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Showing results for tags 'icon'.
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#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, 200, 300, displays[0]); //Create user interface auto ui = CreateInterface(window); //Create a pixmap auto icon = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Logos/23.svg"); auto icon2 = icon->Copy()->As<Icon>(); auto panel1 = CreatePanel(0, 0, 100, 100, ui->root); panel1->SetIcon(icon, PIXMAP_STRETCH); auto panel2 = CreatePanel(0, 101, 100, 100, ui->root); panel2->SetIcon(icon2, PIXMAP_STRETCH); //Show the icon //ui->root->SetIcon(icon); while (true) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: return 0; break; } } return 0; }
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Hi guys, I was wondering if anyone's ever used a custom icon for their application's window. If so, what steps did you take? I imagine I might have to fiddle with the main.cpp file and possibly derive a new window class from Leadwerks::Window to get things working. One thing that will make this tricky: I'm targeting Windows OS, but eventually supporting OSX and Linux. Many thanks
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drag & drop from scene tree view to entity property (locked textbox...) show wrong icon. the drop icon is also wrong over ROOT.