Using CEGUI with BlitzMax

For help with general CEGUI usage:
- Questions about the usage of CEGUI and its features, if not explained in the documentation.
- Problems with the CMAKE configuration or problems occuring during the build process/compilation.
- Errors or unexpected behaviour.

Moderators: CEGUI MVP, CEGUI Team

Neil
Just popping in
Just popping in
Posts: 16
Joined: Thu Sep 17, 2009 20:44

Using CEGUI with BlitzMax

Postby Neil » Thu Sep 17, 2009 20:45

What am I meant to do? I've searched and can't find anything. :(

Neil
Just popping in
Just popping in
Posts: 16
Joined: Thu Sep 17, 2009 20:44

Re: Using CEGUI with BlitzMax

Postby Neil » Sat Sep 19, 2009 20:33

Ok I've finally managed to get it working, now I'm trying to use the CELAyoutEditor, which is proving extremely difficult (no thanks to the tutorial)

It wants to know where its datafiles is. I don't know? Where IS my root CEGUI datafiles folder? I downloaded CEGUI-0.6.2, but can't find anything in there. If I select the datafiles inside the layout editor's folder, it runs but I can't open any files. All I get to pick is EditorDefault.layout. I already have some layout files I want to edit, why can't I open them by clicking open??

If I select the datafiles that came with the examples I downloaded, I get errors such as
Description: Error, Exception Location: EditorFrame::LoadData, Exception Message: WindowFactoryManager::addWindowTypeAlias - alias 'Taharez Tab Pane' could not be created because the target type 'TaharezLook/TabPane' is unknown within the system. Exception Filename: ..\..\..\src\CEGUIWindowFactoryManager.cpp Exception Line: 236

Why does it always have to be so obscure and arbitrary with these kinds of things?

Neil
Just popping in
Just popping in
Posts: 16
Joined: Thu Sep 17, 2009 20:44

Re: Using CEGUI with BlitzMax

Postby Neil » Sat Sep 19, 2009 20:39

can't open file 'C:\Program Files\CELayoutEditor 0.6.3\datafiles/layouts/C:\Program Files\CELayoutEditor 0.6.3\datafiles/layouts/EditorDefault.layout'

How did it even get that??

User avatar
CrazyEddie
CEGUI Project Lead
Posts: 6760
Joined: Wed Jan 12, 2005 12:06
Location: England
Contact:

Re: Using CEGUI with BlitzMax

Postby CrazyEddie » Sun Sep 20, 2009 19:41

Hi,

I'm sorry you found the tutorial lacking. Please let us know specifically which one it was and how we might improve on that so that perhaps others may benefit in the future :)

The error about the alias is a known issue and has been mentioned many times before. It is annoying, I understand that, though you should be able to safely ignore it.

can't open file 'C:\Program Files\CELayoutEditor 0.6.3\datafiles/layouts/C:\Program Files\CELayoutEditor 0.6.3\datafiles/layouts/EditorDefault.layout'

It seems here an absolute path is added to the resource path location. Can you post your CELayoutEditor.ini file, so we can see what's going on in there?

CE

Neil
Just popping in
Just popping in
Posts: 16
Joined: Thu Sep 17, 2009 20:44

Re: Using CEGUI with BlitzMax

Postby Neil » Tue Sep 22, 2009 16:52

http://www.cegui.org.uk/wiki/index.php/ ... tor_Manual

I'm new to Cegui and would like to use it in my game.The way I was expecting it to work, is to create the layout for UI panels/windows in the editor, then load them into my game for use, can I do this? I have some example layouts but I can't open them. The CELayoutEditor.ini doesn't really matter, as I've been trying millions of random paths just to get something to work.

User avatar
CrazyEddie
CEGUI Project Lead
Posts: 6760
Joined: Wed Jan 12, 2005 12:06
Location: England
Contact:

Re: Using CEGUI with BlitzMax

Postby CrazyEddie » Wed Sep 23, 2009 08:42

The general idiom you describe - of creating layouts in the editor and loading them in your app - is indeed how things are supposed to work.

You mention not being able to open the example layouts, by this you mean in the editor? And presumably it's a pathing issue?

The CELayoutEditor.ini doesn't really matter

Well, with respect, don't you think we should be the judge of that? If there is an issue with CELayoutEditor the content of this file (along with CELayoutEditor.log) is key to understanding how the editor is initialising itself and the operations it's trying to perform. I'm not saying we can look at these files and magically know what is wrong, but since in our support role we operate in an environment of extremely limited information, any additional info we can get is massively valuable to us.

CE.

Neil
Just popping in
Just popping in
Posts: 16
Joined: Thu Sep 17, 2009 20:44

Re: Using CEGUI with BlitzMax

Postby Neil » Tue Oct 06, 2009 05:09

Hello. I'm trying to get this working, but it doesn't seem to be loading the files properly. I can run the examples ok, but even if I copy the example code and the files they use over to my working folder, I still keep getting errors. The main one is this:

Unhandled Exception:CEGUI::RendererException (Warning: Unhandled Exception. Inform Brucey!) : Imageset::xmlHandler::startElement - An unexpected error occurred while creating a Texture object from file '../datafiles/imagesets/TaharezLook.tga' : C:/Program Files/BlitzMax/mod/bah.mod/cegui.mod/cegui/src/CEGUIImageset_xmlHandler.cpp (124)

Also sometimes

Unhandled Exception:CEGUI::InvalidRequestException : DefaultResourceProvider::load - ../datafiles/imagesets/TaharezLook.imageset does not exist
(It does exist!)

I've tried putting the datafiles everywhere but it just seems to ignore it. Do I need to set up some resource provider group thingies? Because I'm not using C++, I'm finding the tutorials a bit cryptic to follow.

This is the code I'm trying to run.

Code: Select all

SetGraphicsDriver GLMax2DDriver();
Graphics c.x_res, c.y_res;

HideMouse;

Init_CEGUI();

TCEImagesetManager.createImageset("TaharezLook.imageset");
TCESchemeManager.loadScheme("TaharezLook.scheme");
TCESystem.setDefaultMouseCursor("TaharezLook", "MouseArrow");

If Not TCEFontManager.isFontPresent("Data\GUI\Commonwealth-10") Then
   TCEFontManager.createFont("Commonwealth-10.font");
End If

gui.root = TCEWindowManager.CreateWindow("DefaultWindow", "root_wnd");
gui.layout = TCEWindowManager.loadWindowLayout("WidgetGalore.layout");
TCESystem.setGUISheet(gui.root);
gui.root.addChildWindow(gui.layout);


While (Not KeyDown(KEY_ESCAPE)) And (Not AppTerminate())
   
   Cls;
   
   TCEEvent.mouseEvents(MouseX(), MouseY(), MouseZ());
   TCESystem.renderGUI()
   
   Flip;
   
WEnd

cegui_cleanup();

End


Thanks.

User avatar
CrazyEddie
CEGUI Project Lead
Posts: 6760
Joined: Wed Jan 12, 2005 12:06
Location: England
Contact:

Re: Using CEGUI with BlitzMax

Postby CrazyEddie » Tue Oct 06, 2009 08:46

Hi,

There are two options as regards to datafiles...

Option the first
Setup resource group directories and default resource groups similar to what's demonstrated in the C++ tutorial.

Option the second
Do not set up any resource group information, but instead ensure that all datafile references - including the references in the various xml files - are using either absolute path information or paths relativ to the working directory (note especially when doing this that inter-file references are all relative to the cwd and not relative to each other).

As you are unfamiliar with C++, I am unfamiliar with BLITZMAX(!) - so we're kind of trying to communicate using different languages. Add to this the fact that the wrapped CEGUI may or may not expose certain functionality and it's difficult to know what's going on. From the errors, it seems that the files are using an approach that does not need the resource groups set (option 2, above), though it will require that there is an appropriate datafiles directory at a location one step up from the working directory - can you tell us the directory layout in use?

An unexpected error occurred while creating a Texture object from file '../datafiles/imagesets/TaharezLook.tga'

In this error it seems to have found the XML file ok, but fails when loading the tga file for some reason. Do you know which ImageCodec is in use under BlitzMax? If you instead try to load the WindowsLook files, does anything change at all?

CE.

Neil
Just popping in
Just popping in
Posts: 16
Joined: Thu Sep 17, 2009 20:44

Re: Using CEGUI with BlitzMax

Postby Neil » Tue Oct 06, 2009 11:23

CrazyEddie wrote:though it will require that there is an appropriate datafiles directory at a location one step up from the working directory


THAT FIXED IT :hammer: :hammer: :hammer: :hammer: :hammer: :hammer: :hammer: :hammer: :hammer: :hammer:

Why it is looking for the datafiles there, I do not know! It will make for a rather awkward file structure for my game lol as datafiles is now in the harddrive root and not in the game folder.... But for now I'm just happy it works!! :pint: mmm guinness


Return to “Help”

Who is online

Users browsing this forum: No registered users and 17 guests