MobGUI plugin for mobile development

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splash21
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MobGUI plugin for mobile development

Post by splash21 » Thu Jun 09, 2011 8:12 am

I've posted the latest version of the MobGUI plugin for creating quick front ends for mobile apps.
It's still work in progress, but the basics are working and it should be perfectly usable :)

http://www.splash21.com/MobGUI/


JC
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bn
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Re: MobGUI plugin for mobile development

Post by bn » Thu Jun 09, 2011 12:53 pm

Hi John,

thank you for this excellent tool. It makes designing a consistent interface for mobile so much easier and faster.

I like the the way you organized the objects in so little space with so many option without clutter, brilliant.

For the new users: if you open MobGUI also open a new stack and click into it to make it active, then you will see the objects. A little hint on the startUp-screen would be helpful.

Kind regards

Bernd

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Re: MobGUI plugin for mobile development

Post by splash21 » Fri Jun 10, 2011 7:28 pm

Thanks, Bernd. You're right - a hint would be good, but I packaged the next version just before I read your post! :|

I've added the native iOS video controller, a quick inspector icon for the buttons that explodes the custom controls into multiple LC property palettes and some experimental support for designing for retina. :)

http://www.splash21.com/MobGUI/
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rumplestiltskin
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Re: MobGUI plugin for mobile development

Post by rumplestiltskin » Fri Jun 10, 2011 11:56 pm

JC,

MobGUI is very helpful. Any chance of getting some documentation of how to use the "scroller" object so I can scroll through a long (locked) field (many paragraphs) of text? Perhaps a small sample stack?

Thanks very mucj.

Barry

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Re: MobGUI plugin for mobile development

Post by rumplestiltskin » Sat Jun 11, 2011 2:23 am

I played some more with MobGUI (and reviewed the video you posted - many times around the 58 minute mark where you drop in the scroller and add controls to it) and I've got it working.

It does look like I have to programatically define the height of the field to match the amount of text that goes into it; too much text and it won't all display, too long a field for the amount of text and it scrolls way past the end of the text. Sound right to you?

Thanks,
Barry

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Re: MobGUI plugin for mobile development

Post by splash21 » Fri Jun 17, 2011 10:16 am

Hi, Barry. The scroller will scroll whatever is inside it, but won't automatically change the dimensions of controls contained within it.
When I was testing it, I did the following;

1/ Dragged the scroller on to the card
2/ Positioned and sized it
3/ LOCKED it ! (important - we don't want it resizing itself after content has been added)
4/ Edited the scroller group and added a text field
5/ Pasted some test text into the field
6/ Resized the field (I just used the 'Fit content' button in the property inspector)


The simulator / device should now allow the content to be scrolled.


HTH



P.S. Documentation is on the way! There are also some new controls - the iOS ON/OFF switch and a slider control have been added. I'll hopefully get it all together this weekend :)
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Re: MobGUI plugin for mobile development

Post by mackus » Sun Jun 19, 2011 2:31 pm

Hello John,
great tool. looking forward to the new controls as they become available. Can you please discuss briefly the process of updating some of the custom props contained within the control during runtime. Im kinda fuzzy on the setProp and getProp handlers and not totally sure where they belong. For example, if I have used an iOS button from your palette/toolbox and initially setup the props of the button (text color, bg color etc) during creation, I'm fuzzy on how to change the , say text color, during runtime to a different text color to say, represent the disabled of the button. Maybe the color white of the text field to color gray to make it look like the button is disabled.


Cheers, Mackus

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Re: MobGUI plugin for mobile development

Post by splash21 » Mon Jun 20, 2011 9:09 pm

Hi, Mackus. If you select a custom control (except the iOS native controls) you can explode it's components' property inspectors on to the screen by clicking the 'Components' magnifying glass icon. In code, you can reference these objects, so if you has a button called 'test", you could refer to;

field "label" of group "test" (note that all the custom controls are groups!)
graphic "background" of group "test"


I'll look at building some easier programmatic ways of changing common attributes such as enabled and disabled, but the above should work in the mean time :)


John.
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Re: MobGUI plugin for mobile development

Post by splash21 » Mon Jun 20, 2011 9:23 pm

I should mention that when you click the Components icon, there is a delay of 1 second to allow you to position your mouse on screen where you'd like the property palettes to appear ;P
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Re: MobGUI plugin for mobile development

Post by mackus » Wed Jun 22, 2011 5:50 am

Thanks John. :D

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Re: MobGUI plugin for mobile development

Post by abarkatxoGAb454 » Thu Dec 15, 2011 3:02 am

Hey John!

I also think MobGUI is really helpfull and interesting!
I have some questions regarding MobGUI pluging:
1)Are you going to add Native Android controls? Estimated idea of when?
2)On the Native ios controls, adding a Multiline text, how do I put a txt file into the Multiline text area?

Thank you.

genie
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Re: MobGUI plugin for mobile development

Post by genie » Wed Nov 28, 2012 9:42 am

Hi,

I've upgraded to xCode 4.5.2 (in order to get iOS6 SDK) and LiveCode 5.5.3....and it seems that MobGUI controls are NOT functioning anymore.

Anybody experiencing the same thing?

Does anybody know if latest LiveCode and/or iOS6 still supports MobGUI controls?


Thanks,
Genie

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Re: MobGUI plugin for mobile development

Post by gpb01 » Wed Nov 28, 2012 11:51 am

Hi Genie,
YES, I don't know why, but the MobGUI script in no more inserted on the preOpenCard, also if you push the MobGUI button to insert :( , and, without the script ... ;)

The only solution is to manually add the following script on each card :

Code: Select all

on preOpencard
    # mobGUIStart ---> Inserted by mobGUI plugin
   if "MobGUILib-1319802412201.22998" is not among the lines of the stacksInUse then start using stack "MobGUILib-1319802412201.22998"
   mobGUIPreOpenCard me
   # mobGUIEnd
end preOpencard 
... and MANUALLY REPLACE the name of the MobGUILib with the one that MobGUI add to your mainStack (... so, in the script, you have to change the "MobGUILib-1319802412201.22998" with the correct name).

Hope this help ...

Guglielmo

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Re: MobGUI plugin for mobile development

Post by genie » Thu Nov 29, 2012 2:44 am

gpb01 wrote:Hi Genie,
YES, I don't know why, but the MobGUI script in no more inserted on the preOpenCard, also if you push the MobGUI button to insert :( , and, without the script ... ;)

The only solution is to manually add the following script on each card :

Code: Select all

on preOpencard
    # mobGUIStart ---> Inserted by mobGUI plugin
   if "MobGUILib-1319802412201.22998" is not among the lines of the stacksInUse then start using stack "MobGUILib-1319802412201.22998"
   mobGUIPreOpenCard me
   # mobGUIEnd
end preOpencard 
... and MANUALLY REPLACE the name of the MobGUILib with the one that MobGUI add to your mainStack (... so, in the script, you have to change the "MobGUILib-1319802412201.22998" with the correct name).

Hope this help ...

Guglielmo

Thanks much Guglielmo! Will try this...

genie
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Re: MobGUI plugin for mobile development

Post by genie » Thu Nov 29, 2012 2:57 am

Hi Guglielmo!

Well, I actually have that kind of script on my cards already. These were added long before I upgraded my LiveCode and Xcode...because before, [add to preopencard] function in mobGUI was still working.

Code: Select all

on preOpenCard
   # mobGUIStart ---> Inserted by mobGUI plugin
   if "MobGUILib-1323401357536.077881" is not among the lines of the stacksInUse then start using stack "MobGUILib-1323401357536.077881"
   mobGUIPreOpenCard me
   # mobGUIEnd
end preOpenCard
But same thing (even though I have above), mobGUI fields aren't responding when tapped. :(


Thanks,
Genie

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