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Crazy Eddie's GUI library is a versatile, fast, adjustable, multi-platform, C++ library for creating graphical user interfaces for games and rendering applications

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fix issue mention by dhitchen in PR1267

- [ ] Ensure that resizing borders are accessible when the whole client area is occupied by a child which consumes all input. - [ ] First mouse down is...

This would improve resource reuse, especially for GPU buffers. To do this, the following is required: 1. Make an allocated size an attribute of the base GeometryBuffer 2. In the...

optimization

**[Original report](https://bitbucket.org/cegui/cegui/issue/1109) by Lukas Meindl (Bitbucket: [Ident8](https://bitbucket.org/Ident8), ).** ---------------------------------------- Why is this necessary? Because FormattingTags would then be supported in the "header". See: http://cegui.org.uk/forum/viewtopic.php?f=10&t=7099&p=34398#p34398

trivial
Core library (CEGUIBase)
bug
Mercurial: v0-8 branch

We have encountered in buildroot's autobuilders a lot of errors related to the members class declarations and etc such as: /tmp/instance-6/output-1/build/cegui-00b4e1fe174da53b7ed726ab5970ba51bd5b5ee0/cegui/src/RendererModules/OpenGLES/Texture.cpp:319:20: error: 'glm::vec2' {aka 'struct glm::vec'} has no member named...

Hi, we've encountered a lot of build errors related to the xerces. The following list contains build logs from some of them. http://autobuild.buildroot.net/results/ea04be78b31b3409801597fc0ebe04627742c0c8/build-end.log http://autobuild.buildroot.net/results/7de3a07c304e3939ec9fd164328d004a5a9bba6d/build-end.log http://autobuild.buildroot.net/results/472b4e8438c9100e06e401296f0417a463e5fcf1/build-end.log cegui ver: 0-8-7

Now the text color passed into geometry generation is multiplied with glyph colors. So if you pass a black color, all glyphs become black, even ones that must be colored...

See GameMenu sample for example. LabelDelete is animated through the parent container resizing. At some point the parent container size is rounded so that the label position shifts one pixel...

This implies that the texture must own some fields to prevent this data from being destroyed. Is this a good design decision?