OpenGLRenderer - rendering offset and cut off [SOLVED]

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progman32
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OpenGLRenderer - rendering offset and cut off [SOLVED]

Postby progman32 » Thu Mar 04, 2010 10:00

Hey folks, new user here.

I'm trying to integrate CEGUI with a school project, and I'm having a bit of trouble with the OpenGLRenderer. I set up the basic GL renderer and simple window as outlined in the beginner docs. I kinda banged my head against the desk a few times trying to figure out why CEGUI's mouse coordinates did not correspond to the coordinates GLUT was giving me for the mouse. Fortunately, I found the OpenGLRenderer::setDisplaySize() method and am now calling it before trying to render anything. That worked fine (this method may be worth a mention in the new user docs, actually). However, I now have a new problem. The renderer does not seem to want to render outside of an 800x600 box... I have linked the log and two images (1, 2) detailing the problem a bit more (these links may be dead in a few months, sorry. No attachments on this forum?). The actual window size can be read from the terminal on the right (format: DS: <width> <height>).

Any clue? Here is the code for my entire CEGUI renderer. It's a custom framework over GLUT, but it should be pretty obvious what method does what.

Code: Select all

#include "CeguiUI.h"

CeguiUI::CeguiUI() :
renderer(CEGUI::OpenGLRenderer::create())
{
   CEGUI::System::create( renderer );
   WindowManager& wmgr = WindowManager::getSingleton();
   Window* myRoot = wmgr.createWindow( "DefaultWindow", "root" );
   System::getSingleton().setGUISheet( myRoot );

   CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>
       (CEGUI::System::getSingleton().getResourceProvider());

   rp->setResourceGroupDirectory("schemes", "/usr/local/share/CEGUI/schemes/");
   rp->setResourceGroupDirectory("imagesets", "/usr/local/share/CEGUI/imagesets/");
   rp->setResourceGroupDirectory("fonts", "/usr/local/share/CEGUI/fonts/");
   rp->setResourceGroupDirectory("layouts", "/usr/local/share/CEGUI/layouts/");
   rp->setResourceGroupDirectory("looknfeels", "/usr/local/share/CEGUI/looknfeel/");
   rp->setResourceGroupDirectory("lua_scripts", "/usr/local/share/CEGUI/lua_scripts/");

   // set the default resource groups to be used
   CEGUI::Imageset::setDefaultResourceGroup("imagesets");
   CEGUI::Font::setDefaultResourceGroup("fonts");
   CEGUI::Scheme::setDefaultResourceGroup("schemes");
   CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels");
   CEGUI::WindowManager::setDefaultResourceGroup("layouts");
   CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts");

   // setup default group for validation schemas
   CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser();
   if (parser->isPropertyPresent("SchemaDefaultResourceGroup"))
      parser->setProperty("SchemaDefaultResourceGroup", "schemas");



   CEGUI::SchemeManager::getSingleton().create( "TaharezLook.scheme" );
   FrameWindow* fWnd = static_cast<FrameWindow*>(
         wmgr.createWindow( "TaharezLook/FrameWindow", "testWindow" ));
   myRoot->addChildWindow( fWnd );
   // position a quarter of the way in from the top-left of parent.
   fWnd->setPosition( UVector2( UDim( 0.25f, 0 ), UDim( 0.25f, 0 ) ) );

   fWnd->setSize( UVector2( UDim( 0.5f, 0 ), UDim( 0.5f, 0 ) ) );
   fWnd->setText( "Hello World!" );

}

CeguiUI::~CeguiUI() {
   // TODO Auto-generated destructor stub
}

void CeguiUI::drawOverlay() {
   CEGUI::System::getSingleton().renderGUI();
}

void CeguiUI::update(const GameState &state) {
   const GameWindowState &window = state.window();
   Size s(window.width, window.height);
   renderer.setDisplaySize(s);
   printf("DS: %f %f\n", s.d_width, s.d_height);
   System &system = System::getSingleton();
   const MouseState& mouse = state.mouse();
   if(mouse.hasMoved()) {
      system.injectMousePosition((float)mouse.getX(), (float)mouse.getY());
   }
   if(mouse.isDownNew(GAME_MOUSE_BUTTON_LEFT))
      system.injectMouseButtonDown(LeftButton);
   if(mouse.isDownNew(GAME_MOUSE_BUTTON_RIGHT))
      system.injectMouseButtonDown(RightButton);
   if(mouse.isUpNew(GAME_MOUSE_BUTTON_LEFT))
      system.injectMouseButtonUp(LeftButton);
   if(mouse.isUpNew(GAME_MOUSE_BUTTON_RIGHT))
      system.injectMouseButtonUp(RightButton);

   //TODO wheel
   //TODO keyboard

   system.injectTimePulse(state.gameTime()); /* gameTime() is time interval since last frame */
}


Thanks guys!
Last edited by progman32 on Thu Mar 04, 2010 23:31, edited 1 time in total.

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CrazyEddie
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Posts: 6760
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Re: OpenGLRenderer - rendering offset and cut off

Postby CrazyEddie » Thu Mar 04, 2010 10:38

Hi,

First of all, thanks for posting all the information, it allows me to answer the issue simply and immediately without having to ask for lots of other details :)

Basically, instead of calling the OpenGLRenderer::setDisplaySize() function, call the CEGUI::System::notifyDisplaySizeChanged() function (this will call the function on the Renderer automatically). And, yes, this really should be documented better :)

HTH

CE.

progman32
Just popping in
Just popping in
Posts: 4
Joined: Thu Mar 04, 2010 09:06

Re: OpenGLRenderer - rendering offset and cut off

Postby progman32 » Thu Mar 04, 2010 23:31

It worked great! Thanks! I love FOSS communities, heh.

And hey, I know what it's like to be stuck with vague help requests, I wouldn't wish that on anyone :rofl:


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