News

CEGUI 0.8.7

Patch release from v0-8 branch - It contains many minor fixes and changes. You can use the following links:

Source Package Downloads:
Source code packaged a a .zip file
Source code packaged as a .tar.bz2 file

Documentation Downloads:
Documentation packaged as a .zip file

Dependencies (Windows / Apple OS X Only): https://bitbucket.org/cegui/cegui-dependencies/get/v0-8.zip

Or click here for the online version of the docs

State: 
Stable
Branch: 
0.8
Changelog: 

Release 0.8.7 (taken from bitbucket issue-tracker, with the respective milestone. To read the full issue go to https://bitbucket.org/cegui/cegui/issue/ "Issue tracker" and append the ID - e.g. https://bitbucket.org/cegui/cegui/issue/998

  • #1123: Library soname was changed from 2 to 1 in 0.8.6 . This is important to all packagers - The 0.8.6 release should be ignored, use 0.8.7 instead.
Category: 
CEGUI

CEGUI 0.8.6

Patch release from v0-8 branch - It contains many minor fixes and changes. You can use the following links:

Source Package Downloads:
Source code packaged a a .zip file
Source code packaged as a .tar.bz2 file

Documentation Downloads:
Documentation packaged as a .zip file

Dependencies (Windows / Apple OS X Only):
https://bitbucket.org/cegui/cegui-dependencies/get/v0-8.zip

Or click here for the online version of the docs

State: 
Stable
Branch: 
0.8
Changelog: 

Release 0.8.6 (taken from bitbucket issue-tracker, with the respective milestone. To read the full issue go to https://bitbucket.org/cegui/cegui/issue/ "Issue tracker" and append the ID - e.g. https://bitbucket.org/cegui/cegui/issue/998

  • #1120: Bug regarding order of destruction : Element object referenced by '__auto_titlebar__' is not attached to Element at (...) 
  • #1111: Add official support for MinGW (32 and 64 bit targets) 
  • Child removal (e.g. on destruction) always triggered a deactivation event due to a change in a fix for 0.8.5, now the deactivation event is only triggered when the element was actually active.
Category: 
CEGUI

CEGUI 0.8.5

Patch release from v0-8 branch - It contains many minor fixes and changes. You can use the following links:

Source Package Downloads:
Source code packaged a a .zip file
Source code packaged as a .tar.bz2 file

Documentation Downloads:
Documentation packaged as a .zip file

Dependencies (Windows / Apple OS X Only):
http://prdownloads.sourceforge.net/crayzedsgui/cegui-deps-0.8.x-src.zip?...

Or click here for the online version of the docs

State: 
Stable
Branch: 
0.8
Changelog: 

Release 0.8.5 (taken from bitbucket issue-tracker, milestone 0.8.5. To read the full issue go to https://bitbucket.org/cegui/cegui/issue and append the ID - e.g. https://bitbucket.org/cegui/cegui/issue/998

  •     Some changes around the Cmake for the OgreRenderer were done, both fixes and enhancements
  •     #998: SimpleTimer.cpp includes headers into namespace
  •     #1019: Docu lacks info on deinitialisation of CEGUI
  •     #1034: Doxygen docs use GIF images
  •     #1063: OpenGLRenderer on Linux renders CEGUI samples upside-down
  •     #1065: The 0.7->0.8 porting tips should either be added to the API Docu or referenced from there
  •     #1072: Docu: Replace CEGUIFalagardWRBase with CEGUICoreWindowRendererSet in Docu
  •     #1076: TabControl XML printing prints children twice
  •     #1077: ComboDropList output to XML shows RestoreOldCapture for Scrollbar's autowindow children
  •     #1078: Properties that are forwarded via PropertyLinkDefinitions are printed to XML
  •     #1079: Tooltips behave glitchy, take away focus from underlying windows, affect move-events
  •     #1080: Tooltips are wrongly printed to XML, inheritance affects the printing and uses wrong values
  •     #1081: Numerous windows XML-print some redundant (because forwarded) AutoWindow properties
  •     #1082: Scrollable panes print their children inside their autowindow instead of directly inside them
  •     #1087: StaticText uses incorrect Font when DefaultFont of a GUIContext is changed
  •     #1097: Window font ignored in RenderStringTextComponents
  •     #1104: Issue an exception if the locale is unexpected, before parsing anything with sscanf
  •     #1110: Support building CEGUI and its deps on Windows with MSVC for 64-bit.
Category: 
CEGUI

Current CEGUI developments and future plans

We are currently working on improving CEGUI 1.0 (current default branch) to bring CEGUI to the next level by upgrading core code using C++11 features, by improving the API design for easier and more inituitive use, by resolving naming issues and by adding features that will make everyday CEGUI usage easier. We will also in time improve the official API docu, which we consider crucial for the Release of 1.0.

To summarise our current developments and goals for 1.0:

  • Text rendering is currently slow due to Renderer changes, we will fix this soon and potentially also improve how Font will be rendered in general, by considering Kerning and thus improving the look/readability.
  • We already replaced some containers using the new unordered containers of C++11 and replaced output/input int types using std::int8_t etc. We will continue adding C++11 features such as move-constructors, std::array, std::copy (removing memcpy), simplify loops, potentially use std::thread and are already in the process of doing so.
  • We will replace sscanf and printf using sstream, to make CEGUI ready for multi-threading and protect it from changes to the global locale, which can occur from other libraries or user-code. We already finished this process for the PropertyHelper class.
  • A Vulkan Renderer will be added once Vulkan drivers are available
  • All CEGUI containers, which allow adding widgets as items, will be adapted so that they can be filled using layout XML files as well as via code. Currently filling them in layout files is not possible for all widgets, which is a big mistake in my opinion
  • Let's also not forget that 1.0 already contains a lot of new features such as: a new input handling based on semantics making it suited for different input devices, loading/rendering simpel SVGs and creating custom vector graphics in runtime as CEGUI Image, new MVC pattern for container widgets, etc etc etc

We are also working to solve the open tickets on our bug tracker, feel free to check them out if you want to know more about upcoming changes.

Version 0.8.X has also not been forgotten. We work on bug fixes and ABI-compatible new features there. A new Release is planned and contains a lot of fixes we have applied in the past year. Unfortunately, a smaller release-blocker is keeping us from releasing it currently, but progress on resolving it has already been made. We will release the new version as soon as we have solved all blockers!

CEGUI tutorial videos by MakingGamesWithBen

The channel MakingGamesWithBen on youtube recently posted this awesome guide on how to install/build CMake and go through the entire build process on Windows. Every CEGUI that every beginner should watch this video!

I also just added this video to the Getting Started section with some extra information - check it out. And don't forget to follow Ben's future videos, it seems like he got more interesting videos coming up on CEGUI!


Edit: A new video has been published. This one gives you a good introduction to the integration of CEGUI into your project, the resource initialisation and basic rendering.


Edit2: And another helpful video by Ben: This one shows how to set up SDL input injection for CEGUI and talks about bit shifting and UTF Strings. In this context I would like to remind users to look at the CEGUI application templates (news here), which also deals with input injections, updates etc (SDL2 and GLFW currently only):

CEGUI (0.8.5) will have new OpenGL ES 2 Renderer: Support for OpenGL ES 2.X and OpenGL ES 3.X and Epoxy (alternatively to GLEW)!

User Yaron Cohen-Tal provided us with a new contribution (PR link here) adding OpenGL ES 2 and OpenGL ES 3 support via a new Renderer (OpenGL ES Renderer). This is a good base for Android, iOS, etc support!

But this is not all: The SampleBrowser now also supports GLFW3 and Epoxy can be used instead of GLEW for the GL extensions. The changes are merged into our v0-8 stable branch (link here) and are undergoing further testing. Feel free to try it out by cloning the branch or pulling the latest changes and report to us about it on our forum/IRC. We would like to hear about any issues you have with it, or any improvements you want to suggest or also feel free to just tell us if it worked nicely for you! The changes will be present in the upcoming 0.8.5 Release.

CEGUI samples running in your web browser (javascript based)!

User "iceiceice" took the CEGUI library and the Samples using OpenGL3 Core Profile Renderer and ported them to OpenGL ES2. This way he could use them with emscripten, making it possible to run CEGUI in your browser.

More Info here: http://cegui.org.uk/forum/viewtopic.php?f=4&t=7065

This is the link to the result: http://cbeck88.github.io/cegui-emscripten Try it out, it works really well!

Gallery: 

Application Templates added

We got a new user contribution from lucebac that just got merged into CEGUI's v0-8 branch yesterday, which will be part of our next CEGUI Release (0.8.5).

He provided what we decided to name "application templates". The currently present application templates (based on GLFW and SDL2) are buildable using CMake for your OS and IDE of choice, just like the rest of CEGUI. The templates are small stand-alone minimal applications that use CEGUI. They serve as a great starting point for creating your own application using CEGUI or might be used as quick guidance to integrate CEGUI into an existing program.

Up to now we only had the SampleBrowser, which in itself is great for showing off samples (Be sure to check out the well-documented code of the samples to learn CEGUI) and for us to quickly test if features still work, but was not a good starting point to setting up your own CEGUI application or for explaining how CEGUI is set up. We suggest beginners to most of all, read the API docs, then to look at all samples in the SampleBrowser that are relevant to them and finally to grab the application template and see how it works.

In the future we would like to add support for more window creation systems for the application template, and maybe also a Ogre and Irrlicht based application template. User contributions are very welcome (https://bitbucket.org/cegui/cegui)

Also I want to remind all our users of our Ticket Issue system on bitbucket: https://bitbucket.org/cegui/cegui/issues
I was made aware recently that there are some issues that do not get reported on our forum or issue tracker by users. It is very important for us that unreported issues get reported on our issue tracker (or at least on our forum). Use the search function to look for reported issues. If the issue was already reported you may also additionally comment on it or add your vote for it, which will raise awareness. We definitely pay more attention to issues (and also suggested features) with more votes, since this shows they are likely to be relevant to more people.

Discuss the news here

CEGUI on Open HUB

For those who haven't visited it yet, check out CEGUI on Open HUB: https://www.openhub.net/p/CEGUI

It contains interesting information about the CEGUI project, its commits, contributors and a lot of statistics.

Gallery: 

CEGUI (as part of Worldforge) was not accepted for GSoC2015

Unfortunately we were not accepted for Google Summer of Code 2015.

We had 3 successful years of participation, with a 100% completion rate and we are very thankful for that.
Ogre3D was neither accepted this year nor last year. Mozilla also apparently didn't make it. It seems that a lot less organisations were accepted this year (2015) compared to 2014.

The accepted organisations can be seen here: http://www.google-melange.com/gsoc/org/list/public/google/gsoc2015

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