Search found 12 matches
- Fri Jul 10, 2009 04:51
- Forum: Help
- Topic: Editbox: how to insert special characters?
- Replies: 5
- Views: 3700
Re: Editbox: how to insert special characters?
If you get the latest OIS from CVS/SVN (whichever they use, I forget) it supports unicode input. I don't know why they haven't put out a new release so people will know where to get unicode support, but anyway. /shrug
- Sun Jun 28, 2009 05:41
- Forum: CEGUI Library Development Discussion
- Topic: The Development of CEGUI 0.7.x
- Replies: 78
- Views: 112893
Re: The Development of CEGUI 0.7.x
0.7 is looking absolutely fantastic. :D As much as I'm drooling over the new features, I would really like to see a release as soon as it's practical just for the new renderer changes. I do have a feature suggestion though (as if to contradict what I just said :roll: ). You mentioned earlier about a...
- Wed May 06, 2009 15:34
- Forum: Help
- Topic: System::injectTimePulse()
- Replies: 1
- Views: 1841
System::injectTimePulse()
Simple question: is this method needed for anything other than displaying tooltips?
- Wed Apr 22, 2009 18:51
- Forum: Help
- Topic: Question on layouts and schemes
- Replies: 5
- Views: 3323
Re: Question on layouts and schemes
I haven't had time to start implementing this yet (whose bright idea was this real life thing, anyway?), but another thing that crossed my mind. How do the alias handle duplicate names? Say we have everything in the game aliased through something like "GameGui/[...]". We load up the game w...
- Tue Apr 14, 2009 20:50
- Forum: Help
- Topic: Question on layouts and schemes
- Replies: 5
- Views: 3323
- Mon Apr 13, 2009 19:03
- Forum: Help
- Topic: Question on layouts and schemes
- Replies: 5
- Views: 3323
Question on layouts and schemes
One of my goals in my current project is to allow users to make their own skins (schemes), drop them in and use them with out having to actually modify the various menu layout files by changing settings in a game menu. Considering that the layouts specify the scheme used by a particular gui object, ...
- Sat Apr 04, 2009 17:39
- Forum: Help
- Topic: Resolving order of events - single and double clicks
- Replies: 25
- Views: 14772
With all due respect, that is up to the application in question - quite unlike what you seem to be arguing for, there is no such thing as one best interface standard, even for RTT or RTS games (no, not even for selection or whatever else may be associated with mouse interaction and unit icons). I'm...
- Sat Apr 04, 2009 14:30
- Forum: Help
- Topic: Resolving order of events - single and double clicks
- Replies: 25
- Views: 14772
It seems to me that the best (only?) solution here is to make the single click action benign enough that when the single click event occurs you can always go ahead and process it without caring whether or not it's going to be followed by a double click event. While you *could* work in some delays in...
- Fri Mar 27, 2009 20:22
- Forum: Help
- Topic: ceGUI and vs2008
- Replies: 10
- Views: 4797
Irony:
I was actually about to reply to this thread last night until I saw him indicate on another forum that he'd already fixed his problem.
I was actually about to reply to this thread last night until I saw him indicate on another forum that he'd already fixed his problem.
- Wed Mar 25, 2009 15:21
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Exceptional madness
- Replies: 6
- Views: 5544
The only advice I can give currently is equally lame and amounts to don't destroy CEGUI::System when handling an exception (potentially) from a loadable module. Well, luckily it's fairly trivial for me to make sure that my GameStateManager instance isn't destroyed until after any fatal exceptions a...
- Tue Mar 24, 2009 23:42
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Exceptional madness
- Replies: 6
- Views: 5544
I spent the last while tinkering with it, I think I've got it down to a fairly minimum example. This is still using Ogre though (I've actually never used CEGUI without Ogre :| ), but hopefully now you'll be able to reproduce it well enough to see if the problem is in CEGUI or something with Ogre. Ig...
- Sat Mar 14, 2009 15:08
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Exceptional madness
- Replies: 6
- Views: 5544
Exceptional madness
I seem to have found a rather obscure issue with the expat parser module - getting a segfault when an exception thrown from that module is destructed. Main function #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 #define WIN32_LEAN_AND_MEAN #include <Windows.h> void ReportException(const char* const ms...