CEGUI build

CEGUI build     Everygamesneed2dguisystemforplayerinterface,asweknownasOGRE3drenderenginepronouncethatitwilluseCEGUIcomponentforits2dpart,becauseCEGUIisveryprofessionalandpo

大家好,又见面了,我是你们的朋友全栈君。

        Every games need 2d gui system for player interface, as we known as OGRE 3d render engine pronounce that it will use CEGUI component for its 2d part, because CEGUI is very professional and powerful, so I want to see its miracle source code,I’d like to share some experience for newcomer.

Firstly, I download CEGUI 5.0 and dependencies 5.0 – vs8 and build successfully, here are necessary resource:

1. Src: http://prdownloads.sourceforge.net/crayzedsgui/CEGUI-0.5.0b.zip?download
2. Dependecies for vs 2005: http://prdownloads.sourceforge.net/crayzedsgui/CEGUI-DEPS-0.5.0b-vc8.zip?download
3. CEGUI Wiki: http://www.cegui.org.uk/wiki/index.php/Main_Page
4. All: http://sourceforge.net/projects/crayzedsgui/files/

Note: if you use visual studio 2005, must make sure it has sp1 package, will has 0XC0150002 error or not.
vs2005 sp1: http://download.microsoft.com/download/8/0/7/8071514d-9370-45c3-8af1-4ff09a70e59d/VS80sp1-KB926604-X86-CHS.exe

Now let us have a look at these source code file structure, as following,

./bin           all CEGUI base dll which will be compiled by me letter.
./datafiles        all demo resource
./dependencies      all depend on other library
./ImageCodecModules    some image codec source code
./include         all CEGUI head file
./makefiles/premake    cegui and examples’ project, and project configure[Important: config.lua]
./RendererModules     some render modules such as dx9, dx8, irrlich, opengl
./ScriptingModules    cegui lua module
./src           all CEGUI source code
./WindowRendererSets   all real render implement of cegui control like button, edit. latter I will explain in detail.
./XMLParserModules    some xml parser such TinyXML, Xerces etc. because cegui serialize all object to xml file format.
./XMLRefSchema      some schema for loading.

Here we go, secondly I will build a example for demo, check file directory in [./makefiles/premake]. Hold on please, there is a very important thing to do before you execute batch file. You should use which render module for rendering. for example, I want to use directx 9.0 for rendering, in this case please open config.lua using notepad, you will find,

————-
— Renderers
— this controls which renderer modules are built
OPENGL_RENDERER = true   ——-> false
DIRECTX81_RENDERER = false
DIRECTX9_RENDERER = false ——-> true
IRRLICHT_RENDERER = false

I think you understand what to do, just change opengl to false, turn on directx9. Let’s execute 2005 bat file, will produce two solutions, one is CEGUI.sln, building is OK! Here Focus on CEGUISamples.sln. Error will be see when run demo_xxx.exe because of loading resource. latter I will just give some to do and no reason, and you will understand when debuging source code. open CEGuiD3D9BaseApplication.cpp and modify it’s constructor,

// initialise the re quired dirs for the DefaultResourceProvider
CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider());
const char* dataPathPrefix = getDataPathPrefix();
char resourcePath[PATH_MAX];

sprintf_s(resourcePath, PATH_MAX, “%s%s”, dataPathPrefix, “datafiles/schemes/”);
rp->setResourceGroupDirectory(“schemes”, resourcePath);
sprintf_s(resourcePath, PATH_MAX, “%s%s”, dataPathPrefix, “datafiles/imagesets/”);
rp->setResourceGroupDirectory(“imagesets”, resourcePath);
sprintf_s(resourcePath, PATH_MAX, “%s%s”, dataPathPrefix, “datafiles/fonts/”);
rp->setResourceGroupDirectory(“fonts”, resourcePath);
sprintf_s(resourcePath, PATH_MAX, “%s%s”, dataPathPrefix, “datafiles/layouts/”);
rp->setResourceGroupDirectory(“layouts”, resourcePath);
sprintf_s(resourcePath, PATH_MAX, “%s%s”, dataPathPrefix, “datafiles/looknfeel/”);
rp->setResourceGroupDirectory(“looknfeels”, resourcePath);
sprintf_s(resourcePath, PATH_MAX, “%s%s”, dataPathPrefix, “datafiles/lua_scripts/”);
rp->setResourceGroupDirectory(“lua_scripts”, resourcePath);

at last add a member function for this class,

const char* CEGuiD3D9BaseApplication::getDataPathPrefix() const
{

// TO ADD:
// return your datafiles full path here
}

the end, good luck to you!

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