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286  Crystal Space Project Development / Bug Reports / Re: CS buildsystem has some issues... on: August 26, 2005, 06:20:05 pm
Since its inception, the CS Jam system (like the make system before it), supports these additional installation targets:

install_bin
install_plugin
install_lib
install_include
install_data
install_config
install_doc

You can use any combination of these instead of typical 'install' if you want to be more selective about what is built and installed.

As for applications not working once installed, there have been no other reports of this nature. Are you sure that you cleared your CRYSTAL variable before running those application after installation?
287  Crystal Space Project Development / Bug Reports / Re: Bug in AWS: Set window title on: August 26, 2005, 06:14:15 pm
Are you sure that you are using the CVS version of Crystal Space? The code you mentioned in awsWindow::SetProperty() doesn't seem to exist in the present CVS version.
288  Crystal Space Development / Support / Re: Custom Cursor on: August 25, 2005, 08:39:42 pm
According to the API documentation, you need first to call Setup(). You then register your custom cursor with SetCursor() or, presumably, ParseConfigFile(). To actually use the registered cursor, you invoke SwitchCursor().
289  Crystal Space Development / General Crystal Space Discussion / Re: Using the Crystal engine for non-game applications on: August 25, 2005, 08:25:03 pm
As a general response, Crystal Space should be suitable for your type application. CS is not specifically aimed at production of games, but, of course, many people use it for that purpose. You do probably, however, want to avoid using the factory-supplied run-loop in CS (the function csDefaultRunLoop()) since it is aimed at maximizing the client's CPU usage, which is typically what is needed for 3D action games, but which is not typically suitable for general applications with more relaxed requirements.

CS has a fairly steep learning curve and it is definitely aimed at programmers, as opposed to non-programmer end-users. There are, however, a number of tutorials available to help ease you into things. These may or may not prove helpful to you, depending upon your programming experience.
290  Crystal Space Development / Support / Re: Custom Cursor on: August 25, 2005, 11:31:29 am
Custom cursors are supported by the `crystalspace.graphic.cursor' plugin. You need to load that plugin via one of the normal plugin-loading mechanisms, and then get an instance of the loaded plugin in order to call methods such as SetCursor() and Setup() on that instance. For example, something like the following:

csInitializer::RequestPlugins(reg, blah,
  CS_REQUEST_PLUGIN("crystalspace.graphic.cursor", iCursor), blah);
...
csRef<iCursor> cursor = CS_QUERY_REGISTRY(reg, iCursor);
...
cursor->FooBar();
291  Crystal Space Development / Support / Re: Disable CS eventhandling - possible? on: August 25, 2005, 11:18:36 am
All canvases need to implement the abstract iGraphics2D interface which is defined in CS/include/ivideo/graph2d.h.

You can examine the various existing canvas implementations by looking in CS/plugins/video/canvas.

Most of the canvases share common functionality. Rather than duplicating this code each time it is needed, they typically inherit from common implementation found in CS/include/csplugincommon/canvas and CS/libs/csplugincommon/canvas. The most important class found in csplugincommon is csGraphics2D, which implements much of the iGraphics2D interface. If you are writing a new canvas, it is often most convenient to inherit from csGraphics2D to get a bunch of common functionality automatically, though you are free to implement iGraphics2D entirely on your own if you don't need the functionality provided for free by csGraphics2D.
292  Crystal Space Development / Support / Re: Disable CS eventhandling - possible? on: August 24, 2005, 06:06:47 pm
CS has its own event system which is distinct from the X windows event system, SDL event system, etc. By itself, the CS event queue does nothing; it needs some agent to feed events into it. Typically, the agents which feed events into the CS event queue are plugin modules. One type of plugin is a "canvas". This is a drawing context into which CS renders its scene. Because canvases often are represented by windows in the native GUI, it is common for canvas plugins also to accept mouse and keyboard events from the native GUI windowing/event system and to forward those events to CS by feeding them into the CS event queue, though there is no design requirement saying that they must do so. The Linux X11 canvas does this. There is an optional SDL canvas which also does so. Your own application is also free to feed any events into the CS event queue if it thinks that they are relevant. If you don't want canvases forwarding any events to the CS event queue, then you may either want to write your own canvas which behaves exactly the way you want, or you might modify the existing canvases a bit to provide control over this behavior. Be aware, as noted above, however, that keyboard and mouse input are not intrinsically tied to canvases. It so happens, out of convenience, that many canvases do feed input events into the CS event queue, but there may be cases where this functionality is the responsibility of some other agent.
293  Crystal Space Development / Support / Re: MinGW on: August 21, 2005, 10:16:53 pm
First, if you are going to be using the CVS snapshot, then use the CS manual for the CVS version rather than the manual for the 0.98 release, and install the proper cs-win32libs support package:

http://www.crystalspace3d.org/docs/online/manual/

Second, you need to look inside the generated config.log file to see why you got the following message in your attached rapport.txt:

"config.status: WARNING: failed to create makefile emulation layer"

Look at the lines above that warning in config.log to find out why it failed. Without the makefile emulation, you won't be able to type "make -k all". You can, however, type "./jam all" to build the project instead.

-- ES
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