I suspect TLL would have to work out licensing for the UI Parade stuff (but I suspect they did that for the existing spritepacks as well). I know you’re doing this for the fun of it, but having a spritepack with good UI icons fills a real need - so it’d be nice to see TLL do it in a way that makes it so everyone has it and you can write code that depends on it, and know it’ll run anywhere. Apple’s prohibition is against using Apple’s graphics, outside of their official toolkits - so a good UI set like those on the UI Parade should be acceptable…
@Bortels: the existing sprite packs are completely free to use with attribution. We are going to make a donation to the artist for them. But we probably wouldn’t try to negotiate licensing on future packs, it’s too complex.
I’d rather add sprite pack creating and sharing in (similar to .codea files, except .spritepack files). Then anyone will be able to make them and share them.
Hmm - I understand, but I still think there’s value to having one ‘built in’ - unless we had a programmatic way to fetch a spritepack from a url automatically, but I think I know where that suggestion will go right now
Sigh - my other question was “well, can a spritepack be included with a project?” - but no project sharing, so boo.
It’s actually not that easy to do an easy-to-use UI sprite pack without the associated code and classes.
For example you can’t simply have an image for a button, you need 3 or 9 images, and then code that renders them in a stretchable manner. And code that renders the label on the button, handles the pressed state, and so on.
@Zoyt I edited this discussion title. You don’t need to put unnecessary punctuation in thread titles.
Alright. Sorry about that title. Nose might as well get real UI elements. I don’t think it’s that hard, is it? Just make them like you do parameters, just floating on the screen. Who knows.
Yeah that might be the best solution, we’ll look at it at some point. The only issue is that they would not respond to graphics state like anything else, and would always sit in screen coordinates.
That’s onoying. In the mean time, I’ll work on either a vector (loke using circles and squares) UI or keep advancing my sprite pack. I think I’ll end up doing a vector UI. Atleast until custom sprite packs come.
Just to let you guys know - I’m changing this to basically being iOS build in graphic goodies that you can’t access from Codea, not UI elements. I will be making portable UI elements and also vector UI elements. This is just a heads up.
I’ve gotten a lot of things done. I’m almost done with the iOS goodies (not UI elements any more) renaming them, getting rid of duplicates, and getting rid of stupid unused graphics. The other thing I’ve done is that I’m almost done with a Codea portable UI. It’s basically what I think Codea’s full UI would look like if they added it. I’ll also include an SVG format (I created it in vector format) and .intaglio file so you guys can mess around with it. This portable UI will basically have almost all the iOS UI elements. I hope you guys will like it.