reepblue Posted February 26, 2021 Share Posted February 26, 2021 Can we have a function like this in UAK? I wrote this for Leadwerks to access the Window's Font Directory. //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- std::string GetSystemEnviroment(const char* pszEnv) { #ifdef _WIN32 return std::string(getenv(pszEnv)); #else // ???? #endif return ""; } My use case: //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- std::string GetSystemFontDir() { std::string path = "Fonts/"; #ifdef _WIN32 std::string syspath = GetSystemEnviroment("WINDIR"); path = Leadwerks::FileSystem::RealPath(syspath); path = path + "/Fonts"; #else // Not sure what to do here for Linux. DMsg("STUBBED: System font loading for linux!"); #endif return path; } Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted February 26, 2021 Share Posted February 26, 2021 Click on the "Manage" button and it will show your Steam key: https://support.steampowered.com/kb_article.php?ref=5414-TFBN-1352 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 26, 2021 Share Posted February 26, 2021 @reepblueI think FolderLocation(FOLDER_FONTS) will provide what you need. 1 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted February 26, 2021 Share Posted February 26, 2021 1 hour ago, Josh said: @reepblueI think FolderLocation(FOLDER_FONTS) will provide what you need. Ok, I probably missed that looking thought the functions header. I don't need it now, it was something I was thinking of when writing my code above. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Jules D. Posted February 28, 2021 Author Share Posted February 28, 2021 OK finally got it thank you. 1 Quote Intel Quad 9300 2.5 Windows 7 64 bit nforce 780i SLI MotherBoard Sapphire, Ati Radeon HD 5770 8 GRam Link to comment Share on other sites More sharing options...
Jules D. Posted March 8, 2021 Author Share Posted March 8, 2021 Just wondering if we will be able to scale the GUI like this. In UAK. GUI Scaling in Blender3D I am thinking of an app where you can maybe press Shift+Ctrl and the + or - on numeric key pad to scale UI or Shift+Ctrl and the Middle mouse scroll wheel to scale UI at any time you feel like scaling the UI. Also will a version number be added soon to the UAK Hub. I am not sure what version I am using. Even though I believe it is still Beta? Almost forgot, one of the things I really love in software is perhaps a link 'Check for updates' that would be cool. Quote Intel Quad 9300 2.5 Windows 7 64 bit nforce 780i SLI MotherBoard Sapphire, Ati Radeon HD 5770 8 GRam Link to comment Share on other sites More sharing options...
Josh Posted March 9, 2021 Share Posted March 9, 2021 DPI scaling is already supported. ? I am snowboarding now so I will write details later. You can descale at-will and it is totally resolution independent. 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Jules D. Posted March 9, 2021 Author Share Posted March 9, 2021 Snowboarding cool. Ok thanks. Quote Intel Quad 9300 2.5 Windows 7 64 bit nforce 780i SLI MotherBoard Sapphire, Ati Radeon HD 5770 8 GRam Link to comment Share on other sites More sharing options...
Josh Posted March 17, 2021 Share Posted March 17, 2021 Ultra App Kit is updated on Steam. WINDOW_EMBEDDED is removed. Use WINDOW_CHILD instead. All documentation examples should work now. Moved all linker dependencies (except the main lib) into Framework.h so project setup is simpler. Removed all header search paths except one. All preprocessor definitions are removed except for _ULTRA_APPKIT. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 17, 2021 Share Posted March 17, 2021 Updated the OpenGL examples: Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Jules D. Posted March 17, 2021 Author Share Posted March 17, 2021 Just wondering does it update it's self, cause I never actually see any thing that say's 'Update'. Just always say's 'Launch'. Just noticed in Steam Settings 'Always keep this Game Updated' so I guess it is Automatic. Quote Intel Quad 9300 2.5 Windows 7 64 bit nforce 780i SLI MotherBoard Sapphire, Ati Radeon HD 5770 8 GRam Link to comment Share on other sites More sharing options...
Josh Posted March 17, 2021 Share Posted March 17, 2021 24 minutes ago, Jules D. said: Just wondering does it update it's self, cause I never actually see any thing that say's 'Update'. Just always say's 'Launch'. Just noticed in Steam Settings 'Always keep this Game Updated' so I guess it is Automatic. It will update automatically the next time you start Steam. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 17, 2021 Share Posted March 17, 2021 The project manager application now initializes Steamworks and contacts the server once for login authentication. The authentication token is locked pretty well to your machine, so it only needs to sign in once. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Robert_d1968 Posted March 17, 2021 Share Posted March 17, 2021 Is there any source code for that OpenGL Example? I would like to try that out. Robert Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted March 17, 2021 Share Posted March 17, 2021 58 minutes ago, Robert_d1968 said: Is there any source code for that OpenGL Example? I would like to try that out. Robert See the Ultra Engine Documentation here OpenGL Example Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted March 17, 2021 Share Posted March 17, 2021 UAK comes with an event class that will allow you to handle events for your window and interface, you can check that out here. I've not looked into the event stuff quite yet but I'm sure its robust enough to do some cool stuff with (handling input for viewport cameras, etc). Quote Link to comment Share on other sites More sharing options...
Josh Posted March 18, 2021 Share Posted March 18, 2021 Search capability for the new documentation system is finished: https://www.ultraengine.com/learn?q=widget Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted March 18, 2021 Share Posted March 18, 2021 The documentation site is still really broken on mobile. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Jules D. Posted March 18, 2021 Author Share Posted March 18, 2021 Ok not going to lie, Yesterday was the first time I actually tried getting into C++ programming. With the UAK. Or any C++ period. It always seemed scary to me. This may me due to my bad memory. Example I have been dealing with the computer since I was about 12. I am 52 now and to this day I still have to look at the keyboard to type. Not to mention never remembering what C++ commands there are. So managed to have the App look for theme pref file. If not, theme selector will pop up. Then it will save your selected theme to preference file. Every time you run the App it will always load with the new selected Theme from the Menu as well. https://youtu.be/lq__ddIkpfs I am sure stuff like this is very simple for Josh. But for my first time. I even made sure that errors would not occur such as App loading Prefs, but Prefs file is not there. It will create it. Just trying to create a full theme system that can be transferred to other Created Apps. And I also started a Theme Editor. Just want to thank the Super Brilliant people such as Josh. For bringing stuff like this to other People. C++ does not seem so Scary anymore. I will be looking to clean it up a bit, such as One Prefs file for everything maybe in it's own folder, perhaps as a json file instead of txt. But text is so easy to work with. Just one Question Is it possible to override the color of each button. For example with the 'fill' command? The reason is I want each button to match it's Properties theme color. 2 Quote Intel Quad 9300 2.5 Windows 7 64 bit nforce 780i SLI MotherBoard Sapphire, Ati Radeon HD 5770 8 GRam Link to comment Share on other sites More sharing options...
Josh Posted March 18, 2021 Share Posted March 18, 2021 Your video is set as "private" so I can't watch it! 6 minutes ago, Jules D. said: Is it possible to override the color of each button. For example with the 'fill' command? button->SetColor(1,0,0,1); Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Jules D. Posted March 18, 2021 Author Share Posted March 18, 2021 Sorry it was still in Draft mode. Try now. 1 Quote Intel Quad 9300 2.5 Windows 7 64 bit nforce 780i SLI MotherBoard Sapphire, Ati Radeon HD 5770 8 GRam Link to comment Share on other sites More sharing options...
Robert_d1968 Posted March 18, 2021 Share Posted March 18, 2021 Where should the plugins be downloaded too? Thanks, Robert Quote Link to comment Share on other sites More sharing options...
Josh Posted March 19, 2021 Share Posted March 19, 2021 8 hours ago, Robert_d1968 said: Where should the plugins be downloaded too? Thanks, Robert The plugins are already available in the project "Plugins" folder. Basis: Basis universal pixmap loader FITextureLoader: FreeImage pixmap loading for most image formats. ISPCTexComp: Fast pixmap conversion to BC7 texture format. LELegacy: support for loading Leadwerks .tex images. VTF: support for Valve texture format loading. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SlipperyBrick Posted March 19, 2021 Share Posted March 19, 2021 It seems there may be a bug with the debug fast link option within Visual Studio, each time you place a breakpoint to run and debug you get greeted with this error dialog: IMAGE REMOVED The default build settings in the generated project from the launcher has been set to fast link so you will always get this error message before running in debug mode. I'm not too sure why but to resolve this I have had to change from fast link to full generation of debug information (it might be a good idea to apply this change to newly generated projects created by the launcher as well). I've created and built my own project (without the launcher) and the same thing happens in there and I've resolved it the same way I mentioned above. I'd like to point out that having this error message doesn't stop you from debugging, you can still see your data in the watcher and locals but it does popup every single time you go to run and debug. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 20, 2021 Share Posted March 20, 2021 13 hours ago, SlipperyBrick said: It seems there may be a bug with the debug fast link option within Visual Studio, each time you place a breakpoint to run and debug you get greeted with this error dialog: I just tried it and it worked fine with fastlink enabled. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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