ceGUI for iPhone/iPod

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Tiresias
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Re: ceGUI for iPhone/iPod

Postby Tiresias » Wed Jun 09, 2010 16:07

hello
i would like to know if at the end there is some screenshot of a cegui window rendered through openGl es on iphone?
(if possible of course)
thanks

ShiftZ
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Re: ceGUI for iPhone/iPod

Postby ShiftZ » Tue Jul 06, 2010 21:40

I swear iv seen one :rofl:

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CrazyEddie
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Re: ceGUI for iPhone/iPod

Postby CrazyEddie » Thu Jul 08, 2010 08:51

:lol: Was that actually done on the iPhone (or it's emulator) then? I thought it was another kind of emulator you used?

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ShiftZ
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Re: ceGUI for iPhone/iPod

Postby ShiftZ » Thu Jul 08, 2010 12:21

iPhone 3GS device. After day or two of brain f*ck with TrueType.

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CrazyEddie
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Re: ceGUI for iPhone/iPod

Postby CrazyEddie » Mon Jul 12, 2010 08:45

Ah, right cool. So it is actually possible to build CEGUI for iPhone, albeit with a bit of hassle as far as dependencies are concerned. This is good to hear.

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ShiftZ
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Re: ceGUI for iPhone/iPod

Postby ShiftZ » Sun Jul 18, 2010 00:11

Got problem here,
i wasnt updated for a long time and after update i got following image:

Image

At startup window is invisible, so i thought i was OpenGLES renderer issue, but when i resized window it appeared partially.

Code: Select all

    WindowManager& winMgr = WindowManager::getSingleton();
    DefaultWindow* root = (DefaultWindow*)winMgr.createWindow("DefaultWindow", "Root");
    System::getSingleton().setGUISheet(root);

   FrameWindow* wnd = (FrameWindow*)winMgr.createWindow("TaharezLook/FrameWindow", "Demo Window");
   root->addChildWindow(wnd);
   wnd->setPosition(UVector2(cegui_reldim(0.0f), cegui_reldim( 0.25f)));
   wnd->setSize(UVector2(cegui_reldim(1.0f), cegui_reldim( 0.5f)));
   wnd->setMaxSize(UVector2(cegui_reldim(1.0f), cegui_reldim(1.0f)));
   wnd->setMinSize(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
   wnd->setText("Hello World!");



PS. This is glScissor clipping issue again.
PPS There is a bug in glScissor. It accepts left, bottom, right, top rectangle value instead of left, bottom, width, height. Dont know its an emulator bug or OpenGLES itself.

ShiftZ
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Re: ceGUI for iPhone/iPod

Postby ShiftZ » Mon Jul 19, 2010 01:46

CEGUIDynamicModule.h wont compile without including:

Code: Select all

#    include <CoreFoundation/CFBundle.h>


before

CEGUIDynamicModule.h 55:

Code: Select all

  #    define DYNLIB_HANDLE CFBundleRef

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CrazyEddie
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Re: ceGUI for iPhone/iPod

Postby CrazyEddie » Wed Jul 21, 2010 09:25

Thanks for the heads up. I need to get around to testing with Xcode, previously I only tested on Windows.

With regards to the header issue, which is the file that is including that CEGUIDynamicModule.h header then? The missing CFBundle.h header should go in the source file really or perhaps in the file(s) in macPlugins.cpp/.h file(s) (or maybe the conditional is incorrect in there, since I notice that's not how we're doing it elsewhere).

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ShiftZ
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Re: ceGUI for iPhone/iPod

Postby ShiftZ » Wed Jul 21, 2010 12:14

which is the file that is including that CEGUIDynamicModule.h header then?


The first one i tried to compile CEGUIOpenGLESRenderer.cpp somehow got CEGUIDynamicModule.h. Havent tracked how and where it was included exactly. Just fixed the problem and this is it.

CEGUI_STATIC option used.


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