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Messages - texus

Pages: 1 ... 107 108 [109]
Help requests / Re: Wrong display of background texture
« on: 31 May 2013, 20:15:33 »
It took me some time, but I think I have found the issue.

Your TurretWindow has a member turretPanels, which is a vector of InformationPanel. This InformationPanel contains an sf::Texture object. Sprites keep a pointer to the texture, so the location of the InformationPanel may not be moved. However, because you are using a vector, reallocation can take place when adding a new object. Your InformationPanel was moved and so was your texture, but the sprites kept the pointer to the old location.
There are different ways to fix this, but I think the easiest way would be to use a list of it instead of a vector. This does mean that you have to work with iterators instead of using the [] operator, so some code might need to change.

Its not related to this issue, but you should make two small changes to your code.
- In your addTurret function you pass **this as parent when creating InformationPanel. It should be *turretGrid as it is supposed to be part of the grid and not part of the child window.
- When you include a header, you should use '/' instead of '\'. That way I can at least compile your code without changes :).

Feature requests / Re: Loading tgui::Picture
« on: 25 May 2013, 17:03:24 »
Okay, but the Panel holds only the pointer to the texture, right? So then I have to make sure the texture exists?

Feature requests / Re: Loading tgui::Picture
« on: 25 May 2013, 15:56:55 »
There aren't really any plans for that yet.
I would have to keep track whether or not the image was loaded from a file or not. It's not such a big change but I'm looking for a cleaner alternative.

But there is another workaround: create a panel with the size of the texture and use setBackgroundTexture on it.

In the future there will be another possibility because I will add an sfml canvas so that you can draw an sfml sprite in between tgui objects. (See blog post about combining sfml and tgui rendering)

General Discussion / Re: SetTextSize issue
« on: 25 May 2013, 14:27:56 »
Well that explains why I couldn't reproduce it :).

I don't see any problems with this inheritance, it should be fine.
You don't even have to call removeAllObjects, it gets called automatically when your object is destroyed.

General Discussion / Re: SetTextSize issue
« on: 25 May 2013, 13:45:15 »
Based on your code you were using v0.6, which was all I needed to know in order to compile the code.

But what is the problem exactly?
You aren't calling setTextSize, so the text is scaled to fit inside the button.
When I add the setTextSize calls then the text gets the size that I passed to the function. I don't see any problems.

And you don't have to upload the whole VS2012 solution, the source code (or even a small example code) would have been enough. Unless it is for tracking a specific windows-only bug, I don't boot in my windows anyway.

General Discussion / Re: SetTextSize issue
« on: 24 May 2013, 17:02:00 »
What version of tgui are u using?

Can u show me the code that u use to create the button (so I can try to reproduce the problem)?

For now, you can just make the bug reports on this forum.

This is indeed a bug in tgui, thanks for reporting.

The EditBoxCallbacks enum in EditBox.hpp uses ObjectCallbacksCount. This should be changed to ClickableObjectCallbacksCount.
Either change this manually or just download tgui again, and then recompile.

PS: You can just write tgui::EditBox::ReturnKeyPressed instead of tgui::EditBox::EditBoxCallbacks::ReturnKeyPressed.

EDIT: I have a small problem with my dropbox, so I can't upload the new version immediately.

I was able to sucessfully configure SFML-2.0 and the .5 version of TGUI with the 32 bit CMAKE 2.8
selecting the option to generate for Eclipse CDT4 MinGW 64.
Good to hear that it actually works. In therory all compilers are supported but it's always nice to have a confirmation.

My first project is going to be a paint program that automatically generates symmetrical patterns according to what symmetry and point of origin you select and applies the patterns to the canvas as you draw.
Sounds cool :).

There doesn't seem to be a 64 bit named version of that program in the MinGW 64 directories
I downloaded it and it indeed doesn't contain such file. But after googling I found this definition: "mingw32-make: name thought up by to distinguish the win32 variant of GNU Make.".
Which makes me believe that the '32' has nothing to do with whether the compiler is 32bit or 64bit. So you could just try to use mingw32-make, it might work.

I learned this when I told cmake to generate for the version of visual studio I had, exactly like in the tutorial. I was able to open the project in Visual Studio and build it.
That's because in the tutorial I show how to generate a project instead of using a makefile. You could also use "NMake Makefiles" and build these with make.exe through your visual studio command prompt, but I thought it would be easier to just generate a project and build that.

I wasn't able to get one of the posted tutorials working yet, but that might be a combination of problems and I'm not ready to ask for help until I've done all I could do. I'll let you know when I figure it out.
Ok, but if you really can't figure out how to compile the 64bit version of MinGW, then I can always try to do it for you. Then I would need the download link to be sure that I use the exact same version as you have installed. (and if I get it to work then I could even write a tutorial about how to do it)

I'm afraid that it was compiled with 32bit.

You could always build the 64bit libraries yourself. There will be a lot the same as in the codeblocks tutorial, so you could base yourself on that (at least for the cmake part).
You would just have to set a different compiler as in the tutorial and cmake will generate a makefile for your compiler. Then from the command prompt you should run 'make' (I never used the 64bit so I'm not sure how it is called. The 32bit version was called mingw32-make, so maybe it is mingw64-make). Of course the directory containing this make program has to be in your PATH. After this you should have your 64bit libraries.

And for the part about how to use these libraries...
If you use eclipse then you probably know better than me where to add the search directories and linking options. So I'll assume you could get it working.

Installation help / Re: Github snapshot doesn't compile
« on: 06 May 2013, 11:14:14 »
I fixed that bug 15 minutes ago :)
Download the latest version again and it should be solved.

Website / Re: A few suggestions
« on: 04 May 2013, 11:55:24 »
Now it looks really good on linux :)
Its just ubuntu, because I use linux myself and I saw nothing wrong with the font on the previous style. But now it will probably look good on everything.

I looked into the quick register option, but I couldn't find a way to do it.
There is a mod for SMF 1.1, but I'm using SMF 2.0 so that won't work.

Website / Re: A few suggestions
« on: 03 May 2013, 23:00:56 »
I've installed the same theme as the sfml forum now. That might be easier to use.
I still have to figure out how to change the colors though.

Website / Re: A few suggestions
« on: 03 May 2013, 20:52:50 »
Thanks for the feedback, I'll look into the options.
I don't really have any experience with making forums.

I did chose SMF over phpbb because sfml uses it too. But I'll see if I can find a better theme.

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