DDgui - frames

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Kitty Hello



Code (glbasic) Select

DDgui_pushdialog(0,0,300,300)

DDgui_widget("xxxx", "XXXX",0,0)
// DDgui_framestart(180, "KungFu")
DDgui_framestart(60, "Fr1")
DDgui_button("1aa1", "1AA1",0,0)
DDgui_button("1bb1", "1BB1",0,0)
DDgui_frameend()
DDgui_framestart(60, "Fr2")
DDgui_button("1cc1", "1CC1",0,0)
DDgui_button("1dd1", "1DD1",0,0)
DDgui_frameend()
// DDgui_frameend()

DDgui_spacer(10000,0)
DDgui_widget("1zz1", "Frame, no caption",0,0)

DDgui_framestart(64)
DDgui_button("2aa2", "2AA2",0,0)
DDgui_button("2bb2", "2BB2",0,0)
DDgui_button("2cc2", "2CC2",0,0)
DDgui_button("2dd2", "2DD2",0,0)
DDgui_frameend()



WHILE TRUE
DDgui_show(FALSE)
SHOWSCREEN
WEND

Kitty Hello

Digging this old thread out.
New DDgui is able to have sprites in combo boxes. Sprites are also scaled with proportions kept into buttons:

jboadas

I keep thinking that DDGui its a wonderfull idea, it solves most of the crossplatform gui hell.

Thanks