You're right, this makes sense. I was overthinking this. Reinjecting release events does indeed sound like the right approach; the interna of the UI widgets shouldn't be my business.
Resolving this as "working as intended" then.Thanks a lot, and sorry for the hassle!
Search found 9 matches
- Sat Jan 11, 2014 15:21
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Solved/NoBug] Shift key states don't lose focus
- Replies: 11
- Views: 9536
- Tue Jan 07, 2014 07:39
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Solved/NoBug] Shift key states don't lose focus
- Replies: 11
- Views: 9536
Re: [Bug?] Shift key states don't lose focus
It's up to you to figure out when to inject the copy/cut/paste requests. However you can keep the current control key states in your input injector which should get rid of the active window problem. You are basically going to listen to CTRL_UP and CTRL_DOWN events, update mControlHeld appropriately...
- Sat Jan 04, 2014 20:46
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Solved/NoBug] Shift key states don't lose focus
- Replies: 11
- Views: 9536
Re: [Bug?] Shift key states don't lose focus
Just curious, why aren't you calling injectCopyRequest and injectPasteRequest instead of doing it manually like this? Because I hadn't known about it - thanks :-) That just saves me from looking up the active window, though, right? I still have to watch out for the actual Ctrl-X/C/V keystrokes, tho...
- Sat Jan 04, 2014 00:06
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Solved/NoBug] Shift key states don't lose focus
- Replies: 11
- Views: 9536
Re: [Bug?] Shift key states don't lose focus
To add to this, the actual Shift key is also affected: Hold down shift, focus away, release shift, and when you come back, simple cursor movement in an edit box starts selecting text.
- Fri Jan 03, 2014 23:42
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Solved/NoBug] Shift key states don't lose focus
- Replies: 11
- Views: 9536
Re: [Bug?] Shift key states don't lose focus
Ah, sorry, the title is referring to "shift states" on a general level, including Meta, Greek, Hyper, Control, and whatnot. I'm assuming that CEGUI is keeping track of more than just Control :-) Code goes like this: case sf::Event::KeyPressed: if (Event.key.code == sf::Keyboard::LControl |...
- Fri Jan 03, 2014 14:18
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Solved/NoBug] Shift key states don't lose focus
- Replies: 11
- Views: 9536
[Solved/NoBug] Shift key states don't lose focus
I'm just starting with CEGUI and learned with great delight that the edit box widget supports all kinds of line editing, like word-wise cursor movements and copy paste, and bidirectional selections. Great job! Here's one small nitpick: I implemented some logic for copy-pasting, which consists of rem...
- Thu Jan 02, 2014 21:04
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED] Integrating 0.8.3 with SFML 2.1 and OpenGL
- Replies: 2
- Views: 14442
Re: Integrating 0.8.3 with SFML 2.1 and OpenGL
I've resolved this! The crucial information is in this SFML OpenGL documentation . Basically, I've replaced SFML's Window::clear() with a GL-clear, and the important change is to save the GL state while doing SFML drawing. My render loop now looks like this: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BU...
- Thu Jan 02, 2014 20:58
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: [Bug] Small typo in TextComponent.cpp
- Replies: 1
- Views: 3294
[Bug] Small typo in TextComponent.cpp
In CEGUI 0.8.3, in file src/falagard/TextComponent.cpp, there is a typo:
should be
This only manifests when compiling with CEGUI_BIDI_SUPPORT enabled.
Code: Select all
else if (d_text.empty())
should be
Code: Select all
else if (d_textLogical.empty())
This only manifests when compiling with CEGUI_BIDI_SUPPORT enabled.
- Thu Jan 02, 2014 17:13
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED] Integrating 0.8.3 with SFML 2.1 and OpenGL
- Replies: 2
- Views: 14442
[SOLVED] Integrating 0.8.3 with SFML 2.1 and OpenGL
I am following this outdated SFML + CEGUI tutorial , using SFML 2.1 and CEGUI 0.8.3 (on Linux, with the GLRenderer). I've made numerous modifications to the code, and the SFML skeleton is working. However, CEGUI is only working partially: The initial view renders correctly, but it doesn't seem to be...