Search found 87 matches

by Jabberwocky
Sun Jun 07, 2015 20:22
Forum: Modifications / Integrations / Customisations
Topic: Darken the entire UI
Replies: 4
Views: 11335

Re: Darken the entire UI

Hi Ident - Thanks for the response! Re: the "right"(tm) way: One of the reasons I wanted to avoid iterating is that the transition from day to night is gradual. Throughout this gradual transition, I'd need to iterate quite often (perhaps every frame, or close to it), such that the UI gradu...
by Jabberwocky
Sat Jun 06, 2015 18:24
Forum: Modifications / Integrations / Customisations
Topic: Darken the entire UI
Replies: 4
Views: 11335

Darken the entire UI

Hiya CEGUI folks, I have an unusual coding problem. The game I'm working on now has a day/night cycle. At nighttime, the UI looks way too bright against the backdrop of the darkened game. What I'd like to do is slightly darken the UI at night. I was hoping to find a simple way of doing this, without...
by Jabberwocky
Mon Jun 02, 2014 20:20
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Fix for Multicolumn list scrollbars showing up when unneeded
Replies: 7
Views: 10173

Re: Fix for Multicolumn list scrollbars showing up when unne

Hiya Ident. I don't have a fix for it currently. I'm in the early phases of prototyping a new game, so minor UI quirks are pretty far down the list of priorities. I just thought I'd share my observations in case it is useful to anyone. I have more clearly figured out the issue though. When the verti...
by Jabberwocky
Sat May 31, 2014 18:12
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Fix for Multicolumn list scrollbars showing up when unneeded
Replies: 7
Views: 10173

Re: Fix for Multicolumn list scrollbars showing up when unne

Howdy folks, Necro time. There is still a problem with MultiColumnLists and horizontal scrollbars in 0.8.2 31/05/2014 12:55:55 (Std) ---- Version: 0.8.2 (Build: Dec 19 2013 Debug Microsoft Windows MSVC++ Great Scott! 32 bit) ---- 31/05/2014 12:55:55 (Std) ---- Renderer module is: CEGUI::OpenGLRender...
by Jabberwocky
Fri Apr 26, 2013 17:39
Forum: Official Announcements, Works in Progress, and Future Directions
Topic: New Major Release Announcement
Replies: 1
Views: 9828

Re: New Major Release Announcement

Cool - thanks for sharing the news CE!
by Jabberwocky
Mon Dec 03, 2012 03:59
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Bugfix: AutoRenderingSurface + Linux + AMD
Replies: 0
Views: 3775

Bugfix: AutoRenderingSurface + Linux + AMD

02/12/2012 21:43:37 (Std) ******************************************************************************** 02/12/2012 21:43:37 (Std) * -------- START OF ESSENTIAL SECTION TO BE POSTED ON THE FORUM -------- * 02/12/2012 21:43:37 (Std) *****************************************************************...
by Jabberwocky
Wed Jun 27, 2012 09:42
Forum: User Projects
Topic: Salvation Prophecy released on GamersGate
Replies: 4
Views: 13456

Re: Salvation Prophecy released on GamersGate

Thanks guys.

There's a ton of different UIs in my game. Throughout development, for each new UI complexity, I would ask myself, "I wonder if CEGUI can do this?"

The answer was always yes.
by Jabberwocky
Tue Jun 26, 2012 03:44
Forum: User Projects
Topic: Salvation Prophecy released on GamersGate
Replies: 4
Views: 13456

Salvation Prophecy released on GamersGate

Hey CEGUI-land, (for those of you who haunt the ogre forums too, this post is pretty much a copy, just a few different screenshots with a little more UI) Salvation Prophecy was released today on GamersGate http://www.gamersgate.com/DD-SALVATION/salvation-prophecy Thanks C.E. and the rest of the team...
by Jabberwocky
Tue Jul 05, 2011 21:55
Forum: Help
Topic: Ogre Overlay on top of CEGUI
Replies: 2
Views: 3132

Re: Ogre Overlay on top of CEGUI

Yeah, you need to call: CEGUI::OgreRenderer::setFrameControlExecutionEnabled( false ); to tell CEGUI not to render, so you can explicitly tell it when to render, after the overlays in your case. My code looks something like this (chopped out a bunch of stuff for simplicity, not-tested): class UISyst...
by Jabberwocky
Fri May 27, 2011 20:10
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: Layout editing progress
Replies: 5
Views: 5818

Re: Layout editing progress

Cool - I hear you have some UI experience. ;)
by Jabberwocky
Fri May 27, 2011 15:28
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: Layout editing progress
Replies: 5
Views: 5818

Re: Layout editing progress

Looking good!
What are you doing for GSoC ?
by Jabberwocky
Wed Apr 27, 2011 22:44
Forum: Help
Topic: Render overlay on top of cegui window
Replies: 32
Views: 19267

Re: Render overlay on top of cegui window

Have a look at this: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=26304&start=0 That is a very old thread, but it might still be relevant. Or might not be. That thread was written back when CEGUI used the old OgreCEGUIRenderer. It now uses the completely rewritten CEGUIOgreRenderer. Stil...
by Jabberwocky
Sat Apr 23, 2011 09:25
Forum: Help
Topic: [SOLVED]Want a TorchLight's Tooltip System
Replies: 7
Views: 6733

Re: Want a TorchLight's Tooltip System

Yeah, the problem is your tooltip text is black. You need to change it to white, then everything will work properly. Open your looknfeel file (TaharezLook.looknfeel or whatever), search for "tooltip", find the tooltip section that says <ImagerySection name="label">, then undernea...

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