Text question [Aborted]

Problems building or running the engine, queries about how to use features etc.
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lonewolff
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Text question [Aborted]

Post by lonewolff »

Hi guys,

This used to work in older versions but doesn't seem to now

Ogre::OverlayManager *mOverlayManager = Ogre::OverlayManager::getSingletonPtr();
Incomplete type is not allowed.
How do we set up an overlay manager these days?

Thanks in advance :)
Last edited by lonewolff on Wed Jul 30, 2014 4:34 am, edited 1 time in total.
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LJS
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Re: Text question

Post by LJS »

'Incomplete type is not allowed', means your compiler know it exists but doesn't know anything about the type.

You should include the header for Ogre::OverlayManager into the source file you are using the type in.

You would get the same error in the older versions too :mrgreen:

R,
(am very clumbsy, especially with words on a static screen.)
Ogre 3D 1.9.0 static
Bullet 2.8 static
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lonewolff
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Re: Text question

Post by lonewolff »

Thanks man, that helped a lot :)

Although my old projects around the 1.7 era didn't have that include file (set be me anyway). Maybe the pre-compiled SDK sorted that out behind the scenes :)

Now I have one final part of this text that is broken (getting closer though). Still from my years old working code.

Code: Select all

mPanelDebug=static_cast<OverlayContainer*>(mOlm->createOverlayElement("Panel","DEBUG"));
error C2440: 'static_cast' : cannot convert from 'Ogre::OverlayElement *' to 'Ogre::OverlayContainer *'
Any ideas how to squash this one?

Thanks again BTW :)
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LJS
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Re: Text question

Post by LJS »

Although my old projects around the 1.7 era didn't have that include file (set be me anyway). Maybe the pre-compiled SDK sorted that out behind the scenes
You have probably included <Ogre.h> somewhere in your old project or at least the source file where you got the error could access the <OgreOverlayManager.h>. As far as I believe, that structure hasn't changed. Only the parts of Overlay are moved into its own library.

For the casting part, I don't know.

R,
(am very clumbsy, especially with words on a static screen.)
Ogre 3D 1.9.0 static
Bullet 2.8 static
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lonewolff
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Re: Text question

Post by lonewolff »

Mission aborted :lol:

I have decided to go back to 1.8.1 as I am finding quite a few things won't work in 1.9 (some things have just changed and others older things just won't work). So, it is me not Ogre - LOL :lol:

Same code in the OP runs happily on 1.8.1.
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LJS
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Re: Text question [Aborted]

Post by LJS »

Since you have aborted, maybe it is an idea to look over the tutorials and start a small project - i.e. a project that has some of your main problems - to get the feel of the changes. Then you know what has changed where.

R,
(am very clumbsy, especially with words on a static screen.)
Ogre 3D 1.9.0 static
Bullet 2.8 static
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lonewolff
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Re: Text question [Aborted]

Post by lonewolff »

That's the thing though. I couldn't find any tutorials that cover text.

Since reverting back to 1.8 today, I am 100% back up and running (hydrax and skyX included).

I haven't been able to find any doc's describing the advantages of 1.9 over 1.8. So, I don't know of any benefit of using 1.9 at this stage.
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