bitplane wrote:very nice!
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some comments-
Thanks
bitplane wrote:I don't think you should do removeTexture(), in case some materials use the same texture. also, since you are holding a pointer to the texture, you should call pSkinTexture->grab() when you load it and pSkinTexture->drop() when you are finished, so if someone else clears the texture cache your pointer will not be invalid.
Yup, will fix this. I was assuming that textures are handled another way...
bitplane wrote:since I'm planning on making changes to skins, is there anything you think is missing from the IGUISkin (sizes, colours, functions, etc) which you will need?
The only immediate request is to use IGUISkin to draw Checkbox, so that I can give its own appearance as well.
There are still some things, but I haven't give them enough thoughts about whether and how they should be implemented. Examples are
1) mouse hover states (for buttons), (IGUIEnvironment issue)
2) greater flexibility for the skin to render GUI elements (eg override the menu highlighting in my sample program),
3) GUI element boundaries test using image alpha for mouse hits (if I click outside a corner of my rounded button, the button is still depressed because it is inside the bounding rectangle) (IGUIEnvironment issue)
4) Some other enhancements for the entire GUI subsystem...
bitplane wrote:Another thing I've been considering is making a 'GUISpriteBank' or something which holds textures, rectangles, and entities containing information about animations. The bitmap fonts, list box icons, buttons, checkboxes, skins etc could all use animated images by drawing themselves with this new class.. this is just a thought at the moment, so don't worry yet!
Animated GUIs will be cool! This will put Irrlicht GUI above level 70!
