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Messages - Austin J

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1
Help requests / Re: Text isn't positioning correctly with Button?
« on: 27 January 2015, 16:43:15 »
Hmm, it's possible I'm doing something wrong with lifetime expectancy here, I don't know.

I went ahead and pulled 0.7-dev and built it, and I did find out one other thing.

I was calling

Code: (cpp) [Select]
createMainInterface();
createResourcesInterface();

before

Code: (cpp) [Select]
initGUIResources();

So now everything seems to be working grandly. Sorry about that, and I'm not sure if that would have fixed the v0.6 code or not. My bad, in my style of wrapping everything up, I didn't see the obvious error in front of me  :o

2
Help requests / Re: Text isn't positioning correctly with Button?
« on: 27 January 2015, 06:21:39 »
Hey, um, if this is your definition of a few pixels hehe



I have tried using add, the constructor with
Code: (cpp) [Select]
tgui::Button::Ptr, messing with all sorts of orders. Actually, if I add it to the container before I set the widget up, for some reason the text doesn't appear, acting as if it didn't receive the global font assigned to the Gui.

Aye, I did. It's just a simple file.

Thanks!

3
Help requests / Text isn't positioning correctly with Button?
« on: 27 January 2015, 00:30:07 »
Code: (cpp) [Select]

                m_resourcesInterface.tilesTab->load("widgets/White.conf");
m_resourcesInterface.tilesTab->setSize(121, 31);
m_resourcesInterface.tilesTab->setPosition(0, 0);
m_resourcesInterface.tilesTab->setText("Tiles");
m_resourcesInterface.tilesTab->setTextSize(22);
m_resourcesGui.add(m_resourcesInterface.tilesTab);

Results in the text being off-centered, almost as if the origin to the text didn't get set right.

I clicked
  "Download TGUI v0.6.6 with precompiled Visual C++ 12 (2013) 32-bit libraries (for SFML 2.2)"

Of course, I'm using Visual Studio 2013, SFML 2.2 for Visual Studio 2013. The only other library at play is Boost.

Sorry, I'm not even sure if anyone else has ran into this problem.

I decided to see what would happen if I created the form in the form-builder and load from the file, and it actually just resulted in no text appearing at all, (even though the font is located in the directory it can be found)

Other info:

Windows 7 (x64)
Pre-2012 Integrated Intel Graphics Card <-(this is the source of evil sometimes)

4
Thought I should stop in and explain what happened. Basically the guy downloaded the folder I prepared for him through google drive. He didn't think to mention I suppose that the subfolders all got removed, the whole damn thing was in one folder. If he would have just fricken told me that, would have saved a lot of time. I asked him several times to make sure the file arrangement wasn't mutilated, and he never said it was all in one folder, sheesh. Some advice, don't share your test builds on google drive unless you can make sure it gets downloaded 100% as is.

5
It should load from graphics/gui/Black.conf

I prepared the folder so that it ran just fine on my mine. He insists he didn't tamper with it, so either something really bizarre is going on or he's telling me something other than reality and he mutilated it.

6
Help requests / What can cause TGUI to fail on loading Black.conf?
« on: 23 August 2014, 06:05:37 »
Basically I have a program using TGUI that works perfectly fine on my computer when launched from outside the IDE. I'm on Windows 7 using Visual Studio 2012. I have the correct dlls for dynamic linking, the resources for the widgets etc. etc. It works perfectly fine on my pc.

  However, someone else using Windows 7 can't run it properly. The program launches, however when it gets to the main menu the only widget it loads is a label. The buttons don't get created. In the console window it prints out that TGUI couldn't load Black.conf. I'm not jumping to say TGUI has a bug or anything of the sort, I'm actually just asking what could cause this to happen. I made sure he had all his resources that he needed and in the right places, and TGUI isn't working right for whatever reason. I've tried googling for quite some time now, and I'm not finding hardly any information that applies to my scenario.

7
Help requests / Re: Troubles with ListBox
« on: 15 August 2014, 22:22:01 »
That thought had actually come to mind when I was changing the debug settings, and after getting some confirmation from reading your response there I went ahead and replaced the dlls. Sure enough everything seems to be working fine now. I completely wasted your time there, apologies sir, I don't know why I didn't use the dlls you shipped in the first place. Thank you for your patience!

8
Help requests / Re: Troubles with ListBox
« on: 15 August 2014, 20:22:32 »
Changed the settings to as you said and sadly no fix  :'(

I've also discovered gui.draw() causes a crash if I add a MenuBar to the gui.

9
Help requests / Re: Troubles with ListBox
« on: 15 August 2014, 20:09:19 »
Yeah sorry, I should have mentioned originally I was using the wrong SFML versions, so I switched to the versions you shipped out for release mode, I didn't change it in debug. In release mode this problem is occurring.

10
Help requests / Re: Troubles with ListBox
« on: 15 August 2014, 19:58:10 »
I'll send the project file, not the code unless we think we need it to solve this issue though because it's an actual project. It's a map editor for a game, so there is a bit of a codebase. (Not that big just not small enough to throw on here ;) - )

I'm using version 0.6, I think I started using it with this before you got version 0.6.5 out.


11
Help requests / Re: Troubles with ListBox
« on: 15 August 2014, 13:51:23 »
Yeah, I'm linking dynamically to both. I guess I'll have to send them to you.

12
Help requests / Troubles with ListBox[Solved]
« on: 15 August 2014, 07:35:39 »
If I add a  ListBox like this, I end up with a crash upon calling tgui::Gui::draw()

Code: [Select]
tgui::ListBox::Ptr textures_listBox(gui,"Textures List");

textures_listBox->load("graphics/gui/Black.conf"); // Load is returning true
sf::Vector2i screenSize(sf::VideoMode::getDesktopMode().width,sf::VideoMode::getDesktopMode().height);
textures_listBox->setPosition(screenSize.x - 200, 0);
textures_listBox->setSize(200,screenSize.y);
textures_listBox->addItem("Test Item");

Tgui version 0.6

SFML Version, the one shipped with this version of Tgui

IDE - Visual Studio 2012

The gui has a window set to it

load("graphics/gui/Black.conf") is returning true


All other widgets I use are working fine, it's just ListBox that doesn't seem to behave.

When it reaches gui.draw(), I get this

Unhandled exception at 0x5DA942EF (sfml-graphics-2.dll) in Aeldyr Editor.exe: 0xC0000005: Access violation reading location 0x4491C004.

I apologize, I'd have done a bit more research on this but there's very little documentation for ListBox. I've tried a variety of things and I keep getting this access error.

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