Search found 23 matches
- Wed May 04, 2011 11:34
- Forum: Official Unified CEGUI Editor Tool (CEED)
- Topic: Snapshot1 release
- Replies: 7
- Views: 13103
Re: Snapshot1 release
Wow, looks awesome, and seems to have great features for editing imagesets! That makes it so much easier to visualise what things will end up looking like. Will be keeping an eye on this
- Thu Apr 21, 2011 18:30
- Forum: Modifications / Integrations / Customisations
- Topic: D3DERR_DEVICENOTRESET on mode/res change but OK on alt-tab??
- Replies: 3
- Views: 6235
Re: D3DERR_DEVICENOTRESET on mode/res change but OK on alt-t
Thanks for taking a look. I would suggest that may be right about the postD3DReset() calling order issue - if I comment that out then the reset happens OK on both alt-tab and resolution/mode change [of course the textures don't get restored, but hopefully it still proves the point?]. With a bit more...
- Wed Apr 20, 2011 23:29
- Forum: Modifications / Integrations / Customisations
- Topic: D3DERR_DEVICENOTRESET on mode/res change but OK on alt-tab??
- Replies: 3
- Views: 6235
D3DERR_DEVICENOTRESET on mode/res change but OK on alt-tab??
Hello again! [Edit: Solved] Thanks in advance to anyone who takes the time to read this, and anyone who has helped me get this far :) I am pretty new when it comes to C++ and CEGUI, but I have embarked upon a little project to see if I can get a working D3D9 overlay using CEGUI onto an existing game...
- Sat Apr 02, 2011 19:18
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED]How to use LuaScriptModule::executeString()?
- Replies: 3
- Views: 4880
Re: How to use LuaScriptModule::executeString()?
Ah that's great thanks, calling LuaScriptModule::createBindings first did the trick. Why doesn't this run as part of LuaScriptModule::create()? Surely this would remove the need to either manually call LuaScriptModule::createBindings OR setting the System ScriptingModule first (which also calls crea...
- Thu Mar 31, 2011 23:06
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED]How to use LuaScriptModule::executeString()?
- Replies: 3
- Views: 4880
Re: How to use LuaScriptModule::executeString()?
OK, I found the mistake was that I was not using LuaScriptModule::create() to construct. When I did that, I started getting an exception thrown that said exception: CEGUI::ScriptException in file ..\..\..\..\cegui\src\ScriptingModules\LuaScriptModule\CEGUILua.cpp(682) : Unable to execute Lua script ...
- Thu Mar 31, 2011 22:33
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED]How to use LuaScriptModule::executeString()?
- Replies: 3
- Views: 4880
[SOLVED]How to use LuaScriptModule::executeString()?
I have managed to get a monolithic event handler working (I know CE doesn't like this but I wish to have the GUI pass events to an external program and short of subscribing to every event for every element, I couldn't find a way to do what I wanted). Anwyay, that's working fine - that isn't the prob...
- Thu Mar 31, 2011 22:15
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED]Custom ScriptModule - InvalidRequestException
- Replies: 7
- Views: 7131
Re: Custom ScriptModule - how to use executeString()?
Thanks, and thanks for moving. I will rename this thread back to what it was before and post another topic.
- Thu Mar 31, 2011 16:50
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED]Custom ScriptModule - InvalidRequestException
- Replies: 7
- Views: 7131
Re: Custom ScriptModule - how to use executeString()?
Should I post this in the Advanced Help forum? (even though I am not very advanced, the subject matter seems to be in the list of "Advanced Help" categories in the forum list)...
- Thu Mar 31, 2011 01:29
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED]Custom ScriptModule - InvalidRequestException
- Replies: 7
- Views: 7131
Re: Custom ScriptModule
Hi - as there are not many topics about ScriptModules and I have already posted the code I am using above (i.e. the implementation of ScriptingModule and CommandInterpretor [sic]) I thought I would ask a very related question in this same thread: The scripting module as per above is now working fine...
- Wed Mar 30, 2011 00:37
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED]Custom ScriptModule - InvalidRequestException
- Replies: 7
- Views: 7131
Re: Custom ScriptModule - InvalidRequestException
Of COURSE... how stupid of me..... how can the event handler be assigned when the layout is loaded if I haven't even defined it yet ?! :hammer: :rofl: As soon as I moved the setScriptingModule() to above the loadWindowLayout() , I started getting my debugging output. Thanks once again for the (very ...
- Tue Mar 29, 2011 22:16
- Forum: Modifications / Integrations / Customisations
- Topic: [SOLVED]Custom ScriptModule - InvalidRequestException
- Replies: 7
- Views: 7131
[SOLVED]Custom ScriptModule - InvalidRequestException
Hi all, There are a couple of topics on setting up your own ScriptModule, but most of them seem to be to do with LUA, and I don't want to use that. There is one here that looks very similar to what I want, but it is a bit different and doesn't have enough info for me to get mine working. I want to b...
- Tue Mar 22, 2011 21:04
- Forum: Help
- Topic: [SOLVED]Static linking a dll - why isn't this working?
- Replies: 9
- Views: 8440
Re: Static linking a dll - why isn't this working?
the main difference in my case being that I built all of the libraries/dependencies myself instead of using the precompiled packages. So am I, that's why I was talking about config.lua and running premake rebuilding the whole CEGUI solution :) I do not know why this affect would result from that ch...
- Tue Mar 22, 2011 18:43
- Forum: Help
- Topic: [SOLVED]Static linking a dll - why isn't this working?
- Replies: 9
- Views: 8440
Re: Static linking a dll - why isn't this working?
So to summarize: if you only need your DLL to use CEGUI internally Yes, This. I'm sorry, when I said I want to be able to load my DLL and it contain all of the required CEGUI code so that I don't need to have 6 CEGUI DLLs I wasn't specific enough - I meant only the CEGUI code that my GUI needs to b...
- Tue Mar 22, 2011 13:15
- Forum: Help
- Topic: [SOLVED]Static linking a dll - why isn't this working?
- Replies: 9
- Views: 8440
Re: Static linking a dll - why isn't this working?
Ok, thanks for your advice - I will see what I can do... Although this confuses me as it seems to go against what Kulik told me in this thread about being able to statically link... hence why I started this separate thread! Maybe Kulik knows if there is such a flag to create a Dynamic build with sta...
- Mon Mar 21, 2011 20:54
- Forum: Help
- Topic: [SOLVED]Static linking a dll - why isn't this working?
- Replies: 9
- Views: 8440
Re: Static linking a dll - why isn't this working?
Thanks for the response. I am trying to build a DLL for use by another application. I want to be able to load my DLL and it contain all of the required CEGUI code so that I don't need to have 6 CEGUI DLLs in the same directory as any game that I want to use. I don't want to build a .lib, unless I ca...