I'm going to be crazy!
It took me two days to complie CEImagesetEditor ,finally i can complie successfully , i found i can not run it ,i can not found the datapath (i already has resouse)
why i can not load resource??
and THANKS FOR YOUR ADVANCE!!!
CEImagesetEditor.scheme does not exist
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- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
Re: CEImagesetEditor.scheme does not exist
I don't know. Have you moved the executable from it's original built location? If so you also need to ensure the 'data' directory is next to the .exe file. It might also be a working directory issue if you're running from within the debugger.
CE.
CE.
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Re: CEImagesetEditor.scheme does not exist
CrazyEddie wrote:I don't know. Have you moved the executable from it's original built location? If so you also need to ensure the 'data' directory is next to the .exe file. It might also be a working directory issue if you're running from within the debugger.
CE.
hi CE
thanks your help
i do nont move the executable,but i copy the cegui's dll to ceimageseteditor's bin folder by myself not use build event->post-build event,i don't think that is problem,
is it relationship between cegui's dll and data directory??
then i check ceimageseteditor's code step by step, i found the bug location,but i don't know how to fix it
here is location of bug
Code: Select all
...
bool CEImagesetEditor::OnInit( void )
{
// Log some platform info
wxLogDebug( wxT( "Default Gui font: %s, %d" ), wxSystemSettings::GetFont( wxSYS_DEFAULT_GUI_FONT ).GetFaceName().c_str(), wxSystemSettings::GetFont( wxSYS_DEFAULT_GUI_FONT ).GetPointSize() );
// Create a document manager
m_docManager = new wxDocManager;
wxImage::AddHandler( new wxPNGHandler );
// Create a template relating drawing documents to their views
new wxDocTemplate( m_docManager, wxT( "imageset files" ), wxT( "*.xml;*.imageset" ), wxT( "" ), wxT( "xml" ), wxT( "Editor Document" ), wxT( "Editor View" ),
CLASSINFO( EditorDocument ), CLASSINFO( EditorView ) );
// If we've only got one window, we only get to edit
// one document at a time.
m_docManager->SetMaxDocsOpen( 1 );
try
{
// Create Single-Document main frame, just look default position and dimensions
GlobalFrame = new EditorFrame( m_docManager, 0, wxID_ANY, wxT( "CEImagesetEditor" ), wxDefaultPosition, wxSize( 800, 600 ), wxDEFAULT_FRAME_STYLE );
// Prepare for the rendering canvas
// We need to show the frame otherwise the CEGUI opengl renderer won't
// be able to initialze, because the opengl viewport is not valid then.*/
GlobalFrame->Centre( wxBOTH );
GlobalFrame->Show( true );
// This needs to be in the try-block!
GlobalFrame->AttachCanvas( 0 ); //-------------- from here into catch ( CEGUI::Exception & guiException ),so i go into this function :
SetTopWindow( GlobalFrame );
return true;
}
catch ( CEGUI::Exception & guiException )
{
// If something goes wrong, show user
wxLogError ( wxT( "ImagesetEditor::OnInit - Error: %s" ), CEGUIHelper::ToWXString( guiException.getMessage() ).c_str() );
return false;
}
////////////////////////////////////////////////////////////////
here is that function:
...
EditorGLCanvas* EditorFrame::AttachCanvas( EditorView* view )
{
// Create the GLCanvas. This apprauch provides MDI support maybe in the future
EditorGLCanvas* canvas = new EditorGLCanvas( view, m_splitter, wxDefaultPosition, wxDefaultSize ); //---------------- ths is bug position! it goto up(catch ( CEGUI::Exception & guiException ))
// add the canvas to the frame
// Tell it about the initial size
m_splitter->SplitVertically( m_propsPanel, canvas, 250 );
canvas->ClearBackground();
canvas->Disable();
canvas->setBackgroundColour( m_backgroundColour );
// Copy into member
m_glcanvasImageset = canvas;
return canvas;
}
...
and thanks again
- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
Re: CEImagesetEditor.scheme does not exist
I don't necessarily agree there is a bug here - as far as I know the pre-compiled version of the editor works fine with this same code. However, any issue as regards to this will likely be related to the following code, which is around line 247 of EditorGLCanvas.cpp
As you can see, we use the wxStandardPaths utility class to obtain a resource location appropriate for the platform. I wonder what this is returning for your version of wxWidgets?
CE.
Code: Select all
// build string where our required files can be found.
String dataDir(CEGUIHelper::ToCEGUIString(wxStandardPaths::Get().GetResourcesDir()));
if ( !dataDir.empty() && ( dataDir[dataDir.length() - 1] != '/' ) )
dataDir += '/';
// on Windows, the datafiles here will be in a 'data' subdir
#if defined(__WIN32__) || defined (_WIN32)
dataDir += "data/";
#endif
As you can see, we use the wxStandardPaths utility class to obtain a resource location appropriate for the platform. I wonder what this is returning for your version of wxWidgets?
CE.
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Re: CEImagesetEditor.scheme does not exist
i got it !!!!!
wxString gg = wxStandardPaths::Get().GetResourcesDir();
i found "gg == CEImagesetEditor\bin",but in post-build event " xcopy ..\data ..\bin\debug\data /S /I /Y"
therefore i should copy "data" folder to directory "CEImagesetEditor\bin", not "CEImagesetEditor\bin\debug"
wxString gg = wxStandardPaths::Get().GetResourcesDir();
i found "gg == CEImagesetEditor\bin",but in post-build event " xcopy ..\data ..\bin\debug\data /S /I /Y"
therefore i should copy "data" folder to directory "CEImagesetEditor\bin", not "CEImagesetEditor\bin\debug"
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