(34 ratings)
Custom Script: LibraryName.Initialize()
This is the menu bar. It contains categories like File, Edit, View, Insert and Info. Clicking on any of them will open the submenu.
File menu
Note: In case of LUA, you will need a custom script in a trigger that runs on Map Initialization.
- New: deletes everything inside the application.
- Open: loads a saved file.
- Save: saves the current project into a file.
- Export: creates a file and produces the code in the chosen language. This file can be opened with any text editor like Notepad. All you have to do is copy all and paste into an empty Custom Script.
Code:Custom Script: LibraryName.Initialize()
Edit menu
Note: Undo-ing then making a new change will delete the Redo log.
- Undo: undo the last action you did. It does NOT undo edits to text fields (like text, trig_var, textures) except Name.
- Redo: redo the action that was undo-ed.
View menu
Nothing yet.
Insert menu
- Button: clicking on it creates a Custom Button. Clicking on the dropdown thing will open the dropdown menu.
- Custom Button: This button can have custom texture.
- Script Dialog Button and Browser Button: premade ready-to-use button templates that can have a custom text inside.
- Invis Button: An invisible button that can be clicked. This has a lot of interesting applications, such as putting an Invis button over a backdrop.
- Backdrop: (What is a Backdrop? A backdrop is basically an image that can't be interacted with) clicking on it creates a Custom Backdrop. Clicking on the dropdown thing will open the dropdown menu.
- Custom Button: This backdrop can have custom texture.
- All others: premade ready-to-use backdrop templates.
- Text: clicking on it creates a Text Frame. Text Frames are basically just texts, that can be put above anything or anywhere.
- Others: Includes special types of frames. This will contain more things later on.
Info menu
- About Us: Brief description of who we are, how to support us, overview of the application and history.
- Hall of Fame: explained below in this thread.
- Change Log: Any changes will be put here.
The panel on the left is called Element Panel. It contains all the features to modify and edit the elements.
- General Options: If nothing is selected (or Origin is selected), these options will be available.
- Library Name: This allows you to set the name of the project. If more than 1 project is used in the same map, they must have different Library Names.
- Hide Full Game UI: This hides all the default game UI.
- Hide Chat: This will make players' messages not visible. Basically no one will be able to see other players' messages.
- Universal Fields: These fields are available in most frames.
- Name: Specifies the name of this frame. This name can be used to get that frame when coding. Special characters and spaces are NOT allowed. Array naming however is allowed. You can turn the frame into an array by giving it an index. This is only useful for manual coding. Example: Frame[00]. Index 00 must exist in order to write other indices.
- Parent: The element will be a "child" to the selected element. PARENT-CHILD Relation: The concept is like putting an image inside another. The child will always be above the parent (although this behavior is not made inside the app. You may need to save and re-open the file for the correct order to be displayed), and if the parent is hidden (by manual code or through Tooltip), all its children are hidden with it. Basically if you have a background and want a button and text inside it, then the button and text both should be children to the background. Another note: When creating elements, they are made as children to the currently selected element.
- Tooltip: This functionality makes the element as a tooltip to the PARENT. Basically, the element will be default hidden ingame, and will only appear when the user's mouse hover over the Parent frame. Buttons can NOT be tooltips. Elements with Origin as Parent can not also be tooltips. A Parent can have only ONE tooltip. A tooltip can NOT itself have a tooltip.
- X/Y: specifies the location of the element.
- Width/Height: specifies the dimensions of the element. Minimum is 0.01, although buttons' may not be compatible with extremely small sizes (they will look wierd).
- Buttons Fields:
- Text: For some buttons, this field is available. This will change the text displayed inside the button.
- Triggered Variable:
- This functionality allowes for GUI-triggers to be attached to buttons and run on button clicks. It uses a (type: real) variable that can be detected by th event ("Game - Value of Real Variable") in order to run the GUI trigger.
- First step is, make a GUI variable of type Real inside world editor, then put the it's name inside the field with the prefix "udg_". For example, a variable with name "testVar" should be put inside the field as "udg_testVar".
- Second step is, make a GUI trigger with the event ("Game - Value of Real Variable") and put in the variable.
- Third step is, put the actions you want. Note: when the trigger runs, this variable will hold the NUMBER of the clicking player. Basically, if blue clicked the button, the variable's value will be 2 (his number). If red clicks the button, it will be 1 (his number). You can detect the clicking player with this.
- Fourth step, after putting in your actions, make a line that SETS the value of the variable to 0, so that it can detect the next click.
- P.S.: You can leave this field empty if you dont want the functionality.
- Text Fields:
- Text: Allows for much more text as well as multi-line texts. The behavior of this functionality is very close to the ingame behavior, including the line breaks and overflows.
- Scale: Controls the scale of the text. Note: the scale of the text is close but NOT identical to the text insice WC3. It will be a little different. In WC3, changing the scale also affects the position of the frame, so you may need to test and adjust scale and position for best results.
- Text Color: Changes the color of the text.
- Buttons/Custom Backdrops fields:
- Texture Path (the first field): This is responsible for the appearance of the element INSIDE the application. It does NOT accept BLP files. This is fully for you to see what you're doing.
- Texture Path WE (the second field): This is responsible for the appearance of the element INGAME. You put the path of the texture you want in this field. You get the path from the Import Editor just like how you choose path for icons and stuff. Note: If the path contains single slashes "/" it will not work. You need to replace it with double slashes "//". Example: If the path is "images/icon.blp" then in the field it should be put as "images//icon.blp"
- Context Menu (Right-Click Menu):
- Delete: Deletes the selected element.
- Duplicate: Makes a copy of the selected element with the same data and properties.
- CircularArray: Makes multiple copies of the selected element in a circular path around the selected element. It can also create elements in the same position by having Radius equal to zero. Helpful for making inventory tooltips.
- TableArray: Makes multiple copies of the selected element in a table shape. X-Gap and Y-Gap are the lengths of the distances between the elements.
- For both Array options, the elements are created as an array (notice their names). If the selected element to be Array-Duplicated has an array Parent, the option Array Parent will be unlocked. This option automatically assigns each element of the created array to the element of the parent array with the same index.
Note: Sometimes fields may not be automatically refreshed when doing certain actions. Clicking on the frame will refresh it and it's fields.
This bar gives you alot of feedback while you're working.
- Most actions will give you a feedback or errors here. You can also know what was done through it.
- This displays the WC3 coordinates of your mouse cursor. You can use this to measure distances between points or determine a certain location. Point (0,0) lies bottom left, while point (0.8,0.6) is on top right. Width of the creation area is 0.8, and the height is 0.6.
In the Info tab, there's the Hall of Fame page. This page is dynamically updated and will always be up-to-date. It will be used to showcase the greatest designs and ideas made with the app, along with details about the maker and the project. This is great for users to showcase their creativity and get their projects to be known.
And this does put a smile on my face.A list for useful natives for GUI users to use in custom scripts.
Thanks for the suggestions!This looks realy great and will be usefull for my map!
i just tested the .exe for 2 minutes and here are some features i would like in the future
im a mediadesigner and i work alot with Adobe programms etc and it would be realy good if:
• the elements(buttons etc) would align to the next one when you move it with the mouse.
• shift scale to keep solutions
• shift select to multi select
• posibillity to change width / height with PX values, not only the 0.3 values(hard to hit the 64px)
Im realy loooking forward to updates, especially this one
great work and thanks for doing this <3
- A list for useful natives for GUI users to use in custom scripts.
gratefull GUI user
maker of NSAW (Startseite - NSAW - Naruto Shippuuden: Akatsuki war)
There is control z update
Just Edit-Undo or did you add the hotkey as well? If so does it apply to redo (CTRL+Y) as well? Downloading now.There is control z update
uh, by default not really. But you can use Web Developer tools inside the app by pressing ctrl + shift + i, then changing the image (you may need to use google to know what to do)Is there a way to replace the picture? im searching in the folder and though there would be a jpg.
I want to put a ingame picture of my map there.
solved on discord . For renaming, you need to press Enter after the edit.lol why can i use the web develpoer tool? haha is the .exe a custom browser?
This would be a nice addon too, to change the background image.
ALSO some things i just missed at working with the exe.
• align center (had to move a box at the center, kind of hard)
• move element with arrow keys
• group select with mouse(click and select with a box)
• remove the box at the bottom, i needed to add some ocntent behind that box
• i had no chance to rename the elements, everytime they jumped back to the origin name. maybe check this?
thats the suggestions i have now while i was working on it the first time.
when i try to import this test into my map i get this error:
View attachment 386136
Greetings from germany <3
That sounds interesting! Got a link or a description about that lab?Great work!
In the roadmap of my software kit: Intuitive Laboratory, I also planned an UI designer previously.
However, The huge workload made me streamline my plan. Another reason for streamlining the plan is that I saw exciting news that you released the development progress of UI designer.
Thank you for carrying out ideas similar to mine. Intuitive lab, used with your UI designer, mapmakers can realize complete visual mapmaking.
There was a delay in posting the version, but it is present now!This is a really great tool and great work NightKnight!!
I really like it, i haven't created maps in a long time and started again recently after a few patches with reforged.
I saw a frame option creation for the new editor and more but i couldn't figure it out yet and this tool helps me out a lot since i am not much known with JASS, i do know a bit LUA but not sure if i can use that with the wc3 reforged editor.
PS i tried downloading the new 2.2.0 version since there is a new version available it said but i keep downloading 2.1.0 here?
I don't see the 2.2.0 attached file with the downloads neither btw
Thanks a lot i see it now yeah!There was a delay in posting the version, but it is present now!
and yes, you can code in LUA instead of JASS. You can join hive's discord to get info and help about how to get started
With jass knowledge, you should be able to find the function that sets the variable and modify it to call your trigger or your own jass functionI thought it might help someone out when they are trying this program and wants to call a trigger with JASS instead of a variable
It would be a nice option to have as well @NightKnight?
Nevermind I was able to do it with Circular Array by chance!!So in a multiplayer game do you need to make the same text frame for every player? If so can we add a tool to do that for us? Thanks
Also why can we only edit 75% of the screen and not the full thing? Thanks
the 75% is a wc3 limitation, but I will add a trick that bypasses it soon. As for making a text frame for every player, I'm curious to know why you need that.So in a multiplayer game do you need to make the same text frame for every player? If so can we add a tool to do that for us? Thanks
Also why can we only edit 75% of the screen and not the full thing? Thanks
I am trying to have different values for this. It is a Zombie Kill Counter... and player 1 might have 10 kills, player 2 might have 3 kills... and so on.the 75% is a wc3 limitation, but I will add a trick that bypasses it soon. As for making a text frame for every player, I'm curious to know why you need that.
This would be nice, but you can do it by entering the coordinates manually on the left hand side.Add an Snap option when editing in the software (So we may be able to snap frames one to each other for max precision)
I'm curious why you need that in the exported code instead of the current method (which is setting 2 opposite vertices)Wanted to make a small suggestion.
- Add an option to set the coordinates with BlzFrameSetAbsPoint(FRAMEPOINT_CENTER)
So iv made an ui where i have a banner and a text on top of it , and i want the text to be in the middle of the banner , and if the text is dinamic and changing overtime , it may disort from middle. (let's say 21 will be perfectly fine and will stay in the middle , if there will be a number like 1 or 111 or 9804 it may not be in the same middle regarding to the banner middle point. (dunno if i explained it well enough)I'm curious why you need that in the exported code instead of the current method (which is setting 2 opposite vertices)
I got you. That's not setting middle point or anything, thats called Text Alignment. Coming next versionSo iv made an ui where i have a banner and a text on top of it , and i want the text to be in the middle of the banner , and if the text is dinamic and changing overtime , it may disort from middle. (let's say 21 will be perfectly fine and will stay in the middle , if there will be a number like 1 or 111 or 9804 it may not be in the same middle regarding to the banner middle point. (dunno if i explained it well enough)
I don't know C#, but if a C# coder is willing to help, then sure!Nice tool, will you add C# Support? (WCSharp for example)
make a Custom Button and make a Text Frame above it.Also is it possible to make a Custom button with text inside?
Wood Style , somehow reminds me of Heroes of Might and Magic 3.btw guys, which app interface do you like the most?
call BlzFrameSetText( Frame09, udg_income_string )
Then you will need to learn about using GetLocalPlayer() and changing the state for specific players only.Was able to do a quick test and make it work
I'm using
JASS:call BlzFrameSetText( Frame09, udg_income_string )
To change a text value
How do i make that support a 24 slot string array? So that it displays the value that coordinates with each player on their screen?
if GetLocalPlayer() == udg_Player then
call BlzFrameSetText( Frame09, udg_income_string ) //this happens only for udg_Player
endif
Is there a thread you recommend for that?Then you will need to learn about using GetLocalPlayer() and changing the state for specific players only.
example:
JASS:if GetLocalPlayer() == udg_Player then call BlzFrameSetText( Frame09, udg_income_string ) //this happens only for udg_Player endif
Read more about this so that you don't end up with desyncs in your map
Don't know any specific ones, but if you google "hive workshop getlocalplayer" you should be able to find useful threads (from google search, not hive search)Is there a thread you recommend for that?
I searched around and couldn't find a decent thread
the
- Income
- Events
- Time - timer_income expires
- Conditions
- Actions
- Set VariableSet income_string = (Income: + (String(income_amount[1])))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- GetLocalPlayer Equal to Player 1 (Red)
- Then - Actions
- Custom script: call BlzFrameSetText( Frame09, udg_income_string )
- Else - Actions
I read up on Local Player, and it does work, but I'm wondering if it'll work for all 24 players?
call BlzFrameSetText( Frame09, udg_income_string )
Yes. You can join Hive discord to be able to ask more questions freely.Can I just for A loop that too?