Yeah, I feared as much Thanks for writing down your potential approach to this though
Could you maybe point me to how I'd draw to a rendertexture and display that rendertexture using CEGUI?
Search found 41 matches
- Sun Mar 25, 2018 20:09
- Forum: Help
- Topic: Circular menu
- Replies: 5
- Views: 8828
- Fri Mar 23, 2018 10:55
- Forum: Help
- Topic: Circular menu
- Replies: 5
- Views: 8828
Re: Circular menu
Depends. This is a quite complex UI, not only for animation and interaction but also for rendering. Are you trying to exactly recreate what is shown? If you want dynamic buttons with dynamic click areas you won't get around doing some kind of programmatic generation of the UI elements. CEGUI layout...
- Thu Mar 22, 2018 12:53
- Forum: Help
- Topic: Circular menu
- Replies: 5
- Views: 8828
Circular menu
Heya, I'm currently trying to implement a circular menu, but for that I need to display a certain curved area in a darker color. The length of the area should be dependant on the amount of options a player is given. How should I go about making a menu like this? ( https://cdn.dribbble.com/users/1709...
- Wed Dec 06, 2017 10:41
- Forum: Help
- Topic: Password editbox
- Replies: 3
- Views: 5608
Re: Password editbox
Thanks
@andrew: I would have done it that way too if CEGUI wouldn't have a system for it, but kind of figured it did Just didn't know where
- Mon Dec 04, 2017 07:18
- Forum: Help
- Topic: Password editbox
- Replies: 3
- Views: 5608
Password editbox
Hey all,
Does anyone have a clue how I can hide the password entered? I found the "setMaskCodePoint" on the forum questions, but that seems to be legacy code, and couldn't find anything on the tutorial page of the wiki.
Thanks in advance,
Anasky
Does anyone have a clue how I can hide the password entered? I found the "setMaskCodePoint" on the forum questions, but that seems to be legacy code, and couldn't find anything on the tutorial page of the wiki.
Thanks in advance,
Anasky
- Mon Dec 04, 2017 07:16
- Forum: Help
- Topic: Opening .LAYOUT Files From Torchlight (1) Game
- Replies: 2
- Views: 4727
Re: Opening .LAYOUT Files From Torchlight (1) Game
If you want to modify the file, use CEED or notepad. If you want to render them yourselves, use the code of CEGUI.
- Sat Dec 02, 2017 12:44
- Forum: Help
- Topic: [Solved] Deselecting an Editbox
- Replies: 15
- Views: 12840
Re: Deselecting an Editbox
Why dont you do a full-text search? Window::EventMouseClick is what you want. Misread your last reply, my bad. Yeah, Window::EventMouseClick does work ^^ Any clue how I can hide the password entered? I found the "setMaskCodePoint" on the forum questions, but that seems to be legacy code, ...
- Fri Dec 01, 2017 14:20
- Forum: Help
- Topic: [Solved] Deselecting an Editbox
- Replies: 15
- Views: 12840
Re: Deselecting an Editbox
Ident wrote:Anasky wrote:Ident wrote:Yes, wrong event.
CEGUI::PushButton::EventMouseClick
Thanks for the help
Isnt there a Window:EventMouseClick?
Not every window is a pushbutton.
namespace CEGUI has no member EventMouseClick.
The PushButton version works though
- Fri Nov 24, 2017 08:34
- Forum: Help
- Topic: [Solved] Deselecting an Editbox
- Replies: 15
- Views: 12840
Re: Deselecting an Editbox
Ident wrote:Yes, wrong event.
CEGUI::PushButton::EventMouseClick
Thanks for the help
- Fri Nov 24, 2017 07:48
- Forum: Help
- Topic: [Solved] Deselecting an Editbox
- Replies: 15
- Views: 12840
Re: Deselecting an Editbox
That's what I'm trying to do, but it doesn't work :( I've added a handler to EVERY widget that I have using: CEGUI::Window* l_NewWindow; //... l_NewWindow->subscribeEvent( CEGUI::PushButton::EventClicked, CEGUI::SubscriberSlot( &OpenGLLib::GUIFramework::clsWidget::Activate, this ) ); and the act...
- Thu Nov 23, 2017 14:15
- Forum: Help
- Topic: [Solved] Deselecting an Editbox
- Replies: 15
- Views: 12840
Re: Deselecting an Editbox
That would solve 1 of the 2 questions, thanks
What remains would be clicking outside the editbox.
So clicking anywhere on the screen that is not an editbox -> deselect the active window.
What remains would be clicking outside the editbox.
So clicking anywhere on the screen that is not an editbox -> deselect the active window.
- Wed Nov 22, 2017 07:24
- Forum: Help
- Topic: [Solved] Deselecting an Editbox
- Replies: 15
- Views: 12840
Re: Deselecting an Editbox
How would I allow my root window to steal activation? The activating of the editbox works, I can see it selecting the widget and I can start typing in it, so that part works fine :) I tried adding a click handler with an empty function to the root window, but that didn't seem to work? What method wo...
- Tue Nov 21, 2017 22:27
- Forum: Help
- Topic: [Solved] Deselecting an Editbox
- Replies: 15
- Views: 12840
Re: Deselecting an Editbox
How would that solve my issue? -> client tells CEGUI a mouse button has been pressed -> either CEGUI changes the selected child, or doesn't. -> if it does, it's fine -> if it doesn't, should I deselect the currently selected item? what if they just clicked the same editbox again? I shouldn't deselec...
- Tue Nov 21, 2017 20:05
- Forum: Help
- Topic: [Solved] Deselecting an Editbox
- Replies: 15
- Views: 12840
[Solved] Deselecting an Editbox
Heya, I've recently started adding Editboxes to my UI, and they work fine, so yay. What I do notice though is that if I press anywhere else, the editbox doesn't get deselected. It only gets deselected when I press another editbox or a button. Is there a way that I can solve this, and also make it so...
- Tue Nov 21, 2017 20:03
- Forum: Help
- Topic: Adding an extra image to a FrameWindow looknfeel
- Replies: 22
- Views: 16006
Re: Adding an extra image to a FrameWindow looknfeel
I managed to find a solution :) 1. Create a FrameWindow 2. Add the TitleBox (StaticImage) to the FrameWindow->getChild(0) 3. Change its size so that it is properly scaled 4. Set ClippedByParent to False 5. TitleBox->moveToBack() 6. Add the Label (StaticText) to the FrameWindow->getChild(0) 7. Set Ho...