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  1. Prerequisites https://www.ultraengine.com/learn/luasetup?lang=lua You can use Engine's IDE for scripting, but VS Code in most cases is better. This Lua extension is quite useful for VS Code, if you don't mind Tencent. Map Create a simple map call start.ultra with a bru...
  2. I don't know if it was changed intentionally somehow but several months ago blocks[0].radius used to make corners rounded #include "UltraEngine.h" using namespace UltraEngine; class CustomWidget : public Panel { CustomWidget::CustomWidget() { cornerradius = 8; bloc...
  3. Press space to add text for left button. Right button have a several lines initially but looks as should be. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window...
  4. Normal look On my 2nd screen. Normal on 3rd one tho. Also UI mouse input works like if no offset happen #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interfac...
  5. Before first render only first button had new color which looks correct After applying same half-transparent color to both buttons in real time. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<Worl...
  6. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Icon> icon; bool isFirst = true; void initGui() { aut...
  7. Style should make UI looks brown (to check if it's loaded correctly) Also file name is looks wrong if it's not Latin symbolsData.zip #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto package = LoadPackage("Data.zip"); if (pack...
  8. Maybe it's only with Cyrillic not sure #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0]);...
  9. Also GetFont() method would be nice to have for Interface #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720,...
  10. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> label; static bool EventCallback(const Event& e, shared_ptr<Object> extra) {...
  11. If i drag or create window at 2nd screen ui is looks broken, button can be pressed tho. Also if i try to create full window at non main display it's still appears on main one. Editor UI works fine on all displays. Main screen: Second screen: Third screen:...
  12. In 2D seems to be still working: But in 3D: #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel1; shared_p...
  13. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Icon> icon1; shared_ptr<Icon> icon2; bool isFirst = true;...
  14. After resizing icon of yellow armor becomes a blue one. Red also becomes blue. Green stays green. Used to be fine several months ago. #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<Wo...
  15. It happens after recreating window and UI on second screen, dragging app window and even if initially windows was created on 2nd display. Depending on window resolution it looks differently on second screen - invisible or partly visible. First screen: Second: #include "...
  16. I made this example in an effort to get things to crash but have noted a few other issues in the process. Please excuses the size the example. No mouse events for tabber or button (disable the panel creating in the loop to see this) Press Space a few times - Red panel clipping exceeds...
  17. For some reason usual widgets don't change icon at all so had to create little custom widget with AddBlock(); #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Ca...
  18. Initially i tried to reproduced bug when while changing an icon it was blinking with purple but in test example first icons stays. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interfa...
  19. I think block.SetPixmap work fine if a pixmap as member set in but with if it's another pixmap (to make few different icons for different blocks) i have an exception at Render(). An example: #include "UltraEngine.h" using namespace UltraEngine; class NewWidget : public Widget { protected: v...
  20. Hi, I finally managed to build a first release candidate for a SyntaxEditor-Widget. The Widget is using the famous Scintilla TextEditor-Component under the hood and wraps the control into a UAK-Widget. At this point i only provide binaries (includes and libraries) but i am currently preparing...
  21. One month ago I began work to investigate what it would take to bring Ultra App Kit, the foundation for our new generation of game development tools, to Linux. Today I am happy to share my progress with you and discuss some of the things I have learned. Developed by MIT in the year 1984, X11 is...
  22. Ultra App Kit 1.2 is now available on our site and on Steam. This is a bug fix update that resolves numerous small issues reported in the bug reports forum. To download the latest version, see My Purchases.
  23. Built to power a new generation of game development tools, Ultra App Kit provides an easy-to-use C++ programming SDK for creating desktop GUI applications. Unlike other alternatives like Dear ImGui, the Ultra App Kit GUI renders in retained mode rather than immediate mode, and is spec...
  24. This will create a "spinner" widget like in 3ds max. You can use SetRange() to control the min and max values. Download: Spinner.h Example: #include "UltraEngine.h" #include "Spinner.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get displays...
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