[0.8] Mouse Cursor turns invisible [Fixed]

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Butabah
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Posts: 6
Joined: Fri Aug 17, 2012 06:22

[0.8] Mouse Cursor turns invisible [Fixed]

Postby Butabah » Tue May 28, 2013 05:47

Using CEGUI 0.8 and CEGUIOgreRenderer

CEGUI Log: https://gist.github.com/anonymous/5660689

Initialization code: https://gist.github.com/anonymous/5660695

Mouse moving injection code: https://gist.github.com/anonymous/5660696

The mouse renders fine, until it moves, then it disappears. Any output shows the cursor as being visible and within the screen's plane. e.g., Mouse's coordinates are 800,600 on a 1280,720 plane.

If I remove the code adding the default "Root" window, the mouse behaves as normal. I used to be able to do this pre 0.8, but this doesn't work in 0.8. I might install 0.7 again to make sure everything works. But I've done this for years and it's always been fine for me.

Any ideas on what might be going wrong?

Fixed Edit

So, instead of making a completely naked widget, I made one with some various properties.


Code: Select all

<!-- Root.layout -->
<Widget Name="Root" Type="DefaultWindow">
    <Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{1,0},{1,0}}" />
    <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" />
    <Property Name="RiseOnClick" Value="False" />
    <Property Name="WantsMultiClickEvents" Value="False" />
    <Property Name="MousePassThroughEnabled" Value="True" />
</Widget>


// C++
CEGUI::Window* pWindowRoot = CEGUI::WindowManager::getSingleton().loadLayoutFromFile( "Root.layout" );
CEGUI::System::getSingleton().getDefaultGUIContext().setRootWindow( pWindowRoot );


This gives me the functionality I expected, and I'll leave it here for anyone who encounters the same problem I have.

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Nickenstein79
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Posts: 93
Joined: Thu May 09, 2013 06:19

Re: [0.8] Mouse Cursor turns invisible [Fixed]

Postby Nickenstein79 » Tue May 28, 2013 15:50

Are you injecting the frame-time when you update? Like this:

Code: Select all

    //Need to inject timestamps to CEGUI System.
    CEGUI::System::getSingleton().injectTimePulse(evt.timeSinceLastFrame);


I had issues with bits disappearing until I did this.


EDIT: Never mind. I posted that at the same time you did your edit.


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