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TexelOne

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  1. OK, here are the test results using the code above and LE 2.4: VC++ 2008: CEGUI 0.7.1 (vc9 precompiled SDK) - Works fine! CEGUI 0.7.2 (vc9 precompiled SDK) - Works fine! VC++ 2010 (EDIT: updated!): CEGUI 0.7.2 (vc10 precompiled SDK) - Not working EDIT: Now, for a strange and unknown reason, its also working!! So I'll just switch back to VC++ 2008 (continue using VC++ 2010) and use CEGUI 0.7.2 from now on. @Laurens: Its not even crashing while loading the layout, as it happened during your test. Thanks again for your help and comments!
  2. Hi Laurens, Thank you for your time and help! I will download CEGUI 0.7.1 and make a simple LE app in VS2008 to see if it works that way. I'll post the results as soon as it is ready.
  3. Thanks Laurens, If you could check the code and and confirm that it works, then I'll also be in the standing in corner with DaDonik... smashing my head against the wall
  4. Thanks DaDonik, Yes, I saw the naming problem (looknfeels / looknfeel) from the start and fixed it, but it still crashes Edit: even changing the folder name to "looknfeels" has no effect on the result.
  5. Thanks for you replies! @Lumooja: A simple GUI would suffice, I just need to be able to display buttons, sliders, text boxes and images. Being able to have a GUI similar to Crysis' (see attachment) would be more than fine! @Laurens: Here's the full CEGUI Log: 13/09/2010 14:48:29 (Std) +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 13/09/2010 14:48:29 (Std) + Crazy Eddie's GUI System - Event log + 13/09/2010 14:48:29 (Std) + (http://www.cegui.org.uk/) + 13/09/2010 14:48:29 (Std) +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 13/09/2010 14:48:29 (Std) CEGUI::Logger singleton created. (008DF0C0) 13/09/2010 14:48:29 (Std) 13/09/2010 14:48:29 (Std) ******************************************************************************** 13/09/2010 14:48:29 (Std) * Important: * 13/09/2010 14:48:29 (Std) * To get support at the CEGUI forums, you must post _at least_ the section * 13/09/2010 14:48:29 (Std) * of this log file indicated below. Failure to do this will result in no * 13/09/2010 14:48:29 (Std) * support being given; please do not waste our time. * 13/09/2010 14:48:29 (Std) ******************************************************************************** 13/09/2010 14:48:29 (Std) ******************************************************************************** 13/09/2010 14:48:29 (Std) * -------- START OF ESSENTIAL SECTION TO BE POSTED ON THE FORUM -------- * 13/09/2010 14:48:29 (Std) ******************************************************************************** 13/09/2010 14:48:29 (Std) ---- Version 0.7.2 (Build: Aug 28 2010 Microsoft Windows MSVC++ 10.0 32 bit) ---- 13/09/2010 14:48:29 (Std) ---- Renderer module is: CEGUI::OpenGLRenderer - Official OpenGL based 2nd generation renderer module. TextureTarget support enabled via FBO extension. ---- 13/09/2010 14:48:29 (Std) ---- XML Parser module is: CEGUI::ExpatParser - Official expat based parser module for CEGUI ---- 13/09/2010 14:48:29 (Std) ---- Image Codec module is: SILLYImageCodec - Official SILLY based image codec ---- 13/09/2010 14:48:29 (Std) ---- Scripting module is: None ---- 13/09/2010 14:48:29 (Std) ******************************************************************************** 13/09/2010 14:48:29 (Std) * -------- END OF ESSENTIAL SECTION TO BE POSTED ON THE FORUM -------- * 13/09/2010 14:48:29 (Std) ******************************************************************************** 13/09/2010 14:48:29 (Std) 13/09/2010 14:48:29 (Std) ---- Begining CEGUI System initialisation ---- 13/09/2010 14:48:29 (Std) CEGUI::ImagesetManager singleton created (008DF588) 13/09/2010 14:48:29 (Std) CEGUI::FontManager singleton created. (008DF738) 13/09/2010 14:48:29 (Std) CEGUI::WindowFactoryManager singleton created 13/09/2010 14:48:29 (Std) CEGUI::WindowManager singleton created (004C9478) 13/09/2010 14:48:29 (Std) CEGUI::SchemeManager singleton created. (008E0668) 13/09/2010 14:48:29 (Std) CEGUI::MouseCursor singleton created. (008D5128) 13/09/2010 14:48:29 (Std) CEGUI::GlobalEventSet singleton created. (008D5C00) 13/09/2010 14:48:29 (Std) CEGUI::AnimationManager singleton created (008D4E18) 13/09/2010 14:48:29 (Std) CEGUI::WidgetLookManager singleton created. (004CE3C0) 13/09/2010 14:48:29 (Std) CEGUI::WindowRendererManager singleton created (008D8600) 13/09/2010 14:48:29 (Std) CEGUI::RenderEffectManager singleton created (004C7988) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'DefaultWindow' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'DefaultWindow' windows added. (008D8290) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'DragContainer' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'DragContainer' windows added. (008E0830) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'ScrolledContainer' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'ScrolledContainer' windows added. (008E4B10) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'ClippedContainer' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'ClippedContainer' windows added. (008E4BB8) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Checkbox' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Checkbox' windows added. (008E6C60) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/PushButton' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/PushButton' windows added. (008E6D08) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/RadioButton' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/RadioButton' windows added. (008E6DB0) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Combobox' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Combobox' windows added. (008E6E58) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/ComboDropList' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/ComboDropList' windows added. (008E6F00) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Editbox' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Editbox' windows added. (008E6FA8) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/FrameWindow' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/FrameWindow' windows added. (008E7050) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/ItemEntry' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/ItemEntry' windows added. (008E70F8) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Listbox' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Listbox' windows added. (008E71A0) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/ListHeader' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/ListHeader' windows added. (008E7248) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/ListHeaderSegment' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/ListHeaderSegment' windows added. (008E8378) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Menubar' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Menubar' windows added. (008E8420) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/PopupMenu' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/PopupMenu' windows added. (008E84C8) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/MenuItem' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/MenuItem' windows added. (008E8570) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/MultiColumnList' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/MultiColumnList' windows added. (008E8618) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/MultiLineEditbox' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/MultiLineEditbox' windows added. (008E86C0) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/ProgressBar' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/ProgressBar' windows added. (008E8768) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/ScrollablePane' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/ScrollablePane' windows added. (008E8810) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Scrollbar' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Scrollbar' windows added. (008E88B8) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Slider' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Slider' windows added. (008E8960) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Spinner' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Spinner' windows added. (008E8A08) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/TabButton' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/TabButton' windows added. (008E8AB0) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/TabControl' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/TabControl' windows added. (008E8B58) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Thumb' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Thumb' windows added. (008E8C00) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Titlebar' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Titlebar' windows added. (008E8CA8) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Tooltip' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Tooltip' windows added. (008E8D50) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/ItemListbox' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/ItemListbox' windows added. (008E8DF8) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/GroupBox' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/GroupBox' windows added. (008E8EA0) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'CEGUI/Tree' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'CEGUI/Tree' windows added. (008E8F48) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'HorizontalLayoutContainer' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'HorizontalLayoutContainer' windows added. (008E8FF0) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'VerticalLayoutContainer' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'VerticalLayoutContainer' windows added. (008E9098) 13/09/2010 14:48:29 (Std) Created WindowFactory for 'GridLayoutContainer' windows. 13/09/2010 14:48:29 (Std) WindowFactory for 'GridLayoutContainer' windows added. (008E9140) 13/09/2010 14:48:29 (Std) Window type alias named 'DefaultGUISheet' added for window type 'DefaultWindow'. 13/09/2010 14:48:29 (Std) CEGUI::System singleton created. (008DEEE8) 13/09/2010 14:48:29 (Std) ---- CEGUI System initialisation completed ---- 13/09/2010 14:48:29 (Std) 13/09/2010 14:48:29 (Std) Started creation of Scheme from XML specification: 13/09/2010 14:48:29 (Std) ---- CEGUI GUIScheme name: TaharezLook 13/09/2010 14:48:29 (Std) Started creation of Imageset from XML specification: 13/09/2010 14:48:29 (Std) ---- CEGUI Imageset name: TaharezLook 13/09/2010 14:48:29 (Std) ---- Source texture file: TaharezLook.tga in resource group: (Default) Hope this helps... Thanks again!
  6. Hi, I've been trying to get CEGUI to work with LE for the past couple of weeks without results. I've carefully followed Laurens' CEGUI tutorial and the turorials on CEGUI's website but it always crashes when loading the scheme: CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme"); Here's the code: #include "engine.h" #include "GL/gl.h" #include "CEGUI.h" #include "RendererModules\OpenGL\CEGUIOpenGLRenderer.h" //SHOW MENU FUNCTION void showMenu (short int &gState) { //Create World: TWorld mnuWorld = CreateWorld(); //Create camera: TEntity mnuCam = CreateCamera(); MoveEntity(mnuCam, Vec3(0, 0, -10)); //Center and show mouse pointer: MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); ShowMouse(); //Setup CEGUI: CEGUI::OpenGLRenderer &ceguiRenderer = CEGUI::OpenGLRenderer::create(); CEGUI::System::create(ceguiRenderer); ceguiRenderer.enableExtraStateSettings(true); CEGUI::DefaultResourceProvider *rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "Data/GUI/Schemes/"); rp->setResourceGroupDirectory("imagesets", "Data/GUI/Imagesets/"); rp->setResourceGroupDirectory("fonts", "Data/GUI/Fonts/"); rp->setResourceGroupDirectory("layouts", "Data/GUI/Layouts/"); rp->setResourceGroupDirectory("looknfeels", "Data/GUI/LookNFeel/"); CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme"); //<---- CRASHES HERE! CEGUI::FontManager::getSingleton().create( "DejaVuSans-10.font" ); CEGUI::System::getSingleton().setDefaultFont("DejaVuSans-10"); CEGUI::WindowManager &wm = CEGUI::WindowManager::getSingleton(); CEGUI::Window *root = wm.loadWindowLayout("test.layout"); CEGUI::System::getSingleton().setGUISheet(root); //Loop: while(!KeyHit(KEY_ESCAPE)) { //Update world: UpdateWorld(); //Render world: RenderWorld(); //Render GUI: glPixelStoref(0x806E, 0); glPixelStoref(GL_PACK_ROW_LENGTH, 0); glPixelStoref(GL_UNPACK_ROW_LENGTH, 0); CEGUI::System::getSingleton().renderGUI(); //Flip buffers: Flip(); } //Cleanup: FreeEntity(mnuCam); FreeWorld(mnuWorld); //Return value: gState = 0; //Game State value to exit app return; } Note: I'm using VC++ 2010, LE 2.4 and CEGUI 0.7.2 (precompiled VC++ 2010). I've checked and redone everything a zillion times but it's always the same, so I'm thinking about moving on to another GUI. Looking for alternatives to CEGUI, I saw Roland's GUI for his CELL game and the links to download the code and docs here. It seems like a great GUI, but does anyone have an example on how to integrate it with LE in VC++? Thanks!
  7. @Mumbles I'm just calling the function directly and it works fine: if (GraphicsModeExists(scrW, scrH, scrD, scrZ)) { //...do something! }
  8. Hi, I made a function that plays an intro video (until the video ends or the user hits the escape key) using the code from Paramecij's example of libtheroaplayer (found here). If I exit the loop by hitting the escape key, the TheoraManager destruction works fine and the program continues. But if the loop exits by the video reaching its end, the game hangs on the manager's destruction. Shouldn't the manager's destruction work the same, no matter how the loop exits? Here's the code: //IntroVideo.CPP #pragma comment(lib,"libtheoraplayer.lib") #pragma comment(lib,"opengl32.lib") #pragma comment(lib,"openal32.lib") #include "engine.h" #include <gl/gl.h> #include "TheoraVideoManager.h" #include "TheoraVideoFrame.h" #include "OpenAL_AudioInterface.h" void showIntroVideo (short int &gState) { TWorld world = CreateWorld(); TBuffer gbuffer = CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TCamera camera = CreateCamera(); //Theora setup TheoraVideoManager *mgr = new TheoraVideoManager(); OpenAL_AudioInterfaceFactory *openAIF = new OpenAL_AudioInterfaceFactory(); mgr -> setAudioInterfaceFactory(openAIF); mgr -> setDefaultNumPrecachedFrames(32); TheoraVideoClip *clip = mgr->createVideoClip( "bunny.ogg",TH_RGB,0,1); clip -> setAutoRestart(false); float w = clip->getWidth(); float h = clip->getHeight(); TTexture videotexture = CreateTexture( w, h, TEXTURE_RGB ); //video player loop: while (!KeyHit(KEY_ESCAPE) && !clip->isDone()) { //Update texture: TheoraVideoFrame *f = clip->getNextFrame(); if(f){ BindTexture(videotexture); glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, w-1, h-1, 0, GL_RGB, GL_UNSIGNED_BYTE, f->getBuffer()); clip->popFrame(); } //Update: mgr->update(AppSpeed()); UpdateAppTime(); UpdateWorld(AppSpeed()) ; //Render: SetBuffer(gbuffer); RenderWorld(); SetBuffer(BackBuffer()); RenderLights(gbuffer); DrawImage(videotexture,0,0,GraphicsWidth(),GraphicsHeight() ); Flip() ; } delete mgr; //<---------- Hangs on destruction! delete openAIF; FreeEntity(videotexture); FreeEntity(camera); FreeWorld(world); //Set gameState to 2 (main Menu) gState = 2; return; } Both Paramecij and Niosop's code I've found destroys the manager (and everything else) by calling Terminate() and exiting the app, but I need the game to continue running after playing the intro video . Any thoughts on why it might hang? Thanks in advance!
  9. Yes, desktop resolution will be automatically added to the array (if its not already in it). The game will only run fullscreen. What would the difference be to calling Graphics() with a lower resolution in fullscreen mode? Wouldn't it just scale the the pixels in the window screen resolution to fit the screen resolution? That was my initial concern and why I had not gone up to Full HD from the start, but I guess in the end it all depends on the player's GPU/display combo and that's where being able to select a lower resolution helps in getting better speed. @Josh: GraphicsModeExists() checks for supported resolutions on the GPU or the display? Thanks again!
  10. Yes, I ment 1280x960 (fixed - darn typos!). You're right about 1080p. It seemed like overkill to go Full HD or higher, but from 1050 to 1080 there's really not much difference, so I'll add 1440x1080 (4:3), 1920x1080 (16:9) and 1920x1200 (16:10) to the list .
  11. Thanks Josh, That is actually what I need ! As Lumooja sugested I can do a quick loop, since I would just be checking the 5 or 6 most common resolutions depending on the display's aspect. These are the resolutions I would populate the available resolutions list from: Standard * 1024x768 (4:3) * 1152x864 (4:3) * 1280x960 (4:3) * 1280x1024 (5:4) * 1400x1050 (4:3) Widescreen * 1152x720 (16:10) * 1280x720 (16:9) * 1280x800 (16:10) * 1440x900 (16:10) * 1600x900 (16:9) * 1680x1050 (16:10) Thanks everyone for your responses
  12. Hi ArBuZ, I thought maybe LE had a function that did that (like Unity's Screen.resolutions) and I was trying to reinvent the wheel, but the Win32 EnumDisplaySettings function looks good. I haven´t had time to try it yet but as soon as I can I'll post results. I would appreciate it if you could paste your code! Thanks again!
  13. Thanks ArBuz, I'll give it a try.
  14. Hi, I want to make an options menu for a game, where the player would be able to change the display resolution among other things. I can get the desktop resolution using GetSystemmetrics() and also determine if the display is standard or widescreen by dividing width / height, but now I need the menu to display a list of only the supported display resolutions of the computer where its running at. Is there a way of getting such list? Thanks in advance!
  15. Hi, I was going to upgrade from 2.28 a few weeks back but decided to wait until 2.4 was released to avoid having to do upgrade to 2.3 and a few days later to 2.4. I had bookmarked the post with the link to the 2.3 upgrade via PayPal, but it still says version 2.3 and I don't know if it's still valid. Is there a way to upgrade to v2.4 from 2.28? Has the upgrade price changed? Thanks in advance!
  16. Looks great! I'm currently looking at the free Building Generator ( ) but it creates more complex geometry. Keep up the great work
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