Search found 12 matches

by Speedo
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
by Speedo
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...
by Speedo
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?
by Speedo
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...
by Speedo
Tue Apr 14, 2009 20:50
Forum: Help
Topic: Question on layouts and schemes
Replies: 5
Views: 3323

Interesting. Never noticed the aliasing ability before, it definetly sounds like the better option.
by Speedo
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, ...
by Speedo
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...
by Speedo
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...
by Speedo
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.
by Speedo
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...
by Speedo
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...
by Speedo
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...

Go to advanced search