Search found 67 matches

by niello
Fri Jul 05, 2019 06:22
Forum: Help
Topic: [Solved] Nesting static text inside a static image
Replies: 9
Views: 2719

Re: Nesting static text inside a static image

LNF is unchanged. Yes, setting RiseOnClickEnabled to false helped, thanks. But the overall situation looks very counter-intuitive. Isn't it a bug? Why parent window blocks completely unrelated properties of the child window? In GameMenuSample.layout you can see "Generic/Label" as a child o...
by niello
Thu Jul 04, 2019 06:52
Forum: Help
Topic: [Solved] Nesting static text inside a static image
Replies: 9
Views: 2719

Re: Nesting static text inside a static image

Yes, nesting happens in a layout. But the property definition is in LNF and it causes property in the layout not be saved as 'being default' despite it is not in a default value. Look at attachment. LoadingScreen.layout - no nesting. Property is saved: <Property name="HorzFormatting" value...
by niello
Wed Jul 03, 2019 20:21
Forum: Help
Topic: [Solved] Nesting static text inside a static image
Replies: 9
Views: 2719

[Solved] Nesting static text inside a static image

Hi. There is a strange behaviour if I try to save TaharezLook/StaticText as a child of TaharezLook/StaticImage. For some reason Window::isPropertyAtDefault() checks lookfeel of our parent and not our own. StaticImage has a property definition: <PropertyDefinition name="HorzFormatting" init...
by niello
Sun Jun 30, 2019 14:46
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 22
Views: 7744

Re: CEED on C++

I've finished multiproperty integration and anchor editor and published a beta release:
https://github.com/niello/ceed-cpp/rele ... 1.0.0-beta

You are welcome)
by niello
Wed Jun 26, 2019 19:11
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 22
Views: 7744

Re: CEED on C++

I just merged my latest work to the master. It includes OpenGL 3 rendering, layout editor fixes making it functional, unity-like anchors and some minor improvements like tooltips over widgets and automatic expansion of the root widget to the whole context area. Known issues: 1. open layout select so...
by niello
Tue Jun 11, 2019 10:59
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 22
Views: 7744

Re: CEED on C++

Yes, as I wrote, OpenGL 3 CEGUI renderer now works in CEED :)
by niello
Mon Jun 10, 2019 20:16
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 22
Views: 7744

Re: CEED on C++

Thanks for an idea. I just didn't put enough effort into this direction due to the lack of OpenGL knowledge. Now OpenGL 3 renderer works in CEED. As a side effect there are screenshots available by pressing 'Pause' key when focused on a layout editor (PrintScreen is oftenly used by smart third-party...
by niello
Mon Jun 10, 2019 19:12
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 22
Views: 7744

Re: CEED on C++

Yes, I mean OpenGL contexts. I thought about that but didn't succeed in switching context in the middle of Qt widget paint(). I will try it again but if for no success then I see no other way than disabling VAO for CEED.
by niello
Mon Jun 10, 2019 11:35
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 22
Views: 7744

Re: CEED on C++

I am much more comfortable with git when developing actively. When property problems are fixed and major functions are tested we can clone the repo to CEGUI bitbucket. If git is available there I would recommend using it. There is another big problem with Qt and OpenGL. As Florian reported, VAOs are...
by niello
Tue May 21, 2019 15:43
Forum: Official Unified CEGUI Editor Tool (CEED)
Topic: CEED on C++
Replies: 22
Views: 7744

Re: CEED on C++

CEED port is almost usable now. I wait for a new version of a QtnProperty library to fix some major problems with properties and add multiproperty support for multiselection. I've ported a framework, an imageset editor and a layout editor. I started to port looknfeel and animation editors but they a...
by niello
Wed May 01, 2019 22:00
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: migrate to pugixml
Replies: 7
Views: 2507

Re: Suggestion: migrate to pugixml

Then we can close this discussion. I thought there is no functional difference.
by niello
Tue Apr 30, 2019 21:46
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: migrate to pugixml
Replies: 7
Views: 2507

Re: Suggestion: migrate to pugixml

Because reading & writing XML is always reading & writing XML. No variations except in performance. No option to have CEGUI resources with some particular library specific features (and this is good). Yes, we allow users to plug in their XML libraries, saving them near 50 KB of binary in the...
by niello
Tue Apr 30, 2019 18:15
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: migrate to pugixml
Replies: 7
Views: 2507

Re: Suggestion: migrate to pugixml

I think there must be no difference for Linux users as CEGUI uses an XML parser only internally. It is completely transparent from outside, and building CEGUI becomes the only concern. We use particular libraries like freetype not giving the user ability to choose, so it is normal to have some hard ...
by niello
Mon Apr 29, 2019 12:44
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [Done] Suggestion: get rid of default context
Replies: 13
Views: 3669

Re: Suggestion: get rid of default context

Default context is removed from the 'default' branch.
Please note that using Renderer::getDefaultRenderTarget is now highly discouraged (I would even prefer to say prohibited) in a core CEGUI code. It can be left for convenience and used in user code though.
by niello
Mon Apr 29, 2019 12:39
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Suggestion: migrate to pugixml
Replies: 7
Views: 2507

Suggestion: migrate to pugixml

Hi all. There is an issue to drop rapidxml in favour of pugixml. But what if we drop all XML parsers and use pugixml only? According to benchmarks it is one of the fastest XML parsers and has reasonable memory footprint. Version 1.9 with XPath disabled has DLL size of 75 KB. Is it really necessary t...

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