Search found 8 matches
- Mon Apr 16, 2012 19:35
- Forum: Help
- Topic: Mild success, outstanding issues in making CEGUI work on iOS
- Replies: 4
- Views: 3288
Re: Mild success, outstanding issues in making CEGUI work on
Ok, it took a while but I finally got the current mercurial branch to build for iOS and the simulator. In order to understand how to use the OpenGLES renderer correctly, I'm attempting to replicate Demo6, but I'm having some trouble. I figured the easiest thing to do was start with the apple iOS ope...
- Mon Apr 16, 2012 12:54
- Forum: Help
- Topic: Equivalent of UnifiedYPosition in unstable animation API
- Replies: 3
- Views: 2219
Re: Equivalent of UnifiedYPosition in unstable animation API
Oh yeah, I changed those version numbers in the CMake file because I didn't like haveing CEGUI-9999 installed in my development directory. I later discovered the CEGUI_SLOTTED_INSTALLATION cmake variable, and forgot to revert changes to my cmake file. I put 0.7.7 because, as far as I can tell, it do...
- Sun Apr 15, 2012 20:42
- Forum: Help
- Topic: Equivalent of UnifiedYPosition in unstable animation API
- Replies: 3
- Views: 2219
Equivalent of UnifiedYPosition in unstable animation API
I've been trying to upgrade my game to use the unstable (0.8ish) API. It seems I've got pretty much everything built and running correctly except that I can't find out how to update this animation definition: <AnimationDefinition name="FlyIn" duration="0.5" replayMode="once&...
- Sat Apr 14, 2012 22:35
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Suggestion: Consider sigc++ / boost for callback mechanism
- Replies: 2
- Views: 3331
Re: Suggestion: Consider sigc++ / boost for callback mechani
Cool, well if it was a conscious choice I'm sure it was a good one. I am using sigc++ signals in my application so it is "compatible".
- Tue Apr 10, 2012 22:01
- Forum: Help
- Topic: Mild success, outstanding issues in making CEGUI work on iOS
- Replies: 4
- Views: 3288
Mild success, outstanding issues in making CEGUI work on iOS
I'm trying to port a simple game to iOS, and I'm having some trouble getting CEGUI to work. I'm hoping that spending the time get CEGUI to work will be less than spending the time to come up with another GUI Solution. This is what my game is supposed to look like (linux build): http://youtu.be/rrs_-...
- Tue Apr 10, 2012 21:45
- Forum: Help
- Topic: When is it safe to destroy an animation instance
- Replies: 2
- Views: 1907
Re: When is it safe to destroy an animation instance
Should be easy enough. I'll need to do something for my application anyhow since I'm dynamically creating one-off animations. If I can do it cleanly I'll submit a patch.
- Tue Apr 10, 2012 17:55
- Forum: Help
- Topic: When is it safe to destroy an animation instance
- Replies: 2
- Views: 1907
When is it safe to destroy an animation instance
In my code, I destroy an animation instance in the CEGUI::AnimationInstance::EventAnimationEnded handler. This works on my linux build but in my iPhone build the instance is destroyed before it is removed from the AnimationManager. At least, thats what I gather from the debugger... I get a memory er...
- Wed Apr 04, 2012 18:52
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: Suggestion: Consider sigc++ / boost for callback mechanism
- Replies: 2
- Views: 3331
Suggestion: Consider sigc++ / boost for callback mechanism
First, thanks to the maintainers for continuing to work on CEGUI and for making it what it is. I first used it a couple of years back and have just started using it again and it has matured significantly in that time... so thanks. Ok then. So I'm guessing this has probably already been brought to th...