OpenTechEngine / OpenTechBFG

Engine based on (RB) Doom 3 BFG aiming to allow the creation of standalone games
Other
85 stars 11 forks source link

ceGUI editor CEED uses a old version of python #16

Closed BielBdeLuna closed 9 years ago

BielBdeLuna commented 10 years ago

can ceGUI files be edited out in gEdit?

kortemik commented 10 years ago

yes they are plain xml :)

however one needs of course to program some hooks with c++

BielBdeLuna commented 10 years ago

I see there are several folders: "schemes" I guess those set-up the relation between images and the look and feel, something like the materials of the GUIs? "layouts" I guess those are the actual position of the different widgets, so they are the actual GUIs "looknfeel" I guess it defines how windows and other widgets work "imagesets" I guess define some texture atlas for all the GUI-related image elements (that is strictly the GUI related stuff not the backgrounds of the GUIs) "fonts" it seems to handle the fonts, obiously

have I guessed correctly?

where are the c++ hooks handled? maybe we could restore the GUIs for full-screen usage, just to get a grip on how they are connected to c++ so we could use this knowledge for ceGUI?

I think I'll do that so that I can use "something" to program HUD related stuff.

kortemik commented 10 years ago

I think you have those pretty much right. More information is available at http://static.cegui.org.uk/docs/0.8.4/resprov_tutorial.html

I have implemented some "hooks" under neo/cegui on cegui branch. The ceguiConsole and CEGUI_Console show how the stuff works, at least in a way.

CEGUI uses fullscreen root-window by default. I took a look on sunday at neo/d3xp/menus/*.h those define some virtual classes which could be overloaded for using CEGUI but I find that they should be refactored still to be more independant from SWF/doomGUI