people seem to be having alot of issues with v11b ... not really sure why .. i will review and post back ..
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 13, 2013, 09:25:09 PM
Will do, I will update.  I'll try to reproduce, but no clue.  The script that 'broke it' is open and running now.  We will see, I was editing a particular script for hours before the issue.  I notice the save didn't take affect for another script (only changed one line, whew :D ) but the previous save did before I broke the instance.  Anyway, I will update oEUO, and then reinstall the mods. 
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 14, 2013, 08:44:36 AM
This is going to be a night mare to track down... unreproduceable errors lol.... must be missing a end someplace is all i can think of.... going to revert to version 10 myself and cut and paste the changes forward.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 14, 2013, 09:17:17 AM
Yeah, with GUI stuff, I find that sometimes the error will occur long before it breaks making it next to impossible to find because you can have one source of error that will present itself in what seems to be non-reproducible results, but we all probably did the same something several actions prior to our script issue, but it's hard to track that down.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 14, 2013, 10:15:38 AM
Yeah, with GUI stuff, I find that sometimes the error will occur long before it breaks making it next to impossible to find because you can have one source of error that will present itself in what seems to be non-reproducible results, but we all probably did the same something several actions prior to our script issue, but it's hard to track that down.

Ow yea thier is a common cause im sure of it.. I'm also pretty certain that in my version here its already fixed... lol.. but i do alot of changes on many projects during a single day so its hard to keep the timeframe of updates and changes in a logical sortable searchable order in ones own head.
Title: Re: EN's OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 16, 2013, 07:33:33 AM
Version 11d

-- please report any errors or strange behaviour.


If anyone else has mods to my mods they would like to see integrated.. just post.

As always Feedback greatly appreciated .. good bad or indifferent.

Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on January 16, 2013, 07:50:34 AM
When you get your modgui to a stable level, do you want to put it up into the "Downloads" section where ScriptUO resides?
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: KaliOfLS on January 16, 2013, 11:31:06 AM
So far, things have been fine with it.  Haven't put it through the ringer yet (leaving it open for about 5 days with about 12 tabs open on it after opening/closing about 20 other scripts with 3 running).  However, it isn't giving me the 11b problems.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 16, 2013, 11:38:41 AM
When you get your modgui to a stable level, do you want to put it up into the "Downloads" section where ScriptUO resides?

Well its been stable on every release .. except 11b  :P :P    (Only error i could find was i used a Return instead of an END to finish a function oops thus not finishing it....)

but you probably mean when i've finished updating in such rapid fire succession... and sure that would be cool... stepping back and coding in EUO is a real pain after, wish i could mod the euo gui as well....
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on January 16, 2013, 11:41:55 AM
So far, things have been fine with it.  Haven't put it through the ringer yet (leaving it open for about 5 days with about 12 tabs open on it after opening/closing about 20 other scripts with 3 running).  However, it isn't giving me the 11b problems.

:) good .. give it a good beating.. 
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on December 08, 2015, 08:54:58 AM
EN MODGUI V12

A bunch of new features.  I worked on these a number of years (!!) ago and never officially updated. kaliofls also contributed code and ideas. Now its time to finalize and release.   So this new old update  includes:

- New menu option and toolbar icon -  Analysis code  - A basic code checker (Inspired by TM function in ScriptUo)
- New menu items under control:  analysis Code,  Auto Indent Code (spaces),  Auto Indent Code (tabs)
- 2 new tabs in the UO Vars area,
   - Script Functions - List of functions/procedures and jump to code section by double clicking (Inspired by TM function in ScriptUo)
   - Script Analysis - result of code Analysis button
   (These may go out of sync in which case click code analysis button and it will update)
- Updated About page to reflect contributors
- Undo icon added to toolbar
- Change Icon for client swap to match Easyuo
- Added icon for New Client   - But unable to implement at this time due to inbuilt restrictions.

NOTE
For this update depending on when the last time you installed the default gui you may need to copy the default icons from the default gui into your gui/icons folder as additional icons were added ... You will know if you need to do this as openeuo.exe will not load or errors on load.
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: TrailMyx on December 08, 2015, 09:15:41 AM
Yay! I inspired someone!  :)
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on December 08, 2015, 09:39:36 AM
Yay! I inspired someone!  :)

LOL  I am sure you have inspired loads of people... people always forget to credit those that have influenced them....  I just needed to get this out their just in case OpenEUO disappears .. did quiet alot of work on this and then forgot to release..  yes i I know i do it all the time....


Besides I in turn might inspire those who might mod the release source code :)
Title: Re: ENs - OpenEUO Modded Inferface (MODGUI)
Post by: Endless Night on December 24, 2015, 09:38:24 AM
EN MODGUI V12.1

- Various bug fixes.
- Updated Icon zip for missing icon.


NOTE
For this update depending on when the last time you installed the default gui you may need to copy the default icons from the default gui into your gui/icons folder as additional icons were added ... You will know if you need to do this as openeuo.exe will not load or errors on load.