Search found 28 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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,...
- 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...
- 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"...
- 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...
- 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?
- 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.
This wasn't completly clear in the tutorials to me.
- 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...
- 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...
- 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. 
- 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.