Search found 8 matches

by cheshirekow
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...
by cheshirekow
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...
by cheshirekow
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&...
by cheshirekow
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".
by cheshirekow
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_-...
by cheshirekow
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.
by cheshirekow
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...
by cheshirekow
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...

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