Search found 20 matches
- Fri Mar 04, 2011 02:54
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: treeItem memory leak
- Replies: 1
- Views: 2987
treeItem memory leak
when treeItem is auto-deleted by Tree, or developer. The treeItem's child not be deleted, also the child which is tag by auto-deleted. In Tree's destruct function, it calls resetList_impl to delete auto-delete child treeitem. so i add two functions, name resetList and resetList_impl, and add resetLi...
- Fri Dec 10, 2010 02:05
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: AnimationSystem memory leaks???
- Replies: 4
- Views: 4821
Re: AnimationSystem memory leaks???
Jamarr wrote:Please post in the appropriate sub-forum, as this keeps threads organized and avoids cluttering sub-forums with unrelated content. It's not that hard. Thanks.
my english is poor, so sorry for that, i will try my best to do that...
- Thu Dec 09, 2010 08:19
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: AnimationSystem memory leaks???
- Replies: 4
- Views: 4821
Re: AnimationSystem memory leaks???
sorry~void AnimationManager::destroyAnimation(const String& name),has delete anim~ destroyAnimationInstance, havn't deleted animInst... //----------------------------------------------------------------------------// void AnimationManager::destroyAnimationInstance(AnimationInstance* instance) { ...
- Thu Dec 09, 2010 08:14
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: AnimationSystem memory leaks???
- Replies: 4
- Views: 4821
AnimationSystem memory leaks???
hi ce~ i'm not sure, is this cegui's memory leaks.. But, i has exclude my code step by step..finally find when i add blow code will bring memory leaks.. CEGUI::AnimationManager& animMgr = CEGUI::AnimationManager::getSingleton(); animMgr.loadAnimationsFromXML("GuiFuncBtns.xml"); I am a ...
- Mon Sep 13, 2010 06:53
- Forum: Official Announcements, Works in Progress, and Future Directions
- Topic: CEGUI 0.7.2 is Released!
- Replies: 12
- Views: 34674
Re: CEGUI 0.7.2 is Released!
Thanks~
- Mon Sep 06, 2010 03:02
- Forum: Help
- Topic: select Editbox character's offset
- Replies: 2
- Views: 2406
Re: select Editbox character's offset
maybe it's my propblem, when i change looknfeel, like below.It's let the image(set:BasicImage :imageEditBoxLeft) has some width. the editbox like this: [beautyLeftEdge[TextArea]beautyRightEdge] <NamedArea name="TextArea"> <Area> <Dim type="LeftEdge" > <ImageDim imageset="Bas...
- Fri Sep 03, 2010 02:11
- Forum: Help
- Topic: select Editbox character's offset
- Replies: 2
- Views: 2406
select Editbox character's offset
size_t FalagardEditbox::getTextIndexFromPosition(const Point& pt) const { Editbox* w = static_cast<Editbox*>(d_window); // calculate final window position to be checked float wndx = CoordConverter::screenToWindowX(*w, pt.d_x); //MODIFY:does it should subtract namespace:TextArea's left edge here?...
- Mon Aug 23, 2010 06:48
- Forum: Help
- Topic: can OgreImageCodec load dds format image?
- Replies: 3
- Views: 2623
Re: can OgreImageCodec load dds format image?
If I use compressed format(e.g. dds) force and cheat ce's code, like
"case DDS:
case ARGB:
...
", will be punished? --->crash?
that is, i want to know has ce's code operation texture byte information.
"case DDS:
case ARGB:
...
", will be punished? --->crash?
that is, i want to know has ce's code operation texture byte information.
- Wed Aug 18, 2010 02:23
- Forum: Help
- Topic: can OgreImageCodec load dds format image?
- Replies: 3
- Views: 2623
can OgreImageCodec load dds format image?
how to make OgreImageCodec load dds format image? through operate bit, like FreeImageImageCodec. for (uint i = 0; i < height; ++i) { for (uint j = 0; j < width; ++j) { uint p = *(((uint*)(rawBuf + i * pitch)) + j); uint r = (p >> 16) & 0x000000FF; uint b = (p << 16) & 0x00FF0000; p &= 0x...
- Thu Jul 08, 2010 12:27
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: text split problem in void RenderedString::split(...);
- Replies: 3
- Views: 3934
Re: text split problem in void RenderedString::split(...);
add some code in sample_firstWindow Window* lab = winMgr.createWindow("TaharezLook/StaticText", "Demo Lab"); wnd->addChildWindow(lab); lab->setArea(URect(cegui_absdim(10), cegui_absdim(10), cegui_absdim(100), cegui_absdim(200))); ImagesetManager::getSingleton().create("Drive...
- Thu Jul 08, 2010 02:01
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: text split problem in void RenderedString::split(...);
- Replies: 3
- Views: 3934
text split problem in void RenderedString::split(...);
CEGUIRenderedString.cpp line number :199 RenderedStringComponent* lc = c->split(split_point - (partial_extent - c->getPixelSize().d_width), true); //RenderedStringComponent* lc = // c->split(split_point - (partial_extent - c->getPixelSize().d_width), // idx == 0); when the content is "[image='s...
- Sat Jun 19, 2010 09:24
- Forum: Offtopic Discussion
- Topic: 0.7.1 clipping issue
- Replies: 7
- Views: 8575
Re: 0.7.1 clipping issue
mark~
- Sat May 22, 2010 15:16
- Forum: Offtopic Discussion
- Topic: probleme about chinese display and input,thanks a lot..
- Replies: 11
- Views: 17824
Re: probleme about chinese display and input,thanks a lot..
CEGUI::String AnsiToUtf8( char *szAnsi ) { wchar_t *szUnicode = NULL; int iLengthUnicode = 0; //iLengthUnicode = MultiByteToWideChar(CP_ACP, 0, szAnsi, (int)strlen(szAnsi), NULL, 0); iLengthUnicode = MultiByteToWideChar(CP_ACP, 0, szAnsi, -1, NULL, 0); szUnicode = new wchar_t[ iLengthUnicode ]; mem...
- Sat May 22, 2010 15:11
- Forum: Offtopic Discussion
- Topic: probleme about chinese display and input,thanks a lot..
- Replies: 11
- Views: 17824
Re: probleme about chinese display and input,thanks a lot..
CEGUI::String AnsiToUtf8( char *szAnsi ) { wchar_t *szUnicode = NULL; int iLengthUnicode = 0; iLengthUnicode = MultiByteToWideChar(CP_ACP, 0, szAnsi, (int)strlen(szAnsi), NULL, 0); iLengthUnicode = MultiByteToWideChar(CP_ACP, 0, szAnsi, -1, NULL, 0); copy from MSDN: MultiByteToWideChar or WideCharTo...
- Tue Mar 09, 2010 12:26
- Forum: Help
- Topic: how to add a "Renderer"?
- Replies: 1
- Views: 1905
how to add a "Renderer"?
I inherit a ImageItemEntry from ItemEntry. Add a StaticImage and some StaticText to the ImageItem as child windows simply. So, I will write a new render for this type to getItemPixelSize() for my new lady who has some new child, Rather than relying on the text. All is OK, besides the problem that th...