Search found 25 matches

by hurricane
Wed Feb 18, 2009 17:42
Forum: Offtopic Discussion
Topic: Shift Window position if mouse over
Replies: 2
Views: 5479

Shift Window position if mouse over

Hi, sorry for another noob-post but i haven't find any solution alone from my question. Here two picture that explain better that the words the question. http://img13.imageshack.us/img13/5204/image1yr7.jpg http://img12.imageshack.us/img12/4827/image2ul8.jpg I have tried this method (in pseudocode): ...
by hurricane
Fri Feb 06, 2009 09:48
Forum: Help
Topic: [SOLVED] SDL input problems
Replies: 4
Views: 3781

Hi. can you link to the tutorial that incorrectly says the SDL scan codes are the same as CEGUI ones, so we can perhaps fix it (I'm not sure which one you mean :) ). Thanks, CE. http://www.cegui.org.uk/wiki/index.php/Using_CEGUI_with_SDL_and_OpenGL#Injecting_Input you say: Luckily the key code is j...
by hurricane
Thu Feb 05, 2009 19:34
Forum: Help
Topic: [SOLVED] SDL input problems
Replies: 4
Views: 3781

woooooow

i solved this problem with this key-conversion-table:

http://www.cegui.org.uk/wiki/index.php/ ... I_keytable

ps the tutorial say that in windows the keys value (SDL -> CEGUI) are tha same but i had this problems...

thanks, bye
by hurricane
Thu Feb 05, 2009 16:40
Forum: Help
Topic: [SOLVED] SDL input problems
Replies: 4
Views: 3781

[SOLVED] SDL input problems

Hi, i try find some solutions in the old topics but nothing... For the input injection in CEGUI i use the tutorial in the wiki so the code is this (for the key up and down): case SDL_KEYDOWN: // to tell CEGUI that a key was pressed, we inject the scancode. CEGUI::System::getSingleton().injec...
by hurricane
Sun Feb 01, 2009 09:30
Forum: Help
Topic: [SOLVED] Catch all CEGUI's event...
Replies: 1
Views: 2125

[SOLVED] Catch all CEGUI's event...

Hi all, is there a method to control (test a bool value) if CEGUI has recive a know-event (for example windows-dragging) so i can inject (or not) input to my application? for a mouse click is simple: in the handler i set a boolean and after i test it (before a new injection of input i reset to false...
by hurricane
Thu Jan 29, 2009 10:04
Forum: Help
Topic: Listbox, slow problems in debug mode (no release)
Replies: 4
Views: 4635

Hi, The thing about debug builds - especially for CEGUI, for some reason - is that they are inherently slower (this is due obviously to the fact the code is not optimised by the compiler, and also the fact that more runtime checks are performed). We have a very heavy use of STL containers, and I th...
by hurricane
Thu Jan 29, 2009 08:51
Forum: Help
Topic: Listbox, slow problems in debug mode (no release)
Replies: 4
Views: 4635

If you complain about the speed, having a lot of text displayed is known to be slow in debug mode. I use a listbox for chat messages, when there are like 100 (short) messages, my FPS drop very hard. This should change with the renderer rewrite CE does right now. For the errors, maybe there is somet...
by hurricane
Wed Jan 28, 2009 18:01
Forum: Help
Topic: Listbox, slow problems in debug mode (no release)
Replies: 4
Views: 4635

Listbox, slow problems in debug mode (no release)

Hi all, i have a performance issue with a Listbox and about 100 items into... this is the code: for(size_t i = 0; i < sounds.size(); i++){ CEGUI::Listbox* list = static_cast<CEGUI::Listbox*>(wmgr.getWindow("Root/SoundSelector/FolderList")); CEGUI::Listb...
by hurricane
Tue Dec 16, 2008 15:00
Forum: Help
Topic: Scrollbar, a lot of questions
Replies: 7
Views: 4703

hi CE, all now is more clear but how subscribe Window::EventWindowUpdated event? with: wmgr.getWindow("myScrollbar")->subscribeEvent( CEGUI::Window::EventWindowUpdated, Event::Subscriber(&gui::scrollbarUpdateHandler,this)); the event don't fire! must i fire it b...
by hurricane
Tue Dec 16, 2008 12:03
Forum: Help
Topic: Scrollbar, a lot of questions
Replies: 7
Views: 4703

Hi, isEventPresent does not do what you think it does ;) The easiest solution is to use the built-in auto-repeat features. On the scrollbar call: scrollbar->setMouseAutoRepeatEnabled( true ); or set the "MouseButtonDownAutoRepeat" property to "True". If you want all scro...
by hurricane
Tue Dec 16, 2008 11:10
Forum: Help
Topic: Scrollbar, a lot of questions
Replies: 7
Views: 4703

thx CE, i have another question that i write here: i need a particular behavior for my scrollbar. When the user press the scrollbar and move it (CEGUI::Scrollbar::EventScrollPositionChanged) i need that this event is fired while the mouse is not released (CEGUI::Scrollbar::EventMouseButtonUp). i try...
by hurricane
Tue Dec 16, 2008 10:08
Forum: Help
Topic: Scrollbar, a lot of questions
Replies: 7
Views: 4703

Scrollbar, a lot of questions

Hi all guys, i am working with CEGUI::Scrollbar but i have a question: can i set min and max value? default is 0.0 --> 1.0, can i modify it ...i don't find right "set" method... EDIT: i read now document-size and page-size....but i need a range also negative...for example from -1.0 to 1.0,...
by hurricane
Thu Dec 04, 2008 14:00
Forum: Help
Topic: [SOLVED] Render 3d scene problem
Replies: 12
Views: 9470

Hi :D What you have to do is add a call to glDisable( GL_TEXTURE_2D ); either in the renderScene, or anywhere after you have loaded imagesets (and maybe fonts). I did not look at the CEGUI code yet, but somewhere in the GL renderer we're changing this setting when loading data to textures without s...
by hurricane
Wed Dec 03, 2008 20:14
Forum: Help
Topic: [SOLVED] Render 3d scene problem
Replies: 12
Views: 9470

In Application::initGUI, did you already try to pass the screen size as an argument to the renderer? Just a guess. Oh and when you get this issue solved, take a look at your CEGUI.log, there are lots of errors. (But none concerning this issue). Also, you don't need to share that 20MB .ncb file, you...
by hurricane
Wed Dec 03, 2008 17:51
Forum: Help
Topic: [SOLVED] Render 3d scene problem
Replies: 12
Views: 9470

I don't see how "nothing could have changed" when you switch the order, because then you are rendering your 3d scene over your gui! There is no way it could "be the same" unless your renderScene() call doesn't actually do any drawing, or perhaps if you are not properly setting u...

Go to advanced search