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Author Topic: BGRA Controls  (Read 222256 times)

lainz

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Re: BGRA-Controls
« Reply #60 on: October 06, 2014, 08:55:30 pm »
TBGRASpriteAnimation

TBGRASpriteAnimation.AnimatedGifToSprite(Filename: string);

riad02

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Re: BGRA-Controls
« Reply #61 on: October 09, 2014, 12:24:33 pm »
May i request?

add property in bcbutton.
glyph position and caption position..  :)

lainz

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Re: BGRA-Controls
« Reply #62 on: October 09, 2014, 10:02:21 pm »
May i request?

add property in bcbutton.
glyph position and caption position..  :)

Glyph is vertically centered. You can move it horizontally with the GlyphMargin property. (It will add extra pixels surrounding the bitmap).
Text is managed for each state. You can move it with StateNormal.FontEx.TextAlignment

lainz

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Re: BGRA-Controls
« Reply #63 on: October 16, 2014, 04:21:33 am »
BGRAControls 3.4 released:
https://sourceforge.net/projects/bgra-controls/files/bgra-controls-3.0/

Changes:
- Added bgrascript.pas (own scripting system): line by line scripting unit with test project.
- Added Rain: two projects with rain animation
- Added more filters in bcfilters.pas
- Added bgraled and bgraknob: mod versions of ueled and ueknob
- Improved AnimatedGifToSprite in BGRASpriteAnimation
- Fixes in BGRASpriteAnimation
- Pix2SVG project: The matrix of pixels is converted to a matrix of rectangles. This is usefull for pixel-art done with svg software.
- BCTileMap: tilemap support and test project
- Improved bcimagebutton: hover state not lost when modal show on the button (fixed by riad02)
- Added BGRAPascalScript with test
- Added BGRAPascalScriptLibrary with test to create bgrabitmap.dll with BGRAPascalScript unit

Notes
- The BGRAScript is not the same as BGRAPascalScript. The first is an own script system very limited, but you can easilly grow it adding more functions. The second uses Pascal Script and comes with a IDE plugin, usage is demostrated in a test project.
- BGRAPascalScriptLibrary uses BGRAPascalScript to create a library (.dll, etc..)
- BCTileMap is included but no longer updated, if you want a improved version get it with BGRA Games: http://forum.lazarus.freepascal.org/index.php/topic,26026.0.html
« Last Edit: October 16, 2014, 04:23:29 am by 007 »

aradeonas

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Re: BGRA-Controls
« Reply #64 on: October 20, 2014, 01:52:24 pm »
@007
Take a look to this post,with this package can do really interesting jobs.

lainz

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Re: BGRA-Controls
« Reply #65 on: October 21, 2014, 06:38:40 pm »
@007
Take a look to this post,with this package can do really interesting jobs.

Thanks!

I've updated SVN: added include files support in the test_bgrapascalscript. Really usefull thing.

aradeonas

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Re: BGRA-Controls
« Reply #66 on: October 21, 2014, 06:55:09 pm »
@007 Also take look at this post and test it with delphi >=2010,BGRAControls with some animations:
http://forum.lazarus.freepascal.org/index.php?topic=26193.msg160564

lainz

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Re: BGRA-Controls
« Reply #67 on: October 21, 2014, 09:00:07 pm »
@007 Also take look at this post and test it with delphi >=2010,BGRAControls with some animations:
http://forum.lazarus.freepascal.org/index.php?topic=26193.msg160564

I dont have Delphi. Btw if theres a pre compiled binary ill test it.

We already have bcimagebutton with fading it just uses a internal timer to do the animations. Bgraspriteanimation is another example.

aradeonas

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Re: BGRA-Controls
« Reply #68 on: October 21, 2014, 09:23:38 pm »
Yes there is:
http://sourceforge.net/projects/accessquery/files/latest/download
The code only works in Delphi and need porting but its animation is really interesting.

lainz

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Re: BGRA-Controls
« Reply #69 on: October 21, 2014, 11:08:01 pm »
The panels animation and notifications are really cool. I don't have the knowledge to port them from delphi. BTW maybe someone else can do it.

aradeonas

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Re: BGRA-Controls
« Reply #70 on: October 21, 2014, 11:15:21 pm »
If I can,can you use it in BGRA-Controls?
Probably I can port it but I don't have the knowledge to extent BGRA-Controls and I really like them both.

lainz

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Re: BGRA-Controls
« Reply #71 on: October 22, 2014, 12:59:46 am »
Sure, we always are adding more stuff.

aradeonas

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Re: BGRA-Controls
« Reply #72 on: October 22, 2014, 12:26:01 pm »
OK then,probably I try it and if I succeed let you know and wait for cool things ;)

lainz

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Re: BGRA-Controls
« Reply #73 on: October 25, 2014, 12:27:08 am »
BTW if the controls you port to lazarus don't use BGRABitmap it has no much sense to add it to BGRA-Controls!

aradeonas

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Re: BGRA-Controls
« Reply #74 on: October 25, 2014, 08:23:55 am »
It seems you have no idea about this package.
This package is not a set of controls .it is an animation library and with this we can make BGRAControls animated or form animating or notifications or games or ... .
I finished a simple one but I am busy for now,when I fully finished it,I will share it.

 

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