Search found 14 matches
- Mon Nov 22, 2010 16:47
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: resolution and aspect rate independent, scalable UI
- Replies: 2
- Views: 5005
Re: resolution and aspect rate independent, scalable UI
Hm, i think you might have misunderstood me a little bit. What i am basically want to achieve is following: *let a window scale with its parent window and do it aspect rate preserving *let the position of a point in a window be fixed to the position of a point in its parent window independent from s...
- Wed Nov 10, 2010 23:10
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: resolution and aspect rate independent, scalable UI
- Replies: 2
- Views: 5005
resolution and aspect rate independent, scalable UI
Hi! I want to make a UI, that has following features: 1. It is resolution independent: That means it exists a minimum supported resolution, for which the UI graphics are designed, so that the graphical elements won't be scaled in that resolution. For all higher resolutions the UI elements will be up...
- Tue Nov 09, 2010 18:00
- Forum: Modifications / Integrations / Customisations
- Topic: falagard image section specific clipping
- Replies: 2
- Views: 3793
Re: falagard image section specific clipping
Yes i think you did understand me. Here is an example image of my button in normal state embedded in some unicolored background: http://s1.postimage.org/eDHxr.jpg the outer frame is the outer area which makes the button appear sunken in the background. The inner frame is the area which makes the but...
- Mon Nov 08, 2010 17:17
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: menu system extensions
- Replies: 8
- Views: 8027
Re: menu system extensions
Ah sounds nice
thanks for looking into it.
![Smile :)](./images/smilies/icon_smile.gif)
- Fri Nov 05, 2010 10:32
- Forum: Modifications / Integrations / Customisations
- Topic: falagard image section specific clipping
- Replies: 2
- Views: 3793
falagard image section specific clipping
Hello! I want to make a falagard looknfeel for an image button. This Button contains: * an imagery section of the buttons outer frame component * an imagery section of the buttons inner frame component * an imagery section of the buttons background * an imagery section of the buttons foreground imag...
- Mon Nov 01, 2010 20:43
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: menu system extensions
- Replies: 8
- Views: 8027
Re: menu system extensions
Hello again,
i have moved the checkable menu item functionality in a subclass and submitted a patch with all my changes and extensions to the menu system.
Yours sincerely,
Grimmigbeisser
i have moved the checkable menu item functionality in a subclass and submitted a patch with all my changes and extensions to the menu system.
Yours sincerely,
Grimmigbeisser
- Mon Nov 01, 2010 11:26
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: menu system extensions
- Replies: 8
- Views: 8027
Re: menu system extensions
Alright, i tried it and found a few problems doing it the falagard only way. For example you want the checkbox to receive clicks made all over its menu item. I found, that a checkbox in the menu item is not suitable in my use case and i'm better off with an additional falagard imagery. So i will sim...
- Sun Oct 31, 2010 20:05
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: menu system extensions
- Replies: 8
- Views: 8027
Re: menu system extensions
Ok, i see your point. I agree that only the general functionality should be added to menu item and no specific stuff. Its only that i didn't classify this functionality as specific stuff, because i didn't saw the other possibilities you stated. However, after i reviewed the possibilites to add a che...
- Sun Oct 31, 2010 16:40
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: menu system extensions
- Replies: 8
- Views: 8027
Re: menu system extensions
I have thought about adding the checkable functionality via a checkbox / subclassing too, but i saw no reason for doing so. A menu items text is set via the windows text property. If you would place a checkbox child in the menu item, you would have to set the checkbox text to an empty string or use ...
- Sat Oct 30, 2010 22:17
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: menu system extensions
- Replies: 8
- Views: 8027
menu system extensions
Hello there, i found, that the menu system (menubar/popup/menuitem) didn't fit 100% to my needs, so i added some features in my local CEGUI source (svn branch 0.7.4). I think this features could be of use to the CEGUI community, so perhaps there is a way to integrate them. So what i have done? *(1)A...
- Tue Sep 28, 2010 11:00
- Forum: Help
- Topic: Using CEGUI OgreRenderer with Direct3D 10 / 11
- Replies: 14
- Views: 11237
Re: Using CEGUI OgreRenderer with Direct3D 10 / 11
Ah that sounds nice. It would be great if you would post here if you got some results in rewriting it ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
- Mon Sep 27, 2010 19:48
- Forum: Help
- Topic: Using CEGUI OgreRenderer with Direct3D 10 / 11
- Replies: 14
- Views: 11237
Re: Using CEGUI OgreRenderer with Direct3D 10 / 11
Hello again! I recently updated my CEGUI to the latest Version (0.7.2) and rechecked with the Ogre renderer using the dx10 sub system. The issues are still the same. For now i will continue to work with Ogre-dx9 until i come to a point, where it is vital to me switching to dx10/11. At this point i w...
- Wed Jul 28, 2010 13:53
- Forum: Help
- Topic: Using CEGUI OgreRenderer with Direct3D 10 / 11
- Replies: 14
- Views: 11237
Re: Using CEGUI OgreRenderer with Direct3D 10 / 11
Yes, this was my thought too. Perhaps it has something to do with the fixed function pipeline, which isn't there anymore in D3D10+
I completed my initial post with all relevant infos regarding the visual bugs and the crashes.
I completed my initial post with all relevant infos regarding the visual bugs and the crashes.
- Wed Jul 28, 2010 07:55
- Forum: Help
- Topic: Using CEGUI OgreRenderer with Direct3D 10 / 11
- Replies: 14
- Views: 11237
Using CEGUI OgreRenderer with Direct3D 10 / 11
Hi there! I'm trying to setup a GUI using CEGUI 0.7.1 and OGRE 1.7.1. I got the code versions of both SDKs from the mercurial/SVN repositories and have compiled OGRE and CEGUI by myself. It all works fine if i choose to use the CEGUI OgreRenderer with the OGRE "Direct3D9 Rendering Subsystem&quo...