Jump to content

Search the Community

Showing results for tags 'GUI'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Blogs

  • Development Blog
  • Canardian's Blog
  • Beyond Civilization Blog Ext
  • Tyler's Blog
  • macklebee's Blog
  • B-Byrnes' Blog
  • Marleys Ghost's Blog
  • omid3098's Blog
  • Richardsimpo123456's Blog
  • DJDD's Blog
  • Rick's Blog
  • --
  • xtreampb's Blog
  • Economically Disadvantaged
  • klepto2's Blog
  • Old Blog
  • Chris Paulson's Blog
  • Davaris' Blog
  • nil
  • Rekindled Phoenix's Blog
  • Flexman's Blog
  • Kattemaksu Online
  • Marcousik's Creations Blog
  • EVE LBS Studio
  • Rendering puzzles
  • Screen Size Utility
  • Niosop's Blog
  • 1299 RTS Game Project
  • Blitzbat's Blog
  • gordonramp's Blog
  • Andy Gilbert's Blog
  • Marcus' Blog
  • JornAggror Blog
  • diedir's Blog
  • wayneg's Blog
  • Masterxilo's Blog
  • Dave Lee's Blog
  • peubuy's blog
  • OD Arts -Leadwerks Blog
  • The progression......
  • Ultra Software Company Blog
  • The Progression
  • Pancake's Blog
  • Test Blog
  • BLaBZ Blog
  • Pure³d's Blog
  • dreamhead Blog
  • RVL's Blog
  • DB's Blog
  • Toxin Games Development Blog
  • CombatHelo Blog (RSS Import)
  • Foolish's Blog
  • ZioRed's Corner
  • Toxin Games Twitter
  • Shard - Third Initiative
  • Shard's Blog
  • Soamp's Blog
  • Soamp's Blog
  • Laurens' Blog
  • JT`s warehouse district
  • Kennar's Blog
  • KiteFuchs' Blog
  • KiteFuchs' Blog
  • Rachel's Dev-Blog
  • Eagle's Blog
  • zaphos' Blog
  • please delete this blog
  • Afke's Blog
  • Richard Simpson
  • knowledgegranted's Blog
  • EdzUp(GD)'s Blog
  • aGameLife's Kelasel MMORPG Blog
  • tournamentdan's Blog
  • Beyond Civilization Blog
  • smashthewindow
  • AnniXa's Blog
  • AnniXa's Blog
  • Elemental Development
  • DigitalHax Blog
  • Aria's Blog
  • Strogg76's Blog
  • Clackdor's Blog
  • Leadwerks Project Status
  • simpleprogrammer's Blog
  • Pathfinding in LE.2.x
  • Naughty Alien's Blog
  • smashthewindow's Blog
  • Ali Salehi's Blog
  • Jardar's Blog
  • Chris Vossen's Development Blog
  • Scarlet Thread Studios' Blog
  • Kronos' Blog
  • Benton's Blog
  • ChrisV's Blog
  • tjheldna's Blog
  • shadmar's Blog
  • 3D Masons, LLC
  • Andy Gilbert's Enviro Models
  • ParaToxic's Blog
  • NarkLord's Blog
  • ChrisMAN's Blog
  • ChrisMAN's Blog
  • CGMan's Blog
  • The Game
  • Chris Tutorials
  • Leadwerks 3 Experience
  • An Alien Saga
  • klepto2 & Leadwerks 3
  • Inside the mind of eternal insomniac
  • josk's Blog
  • Shader Development in Leadwerks 3.1
  • 3D Coat : Column game making of
  • Einlander's Blog
  • Ginger George's Blog
  • I have a problem
  • Michael_J's Blog
  • nasamydifol's Blog
  • Digman's Blog
  • noesisGUI
  • SavageDogg38's Blog
  • Built from Ruins
  • Remaining Days
  • test_external_blog
  • The Hunt For Food Blog
  • Crazy Minnow Studio
  • CrazyMinnowStudio
  • Guppy's Blog
  • Playing Online
  • Evayr's Blog
  • DerRidda's Blog
  • Karl's Blog
  • whiterabbit's Blog
  • Tinyboss Games
  • abendkleider's Blog
  • sacguccireplica's Blog
  • Arena
  • Imchasinyou's Blog
  • xtom's Blog
  • Lua is better than you think.
  • mdgunn's Blog
  • Crime Closer
  • lxFirebal69xl's Blog
  • Wedmer's Blog
  • Lockdown, going forward.
  • Pump-Action Captain
  • Igor's Blog
  • Dead Anyway
  • Runenrise and more
  • reepblue's Blog
  • Slippy's Corner
  • LUA Musings
  • severjack's Blog
  • mikeporter's Blog
  • miko93's Blog
  • Megalocerous' Blog
  • lxFirebal69xl's Blog
  • aiaf's Blog
  • Lostghbear's Blog
  • echo $BLOG_NAME > blog_title.tmpl
  • johnadam111's Blog
  • Dwarf Beard
  • burgelkat's Blog
  • Charrua's Blog
  • peterpaul's Blog
  • joshmathews' Blog
  • Martin Kearl's Blog
  • Brutile's blog
  • tipforeveryone's Blog
  • Glushchenko Blog
  • Express Lab Games Blog
  • Blueapples' Blog
  • DooMAGE's Blog
  • Structura devblog
  • UltraEngine - Experiences, add-ons and other Stuff
  • martyj's Blog
  • Dragonfreak's Blog
  • Brutile's Blog
  • assigmenthelp
  • Case Study Assignment Help
  • How to deal with bad grade ?
  • How to deal with bad grade ?
  • GameDev Blog
  • devcjohnson's Blog
  • devcjohnson's Blog
  • THE WHAT? Blog
  • The Demurian Scribe
  • GUI Editor
  • GUI Tutorial
  • noob_shaders
  • The Seventh World
  • Phodex Games Blog
  • Leadwerks VS Source 2
  • Work in Progress - Scifi PBR Media
  • [C++] First Player game start
  • The Blog of Yue
  • Snowboarding Development Blog
  • Ocean: Rendering in Leadwerks 4
  • Game Ready Maps
  • Ultra App Kit (Advanced Custom Widgets)
  • Poking around
  • Blender tutorials
  • Usefull Scripts & Components
  • Thirsty Panther
  • Ultimate Action Game Controller

Forums

  • Software
    • General Discussion
    • Programming
    • Game Artwork
    • Showcase
    • Suggestion Box
    • Bug Reports
  • Addons
    • Extensions & Plugins
    • Components
    • Addon Development
  • Platforms
    • Windows
    • Linux
    • macOS

Categories

  • Streams and Events
  • Tutorials
  • Games
  • Work in Progress

Categories

  • Components
  • Effects
  • Extensions
  • Materials
    • Asphalt
    • Brick
    • Concrete
    • Debris
    • Effects
    • Fabric
    • Ground
    • Marble
    • Metal
    • Organic
    • Plaster
    • Rock
    • Roof
    • Sand
    • Snow
    • Surface Imperfections
    • Tile
    • Wood
  • Models
    • Animals & Creatures
    • Architecture
    • Food
    • Machinery
    • Plants and Vegetation
    • Props
    • Vehicles
  • Scenes
  • Skyboxes
  • Tools

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location

  1. Normal look On my 2nd screen. Normal on 3rd one tho. Also UI mouse input works like if no offset happen #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> btn; shared_ptr<Widget> btn2; static bool EventCallback(const Event& e, shared_ptr<Object> extra) { Print("Callback"); return true; } void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(world, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.2f, 0.1f, 0.1f, 1.0f); uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); btn = CreateButton("Btn", 20, 20, 100, 100, ui->root); btn2 = CreateButton("Btn", 20, 150, 100, 100, ui->root); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world world = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 0); initGui(); ListenEvent(EVENT_DATA, NULL, EventCallback, btn); auto color = Vec4(0.5, 0, 1, 0.5f); btn->SetColor(color); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) { const Event ev = WaitEvent(); ui->ProcessEvent(ev); } world->Update(); world->Render(framebuffer); } return 0; }
  2. Before first render only first button had new color which looks correct After applying same half-transparent color to both buttons in real time. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> btn; shared_ptr<Widget> btn2; static bool EventCallback(const Event& e, shared_ptr<Object> extra) { Print("Callback"); return true; } void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(world, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(1.0f, 0.0f, 0.0f, 1.0f); uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); btn = CreateButton("Btn", 20, 20, 100, 100, ui->root); btn2 = CreateButton("Btn", 20, 150, 100, 100, ui->root); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world world = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 0); initGui(); ListenEvent(EVENT_DATA, NULL, EventCallback, btn); auto color = Vec4(0.5, 0, 1, 0.5f); btn->SetColor(color); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_SPACE)) { btn->SetColor(color); btn2->SetColor(color); } world->Update(); world->Render(framebuffer); } return 0; }
  3. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Icon> icon; bool isFirst = true; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); panel = CreatePanel(10, 50, 64, 64, ui->root, PANEL_DEFAULT); icon = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/help.svg"); icon->SetColor(0.5, 0.5, 1.0); panel->SetIcon(icon); panel->Redraw(); } int main(int argc, const char* argv[]) { auto displays = GetDisplays(); window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_DEFAULT); menuWold = CreateWorld(); menuWold->RecordStats(); framebuffer = CreateFramebuffer(window); auto light = CreateBoxLight(menuWold); auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); initGui(); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { isFirst = !isFirst; if (isFirst) { panel->icon->SetColor(0.5, 0.5, 0.5); panel->SetIcon(panel->icon); panel->Redraw(); } else { panel->icon->SetColor(1.0, 1.0, 0.5); panel->SetIcon(panel->icon); panel->Redraw(); } } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  4. Style should make UI looks brown (to check if it's loaded correctly) Also file name is looks wrong if it's not Latin symbolsData.zip #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto package = LoadPackage("Data.zip"); if (package == nullptr) { Notify("No Package Found"); } package->FileType(""); auto plugin = LoadPlugin("Plugin\\FITextureLoader"); if (!plugin) Notify("No plugin Found"); else Notify("Plugin Found"); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 500, 500, displays[0], WINDOW_DEFAULT); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto font = LoadFont("Fonts\\arial.ttf"); auto ui = CreateInterface(world, font, framebuffer->GetSize()); ui->SetRenderLayers(2); auto uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); ui->LoadColorScheme("Style.json"); auto btn = CreateButton("TEST", 10, 10, 100, 100, ui->root); auto dir = LoadDir("Ru"); for (WString localFile : dir) { btn->SetText(localFile); Print(localFile); } //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  5. Maybe it's only with Cyrillic not sure #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0]); //Create User Interface auto ui = CreateInterface(window); //Create widget auto label1 = CreateLabel("Test", 20, 20, 120, 30, ui->root); auto label2 = CreateLabel("Тест", 20, 50, 120, 30, ui->root, LABEL_BORDER | LABEL_CENTER | LABEL_MIDDLE); while (window->Closed() == false) { WaitEvent(); } return 0; }
  6. Press space to add text for left button. Right button have a several lines initially but looks as should be. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); //Create main camera auto camera = CreateCamera(world); camera->SetPosition(0, 0, -3); //Load a font auto font = LoadFont("Fonts/arial.ttf"); //Create user interface with a semi-transparent background auto ui = CreateInterface(world, font, framebuffer->size); ui->background->SetColor(0, 0, 0, 0.5); //Create widget iVec2 sz = ui->background->ClientSize(); auto button = CreateButton("Button", 100, 200, 150, 30, ui->background); auto button2 = CreateButton("Button2", 500, 200, 150, 30, ui->background); for (int i = 0; i < 5; i++) { button2->AddText("\ntest"); } //Create camera auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); orthocamera->SetClearMode(CLEAR_DEPTH); orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); //UI will only appear in orthographic camera orthocamera->SetRenderLayers(2); ui->SetRenderLayers(2); while (true) { if (window->KeyHit(KEY_SPACE)) { button->AddText("\ntest"); } while (PeekEvent()) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: if (ev.source == window) { return 0; } break; default: ui->ProcessEvent(ev); break; } } world->Update(); world->Render(framebuffer); } return 0; }
  7. Also GetFont() method would be nice to have for Interface #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); //Create main camera auto camera = CreateCamera(world); camera->SetPosition(0, 0, -3); auto font = LoadFont("Fonts/arial.ttf"); //Create user interface with a semi-transparent background auto ui = CreateInterface(world, font, framebuffer->size); ui->background->SetColor(0, 0, 0, 0.5); //Create widget iVec2 sz = ui->background->ClientSize(); auto button = CreateButton("Button", sz.x / 2 - 75, sz.y / 2 - 15, 150, 30, ui->background); //Create camera auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); orthocamera->SetClearMode(CLEAR_DEPTH); orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); //UI will only appear in orthographic camera orthocamera->SetRenderLayers(2); ui->SetRenderLayers(2); if (!button->GetFont()) Notify("Font is null"); else { Notify("Font is not null"); } while (true) { world->Update(); world->Render(framebuffer); } return 0; }
  8. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> label; static bool EventCallback(const Event& e, shared_ptr<Object> extra) { Print("Callback"); return true; } void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(world, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 1.0f); uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); label = CreateLabel("Btn", 20, 20, 100, 100, ui->root); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world world = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 0); initGui(); ListenEvent(EVENT_DATA, NULL, EventCallback, label); auto color = Vec4(0.5, 0, 1, 0.5f); label->SetColor(color); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_SPACE)) { label->SetText("New Text"); float fonstScale = 14.0 / (float)13; label->SetFontScale(0.9); } world->Update(); world->Render(framebuffer); } return 0; }
  9. If i drag or create window at 2nd screen ui is looks broken, button can be pressed tho. Also if i try to create full window at non main display it's still appears on main one. Editor UI works fine on all displays. Main screen: Second screen: Third screen: #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> btn; shared_ptr<Widget> btn2; bool fullscreen = false; int displayId = 0; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); btn = CreateButton("Change display", (float)framebuffer->GetSize().x / 2, framebuffer->GetSize().y / 2, 200, 200, ui->root); btn->SetFontScale(2.0f); btn2 = CreateButton("Fullscreen", (float)framebuffer->GetSize().x / 2, framebuffer->GetSize().y / 2 - 100, 120, 30, ui->root, BUTTON_CHECKBOX); if (fullscreen) btn2->SetState(WIDGETSTATE_SELECTED); } void changeDisplay() { auto displays = GetDisplays(); displayId = ++displayId; if (displayId == displays.size()) { displayId = 0; } if (!fullscreen) { window = CreateWindow("Ultra Engine", 0, 0, 1000, 1000, GetDisplays()[displayId], WINDOW_DEFAULT); } else { window = CreateWindow("Ultra Engine", 0, 0, displays[displayId]->GetSize().width, displays[displayId]->GetSize().height, displays[displayId], WINDOW_DEFAULT | WINDOW_FULLSCREEN); } framebuffer = CreateFramebuffer(window); initGui(); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 1000, 1000, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(menuWold); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) { const Event ev = WaitEvent(); if (ev.source == btn && ev.id == EVENT_WIDGETACTION) { changeDisplay(); } if (ev.source == btn2 && ev.id == EVENT_WIDGETACTION) { fullscreen = !fullscreen; } ui->ProcessEvent(ev); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  10. In 2D seems to be still working: But in 3D: #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel1; shared_ptr<Widget> panel2; shared_ptr<Widget> panel3; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(world, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); panel1 = CreatePanel(20, 20, 100, 100, ui->root); panel1->SetColor(1, 0, 0, 1, WIDGETCOLOR_BACKGROUND); panel2 = CreatePanel(50, 50, 100, 100, panel1); panel2->SetColor(0, 1, 0, 1, WIDGETCOLOR_BACKGROUND); panel3 = CreatePanel(25, 25, 100, 100, panel2); panel3->SetColor(0, 0, 1, 1, WIDGETCOLOR_BACKGROUND); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 0); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  11. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Icon> icon1; shared_ptr<Icon> icon2; bool isFirst = true; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); panel = CreatePanel(10, 50, 64, 64, ui->root, PANEL_DEFAULT); icon1 = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/help.svg"); icon2 = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/new.svg"); panel->SetIcon(icon1); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 200, 200, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { isFirst = !isFirst; if (isFirst) { panel->SetIcon(icon1); } else { panel->SetIcon(icon2); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  12. After resizing icon of yellow armor becomes a blue one. Red also becomes blue. Green stays green. Used to be fine several months ago. #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Widget> panel2; bool isFirst = true; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(world, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); panel = CreatePanel(10, 10, 50, 50, ui->root, PANEL_DEFAULT); panel2 = CreatePanel(10, 70, 100, 100, ui->root, PANEL_DEFAULT); auto pixmap = LoadPixmap("/gfx/items.wad/armor2");//yellow armor panel->SetPixmap(pixmap); auto pixmap2 = pixmap->Resize(pixmap->size.x * 1.5f, pixmap->size.y * 1.5f);//blue now O_o panel2->SetPixmap(pixmap2); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); auto quakeLoaderPlugin = LoadPlugin("Plugins/QuakeLoader"); //Load model WString path = AppDir(); auto pak = LoadPackage(path + "/PAK0.PAK"); ChangeDir(path); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 0); camera->Move(0, 0, -0.3); camera->SetRange(0.01, 100); camera->SetFov(70); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  13. I don't know if it was changed intentionally somehow but several months ago blocks[0].radius used to make corners rounded #include "UltraEngine.h" using namespace UltraEngine; class CustomWidget : public Panel { CustomWidget::CustomWidget() { cornerradius = 8; blocks.resize(1); } protected: virtual bool Initialize(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent) { return Widget::Initialize(text, x, y, width, height, parent, style); } void Draw(const int x, const int y, const int width, const int height) { blocks[0].color = color[WIDGETCOLOR_BACKGROUND]; blocks[0].wireframe = false; blocks[0].position = iVec2(0); blocks[0].size = size; blocks[0].hidden = false; blocks[0].radius = cornerradius; } public: static shared_ptr<CustomWidget> create(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent) { struct Struct : public CustomWidget { }; auto instance = std::make_shared<Struct>(); instance->Initialize(x, y, width, height, parent); instance->SetColor(0.5, 0.5, 0.5, 1, WIDGETCOLOR_BACKGROUND); return instance; } }; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<CustomWidget> customWidget; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); customWidget = CustomWidget::create(10, 50, 200, 50, ui->root); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  14. It happens after recreating window and UI on second screen, dragging app window and even if initially windows was created on 2nd display. Depending on window resolution it looks differently on second screen - invisible or partly visible. First screen: Second: #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> btn; shared_ptr<Widget> btn2; bool fullscreen = false; int displayId = 0; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); btn = CreateButton("Change display", (float)framebuffer->GetSize().x / 2, framebuffer->GetSize().y / 2, 200, 200, ui->root); btn->SetFontScale(2.0f); btn2 = CreateButton("Fullscreen", (float)framebuffer->GetSize().x / 2, framebuffer->GetSize().y / 2 + 250, 120, 30, ui->root, BUTTON_CHECKBOX); } void changeDisplay() { displayId = displayId == 0 ? 1 : 0; if (!fullscreen) { window = CreateWindow("Ultra Engine", 0, 0, 1000, 1000, GetDisplays()[displayId], WINDOW_DEFAULT); } else { window = CreateWindow("Ultra Engine", 0, 0, 1000, 1000, GetDisplays()[displayId], WINDOW_DEFAULT | WINDOW_FULLSCREEN); } framebuffer = CreateFramebuffer(window); initGui(); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 1000, 1000, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(menuWold); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) { const Event ev = WaitEvent(); if (ev.source == btn && ev.id == EVENT_WIDGETACTION) { changeDisplay(); } if (ev.source == btn2 && ev.id == EVENT_WIDGETACTION) { fullscreen = !fullscreen; } ui->ProcessEvent(ev); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  15. I made this example in an effort to get things to crash but have noted a few other issues in the process. Please excuses the size the example. No mouse events for tabber or button (disable the panel creating in the loop to see this) Press Space a few times - Red panel clipping exceeds parents size by 1 pixel in both x & y Sprite remains in renderlayer 0. Solved! Powers of 2 required. Only downside to not use the enum Tab page and button left border clipped off Drawing widgets stops at the 2,000 mark? Excessive I know but is this some sort of limit or bug? #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; bool EventCallback(const Event& event, shared_ptr<Object> extra) { switch (event.id) { case EVENT_MOUSEENTER: Print("MOUSE_ENTER"); break; case EVENT_MOUSELEAVE: Print("MOUSE_LEAVE"); break; case EVENT_MOUSEDOWN: Print("MOUSE_DOWN"); break; case EVENT_MOUSEMOVE: //Print("MOUSE_MOVE"); break; case EVENT_MOUSEUP: Print("MOUSE_UP"); break; case EVENT_MOUSEWHEEL: Print("MOUSE_WHEEL"); break; } return true; } int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(0, 2, -3); auto default_font = LoadFont("Fonts\\arial.ttf"); auto ui = CreateInterface(world, default_font, framebuffer->size); ui->SetRenderLayers(1); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); auto ui_camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); ui_camera->SetPosition((float)framebuffer->size.x * 0.5f, (float)framebuffer->size.y * 0.5f, 0); ui_camera->SetRenderLayers(1); ui_camera->SetClearMode(CLEAR_DEPTH); auto w1 = CreatePanel(0, 0, 1, 1, ui->root); ListenEvent(EVENT_NONE, w1, EventCallback); auto w2 = CreatePanel(0, 0, 1, 1, w1); ListenEvent(EVENT_NONE, w2, EventCallback); w2->SetColor(1, 0, 0); auto w3 = CreateTabber(10, 10, 1, 1, ui->root); w3->SetShape(25, 25, 256, 256); w3->AddItem("Page1"); w3->AddItem("Page2"); auto w4 = CreateButton("Test", 0, 0, 32, 32, w3); w4->SetShape(5, 5, 100, 50); auto terrain = CreateTerrain(world, 512, 512); terrain->SetMaterial(LoadMaterial("Data\\bluegrid.mat")); auto c = CreateCylinder(world); c->SetPhysicsMode(PHYSICS_PLAYER); vector<shared_ptr<Entity>> entities; Vec3 offset = Vec3(10.0f, 1.0f, 5.0f); float scale = 2.0f; for (int z = 0; z < 10; z++) { for (int x = 0; x < 10; x++) { auto e = CreateSphere(world); e->SetColor(Random(), Random(), Random()); e->SetPosition(Vec3((float)x * scale + Random() - 0.5f, 0.0f, (float)z * scale + Random() - 0.5f) + offset, true); e->SetMass(1.0f); entities.push_back(e); } } auto sprite = CreateSprite(world, default_font, "", 12); sprite->SetRenderLayers(1);//Still on layer 0? vector<shared_ptr<Widget>> widgets; widgets.push_back(ui->root); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { w1->SetShape(Random(0, 512), Random(0, 512), Random(64, 128), Random(64, 128)); w2->SetShape(Random(0, 10), Random(0, 10), Random(16, 128), Random(16, 32)); } auto w = CreatePanel(Random(0, 512), Random(0, 512), Random(64, 128), Random(64, 128), ui->root);// widgets[(int)Random(0.0f, (float)widgets.size() - 0.1f)]); w->SetColor(Random(), Random(), Random()); ListenEvent(EVENT_NONE, w, EventCallback); widgets.push_back(w); sprite->SetText(String(widgets.size())); while (PeekEvent()) { auto event = WaitEvent(); ui->ProcessEvent(event); } world->Update(); world->Render(framebuffer); } return 0; }
  16. For some reason usual widgets don't change icon at all so had to create little custom widget with AddBlock(); #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Widget> btn; bool isFirst = true; class TestWidget : public Widget { protected: virtual void Draw(const int x, const int y, const int width, const int height) { blocks.clear(); int blockId = AddBlock(pixmap, iVec2(0), Vec4(1)); } public: static shared_ptr<TestWidget> create(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent, const int style = 0) { struct Struct : public TestWidget { }; auto instance = std::make_shared<Struct>(); instance->Initialize("", x, y, width, height, parent, style); return instance; } }; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); panel = TestWidget::create(10, 50, 64, 64, ui->root); auto icon = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/help.svg"); panel->SetIcon(icon); btn = CreateButton("Change an icon", 10, 10, 150, 20, ui->root); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 200, 200, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) { const Event ev = WaitEvent(); if (ev.source == btn && ev.id == EVENT_WIDGETACTION) { isFirst = !isFirst; if (isFirst) { auto icon = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/help.svg"); //panel->SetPixmap(icon->Rasterize(1)); panel->SetIcon(icon); } else { auto icon2 = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/new.svg"); //panel->SetPixmap(icon2->Rasterize(1)); panel->SetIcon(icon2); } } ui->ProcessEvent(ev); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  17. Initially i tried to reproduced bug when while changing an icon it was blinking with purple but in test example first icons stays. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Widget> btn; bool isFirst = true; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); panel = CreatePanel(10, 50, 64, 64, ui->root, PANEL_DEFAULT); auto icon = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/help.svg"); panel->SetIcon(icon); btn = CreateButton("Change an icon", 10, 10, 150, 20, ui->root); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 200, 200, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) { const Event ev = WaitEvent(); if (ev.source == btn && ev.id == EVENT_WIDGETACTION) { isFirst = !isFirst; if (isFirst) { auto icon = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/help.svg"); panel->SetIcon(icon); } else { auto icon2 = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/new.svg"); panel->SetIcon(icon2); } } ui->ProcessEvent(ev); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  18. I think block.SetPixmap work fine if a pixmap as member set in but with if it's another pixmap (to make few different icons for different blocks) i have an exception at Render(). An example: #include "UltraEngine.h" using namespace UltraEngine; class NewWidget : public Widget { protected: virtual void Draw(const int x, const int y, const int width, const int height) { for (int i = 0; i < 4; i++) { blocks[i].hidden = false; blocks[i].position = iVec2(i * 64, 0); blocks[i].size = iVec2(64, 64); blocks[i].filter = pixmapfilter; blocks[i].color = Vec4(1); auto px = LoadPixmap("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/dirt01.dds"); blocks[i].SetPixmap(px); } } public: static shared_ptr<NewWidget> create(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent, const int style = 0) { struct Struct : public NewWidget { }; auto instance = std::make_shared<Struct>(); instance->Initialize("", x, y, width, height, parent, style); return instance; } NewWidget() { blocks.resize(4); } }; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1920, 1080, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.6); camera->SetFov(90); camera->SetRotation(54.736f, 45, 0); camera->SetPosition(0, 4, 0); auto sz = framebuffer->GetSize(); // Load a font auto font = LoadFont("Fonts/arial.ttf"); // Create user interface auto ui = CreateInterface(world, font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); // Create ui camera auto uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition(float(framebuffer->GetSize().x) * 0.5f, float(framebuffer->GetSize().y) * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); auto widget = NewWidget::create(0, 0, 64 * 4, 64, ui->root, 0); //Create light auto light = CreateBoxLight(world); light->SetRange(-100, 100); light->SetArea(100, 100); light->SetRotation(35, 35, 0); light->SetColor(2); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer, false); } return 0; }
  19. Hi, I finally managed to build a first release candidate for a SyntaxEditor-Widget. The Widget is using the famous Scintilla TextEditor-Component under the hood and wraps the control into a UAK-Widget. At this point i only provide binaries (includes and libraries) but i am currently preparing to release the source as well. The source itself is semi-autogenerated with a manual created body and a tool which generates the main part of the Scintilla-Component based of so called iFace files maintained by the Scintilla author (these files contains the definitions of each enum or function you can use with Scintilla). Downloads: Demo (Small sample): Demo.zip Libraries and Headers:SyntaxEditor_libinc.zip To use the new widget you need to copy the content of the zip into your project and add the "include" directory to "Additional Include Directories" and add the the path to the Library to "Additional Library Directories" (for Release and Debug configurations). Finally you need to add the needed lib files to "Additional Dependecies": Imm32.lib SyntaxWidget.lib Lexilla.lib Scintilla.lib here is screenshot of the small demo app: and the code: #include "UltraEngine.h" #include "SyntaxWidget.h" #include "ScintillaLexer.hpp" using namespace UltraEngine; int main(int argc, const char* argv[]) { #ifdef _WIN64 auto plugin = LoadPlugin("Plugins/FITextureLoader.*"); #else auto plugin = LoadPlugin("Plugins (x86)/FITextureLoader.*"); #endif if (plugin == NULL) { Print("Failed to load FreeImage plugin."); return 1; } //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR | WINDOW_RESIZABLE | WINDOW_CENTER); //Create User Interface auto ui = CreateInterface(window); //Create widget auto sz = ui->root->GetSize(); auto toggleVisibility = CreateButton("Visible", 10, 10, 80, 20, ui->root, ButtonStyle::BUTTON_TOGGLE); toggleVisibility->SetState(WidgetState::WIDGETSTATE_SELECTED); auto container = CreatePanel(5, 40, sz.x - 10, sz.y - 45, ui->root, PanelStyle::PANEL_BORDER); sz = container->ClientSize(); container->SetLayout(1, 1, 1, 1); auto syntaxEditor = CreateSyntaxEditor(5, 5, sz.x - 10, sz.y - 10, container); syntaxEditor->SetLayout(1, 1, 1, 1); syntaxEditor->SetFoldFlags(FoldFlag::LineAfterContracted | FoldFlag::LineBeforeContracted); // 16 Draw line below if not expanded //auto lualexer = CreateLexer("lua"); // syntaxEditor->SetILexer(lualexer); auto lexer = CreateLuaLexer(syntaxEditor); syntaxEditor->SetKeyWords(0, "and break do else elseif end for function if in local nil not or repeat return then until while"); syntaxEditor->SetKeyWords(1, "print require"); syntaxEditor->SetProperty("fold", "1"); syntaxEditor->SetProperty("fold.compact", "0"); syntaxEditor->SetAutomaticFold(AutomaticFold::Change | AutomaticFold::Click | AutomaticFold::Show); syntaxEditor->SetMarginSensitiveN(2, 1); auto luasource = R"V0G0N(require("INC_Class.lua") --========================== = cAnimal = setclass("Animal") function cAnimal.methods:init(action, cutename) self.superaction = action self.supercutename = cutename end --========================== cTiger = setclass("Tiger", cAnimal) function cTiger.methods:init(cutename) self : init_super("HUNT (Tiger)", "Zoo Animal (Tiger)") self.action = "ROAR FOR ME!!" self.cutename = cutename function test() end end --========================== Tiger1 = cAnimal:new("HUNT", "Zoo Animal") Tiger2 = cTiger : new("Mr Grumpy") Tiger3 = cTiger : new("Mr Hungry") print("CLASSNAME FOR TIGER1 = ", Tiger1:classname()) print("CLASSNAME FOR TIGER2 = ", Tiger2:classname()) print("CLASSNAME FOR TIGER3 = ", Tiger3:classname()) print("===============") print("SUPER ACTION", Tiger1.superaction) print("SUPER CUTENAME", Tiger1.supercutename) print("ACTION ", Tiger1.action) print("CUTENAME", Tiger1.cutename) print("===============") print("SUPER ACTION", Tiger2.superaction) print("SUPER CUTENAME", Tiger2.supercutename) print("ACTION ", Tiger2.action) print("CUTENAME", Tiger2.cutename) print("===============") print("SUPER ACTION", Tiger3.superaction) print("SUPER CUTENAME", Tiger3.supercutename) print("ACTION ", Tiger3.action) print("CUTENAME", Tiger3.cutename))V0G0N"; String s = luasource; syntaxEditor->SetText(s.c_str()); syntaxEditor->StyleSetBack(STYLE_DEFAULT, RGB(syntaxEditor->color[WIDGETCOLOR_BACKGROUND].r * 255, syntaxEditor->color[WIDGETCOLOR_BACKGROUND].g * 255, syntaxEditor->color[WIDGETCOLOR_BACKGROUND].b * 255)); syntaxEditor->StyleSetFore(STYLE_DEFAULT, RGB(syntaxEditor->color[WIDGETCOLOR_FOREGROUND].r * 255, syntaxEditor->color[WIDGETCOLOR_FOREGROUND].g * 255, syntaxEditor->color[WIDGETCOLOR_FOREGROUND].b * 255)); syntaxEditor->StyleSetFont(STYLE_DEFAULT, "Consolas"); syntaxEditor->StyleSetSize(STYLE_DEFAULT, 11); syntaxEditor->StyleClearAll(); syntaxEditor->SetCaretFore(RGB(syntaxEditor->color[WIDGETCOLOR_FOREGROUND].r * 255, syntaxEditor->color[WIDGETCOLOR_FOREGROUND].g * 255, syntaxEditor->color[WIDGETCOLOR_FOREGROUND].b * 255)); syntaxEditor->SetFoldMarginHiColour(true, RGB(syntaxEditor->color[WIDGETCOLOR_HIGHLIGHT].r * 255, syntaxEditor->color[WIDGETCOLOR_HIGHLIGHT].g * 255, syntaxEditor->color[WIDGETCOLOR_HIGHLIGHT].b * 255)); syntaxEditor->SetFoldMarginColour(true, RGB(syntaxEditor->color[WIDGETCOLOR_HIGHLIGHT].r * 255, syntaxEditor->color[WIDGETCOLOR_HIGHLIGHT].g * 255, syntaxEditor->color[WIDGETCOLOR_HIGHLIGHT].b * 255)); auto textWidth = syntaxEditor->TextWidth(STYLE_LINENUMBER, "_99999"); syntaxEditor->SetMargins(5); syntaxEditor->SetMarginTypeN(0, MarginType::Number); syntaxEditor->SetMarginWidthN(0, textWidth); syntaxEditor->SetMarginTypeN(2, MarginType::Symbol); syntaxEditor->SetMarginMaskN(2, SC_MASK_FOLDERS); syntaxEditor->SetMarginWidthN(2, 16); syntaxEditor->SetMarginLeft(2); syntaxEditor->SetMarginRight(2); syntaxEditor->MarkerDefine(SC_MARKNUM_FOLDER, MarkerSymbol::BoxPlus); syntaxEditor->MarkerDefine(SC_MARKNUM_FOLDEROPEN, MarkerSymbol::BoxMinus); syntaxEditor->MarkerDefine(SC_MARKNUM_FOLDEREND, MarkerSymbol::BoxPlus); syntaxEditor->MarkerDefine(SC_MARKNUM_FOLDERMIDTAIL, MarkerSymbol::TCorner); syntaxEditor->MarkerDefine(SC_MARKNUM_FOLDEROPENMID, MarkerSymbol::BoxMinusConnected); syntaxEditor->MarkerDefine(SC_MARKNUM_FOLDERSUB, MarkerSymbol::VLine); syntaxEditor->MarkerDefine(SC_MARKNUM_FOLDERTAIL, MarkerSymbol::LCornerCurve); for (int i = 25; i <= 31; i++) { syntaxEditor->MarkerSetFore(i, RGB(syntaxEditor->color[WIDGETCOLOR_BACKGROUND].r * 255, syntaxEditor->color[WIDGETCOLOR_BACKGROUND].g * 255, syntaxEditor->color[WIDGETCOLOR_BACKGROUND].b * 255)); syntaxEditor->MarkerSetBack(i, RGB(215, 221, 232)); } syntaxEditor->StyleSetFore(LuaLexer::WORD, RGB(150, 190, 177)); syntaxEditor->StyleSetFore(LuaLexer::WORD2, RGB(220, 220, 170)); syntaxEditor->StyleSetFore(LuaLexer::COMMENT, RGB(87, 160, 61)); syntaxEditor->StyleSetFore(LuaLexer::COMMENTLINE, RGB(87, 160, 61)); syntaxEditor->StyleSetFore(LuaLexer::COMMENTDOC, RGB(87, 160, 61)); syntaxEditor->StyleSetFore(LuaLexer::CHARACTER, RGB(87, 160, 61)); syntaxEditor->StyleSetFore(LuaLexer::STRING, RGB(214, 151, 108)); syntaxEditor->StyleSetBack(STYLE_LINENUMBER, RGB(syntaxEditor->color[WIDGETCOLOR_BACKGROUND].r * 255, syntaxEditor->color[WIDGETCOLOR_BACKGROUND].g * 255, syntaxEditor->color[WIDGETCOLOR_BACKGROUND].b * 255)); syntaxEditor->StyleSetFore(STYLE_LINENUMBER, RGB(43, 145, 175)); syntaxEditor->SetElementColour(Element::ListBack, RGB(syntaxEditor->color[WIDGETCOLOR_BACKGROUND].r * 255, syntaxEditor->color[WIDGETCOLOR_BACKGROUND].g * 255, syntaxEditor->color[WIDGETCOLOR_BACKGROUND].b * 255)); syntaxEditor->SetElementColour(Element::List, RGB(syntaxEditor->color[WIDGETCOLOR_FOREGROUND].r * 255, syntaxEditor->color[WIDGETCOLOR_FOREGROUND].g * 255, syntaxEditor->color[WIDGETCOLOR_FOREGROUND].b * 255)); syntaxEditor->SetElementColour(Element::ListSelected, RGB(syntaxEditor->color[WIDGETCOLOR_SELECTEDTEXT].r * 255, syntaxEditor->color[WIDGETCOLOR_SELECTEDTEXT].g * 255, syntaxEditor->color[WIDGETCOLOR_SELECTEDTEXT].b * 255)); syntaxEditor->SetElementColour(Element::ListSelectedBack, RGB(syntaxEditor->color[WIDGETCOLOR_SELECTION].r * 255, syntaxEditor->color[WIDGETCOLOR_SELECTION].g * 255, syntaxEditor->color[WIDGETCOLOR_SELECTION].b * 255)); auto pixmap = LoadPixmap("Resources/class.png")->Resize(16, 16); syntaxEditor->RGBAImageSetWidth(pixmap->size.x); syntaxEditor->RGBAImageSetHeight(pixmap->size.y); syntaxEditor->RegisterRGBAImage(1, pixmap->pixels->Data()); while (true) { const Event ev = WaitEvent(); if (ev.id == SyntaxEditor::EVENT_CHARADDED) { auto notification = static_cast<TextEditorNotification*>(ev.extra.get()); if (notification->ch == '.' && !syntaxEditor->AutoCActive()) { syntaxEditor->AutoCShow(0, "Entity?1 Window?1 Hello World"); } } switch (ev.id) { case EVENT_WIDGETACTION: if (ev.source == toggleVisibility) { if (toggleVisibility->GetState() == WidgetState::WIDGETSTATE_SELECTED) { toggleVisibility->SetText("Visible"); syntaxEditor->Show(); } else { toggleVisibility->SetText("Hidden"); syntaxEditor->Hide(); } } break; case EVENT_WIDGETSELECT: break; case EVENT_QUIT: case EVENT_WINDOWCLOSE: return 0; break; default: break; } } return 0; } ToDo: Publish the source add helper to apply UAK based theming move some Scintilla-Types to UAK-Types (e.g.: Colour to iVec4) I hope you enjoy the release and i look forward for any suggestions and feedback is very welcome.
  20. One month ago I began work to investigate what it would take to bring Ultra App Kit, the foundation for our new generation of game development tools, to Linux. Today I am happy to share my progress with you and discuss some of the things I have learned. Developed by MIT in the year 1984, X11 is an interesting beast that is easy to start with, but can become quite difficult once you get into the details. (Wayland support is of course an obvious step in the not-too-distant future but I have to work with what exists here now today and Ubuntu 20.04 still uses X by default.) The single hardest part had to do with calls to XSetInputFocus on windows that had not yet been mapped. X has a weird asynchronous design, yet XSetInputFocus does not seem to get added to the command queue and instead depends on the mapping (visible) state of a window right now. That means that is you create or show a window and then immediately activate it, an error will occur that looks something like this: Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 42 (X_SetInputFocus) Serial number of failed request: 12 Current serial number in output stream: 12 The way around this is to call XMapWindow and then wait on the event queue until a MapNotify event for that window occurs, adding all other events into a list that can be evaluated on the next call to WaitEvent(). The time elapsed is checked inside the loop in case something weird happens and the desired event is never received: void Window::Show() { if (!Hidden()) return; XMapWindow(display->GetHandle(),xwindow); XMoveResizeWindow(display->GetHandle(), GetHandle(),m_position.x,m_position.y,size.x,size.y); XFlush(display->GetHandle()); XSync(display->GetHandle(),false); auto engine = GameEngine::Get(); XEvent ev = {}; auto start = Millisecs(); while (xhidestate) { XNextEvent(display->GetHandle(),&ev); if (ev.type == MapNotify and ev.xany.window == GetHandle()) { xhidestate = false; return; } if (engine) engine->storedxevents.push_back(ev); Sleep(1); if (Millisecs() - start > 5000) { Warn("MapNotify is taking a long time to be received. This may cause window errors."); return; } } } POSIX timers are strange creatures that seem to follow rules all their own. A timer callback gets triggered during any call to sleep() when a timer tick has occurred, but a mutex lock inside the callback will freeze the program. I ended up using the much simpler timerfd interface. Double-buffering, good text rendering, and alpha blending are all different extensions built on top of the base X11 system. Getting all of this to work together took a lot of trial and error. However, I think you will agree based on the screenshots below that this work has been worthwhile. Multi-select draggable treeview with insertion between nodes Multi-line text display with optional word wrapping Hierarchical menu system with real popup windows For the final leg of development I have set up a small Kickstarter campaign. If you haven't gotten Ultra App Kit yet this is a good opportunity to grab it before the Linux build is released. Ultra App Kit can also be purchase in our store or on Steam.
  21. Ultra App Kit 1.2 is now available on our site and on Steam. This is a bug fix update that resolves numerous small issues reported in the bug reports forum. To download the latest version, see My Purchases.
  22. Built to power a new generation of game development tools, Ultra App Kit provides an easy-to-use C++ programming SDK for creating desktop GUI applications. Unlike other alternatives like Dear ImGui, the Ultra App Kit GUI renders in retained mode rather than immediate mode, and is specifically designed for desktop GUI applications. This makes applications snappy and responsive when resizing or refreshing a window. DPI scaling is baked into the design for resolution-independent graphics on any screen. The GUI can be combined with an embedded OpenGL viewport, or combined with a 3D game engine to make custom editors and game development tools. Check out the video tutorials and read the documentation to learn more. Ultra App Kit can be purchased in our store. API Design C++ shared pointers everywhere Extensible widgets system Extensive documentation with examples for each command UI Features Resolution independent for any DPI scale Load SVG vector images Set widget icons Change mouse cursor Custom color schemes stored in JSON files Supported Widgets Label Button (push, checkbox, radio, and toggle styles) ProgressBar TextField TextArea ComboBox ListBox Slider (scrollbar, trackbar, and stepper styles) Draggable multi-select TreeView Create your own custom widgets Additional Features File I/O File system watcher Memory allocation and management Image loading, saving, processing Package system for loading files from compressed / encrypted archives Plugin system Thread management String manipulation (split, search, conversion, etc.) Message boxes and file / folder requester
  23. This will create a "spinner" widget like in 3ds max. You can use SetRange() to control the min and max values. Download: Spinner.h Example: #include "UltraEngine.h" #include "Spinner.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get displays auto displays = GetDisplays(); //Create window auto mainwindow = CreateWindow("Spinner", 0, 0, 800, 600, displays[0]); //Create user interface auto ui = CreateInterface(mainwindow); iVec2 sz = ui->root->ClientSize(); //Create spinners auto ispinner = CreateSpinner(20, 20, 100, 30, ui->root, SPINNER_INTEGER); auto fspinner = CreateSpinner(20, 60, 100, 30, ui->root, SPINNER_FLOAT); auto nspinner = CreateSpinner(20, 100, 100, 30, ui->root, SPINNER_FLOAT | SPINNER_NORMALIZE); //Show the window mainwindow->Show(); mainwindow->Activate(); //Easier to work with: ui->SetScale(2); while (true) { const Event event = WaitEvent(); switch (event.id) { case EVENT_WIDGETACTION: if (event.source == ispinner) Print(event.data); if (event.source == fspinner or event.source == nspinner) { Print(event.source->As<Widget>()->GetProgress()); } break; case EVENT_WINDOWCLOSE: if (event.source == mainwindow) return 0; break; } } return 0; }
  24. I have a hard time (again) understanding new concepts. Let's start simple. If I want to add background image to the new ingame menu, where exactly I would do it in menu.lua?
×
×
  • Create New...