0.6.X What do you want to see in 0.6 series
Moderators: CEGUI MVP, CEGUI Team
You can already do this by redirecting loaded strings when layouts are read in. So for example, the layout may have a label "cmd_quit" which the application can convert as "Quit" or "@$@(!%" or whatever. Here is the code I've used before:
This also extends to all sorts of customising abilities: search and replace $NAME, $PLAYER, etc. So we already have a lightweight way of doing it, one that separates out the layout from the localised text. Standardising a "translation" module would help. Then CEGUI can provide its own, or the app can provide it. Makes it a bit neater than above, but its the same sort of idea.
Code: Select all
bool GuiLayoutPropertyCallback(CEGUI::Window* a_pWindow, CEGUI::String& a_rPropName, CEGUI::String& a_rPropValue, void* a_pUserData)
{
const char* szPropName = a_rPropName.c_str();
if (0 == strcmp(szPropName, "Text"))
{
// Try to localise value
const utf8* szUtf8Value = a_rPropValue.data();
const utf8* szUtf8Result = Localise(reinterpret_cast<const char*>(szUtf8Value));
a_rPropValue = szUtf8Result;
}
return true;
}
This also extends to all sorts of customising abilities: search and replace $NAME, $PLAYER, etc. So we already have a lightweight way of doing it, one that separates out the layout from the localised text. Standardising a "translation" module would help. Then CEGUI can provide its own, or the app can provide it. Makes it a bit neater than above, but its the same sort of idea.
- lindquist
- CEGUI Team (Retired)
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Take a look at WindowManager::loadWindowLayout
http://www.cegui.org.uk/api_reference/c ... 94578743c2
http://www.cegui.org.uk/api_reference/c ... 94578743c2
- kornerr
- Not too shy to talk
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I want to see working irrlicht samples, current svn version is broken agains latest irrlicht 1.2, it simply doesn't display anything... but responds to events.
Open Source all the way, baby
Opensource Game Studio
Opensource Game Studio
- kornerr
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Sorry, it was my fault, I recompile the whole cegui svn lib, and now all works ok
Open Source all the way, baby
Opensource Game Studio
Opensource Game Studio
What I would like to see:
- Changing Udim to have an integer as offset instead of a floating point
- Fully defining properties in XML instead of using special value formats
-- Use XML child elements for dimensions e.g. {{0,0}}
-- Use XML child elements for e.g. set:foo image:bar
- Replace DimOperator with an infix dim operator
- Changing Udim to have an integer as offset instead of a floating point
- Fully defining properties in XML instead of using special value formats
-- Use XML child elements for dimensions e.g. {{0,0}}
-- Use XML child elements for e.g. set:foo image:bar
- Replace DimOperator with an infix dim operator
event driven systems: observer-notifier implementation
I read somewhere you guys where thinking about redesigning the event system or something to that effect. Feel free to look at the implementation I made for the GUCEF platform. Its is designed to support runtime hot-plugable event driven systems with fast event comparison in mind. My CICloneable approach to passing data has also turned out to be a very nice feature.
0.1B source package:
http://www.vanvelzensoftware.com/postnu ... load&sid=3
The projects SourceForge links:
Project: http://sourceforge.net/projects/gucef
Browse SVN: http://gucef.svn.sourceforge.net/gucef
0.1B source package:
http://www.vanvelzensoftware.com/postnu ... load&sid=3
The projects SourceForge links:
Project: http://sourceforge.net/projects/gucef
Browse SVN: http://gucef.svn.sourceforge.net/gucef
Last edited by Liberator on Mon Dec 31, 2007 13:10, edited 1 time in total.
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What are your most wanted widgets for the next release ?
- I don't know if its not already included (just started to use the lib), but a Toolbar with draggable buttons would be totally cool. You know, something like in EQ2 or other MMORPGs, where you can put your styles or spells on it.
- More documentation in the Download-Package. Include some tutorials, that users can start off without browsing the net.
- Better/more consistent Naming, like already said.
- Less Exceptions.
rya.
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Basically, yes.
Open yourself the .chm or the .html Docs and all you see is an empty file.
So everything you feel in that moment is a big QuestionMark over your head.
Thats how I felt first. There is no Introduction or a Point to start off, but a lots of classes.
What I like extremly, is the wxWidgets Documentation. Have a look at it. Its really great. You open the .chm and you see a list of things you can read, including a rough but working "Hello World" sample. Its a different feeling.
Starting into a new API with no Clue where to start, is a real pain. Oh yes, there is the internet and the Wiki, but I think much user would feel much better, with a better offline Documentation.
And I also know much ppl who don't have internet or only slow connections like ISDN. In Germany, there are still much small Villages, which don't have ADSL-Connections. And mostly, for ISDN there are no flatrates. But thats only a side-issue.
My main concern is like I said, to get quicker into the API and getting familiar with CEGUI.
And thats all from the View of the avg home-brew-programmer, not from a professional.
rya.
Open yourself the .chm or the .html Docs and all you see is an empty file.
So everything you feel in that moment is a big QuestionMark over your head.
Thats how I felt first. There is no Introduction or a Point to start off, but a lots of classes.
What I like extremly, is the wxWidgets Documentation. Have a look at it. Its really great. You open the .chm and you see a list of things you can read, including a rough but working "Hello World" sample. Its a different feeling.
Starting into a new API with no Clue where to start, is a real pain. Oh yes, there is the internet and the Wiki, but I think much user would feel much better, with a better offline Documentation.
And I also know much ppl who don't have internet or only slow connections like ISDN. In Germany, there are still much small Villages, which don't have ADSL-Connections. And mostly, for ISDN there are no flatrates. But thats only a side-issue.
My main concern is like I said, to get quicker into the API and getting familiar with CEGUI.
And thats all from the View of the avg home-brew-programmer, not from a professional.
rya.
Wish List
CEGUI 0.5 is great but I like to see:
* multi-colored text - "you want the {#FF0000}red{} or {#0000FF}blue{} pill?"
* clipboard support with multi-platform sample
* tab-character \t support
* I second Lua 5.1 support
* Almost forgot: More Skins! (I hope its alright asking this here)
I use Ogre. Which team is responsible to upgrade OgreCEGUIRenderer with next CEGUI?
* multi-colored text - "you want the {#FF0000}red{} or {#0000FF}blue{} pill?"
* clipboard support with multi-platform sample
* tab-character \t support
* I second Lua 5.1 support
* Almost forgot: More Skins! (I hope its alright asking this here)
I use Ogre. Which team is responsible to upgrade OgreCEGUIRenderer with next CEGUI?
- ErikHjortsberg
- Not too shy to talk
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Re: Wish List
fooguru wrote:* clipboard support with multi-platform sample
* I second Lua 5.1 support
You can get cross platform clipboard support by using this code. In your input handling code, listen for paste keypress and get the text from the clipboard and inject it into CEGUI. I've used it successfully in my project for allowing pasting from external text, but haven't had time to implement copying from CEGUI yet (should be possible by listening to a copy key combination and looking at the active widget and try to get the actively marked text if it's a text widget). Some parts of the code in my project can be found here.
Note that CEGUI will filter out injected tab and newline characters, so you'll have to fake those (an example can be found in the injectChar method in this code). Ah, there's feature request: allow for injecting such characters.
The Gentoo folks have created a patch which adds support for Lua 5.1. See here.
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