Using Colibri Gui on multiple Items / view windows

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coz540
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Using Colibri Gui on multiple Items / view windows

Post by coz540 »

Hi all,
I have been trying to find a GUI library that will allow me to generate
multiple GUI Widgets on different output windows or preferably directly onto 3d Objects as a texture.

I had initially started to try and use MYGUI, since one of the old unit tests used to do exactly what I want, but the Implementation for 2.1 ^ upwards doesn't have the 3d GUI Sample/unit test that works any longer..

I therefore thought I would try to use Colibri.. since its quite straightforward, has been recently updated and works with newer version of Ogre... and I could make new skins and generate text and widgets quite easily with the current samples it runs with.
However when I tried to generate more than one /Colibri Manager instance, it seems to corrupt the layout on the second instance ?
despite the Layout instance requiring a pointer to the specific Colibri manager used ?

I am just testing with the colibriGUIGameState and graphics system, So I may have missed something important. I am generating a second compositor..
a second render window and ColibriManager.

The only change I had to make to Colibrimanager was in setOgre::
so it wouldn't attempt to create the c_defaultTextDatablockNames twice..

So I have two different Colibri Guis running, but the second instance, none of the layout code functions seem to do anything..
So I have 1 working GUi as the default sample, and the second instance appears to have all the widgets and buttons on top of each other?

Blue is the first original instance under create scene
Red is the second instance, which is a carbon copy of scene 1.

Has anyone tried to do something similar ? Or Know of a different GUI Library that might work? Am I wasting time trying to force Colibri into doing something it wasn't designed to do?

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dark_sylinc
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Re: Using Colibri Gui on multiple Items / view windows

Post by dark_sylinc »

If you can upload a quick patch (i.e. a proof of concept / repro) so I can apply it to the Repo and see the bug for myself I can take a quick look to see if it's something silly preventing it from working.

Basically if I do "git apply path.diff" and then I should be able to to see the problem
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Re: Using Colibri Gui on multiple Items / view windows

Post by coz540 »

I much prefer mercurial. Not sure If I've done the right thing in regards to patch...
so also included the source files I changed in 7zip and a copy of skins in .data
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coz540
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Re: Using Colibri Gui on multiple Items / view windows

Post by coz540 »

The changed font/ skin material in data.7z
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dark_sylinc
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Re: Using Colibri Gui on multiple Items / view windows

Post by dark_sylinc »

The version you uploaded has Windows EOL which is useless to me as it makes all files to be marked as being rewritten entirely; thus I can't see what's changed.

The Hg patch that was included (collibriPatch.diff) worked, but it was incomplete (i.e. not final version).

Additionally the files you sent when trying to build ended up with:

Code: Select all

/home/matias/Projects/ColibriGui/src/ColibriGui.cpp:326: error: undefined reference to `Demo::GraphicsSystem::GraphicsSystem(Demo::GameState*, Ogre::ColourValue)'
Try uploading an Mercurial patch instead of a git one, that works for me.
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Re: Using Colibri Gui on multiple Items / view windows

Post by coz540 »

that should work :oops:
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dark_sylinc
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Re: Using Colibri Gui on multiple Items / view windows

Post by dark_sylinc »

I answered in the github ticket (TL;DR: fixed)
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Re: Using Colibri Gui on multiple Items / view windows

Post by coz540 »

:D
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