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		<id>http://cegui.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paul424</id>
		<title>CEGUI Wiki - Crazy Eddie's GUI System (Open Source) - User contributions [en]</title>
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		<updated>2026-04-06T02:19:16Z</updated>
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	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5043</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5043"/>
				<updated>2013-12-22T18:40:22Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RENDERERS' MODULES BAD DESIGN TROUBLES ==&lt;br /&gt;
&lt;br /&gt;
With current  version ( 0,5 ) Ogre Rendere won't work , but OpenGL renderer works fine. What is more  OpenGL renderer  must be enabled with the OpenGL3 one !&lt;br /&gt;
&lt;br /&gt;
BEFORE CALLING &lt;br /&gt;
&lt;br /&gt;
  cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
  make -j 4&lt;br /&gt;
&lt;br /&gt;
start the :&lt;br /&gt;
&lt;br /&gt;
  cmake-gui&lt;br /&gt;
&lt;br /&gt;
and than in CMAKE tab set ONLY&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_NULL&amp;quot;&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_OPENGL&amp;quot;&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_OPENGL3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5042</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5042"/>
				<updated>2013-12-22T14:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: /* RENDERERS MODULES BAD DESIGN TROUBLES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== RENDERERS' MODULES BAD DESIGN TROUBLES ==&lt;br /&gt;
&lt;br /&gt;
With current  version ( 0,5 ) Ogre Rendere won't work , but OpenGL renderer works fine. What is more  OpenGL renderer  must be enabled with the OpenGL3 one !&lt;br /&gt;
&lt;br /&gt;
BEFORE CALLING &lt;br /&gt;
&lt;br /&gt;
  make&lt;br /&gt;
&lt;br /&gt;
start the :&lt;br /&gt;
&lt;br /&gt;
  cmake-gui&lt;br /&gt;
&lt;br /&gt;
and than in CMAKE tab set ONLY&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_NULL&amp;quot;&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_OPENGL&amp;quot;&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_OPENGL3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5041</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5041"/>
				<updated>2013-12-22T13:43:39Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: /* RENDERERS MODULES BAD DESIGN TROUBLES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== RENDERERS MODULES BAD DESIGN TROUBLES ==&lt;br /&gt;
&lt;br /&gt;
With current  version ( 0,5 ) Ogre Rendere won't work , but OpenGL renderer works fine. What is more  OpenGL renderer  must be enabled with the OpenGL3 one !&lt;br /&gt;
&lt;br /&gt;
BEFORE CALLING &lt;br /&gt;
&lt;br /&gt;
  make&lt;br /&gt;
&lt;br /&gt;
start the :&lt;br /&gt;
&lt;br /&gt;
  cmake-gui&lt;br /&gt;
&lt;br /&gt;
and than in CMAKE tab set ONLY&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_NULL&amp;quot;&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_OPENGL&amp;quot;&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_OPENGL3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5040</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5040"/>
				<updated>2013-12-22T13:43:25Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: /* RENDERERS MODULES BAD DESIGN TROUBLES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== RENDERERS MODULES BAD DESIGN TROUBLES ==&lt;br /&gt;
&lt;br /&gt;
With current  version ( 0,5 ) Ogre Rendere won't work , but OpenGL renderer works fine. What is more  OpenGL renderer  must be enabled with the OpenGL3 one !&lt;br /&gt;
&lt;br /&gt;
BEFORE CALLING &lt;br /&gt;
&lt;br /&gt;
  make&amp;lt; &lt;br /&gt;
&lt;br /&gt;
start the :&lt;br /&gt;
&lt;br /&gt;
  cmake-gui&lt;br /&gt;
&lt;br /&gt;
and than in CMAKE tab set ONLY&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_NULL&amp;quot;&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_OPENGL&amp;quot;&lt;br /&gt;
&amp;quot;CEGUI_BUILD_RENDERER_OPENGL3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5039</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5039"/>
				<updated>2013-12-22T13:42:54Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: /* RENDERERS MODULES BAD DESIGN TROUBLES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== RENDERERS MODULES BAD DESIGN TROUBLES ==&lt;br /&gt;
&lt;br /&gt;
With current  version ( 0,5 ) Ogre Rendere won't work , but OpenGL renderer works fine. What is more  OpenGL renderer  must be enabled with the OpenGL3 one !&lt;br /&gt;
&lt;br /&gt;
BEFORE CALLING &lt;br /&gt;
&lt;br /&gt;
  make&amp;lt; &lt;br /&gt;
&lt;br /&gt;
start the :&lt;br /&gt;
&lt;br /&gt;
  cmake-gui&lt;br /&gt;
&lt;br /&gt;
and than in CMAKE tab set ONLY&lt;br /&gt;
CEGUI_BUILD_RENDERER_NULL&lt;br /&gt;
CEGUI_BUILD_RENDERER_OPENGL&lt;br /&gt;
CEGUI_BUILD_RENDERER_OPENGL3&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5038</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5038"/>
				<updated>2013-12-22T13:42:20Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== RENDERERS MODULES BAD DESIGN TROUBLES ==&lt;br /&gt;
&lt;br /&gt;
With current  version ( 0,5 ) Ogre Rendere won't work , but OpenGL renderer works fine. What is more  OpenGL renderer  must be enabled with the OpenGL3 one !&lt;br /&gt;
&lt;br /&gt;
BEFORE CALLING &amp;gt;&amp;gt;make&amp;lt;&amp;lt; start the cmake-gui :&lt;br /&gt;
&lt;br /&gt;
  cmake-gui&lt;br /&gt;
&lt;br /&gt;
and than in CMAKE tab set ONLY&lt;br /&gt;
CEGUI_BUILD_RENDERER_NULL&lt;br /&gt;
CEGUI_BUILD_RENDERER_OPENGL&lt;br /&gt;
CEGUI_BUILD_RENDERER_OPENGL3&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5037</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5037"/>
				<updated>2013-12-22T13:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: /* RENDERERS MODULES BAD DESIGN TROUBLES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== RENDERERS MODULES BAD DESIGN TROUBLES ==&lt;br /&gt;
&lt;br /&gt;
With current  version ( 0,5 ) Ogre Rendere won't work , but OpenGL renderer works fine. What is more  OpenGL renderer  must be enabled with the OpenGL3 one !&lt;br /&gt;
&lt;br /&gt;
BEFORE CALLING &amp;gt;&amp;gt;make&amp;lt;&amp;lt; start the cmake-gui :&lt;br /&gt;
cmake-gui&lt;br /&gt;
and than in CMAKE tab set ONLY&lt;br /&gt;
CEGUI_BUILD_RENDERER_NULL&lt;br /&gt;
CEGUI_BUILD_RENDERER_OPENGL&lt;br /&gt;
CEGUI_BUILD_RENDERER_OPENGL3&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5036</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5036"/>
				<updated>2013-12-22T13:40:26Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== RENDERERS MODULES BAD DESIGN TROUBLES ==&lt;br /&gt;
&lt;br /&gt;
With current  version ( 0,5 ) Ogre Rendere won't work , but OpenGL renderer works fine. What is more it must be enabled with the OpenGL3 module !!!&lt;br /&gt;
BEFORE CALLING &amp;gt;&amp;gt;make&amp;lt;&amp;lt; start the cmake-gui :&lt;br /&gt;
cmake-gui&lt;br /&gt;
and than in CMAKE tab set ONLY&lt;br /&gt;
CEGUI_BUILD_RENDERER_NULL&lt;br /&gt;
CEGUI_BUILD_RENDERER_OPENGL&lt;br /&gt;
CEGUI_BUILD_RENDERER_OPENGL3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5035</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5035"/>
				<updated>2013-12-20T22:08:42Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 cd cegui&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=CEED&amp;diff=5034</id>
		<title>CEED</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=CEED&amp;diff=5034"/>
				<updated>2013-12-20T22:02:07Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CEGUI unified editor. Includes project management and multi-file/multi-tab editing.&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
CEED from the v0-8 branch (and all snapshots) depend on CEGUI 0.8. Even though it may work with CEGUI &amp;quot;default&amp;quot; it is not tested with it so don't expect any help if you try to make it work that way.&lt;br /&gt;
&lt;br /&gt;
[http://www.cegui.org.uk/phpBB2/viewtopic.php?f=15&amp;amp;t=5566 Original post at the forums] (very old, don't use!)&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
You need CMake, Python &amp;gt;= 2.6 (preferably Python 2.7), PyOpenGL, PySide (+ utils/tools), Boost.Python.&lt;br /&gt;
&lt;br /&gt;
==== Debian Wheezy ====&lt;br /&gt;
&lt;br /&gt;
PySide is part of Sid at the moment, so you have to add its repository address to your /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
 apt-get install cmake python-opengl pyside-tools boost-python&lt;br /&gt;
&lt;br /&gt;
==== Arch Linux ====&lt;br /&gt;
&lt;br /&gt;
You need at least python2, boost, python-opengl, pyside (AUR), pyside-tools (AUR). PySide will bring in several other packages and will probably take a few hours to compile.&lt;br /&gt;
&lt;br /&gt;
Note: You probably need to add &amp;quot;-DPYTHON_EXECUTABLE=/usr/bin/python2&amp;quot; (without the quotes) to the cmake command line below because Arch Linux defaults to python 3 but the python modules CMake script expects python2.&lt;br /&gt;
&lt;br /&gt;
Arch Linux has the entire ceed packaged, see the AUR repo and save yourself all this trouble.&lt;br /&gt;
&lt;br /&gt;
==== Fedora ====&lt;br /&gt;
&lt;br /&gt;
You need boost-devel, python-devel, python-opengl, python-pyside, pyside-tools&lt;br /&gt;
&lt;br /&gt;
=== Build CEGUI and PyCEGUI ===&lt;br /&gt;
&lt;br /&gt;
(Or get it from distribution repo and skip this)&lt;br /&gt;
&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/cegui&lt;br /&gt;
 hg clone https://bitbucket.org/cegui/ceed&lt;br /&gt;
 cd ceed&lt;br /&gt;
 hg update v0-8&lt;br /&gt;
 cd ../&lt;br /&gt;
 mkdir cegui/build&lt;br /&gt;
 cd cegui/build&lt;br /&gt;
 cmake -DCEGUI_BUILD_PYTHON_MODULES=ON ../&lt;br /&gt;
 make -j 4&lt;br /&gt;
&lt;br /&gt;
== Launch ==&lt;br /&gt;
&lt;br /&gt;
 cd ../ceed&lt;br /&gt;
 cd bin&lt;br /&gt;
 ./runwrapper.sh&lt;br /&gt;
 ./ceed-gui &lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
 $ cd ../ceed/bin&lt;br /&gt;
 $ PYTHONPATH=../../cegui/build/lib:../:$PYTHONPATH python2 ./ceed-gui&lt;br /&gt;
&lt;br /&gt;
You will see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_main_window.png]]&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
* If it fails to import ceed.ui.* then you need to compile UI files, call&lt;br /&gt;
 [ceed] ./maintenance compile-ui-files&lt;br /&gt;
Or alternatively edit ceed/version.py and set CEED_developerMode to True.&lt;br /&gt;
* If the data files are missing you need to run the 'maintenance' script like this:&lt;br /&gt;
 [ceed/bin]$ cd ..&lt;br /&gt;
 [ceed]$ ./maintenance fetch-datafiles&lt;br /&gt;
&lt;br /&gt;
== Project ==&lt;br /&gt;
&lt;br /&gt;
Unlike old editors (CELayoutEditor and CEImagesetEditor), CEED has a notion of a project. Each project has its own combination of resources and runs its own CEGUI version to render your CEGUI resources. This allows you to have more that one scheme loaded at a time.&lt;br /&gt;
&lt;br /&gt;
To create a new project, you should go to '''File -&amp;gt; New project'''.&lt;br /&gt;
&lt;br /&gt;
The dialog appears. You should input project name and location of the &amp;quot;.project&amp;quot; file. '''Note''': parent directory of the &amp;quot;.project&amp;quot; file must exist.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project.png]]&lt;br /&gt;
&lt;br /&gt;
After you press '''OK''', Project settings window appears.&lt;br /&gt;
&lt;br /&gt;
=== Project settings ===&lt;br /&gt;
&lt;br /&gt;
(The window is also accessible from '''Edit -&amp;gt; Project settings''')&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_settings.png]]&lt;br /&gt;
&lt;br /&gt;
CEED can create assets for CEGUI versions: 0.6 to 0.8. 0.7 is the latest stable, so select it.&lt;br /&gt;
&lt;br /&gt;
Point &amp;quot;Resource directory&amp;quot; to the place where &amp;quot;fonts&amp;quot;, &amp;quot;schemes&amp;quot; and the rest directories are located, then press '''Apply'''. It will change the paths below.&lt;br /&gt;
&lt;br /&gt;
Press '''OK''' and will load your resources. If it fails to, it will show you a warning dialog:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_new_project_warning.png]]&lt;br /&gt;
&lt;br /&gt;
In our case, the resource directory does not have &amp;quot;schemes&amp;quot; subdirectory, as noted on the last line. Correct the paths and retry.&lt;br /&gt;
&lt;br /&gt;
=== Project resources ===&lt;br /&gt;
&lt;br /&gt;
Currently CEED can only work with imagesets and layouts. Add them to your project by clicking with the right mouse button on '''Project manager''' and selecting '''Add existing file(s)''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_project_add_existing.png]]&lt;br /&gt;
&lt;br /&gt;
Select the necessary imagesets and layouts, and save the project.&lt;br /&gt;
&lt;br /&gt;
=== Layouts ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_layout.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new widget, drag it from the left bottom panel.&lt;br /&gt;
&lt;br /&gt;
To edit it, you can either do it visually, or switch to &amp;quot;Code&amp;quot; tab seen below, and edit it manually. There's also &amp;quot;Preview&amp;quot; tab, where you can test your layout in real time.&lt;br /&gt;
&lt;br /&gt;
=== Imagesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset.png]]&lt;br /&gt;
&lt;br /&gt;
To create a new image, press tool bar button second from the right, or click with the right mouse button on the image itself and select '''Create image''':&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_imageset_create_image.png]]&lt;br /&gt;
&lt;br /&gt;
It creates a 50 x 50 rectangle centered at where mouse cursor is. Move and resize it as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
Go to '''Edit -&amp;gt; Application settings'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ceed_application_settings.png]]&lt;br /&gt;
&lt;br /&gt;
There are many settings you can tweak. One of the most important might be '''Shortcuts'''. It allows you to assign shortcuts to zoom, image creation, opening a project, and so on.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Currently you may have problems with Imagesets that use TGA, since some versions of Qt may be built without TGA support. CEGUI 0.8 has all imagery as PNG (CEGUI 0.7 used TGA), and we advise you to use PNG instead of TGA.&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5026</id>
		<title>Porting tips and changes from 0.7.X to 0.8.X</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5026"/>
				<updated>2013-12-18T12:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
&lt;br /&gt;
{{Section|1=Introduction|2=&lt;br /&gt;
The 0.8.x branch has already seen releases. Please see the sourceforge page for tarball downloads.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=Major renames/API changes|2=&lt;br /&gt;
* CEGUI::Window was renamed to CEGUI::Widget as Widget is the coined term for that, WindowManager renamed to WidgetManager, etc... (not in mercurial yet!)&lt;br /&gt;
* The stock/standard window renderer set (now widget renderer set) FalagardWRBase was renamed to StandardWRSet to avoid confusion with core [[Falagard]] facilities (not in mercurial yet!)&lt;br /&gt;
* Windows now don't have absolute names! Every window's name only has to be unique in it's parent window. Therefore WindowManager::getSingleton().getWindow no longer made sense and was removed. If root's name was &amp;quot;Root&amp;quot; and your the window name was &amp;quot;Root/Stuff/After/Root/Name&amp;quot;, you can emulate its behaviour with root-&amp;gt;getChild(&amp;quot;Stuff/After/Root/Name&amp;quot;). It's recommended to migrate to a more encapsulated model.&lt;br /&gt;
* CEGUI::GUIContext class has been created that is responsible for injecting input and event handling, setting the default font, setting the root window, setting a default tooltip object and type, and manipulating the mouse cursor.&lt;br /&gt;
* CEGUI::GUIContext needs time impulses injected separately! You should also inject time pulses into CEGUI::System. This API &amp;quot;wart&amp;quot; may disappear in future versions.&lt;br /&gt;
* CEGUI::MouseCursor is no longer a singleton, and can be accessed and manipulated from CEGUI::GUIContext.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=General|2=&lt;br /&gt;
* All XML attributes must now be in lowercase, e.g. &amp;lt;WidgetLook Name=&amp;quot;TaharezLook/FrameWindow&amp;quot;&amp;gt; must be &amp;lt;WidgetLook name=&amp;quot;TaharezLook/FrameWindow&amp;quot;&amp;gt;&lt;br /&gt;
* PropertyHelper has been turned into a template class, instead of PropertyHelper::uintToString you do PropertyHelper&amp;lt;uint&amp;gt;::toString, instead of PropertyHelper::stringToUint you do PropertyHelper&amp;lt;uint&amp;gt;::fromString&lt;br /&gt;
* All instances of the word caret that were incorrectly spelt 'carat' have been corrected.  This affects all APIs, properties, events and datafiles.&lt;br /&gt;
* Window::EventWindowUpdated renamed to Window::EventUpdated and the associated string is changed from &amp;quot;WindowUpdate&amp;quot; to &amp;quot;Updated&amp;quot;&lt;br /&gt;
* ListHeader::SegmentNameSuffix changed type from character array to CEGUI::String&lt;br /&gt;
* EventMouseEnters renamed to EventMouseEntersSurface (old name removed)&lt;br /&gt;
* EventMouseLeaves renamed to EventMouseLeavesSurface (old name removed)&lt;br /&gt;
* BiDiVisualMapping renamed to BidiVisualMapping.  Also renamed the files, so CEGUIBiDiVisualMapping.h is now CEGUIBidiVisualMapping.h&lt;br /&gt;
* class colour renamed to Colour, as a side effect the &amp;quot;colour&amp;quot; interpolator is now &amp;quot;Colour&amp;quot; interpolator, this breaks animation definitions!&lt;br /&gt;
* Point typedef removed, please use Vector2 instead&lt;br /&gt;
* Many event string values changed to match the C++ name (but without the Event prefix).  A list of which strings changed value will appear here soon.&lt;br /&gt;
* Window::setRestoreCapture renamed to Window::setRestoreOldCapture&lt;br /&gt;
* CEGUI now supports custom memory allocation, see [[Memory Allocation]] to check if this concerns you or not.&lt;br /&gt;
* Window::addChildWindow renamed to Window::addChild, Window::removeChildWindow renamed to Window::removeChild, several other methods (mostly in layout containers) changed from *ChildWindow* to *Child*&lt;br /&gt;
* CEGUI::String can now be just a typedef or a class, depending on String configuration (CEGUI can now use std::string as CEGUI::String for apps not requiring unicode)&lt;br /&gt;
* Window::getChild_impl method completely removed, it was only used by Window::getParentPixelSize, shouldn't be hard to replace&lt;br /&gt;
* Vector2, Vector3, Size and Rect are now templated, you should use Vector2&amp;lt;float&amp;gt; (or just Vector2&amp;lt;&amp;gt; as a shortcut since float is the default type) instead of Vector2, UVector2 class was removed, UVector2 is now just a typedef to Vector2&amp;lt;UDim&amp;gt;. Same with Vector3, Size and Rect.&lt;br /&gt;
* Texture::saveToMemory is renamed Texture::blitToMemory.&lt;br /&gt;
* Renderer and Texture interfaces changed in order to support named textures.&lt;br /&gt;
* Window::isDisabled(localOnly) is now split into Window::isDisabled (= old isDisabled(true) and Window::isEffectiveDisabled (= old isDisabled(false))&lt;br /&gt;
* Window::isVisible(localOnly) is now split into Window::isVisible (= old isDisabled(true) and Window::isEffectiveVisible (= old isVisible(false))&lt;br /&gt;
* WindowManager::loadWindowLayout is renamed to WindowManager::loadLayoutFromFile&lt;br /&gt;
* NamedXMLResourceManager::create is renamed to NamedXMLResourceManager::createFromFile  (Ex. CEGUI::SchemeManager::createFromFile)&lt;br /&gt;
* Property from Window called &amp;quot;ZOrderChangeEnabled&amp;quot; renamed to &amp;quot;ZOrderingEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;MouseButtonDownAutoRepeat&amp;quot; renamed to &amp;quot;MouseAutoRepeatEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;CustomTooltipType&amp;quot; renamed to &amp;quot;TooltipType&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;Tooltip&amp;quot; renamed to &amp;quot;TooltipText&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;RiseOnClick&amp;quot; renamed to &amp;quot;RiseOnClickEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;UnifiedAreaRect&amp;quot; renamed to &amp;quot;Area&amp;quot;, &amp;quot;UnifiedSize&amp;quot; renamed to &amp;quot;Size&amp;quot;, etc...&lt;br /&gt;
* CEGUI::DefaultLogger no longer throws const char* but a real exception in setLogFilename - http://www.cegui.org.uk/mantis/view.php?id=443&lt;br /&gt;
* CEGUI now has inbuilt copy, cut, paste support, if you used a custom solution, you might want to check CEGUI::Clipboard and System::inject{Copy,Cut,Paste}Request&lt;br /&gt;
* CEGUI::ProgressBar::getStep renamed to getStepSize for consistency with setStepSize&lt;br /&gt;
* CEGUI::WidgetLookManager::parseLookNFeelSpecification is now called parseLookNFeelSpecificationFromFile, variants for loading from string and raw data container have been added&lt;br /&gt;
* XRotation, YRotation, ZRotation properties merged into the new Rotation property, which is a Quaternion.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=Image and ImageManager|2=&lt;br /&gt;
* Image::draw renamed to Image::render&lt;br /&gt;
* Image class is now an abstract interface.  BasicImage implementation is provided, and used for internally created Image objects.&lt;br /&gt;
* Imageset class is removed. It remains a CEGUI format that allows to conveniently define multiple images on one texture but the data is no longer stored in any class. When Imageset is loaded, the ImageManager creates a new BasicImage for each of the images in the imageset. Only the images themselves will remain after imageset is loaded. You now use the new ImageManager to access defined images.&lt;br /&gt;
* ImagesetManager class is removed.  You now use the new ImageManager.&lt;br /&gt;
* Images belonging to a certain imageset can be accessed like so: &amp;quot;ImageSetName/ImageName&amp;quot; (ex. &amp;quot;AlfiskoSkin/MouseArrow&amp;quot;).&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=GUIContext|2=&lt;br /&gt;
A lot of API has been moved from CEGUI::System to CEGUI::GUIContext. CEGUI now allows you to create multiple independent GUI contexts with their own input injection.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, whenever you see &amp;quot;There is no CEGUI::System::some_foobar_method* method&amp;quot;, you can replace the call with CEGUI::System::getSingleton().getDefaultGUIContext().some_foobar_method*()&lt;br /&gt;
&lt;br /&gt;
WindowManager::getSingleton().getWindow() was removed. You can emulate its behaviour with root-&amp;gt;getChild(&amp;quot;Stuff/After/Root/Name&amp;quot;).&lt;br /&gt;
To get Root Window you can call GUIContext::getRootWindow();&lt;br /&gt;
&lt;br /&gt;
SIDE NOTE: The chain call of methods CEGUI::System::getSingleton().getDefaultGUIContext() should be called as rarely as possible, instead one should keep it's result in appropriate variable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=PyCEGUI|2=&lt;br /&gt;
* EventSet.subscribeEvent now has a different, more pythonic syntax, any python callable (bound member function, free function, lambda, functor, ...) is allowed (EventSet.subscribeEvent(&amp;quot;EventName&amp;quot;, instance, &amp;quot;someMethodInIt&amp;quot;) is now EventSet.subscribeEvent(&amp;quot;EventName&amp;quot;, instance.someMethodInIt)&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5025</id>
		<title>Porting tips and changes from 0.7.X to 0.8.X</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5025"/>
				<updated>2013-12-18T12:36:13Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
&lt;br /&gt;
{{Section|1=Introduction|2=&lt;br /&gt;
The 0.8.x branch has already seen releases. Please see the sourceforge page for tarball downloads.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=Major renames/API changes|2=&lt;br /&gt;
* CEGUI::Window was renamed to CEGUI::Widget as Widget is the coined term for that, WindowManager renamed to WidgetManager, etc... (not in mercurial yet!)&lt;br /&gt;
* The stock/standard window renderer set (now widget renderer set) FalagardWRBase was renamed to StandardWRSet to avoid confusion with core [[Falagard]] facilities (not in mercurial yet!)&lt;br /&gt;
* Windows now don't have absolute names! Every window's name only has to be unique in it's parent window. Therefore WindowManager::getSingleton().getWindow no longer made sense and was removed. If root's name was &amp;quot;Root&amp;quot; and your the window name was &amp;quot;Root/Stuff/After/Root/Name&amp;quot;, you can emulate its behaviour with root-&amp;gt;getChild(&amp;quot;Stuff/After/Root/Name&amp;quot;). It's recommended to migrate to a more encapsulated model.&lt;br /&gt;
* CEGUI::GUIContext class has been created that is responsible for injecting input and event handling, setting the default font, setting the root window, setting a default tooltip object and type, and manipulating the mouse cursor.&lt;br /&gt;
* CEGUI::GUIContext needs time impulses injected separately! You should also inject time pulses into CEGUI::System. This API &amp;quot;wart&amp;quot; may disappear in future versions.&lt;br /&gt;
* CEGUI::MouseCursor is no longer a singleton, and can be accessed and manipulated from CEGUI::GUIContext.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=General|2=&lt;br /&gt;
* All XML attributes must now be in lowercase, e.g. &amp;lt;WidgetLook Name=&amp;quot;TaharezLook/FrameWindow&amp;quot;&amp;gt; must be &amp;lt;WidgetLook name=&amp;quot;TaharezLook/FrameWindow&amp;quot;&amp;gt;&lt;br /&gt;
* Image::draw renamed to Image::render&lt;br /&gt;
* PropertyHelper has been turned into a template class, instead of PropertyHelper::uintToString you do PropertyHelper&amp;lt;uint&amp;gt;::toString, instead of PropertyHelper::stringToUint you do PropertyHelper&amp;lt;uint&amp;gt;::fromString&lt;br /&gt;
* All instances of the word caret that were incorrectly spelt 'carat' have been corrected.  This affects all APIs, properties, events and datafiles.&lt;br /&gt;
* Window::EventWindowUpdated renamed to Window::EventUpdated and the associated string is changed from &amp;quot;WindowUpdate&amp;quot; to &amp;quot;Updated&amp;quot;&lt;br /&gt;
* ListHeader::SegmentNameSuffix changed type from character array to CEGUI::String&lt;br /&gt;
* EventMouseEnters renamed to EventMouseEntersSurface (old name removed)&lt;br /&gt;
* EventMouseLeaves renamed to EventMouseLeavesSurface (old name removed)&lt;br /&gt;
* BiDiVisualMapping renamed to BidiVisualMapping.  Also renamed the files, so CEGUIBiDiVisualMapping.h is now CEGUIBidiVisualMapping.h&lt;br /&gt;
* class colour renamed to Colour, as a side effect the &amp;quot;colour&amp;quot; interpolator is now &amp;quot;Colour&amp;quot; interpolator, this breaks animation definitions!&lt;br /&gt;
* Point typedef removed, please use Vector2 instead&lt;br /&gt;
* Many event string values changed to match the C++ name (but without the Event prefix).  A list of which strings changed value will appear here soon.&lt;br /&gt;
* Window::setRestoreCapture renamed to Window::setRestoreOldCapture&lt;br /&gt;
* CEGUI now supports custom memory allocation, see [[Memory Allocation]] to check if this concerns you or not.&lt;br /&gt;
* Window::addChildWindow renamed to Window::addChild, Window::removeChildWindow renamed to Window::removeChild, several other methods (mostly in layout containers) changed from *ChildWindow* to *Child*&lt;br /&gt;
* CEGUI::String can now be just a typedef or a class, depending on String configuration (CEGUI can now use std::string as CEGUI::String for apps not requiring unicode)&lt;br /&gt;
* Window::getChild_impl method completely removed, it was only used by Window::getParentPixelSize, shouldn't be hard to replace&lt;br /&gt;
* Vector2, Vector3, Size and Rect are now templated, you should use Vector2&amp;lt;float&amp;gt; (or just Vector2&amp;lt;&amp;gt; as a shortcut since float is the default type) instead of Vector2, UVector2 class was removed, UVector2 is now just a typedef to Vector2&amp;lt;UDim&amp;gt;. Same with Vector3, Size and Rect.&lt;br /&gt;
* Texture::saveToMemory is renamed Texture::blitToMemory.&lt;br /&gt;
* Renderer and Texture interfaces changed in order to support named textures.&lt;br /&gt;
* Window::isDisabled(localOnly) is now split into Window::isDisabled (= old isDisabled(true) and Window::isEffectiveDisabled (= old isDisabled(false))&lt;br /&gt;
* Window::isVisible(localOnly) is now split into Window::isVisible (= old isDisabled(true) and Window::isEffectiveVisible (= old isVisible(false))&lt;br /&gt;
* WindowManager::loadWindowLayout is renamed to WindowManager::loadLayoutFromFile&lt;br /&gt;
* NamedXMLResourceManager::create is renamed to NamedXMLResourceManager::createFromFile  (Ex. CEGUI::SchemeManager::createFromFile)&lt;br /&gt;
* Property from Window called &amp;quot;ZOrderChangeEnabled&amp;quot; renamed to &amp;quot;ZOrderingEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;MouseButtonDownAutoRepeat&amp;quot; renamed to &amp;quot;MouseAutoRepeatEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;CustomTooltipType&amp;quot; renamed to &amp;quot;TooltipType&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;Tooltip&amp;quot; renamed to &amp;quot;TooltipText&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;RiseOnClick&amp;quot; renamed to &amp;quot;RiseOnClickEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;UnifiedAreaRect&amp;quot; renamed to &amp;quot;Area&amp;quot;, &amp;quot;UnifiedSize&amp;quot; renamed to &amp;quot;Size&amp;quot;, etc...&lt;br /&gt;
* CEGUI::DefaultLogger no longer throws const char* but a real exception in setLogFilename - http://www.cegui.org.uk/mantis/view.php?id=443&lt;br /&gt;
* CEGUI now has inbuilt copy, cut, paste support, if you used a custom solution, you might want to check CEGUI::Clipboard and System::inject{Copy,Cut,Paste}Request&lt;br /&gt;
* CEGUI::ProgressBar::getStep renamed to getStepSize for consistency with setStepSize&lt;br /&gt;
* CEGUI::WidgetLookManager::parseLookNFeelSpecification is now called parseLookNFeelSpecificationFromFile, variants for loading from string and raw data container have been added&lt;br /&gt;
* XRotation, YRotation, ZRotation properties merged into the new Rotation property, which is a Quaternion.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=Image and ImageManager|2=&lt;br /&gt;
* Image class is now an abstract interface.  BasicImage implementation is provided, and used for internally created Image objects.&lt;br /&gt;
* Imageset class is removed. It remains a CEGUI format that allows to conveniently define multiple images on one texture but the data is no longer stored in any class. When Imageset is loaded, the ImageManager creates a new BasicImage for each of the images in the imageset. Only the images themselves will remain after imageset is loaded. You now use the new ImageManager to access defined images.&lt;br /&gt;
* ImagesetManager class is removed.  You now use the new ImageManager.&lt;br /&gt;
* Images belonging to a certain imageset can be accessed like so: &amp;quot;ImageSetName/ImageName&amp;quot; (ex. &amp;quot;AlfiskoSkin/MouseArrow&amp;quot;).&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=GUIContext|2=&lt;br /&gt;
A lot of API has been moved from CEGUI::System to CEGUI::GUIContext. CEGUI now allows you to create multiple independent GUI contexts with their own input injection.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, whenever you see &amp;quot;There is no CEGUI::System::some_foobar_method* method&amp;quot;, you can replace the call with CEGUI::System::getSingleton().getDefaultGUIContext().some_foobar_method*()&lt;br /&gt;
&lt;br /&gt;
WindowManager::getSingleton().getWindow() was removed. You can emulate its behaviour with root-&amp;gt;getChild(&amp;quot;Stuff/After/Root/Name&amp;quot;).&lt;br /&gt;
To get Root Window you can call GUIContext::getRootWindow();&lt;br /&gt;
&lt;br /&gt;
SIDE NOTE: The chain call of methods CEGUI::System::getSingleton().getDefaultGUIContext() should be called as rarely as possible, instead one should keep it's result in appropriate variable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=PyCEGUI|2=&lt;br /&gt;
* EventSet.subscribeEvent now has a different, more pythonic syntax, any python callable (bound member function, free function, lambda, functor, ...) is allowed (EventSet.subscribeEvent(&amp;quot;EventName&amp;quot;, instance, &amp;quot;someMethodInIt&amp;quot;) is now EventSet.subscribeEvent(&amp;quot;EventName&amp;quot;, instance.someMethodInIt)&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5024</id>
		<title>Porting tips and changes from 0.7.X to 0.8.X</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5024"/>
				<updated>2013-12-18T12:30:43Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VersionBadge|0.7}}&lt;br /&gt;
&lt;br /&gt;
{{Section|1=Introduction|2=&lt;br /&gt;
The 0.8.x branch has already seen releases. Please see the sourceforge page for tarball downloads.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=Major renames/API changes|2=&lt;br /&gt;
* CEGUI::Window was renamed to CEGUI::Widget as Widget is the coined term for that, WindowManager renamed to WidgetManager, etc... (not in mercurial yet!)&lt;br /&gt;
* The stock/standard window renderer set (now widget renderer set) FalagardWRBase was renamed to StandardWRSet to avoid confusion with core [[Falagard]] facilities (not in mercurial yet!)&lt;br /&gt;
* Image class is now an abstract interface.  BasicImage implementation is provided, and used for internally created Image objects.&lt;br /&gt;
* Imageset class is removed. It remains a CEGUI format that allows to conveniently define multiple images on one texture but the data is no longer stored in any class. When Imageset is loaded, the ImageManager creates a new BasicImage for each of the images in the imageset. Only the images themselves will remain after imageset is loaded. You now use the new ImageManager to access defined images.&lt;br /&gt;
* ImagesetManager class is removed.  You now use the new ImageManager.&lt;br /&gt;
* Images belonging to a certain imageset can be accessed like so: &amp;quot;ImageSetName/ImageName&amp;quot; (ex. &amp;quot;AlfiskoSkin/MouseArrow&amp;quot;).&lt;br /&gt;
* Windows now don't have absolute names! Every window's name only has to be unique in it's parent window. Therefore WindowManager::getSingleton().getWindow no longer made sense and was removed. If root's name was &amp;quot;Root&amp;quot; and your the window name was &amp;quot;Root/Stuff/After/Root/Name&amp;quot;, you can emulate its behaviour with root-&amp;gt;getChild(&amp;quot;Stuff/After/Root/Name&amp;quot;). It's recommended to migrate to a more encapsulated model.&lt;br /&gt;
* CEGUI::GUIContext class has been created that is responsible for injecting input and event handling, setting the default font, setting the root window, setting a default tooltip object and type, and manipulating the mouse cursor.&lt;br /&gt;
* CEGUI::GUIContext needs time impulses injected separately! You should also inject time pulses into CEGUI::System. This API &amp;quot;wart&amp;quot; may disappear in future versions.&lt;br /&gt;
* CEGUI::MouseCursor is no longer a singleton, and can be accessed and manipulated from CEGUI::GUIContext.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=General|2=&lt;br /&gt;
* All XML attributes must now be in lowercase, e.g. &amp;lt;WidgetLook Name=&amp;quot;TaharezLook/FrameWindow&amp;quot;&amp;gt; must be &amp;lt;WidgetLook name=&amp;quot;TaharezLook/FrameWindow&amp;quot;&amp;gt;&lt;br /&gt;
* Image::draw renamed to Image::render&lt;br /&gt;
* PropertyHelper has been turned into a template class, instead of PropertyHelper::uintToString you do PropertyHelper&amp;lt;uint&amp;gt;::toString, instead of PropertyHelper::stringToUint you do PropertyHelper&amp;lt;uint&amp;gt;::fromString&lt;br /&gt;
* All instances of the word caret that were incorrectly spelt 'carat' have been corrected.  This affects all APIs, properties, events and datafiles.&lt;br /&gt;
* Window::EventWindowUpdated renamed to Window::EventUpdated and the associated string is changed from &amp;quot;WindowUpdate&amp;quot; to &amp;quot;Updated&amp;quot;&lt;br /&gt;
* ListHeader::SegmentNameSuffix changed type from character array to CEGUI::String&lt;br /&gt;
* EventMouseEnters renamed to EventMouseEntersSurface (old name removed)&lt;br /&gt;
* EventMouseLeaves renamed to EventMouseLeavesSurface (old name removed)&lt;br /&gt;
* BiDiVisualMapping renamed to BidiVisualMapping.  Also renamed the files, so CEGUIBiDiVisualMapping.h is now CEGUIBidiVisualMapping.h&lt;br /&gt;
* class colour renamed to Colour, as a side effect the &amp;quot;colour&amp;quot; interpolator is now &amp;quot;Colour&amp;quot; interpolator, this breaks animation definitions!&lt;br /&gt;
* Point typedef removed, please use Vector2 instead&lt;br /&gt;
* Many event string values changed to match the C++ name (but without the Event prefix).  A list of which strings changed value will appear here soon.&lt;br /&gt;
* Window::setRestoreCapture renamed to Window::setRestoreOldCapture&lt;br /&gt;
* CEGUI now supports custom memory allocation, see [[Memory Allocation]] to check if this concerns you or not.&lt;br /&gt;
* Window::addChildWindow renamed to Window::addChild, Window::removeChildWindow renamed to Window::removeChild, several other methods (mostly in layout containers) changed from *ChildWindow* to *Child*&lt;br /&gt;
* CEGUI::String can now be just a typedef or a class, depending on String configuration (CEGUI can now use std::string as CEGUI::String for apps not requiring unicode)&lt;br /&gt;
* Window::getChild_impl method completely removed, it was only used by Window::getParentPixelSize, shouldn't be hard to replace&lt;br /&gt;
* Vector2, Vector3, Size and Rect are now templated, you should use Vector2&amp;lt;float&amp;gt; (or just Vector2&amp;lt;&amp;gt; as a shortcut since float is the default type) instead of Vector2, UVector2 class was removed, UVector2 is now just a typedef to Vector2&amp;lt;UDim&amp;gt;. Same with Vector3, Size and Rect.&lt;br /&gt;
* Texture::saveToMemory is renamed Texture::blitToMemory.&lt;br /&gt;
* Renderer and Texture interfaces changed in order to support named textures.&lt;br /&gt;
* Window::isDisabled(localOnly) is now split into Window::isDisabled (= old isDisabled(true) and Window::isEffectiveDisabled (= old isDisabled(false))&lt;br /&gt;
* Window::isVisible(localOnly) is now split into Window::isVisible (= old isDisabled(true) and Window::isEffectiveVisible (= old isVisible(false))&lt;br /&gt;
* WindowManager::loadWindowLayout is renamed to WindowManager::loadLayoutFromFile&lt;br /&gt;
* NamedXMLResourceManager::create is renamed to NamedXMLResourceManager::createFromFile  (Ex. CEGUI::SchemeManager::createFromFile)&lt;br /&gt;
* Property from Window called &amp;quot;ZOrderChangeEnabled&amp;quot; renamed to &amp;quot;ZOrderingEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;MouseButtonDownAutoRepeat&amp;quot; renamed to &amp;quot;MouseAutoRepeatEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;CustomTooltipType&amp;quot; renamed to &amp;quot;TooltipType&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;Tooltip&amp;quot; renamed to &amp;quot;TooltipText&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;RiseOnClick&amp;quot; renamed to &amp;quot;RiseOnClickEnabled&amp;quot;&lt;br /&gt;
* Property from Window called &amp;quot;UnifiedAreaRect&amp;quot; renamed to &amp;quot;Area&amp;quot;, &amp;quot;UnifiedSize&amp;quot; renamed to &amp;quot;Size&amp;quot;, etc...&lt;br /&gt;
* CEGUI::DefaultLogger no longer throws const char* but a real exception in setLogFilename - http://www.cegui.org.uk/mantis/view.php?id=443&lt;br /&gt;
* CEGUI now has inbuilt copy, cut, paste support, if you used a custom solution, you might want to check CEGUI::Clipboard and System::inject{Copy,Cut,Paste}Request&lt;br /&gt;
* CEGUI::ProgressBar::getStep renamed to getStepSize for consistency with setStepSize&lt;br /&gt;
* CEGUI::WidgetLookManager::parseLookNFeelSpecification is now called parseLookNFeelSpecificationFromFile, variants for loading from string and raw data container have been added&lt;br /&gt;
* XRotation, YRotation, ZRotation properties merged into the new Rotation property, which is a Quaternion.&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=GUIContext|2=&lt;br /&gt;
A lot of API has been moved from CEGUI::System to CEGUI::GUIContext. CEGUI now allows you to create multiple independent GUI contexts with their own input injection.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, whenever you see &amp;quot;There is no CEGUI::System::some_foobar_method* method&amp;quot;, you can replace the call with CEGUI::System::getSingleton().getDefaultGUIContext().some_foobar_method*()&lt;br /&gt;
&lt;br /&gt;
WindowManager::getSingleton().getWindow() was removed. You can emulate its behaviour with root-&amp;gt;getChild(&amp;quot;Stuff/After/Root/Name&amp;quot;).&lt;br /&gt;
To get Root Window you can call GUIContext::getRootWindow();&lt;br /&gt;
&lt;br /&gt;
SIDE NOTE: The chain call of methods CEGUI::System::getSingleton().getDefaultGUIContext() should be called as rarely as possible, instead one should keep it's result in appropriate variable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Section|1=PyCEGUI|2=&lt;br /&gt;
* EventSet.subscribeEvent now has a different, more pythonic syntax, any python callable (bound member function, free function, lambda, functor, ...) is allowed (EventSet.subscribeEvent(&amp;quot;EventName&amp;quot;, instance, &amp;quot;someMethodInIt&amp;quot;) is now EventSet.subscribeEvent(&amp;quot;EventName&amp;quot;, instance.someMethodInIt)&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Talk:Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5023</id>
		<title>Talk:Porting tips and changes from 0.7.X to 0.8.X</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Talk:Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5023"/>
				<updated>2013-12-17T12:34:01Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image &amp;amp; 	create (const String &amp;amp;type, const String &amp;amp;name)&lt;br /&gt;
 	Create an instance of Image subclass registered for identifier type using the name name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most crypytic API change regarding the Image / ImageManager class &lt;br /&gt;
&lt;br /&gt;
What types are there avalaible by default  ?&lt;br /&gt;
paul424&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	<entry>
		<id>http://cegui.org/wiki/index.php?title=Talk:Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5022</id>
		<title>Talk:Porting tips and changes from 0.7.X to 0.8.X</title>
		<link rel="alternate" type="text/html" href="http://cegui.org/wiki/index.php?title=Talk:Porting_tips_and_changes_from_0.7.X_to_0.8.X&amp;diff=5022"/>
				<updated>2013-12-17T12:33:42Z</updated>
		
		<summary type="html">&lt;p&gt;Paul424: Created page with &amp;quot;Image &amp;amp; 	create (const String &amp;amp;type, const String &amp;amp;name)  	Create an instance of Image subclass registered for identifier type using the name name.    This is the most crypyti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image &amp;amp; 	create (const String &amp;amp;type, const String &amp;amp;name)&lt;br /&gt;
 	Create an instance of Image subclass registered for identifier type using the name name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most crypytic API change regarding the Image / ImageManager class &lt;br /&gt;
&lt;br /&gt;
What types are there avalaible by default  ?&lt;/div&gt;</summary>
		<author><name>Paul424</name></author>	</entry>

	</feed>