Imagery sections

For help with anything that CEGUI doesn't offer straight out-of-the-box, e.g.:
- Implementation of new features, such as new Core classes, widgets, WindowRenderers, etc. ...
- Modification of any existing features for specific purposes
- Integration of CEGUI in new engines or frameworks and writing of new plugins (Renderer, Parser, ...) or modules

Moderators: CEGUI MVP, CEGUI Team

Slicky
Quite a regular
Quite a regular
Posts: 63
Joined: Wed Jan 12, 2005 12:06

Imagery sections

Postby Slicky » Sun Sep 17, 2006 23:53

Can you change ImagerySection in code?

I don't see properties that would allow this. I want to switch some effects on windows rather than have lots of different definitions.

User avatar
CrazyEddie
CEGUI Project Lead
Posts: 6760
Joined: Wed Jan 12, 2005 12:06
Location: England
Contact:

Postby CrazyEddie » Mon Sep 18, 2006 18:03

I don't think this is easily done at the moment; changing an imagery section would affect all windows using any WidgetLook that used the ImagerySection - if that's what you're after, then you could do some hacking to set that up.

Pretty much the API of the Falagard imagery system classes was written in a 'sparse' way - basically to support the bare minimum of what was needed to get the thing working; as such there are quite a few 'missing' members.

However, it is possible to completely replace most of the named Falagard parts for a given WidgetLookFeel (or indeed most of the other related classes that use collections of named objects) simply be re-adding a new class with the same name. Note that doing that is some pretty heavy shit and has not, as far as I am aware, ever been tried!! :D

Best thing is to have a poke around and see what blows up! If you need further dissuasion then post back and I'll see what I can do :P

CE

Slicky
Quite a regular
Quite a regular
Posts: 63
Joined: Wed Jan 12, 2005 12:06

Postby Slicky » Sun Sep 24, 2006 03:07

I ended up creating another window and using hide/show in the same position. Not necessarily elegant but it does the job for now.

Thanks

zarroba
Not too shy to talk
Not too shy to talk
Posts: 22
Joined: Tue Jul 11, 2006 12:54

Postby zarroba » Tue Jul 03, 2007 17:10

I didn't know were to ask for this and I don't know either if this is the right place, I hope someone that could help reads it..
I have a widget that has a variable number of Images each of the following boxes is a picture and after the pictures I have a label (Imagine an ItemEntry with images before the text):
|__|...|__| some text

I know how many pictures I should have but how can I define them in the looknfeel file. Were is the best place to do this?

thanks
José Tavares

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

Postby Pompei2 » Wed Jul 04, 2007 11:58

I think it is not possible to do this, as you would need a loop or something similar in your look'n'feel file. correct me if i'm wrong.

zarroba
Not too shy to talk
Not too shy to talk
Posts: 22
Joined: Tue Jul 11, 2006 12:54

Postby zarroba » Thu Jul 05, 2007 09:17

I think it's not possible either. Is it possible to do it anywere else? for example in the renderer.
I was thinking of having one ImagerySection and aggregate several images in that section. Is it possible to do it?

thanks

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

Postby Pompei2 » Thu Jul 05, 2007 10:44

you could create a new custom widget, but i know nothing about this. I think it's a window Factory. search the forums, there were some posts about how to do it. (you need to write a c++ class to create a widget)

zarroba
Not too shy to talk
Not too shy to talk
Posts: 22
Joined: Tue Jul 11, 2006 12:54

Postby zarroba » Mon Jul 09, 2007 10:11

I have already created a new widget. But the problem remains.. how can I define a variable number of imagery sections?


Return to “Modifications / Integrations / Customisations”

Who is online

Users browsing this forum: No registered users and 10 guests