Advanced C++/Graphics Tutorial 52: Installing CEGUI (Windows)

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It's UI time! Today we install Crazy Eddies GUI library using cmake on windows. I will not be making a tutorial for other OSes, so it is up to you to figure out how! Luckily the process is almost exacly the same other than the choice of IDE, so if you watch this tutorial you should understand how to do it! Let me know if you have any problems.

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Thank God, i thought i'd never find out how to progress on my futuristic survival mmo...*cough* pacman type game :D

Welcome back!

MCoreLabs
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"Most efficient way to commit seppuku." Ben pls, we need your tutorials still. Wait until you are done.

jovanrakocevic
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When I clicked on this video it said it was uploaded 36 minutes ago but it turns out it was actually uploaded a few days ago. I really should turn off my computer once in a while.

SomethingtoappeaseGoogle-
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LMAO: 4:00 "there is nothing naughty in this folder" lol

TheGameingMania
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Just a quick tip: You can press F2 on a file to rename file.

Even more awesome is the fact that you can use this on a lot of UI elements in windows. ;)

mrsecify
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missed you man :) glad to see you again

santoroma
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for others in 2021 having problem with cmake and cegui.
I my self couldnt cmake for vs2017, but configurate/generate for vs2015 worked.
No errors using those builds so far.

ttdMrGrin
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awesome tutorial, I'll support you man, you are great !

deathnote
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Can no longer download the dependencies for CEGUI due to the host site no longer supporting folders of its type or something?

corripiocruo
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I think you forgot to actually paste the CEGUIOpenGLRenderer-0.dll to the Release folder of the graphicsTutorials @ time 16:41. You can see the old file remains (dated 6/27) in the folder with the new Base-0.dll (dated 7/28). This is probably why you got a run-time error when you ran the release version @ 23:19.

sspaz
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I couldn't get this library to compile under Code::Blocks and MinGW at all, and their website states they don't officially support it, which confounds me. They had instructions on compiling it for MinGW which excluded OpenGL3 support and the instructions still didn't work. SO, I finally am a Visual Studio convert. Downloaded your project (thanks for that) and installed older deps and this compiled up fine, actually compiled better than yours as I had no problems during the build at all (which could have been your problem, if you recall your errors with the release build?).

I still don't like how Visual Studio sets up the directory structures to find libs etc... but I am getting used to it. I have abandoned cross platform coding as it only slows me down it seems.

Anyhow, nice tutorial, all went well (eventually), many thanks.

NeilRoy
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18:53 you can also hit F2 on Windows or enter/return on MacOS to quickly rename instead of right-click > rename.

phraggers
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I got that exact same break error when running in release mode. For me I had a little glance at the console and there was a more detailed error message indicating I was missing a few dlls =P

PaulodeMelo
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I know this will seem like a duplicate comment but I'm desperate! I really want to progress in the tutorial series but it seems like every version of cegui I download, the src zip folder is corrupt. I tried version 0.8.7, 0.8.6, 0.8.5, and 0.8.4. They all give the same error. DLL install.exe. It saying it's a corrupt file. Not sure how to fix this...

BonJoviFan
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Linux (Ubuntu) Users,

This is working for me on Ubuntu 16.04 using CodeBlocks 16.01. After following these steps, one should be able to use the "#include <CEGUI/____.h>" normally without any illogical, include gymnastics. :)

## installing cegui libraries, with "yes" for all prompts
sudo apt-get install libcegui-mk2-0.8.4 libcegui-mk2-dev -y
## become root
sudo su -
## navigate to the /usr/include directory (your headers folder)
cd /usr/include
## create a symlink (shortcut) to allow us to use "#include <CEGUI/somefile.h>"
ln -s cegui-0.8.4/CEGUI CEGUI
## leave root shell for safety
exit

In CodeBlocks, add this to NinjaPlatformer's build options (not Debug or Release, but project build options)
-lCEGUIBase-0 -lCEGUIOpenGLRenderer-0

In GameScreen.cpp, include the following:
#include <CEGUI/CEGUI.h>
#include

Then, as Ben explained, drop in the renderer test at the end of onEntry():
CEGUI::OpenGL3Renderer& myRenderer =

Rebuild.

Done.

Happy Coding. :)

beaubilyeu
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HI, having trouble with the last bit of code, think its because I dont have a base.h, did you build that? or was it included somewhere in CEGUI?

brendanmilton
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#Windows10Hype  Windows 10 comes out in 2 hours! (at least for me on the east coast)

TheGameingMania
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It won't let me extract the source files from the cegui. I keep getting a corrupt file error. Anybody else have this issue?

BonJoviFan
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I think it's worth mentioning that OpenGL3Renderer requires at least OpenGL 3.2.
This is because it uses GLSL 1.50 which requires at least OpenGL 3.2

My Intel graphics driver (using Mesa 11.04 in a Linux machine) only fully supports OpenGL 3.0 so it gave me the following error:
: OpenGL3Shader compilation has failed.
0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES"

However, if I just use OpenGLRenderer, things work just fine up to this tutorial. Hopefully not much has changed from OpenGLRenderer to OpenGL3Renderer...

nRxUs
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Let's just use the video-tutorial in in the CEGUI "Getting Started" page.. Oh wait... it's the same video  xD
On another note: why all those dll files? By now our folder is so chock full of dll files that it looks really aweful. Is there any simple way to compile CEGUI to a lib and statically link all those llibraries?
I tried that once with SDL2, but I ran into a huge wall of errors that I couldn't resolve.

Mal_