(C++)ChatQueue patch [v0.3.1]

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
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Rambus
Posts: 96
Joined: Thu Nov 24, 2005 4:56 pm
Location: Canada
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(C++)ChatQueue patch [v0.3.1]

Post by Rambus »

ChatQueue is a GUI object for simulating Half-life/Starcraft style chat display. capable of colors, special effects and any custom font.

The full version includes
-performance compiled irrlicht.dll (dx9,dx8,openGl)
-pre-compiled example usage (Examples/05.UserInterface)
-Full source code, ready to build visual studio 05 project file.

The latest version of the code is available at:
www.g0dsoft.com/irrlicht/chatQueue/v03/full.zip

And for just the changes to the irrlicht source: (Much smaller)
www.g0dsoft.com/irrlicht/chatQueue/v03/src.zip

Image

New, 05.UserInterface.exe example (In full.zip)
Image

Updated for 0.3.1
-Re factored into a engine widget * Must be compiled into irrlicht.
-Word preserving word wrap
-Proper Alpha fade by default
-Draw is now automatically called
-No longer uses STL (only irr wrappers)
-getVisible renamed to isVisible
-getDebug renamed to isDebug
-Removed 3 overloaded/redundant addMessage functions

ToDo:
-Protection from errors in the following special cases
Tiny rendering box (word wrap stack overflow?)
Invalid rendering box?

Note: This is still a work in progress, Please be critical- It's my first time writing code for use inside the Irrlicht engine.

Example usage:

Code: Select all

IGUIChatQueue* chatqueue;
IGUIFont* font;
font = device->getGUIEnvironment()->getFont("Media/Fonts/haettenschweiler.bmp");
if (font)
	skin->setFont(font);

chatqueue = env->addChatQueue(rect<s32>(300,120,600,400),0,-1);

chatqueue->setDefaultStyle(CQS_PLAIN); //This line isnt needed 
chatqueue->setFont(font);
chatqueue->setLife(6000); //Messages stay for 6 seconds and then fade
//chatqueue->setDebug(true); //Draws render area.

chatqueue->addMessage( L"This is a test of the chatQue object," );
chatqueue->addMessage( L"for use with irrlicht.", CQS_SHADOW); 
chatqueue->addMessage( L"Lots of great features including- Word wrrrrrapping! Do, do do, do the word wrap...auto matic happy! Aint life easy?  word wrap" ); 
chatqueue->addMessage( L"Rainbow Text",CQS_RAINBOW); 
chatqueue->addMessage( L"Full Background Text",CQS_BACKGROUND,SColor(255,100,100,255),SColor(255,10,255,10));
chatqueue->addMessage( L"Cropped Background Text",CQS_CROPBACKGROUND,SColor(255,100,255,100),SColor(255,225,180,0));
chatqueue->addMessage( L"Pulse Text",CQS_PULSE,SColor(255,255,255,0),SColor(0,0,0,0) ); 
chatqueue->addMessage( L"Shadow Text ... Also text can fade off slowly :D",CQS_SHADOW); 
chatqueue->addMessage( L"Text can be any color!",CQS_USEDEFAULT,SColor(255,100,255,25));
IGUIChatQueue

Code: Select all

/*
ChatQueue is copyright g0dsoft 2008
Version: 0.3.1
Code by: Mark Laprairie
Contact: webmaster@g0dsoft.com
Url: www.g0dsoft.com

IGUIChatQueue.h
ChatQueue is a object for simulating half-life/starcraft style chat display
capable of colors, special effects and any custom font.
*/

#ifndef __I_GUI_CHAT_QUEUE_H_INCLUDED__
#define __I_GUI_CHAT_QUEUE_H_INCLUDED__

#include "IGUIElement.h"

namespace irr
{
namespace gui
{

enum chatQueueStyle{
    CQS_USEDEFAULT = 0,
    CQS_PLAIN,
    CQS_SHADOW,
    CQS_RAINBOW,
    CQS_MULTIRAINBOW,
    CQS_PULSE,
    CQS_BACKGROUND,
    CQS_CROPBACKGROUND,
    /*!! Warning:
    The following styles are for internal
    use only,  using them may cause your
    program to crash.
    !!*/ //This should some how be moved to CGUI.
    CQS_INTERNALUSEONLY_PULSE,
    CQS_INTERNALUSEONLY_FADE,
    CQS_INTERNALUSEONLY_FADE2
};
	//! GUI Check box interface.
	class IGUIChatQueue : public IGUIElement
	{
	public:

		//! constructor
		IGUIChatQueue(IGUIEnvironment* environment, IGUIElement* parent, s32 id, const core::rect<s32> &rectangle)
			: IGUIElement(EGUIET_CHAT_QUEUE, environment, parent, id, rectangle) {}

		//! destructor
		virtual ~IGUIChatQueue() {}

		//! Add a message to the Chat Queue
		/** \param text: Irrlicht stringw, wchar_t* or const wchar_t*
		refrencing the text you want displayed
		\param color1: The main color for your text
		\param color2: The special color, used for styles
		ex. if you apply CQS_SHADOW as the style this will 
		be the color for the background shadow.
		\param chatQueueStyle: The style the text is to be renderd 
		with defaults to a style set with setDefaultStyle or if 
		not set,CQS_PLAIN*/
		virtual void addMessage(core::stringw text,chatQueueStyle useStyle =  CQS_USEDEFAULT,video::SColor color1 = video::SColor(255,255,255,255),video::SColor color2 = video::SColor(255,0,0,0)) = 0;

		virtual void addMessage(wchar_t* text,chatQueueStyle useStyle =  CQS_USEDEFAULT,video::SColor color1 =video::SColor(255,255,255,255),video::SColor color2 =video::SColor(255,0,0,0)) = 0;
		virtual void addMessage(const wchar_t* text,chatQueueStyle useStyle =  CQS_USEDEFAULT,video::SColor color1 =video::SColor(255,255,255,255),video::SColor color2 =video::SColor(255,0,0,0)) = 0;
		
		//! Sets how long text should fade for before removing
		virtual void setFadeTime(u32 fadeTime = 1000) = 0;

		//! Sets the font to be used by Chat Queue
		virtual void setFont(IGUIFont* font) = 0;

		//! Sets a max number of lines that can be visible at a given time
		virtual void setMaxLines(u16 maxLines) = 0;

		//! Makes Chat Queue visible, or invisible
		virtual void setVisible(bool setVisible = true) = 0;

		//! Sets how long a text entry should be fully visible
		virtual void setLife(u32 setLife = 1000) = 0;

		//! Enables/Disables word wrapping
		virtual void setWordWrap(bool setWordWrap = true) = 0;

		//! Modifies the draw area
		virtual void setDrawArea(const core::rect<s32> areaArea) = 0;

		//! Sets a debug mode that makes the draw area visible
		virtual void setDebug(bool setDebug = true) = 0;

		//! Sets a default style to be used when no other style is present
		virtual void setDefaultStyle(chatQueueStyle useStyle) = 0;

		//! Is the current ChatQueue object in debug mode?
		virtual bool isDebug() = 0;

		//! Returns the current fade time
		virtual u32 getFadeTime() = 0;

		//! Returns the current font
		virtual IGUIFont* getFont() = 0;

		//! Returns the current, default style
		virtual chatQueueStyle getDefaultStyle() = 0;

	private: 
	};
} // end namespace gui
} // end namespace irr

#endif
CGUIChatQueue.h

Code: Select all

/*
ChatQueue is copyright g0dsoft 2008
Version: 0.3.1
Code by: Mark Laprairie
Contact: webmaster@g0dsoft.com
Url: www.g0dsoft.com

CGUIChatQueue.h
ChatQueue is a object for simulating half-life/starcraft style chat display
capable of colors, special effects and any custom font.
*/

#ifndef __C_GUI_CHAT_QUEUE_H_INCLUDED__
#define __C_GUI_CHAT_QUEUE_H_INCLUDED__

#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_GUI_

#include "IGUIFont.h"
#include <ITimer.h> 
#include "IGUIChatQueue.h"
#include <irrlist.h>

namespace irr
{
namespace gui
{
	#define chatQueue_STRINGLENGTH 200

	//! Multi-Line chat queue
	class CGUIChatQueue : public virtual IGUIChatQueue {
	public:

		//! constructor
		CGUIChatQueue(IGUIEnvironment* environment, IGUIElement* parent, s32 id,const core::rect<s32> &drawArea,IGUIFont* font = NULL,
					u32 textLife = 5000, u32 fadeTime = 500.00, bool setWordWrap = true);
	   
		//! destructor
		~CGUIChatQueue();

		//! Add a message to the Chat Queue
		/** \param text: Irrlicht stringw, wchar_t* or const wchar_t*
		refrencing the text you want displayed
		\param color1: The main color for your text
		\param color2: The special color, used for styles
		ex. if you apply CQS_SHADOW as the style this will 
		be the color for the background shadow.
		\param chatQueueStyle: The style the text is to be renderd 
		with defaults to a style set with setDefaultStyle or if 
		not set,CQS_PLAIN*/
		virtual void addMessage(core::stringw text,chatQueueStyle useStyle =  CQS_USEDEFAULT,video::SColor color1 =video::SColor(255,255,255,255),video::SColor color2 =video::SColor(255,0,0,0));

		virtual void addMessage(wchar_t* text,chatQueueStyle useStyle =  CQS_USEDEFAULT,video::SColor color1 =video::SColor(255,255,255,255),video::SColor color2 =video::SColor(255,0,0,0));
		virtual void addMessage(const wchar_t* text,chatQueueStyle useStyle =  CQS_USEDEFAULT,video::SColor color1 =video::SColor(255,255,255,255),video::SColor color2 =video::SColor(255,0,0,0));
		
		//! draws the element and its children
		virtual void draw();

	    //! Sets how long text should fade for before removing
		virtual void setFadeTime(u32 fadeTime = 1000);

		//! Sets the font to be used by Chat Queue
		virtual void setFont(IGUIFont* font);

		//! Sets a max number of lines that can be visible at a given time
		virtual void setMaxLines(u16 maxLines);

		//! Makes Chat Queue visible, or invisible
		virtual void setVisible(bool setVisible = true);

		//! Sets how long a text entry should be fully visible
		virtual void setLife(u32 setLife = 1000);

		//! Enables/Disables word wrapping
		virtual void setWordWrap(bool setWordWrap = true);

		//! Modifies the draw area
		virtual void setDrawArea(const core::rect<s32> areaArea);

		//! Sets a debug mode that makes the draw area visible
		virtual void setDebug(bool setDebug = true);

		//! Sets a default style to be used when no other style is present
		virtual void setDefaultStyle(chatQueueStyle useStyle);

		//! Is the current ChatQueue object in debug mode?
		virtual bool isDebug();

		//! Returns the current fade time
		virtual u32 getFadeTime();

		//! Returns the current font
		virtual IGUIFont* getFont();

		//! Returns the current, default style
		virtual chatQueueStyle getDefaultStyle();
	    
	private: 
		//Helper functions
		void chatQueue_calculateRect(const core::rect<s32> drawArea);
		void chatQueue_calculateFontDimensions(IGUIFont* font);
		void chatQueue_calculateMaxLines();
	    
		//Style and Font
		chatQueueStyle chatQueue_defaultStyle;
		IGUIFont* chatQueue_font;
		//Rect replacment
		u32 m_xWidth;
		u32 m_yHeight;
		u32 m_y;
		u32 m_x; 
		//Font height
		u16 m_fontHeight;
	    
		//Chat Queue message container
		struct chatQueueMessage{
			wchar_t message[chatQueue_STRINGLENGTH];
			chatQueueStyle Style;
			video::SColor color1;
			video::SColor color2;
			video::SColor color1Fade;
			video::SColor color2Fade;
			u32 created;
			u32 fade;
		};
		IGUIEnvironment* chatQueue_env;
		bool chatQueue_debug;
		bool chatQueue_wordWrap;
		u32 chatQueue_fadeTime;
		u32 chatQueue_life;
		u16 chatQueue_maxLines;
		core::list<chatQueueMessage> chatQueue_list;
	};

} // end namespace gui
} // end namespace irr

#endif // _IRR_COMPILE_WITH_GUI_
#endif // __C_GUI_CHAT_QUEUE_H_INCLUDED__
CGUIChatQueue.cpp

Code: Select all

/*
ChatQueue is copyright g0dsoft 2008
Version: 0.3.1
Code by: Mark Laprairie
Contact: webmaster@g0dsoft.com
Url: www.g0dsoft.com

CGUIChatQueue.cpp
ChatQueue is a object for simulating half-life/starcraft style chat display
capable of colors, special effects and any custom font.
*/

#include "CGUIChatQueue.h"
#ifdef _IRR_COMPILE_WITH_GUI_

#include "IGUISkin.h"
#include "IGUIEnvironment.h"
#include "IVideoDriver.h"
#include "IGUIFont.h"
#include "os.h"

namespace irr
{
namespace gui
{

	CGUIChatQueue::CGUIChatQueue(IGUIEnvironment* environment, IGUIElement* parent, s32 id,const core::rect<s32> &drawArea, IGUIFont* font, u32 textLife,
                         u32 fadeTime, bool setWordWrap): IGUIChatQueue(environment, parent, id, drawArea)
{
	 #ifdef _DEBUG
	 setDebugName("CGUIChatQueue");
	 #endif

	 //Initialize ChatQueue
     chatQueue_env = environment;

	 if(!font)
		 chatQueue_font =  environment->getBuiltInFont();
     else
		chatQueue_font = font;  

     chatQueue_wordWrap = setWordWrap;
     chatQueue_life = textLife;
	 setVisible(true);
     chatQueue_debug = false;
     chatQueue_fadeTime = fadeTime;
     chatQueue_defaultStyle = CQS_PLAIN;     
     m_fontHeight = 0; 
     chatQueue_calculateRect(drawArea);
     this->setFont(chatQueue_font);   

}

CGUIChatQueue::~CGUIChatQueue()
{   
	chatQueue_list.empty();
}

void CGUIChatQueue::addMessage(core::stringw text,chatQueueStyle useStyle,video::SColor color1,video::SColor color2)
{
	chatQueueMessage lmsg;                        
	s32 l_cutPosition = chatQueue_font->getCharacterFromPos(text.c_str(),m_xWidth);
	if(l_cutPosition != -1)
		wcscpy(lmsg.message,text.subString(0,l_cutPosition).c_str()); 
	else
		wcscpy(lmsg.message,text.subString(0,text.size()).c_str());  

	lmsg.color1 = color1;
	lmsg.color2 = color2;
	lmsg.fade = 0;
	//Assign Style
	if(useStyle == CQS_USEDEFAULT)
	useStyle = chatQueue_defaultStyle;
	lmsg.Style = useStyle;
	lmsg.created = os::Timer::getTime();
	//Word preserving word wrapping, adapted from BlindSide's code
	if(l_cutPosition != -1 && chatQueue_wordWrap)
	{
		s32 spacepos = text.subString(0,l_cutPosition).findLast(32); 
		if(spacepos != -1)
			l_cutPosition = spacepos; 
		wcscpy(lmsg.message,text.subString(0,l_cutPosition).c_str()); 
		chatQueue_list.push_front(lmsg);
		addMessage(text.subString(l_cutPosition,text.size()),useStyle,color1,color2);
	}
	else
		chatQueue_list.push_front(lmsg);
}

void CGUIChatQueue::addMessage(wchar_t* text,chatQueueStyle useStyle,video::SColor color1,video::SColor color2)
{
   addMessage((const wchar_t*) text,useStyle,color1,color2);
}

void CGUIChatQueue::addMessage(const wchar_t* text,chatQueueStyle useStyle,video::SColor color1,video::SColor color2)
{
     //I'm sure there is a better way to do this conversion, Ideas?
	core::stringw text2;
	text2 = "";
    text2.append(text);
    addMessage(text2,useStyle,color1,color2);
}

void CGUIChatQueue::draw()
{
   //Debug
   if(chatQueue_debug && IsVisible)
	   chatQueue_env->getVideoDriver()->draw2DRectangle(video::SColor(100,155,155,255),
                            core::rect<s32>(m_x, m_y - m_yHeight,m_x + m_xWidth,m_y));    
   //Main Update/Draw
   core::list<chatQueueMessage>::Iterator iter;
   u16 count = 0;
   u32 m_y_tmp = m_y;
   u32 l_time = os::Timer::getTime();
   for (iter=chatQueue_list.begin(); iter != chatQueue_list.end(); iter++)
   { 
      //Max lines means no fade, special case delete
      if(count > chatQueue_maxLines)
	  {
		 //STL deprecation, I need to fix this..
         //chatQueue_list.erase(iter,chatQueue_list.end());
		 chatQueue_list.erase(iter);
         return;
      }
      //Update
      if(chatQueue_life >= 0 && (iter->created + chatQueue_life) < l_time){
         if(iter->fade == 0 && chatQueue_fadeTime > 0)
         {
              iter->fade = l_time;
              iter->color1Fade = iter->color1;
              iter->color2Fade = iter->color2;
              if(iter->Style == CQS_SHADOW)
                 iter->Style = CQS_INTERNALUSEONLY_FADE2;
              else
                 iter->Style = CQS_INTERNALUSEONLY_FADE;
         }
         //Kill text that has faded away.
         if( ((l_time - iter->fade) >= chatQueue_fadeTime) || chatQueue_fadeTime <= 0 )
         {
             //STL deprecation, could cause problems. Needs extensive testing
			 //chatQueue_list.erase(iter,chatQueue_list.end());
			 chatQueue_list.erase(iter);
             return;
         }
        // Old Fade code, left incase you would rather fade to a color
        // Here it fades to black, w/ alpha fade.
        // f32 l_alpha = (   (f32)(l_time - iter->fade)/(f32)chatQueue_fadeTime );
		// iter->color1 = iter->color1Fade.getInterpolated(video::SColor(0,0,0,0),1-l_alpha);
        // iter->color2 = iter->color2Fade.getInterpolated(video::SColor(0,0,0,0),1-l_alpha);
         
         // Proposed alpha fade code, does not work with irrlicht 1.1
         f32 l_alpha = (   (f32)(l_time - iter->fade)/(f32)chatQueue_fadeTime ); 
         iter->color1.setAlpha((s32)(iter->color1Fade.getAlpha() * (1-l_alpha))); 
         iter->color2.setAlpha((s32)(iter->color2Fade.getAlpha() * (1-l_alpha)));
         
      } 
      //Draw
      if (IsVisible && chatQueue_font){
         s16 l_offSetX = 0;
         s16 l_offSetY = 0;
         bool l_render2 = false;
         //Apply style
         switch (iter->Style){
                case CQS_SHADOW:
                     l_offSetX = 1;
                     l_offSetY = 1;
                     l_render2 = true;
                     break;
                case CQS_RAINBOW:
                     iter->color1 =video::SColor(255,(l_time/2)%255,(l_time/3)%255,(l_time)%255);
                     break;
                case CQS_MULTIRAINBOW:
                     l_offSetX = 1;
                     l_offSetY = 1;
                     iter->color1 =video::SColor(255,(l_time/2)%255,(l_time/3)%255,(l_time)%255);
                     iter->color2 =video::SColor(255,(l_time)%255,(l_time/2)%255,(l_time/3)%255);      
                     l_render2 = true;      
                     break;             
                case CQS_BACKGROUND:
                      chatQueue_env->getVideoDriver()->draw2DRectangle(iter->color2,
                      core::rect<s32>(m_x,m_y_tmp - m_fontHeight,m_x+m_xWidth,m_y_tmp));
                     break;
                case CQS_CROPBACKGROUND:{
					  core::dimension2d<s32> l_fontDimensions = chatQueue_font->getDimension(iter->message); 
					  chatQueue_env->getVideoDriver()->draw2DRectangle(iter->color2,
                      core::rect<s32>(m_x,m_y_tmp - m_fontHeight,m_x+l_fontDimensions.Width,m_y_tmp));
                     break;}
                case CQS_PULSE:
                     iter->color1Fade = iter->color1;
                     iter->Style = CQS_INTERNALUSEONLY_PULSE;
                case CQS_INTERNALUSEONLY_PULSE:
                     iter->color1 = iter->color1Fade.getInterpolated(iter->color2,(l_time%1000)/(f32)999.9);
                     break;
                case CQS_INTERNALUSEONLY_FADE2:
                     l_offSetX = 1;
                     l_offSetY = 1;
                     l_render2 = true;
                     break;
                default:{break;}
         }
         if(l_render2)    
               chatQueue_font->draw(iter->message,
                     core::rect<s32>(m_x + l_offSetX,m_y_tmp - m_fontHeight+ l_offSetY,m_x+m_xWidth + l_offSetX,m_y_tmp + l_offSetY),
                     iter->color2);        
             
         chatQueue_font->draw(iter->message,
               core::rect<s32>(m_x,m_y_tmp - m_fontHeight,m_x+m_xWidth,m_y_tmp),
               iter->color1); 
                 
         m_y_tmp -= m_fontHeight;
      }
      count++;
   }
}

//!-- Start Helpers

void CGUIChatQueue::chatQueue_calculateRect(const core::rect<s32> drawArea)
{
	m_xWidth  = drawArea.getWidth();
	m_yHeight = drawArea.getHeight();
	core::position2d<s32> l_positionTmp = drawArea.LowerRightCorner;
	m_y = l_positionTmp.Y;
	l_positionTmp = drawArea.UpperLeftCorner;
	m_x = l_positionTmp.X;  
}

void CGUIChatQueue::chatQueue_calculateFontDimensions(irr::gui::IGUIFont* font)
{
	core::dimension2d<s32> l_fontDimensions = font->getDimension(L"W");
    m_fontHeight = l_fontDimensions.Height;  
    chatQueue_calculateMaxLines();
}

void CGUIChatQueue::chatQueue_calculateMaxLines()
{
	chatQueue_maxLines = ((m_yHeight - m_fontHeight) / m_fontHeight);   
}

//!-- End Helpers

//Set Functions

void CGUIChatQueue::setFadeTime(u32 fadeTime)
{
	chatQueue_fadeTime = fadeTime;
}

void CGUIChatQueue::setMaxLines(u16 maxLines)
{
	chatQueue_calculateMaxLines();
	if(maxLines < chatQueue_maxLines)
		chatQueue_maxLines = maxLines;
}

void CGUIChatQueue::setFont(IGUIFont* font)
{   
	chatQueue_font = font;
	chatQueue_calculateFontDimensions(font);
}

void CGUIChatQueue::setLife(u32 setLife)
{
	chatQueue_life = setLife;
}

void CGUIChatQueue::setVisible(bool setVisible)
{
	IsVisible = setVisible;
}

void CGUIChatQueue::setWordWrap(bool setWordWrap)
{
	chatQueue_wordWrap = setWordWrap;
}

void CGUIChatQueue::setDrawArea(const core::rect<s32> drawArea)
{
	chatQueue_calculateRect(drawArea);
	setFont(chatQueue_font);     
}

void CGUIChatQueue::setDebug(bool setDebug)
{
	chatQueue_debug = setDebug;
}

void CGUIChatQueue::setDefaultStyle(chatQueueStyle useStyle)
{
	if(useStyle == CQS_USEDEFAULT)
		useStyle = CQS_PLAIN;
	chatQueue_defaultStyle = useStyle;
}

//Get Functions
chatQueueStyle CGUIChatQueue::getDefaultStyle()
{
	return chatQueue_defaultStyle;
}

u32 CGUIChatQueue::getFadeTime()
{
	return chatQueue_fadeTime;
}
bool CGUIChatQueue::isDebug()
{
	return chatQueue_debug;
}
irr::gui::IGUIFont* CGUIChatQueue::getFont()
{
	if(chatQueue_font)
		return chatQueue_font;
	else
		return NULL;
}

} // end namespace gui
} // end namespace irr

#endif
monkeycracks
Posts: 1029
Joined: Thu Apr 06, 2006 12:45 am
Location: Tennesee, USA
Contact:

Post by monkeycracks »

Looks very nice. I'll have to see what I can do with it. Text seems a bit large but I guess that's just a matter of changing the font.
Masterhawk
Posts: 299
Joined: Mon Nov 27, 2006 6:52 pm
Location: GERMANY
Contact:

Post by Masterhawk »

the screenshots look promising...guess that's what I need for my network-mode. Will have a look at it in a few weeks or month :)

keep up the good work
Image
switch_case
Posts: 34
Joined: Sat Mar 08, 2008 12:46 pm
Location: Germany, FFM
Contact:

Post by switch_case »

i love your chatQue, its excellent, i use them from the time on i started with irrlicht :)
thanks so far
if life could only be written in C++...
so much features, money++, remove_childs(), choose parents, life = new life, and no more <IDIOT> templates !
if you're looking for an nerdy coding language: http://lolcode.com/
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

this is nice. really really good job.
Rambus
Posts: 96
Joined: Thu Nov 24, 2005 4:56 pm
Location: Canada
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Post by Rambus »

Thank you for your kind words.

I just noticed I left a 'copyright' notice in the code files, this notice is incorrect. I have released ChatQueue into the public domain. Future releases will reflect this.
Rambus
Posts: 96
Joined: Thu Nov 24, 2005 4:56 pm
Location: Canada
Contact:

Post by Rambus »

I found a bug with the word wrapping code and have released a fix with my FileSaveDialog patch available here:
http://irrlicht.sourceforge.net/phpBB2/ ... p?p=151961
Masterhawk
Posts: 299
Joined: Mon Nov 27, 2006 6:52 pm
Location: GERMANY
Contact:

Post by Masterhawk »

Hey rambus, just wanted to try the chatclass with Irrlicht1.1 but none of my attempt worked.
Neither compiling it into the irrlicht source nor simply adding it to my project. Whereat adding it to the source seems to have a good chance to success.

I know it's written for 1.4, but I really need this chat class for 1.1. Hope we can make it work for 1.1


EDIT: found the 0.2.3 version on your server. hope it's ok when I'll use it.
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Rambus
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Post by Rambus »

Hello,
I don't expect my widget to compile for 1.1- but it might not be too hard to fix.

0.2.3 will work, but cannot be compiled into the engine. I have only made minor bug fixes to the code since then so it should run with out issue.

EDIT: If I have time in in the next couple of weeks I will apply those fixes to the old version.
Masterhawk
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Post by Masterhawk »

Well, that would be nice. For now it works and is a great addition to my multiplayer part.... :D
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