New to CEGUI, loading scheme causes errors

For help with general CEGUI usage:
- Questions about the usage of CEGUI and its features, if not explained in the documentation.
- Problems with the CMAKE configuration or problems occuring during the build process/compilation.
- Errors or unexpected behaviour.

Moderators: CEGUI MVP, CEGUI Team

Azznusin
Just popping in
Just popping in
Posts: 2
Joined: Wed May 23, 2007 15:46

New to CEGUI, loading scheme causes errors

Postby Azznusin » Sat May 26, 2007 05:27

I was spending some time getting to know CEGUI, and I've hit a speedbump that I'm not sure how to circumvent. I'm using a simple d3d9 window to perform my rendering inside of, and I realize that I need a scheme or "Look" of some sort to really know what's going on. I'm getting crashes at runtime, however. I feel I'm missing something obvious..

Using CEGUI 0.5.0b with Visual C++ 2005 Express using self-compiled CEGUIBase_d.lib and DLL.

Code:

Code: Select all

// include the basic windows header files and the Direct3D header file

#include <d3d9.h>
#include <windows.h>
#include <windowsx.h>
#include "CEGUI.h"
#include "CEGUIPropertyHelper.h"
#include "CEGUIDefaultResourceProvider.h"
#include "RendererModules/directX9GUIRenderer/d3d9renderer.h"

 #ifdef _MSC_VER
 # if defined(DEBUG) || defined (_DEBUG)
 #   pragma comment (lib, "DirectX9GUIRenderer_d.lib")
 # else
 #   pragma comment (lib, "DirectX9GUIRenderer.lib")
 # endif
 #endif


// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")

// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class

CEGUI::DirectX9Renderer *aRend;
CEGUI::System *aSys;

// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory



// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = (WNDPROC)WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    wc.lpszClassName = (LPSTR)"WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL,
                          (LPSTR)"WindowClass",
                          (LPSTR)"Our First Direct3D Program",
                          WS_OVERLAPPEDWINDOW,
                          300, 300,
                          640, 480,
                          NULL,
                          NULL,
                          hInstance,
                          NULL);

    ShowWindow(hWnd, nCmdShow);

    // set up and initialize Direct3D
    initD3D(hWnd);

   
   aRend = new CEGUI::DirectX9Renderer(d3ddev, 3000);
   using namespace CEGUI;
   aSys = new CEGUI::System(aRend);

   CEGUI::DefaultResourceProvider* resp = static_cast<CEGUI::DefaultResourceProvider*>
                    (CEGUI::System::getSingleton().getResourceProvider());
   
                resp->setResourceGroupDirectory("schemes", "schemes/");
                resp->setResourceGroupDirectory("imagesets", "imagesets/");
                resp->setResourceGroupDirectory("fonts", "fonts/");
                resp->setResourceGroupDirectory("layouts", "layouts/");
                resp->setResourceGroupDirectory("looknfeels", "looknfeel/");
                resp->setResourceGroupDirectory("lua_scripts", "lua_scripts/");
   
   SchemeManager& scmMgr = SchemeManager::getSingleton();
   
   //CEGUI::SchemeManager::getSingleton().loadScheme("WindowsLook.scheme");
   scmMgr.loadScheme("WindowsLook.scheme", "schemes");
CEGUI::WindowManager& winman = CEGUI::WindowManager::getSingleton();
   //scmMgr.getSingleton().getScheme("WindowsLook.scheme");
   //scmMgr.getSingleton().loadResources("WindowsLook.scheme");


   Window* root = winman.createWindow("DefaultWindow", "Root");
PushButton* btn = static_cast<PushButton*>(winman.getWindow("Root"));
 root->addChildWindow(btn);
btn->setSize(UVector2(cegui_reldim(0.25f), cegui_reldim(0.1f)));
    btn->setText("Exit Demo");
   btn->setPosition(UVector2(cegui_reldim(0.25f), cegui_reldim(0.5f)));
   
   //System::getSingleton().setGUISheet(root);

    // enter the main loop:

    MSG msg;

    while(TRUE)
    {
        DWORD starting_point = GetTickCount();

        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            if (msg.message == WM_QUIT)
                break;

            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        render_frame();

        while ((GetTickCount() - starting_point) < 25);
    }

    // clean up DirectX and COM
    cleanD3D();

    return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface

    D3DPRESENT_PARAMETERS d3dpp;    // create a struct to hold various device information

    ZeroMemory(&d3dpp, sizeof(d3dpp));    // clear out the struct for use
    d3dpp.Windowed = TRUE;    // program windowed, not fullscreen
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
    d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D


    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);

   

    return;
}


// this is the function used to render a single frame
void render_frame(void)
{
    // clear the window to a deep blue
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, NULL, 1.0f, 0);

    d3ddev->BeginScene();    // begins the 3D scene

   
   aSys->getSingleton().renderGUI();

    // do 3D rendering on the back buffer here

    d3ddev->EndScene();    // ends the 3D scene

    d3ddev->Present(0 ,0 ,0 ,0);   // displays the created frame on the screen

    return;
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D

    return;
}



My CEGUI.log file's last few lines proclaim:

Code: Select all

26/05/2007 00:22:13 (InfL1)   ---- Renderer module is: CEGUI::DirectX81Renderer - Official Direct3D 9 based renderer module for CEGUI ----
26/05/2007 00:22:13 (InfL1)   ---- XML Parser module is: CEGUI::TinyXMLParser - Official tinyXML based parser module for CEGUI ----
26/05/2007 00:22:13 (InfL1)   ---- Scripting module is: None ----
26/05/2007 00:22:13 (InfL1)   Attempting to load Scheme from file 'WindowsLook.scheme'.
26/05/2007 00:22:13 (Error)   Exception: DefaultResourceProvider::load - WindowsLook.scheme does not exist
26/05/2007 00:22:13 (Error)   Scheme::Scheme - loading of Scheme from file 'WindowsLook.scheme' failed.


the scheme folders are located inside the executable's directory.

The error window that pops up gives the information that the error happened with description "...".

Rackle
CEGUI Team (Retired)
Posts: 534
Joined: Mon Jan 16, 2006 11:59
Location: Montréal

Postby Rackle » Sat May 26, 2007 15:06

You're missing some code after:

Code: Select all

   CEGUI::DefaultResourceProvider* resp = static_cast<CEGUI::DefaultResourceProvider*>
                    (CEGUI::System::getSingleton().getResourceProvider());
   
                resp->setResourceGroupDirectory("schemes", "schemes/");
                resp->setResourceGroupDirectory("imagesets", "imagesets/");
                resp->setResourceGroupDirectory("fonts", "fonts/");
                resp->setResourceGroupDirectory("layouts", "layouts/");
                resp->setResourceGroupDirectory("looknfeels", "looknfeel/");
                resp->setResourceGroupDirectory("lua_scripts", "lua_scripts/");


which needs to be followed by:

Code: Select all

      Font::setDefaultResourceGroup("fonts");
      Imageset::setDefaultResourceGroup("imagesets");
      WindowManager::setDefaultResourceGroup("layouts");
      WidgetLookManager::setDefaultResourceGroup("looknfeels");
      ScriptModule::setDefaultResourceGroup("lua_scripts");
      Scheme::setDefaultResourceGroup("schemes");


in order to set the default directories. With this code added I can reach a black screen.

I believe someone posted an article in the Wiki about using Cegui with SDL. That should provide some clues as to the missing rendering code.

Pompei2
Home away from home
Home away from home
Posts: 489
Joined: Tue May 23, 2006 16:31

Postby Pompei2 » Mon May 28, 2007 12:14

Oh and one tip: you should always surround your CEGUI calls with a block like this:

Code: Select all

   try {
      // CEGUI code.
   } catch( CEGUI::Exception& e ) {
      fprintf( stderr, "CEGUI error: %s\n", e.getMessage( ).c_str( ) );
   }

so your program does not simply crash, but you see an error message ;)

Azznusin
Just popping in
Just popping in
Posts: 2
Joined: Wed May 23, 2007 15:46

Postby Azznusin » Mon May 28, 2007 19:59

Rackel and Pompei2,

Thank you for your help. Following Rackel's information along with Pompei's I managed to get the scheme to load just fine. It seems like it needs the try, throw, catch and exception handling to work (pangs of Java..).

It compiles and runs without issues now, but at the moment it doesn't seem to render the GUI (I think I have it set up correctly, but again it seems I may be missing something simple).

I'll keep working at it to see if I can get something visible.

Thanks again.

Pompei2
Home away from home
Home away from home
Posts: 489
Joined: Tue May 23, 2006 16:31

Postby Pompei2 » Tue May 29, 2007 11:08

Do you call the function to render the GUI in every render pass ? Do you set up your viewports etc. correctly ? take a look at the tutorials section in the homepage.


Return to “Help”

Who is online

Users browsing this forum: No registered users and 21 guests