-
Posts
2,203 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by SpiderPig
-
-
Look Awesome!
-
Defiantly not being called somewhere else, I commented out all my code in the loop except this;
void cGame::Loop() { while (MainFrame::window->Closed() == false && ExitGame == false) { auto _event = GetEvent(); if (_event.id != EVENT_NONE) { Confirm("Somthing Else"); } } }
It only showed the message box when the window was being created and moved. I'll see if I can put together a small project and upload it.
-
I tried that but GetEvent() always returns EVENT_NONE excpet on startup when I get EVENT_WINDOW_SIZE and then EVENT_WINDOW_MOVE
auto _event = GetEvent(); if (_event.id != EVENT_NONE) { Confirm("Somthing Else"); }
-
So I would have to detect the mouse click in C++ and then call gui->ProcessEvent()?
Like;
If mouseclick() == true
Event event = new Event();
event.id = MOUSE_CLICK
GUI->ProcessEvent(event)
Please ignore the syntax, I'm currently at work on my phone ?
-
Quote
Because of these different usages, you must manually insert events like mouse movements into the GUI in order for it to process them:
while true do local event = GetEvent() if event.id == EVENT_NONE then break end if event.id == EVENT_MOUSE_DOWN or event.id == EVENT_MOUSE_MOVE or event.id == EVENT_MOUSE_UP or event.id == EVENT_KEY_DOWN or event.id == EVENT_KEY_UP then gui:ProcessEvent(event) end end
I don't quite understand how to get the events to the widgets? I'm using C++, are there any other examples floating around?
- 1
-
Is this the correct naming?
{ "root": "PBR.json", "float": { "OPAQUE": { "default": { "base": { "vertex": "Landscape.vert.spv", "geometry": "Landscape.geom.spv", "fragment": "Landscape.frag.spv" }
All stages compile and the vert & frag work, but the geometry shader seems to be skipped. Changes to it don't take effect.
-
How do these handle geometry shaders?
-
When can we expect another update?
-
Looking good. If you do release it to Steam will it be a subscription also?
-
Good idea. I'm keen to see how ray-casting will go, when you get to that.
-
Looking forward to seeing it develop. What are you working on next?
-
Nice!
-
This is very exciting stuff! Can't wait to change over to Turbo.
-
Great work! Excited to see more.
-
Looking forward to seeing more of Turbo! What is the next step?
-
It's been fun. I was thinking of making it work with the inbuilt terrain system and adding it to the marketplace.
-
Quote
There’s no garbage collection pauses, and deletion is always instant:
Love it!
-
Awsome! How many textures can we assign to a model using texture arrays?
-
Personally I like them. They look neat. But do take time to write...
-
Welcome back. Look forward to see what projects you start working on.
-
Looking forward to it. Have you thought much on whether or not you will keep the actor class?
-
Any idea when the new BETA will be ready with drawing enabled? ?
-
Leadwerks Game Engine 4.6 Beta Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Wow! Loading models in debug mode is fast now!
-
Great work. Love the fact we can add multiple scripts. Looking forward to when physics are implemented!
Particle Plugins and More
in Development Blog
A blog by Josh in General
Posted
Can't wait to experiment with this.