Advanced C++/Graphics Tutorial 55: CEGUI Event Handling, Basic Main Menu

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Today we add a basic main menu and talk about a unicode issue in the previous video.

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Man, I just wanna thank you for all these amazing tutorials, I'm from Brazil and fortunately I know some english, so I can understand, after all, there's no such a great series like this that I've found...thank you again. (sorry for bad english).

TheAwakeningMission
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Awesome a new video! Hope your new job is going well!

pantherproductions
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+Bitan Mandal Nah just finding a paying job and moving across the country! I am settling in now and should be able to get on a video schedule. I want to release one every Sunday at least, could probably make that happen.

makinggameswithben
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This is so awesome, dude, just keep it coming! nice work!

xatic
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Glad to see things are going well, how your jobs going well, keep up the great work

santoroma
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To eliminate certain warnings, I would use:

case SDL_MOUSEMOTION:
m_context->injectMousePosition((float)evnt.motion.x, (float)evnt.motion.y);

...added in (float) to that, otherwise the compiler complains.

Also...

case SDL_TEXTINPUT:
cs = CEGUI::String((CEGUI::utf8*) evnt.text.text);
for (size_t i = 0; i < cs.size(); ++i) m_context->injectChar(cs[i]);

...for that code, I changed "int i" to "size_t i", otherwise you get more compiler warnings.

I also removed all the libraries from Bengine or you get more warnings as Bengine doesn't need them. Instead I add them to each project. More warnings removed that way.

Finally, when I compile in debug mode I get some warnings that have to do with linking in non-debug libs with a debug version of the executable, this is not a problem, so I added: "/NODEFAULTLIB:library " to the Linker->Command Line additional properties.

When all was done, I was able to compile everything with zero warnings! (I hate warnings). ;)

NeilRoy
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Question for anyone who has an idea for an answer:
What if I wanted to have multiple next screens? For example: An options screen and a play screen accessible from the main menu. Would I use if statements in the getNextScreenIndex function?

davislast
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Would you recommend using this implementation when a player enters a building, or moves to a new part of the overworld map. (I want to create an original final fantasy style game, where user roams overworld and walks onto a building to enter the town. (also similar to the adventure or link..the second zelda game for nes).

BonJoviFan
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Hi Ben,

In your vertex shader, Y-axis of the texture was flipped by 1.0- vertexUV.y ;
fragmentUV = vec2(vertexUV.x, 1.0 - vertexUV.y)

If we decided to send the actual UV as it is without flipping the Y coordinate to the fragment shader, then how can the rendered image be flipped on its Y-axis without messing up the coordinate system for inputs and so on?

Thanks.

yadashare
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**DO NOT** use utf8-cpp, for goodness sake. Cegui has string class that can handle it.

etopowertwon
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do you think you could teach us how to implement controller input? like xbox & ps4 controllers?

bortainovllp
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If i learn these things, can i create software like blender and make-human ...? or else what i have to learn and from where?

projectflowin
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Where did you learn all this? Im really curious.

JonasDeRoover
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So how long did take learning all these?
I want to learn how make games.

mukiikii
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need 3d game development series also thanks

ravityagi
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