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		<id>http://cegui.org.uk/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Devil+hunter</id>
		<title>CEGUI Wiki - Crazy Eddie's GUI System (Open Source) - User contributions [en]</title>
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		<updated>2026-04-05T11:19:29Z</updated>
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	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=Redirecting_Lua_Output&amp;diff=4846</id>
		<title>Redirecting Lua Output</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=Redirecting_Lua_Output&amp;diff=4846"/>
				<updated>2012-08-29T00:04:19Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: /* The setup */  fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
&lt;br /&gt;
=== What is the idea ===&lt;br /&gt;
I think you are here because you want to redirect Lua output to a window like a console or something similar. Then i will give you the answer.&lt;br /&gt;
There is more than one way to do this. I will use the easy lua way here.&lt;br /&gt;
&lt;br /&gt;
=== The setup ===&lt;br /&gt;
We will use a similar console window like in [[CEGUI_In_Practice_-_A_Game_Console]]. So if you don't know this Tutorial yet you can take a look but it is not a must.&lt;br /&gt;
If you don't know how to use Lua with CEGUI take a look at [[Getting_Started_with_Lua_and_CEGUI]].&lt;br /&gt;
&lt;br /&gt;
This will be the Layout for our console. If your CEGUI version does not have Vanilla then you can use &amp;quot;TaharezLook&amp;quot;. This layout is copied from &amp;quot;VanillaConsole.layout&amp;quot; which comes with CEGUI examples at the moment.&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
 &amp;lt;GUILayout&amp;gt;&lt;br /&gt;
    &amp;lt;Window Type=&amp;quot;Vanilla/FrameWindow&amp;quot; Name=&amp;quot;Vanilla/Console&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;AlwaysOnTop&amp;quot; Value=&amp;quot;True&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;UnifiedMinSize&amp;quot; Value=&amp;quot;{{0.2,0},{0.2,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;UnifiedMaxSize&amp;quot; Value=&amp;quot;{{0.8,0},{0.8,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;UnifiedPosition&amp;quot; Value=&amp;quot;{{0.5,0},{0.5,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;UnifiedSize&amp;quot; Value=&amp;quot;{{0.5,0},{0.45,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;Text&amp;quot; Value=&amp;quot;Console&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;CloseButtonEnabled&amp;quot; Value=&amp;quot;False&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Window Type=&amp;quot;Vanilla/Button&amp;quot; Name=&amp;quot;Vanilla/Console/Submit&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;ID&amp;quot; Value=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;VerticalAlignment&amp;quot; Value=&amp;quot;Bottom&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;HorizontalAlignment&amp;quot; Value=&amp;quot;Right&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedMaxSize&amp;quot; Value=&amp;quot;{{1,0},{1,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedPosition&amp;quot; Value=&amp;quot;{{0,-7},{0,-7}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedSize&amp;quot; Value=&amp;quot;{{0.25,0},{0,30}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;Text&amp;quot; Value=&amp;quot;Submit&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Event Name=&amp;quot;Clicked&amp;quot; Function=&amp;quot;luabtn_clicked&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Window&amp;gt;&lt;br /&gt;
        &amp;lt;Window Type=&amp;quot;Vanilla/Editbox&amp;quot; Name=&amp;quot;Vanilla/Console/Editbox&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;ID&amp;quot; Value=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;VerticalAlignment&amp;quot; Value=&amp;quot;Bottom&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedMaxSize&amp;quot; Value=&amp;quot;{{1,0},{1,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedPosition&amp;quot; Value=&amp;quot;{{0,7},{0,-7}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedSize&amp;quot; Value=&amp;quot;{{0.75,-21},{0,30}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;Text&amp;quot; Value=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Window&amp;gt;&lt;br /&gt;
        &amp;lt;Window Type=&amp;quot;Vanilla/MultiLineEditbox&amp;quot; Name=&amp;quot;Vanilla/Console/History&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;ID&amp;quot; Value=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;ReadOnly&amp;quot; Value=&amp;quot;True&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedMaxSize&amp;quot; Value=&amp;quot;{{1,0},{1,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedPosition&amp;quot; Value=&amp;quot;{{0,7},{0,7}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedSize&amp;quot; Value=&amp;quot;{{1,-14},{1,-47}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;Text&amp;quot;&amp;gt;Console ready for input:&amp;lt;/Property&amp;gt;&lt;br /&gt;
        &amp;lt;/Window&amp;gt;&lt;br /&gt;
    &amp;lt;/Window&amp;gt;&lt;br /&gt;
 &amp;lt;/GUILayout&amp;gt;&lt;br /&gt;
Please note that i have added the following line in the layout above to connect the event with the script i show later.&lt;br /&gt;
 &amp;lt;Event Name=&amp;quot;Clicked&amp;quot; Function=&amp;quot;luabtn_clicked&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After loading CEGUI we will do some basic setup. I use a Lua init script but you can also code this in C. My Lua init script looks like the following:&lt;br /&gt;
 -- get CEGUI singletons&lt;br /&gt;
 local logger = CEGUI.Logger:getSingleton()&lt;br /&gt;
 logger:logEvent( &amp;quot;&amp;gt;&amp;gt;&amp;gt; Init script says hello&amp;quot; )&lt;br /&gt;
 --logger:setLoggingLevel( CEGUI.Informative )&lt;br /&gt;
 &lt;br /&gt;
 -- get a local reference to the singletons we use (not required)&lt;br /&gt;
 local system    = CEGUI.System:getSingleton()&lt;br /&gt;
 local fontman   = CEGUI.FontManager:getSingleton()&lt;br /&gt;
 local schememan = CEGUI.SchemeManager:getSingleton()&lt;br /&gt;
 &lt;br /&gt;
 -- load schemes&lt;br /&gt;
 schememan:create( &amp;quot;TaharezLook.scheme&amp;quot; )&lt;br /&gt;
 schememan:create( &amp;quot;WindowsLook.scheme&amp;quot; )&lt;br /&gt;
 schememan:create( &amp;quot;VanillaSkin.scheme&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 -- load a default font&lt;br /&gt;
 fontman:create( &amp;quot;DejaVuSans-10.font&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 -- set default mouse cursor&lt;br /&gt;
 system:setDefaultMouseCursor( &amp;quot;Vanilla-Images&amp;quot;, &amp;quot;MouseArrow&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 -- set default tooltip type&lt;br /&gt;
 system:setDefaultTooltip(&amp;quot;TaharezLook/Tooltip&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 logger:logEvent( &amp;quot;&amp;lt;&amp;lt;&amp;lt; Init script says goodbye&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
=== The Trick ===&lt;br /&gt;
Here comes now the interresting part (MyConsole.lua):&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -- Start of handler functions&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -- Handler to add line which will be executed and execute it&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 function luabtn_clicked(args)&lt;br /&gt;
    local winMgr = CEGUI.WindowManager:getSingleton()&lt;br /&gt;
    &lt;br /&gt;
    local newText = winMgr:getWindow(&amp;quot;Vanilla/Console/Editbox&amp;quot;):getText()&lt;br /&gt;
    local oldText = winMgr:getWindow(&amp;quot;Vanilla/Console/History&amp;quot;):getText()&lt;br /&gt;
    &lt;br /&gt;
    print(&amp;quot;executing: &amp;quot; .. newText)&lt;br /&gt;
    &lt;br /&gt;
    --execute code&lt;br /&gt;
    local f = loadstring(newText)&lt;br /&gt;
    if f then &lt;br /&gt;
        print(f())&lt;br /&gt;
    else&lt;br /&gt;
        print(&amp;quot;invalid syntax!&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -- Our print function which overrides default print behavior&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 function consolePrint(s)&lt;br /&gt;
    local winMgr = CEGUI.WindowManager:getSingleton()&lt;br /&gt;
    local oldText = winMgr:getWindow(&amp;quot;Vanilla/Console/History&amp;quot;):getText()&lt;br /&gt;
    if s then&lt;br /&gt;
        CEGUI.toMultiLineEditbox(winMgr:getWindow(&amp;quot;Vanilla/Console/History&amp;quot;)):setText(oldText .. s)&lt;br /&gt;
    else&lt;br /&gt;
         CEGUI.toMultiLineEditbox(winMgr:getWindow(&amp;quot;Vanilla/Console/History&amp;quot;)):setText(oldText .. &amp;quot;&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -- Script Entry Point&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 local guiSystem = CEGUI.System:getSingleton()&lt;br /&gt;
 local winMgr = CEGUI.WindowManager:getSingleton()&lt;br /&gt;
 &lt;br /&gt;
 -- load our demo8 window layout&lt;br /&gt;
 local root = winMgr:loadWindowLayout(&amp;quot;VanillaConsole.layout&amp;quot;)&lt;br /&gt;
 -- set the layout as the root&lt;br /&gt;
 guiSystem:setGUISheet(root)&lt;br /&gt;
 &lt;br /&gt;
 --print/output redirect to cegui console window - overriding normal behavior&lt;br /&gt;
 print = consolePrint&lt;br /&gt;
 io.write = consolePrint&lt;br /&gt;
 out = consolePrint&lt;br /&gt;
As you can see we execute luabtn_clicked if someone clicks on the button. This function then trys to get a function out of the sting and trys to execute it if it is a function. If Lua is not able to build a function out of it the syntax is wrong and we will print that. &amp;lt;br /&amp;gt;&lt;br /&gt;
Because we have replaced the normal print function with our print version this function gets called every &amp;quot;print&amp;quot; instead. It just adds the string to print to our history window.&lt;br /&gt;
&lt;br /&gt;
Don't forget to start the script&lt;br /&gt;
 System::getSingletonPtr()-&amp;gt;executeScriptFile(&amp;quot;MyConsole.lua&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== Error handling ===&lt;br /&gt;
Because we can make a typo in console input and do not want to crash our app we now need a error handling.&lt;br /&gt;
We can not use try/catch in Lua but we can do the error handling using the pcall function. I decided to do the error handling in C++ because i like try catch more and we get a good error message prepared from CEGUI ;) &amp;lt;br /&amp;gt;&lt;br /&gt;
We execute code in Lua if we click the button so we need to try/catch at the clickInjection. Because i don't know how i will use Lua in future i added the following try/catch everywhere i call a Lua script or inject something into CEGUI (also to the script execution call in the upper code block).&lt;br /&gt;
 try {&lt;br /&gt;
     CEGUI::System::getSingleton().injectMouseButtonDown(convertOgreButtonToCegui(id));&lt;br /&gt;
 } catch( CEGUI::Exception&amp;amp; e ) {&lt;br /&gt;
     showErrorMsgWindow((e.getMessage()+&amp;quot;\n\nFile: &amp;quot;+e.getFileName()+&amp;quot;\nLine: &amp;quot;).c_str(),__FILE__,__LINE__);&lt;br /&gt;
 } catch (...) {&lt;br /&gt;
     showErrorMsgWindow(&amp;quot;Unknown CEGUI error!&amp;quot;,__FILE__,__LINE__);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 inline void showErrorMsgWindow(const char* c_str, const char *file, const unsigned long line) {&lt;br /&gt;
     std::string str = c_str;&lt;br /&gt;
     str.append(file);&lt;br /&gt;
     str.append(CEGUI::PropertyHelper::intToString(line).c_str());//bad hack don't do this at home&lt;br /&gt;
 #ifdef _WIN32&lt;br /&gt;
     MessageBox( NULL, str.c_str(), &amp;quot;Error&amp;quot;,MB_OK | MB_ICONERROR | MB_TASKMODAL);&lt;br /&gt;
 #else&lt;br /&gt;
     std::cerr &amp;lt;&amp;lt; str.c_str() &amp;lt;&amp;lt; std::endl;&lt;br /&gt;
 #endif&lt;br /&gt;
 }&lt;br /&gt;
Don't forget the right includes ;) &amp;lt;br /&amp;gt;&lt;br /&gt;
Now we will get a message window in windows systems and a error message in other systems.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This shows by example how to redirect Lua output to a CEGUI window.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 22:20 - 28. August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=Redirecting_Lua_Output&amp;diff=4845</id>
		<title>Redirecting Lua Output</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=Redirecting_Lua_Output&amp;diff=4845"/>
				<updated>2012-08-28T20:19:58Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: Redirecting Lua Output&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
&lt;br /&gt;
=== What is the idea ===&lt;br /&gt;
I think you are here because you want to redirect Lua output to a window like a console or something similar. Then i will give you the answer.&lt;br /&gt;
There is more than one way to do this. I will use the easy lua way here.&lt;br /&gt;
&lt;br /&gt;
=== The setup ===&lt;br /&gt;
We will use a similar console window like in [[CEGUI_In_Practice_-_A_Game_Console]]. So if you don't know this Tutorial yet you can take a look but it is not a must.&lt;br /&gt;
If you don't know how to use Lua with CEGUI take a look at [[Getting_Started_with_Lua_and_CEGUI]].&lt;br /&gt;
&lt;br /&gt;
This will be the Layout for our console. If your CEGUI version does not have Vanilla then you can use &amp;quot;TaharezLook&amp;quot;. This layout is copied from &amp;quot;VanillaConsole.layout&amp;quot; which comes with CEGUI examples at the moment.&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
 &amp;lt;GUILayout&amp;gt;&lt;br /&gt;
    &amp;lt;Window Type=&amp;quot;Vanilla/FrameWindow&amp;quot; Name=&amp;quot;Vanilla/Console&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;AlwaysOnTop&amp;quot; Value=&amp;quot;True&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;UnifiedMinSize&amp;quot; Value=&amp;quot;{{0.2,0},{0.2,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;UnifiedMaxSize&amp;quot; Value=&amp;quot;{{0.8,0},{0.8,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;UnifiedPosition&amp;quot; Value=&amp;quot;{{0.5,0},{0.5,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;UnifiedSize&amp;quot; Value=&amp;quot;{{0.5,0},{0.45,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;Text&amp;quot; Value=&amp;quot;Console&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Property Name=&amp;quot;CloseButtonEnabled&amp;quot; Value=&amp;quot;False&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Window Type=&amp;quot;Vanilla/Button&amp;quot; Name=&amp;quot;Vanilla/Console/Submit&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;ID&amp;quot; Value=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;VerticalAlignment&amp;quot; Value=&amp;quot;Bottom&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;HorizontalAlignment&amp;quot; Value=&amp;quot;Right&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedMaxSize&amp;quot; Value=&amp;quot;{{1,0},{1,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedPosition&amp;quot; Value=&amp;quot;{{0,-7},{0,-7}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedSize&amp;quot; Value=&amp;quot;{{0.25,0},{0,30}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;Text&amp;quot; Value=&amp;quot;Submit&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Window&amp;gt;&lt;br /&gt;
        &amp;lt;Window Type=&amp;quot;Vanilla/Editbox&amp;quot; Name=&amp;quot;Vanilla/Console/Editbox&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;ID&amp;quot; Value=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;VerticalAlignment&amp;quot; Value=&amp;quot;Bottom&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedMaxSize&amp;quot; Value=&amp;quot;{{1,0},{1,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedPosition&amp;quot; Value=&amp;quot;{{0,7},{0,-7}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedSize&amp;quot; Value=&amp;quot;{{0.75,-21},{0,30}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;Text&amp;quot; Value=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Event Name=&amp;quot;Clicked&amp;quot; Function=&amp;quot;luabtn_clicked&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Window&amp;gt;&lt;br /&gt;
        &amp;lt;Window Type=&amp;quot;Vanilla/MultiLineEditbox&amp;quot; Name=&amp;quot;Vanilla/Console/History&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;ID&amp;quot; Value=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;ReadOnly&amp;quot; Value=&amp;quot;True&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedMaxSize&amp;quot; Value=&amp;quot;{{1,0},{1,0}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedPosition&amp;quot; Value=&amp;quot;{{0,7},{0,7}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;UnifiedSize&amp;quot; Value=&amp;quot;{{1,-14},{1,-47}}&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;Property Name=&amp;quot;Text&amp;quot;&amp;gt;Console ready for input:&amp;lt;/Property&amp;gt;&lt;br /&gt;
        &amp;lt;/Window&amp;gt;&lt;br /&gt;
    &amp;lt;/Window&amp;gt;&lt;br /&gt;
 &amp;lt;/GUILayout&amp;gt;&lt;br /&gt;
Please note that i have added the following line in the layout above to connect the event with the script i show later.&lt;br /&gt;
 &amp;lt;Event Name=&amp;quot;Clicked&amp;quot; Function=&amp;quot;luabtn_clicked&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After loading CEGUI we will do some basic setup. I use a Lua init script but you can also code this in C. My Lua init script looks like the following:&lt;br /&gt;
 -- get CEGUI singletons&lt;br /&gt;
 local logger = CEGUI.Logger:getSingleton()&lt;br /&gt;
 logger:logEvent( &amp;quot;&amp;gt;&amp;gt;&amp;gt; Init script says hello&amp;quot; )&lt;br /&gt;
 --logger:setLoggingLevel( CEGUI.Informative )&lt;br /&gt;
 &lt;br /&gt;
 -- get a local reference to the singletons we use (not required)&lt;br /&gt;
 local system    = CEGUI.System:getSingleton()&lt;br /&gt;
 local fontman   = CEGUI.FontManager:getSingleton()&lt;br /&gt;
 local schememan = CEGUI.SchemeManager:getSingleton()&lt;br /&gt;
 &lt;br /&gt;
 -- load schemes&lt;br /&gt;
 schememan:create( &amp;quot;TaharezLook.scheme&amp;quot; )&lt;br /&gt;
 schememan:create( &amp;quot;WindowsLook.scheme&amp;quot; )&lt;br /&gt;
 schememan:create( &amp;quot;VanillaSkin.scheme&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 -- load a default font&lt;br /&gt;
 fontman:create( &amp;quot;DejaVuSans-10.font&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 -- set default mouse cursor&lt;br /&gt;
 system:setDefaultMouseCursor( &amp;quot;Vanilla-Images&amp;quot;, &amp;quot;MouseArrow&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 -- set default tooltip type&lt;br /&gt;
 system:setDefaultTooltip(&amp;quot;TaharezLook/Tooltip&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 logger:logEvent( &amp;quot;&amp;lt;&amp;lt;&amp;lt; Init script says goodbye&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
=== The Trick ===&lt;br /&gt;
Here comes now the interresting part (MyConsole.lua):&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -- Start of handler functions&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -- Handler to add line which will be executed and execute it&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 function luabtn_clicked(args)&lt;br /&gt;
    local winMgr = CEGUI.WindowManager:getSingleton()&lt;br /&gt;
    &lt;br /&gt;
    local newText = winMgr:getWindow(&amp;quot;Vanilla/Console/Editbox&amp;quot;):getText()&lt;br /&gt;
    local oldText = winMgr:getWindow(&amp;quot;Vanilla/Console/History&amp;quot;):getText()&lt;br /&gt;
    &lt;br /&gt;
    print(&amp;quot;executing: &amp;quot; .. newText)&lt;br /&gt;
    &lt;br /&gt;
    --execute code&lt;br /&gt;
    local f = loadstring(newText)&lt;br /&gt;
    if f then &lt;br /&gt;
        print(f())&lt;br /&gt;
    else&lt;br /&gt;
        print(&amp;quot;invalid syntax!&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -- Our print function which overrides default print behavior&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 function consolePrint(s)&lt;br /&gt;
    local winMgr = CEGUI.WindowManager:getSingleton()&lt;br /&gt;
    local oldText = winMgr:getWindow(&amp;quot;Vanilla/Console/History&amp;quot;):getText()&lt;br /&gt;
    if s then&lt;br /&gt;
        CEGUI.toMultiLineEditbox(winMgr:getWindow(&amp;quot;Vanilla/Console/History&amp;quot;)):setText(oldText .. s)&lt;br /&gt;
    else&lt;br /&gt;
         CEGUI.toMultiLineEditbox(winMgr:getWindow(&amp;quot;Vanilla/Console/History&amp;quot;)):setText(oldText .. &amp;quot;&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 -- Script Entry Point&lt;br /&gt;
 -----------------------------------------&lt;br /&gt;
 local guiSystem = CEGUI.System:getSingleton()&lt;br /&gt;
 local winMgr = CEGUI.WindowManager:getSingleton()&lt;br /&gt;
 &lt;br /&gt;
 -- load our demo8 window layout&lt;br /&gt;
 local root = winMgr:loadWindowLayout(&amp;quot;VanillaConsole.layout&amp;quot;)&lt;br /&gt;
 -- set the layout as the root&lt;br /&gt;
 guiSystem:setGUISheet(root)&lt;br /&gt;
 &lt;br /&gt;
 --print/output redirect to cegui console window - overriding normal behavior&lt;br /&gt;
 print = consolePrint&lt;br /&gt;
 io.write = consolePrint&lt;br /&gt;
 out = consolePrint&lt;br /&gt;
As you can see we execute luabtn_clicked if someone clicks on the button. This function then trys to get a function out of the sting and trys to execute it if it is a function. If Lua is not able to build a function out of it the syntax is wrong and we will print that. &amp;lt;br /&amp;gt;&lt;br /&gt;
Because we have replaced the normal print function with our print version this function gets called every &amp;quot;print&amp;quot; instead. It just adds the string to print to our history window.&lt;br /&gt;
&lt;br /&gt;
Don't forget to start the script&lt;br /&gt;
 System::getSingletonPtr()-&amp;gt;executeScriptFile(&amp;quot;MyConsole.lua&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== Error handling ===&lt;br /&gt;
Because we can make a typo in console input and do not want to crash our app we now need a error handling.&lt;br /&gt;
We can not use try/catch in Lua but we can do the error handling using the pcall function. I decided to do the error handling in C++ because i like try catch more and we get a good error message prepared from CEGUI ;) &amp;lt;br /&amp;gt;&lt;br /&gt;
We execute code in Lua if we click the button so we need to try/catch at the clickInjection. Because i don't know how i will use Lua in future i added the following try/catch everywhere i call a Lua script or inject something into CEGUI (also to the script execution call in the upper code block).&lt;br /&gt;
 try {&lt;br /&gt;
     CEGUI::System::getSingleton().injectMouseButtonDown(convertOgreButtonToCegui(id));&lt;br /&gt;
 } catch( CEGUI::Exception&amp;amp; e ) {&lt;br /&gt;
     showErrorMsgWindow((e.getMessage()+&amp;quot;\n\nFile: &amp;quot;+e.getFileName()+&amp;quot;\nLine: &amp;quot;).c_str(),__FILE__,__LINE__);&lt;br /&gt;
 } catch (...) {&lt;br /&gt;
     showErrorMsgWindow(&amp;quot;Unknown CEGUI error!&amp;quot;,__FILE__,__LINE__);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 inline void showErrorMsgWindow(const char* c_str, const char *file, const unsigned long line) {&lt;br /&gt;
     std::string str = c_str;&lt;br /&gt;
     str.append(file);&lt;br /&gt;
     str.append(CEGUI::PropertyHelper::intToString(line).c_str());//bad hack don't do this at home&lt;br /&gt;
 #ifdef _WIN32&lt;br /&gt;
     MessageBox( NULL, str.c_str(), &amp;quot;Error&amp;quot;,MB_OK | MB_ICONERROR | MB_TASKMODAL);&lt;br /&gt;
 #else&lt;br /&gt;
     std::cerr &amp;lt;&amp;lt; str.c_str() &amp;lt;&amp;lt; std::endl;&lt;br /&gt;
 #endif&lt;br /&gt;
 }&lt;br /&gt;
Don't forget the right includes ;) &amp;lt;br /&amp;gt;&lt;br /&gt;
Now we will get a message window in windows systems and a error message in other systems.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This shows by example how to redirect Lua output to a CEGUI window.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 22:20 - 28. August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=Getting_Started_with_Lua_and_CEGUI&amp;diff=4844</id>
		<title>Getting Started with Lua and CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=Getting_Started_with_Lua_and_CEGUI&amp;diff=4844"/>
				<updated>2012-08-28T19:08:54Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: now it is working with cegui 0.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
The Lua scripting module for CEGUI is based on [http://www.lua.org Lua 5.1] and [http://www.codenix.com/~tolua/ tolua++ 1.0.6pre2-1].&lt;br /&gt;
As these libraries were difficult (or impossible) to find in working precompiled versions, I decided to include them with the scripting module (That is the source is included, and there are makefiles available).&lt;br /&gt;
There is no link to the tolua++ version used on their website, but it's available [http://www.codenix.com/~tolua/tolua++_1.0.6pre2-1.tar.gz here]&lt;br /&gt;
&lt;br /&gt;
When using CEGUI with a scripting module a lot of the interface programming can be replaced by scripts, these script can be modified and used without recompling your program, thus leave more time for tweaking your UI instead of waiting for your compiler to finish.&lt;br /&gt;
&lt;br /&gt;
The current Lua script module is still fairly early in development.&lt;br /&gt;
It supports most of the core system, and the base window class, more specific widgets can currently only be configured using the properties system.&lt;br /&gt;
&lt;br /&gt;
At this time the Lua script module is only in CVS.&lt;br /&gt;
&lt;br /&gt;
Ok. Let's get started. I assume that you are familiar with the CEGUI basics. Initialisation, creating windows etc. and Lua, so I'll pick up from about there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initialisation ==&lt;br /&gt;
The Lua scripting module exports all the manager classes and such it is possible to do the basic CEGUI initialization from Lua.&lt;br /&gt;
&lt;br /&gt;
the basic CEGUI init sequence is like this:&lt;br /&gt;
&lt;br /&gt;
 #include &amp;quot;CEGUILua.h&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 CEGUI::''YourRendererOfChoice''&amp;amp; renderer = CEGUI::''YourRendererOfChoice''::create();&lt;br /&gt;
 CEGUI::''YourResourceProviderOfChoice''&amp;amp; rp= CEGUI::''YourResourceProviderOfChoice''::create();&lt;br /&gt;
 CEGUI::''YourImageCodecOfChoice''&amp;amp; ic= CEGUI::''YourImageCodecOfChoice''::create();&lt;br /&gt;
 CEGUI::LuaScriptModule&amp;amp; script_module = CEGUI::LuaScriptModule::create();&lt;br /&gt;
 // (Pass 0 for the third argument, which is the xml parser to use. 0 means the default one)&lt;br /&gt;
 System::create(renderer, reinterpret_cast&amp;lt;ResourceProvider*&amp;gt;(&amp;amp;rp), static_cast&amp;lt;XMLParser*&amp;gt;(0), reinterpret_cast&amp;lt;ImageCodec*&amp;gt;(&amp;amp;ic),&amp;amp;scriptmod,&amp;quot;cegui.config&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
now the CEGUI::System is created and the scripting module is attached properly.&lt;br /&gt;
&lt;br /&gt;
You would probably want to do some stuff if you are using custom functions in the init-script (cegui.config defines the init script later).&lt;br /&gt;
&lt;br /&gt;
== Init / Exit Script ==&lt;br /&gt;
CEGUI supports a configuration file. The filename for this is an optional parameter to the CEGUI::System constructor. It defaults to &amp;quot;cegui.config&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This configuration file gives you the posibility to execute a script during system creation and destruction.&lt;br /&gt;
A configuration file could look like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
 &amp;lt;CEGUIConfig&amp;gt;&lt;br /&gt;
 &amp;lt;Scripting &lt;br /&gt;
     initScript=&amp;quot;init_script.lua&amp;quot;&lt;br /&gt;
     terminateScript=&amp;quot;exit_script.lua&amp;quot; &lt;br /&gt;
 /&amp;gt;&lt;br /&gt;
 &amp;lt;/CEGUIConfig&amp;gt;&lt;br /&gt;
&lt;br /&gt;
init_script.lua is a text file containing the Lua script code to be executed on init.&lt;br /&gt;
Here's an example:&lt;br /&gt;
&lt;br /&gt;
 -- get CEGUI singletons&lt;br /&gt;
 local logger = CEGUI.Logger:getSingleton()&lt;br /&gt;
 logger:logEvent( &amp;quot;&amp;gt;&amp;gt;&amp;gt; Init script says hello&amp;quot; )&lt;br /&gt;
 --logger:setLoggingLevel( CEGUI.Informative )&lt;br /&gt;
 &lt;br /&gt;
 -- get a local reference to the singletons we use (not required)&lt;br /&gt;
 local system    = CEGUI.System:getSingleton()&lt;br /&gt;
 local fontman   = CEGUI.FontManager:getSingleton()&lt;br /&gt;
 local schememan = CEGUI.SchemeManager:getSingleton()&lt;br /&gt;
 &lt;br /&gt;
 -- load schemes&lt;br /&gt;
 schememan:create( &amp;quot;TaharezLook.scheme&amp;quot; )&lt;br /&gt;
 schememan:create( &amp;quot;WindowsLook.scheme&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 -- load a default font&lt;br /&gt;
 fontman:create( &amp;quot;DejaVuSans-10.font&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 -- set default mouse cursor&lt;br /&gt;
 system:setDefaultMouseCursor( &amp;quot;TaharezLook&amp;quot;,&amp;quot;MouseArrow&amp;quot; )&lt;br /&gt;
 &lt;br /&gt;
 logger:logEvent( &amp;quot;&amp;lt;&amp;lt;&amp;lt; Init script says goodbye&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
you don't have to have both init and exit scripts, but if you allocate &amp;quot;global&amp;quot; memory from the initscript you should free it in the exit script (or somewhere else appropriate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you know how to initialise CEGUI with the Lua scripting module.&lt;br /&gt;
More tutorials will follow soon with more advanced topics.&lt;br /&gt;
&lt;br /&gt;
You can execute more scripts from c side like this:&lt;br /&gt;
&lt;br /&gt;
 System::getSingleton().executeScriptFile(&amp;quot;demo8.lua&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
or from Lua like this:&lt;br /&gt;
&lt;br /&gt;
 system:executeScriptFile(&amp;quot;demo8.lua&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
As you can see all CEGUI functions are exposed to Lua and you can use them from there.&lt;br /&gt;
&lt;br /&gt;
--[[User:Lindquist]] 19:25, 5 May 2005 (BST)&lt;br /&gt;
updated to 0.7 --[[User:DEvil HUnter]] 21:10, 28 August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4843</id>
		<title>The Beginner Guide - Overview to CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4843"/>
				<updated>2012-08-28T18:11:07Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: /* CEGUI subprojects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{Series|The Beginner Guide|0}}&lt;br /&gt;
&lt;br /&gt;
{{notice|message=This tutorial is for CEGUI versions up to 0.7.7.  For later releases, see the tutorials in [http://www.cegui.org.uk/docs/current/ the main documentation].}}&lt;br /&gt;
&lt;br /&gt;
CEGUI is a GUI library so it's job is to create your GUI.&lt;br /&gt;
CEGUI makes use of some libraries and is divided in a number of subprojects. This article should just give you a simple overview.&lt;br /&gt;
&lt;br /&gt;
=== Creating your GUI ===&lt;br /&gt;
There are different options to create/discribe your GUI (more in the next Guide).&lt;br /&gt;
* constuct it from c++ code&lt;br /&gt;
* constuct it using Lua or python code&lt;br /&gt;
* constuct it using XML (and the events from code)&lt;br /&gt;
&lt;br /&gt;
=== Files/Fileformats ===&lt;br /&gt;
CEGUI uses different files/fileformats to load your stuff.&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_imageset.html imageset] to use images and imagesets&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_font.html font] for fonts ;)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_scheme.html scheme] discribes the look&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_layout.html layout] discribes your GUI windows and their parts&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_config.html config] a configuration (you do not need this)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_animation.html animation] animations for advanced behavior&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/fal_man.html falagard xml] falagard files provide lookAndFeel for advanced behavior or completely new window types&lt;br /&gt;
&lt;br /&gt;
=== CEGUI subprojects ===&lt;br /&gt;
CEGUI divides into the following subprojects:&lt;br /&gt;
*Render modules (discussed in the next Guide)&lt;br /&gt;
*falagard window renderer&lt;br /&gt;
*image codecs&lt;br /&gt;
**tga image codec&lt;br /&gt;
**silly image codec&lt;br /&gt;
**devil image codec&lt;br /&gt;
**freeimage image codec&lt;br /&gt;
**corona image codec&lt;br /&gt;
**stb image codec&lt;br /&gt;
*XML parser&lt;br /&gt;
**expat parser&lt;br /&gt;
**xerces parser&lt;br /&gt;
**tinyxml parser&lt;br /&gt;
**rapidxml parser&lt;br /&gt;
**libxml parser&lt;br /&gt;
*Scripting modules&lt;br /&gt;
**Lua (comming with tolua++)&lt;br /&gt;
**Python&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can choose what module to use in the build-config file (projects/premake/config.lua).&amp;lt;br /&amp;gt;&lt;br /&gt;
You need a renderer to display your GUI. Which one to use depends on your Engine/Application you want to programm.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also need an image codec and a XML parser. The main differences of the modules are in performance so default should be fine for you as a Beginner.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use Lua or Python scripting module or none depending on what you like most.&amp;lt;br /&amp;gt;&lt;br /&gt;
The [http://www.cegui.org.uk/docs/current/fal_tut1.html Falagard window renderer] will be necessary for advanced features like new window forms and behavior. Falagard is the &amp;quot;factory&amp;quot; that combines the engine(rendererset) with the layout (the LooknFeel). With Falagard WR you can make something like &amp;quot;blueprints&amp;quot; of windows.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This provides a very basic overview to CEGUI.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 19:30, 28 August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4842</id>
		<title>The Beginner Guide - Overview to CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4842"/>
				<updated>2012-08-28T18:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: /* CEGUI subprojects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{Series|The Beginner Guide|0}}&lt;br /&gt;
&lt;br /&gt;
{{notice|message=This tutorial is for CEGUI versions up to 0.7.7.  For later releases, see the tutorials in [http://www.cegui.org.uk/docs/current/ the main documentation].}}&lt;br /&gt;
&lt;br /&gt;
CEGUI is a GUI library so it's job is to create your GUI.&lt;br /&gt;
CEGUI makes use of some libraries and is divided in a number of subprojects. This article should just give you a simple overview.&lt;br /&gt;
&lt;br /&gt;
=== Creating your GUI ===&lt;br /&gt;
There are different options to create/discribe your GUI (more in the next Guide).&lt;br /&gt;
* constuct it from c++ code&lt;br /&gt;
* constuct it using Lua or python code&lt;br /&gt;
* constuct it using XML (and the events from code)&lt;br /&gt;
&lt;br /&gt;
=== Files/Fileformats ===&lt;br /&gt;
CEGUI uses different files/fileformats to load your stuff.&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_imageset.html imageset] to use images and imagesets&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_font.html font] for fonts ;)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_scheme.html scheme] discribes the look&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_layout.html layout] discribes your GUI windows and their parts&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_config.html config] a configuration (you do not need this)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_animation.html animation] animations for advanced behavior&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/fal_man.html falagard xml] falagard files provide lookAndFeel for advanced behavior or completely new window types&lt;br /&gt;
&lt;br /&gt;
=== CEGUI subprojects ===&lt;br /&gt;
CEGUI divides into the following subprojects:&lt;br /&gt;
*Render modules (discussed in the next Guide)&lt;br /&gt;
*falagard window renderer&lt;br /&gt;
*image codecs&lt;br /&gt;
**tga image codec&lt;br /&gt;
**silly image codec&lt;br /&gt;
**devil image codec&lt;br /&gt;
**freeimage image codec&lt;br /&gt;
**corona image codec&lt;br /&gt;
**stb image codec&lt;br /&gt;
*XML parser&lt;br /&gt;
**expat parser&lt;br /&gt;
**xerces parser&lt;br /&gt;
**tinyxml parser&lt;br /&gt;
**rapidxml parser&lt;br /&gt;
**libxml parser&lt;br /&gt;
*Scripting modules&lt;br /&gt;
**Lua (comming with tolua++)&lt;br /&gt;
**Python&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can choose what module to use in the build-config file (projects/premake/config.lua).&amp;lt;br /&amp;gt;&lt;br /&gt;
You need a renderer to display your GUI. Which one to use depends on your Engine/Application you want to programm.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also need an image codec and a XML parser. The main differences of the modules are in performance so default should be fine for you as a Beginner.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use Lua or Python scripting module or none depending on what you like most.&amp;lt;br /&amp;gt;&lt;br /&gt;
The [http://www.cegui.org.uk/docs/current/fal_tut1.html Falagard window renderer] will be necessary for advanced features like new window forms and behavior. With Falagard WR you can make something like &amp;quot;blueprints&amp;quot; of windows.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This provides a very basic overview to CEGUI.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 19:30, 28 August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4841</id>
		<title>The Beginner Guide - Overview to CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4841"/>
				<updated>2012-08-28T18:06:15Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: /* CEGUI subprojects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{Series|The Beginner Guide|0}}&lt;br /&gt;
&lt;br /&gt;
{{notice|message=This tutorial is for CEGUI versions up to 0.7.7.  For later releases, see the tutorials in [http://www.cegui.org.uk/docs/current/ the main documentation].}}&lt;br /&gt;
&lt;br /&gt;
CEGUI is a GUI library so it's job is to create your GUI.&lt;br /&gt;
CEGUI makes use of some libraries and is divided in a number of subprojects. This article should just give you a simple overview.&lt;br /&gt;
&lt;br /&gt;
=== Creating your GUI ===&lt;br /&gt;
There are different options to create/discribe your GUI (more in the next Guide).&lt;br /&gt;
* constuct it from c++ code&lt;br /&gt;
* constuct it using Lua or python code&lt;br /&gt;
* constuct it using XML (and the events from code)&lt;br /&gt;
&lt;br /&gt;
=== Files/Fileformats ===&lt;br /&gt;
CEGUI uses different files/fileformats to load your stuff.&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_imageset.html imageset] to use images and imagesets&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_font.html font] for fonts ;)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_scheme.html scheme] discribes the look&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_layout.html layout] discribes your GUI windows and their parts&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_config.html config] a configuration (you do not need this)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_animation.html animation] animations for advanced behavior&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/fal_man.html falagard xml] falagard files provide lookAndFeel for advanced behavior or completely new window types&lt;br /&gt;
&lt;br /&gt;
=== CEGUI subprojects ===&lt;br /&gt;
CEGUI divides into the following subprojects:&lt;br /&gt;
*Render modules (discussed in the next Guide)&lt;br /&gt;
*falagard window renderer&lt;br /&gt;
*image codecs&lt;br /&gt;
**tga image codec&lt;br /&gt;
**silly image codec&lt;br /&gt;
**devil image codec&lt;br /&gt;
**freeimage image codec&lt;br /&gt;
**corona image codec&lt;br /&gt;
**stb image codec&lt;br /&gt;
*XML parser&lt;br /&gt;
**expat parser&lt;br /&gt;
**xerces parser&lt;br /&gt;
**tinyxml parser&lt;br /&gt;
**rapidxml parser&lt;br /&gt;
**libxml parser&lt;br /&gt;
*Scripting modules&lt;br /&gt;
**Lua (comming with tolua++)&lt;br /&gt;
**Python&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can choose what module to use in the build-config file (projects/premake/config.lua).&amp;lt;br /&amp;gt;&lt;br /&gt;
You need a renderer to display your GUI. Which one to use depends on your Engine/Application you want to programm.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also need an image codec and a XML parser. The main differences of the modules are in performance so default should be fine for you as a Beginner.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use Lua or Python scripting module or none depending on what you like most.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Falagard window renderer will be necessary for advanced features like new window forms and behavior. With Falagard WR you can make something like &amp;quot;blueprints&amp;quot; of windows.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This provides a very basic overview to CEGUI.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 19:30, 28 August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4840</id>
		<title>The Beginner Guide - Overview to CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4840"/>
				<updated>2012-08-28T17:56:15Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{Series|The Beginner Guide|0}}&lt;br /&gt;
&lt;br /&gt;
{{notice|message=This tutorial is for CEGUI versions up to 0.7.7.  For later releases, see the tutorials in [http://www.cegui.org.uk/docs/current/ the main documentation].}}&lt;br /&gt;
&lt;br /&gt;
CEGUI is a GUI library so it's job is to create your GUI.&lt;br /&gt;
CEGUI makes use of some libraries and is divided in a number of subprojects. This article should just give you a simple overview.&lt;br /&gt;
&lt;br /&gt;
=== Creating your GUI ===&lt;br /&gt;
There are different options to create/discribe your GUI (more in the next Guide).&lt;br /&gt;
* constuct it from c++ code&lt;br /&gt;
* constuct it using Lua or python code&lt;br /&gt;
* constuct it using XML (and the events from code)&lt;br /&gt;
&lt;br /&gt;
=== Files/Fileformats ===&lt;br /&gt;
CEGUI uses different files/fileformats to load your stuff.&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_imageset.html imageset] to use images and imagesets&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_font.html font] for fonts ;)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_scheme.html scheme] discribes the look&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_layout.html layout] discribes your GUI windows and their parts&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_config.html config] a configuration (you do not need this)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_animation.html animation] animations for advanced behavior&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/fal_man.html falagard xml] falagard files provide lookAndFeel for advanced behavior or completely new window types&lt;br /&gt;
&lt;br /&gt;
=== CEGUI subprojects ===&lt;br /&gt;
CEGUI divides into the following subprojects:&lt;br /&gt;
*Render modules (discussed in the next Guide)&lt;br /&gt;
*falagard window renderer&lt;br /&gt;
*image codecs&lt;br /&gt;
**tga image codec&lt;br /&gt;
**silly image codec&lt;br /&gt;
**devil image codec&lt;br /&gt;
**freeimage image codec&lt;br /&gt;
**corona image codec&lt;br /&gt;
**stb image codec&lt;br /&gt;
*XML parser&lt;br /&gt;
**expat parser&lt;br /&gt;
**xerces parser&lt;br /&gt;
**tinyxml parser&lt;br /&gt;
**rapidxml parser&lt;br /&gt;
**libxml parser&lt;br /&gt;
*Scripting modules&lt;br /&gt;
**Lua (comming with tolua++)&lt;br /&gt;
**Python&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can choose what module to use in the build-config file (projects/premake/config.lua).&amp;lt;br /&amp;gt;&lt;br /&gt;
You need a renderer to display your GUI. Which one to use depends on your Engine/Application you want to programm.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also need an image codec and a XML parser. The main differences of the modules are in performance so default should be fine for you as a Beginner.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use Lua or Python scripting module or none depending on what you like most.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Falagard window renderer will be necessary for advanced features like new window forms and behavior.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This provides a very basic overview to CEGUI.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 19:30, 28 August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4839</id>
		<title>The Beginner Guide - Overview to CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4839"/>
				<updated>2012-08-28T17:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{Series|The Beginner Guide|0}}&lt;br /&gt;
&lt;br /&gt;
{{notice|message=This tutorial is for CEGUI versions up to 0.7.7.  For later releases, see the tutorials in [http://www.cegui.org.uk/docs/current/ the main documentation].}}&lt;br /&gt;
&lt;br /&gt;
CEGUI is a GUI library so it's job is to create your GUI.&lt;br /&gt;
CEGUI makes use of some libraries and is divided in a number of subprojects. This article should just give you a simple overview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are different options to create/discribe your GUI (more in the next Guide).&lt;br /&gt;
* constuct it from c++ code&lt;br /&gt;
* constuct it using Lua or python code&lt;br /&gt;
* constuct it using XML (and the events from code)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CEGUI uses different files/fileformats to load your stuff.&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_imageset.html imageset] to use images and imagesets&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_font.html font] for fonts ;)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_scheme.html scheme] discribes the look&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_layout.html layout] discribes your GUI windows and their parts&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_config.html config] a configuration (you do not need this)&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/xml_animation.html animation] animations for advanced behavior&lt;br /&gt;
*[http://www.cegui.org.uk/docs/current/fal_man.html falagard xml] falagard files provide lookAndFeel for advanced behavior or completely new window types&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CEGUI divides into the following subprojects:&lt;br /&gt;
*Render modules (discussed in the next Guide)&lt;br /&gt;
*falagard window renderer&lt;br /&gt;
*image codecs&lt;br /&gt;
**tga image codec&lt;br /&gt;
**silly image codec&lt;br /&gt;
**devil image codec&lt;br /&gt;
**freeimage image codec&lt;br /&gt;
**corona image codec&lt;br /&gt;
**stb image codec&lt;br /&gt;
*XML parser&lt;br /&gt;
**expat parser&lt;br /&gt;
**xerces parser&lt;br /&gt;
**tinyxml parser&lt;br /&gt;
**rapidxml parser&lt;br /&gt;
**libxml parser&lt;br /&gt;
*Scripting modules&lt;br /&gt;
**Lua (comming with tolua++)&lt;br /&gt;
**Python&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can choose what module to use in the build-config file (projects/premake/config.lua).&amp;lt;br /&amp;gt;&lt;br /&gt;
You need a renderer to display your GUI. Which one to use depends on your Engine/Application you want to programm.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also need an image codec and a XML parser. The main differences of the modules are in performance so default should be fine for you as a Beginner.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use Lua or Python scripting module or none depending on what you like most.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Falagard window renderer will be necessary for advanced features like new window forms and behavior.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This provides a very basic overview to CEGUI.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 19:30, 28 August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4838</id>
		<title>The Beginner Guide - Overview to CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4838"/>
				<updated>2012-08-28T17:51:42Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{Series|The Beginner Guide|0}}&lt;br /&gt;
&lt;br /&gt;
{{notice|message=This tutorial is for CEGUI versions up to 0.7.7.  For later releases, see the tutorials in [http://www.cegui.org.uk/docs/current/ the main documentation].}}&lt;br /&gt;
&lt;br /&gt;
CEGUI is a GUI library so it's job is to create your GUI.&lt;br /&gt;
CEGUI makes use of some libraries and is divided in a number of subprojects. This article should just give you a simple overview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are different options to create/discribe your GUI (more in the next Guide).&lt;br /&gt;
# constuct it from c++ code&lt;br /&gt;
# constuct it using Lua or python code&lt;br /&gt;
# constuct it using XML (and the events from code)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CEGUI uses different files/fileformats to load your stuff.&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_imageset.html imageset] to use images and imagesets&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_font.html font] for fonts ;)&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_scheme.html scheme] discribes the look&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_layout.html layout] discribes your GUI windows and their parts&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_config.html config] a configuration (you do not need this)&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_animation.html animation] animations for advanced behavior&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/fal_man.html falagard xml] falagard files provide lookAndFeel for advanced behavior or completely new window types&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CEGUI divides into the following subprojects:&lt;br /&gt;
#Render modules (discussed in the next Guide)&lt;br /&gt;
#falagard window renderer&lt;br /&gt;
#Image codecs&lt;br /&gt;
##tga image codec&lt;br /&gt;
##silly image codec&lt;br /&gt;
##devil image codec&lt;br /&gt;
##freeimage image codec&lt;br /&gt;
##corona image codec&lt;br /&gt;
##stb image codec&lt;br /&gt;
#XML parser&lt;br /&gt;
##expat parser&lt;br /&gt;
##xerces parser&lt;br /&gt;
##tinyxml parser&lt;br /&gt;
##rapidxml parser&lt;br /&gt;
##libxml parser&lt;br /&gt;
#Scripting modules&lt;br /&gt;
##Lua (comming with tolua++)&lt;br /&gt;
##Python&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can choose what module to use in the build-config file (projects/premake/config.lua).&amp;lt;br /&amp;gt;&lt;br /&gt;
You need a renderer to display your GUI. Which one to use depends on your Engine/Application you want to programm.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also need an image codec and a XML parser. The main differences of the modules are in performance so default should be fine for you as a Beginner.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use Lua or Python scripting module or none depending on what you like most.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Falagard window renderer will be necessary for advanced features like new window forms and behavior.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This provides a very basic overview to CEGUI.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 19:30, 28 August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	<entry>
		<id>http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4837</id>
		<title>The Beginner Guide - Overview to CEGUI</title>
		<link rel="alternate" type="text/html" href="http://cegui.org.uk/wiki/index.php?title=The_Beginner_Guide_-_Overview_to_CEGUI&amp;diff=4837"/>
				<updated>2012-08-28T17:42:09Z</updated>
		
		<summary type="html">&lt;p&gt;Devil hunter: simple overview to CEGUI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
{{Series|The Beginner Guide|0}}&lt;br /&gt;
&lt;br /&gt;
{{notice|message=This tutorial is for CEGUI versions up to 0.7.7.  For later releases, see the tutorials in [http://www.cegui.org.uk/docs/current/ the main documentation].}}&lt;br /&gt;
&lt;br /&gt;
CEGUI is a GUI library so it's job is to create your GUI.&lt;br /&gt;
CEGUI makes use of some libraries and is divided in a number of subprojects. This article should just give you a simple overview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are different options to create/discribe your GUI (more in the next Guide).&lt;br /&gt;
# constuct it from c++ code&lt;br /&gt;
# constuct it using Lua or python code&lt;br /&gt;
# constuct it using XML (and the events from code)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CEGUI uses different files/fileformats to load your stuff.&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_imageset.html imageset] to use images and imagesets&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_font.html font] for fonts ;)&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_scheme.html scheme] discribes the look&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_layout.html layout] discribes your GUI windows and their parts&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_config.html config] a configuration (you do not need this)&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/xml_animation.html animation] animations for advanced behavior&lt;br /&gt;
#[http://www.cegui.org.uk/docs/current/fal_man.html falagard xml] falagard files provide lookAndFeel for advanced behavior ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CEGUI divides into the following subprojects:&lt;br /&gt;
#Render modules (discussed in the next Guide)&lt;br /&gt;
#falagard window renderer&lt;br /&gt;
#Image codecs&lt;br /&gt;
##tga image codec&lt;br /&gt;
##silly image codec&lt;br /&gt;
##devil image codec&lt;br /&gt;
##freeimage image codec&lt;br /&gt;
##corona image codec&lt;br /&gt;
##stb image codec&lt;br /&gt;
#XML parser&lt;br /&gt;
##expat parser&lt;br /&gt;
##xerces parser&lt;br /&gt;
##tinyxml parser&lt;br /&gt;
##rapidxml parser&lt;br /&gt;
##libxml parser&lt;br /&gt;
#Scripting modules&lt;br /&gt;
##Lua&lt;br /&gt;
##Python&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can choose what module to use in the build-config file (projects/premake/config.lua).&amp;lt;br /&amp;gt;&lt;br /&gt;
You need a renderer to display your GUI. Which one to use depends on your Engine/Application you want to programm.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also need an image codec and a XML parser. The main differences of the modules are in performance so default should be fine for you as a Beginner.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use Lua or Python scripting module or none depending on what you like most.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Falagard window renderer will be necessary for advanced features like ???.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
This provides a very basic overview to CEGUI.&lt;br /&gt;
&lt;br /&gt;
[[User:DEvil HUnter]] 19:30, 28 August 2012 (MEZ)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Devil hunter</name></author>	</entry>

	</feed>