Search found 44 matches
- Fri Jul 15, 2005 19:57
- Forum: Modifications / Integrations / Customisations
- Topic: Final problem!
- Replies: 5
- Views: 3234
Re: Final problem!
Here ya go: LRESULT CALLBACK cWindowsClass::WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { switch(uMsg) { case WM_DESTROY: PostQuitMessage(0); break; case WM_KEYDOWN: if(guiManager != 0) guiManager->injectChar(static_cast<CEGUI::utf32...
- Fri Jul 15, 2005 16:09
- Forum: Modifications / Integrations / Customisations
- Topic: Final problem!
- Replies: 5
- Views: 3234
Re: Final problem!
void cGUIManager::injectKeyPress(const CEGUI::Key::Scan key) { CEGUI::System::getSingleton().injectKeyDown(key); //injectChar(static_cast<CEGUI::uint32>(key)); } I had the inject Char line uncommented, so I'm guessing that's why I was getting bullet...
- Fri Jul 15, 2005 02:53
- Forum: Modifications / Integrations / Customisations
- Topic: Final problem!
- Replies: 5
- Views: 3234
Final problem!
This is it folks. My final problem with CEGUI. Everything is running strong, and I'll see if I can host my program somewhere so you guys can see my use of it :) Overall, I'm definitely pleased with the results from CEGUI. My final quirk is with using the shift key to produce capital letters. Right n...
- Thu Jul 14, 2005 16:45
- Forum: Modifications / Integrations / Customisations
- Topic: ComboBox Selection
- Replies: 7
- Views: 5081
Re: ComboBox Selection
LOL man. That is code relevent to my problem. Of course I created a combobox window and whatnot. I'm not THAT lost with the GUI system. Everything is working fine for me, I just want one of the combobox items selected without the user even touching the combobox. Kinda like a default selection. That'...
- Wed Jul 13, 2005 21:53
- Forum: Modifications / Integrations / Customisations
- Topic: ComboBox Selection
- Replies: 7
- Views: 5081
Re: ComboBox Selection
Of course I do, otherwise there would be about 15 times more posts in here by me. Now these are the only two functions that remotely describe what I want done here, and neither work. I tried mixing around the code like excluding the other stuff and just having the defaultItem. I also tried making th...
- Wed Jul 13, 2005 20:45
- Forum: Modifications / Integrations / Customisations
- Topic: ComboBox Selection
- Replies: 7
- Views: 5081
ComboBox Selection
How do I set a "default" selection for a combobox? I tried
comboBox->setItemSelectState() but that had no effect.
comboBox->setItemSelectState() but that had no effect.
- Wed Jul 13, 2005 16:48
- Forum: Modifications / Integrations / Customisations
- Topic: POLSKASH
- Replies: 1
- Views: 1642
Re: POLSKASH
SOLVED--For future reference if anyone is using ID3DXSprite in conjunction with CEGUI, make sure you call CEGUI's render call OUTSIDE of the ID3DXSprite::Begin() and ID3DXSprite::End() calls, but still before the IDirect3DDevice9::EndScene() calls.
- Wed Jul 13, 2005 16:43
- Forum: Modifications / Integrations / Customisations
- Topic: POLSKASH
- Replies: 1
- Views: 1642
POLSKASH
I have a serious problem. The GUI is covering up everything I render with ID3DXSprite!!! I don't know how much you guys know about ID3DXSprite, but I tried the D3DXSPRITE_SORT_DEPTH_BACKTOFRONT flag and it didn't fix the problem. This is not good LOL! I am rendering the GUI last in the render loop l...
- Wed Jul 13, 2005 05:37
- Forum: Modifications / Integrations / Customisations
- Topic: Incorporating CEGUI Problem
- Replies: 5
- Views: 3289
Re: Incorporating CEGUI Problem
Haha. Ahh well. I change this line in TaharezLook.scheme: Filename="../datafiles/imagesets/TaharezLook.imageset" to this: Filename="datafiles/imagesets/TaharezLook.imageset" And I also changed this in TaharexLook.imageset: Imagefile="../datafiles/imagesets/TaharezLook.tga&qu...
- Wed Jul 13, 2005 00:47
- Forum: Modifications / Integrations / Customisations
- Topic: Incorporating CEGUI Problem
- Replies: 5
- Views: 3289
Re: Incorporating CEGUI Problem
Yes, I'm using VC++.NET 2003.
Are you saying that I need to modify the actual .font, .scheme, .imageset files? How in the world would I do that?
Are you saying that I need to modify the actual .font, .scheme, .imageset files? How in the world would I do that?
- Tue Jul 12, 2005 22:33
- Forum: Modifications / Integrations / Customisations
- Topic: Incorporating CEGUI Problem
- Replies: 5
- Views: 3289
Incorporating CEGUI Problem
I don't understand why CEGUI is such a pain in the ass when it comes to finding files in directories. DirectX is simple, it searches for crap relative to the .exe. I have my project folder. Inside it I have a graphics, sounds, etc. In the debug folder, I have the .exe of course, along with the same ...
- Mon Jul 11, 2005 19:23
- Forum: Modifications / Integrations / Customisations
- Topic: LOL How to do this?
- Replies: 1
- Views: 1669
LOL How to do this?
I searched that damn Reference for the CEGUI::EditBox class, I can't find a function to clear what's currently in the edit box LOL. I tried ReleaseInput() and clearProperties() to no avail. I see initialise() but it's virtual. Should I be using that? Where would I provide my own implementation if so...
- Sun Jul 10, 2005 20:25
- Forum: Modifications / Integrations / Customisations
- Topic: injecting character input
- Replies: 14
- Views: 8872
Re: injecting character input
What do you mean the value I need to inject matches the key codes I get from DirectInput? All I get from DirectInput is a 256 char array. I just check the high bit on those to see if the key is pressed. DIK_A is just an enumerated value. As for the character input, I'm not using Windows Messages to ...
- Sun Jul 10, 2005 16:52
- Forum: Modifications / Integrations / Customisations
- Topic: injecting character input
- Replies: 14
- Views: 8872
Re: injecting character input
Alright, so here's what I'm doing now: I do this for every key in my input function: //Checks a boolean array to see if we have to worry about //injecting a key up if(man->alreadyDown(DIK_A)){//the key was pressed on that last iteration if(KeyState(DIK_A) == TRUE)...
- Sun Jul 10, 2005 04:03
- Forum: Modifications / Integrations / Customisations
- Topic: injecting character input
- Replies: 14
- Views: 8872
Re: injecting character input
Here's what I've put together for character input, but I'm not getting results. The problem is somewhere in my use of CEGUI; I already checked the DirectInput and it's working fine. I'm doing something like this in my input function: if(KeyState(DIK_A) == TRUE)//Check directinput buf...