About / Getting started with CEGUI


10-04-2016 16:37:07

Welcome to CEGUI!

While the CEGUI subforum on Ogre is fairly new, CEGUI has not only been around for more than 10 years by now and has been a steady part of Ogre until Ogre 1.7, when the Ogre team decided to implement a minimalistic GUI of their own. CEGUI still has since always supported the latest Ogre Releases and we plan to continue this in the future. We now created this subforum to be able to focus on our Ogre user-group specifically and to provide them with a platform to communicate with each other. This forum is primarily meant to be used for questions about CEGUi that are specific to its usage with Ogre, but can also be used for general CEGUi questions. Please also feel free to browse the official CEGUI forum: http://cegui.org.uk/forum/index.php

What is CEGUI?

If you are looking for an actively developed GUI, with a codebase that has gone through many iterations and improvements to the point where it is solid and provides most features that you will find in any other library, then you should consider this library for your development. Although CEGUI fits most users needs without without modifying any of the code, it was built to be extendable allowing you to create or edit widgets or other parts of the code tailored to your needs. Very importantly, it features a free WYSIWYG skin and layout editor (CEED). CEGUI is fully written in C++ and has its data files in XML format. Skinning is possible by creating your own "Look N' Feel" via XML. We also provide Python and Lua bindings for scripting. In addition to all of that, we do not only support Ogre but also support graphic libraries directly, such as OpenGL 1.X, OpenGL 3.2+ Core Profile, Direct3D9, Direct3D10 and Direct3D11, if you should ever need CEGUI in a project based on them. You can find more info on what CEGUI is about on our official website: http://cegui.org.uk/

What is CEGUI not?
CEGUI is not HTML/CSS based, and as of yet does not feature vector rendering (development ongoing in the development branch). It is not a lean one-trick-pony library, which goes along with the fact that it is configurable and provides a fairly large amount of features.


CEGUI has been used in commercially successful products, such as Torchlight 1, Torchlight 2 ( https://en.wikipedia.org/wiki/Torchlight_II ), which have sold millions of times, and other successful indie games like Venetica. Therefore, it has been proven that this library is fit for commercial products. The development of this toolkit has been active for more than a decade and will not stop anytime soon, unlike it has been the case with other projects. Due to our independence from specific rendering libraries, we can easily exist for a long time and can be integrated into any other engine, especially inhouse engines. Our WYSIWYG editor allows you to easily create and preview GUI layouts (screens/pages) for your game or rendering project.

How to CEGUI?

The easiest way to start building a project with CEGUI and Ogre is to take a look at our getting-started page and the wiki instructing you step by step on how to build CEGUI for Ogre:
http://cegui.org.uk/wiki/Building_CEGUI ... reRenderer
and be sure to read the docs:


21-04-2016 10:16:06

Hey guys, real glad to see you've got an official presence on the Ogre forums now.

So CEGUI v0.85 supports Ogre 2.1 in OGL3+ mode now?


21-04-2016 21:17:56

Hey guys, real glad to see you've got an official presence on the Ogre forums now.

So CEGUI v0.85 supports Ogre 2.1 in OGL3+ mode now?

Last time I tested it: yes. We will release 0.8.6 with hotfixes this saturday. If we get reports on Ogre 2.1 not working in this (or any other) configuration, then we can look into adding it. The purpose of this forum is also for us to be aware how much demand for certain features there is, so that we can provide these.