-
Posts
2,953 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Roland
-
WString newState = "false"; // or = "true" auto myCheck = CreateButton("MyCheckbox", x, y+50, 20, 20, this->ui->root, ButtonStyle::BUTTON_CHECKBOX); myCheck->SetState( newState == "true" );
-
How can i place my sidepanel on the left side?
Roland replied to Vida Marcell's topic in General Discussion
Ooops I missed one line :) auto sidepanel = CreatePanel(0, 0, SIDEPANELWIDTH, sz.y, mainpanel); sidepanel->SetLayout(0, 1, 1, 1); sidepanel->SetColor(1, 0, 0); -
How can i place my sidepanel on the left side?
Roland replied to Vida Marcell's topic in General Discussion
sidepanel->SetLayout(1, 0, 1, 1); -
- 2 replies
-
- plugins
- ultra app kit
-
(and 1 more)
Tagged with:
-
Sure. Will fix that ??
-
All Widget virtual methods mentioned is Custom Widgets are undocumented. I have added the missing documentation hints here (in yellow)
-
All Create functions in the GUI part are returning Widget's as shared pointers. Does this mean that the AppKit also owns the returned Widget internally and destroys them internally att program exit?
-
I'm working on a little project where I need to make some simple image processing such as rotation, brightness, contrast and so on. FreeImage is a nice lib for those things and I noticed that it's already included in the FITextueLoader Plugin so that's nice. Is there a way to access the pixel-data in Pixmap so it an be used with the FreeImage functions? Actually something like this: FIBITMAP* Pixmap2FreeImage( std::shared_ptr<Pixmap> pixmap ) { FIBITMAP* bmp = //??? pixmap->???? // ???? return bmp; } std::shared_ptr<UltraEngine::Pixmap> FreeImage2Pixmap(FIBITMAP* source) { std::shared_ptr<UltraEngine::Pixmap> pixmap = std::make_shared<UltraEngine::Pixmap>( ); // ??? return pixmap; }
- 1 reply
-
- c++
- ultra app kit
-
(and 1 more)
Tagged with:
-
-
-
Just a thought. Might something like this work. Change the return values of newline to whatever suitable
-
Have you tested std::endl https://en.cppreference.com/w/cpp/io/manip/endl
-
I tested the simple code in the "Create an Image Viewer" in the Tutorials. All images I tested works well when loaded. However some of the become distorted and grayscale when saved, but only some of them. I have enclosed such an image. The original and the one saved by the Image Viewer example
-
Ok I see. My vote goes for the last suggestion "different groups of constants be broken up into different pages". I don't know how you divide them up in the source code, but as I see it the same principle should be used there. Not having any global constants.h
-
Solution: Add following lines to CPP\Constants.md #### TextureFormat #### - TEXTURE_FORMAT_UNDEFINED - TEXTURE_RGBA_UINT - TEXTURE_RED - TEXTURE_RG - TEXTURE_RGB - TEXTURE_RGBA - TEXTURE_BGR - TEXTURE_BGRA - TEXTURE_RGB8 - TEXTURE_RGBA8 - TEXTURE_BGR8 - TEXTURE_BGRA8 - TEXTURE_RED16 - TEXTURE_R16 - TEXTURE_RGBA16 - TEXTURE_BC1 - TEXTURE_DXT1 - TEXTURE_BC3 - TEXTURE_DXT5 = TEXTURE_BC3 - TEXTURE_BC5 - TEXTURE_BC7 - TEXTURE_COLOR - TEXTURE_DEPTH
-
auto cam = Camera::Create(); cam->SetFOV(60.0f); cam->SetZoom(1); cam->SetRange(0.1f, 500.0f); cam->SetFogColor(0.7f, 0.7f, 0.7f, 1.0f); cam->SetFogAngle(5.0f, 20.0f); cam->SetFogMode(true); cam->SetFogRange(2.0f, 30.0f);
-
-
Then there is something wrong with you VS installation or your paths. Check your Include Directories
-
Its your problem the same one or something else ?
-
Debug Working Directory is wrong. Change $(SolutionDir)\..\..\.. to $(SolutionDir)..\.. Se my post here https://www.leadwerks.com/community/topic/16838-upgrading-44-c-projects-to-45/?tab=comments#comment-110509
-
What are Script:Collision parametters?
Roland replied to tipforeveryone's topic in General Discussion
entity is the one you collided with position is the position of the entity when collision happened normal is the direction of the collision speed is the speed of the collission entity -
-
The Actor class is included as any other Leadwerks class. C:\Program Files (x86)\Steam\steamapps\common\Leadwerks\Include\Classes\Actor.h There is already a C++ setup for you when you create a project. Just open \Projects\Windows\"projectname".sln in Visual Studio and there you go
-
Maybe this could help A C++/LUA bridge Class