Search found 28 matches

by blablub
Mon Jul 04, 2011 17:34
Forum: Help
Topic: Hiding the whole GUI?
Replies: 1
Views: 1685

Hiding the whole GUI?

Hi, is there a way to hide (and later show again) the whole GUI? Something like this? CEGUI::System::getSingleton().renderGUI(false); I can't just hide the root DefaultWindow from the layout. Problem is: If someone changes the name of it, I had to change the source code, because the Windows are acce...
by blablub
Mon Jul 04, 2011 14:07
Forum: Help
Topic: Ogre Overlay on top of CEGUI
Replies: 2
Views: 4706

Ogre Overlay on top of CEGUI

Hi, I have CEGUI 0.7.5 and are bootstrapping it to the OgreRenderer. But all the CEGUI elements are on top of my Ogre overlays. I want it the other way round (-> Ogre Overlay on top of CEGUI). I found a solution with setRenderTargetQueue(), but this function doesn't seem to exist in 0.7.5. How can I...
by blablub
Sun May 01, 2011 06:54
Forum: Help
Topic: adding to Combobox does nothing (Listbox works however)
Replies: 1
Views: 2058

adding to Combobox does nothing (Listbox works however)

Hi, I have a strange problem with CEGUI 0.7.5. I have a Combobox and want to add a ListboxTextItem to it. I use the code posted below. Adding to the combobox gives no error or warning, it simply does nothing (the box stays empty). The exaxt same code, only replaced by a Listbox works perfectly. //Th...
by blablub
Tue Apr 19, 2011 12:25
Forum: Help
Topic: Non-standard controls (round, partly overlapping, ...)
Replies: 1
Views: 1990

Non-standard controls (round, partly overlapping, ...)

Hi, what ways does CEGUI (0.7.5) offer to create non-standard control groups that are round for example or have some buttons on it that slightly overlap? A quick google brought a nice example of what I mean: http://www.maniasarcania.com/wp-content/uploads/2007/10/ptr230_minimap_repair.jpg Should I s...
by blablub
Mon Apr 18, 2011 16:45
Forum: Help
Topic: Directly draw on an Image or Texture from the code?
Replies: 5
Views: 4736

Re: Directly draw on an Image or Texture from the code?

Thanks for the reply. I use Ogre. The reason why I want this, is I already have some kind of 2x2 array full of some complex objects. And I wanted to map this to a pixel picture where each array[i][j] corresponds to a pixel[i][j]. This way I could easily create a colored nice-to-read chart of the arr...
by blablub
Mon Apr 18, 2011 15:28
Forum: Help
Topic: Directly draw on an Image or Texture from the code?
Replies: 5
Views: 4736

Directly draw on an Image or Texture from the code?

Hi, ist it possible to directly "draw" on an image/texture from the code? For example on a StaticImage. Like directly accessing the pixels and setting their colors? What I'm looking for is something like this (pseudo code): - StaticImage::draw(int x, int y, colour c) - Texture::draw(int x,...
by blablub
Wed Apr 13, 2011 09:04
Forum: Help
Topic: Ogre<->CEGUI texture
Replies: 3
Views: 2621

Re: Ogre<->CEGUI texture

yeah, thanks, I tried including it without the sub paths...
by blablub
Wed Apr 13, 2011 08:53
Forum: Help
Topic: Ogre<->CEGUI texture
Replies: 3
Views: 2621

Re: Ogre<->CEGUI texture

One problem solved, but one more came up: I found out that I have to cast the renderer to CEGUI::OgreRenderer (I use bootstrap initialisation, maybe that's why it isn't it autoamtically), which provides the needed createTexture(). But now I get the error: "OgreRenderer is not part of CEGUI"...
by blablub
Tue Apr 12, 2011 16:34
Forum: Help
Topic: Ogre<->CEGUI texture
Replies: 3
Views: 2621

Ogre<->CEGUI texture

This tutorial: http://www.ogre3d.org/tikiwiki/Basic+Tutorial+7#Render_to_Texture tells me it is for Ogre >= 1.7 and CEGUI >= 0.7 and it tells me: CEGUI::Texture &guiTex = mRenderer->createTexture(tex); where "tex" is of type "Ogre::TexturePtr". When doing this, I get the erro...
by blablub
Thu Apr 07, 2011 09:45
Forum: Help
Topic: CEGUI and i18n, l10n
Replies: 1
Views: 1751

CEGUI and i18n, l10n

Does CEGUI already includes some stuff for easy translation of strings? If not, then what is the best practice? Just use GNU gettext() to set all strings in the CEGUI windows at runtime?
by blablub
Wed Apr 06, 2011 14:30
Forum: Help
Topic: Assertion failed
Replies: 3
Views: 2787

Re: Assertion failed

Ah, thanks. Worked fine. :)

This wasn't completly clear in the tutorials to me.
by blablub
Wed Apr 06, 2011 11:18
Forum: Help
Topic: Assertion failed
Replies: 3
Views: 2787

Assertion failed

I get an assertion failed error on line 73 in CEGUISingleton.h., but I'm using the OGRE singleton template. I wrote my own class that handles all the gui stuff (including CEGUI), which I instantiate once. Throughout the code there's also another non-CEGUI-related class using the Ogre singleton templ...
by blablub
Thu Mar 10, 2011 08:25
Forum: Help
Topic: Imageset bug?
Replies: 1
Views: 1688

Imageset bug?

Hi, I had the following scenario: One scheme with two imagesets: (1) PNG 256x256, (2) PNG 512x512. Everything in Imageset (2) that was outside 256x256 just was ignored by CEGUI. The pictures outside 256x256 from (2) were simply not displayed, an error message or at least a warning was also not there...
by blablub
Fri Mar 04, 2011 13:14
Forum: Help
Topic: Tooltips not working (Taharez)
Replies: 6
Views: 3481

Re: Tooltips not working (Taharez)

Thank you. Now it's working. You guys give great support. :D
by blablub
Fri Mar 04, 2011 12:29
Forum: Help
Topic: Tooltips not working (Taharez)
Replies: 6
Views: 3481

Re: Tooltips not working (Taharez)

OK, we have now the injectTimePulse in the ogre FrameListener (like it's in your wiki), but the tooltips still don't show up. For testing I tried to put a tooltip on a StaticText if this is important.

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