Search found 193 matches
- Fri May 06, 2016 14:18
- Forum: Help
- Topic: CEGUI doesn't build
- Replies: 7
- Views: 5864
Re: CEGUI doesn't build
Then you need to change CMake to set appropriate defines whether SDL2 is in /SDL2/ or not. Ubuntu for example does put the files into a SDL2 subdirectory, so you broke the CEGUI build at least for ubuntu (ref: http://packages.ubuntu.com/yakkety/amd64/libsdl2-dev/filelist). But I assume that only *BS...
- Fri May 06, 2016 13:10
- Forum: Help
- Topic: CEGUI doesn't build
- Replies: 7
- Views: 5864
Re: CEGUI doesn't build
This is NOT a bug in CEGUI. You just have to install the SDL2 and SDL2_image package which can be found here: https://www.libsdl.org/download-2.0.php https://www.libsdl.org/projects/SDL_image/ If you already have, you might need to adjust the paths to the files in CMake if they are not in the standa...
- Wed Apr 27, 2016 12:50
- Forum: Help
- Topic: segfaults with notifyDisplaySizeChanged
- Replies: 18
- Views: 11015
Re: segfaults with notifyDisplaySizeChanged
You need to resize your window when the application is running. That should cause the crash he described.
- Mon Apr 25, 2016 11:55
- Forum: Help
- Topic: segfaults with notifyDisplaySizeChanged
- Replies: 18
- Views: 11015
Re: segfaults with notifyDisplaySizeChanged
What OGRE version are you using? CEGUI's ImageManager uses OGRE's built-in one, so that might cause the problem.
- Mon Apr 18, 2016 23:12
- Forum: Help
- Topic: Error injecting input in release mode
- Replies: 6
- Views: 5172
Re: Error injecting input in release mode
Seems, that you did not set up CEGUI properly. Can you please post the code where you initialize CEGUI? And, please, use a new post for that. I did not see that you inserted the cegui log until I re-read your post a few minutes ago.
- Sun Apr 17, 2016 02:03
- Forum: Help
- Topic: Error injecting input in release mode
- Replies: 6
- Views: 5172
Re: Error injecting input in release mode
call stack? cegui version? cegui log?
- Sat Apr 09, 2016 22:08
- Forum: Help
- Topic: [Solved] Editboxes with OIS and Ogre3d
- Replies: 9
- Views: 6549
Re: Editboxes with OIS and Ogre3d
In my mousePressed function the switch statement used to convert OIS inputs to CEGUI inputs had break statements (as any goood switch should??) and deleting these breaks in the mousePressed and mouse Released functions did the trick. Are you sure that removing the break keywords from your switch st...
- Sat Apr 09, 2016 17:25
- Forum: Help
- Topic: [Solved] Editboxes with OIS and Ogre3d
- Replies: 9
- Views: 6549
Re: Editboxes with OIS and Ogre3d
Arikaido wrote:and actually all the handlers do is return false
The handlers need to return true.
- Sat Apr 09, 2016 10:10
- Forum: Help
- Topic: [Solved] Editboxes with OIS and Ogre3d
- Replies: 9
- Views: 6549
Re: Editboxes with OIS and Ogre3d
using namespace CEGUI; Window* root = winMgr.createWindow("DefaultWindow", "root"); System::getSingleton().getDefaultGUIContext().setRootWindow(root); // and for each editbox do: Editbox* box = static_cast<Editbox*>(winMgr.createWindow("TaharezLook/Editbox", "unif...
- Tue Apr 05, 2016 16:09
- Forum: Help
- Topic: [Solved] Selecting a Combobox programmatically
- Replies: 3
- Views: 4041
Re: Select Combobox
You can call activate() on each window: http://static.cegui.org.uk/docs/0.8.5/classCEGUI_1_1Window.html#a8b93144a1a4e97e092bf628ed88491e5 To have a function calling activate() on a child window automatically when the parent window e.g. gets focus, you need to register a proper event listenener on th...
- Fri Apr 01, 2016 00:12
- Forum: Help
- Topic: [Solved] CEGUI Spinner check for focus
- Replies: 16
- Views: 11840
Re: CEGUI Spinner check for focus
Yaron is right, you need to get the isActive() status from the spinners editbox. You can query the editbox by calling getEditbox() on the spinner and then call isActive() on it. This function return true as long as it has focus (= the caret is active in the editbox). IIRC this function can go straig...
- Tue Mar 29, 2016 00:08
- Forum: Help
- Topic: One more ms_Singleton problem
- Replies: 11
- Views: 7873
Re: One more ms_Singleton problem
From your first post, I guess that you need to change renderer_ = &CEGUI::OgreRenderer::bootstrapSystem(); to renderer_ = CEGUI::OgreRenderer::bootstrapSystem(); where renderer_ is of type CEGUI::OgreRenderer& since bootsrapSystem() returns a reference to the renderer. But IIRC you will not ...
- Sun Feb 21, 2016 23:01
- Forum: Help
- Topic: [SOLVED] Making Image Widgets
- Replies: 6
- Views: 5416
Re: Making Image Widgets
I don't have the code at hand but there should be something like a "StaticImage" in TaharezLook. You can set it to display your previously loaded image. A StaticImage is just a usual widget - so, you can adjust size, move it around etc.
- Sun Feb 21, 2016 14:17
- Forum: Help
- Topic: [SOLVED] Making Image Widgets
- Replies: 6
- Views: 5416
Re: Making Image Widgets
ImageManager::addFromImageFile() should do the trick.
- Sun Jan 31, 2016 22:43
- Forum: Help
- Topic: Size of CEGUI Distribution
- Replies: 4
- Views: 4803
Re: Size of CEGUI Distribution
CEGUI is definitely NOT that big. Recently, I used CEGUI for a little private project of my own and I had libCEGUIBase, libCEGUIOpenGLRenderer, libCEGUICoreWindowRendererSet, libCEGUISDL2ImageCodec, and libCEGUIXercesParser in use. All of the libs together had a size of about 5MB. So, there must def...