Hi Eddie,
just to let you know that I'm working on the editor. Overcoming some compilation problems, also regarding boost and such, but step by step I'll manage. I hope to load my first layout this evening From that point, things should go fast i guess.
Besides that, I'm writing down -per element- which properties are relevant enough to support. When I have the list complete, I'll post it here, ok?
Layout Editor
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- CrazyEddie
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Hi,
Cool
Yep, posting your list here will be okay.
Looking forward to this
CE.
Cool
Yep, posting your list here will be okay.
Looking forward to this
CE.
- spannerman
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Layout Editor
A GUI Editor would be a big bonus Good luck, ScriptKid
- scriptkid
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A GUI Editor would be a big bonus Good luck, ScriptKid
Thanks I'll do my best.
Now the compile problems are solved, I'm stuck into some linker problems. That's just the whole mix of MFC, boost, ogre, but....
After I shutdown my system last night, I though hey: why not just use the DX9 GUI renderer. The only thing I'd use Ogre for would be the resize boxes and the backgrounds, but that should be do-able with the GDI too.
I'll keep you updated on my progress...
- CrazyEddie
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Using the DX9 GUI renderer sounds reasonable, the resulting GUI should come out looking exactly the same whichever renderer is finally used, therefore it's a good idea to use whichever renderer makes life easiest for the layout editor.
- scriptkid
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Indeed, especcially since I already used Ogre's DX9 Render System / Window , because it's easiest to render inside an MFC view!
However users will of course be able to load the layouts in an Ogre environment.
However users will of course be able to load the layouts in an Ogre environment.
- scriptkid
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Hi,
Eddie, the login issue was a cookie problem i guess. So here i am, still at home
Below is a screenshot of my attempt to port my existing Ogre overlay editor to a CE gui layout editor:
The technical issues are solved, so i can now spend my time on porting
SK.
Eddie, the login issue was a cookie problem i guess. So here i am, still at home
Below is a screenshot of my attempt to port my existing Ogre overlay editor to a CE gui layout editor:
The technical issues are solved, so i can now spend my time on porting
SK.
Layout Editor
Wow.
I can tell you this is going to the THE TOOL, hehe good work man.
I can tell you this is going to the THE TOOL, hehe good work man.
- CrazyEddie
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Yes, this is looking excellent
I know that everybody is going to find this really useful, since laying out this stuff by hand is no fun at all.
I know that everybody is going to find this really useful, since laying out this stuff by hand is no fun at all.
- scriptkid
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Hi,
thanks for the positive reactions
This certainly motivates me to finish this.
thanks for the positive reactions
This certainly motivates me to finish this.
Layout Editor
8O
Scriptkid, it's looking great. This will definately be a very useful tool.
Scriptkid, it's looking great. This will definately be a very useful tool.
There are 10 types of people in the world: those that understand binary and those that don't.
- scriptkid
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Hi,
I'm making good progress so I hope to upload a new screenshot soon If you have excel, you can download this file:
http://www.2dgame-tutorial.com/downloads/CELayoutEditor.xls
It shows an overview of all CE system's properties and whether i will support them and/or when i will support them. This "living" doc will be re-uploaded now and then, which i will mention in this thread probably.
The number of green items seems a bit small, but i want to start with a basic implementation, therefore i have chosen the most important properties to begin with. Besides, i don't know enough about the system at the moment to 'weigh' each property. For example i don't know yet what the 'static' window and its derived classes are exactly for. I need to research those...
I'm making good progress so I hope to upload a new screenshot soon If you have excel, you can download this file:
http://www.2dgame-tutorial.com/downloads/CELayoutEditor.xls
It shows an overview of all CE system's properties and whether i will support them and/or when i will support them. This "living" doc will be re-uploaded now and then, which i will mention in this thread probably.
The number of green items seems a bit small, but i want to start with a basic implementation, therefore i have chosen the most important properties to begin with. Besides, i don't know enough about the system at the moment to 'weigh' each property. For example i don't know yet what the 'static' window and its derived classes are exactly for. I need to research those...
- scriptkid
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Thanks
So I probably could use a StaticImage class to show backgrounds with? E.g. an in-game screenshot, so the users can see how their layouts will look in-game. I think i will, because i just notice that the 'dbgoverlay' also does that for the Ogre logo and such
Something more about 'the list'. I think that supporting certain 'colour' values can add quite alot to usability too, but i'm on holidays from the end of august, and i'd like to put some usable binaries somewhere before i drive off
So after that there will be more green properties
So I probably could use a StaticImage class to show backgrounds with? E.g. an in-game screenshot, so the users can see how their layouts will look in-game. I think i will, because i just notice that the 'dbgoverlay' also does that for the Ogre logo and such
Something more about 'the list'. I think that supporting certain 'colour' values can add quite alot to usability too, but i'm on holidays from the end of august, and i'd like to put some usable binaries somewhere before i drive off
So after that there will be more green properties
- scriptkid
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Last night i ported the ability to add new windows to a layout. I also filter the window names on not being "__auto_" which really cleans up the browse tree
I'm going to add saving this week and then i'll test it to make it stable enough to post it somewhere before i go on holidays.
Some limitations of the first version:
-only one layout open at the same time
-only support basic properties, such as size, position and some booleans.
But it will contain (most likely):
-Multiple resolutions
-Setting a background
I'll let you know when i have a package to download
I'm going to add saving this week and then i'll test it to make it stable enough to post it somewhere before i go on holidays.
Some limitations of the first version:
-only one layout open at the same time
-only support basic properties, such as size, position and some booleans.
But it will contain (most likely):
-Multiple resolutions
-Setting a background
I'll let you know when i have a package to download
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