I wasn't sure if this was the library's responsibility or the user's responsibility to keep the list ordered. I'll try your suggestion of creating items up front. That should fix my problems.
Thanks!
Search found 26 matches
- Mon Oct 19, 2009 14:05
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED]MultiColumnList crash - Adding row while sorting
- Replies: 14
- Views: 12192
- Sun Oct 18, 2009 21:11
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED]MultiColumnList crash - Adding row while sorting
- Replies: 14
- Views: 12192
Re: [SOLVED]MultiColumnList crash - Adding row while sorting
Do you mean that you call handleUpdatedItemData after every insert? I'm calling it after my batch of 3 inserts. When I call it after every insert, it doesn't crash and works fine, but I guess that defeats the whole point. ;) I'm trying to decipher the code right now and I think I see what's causing ...
- Sun Oct 18, 2009 13:43
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED]MultiColumnList crash - Adding row while sorting
- Replies: 14
- Views: 12192
Re: [SOLVED]MultiColumnList crash - Adding row while sorting
Yes. handleUpdatedItemData is called at the end of the function. Pseudo-code is something like this : - For every object, add it if it is not in the list, update it if it is - For every list item, remove it if it is no longer valid - Call handleUpdatedItemData Code to add items is in the first post....
- Sun Oct 18, 2009 00:39
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED]MultiColumnList crash - Adding row while sorting
- Replies: 14
- Views: 12192
Re: [SOLVED]MultiColumnList crash - Adding row while sorting
I've managed to make it crash once again with revision 2321. This time, it seems to be related to the deletion of rows when they are ordered. The items are deleted this way for (unsigned int i=0; i < lList->getRowCount(); ++i) { bool lExist = false; if (!lExist) { // Delete the row lList->removeRow(...
- Mon Oct 12, 2009 14:31
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED]Combobox getSelectedItem
- Replies: 2
- Views: 3063
Re: Combobox getSelectedItem
Alright. If it's not a bug, I'll use this feature instead of creating a child class for my ComboDropList to get the item under the mouse cursor(http://www.cegui.org.uk/phpBB2/viewtopic.php?f=10&t=4387). I was not sure if this would be fixed in a future release. That should simplify my code nicel...
- Sun Oct 11, 2009 22:50
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED]Combobox getSelectedItem
- Replies: 2
- Views: 3063
[SOLVED]Combobox getSelectedItem
Hi all! I'm not sure if this is a bug or a feature. I have a combobox with various items and a method that is called every frame which takes the selected item of the combobox and uses it to calculate stuff. The getSelectedItem function appears to be returning the correct value when the combobox is n...
- Sat Oct 10, 2009 19:35
- Forum: Help
- Topic: [SOLVED]Combobox MouseMoveEvent
- Replies: 2
- Views: 2124
Re: Conbobox MouseMoveEvent
I understand. It's working fine now. Thanks!
- Sat Oct 10, 2009 15:13
- Forum: Help
- Topic: [SOLVED]Combobox MouseMoveEvent
- Replies: 2
- Views: 2124
[SOLVED]Combobox MouseMoveEvent
Hi all! I'm trying to display some information when the player hovers a Combobox. This is how I'm subscribing to the event : lShieldLayer->subscribeEvent(CEGUI::Combobox::EventMouseMove, CEGUI::Event::Subscriber(&GUITemplateEdit::ShieldCombobox_OnMouseMove, this)); I never get any event when I m...
- Fri Oct 09, 2009 02:20
- Forum: Help
- Topic: [SOLVED]Getting Combobox item under mouse cursor
- Replies: 2
- Views: 2941
Re: Getting Combobox item under mouse cursor
I went that route and it's working nicely.
Thanks!
Thanks!
- Wed Oct 07, 2009 01:11
- Forum: Help
- Topic: [SOLVED]Getting Combobox item under mouse cursor
- Replies: 2
- Views: 2941
[SOLVED]Getting Combobox item under mouse cursor
Hi all! I'm using CEGUI 0.7 with Ogre 1.6.3. I have a series of Comboboxes which contain a list of available items. I also have a section in the UI where I want to display detailed information about the item when the player hovers the item with the mouse. I've subscribed to the ComboDropList::EventM...
- Mon Oct 05, 2009 11:45
- Forum: Skins and Themes
- Topic: [SOLVED]Combobox in TaharezLook
- Replies: 2
- Views: 13417
Re: Combobox in TaharezLook
Ahhh, good old quick hacks that come back to haunt you
Thanks for the answer!
Thanks for the answer!
- Mon Oct 05, 2009 01:25
- Forum: Skins and Themes
- Topic: [SOLVED]Combobox in TaharezLook
- Replies: 2
- Views: 13417
[SOLVED]Combobox in TaharezLook
Hi all! I'm still very new to skinning and I was messing around with fonts and noticed my comboboxes were overlapping my new shiny font. I dug a bit in the looknfeel file and after the initial shock and awe, I think I figured out the problem. I'd like to ask more experienced skinners if there's a re...
- Sun Oct 04, 2009 23:32
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [SOLVED]TabControl without a defined visible child
- Replies: 2
- Views: 2652
[SOLVED]TabControl without a defined visible child
Hi all! I'm using CEGUI 0.7 with Ogre 1.6.3. I'm not sure if this is intended or a bug. If I have a TabControl widget with child tabs and none have their Visible property set to True, then it will look like the first tab is selected, but its contents will not be displayed. Clicking on the tab displa...
- Wed Sep 30, 2009 12:13
- Forum: Help
- Topic: [SOLVED]Resizing a FrameWindow causes slowdowns
- Replies: 19
- Views: 10674
Re: Resizing a FrameWindow causes slowdowns
I've been playing around with some profiling the last couple of evenings, though did not get the ImageDim to feature prominently anywhere - I looked at the code and it's definitely possible to cache the image there rather than looking it up - once I better get something measurable in relation to th...
- Wed Sep 30, 2009 00:46
- Forum: Help
- Topic: [SOLVED]Resizing a FrameWindow causes slowdowns
- Replies: 19
- Views: 10674
Re: Resizing a FrameWindow causes slowdowns
I did some profiling and found the source of the problem. Seems like it's not in CEGUI, but in Ogre. This bit of code in OgreTextureTarget::declareRenderSize takes about 60ms for 1 call(Debug and Release) and is called whenever I increase the size of the FrameWindow That wasn't Ogre either. Apparen...