Use of crazyeddie gui sources

For help with anything that CEGUI doesn't offer straight out-of-the-box, e.g.:
- Implementation of new features, such as new Core classes, widgets, WindowRenderers, etc. ...
- Modification of any existing features for specific purposes
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Derek
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Use of crazyeddie gui sources

Postby Derek » Wed Mar 17, 2004 02:00

Hello,

I represent a group of people creating a freeware game modification. We are interested in using your GUI library, but the LGPL license poses a few problems to us.

Due to certain circumstances, I am unable to elaborate more in this public forum. So if you could, please contact me at (removed). I'd like to discuss this further with you if possible. Thanks!

-Derek

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CrazyEddie
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Use of crazyeddie gui sources

Postby CrazyEddie » Wed Mar 17, 2004 09:13

I'm writing a message now, expect an email within 30 mins...

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Derek
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Postby Derek » Thu Mar 18, 2004 23:37

Hey Paul, just wondering if you got the email I sent in response to the one you sent to the mminternet address... not sure if there are email problems on either of our ends.

-Derek

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CrazyEddie
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Postby CrazyEddie » Fri Mar 19, 2004 08:46

Nope, not received any email :( Sounds like there is a problem somewhere.

AFAIK, I have not missed any expected emails, the sourceforge account redirects to my server here. Please re-send your email, then post here to let me know you sent it, then if I still don't get your mail, I'll provide you with an alternate address to try.

Alternatively you can send me a private message via the forums here.

Edit: I checked the SMTP server log, and there is no sign of an incoming connection with your email addresses, so there must be a problem at a point before your mail reached here - whether that's actually at your end, or some point in-between, I have no way of knowing :(

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CrazyEddie
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Use of crazyeddie gui sources

Postby CrazyEddie » Fri Mar 19, 2004 09:20

Got your PM okay, and have replied via email to your mminternet address, hopefully it will arrive okay :D

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Derek
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Use of crazyeddie gui sources

Postby Derek » Sun Mar 21, 2004 23:59

i've sent you a couple private messages...

Also, how long do you think it will be until the MK-2 system is finished (at least for d3d) ? I'm interested in using that system instead of the current one (as i can't get it to work in msvc++6).

-Derek

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Postby CrazyEddie » Mon Mar 22, 2004 08:32

Yes, I got 3 PMs from you in total. I think I replied the last via PM also, so you should find the replies in your private message box (if you have not read them already).

There's still quite a lot to do on the Mk-2 version, the actual 'release' is still expected to be sometime in June. I guess the earliest I could get any working version out would be about six weeks, but that is a very rough guess. Another thing to note is that the new system will be heavier that the current release, and has some dependency on outside libs (Lua, boost::signals, FreeType, and Xerces-C. All of these are statically linked except xerces, not sure if that's an option, would prefer it if it was).

The major thing that has to be done for VC++ 6 compatibility is to move all the definitions for the class constants out of the headers and into the code files. It is possible to make the system work under VC++ 6 as people have done it. Somebody is currently working on this again, and I may make that version available, or alternatively I could make Mk1 work with VC++6 myself. How many people would be interesed in this effort though, once Mk2 is out? Obviously I am aware that this incompatibility was not a good move on my part, and I would be willing to make it work, but not if it would be a wasted effort.

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Derek
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Use of crazyeddie gui sources

Postby Derek » Mon Mar 22, 2004 08:43

well i've done all the moving of the static constants into the code files myself (which is the editing i was talking about). But the compiler seems to not be referencing class objects correctly, so I'm not sure what I want to do at this point.

The next system sounds cool, but alot of those extras we won't really need. This current system would suffice if i could get passed these few problems :?

-Derek

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Postby CrazyEddie » Mon Mar 22, 2004 08:47

Zip up the sources and email them to me. I'll take a look at them and see if I can identify the problem and fix it for you. I should be able to let you have it back sometime today, hopefully.

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Derek
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Postby Derek » Mon Mar 22, 2004 09:27

If you mean only your sources that i have modified:

http://nike.cecs.csulb.edu/~dabdine/crzedvc6.zip

I basically just used the windowslook code to try and set everything up.
Starting from Utils::setD3DDevice(my3DDevice); (line 147).

i can't release any of our sources, unfortunately (even if i could, it would be a huge source tree).

-Derek

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Postby CrazyEddie » Mon Mar 22, 2004 09:37

Yes, I meant my sources :D

I've downloaded the zip, and I'll post back later with any news. Got to install VC++ 6 before I can do anything. :lol:

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Use of crazyeddie gui sources

Postby CrazyEddie » Mon Mar 22, 2004 11:33

I have successfully compiled a version of the WinLook demo using VC++ 6, and the modified GUI sources you provided. I made no further changes to the GUI sources.

I cut and pasted code from the windows-look demo main .cpp and .h files as a test driver for the GUI code, the only changes I made to the demo code were basically some hacks so it didn't need the mode requester dll. Since I didn't change anything, I have not uploaded the files anywhere, but if you want the demo I made (with VC++6 project & workspace files) let me know.

The only other thing I can think of is that maybe you don't have RTTI enabled.

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Derek
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Postby Derek » Mon Mar 22, 2004 16:42

i enabled RTTI in the complation and i got the same results... weird

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Postby CrazyEddie » Mon Mar 22, 2004 17:09

You mean the same as me, or the same as before? :?

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Use of crazyeddie gui sources

Postby CrazyEddie » Mon Mar 22, 2004 17:36

I have uploaded the test project I made here:

And now I've removed it again (26th March 2004)

See if this compiles and runs okay.

It uses a screen size of 800x600 and A8R8G8B8 for the pixel format, on the default adapter. These are hardcoded in, so if you have a strange card you may have to edit WinMain a bit. :o

Failing this, can you confirm whether or not the initialise() method is actually called? I don't mean in the source, but via the debugger. Something is obviously not as it should be, and I'd like to be able to get the system working for you.


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