[Bug] sdktrays (1.9.0)

Discussion area about developing or extending OGRE, adding plugins for it or building applications on it. No newbie questions please, use the Help forum for that.
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

[Bug] sdktrays (1.9.0)

Post by Transporter »

1>c:\ogre-sdk\include\ogre\sdktrays.h(32): fatal error C1083: Cannot open include file: 'OgreOverlaySystem.h': No such file or directory

Code: Select all

diff -r 543bc7d6b82f Samples/Common/include/SdkTrays.h
--- a/Samples/Common/include/SdkTrays.h	Sun Sep 09 23:06:10 2012 +0200
+++ b/Samples/Common/include/SdkTrays.h	Wed Sep 12 15:44:58 2012 +0200
@@ -29,7 +29,7 @@
 #define __SdkTrays_H__
 
 #include "Ogre.h"
-#include "OgreOverlaySystem.h"
+#include "OgreOverlay/OgreOverlaySystem.h"
 #include <math.h>
 
 #include "OgreTimer.h"
http://www.ogre3d.org/mantis/view.php?id=565

Edit: There is an other error after fixing the include:
Assertion failed: msSingleton, file ..\..\..\Components\Overlay\src\OgreOverlayManager.cpp, line 52
User avatar
Wolfmanfx
OGRE Team Member
OGRE Team Member
Posts: 1525
Joined: Fri Feb 03, 2006 10:37 pm
Location: Austria - Leoben
x 100

Re: [Bug] sdktrays (1.9.0)

Post by Wolfmanfx »

So i tested a fresh build on XCode and it works there than i tested it on win7 x64 with vs2010 and it also works the directory Overlay is added to the include search dir.
What is your configuration?

[edit]What OS? if its not linux then you screwed something on your site.
dermont
Bugbear
Posts: 812
Joined: Thu Dec 09, 2004 2:51 am
x 42

Re: [Bug] sdktrays (1.9.0)

Post by dermont »

Wolfmanfx wrote: [edit]What OS? if its not linux then you screwed something on your site.
It built OK for me on Linux.

The only issues I ran into were building against the libs/headers:
- the pkg-config package OgreOverlay file is missing
- ExampleFrameListener.h/ ExampleApplication.h needed updating to create the OverlaySystem.

BTW what has happened to CIA.vc.
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

Re: [Bug] sdktrays (1.9.0)

Post by Transporter »

My builds under VS2010 and VS2011 are working but compilling an application with the TutorialFramework (using sdktrays) throws this errors.
User avatar
Wolfmanfx
OGRE Team Member
OGRE Team Member
Posts: 1525
Joined: Fri Feb 03, 2006 10:37 pm
Location: Austria - Leoben
x 100

Re: [Bug] sdktrays (1.9.0)

Post by Wolfmanfx »

Ok but that has nothing todo with the ogre core - the tutorial framework needs an update can you point a link where it is so i can update it.
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

Re: [Bug] sdktrays (1.9.0)

Post by Transporter »

Wolfmanfx wrote:Ok but that has nothing todo with the ogre core - the tutorial framework needs an update can you point a link where it is so i can update it.
I'm sorry for that. I'll check issues more carefully in future.

There must be an update for all "Frameworks" using the overlay stuff.
http://www.ogre3d.org/tikiwiki/tiki-ind ... +Framework
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179

Re: [Bug] sdktrays (1.9.0)

Post by jacmoe »

I am putting this on my list of things to attend to. :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

Re: [Bug] sdktrays (1.9.0)

Post by Transporter »

There is more todo: All CMake files have to be updated for the external Overlay lib.
ogre-externoverlay.patch
http://www.ogre3d.org/mantis/view.php?id=566
You do not have the required permissions to view the files attached to this post.
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

Re: [Bug] sdktrays (1.9.0)

Post by Transporter »

Here is an update of the Tutorial Framework, working with current Ogre 1.9.0 build - with the new OgreOverlay component.

Edit: Have a look at my building thread for up-to-date versions of the frameworks.
Last edited by Transporter on Thu Nov 08, 2012 6:44 pm, edited 1 time in total.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179

Re: [Bug] sdktrays (1.9.0)

Post by jacmoe »

Cool. :)

It is not a bug yet as Ogre 1.9 is not current stable.

So, no changes to the framework is needed.

Would be a good idea to throw in a link to the fixed version, though.

Thanks!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

Re: [Bug] sdktrays (1.9.0)

Post by Transporter »

jacmoe wrote:It is not a bug yet as Ogre 1.9 is not current stable.
I know that's not a bug, but you have to modify the Tutorial Framework to work with OgreOverlay. Btw, the modified version should also work with 1.8.x, but I haven't tested it. Maybe someone can test it so the changes could be uploaded to the wiki before 1.9.0 becomes stable.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179

Re: [Bug] sdktrays (1.9.0)

Post by jacmoe »

It's on my list of things.. :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179

Re: [Bug] sdktrays (1.9.0)

Post by jacmoe »

I disagree with this, actually!

Why on Earth should we change all our code just because the interface has changed?

Why should we be handholding the OgreBites framework?

IMO, the missing OgreOverlay include - which is used by the sdk tray system - should be handled by the OgreBites framework.
Just add the missing include to the sdktrays header, and that's it.

That's transparent.
The way it should be.

So, could one of you Ogre devs change this, please?

It feels wrong that we need to take that into account.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179

Re: [Bug] sdktrays (1.9.0)

Post by jacmoe »

Wolfmanfx wrote:Ok but that has nothing todo with the ogre core - the tutorial framework needs an update can you point a link where it is so i can update it.
Could you attend to this, Wolfmanfx? :)

This has nothing to do with Ogre core - but it has a lot to do with the samples framework - add that include line to it, and we can all get on with our lives.
Without changing code all over the place.

This change does not belong to the Ogre Wiki Tutorial Framework.
It belongs in OgreBites.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
Wolfmanfx
OGRE Team Member
OGRE Team Member
Posts: 1525
Joined: Fri Feb 03, 2006 10:37 pm
Location: Austria - Leoben
x 100

Re: [Bug] sdktrays (1.9.0)

Post by Wolfmanfx »

:)
i think that wont fix every issuse (when i just at the include) - the tutorial framework has to link against the OverlayComponent and use the OverlaySystem to render anything that means register a scenemanager's so i can attach to the correct listener.
So the framework's needs adaption anyway - the gamekit community already did the adaption.

I am open todo it mayself before we release 1.9 if needed.
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

Re: [Bug] sdktrays (1.9.0)

Post by Transporter »

jacmoe wrote:This change does not belong to the Ogre Wiki Tutorial Framework.
I've made this mistake, too. :D That's why I reported it as a bug.

There are more changes than only the header:
  • You have to add an Ogre::OverlaySystem object to your project
  • Input handling is done by an OgreBites::InputContext object instead of mouse and keyboard
  • The Ogre::OverlaySystem object has to be added as an render queue listener
Have a close look at my modified TutorialFramework.
jacmoe wrote:This change does not belong to the Ogre Wiki Tutorial Framework.
It belongs in OgreBites.
You have to change OgreBites/OgreOverlay or the TutorialFramework.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179

Re: [Bug] sdktrays (1.9.0)

Post by jacmoe »

OK. :)

I feel better knowing that I am not alone in making this mistake. :P

The end result - separate overlay component - outweighs the hassle.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
Wolfmanfx
OGRE Team Member
OGRE Team Member
Posts: 1525
Joined: Fri Feb 03, 2006 10:37 pm
Location: Austria - Leoben
x 100

Re: [Bug] sdktrays (1.9.0)

Post by Wolfmanfx »

yeah if you know what todo its easy - the biggest benefit is that you can build ogre without freetype if you do not use overlays (like gorilla).
Anyway thx you to check out stuff early :)
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

Re: [Bug] sdktrays (1.9.0)

Post by Transporter »

Wolfmanfx wrote:yeah if you know what todo its easy - the biggest benefit is that you can build ogre without freetype if you do not use overlays (like gorilla).
Ohh, this is interesting. It's a good point to change CMake to search for freetype as a requirement only if OgreOverlay should be build. I'll have a closer look on that point.
User avatar
Wolfmanfx
OGRE Team Member
OGRE Team Member
Posts: 1525
Joined: Fri Feb 03, 2006 10:37 pm
Location: Austria - Leoben
x 100

Re: [Bug] sdktrays (1.9.0)

Post by Wolfmanfx »

I already did this (as far as i can remember :) )
Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 110

Re: [Bug] sdktrays (1.9.0)

Post by Transporter »

I've modified all frameworks from the wiki to work with OgreOverlay if its used. This package is prepared for my OGRE-SDKs, so just skip the Visual Studio files.

Edit: Have a look at my building thread for up-to-date versions of the frameworks.