Search found 44 matches
- Sun Jan 31, 2010 12:08 am
- Forum: Beginners Help
- Topic: Transparent Images on Buttons?
- Replies: 3
- Views: 349
- Sat Jan 30, 2010 11:33 pm
- Forum: Beginners Help
- Topic: Transparent Images on Buttons?
- Replies: 3
- Views: 349
Ok, i solved my problem:
i used:
I have many buttons, so my question is:
Can this both functions be activated global for all buttons ?
i used:
Code: Select all
testbutton->drawBoarder(false)
testbutton->setUseAlphaChannel(true)
I have many buttons, so my question is:
Can this both functions be activated global for all buttons ?
- Sat Jan 30, 2010 11:00 pm
- Forum: Beginners Help
- Topic: Transparent Images on Buttons?
- Replies: 3
- Views: 349
Transparent Images on Buttons?
Hi,
i created a some button images and mapped them with:
->setImage()
on the buttons.
But i have a problem: the images doesnt fit 100 % on the buttons.
because of this i created some transparency at the outline of the painted button pictures.
If i map them now the transparency didnt work, it ...
i created a some button images and mapped them with:
->setImage()
on the buttons.
But i have a problem: the images doesnt fit 100 % on the buttons.
because of this i created some transparency at the outline of the painted button pictures.
If i map them now the transparency didnt work, it ...
- Tue Jan 26, 2010 7:59 pm
- Forum: Beginners Help
- Topic: Font Color IGUIButtons
- Replies: 2
- Views: 367
Font Color IGUIButtons
Hi,
i use a png that i created with irrlicht font maker as my random font for my font.
This works fine by drawing text.
The font size and type of the font are also displayed right on IGUIButtons.
But on the Buttons the font is automatically black and dont use my defined color.
Is there an way to ...
i use a png that i created with irrlicht font maker as my random font for my font.
This works fine by drawing text.
The font size and type of the font are also displayed right on IGUIButtons.
But on the Buttons the font is automatically black and dont use my defined color.
Is there an way to ...
- Tue Jan 26, 2010 7:55 pm
- Forum: Beginners Help
- Topic: Time and Frame independent animated picture
- Replies: 5
- Views: 541
- Sat Jan 23, 2010 2:18 pm
- Forum: Beginners Help
- Topic: Time and Frame independent animated picture
- Replies: 5
- Views: 541
- Fri Jan 22, 2010 11:34 pm
- Forum: Beginners Help
- Topic: Time and Frame independent animated picture
- Replies: 5
- Views: 541
Time and Frame independent animated picture
Hi,
i want to implement a loading screen when something is loaded from a webserver.
Unfortunatly this process stops the window of my game from running.
So the displaying of different frames is not possible.
Does anyone know a way to display a animation time and frame independent?
Would a Gif do ...
i want to implement a loading screen when something is loaded from a webserver.
Unfortunatly this process stops the window of my game from running.
So the displaying of different frames is not possible.
Does anyone know a way to display a animation time and frame independent?
Would a Gif do ...
- Fri Jan 22, 2010 6:31 pm
- Forum: Beginners Help
- Topic: How can i convert a wchar_t ?
- Replies: 4
- Views: 1017
- Fri Jan 22, 2010 5:58 pm
- Forum: Beginners Help
- Topic: Add Values to file loading strings
- Replies: 1
- Views: 273
Add Values to file loading strings
Hi,
i´m sorry, maybe my question is more c++ syntax than irrlicht, but i think someone can help me here.
I want to load several Itexture at the same time, but dont know how to use the right syntaxis in the string where the image position is defined.
I Create first an itexture array:
video ...
i´m sorry, maybe my question is more c++ syntax than irrlicht, but i think someone can help me here.
I want to load several Itexture at the same time, but dont know how to use the right syntaxis in the string where the image position is defined.
I Create first an itexture array:
video ...
- Thu Jan 21, 2010 6:34 pm
- Forum: Beginners Help
- Topic: How can i convert a wchar_t ?
- Replies: 4
- Views: 1017
- Thu Jan 21, 2010 6:01 pm
- Forum: Beginners Help
- Topic: How can i convert a wchar_t ?
- Replies: 4
- Views: 1017
How can i convert a wchar_t ?
Hi,
i using a IGUIEditBox and save the text written in there in a wchar_t variable.
but to send the name to a server i need a string variable.
I found no way to convert a wchar_t to a string.
is there any possiblillity?
i using a IGUIEditBox and save the text written in there in a wchar_t variable.
but to send the name to a server i need a string variable.
I found no way to convert a wchar_t to a string.
is there any possiblillity?
- Wed Jan 20, 2010 12:19 am
- Forum: Beginners Help
- Topic: Catch Text written down in combo box
- Replies: 2
- Views: 323
- Tue Jan 19, 2010 11:15 pm
- Forum: Beginners Help
- Topic: Catch Text written down in combo box
- Replies: 2
- Views: 323
Catch Text written down in combo box
Hi,
i added a edit box in my programm, and searching for a possibillity to get always the actual text written down there when a button has been clicked.
My code so far:
gui::IGUIEditBox *_pSubmitNameBox = _pGUIEnvironment->addEditBox(L"", core::rect<s32>(45,148,368,192),false ...
i added a edit box in my programm, and searching for a possibillity to get always the actual text written down there when a button has been clicked.
My code so far:
gui::IGUIEditBox *_pSubmitNameBox = _pGUIEnvironment->addEditBox(L"", core::rect<s32>(45,148,368,192),false ...
- Mon Jan 18, 2010 5:45 pm
- Forum: Beginners Help
- Topic: How to print a variable as text?
- Replies: 2
- Views: 779
- Mon Jan 18, 2010 5:28 pm
- Forum: Beginners Help
- Topic: How to print a variable as text?
- Replies: 2
- Views: 779
How to print a variable as text?
Hi,
i´m saving a value in a variable : s32 ponts = 15 .
This value is increasing constantly.
I want to draw always the actual value on the screen (not in the console).
I use this to draw text:
gui::IGUIFont* font = Device->getGUIEnvironment()->getBuiltInFont();
if(font)
{
font->draw(L ...
i´m saving a value in a variable : s32 ponts = 15 .
This value is increasing constantly.
I want to draw always the actual value on the screen (not in the console).
I use this to draw text:
gui::IGUIFont* font = Device->getGUIEnvironment()->getBuiltInFont();
if(font)
{
font->draw(L ...