I remember this from a while ago, it was about narrowing conversion.
There is a compiler switch you need to use to get rid of it, I remember it's -Wno-narrowing.
You need to add this in the CMake file.
Search found 20 matches
- Sun Jun 03, 2018 03:04
- Forum: Help
- Topic: Errors while installing CEGUI 0.8.4 With MinGW
- Replies: 1
- Views: 9585
- Wed Feb 07, 2018 02:49
- Forum: Help
- Topic: Scrollbar in StaticText.
- Replies: 5
- Views: 8511
Re: Scrollbar in StaticText.
Haha I am definitely not "experienced" because I am still in high school.
But I guess there's no harm giving it a try, so I have added this to my list.
School is getting busy so it might be a while until I have time.
But I guess there's no harm giving it a try, so I have added this to my list.
School is getting busy so it might be a while until I have time.
- Fri Feb 02, 2018 23:21
- Forum: Help
- Topic: Scrollbar in StaticText.
- Replies: 5
- Views: 8511
Re: Scrollbar in StaticText.
Here we go:
Normal StaticText:
StaticText with enough lines,
How do I changed the thumb size?
Normal StaticText:
StaticText with enough lines,
How do I changed the thumb size?
- Thu Feb 01, 2018 15:40
- Forum: Help
- Topic: Scrollbar in StaticText.
- Replies: 5
- Views: 8511
Re: Scrollbar in StaticText.
Any help available?
- Tue Jan 30, 2018 22:46
- Forum: Help
- Topic: Could I set font per different language?
- Replies: 5
- Views: 8537
Re: Could I set font per different language?
I don't think CEGUI knows the text language, you might need to write it yourself.
- Fri Jan 26, 2018 17:38
- Forum: Help
- Topic: Scrollbar in StaticText.
- Replies: 5
- Views: 8511
Scrollbar in StaticText.
I'm implementing a console window and I'm using staticText in TaharazLook. Maybe it's by TaharazLook default that a vertical scrollbar will just be added when the StaticText contains more lines. However the scrollbar thumb size is static so it looks weird. I want to change its size based on the page...
- Wed Dec 06, 2017 01:38
- Forum: Help
- Topic: SDL clipboard and CEGUI clipboard
- Replies: 1
- Views: 4257
Re: SDL clipboard and CEGUI clipboard
Ohhhhh! I figured it out. I just store the char* for now and manually call SDL_free() right after UIContext::injectPasteRequest() here is the code for my SDLClipboardProvider class: SDLClipboardProvider.h #include <SDL.h> #include <CEGUI\CEGUI.h> #include <iostream> namespace CEGUI { class SDLClipbo...
- Wed Dec 06, 2017 00:00
- Forum: Help
- Topic: Opening .LAYOUT Files From Torchlight (1) Game
- Replies: 2
- Views: 5312
Re: Opening .LAYOUT Files From Torchlight (1) Game
Definitely CEED, you need to open the project file first though.
After the .project file is loaded, you can navigate to the .layout file to open it.
I really wish CEED is able to open .project as a start up parameter, like when you drag and drop a file on an .exe file.
After the .project file is loaded, you can navigate to the .layout file to open it.
I really wish CEED is able to open .project as a start up parameter, like when you drag and drop a file on an .exe file.
- Tue Dec 05, 2017 23:54
- Forum: Help
- Topic: SDL clipboard and CEGUI clipboard
- Replies: 1
- Views: 4257
SDL clipboard and CEGUI clipboard
I am implementing a class that derives from CEGUI::NativeClipboardProvider. I have no problem with sendToClipboard so far, but my implemenation of retriveveFromClipboard will have memory leak. SDL's SDL_GetClipboardText() returns a UTF-8 char*, but it must be freed using SDL_free() later. The thing ...
- Mon Dec 04, 2017 21:36
- Forum: Help
- Topic: Password editbox
- Replies: 3
- Views: 6277
Re: Password editbox
I would probably do it like this:
First I check if the entry is a password entry.
-If it is, then I take the input and inject "*" to the system.
-else, inject user's input.
First I check if the entry is a password entry.
-If it is, then I take the input and inject "*" to the system.
-else, inject user's input.
- Fri Dec 01, 2017 15:57
- Forum: Help
- Topic: [Solved] CEGUI custom rendering
- Replies: 12
- Views: 12613
Re: CEGUI custom rendering
The goal is achieved! I simply created a layout file with StaticImage, set alwaysOnTop = true; I load this layout at the beginning and set it to invisible. Whenever I need a WidgetWindow that requires the shadow, I set the StaticImage to visible and add the WidgetWindow::window to the StaticImage as...
- Mon Nov 20, 2017 23:30
- Forum: Help
- Topic: [Solved] CEGUI custom rendering
- Replies: 12
- Views: 12613
Re: CEGUI custom rendering
Thanks for your elegant solution! Lemme try that out.
I will post the full solution after I finish just in case.
I will post the full solution after I finish just in case.
- Sat Nov 18, 2017 14:56
- Forum: Help
- Topic: [Solved] CEGUI custom rendering
- Replies: 12
- Views: 12613
Re: CEGUI custom rendering
Window::render() needs to be followed by a Window::getTargetRenderingSurface().draw() however, this only works if the window has a RenderingSurface, from what I've tested, this only works for the root window of a context. (Since the root window is a DefaultWindow in CEED) SO I TRIED-- A. Adding a Re...
- Thu Nov 16, 2017 22:11
- Forum: Help
- Topic: [Solved] CEGUI custom rendering
- Replies: 12
- Views: 12613
Re: CEGUI custom rendering
So does anyone know if Window::render() works? Or is there anything I need to call with it for it to work? Sorry, I was busy these last days. I am going to reply to you tomorrow or saturday. This topic is something that requires me to look more into code before I can give a good answer, and I had n...
- Thu Nov 16, 2017 21:38
- Forum: Help
- Topic: [Solved] CEGUI custom rendering
- Replies: 12
- Views: 12613
Re: CEGUI custom rendering
So does anyone know if Window::render() works? Or is there anything I need to call with it for it to work?