Search found 37 matches
- Thu Oct 03, 2013 09:24
- Forum: Help
- Topic: Render CEGUI to Ogre texture - a question
- Replies: 11
- Views: 10737
Re: Render CEGUI to Ogre texture - a question
I'm still working on it. Like i mentioned above, i've used a plane onto whom i raycasted to in order to get the coordinates relative to that plane. Thus i've got a vector2 with those relative, normalized coordinates. I can then inject the proper mouse position by multiplying it for the screen dimens...
- Mon Sep 02, 2013 08:38
- Forum: Help
- Topic: [SOLVED] What happened to the Checkbox?
- Replies: 3
- Views: 3904
Re: What happened to the Checkbox?
Uh, technically speaking, the checkbox is still there.
http://www.cegui.org.uk/docs/current/fa ... _ref_sec_2
http://www.cegui.org.uk/docs/current/fa ... _ref_sec_2
- Sat Aug 31, 2013 10:31
- Forum: Help
- Topic: Render CEGUI to Ogre texture - a question
- Replies: 11
- Views: 10737
Re: Render CEGUI to Ogre texture - a question
Regarding the "shrinked" text, i've found a solution. I had to also slightly change my layout. Instead of having a layout structured like "baseWindow/otherContent" i had to change it into something like "root/baseWindow/otherContent", with root as an empty DefaultWindow...
- Fri Aug 30, 2013 12:49
- Forum: Help
- Topic: Render CEGUI to Ogre texture - a question
- Replies: 11
- Views: 10737
Re: Render CEGUI to Ogre texture - a question
Well, i had already done something like that, for another game state, via raycasting. Being as it is just an image with some text applied at runtime and a glow effect when hovering, i hadn't used CEGUI for that. http://i.imgur.com/t49DuZg.jpg Still, it would seem that it applies exactly what we were...
- Fri Aug 30, 2013 09:52
- Forum: Help
- Topic: Render CEGUI to Ogre texture - a question
- Replies: 11
- Views: 10737
Re: Render CEGUI to Ogre texture - a question
Guess i'll have to ask if what i want to do is even feasible with the instruments provided with cegui. What i want to do would be having a situation like the one in the screen, with a mouse cursor displayed like usual and the cegui window rendered into a page (only the window - as now i've just been...
- Thu Aug 29, 2013 08:57
- Forum: Help
- Topic: Render CEGUI to Ogre texture - a question
- Replies: 11
- Views: 10737
Re: Render CEGUI to Ogre texture - a question
Update on the situation. I've seen some progress after i've set the inputs using the correct gui context. Still, a problem mentioned above is still there biting me (and probably my major concern right now). http://i.imgur.com/BNLiqOb.jpg Basically, the window i've got in the texture is treated as if...
- Wed Aug 28, 2013 08:43
- Forum: Help
- Topic: Retrieve a non-default gui context[SOLVED]
- Replies: 4
- Views: 5426
Re: Retrieve a non-default gui context
GUIContext* context = &CEGUI::System::getSingleton().createGUIContext(); You can store them as a class member if you do this in a ctor initialiser list. SomeClass::SomeClass(): mMyGUIContext(CEGUI::System::getSingleton().createGUIContext()) {} Uh, i was somehow convinced the first option wasn't...
- Tue Aug 27, 2013 21:04
- Forum: Help
- Topic: Retrieve a non-default gui context[SOLVED]
- Replies: 4
- Views: 5426
Re: Retrieve a non-default gui context
You are supposed to store the reference yourself. GUI contexts don't have names so it would be problematic to retrieve them. And being a reference i can't simply have it as a class member of the state it belongs to - unlike a pointer. As it is created inside it, where a reference would have to be p...
- Tue Aug 27, 2013 15:48
- Forum: Help
- Topic: Retrieve a non-default gui context[SOLVED]
- Replies: 4
- Views: 5426
Retrieve a non-default gui context[SOLVED]
Basically...as the title says. If i wanted to retrieve the default one, all i need to do is call getDefaultGUIContext. By doing so i get a reference to the default one. But there is no similar function for ones created manually. The only reference to them is given when you manually create them. And ...
- Fri Aug 23, 2013 14:51
- Forum: Help
- Topic: Render CEGUI to Ogre texture - a question
- Replies: 11
- Views: 10737
Re: Render CEGUI to Ogre texture - a question
Mh, any help about this? I mean, i did search the forums...but i've found no example of this feature with the changes introduced with the 0.8 version. Edit: albeit, maybe the problem is also due of how i input the commands; as in, i input them to the default gui context, by default. Got to see how t...
- Tue Aug 20, 2013 14:13
- Forum: Help
- Topic: couple of questions about tooltips
- Replies: 4
- Views: 4436
Re: couple of questions about tooltips
Guess you're right. I've got some code here in my application that worked with 0.7.9, but testing it now it doesn't work anymore. Dunno what changed...gotta test it out.
- Tue Aug 20, 2013 07:12
- Forum: Help
- Topic: couple of questions about tooltips
- Replies: 4
- Views: 4436
Re: couple of questions about tooltips
Uh...are you injecting the time pulse?
- Mon Aug 19, 2013 15:49
- Forum: Help
- Topic: Render CEGUI to Ogre texture - a question
- Replies: 11
- Views: 10737
Re: Render CEGUI to Ogre texture - a question
And indeed i was able to do so, even if there is some graphical issue i've still to solve (as the texture involved has the aspect ratio of an A4 page, the fonts get shrinked). The code involved is quite simple (here is rearranged a bit, cause i've moved some parts to a different function for better ...
- Mon Aug 19, 2013 09:35
- Forum: Help
- Topic: Game states and layouts management
- Replies: 0
- Views: 5013
Game states and layouts management
In my application i have several states. Some of them use CEGUI. Some of them use even more than a single layout. I've tried multiple approaches, be it loading them when the state was entered or when it was created. All of them had some issues, probably also due of an incorrect understanding on my p...
- Sun Aug 18, 2013 09:25
- Forum: Help
- Topic: CEGUI::System doesn't have getDefaultGUIContext
- Replies: 1
- Views: 2336