CEGUI in Panda3d (WIP)

http://pastebin.com/Bh0g013M

I’ve done more looking into it and all 4 linker errors happened independent of each other. Something seems to be different that is making none of the extern references to work at all.

I got it past that error, there are a number of other DLL files that need to be in the built/bin folder to be able to load those DLLs for example in the case of the FreeImageImageCodec.dll it requires FreeImage.dll so I imagine SILLYImageCodec.dll requires SILLY.dll be in there.

Then you were using a Test.layout I didn’t have so I just swapped it to Demo8.layout and POW we have CEGUI working in WIN32 panda3d.

So at least the little test you made works now and panda3d compiles and everything with it.

I’ve checked the files into CVS under ‘cegui’ tag. I’ll clean up some more bits, but it works with makepanda.

Added the win32 stuff.

nik if you update you’ll get my new stuff, and look at the python_test.py file, we can now use “import panda3d.cegui as cegui” instead of the references to the ogre wrappers to get everything that is in the PyCEGUI.pyd stuff.

You’ll need this 3rd party folder setup though.

It’s basically what they have to download in their CEGUI-0.7.5-vc90 download but in the proper layout for panda.

Hey, that’s nice. It worked for me with the system Cegui, without the thirdparty folder, which is how it’s supposed to work on Linux.

Hey guys, what are the chances that this works in OSX? I’ve been fighting with PyCEGUI for a while to get it working, and keep geting hosed by PyCEGUIOpenGlRenderer, which I need to make my python-inly integration work.

…if this just worked, I’d consider building panda from source and being done with it.

This still uses PyCEGUI, but adds a Panda3d renderer.
If the renderer is the only thing that doesn’t work for you, this should ‘just work.’

Well then. I’ll have to give it a shot.

Compiling from source would only work if you were getting the cegui branch of the code.

I could also just upload the Panda3D installer i made with our compiled code then all you have to do is run it to install the sdk with our stuff

I’m going to update the branch with the code from HEAD so it is up-to-date. (a lot of the bullet stuff conflicted with the cegui lines we added so i’m fixing that)

I updated it and it compiles but it seems to have issues when you try to use it, it isn’t seeming to include all the code correctly namely the first thing that is missing is CeguiSupport which is needed to setup the stuff for panda usage.

If anyone wants to help see what I might have messed up in the last check-in to the cegui branch (just merged updates from trunk to the branch) I’d appreciate it.

CEGUI defines were missing in pandasymbols.h. I’ve committed the fix. That fixed it for me on Linux, but it should not affect Windows at all.

That fixed the windows version for me anyways, best guess is one of these conditions isn’t true when I build:

#if (defined(WIN32_VC) || defined(WIN64_VC)) && !defined(CPPPARSER) && !defined(LINK_ALL_STATIC)

Or maybe CPPPARSER is true

And I’m back!

Ok so I lost some of my code that had cegui mostly working and upon rewriting it I’ve run into a issue where the cegui items don’t show/hide correctly. Namely they’ll show if they start hidden and you tell them to later but they won’t hide again.

And they seem to also be able to show/hide during the init function of the game. I know there is a function I was using to call to fix this before and I thought it was renderGUI() but that doesn’t seem to be fixing it.

Any ideas?