Compiling with CodeBlocks + mingw

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WhiteKnight
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Re: Compling with CodeBlocks + mingw

Postby WhiteKnight » Sat Jan 07, 2006 21:23

Thanks for the MemoryManager tip, but I did already know about that and I will try it out later. I've mainly been focusing on trying to get cegui compiling on MSYS now that I know it can compile in MinGW, as I'm writing a Wiki for compiling OGRE dependencies with MSYS and MinGW. Unfortunately I'm still kind of new to GCC and MinGW, so I understand the various build scripts, but I haven't fiddled with many of the compiler and linker options. Therefore I've been battling to get the automatic exporting and importing to work, so I'll need to do more research.

I'm not sure if cegui 0.4.x work with OGRE 1.0.x. The changelog for OGRE 1.0.6 seems to imply that it will work. I don't think 1.0.5 does work with cegui 0.4.1 though.

<edit>Though I guess if OGRE's CEGUIRenderer did compile and link then I don't know why the sample wont. Does the OGRE 1.0.5 GUI demo work?</edit>

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steven
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Re: Compling with CodeBlocks + mingw

Postby steven » Sun Jan 08, 2006 22:38

YES CEGui is working with the Ogre renderer !

I am a complete idiot, it was so simple...

To be able to run the ogre sample :
you must recompile ogreguirenderer.a and .lib (and ogreguirenderer_d.a and dll) with the 0.4.0 CEGui source code. Don't forget to copy the .h and .a to the Ogre dependencies directory! (That's what I forgot :D)
And don't forget to copy back the new .a and .dll to the appropriate Cegui project directories!

I know... now that I say it it's obvious and I can't explain why I forgot that.

However, you must also modify the file cegui/samples/bin/Plugins.cfg

The line PluginFolder must not contain double-quotes " .

# To successfully use the Ogre renderer with the samples, you
# need to point "PluginFolder" to where the Ogre plugin Modules
# are to be found. Also, add the D3D systems on additional
# 'Plugin' lines if you want those available under MS Windows.

PluginFolder=C:\Documents and Settings\gst\Mes documents\WorkProg\Cpp\library\ogre-1.0.5\debug
Plugin=RenderSystem_GL

I will make a definitive version of the CB files in one-two days.




WhiteKnight wrote:
...I'm writing a Wiki for compiling OGRE dependencies with MSYS and MinGW. Unfortunately I'm still kind of new to GCC and MinGW, so I understand the various build scripts, but I haven't fiddled with many of the compiler and linker options. Therefore I've been battling to get the automatic exporting and importing to work, so I'll need to do more research.

I was hoping someone would do that ! Where is the wiki page?
Can I help? Would you like to begin with openal ?

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lindquist
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Re: Compling with CodeBlocks + mingw

Postby lindquist » Sun Jan 08, 2006 23:28

It's great to hear you're getting this to work, it's a valuable contribution to CEGUI. I'll probably check it out sometime during the (rest of the) month.

:hammer:

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Re: Compling with CodeBlocks + mingw

Postby WhiteKnight » Mon Jan 09, 2006 16:12

There wiki's here.
I think I'll just add the Code::Block's solution for now and then open it up for anybody to edit. You are more than welcome to edit then.

I'm going to add a patch to sourceforge to make it easier to write the wiki and because it seems like the changes shouldn't effect anyone else. I'm going to put in the 3 catch std::exception changes I've previously mentioned. I'll post a link there when I've posted it on sourceforge.

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Re: Compling with CodeBlocks + mingw

Postby WhiteKnight » Mon Jan 09, 2006 16:32

steven, you might want to change this in your readme file:

Code: Select all

  OpenGl :   - set CEGUI_SAMPLES_USE_OPENGL and link to OgreMain and OgreMain_d
   OGRE :     - set CEGUI_SAMPLES_USE_OGRE and link to glu32, opengl32


Also is the following change necessay, openglrenderer.h line 47:

Code: Select all

//#if defined(_WIN32)//  All this taken from glut.h
#if (defined( __WIN32__ ) || defined( _WIN32 )) && !defined( __MINGW32__ )
If so, why?

<edit>
Also you don't mention changing the 3 std::exception to String in src/renderers/directx81GUIRenderer/renderer.cpp. Did you not make this change or just not mention it?
</edit>

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Re: Compling with CodeBlocks + mingw

Postby WhiteKnight » Mon Jan 09, 2006 19:44

I see you never edited CEGUILua.h.

I've added a patch here. Let me know if you want me to change something.

Thanks.

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steven
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Re: Compling with CodeBlocks + mingw

Postby steven » Mon Jan 09, 2006 19:45

Here are the last version of my CB files.

The Irrlicht and DX8 should be corrected but I don't have the libs so I will leave this for someone else.

Good coding 8)



@WhiteKnight : I have taken in account your suggestion (only now because I wanted to have Ogre running before creating a new version of the files.
[EDIT] ARGHHH... you posted one minute before me... so I didn't see your patch for now. I will look at it. You are right for CEGUILua.h but the associated Sample_Demo8 worked for me so I didn't make the change. [/EDIT]


@lindquist : I can't edit my old message! Could you REMOVE the "old" versions of the CB files in my previous post so that the people only take the last version in this post (or change in the first message and put a big "EDIT"). Thanks.

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lindquist
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Re: Compling with CodeBlocks + mingw

Postby lindquist » Mon Jan 09, 2006 21:40

I'm not able to edit your posts. nor remove them... The moderator graphichs I have is really just that. Graphics.

I'm not completely sure what CE was up to... :roll:

It seems that it is no longer possible to edit a post once a reply has been made. I don't have access to any forum powers so there is not much I can do...

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SOMRoberto
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Re: Compling with CodeBlocks + mingw

Postby SOMRoberto » Tue Jan 10, 2006 17:03

Hmm. I got a simpletely question.

-Which windows depencie can I download for Code Blocks project?

All depencies are vc things!!!

http://www.cegui.org.uk/modules/mydownl ... .php?cid=7
:roll:

My Cegui 0.4.1 compiling is ok but the Crystal plugin compiling default, because my ceguibase compiled file wrong I think...

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WhiteKnight
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Re: Compling with CodeBlocks + mingw

Postby WhiteKnight » Tue Jan 10, 2006 18:10

I just got the dependencies from their original sites. I think the only dependencies are freetype and (if you want) xerces.

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Re: Compling with CodeBlocks + mingw

Postby SOMRoberto » Tue Jan 10, 2006 18:32

WhiteKnight wrote:
I just got the dependencies from their original sites. I think the only dependencies are freetype and (if you want) xerces.


Oh, exatcly anwswering. :?

I try compiling there:

1. Crazy Eddie's GUI System Mk-2 Source Code (bz2 archive) Downloaded 571 times 571 File Size 7.05 MB Supported Platforms Plaform independant C++ source code

2. CB::project

3. Common dependencies for CEGUI Mk-2 v0.4.0 Popular Version: 0.4.0+
Downloaded 1515 times 1515 File Size 1.78 MB Supported Platforms Win32 Home Page http://www.cegui.org.uk

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Re: Compling with CodeBlocks + mingw

Postby SOMRoberto » Tue Jan 10, 2006 22:24

I compiled the latest Crystal Space version with winlibs 18.
Crystal compiled the cegui 0.4.1 system too. Very cool integrated in Crystal! ;)

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steven
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Re: Compling with CodeBlocks + mingw

Postby steven » Wed Jan 11, 2006 18:59

Sorry, I forgot to include the new version of the README_CB_MINGW.txt in the CB files...

It contains minor changes (for the Ogre and DX8 renderer), what to do to run with the Ogre library and a credit for WhiteKnight. See below.





SOMRoberto wrote:
-Which windows depencie can I download for Code Blocks project?

I used those : codeblocks-dependencies-1.0.1.zip
http://sourceforge.net/project/showfile ... _id=149087

(except, libode.a which I recompiled for different settings)



The Crystal plugin compiling ...

Someone could add a paragraph in the readme :)

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steven
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Re: Compling with CodeBlocks + mingw

Postby steven » Wed Jan 18, 2006 09:05

Hello

Because we couldn't edit old posts until two days ago, I was obliged to posts several times the CB files.
Now, I removed all the deprecated versions and put the most recent CB files in the FIRST post of this thread.

This way people don't download the wrong version. ;)



@WhiteKnight : BTW I looked at your patch and its associated message. I am using CB + mingw + msys (not cygwin) and everything is working perfectly. So this patch should be msys compatible.

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lindquist
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Postby lindquist » Sun Feb 19, 2006 19:10

We are working hard on the 0.5 release, and we've decided to merge (most) of your patch in the new release.
But.. As none of us CEGUI devs use mingw I will need some of you guys to confirm that everything works...

I just wanted to let you know, and I'll be posting here again once the changes are in CVS head.

-Tomas


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