openmw issueshttps://gitlab.com/OpenMW/openmw/-/issues2024-03-27T21:27:40Zhttps://gitlab.com/OpenMW/openmw/-/issues/7880MyGUI EXCEPTION : widget not found2024-03-27T21:27:40ZMehdi Yousfi-MonodMyGUI EXCEPTION : widget not found- What is your operating system?
Linux Debian Trixie
- What version of OpenMW are you using? If you used a bleeding edge build, state the exact revision used.
Dev build commit dce0a9e11e94b3785df9d90934b1dfcf9d5b09f2
Last MyGui dev b...- What is your operating system?
Linux Debian Trixie
- What version of OpenMW are you using? If you used a bleeding edge build, state the exact revision used.
Dev build commit dce0a9e11e94b3785df9d90934b1dfcf9d5b09f2
Last MyGui dev build 17d66baea79b415fec94412d2bb94d847f81696c
- Do you use any mods? If so, does the problem also occur in a clean vanilla install without any mods?
Expanded Vanilla + BTB Necro edit and patches + few others
- What are the exact steps to reproduce the problem?
Create a new game, go to Arrille Tradehouse, save and load.
- What did you expect to happen? What happened instead?
I get the following log (with "lua enable = true"):
```
[10:22:28.396 E] Error in DelayedAction Update UI: MyGUI EXCEPTION : widget not found
[10:22:28.396 E] in MyGUI at /home/myo/src/mygui/MyGUIEngine/src/MyGUI_Gui.cpp (line 271)
[10:22:28.396 E] Caller stack traceback:
[10:22:28.396 E] [C]: in function 'update'
[10:22:28.396 E] [string "scripts/omw/settings/menu.lua"]:355: in function 'renderPage'
[10:22:28.396 E] [string "scripts/omw/settings/menu.lua"]:468: in function 'resetPlayerGroups'
[10:22:28.396 E] [string "scripts/omw/settings/menu.lua"]:532: in function <[string "scripts/omw/settings/menu.lua"]:527>
```
Then on exit I get a crash log:
```
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x58
```
- Are there any error messages in your `openmw.log` file? If you're not an OpenMW team member, it's best to upload it.
[openmw.log](/uploads/45f977e404d64973b12a78eff493c70f/openmw.log)
[openmw.cfg](/uploads/1996f565f517bf592fe44e68559d0ae3/openmw.cfg)
[settings.cfg](/uploads/14df3256e94c7de44883460cce74376c/settings.cfg)
The crash log when I exit the game:
[openmw-crash.log](/uploads/8a29d17a8e2aa4e41dfa100ff1e2cdf2/openmw-crash.log)https://gitlab.com/OpenMW/openmw/-/issues/6963Update book font resolution after window size change2022-08-23T06:16:40ZAndrei KortunovUpdate book font resolution after window size changeWe scale journal/book UI layer with its text to the window size, so font texture resolution needs to be different after every window size change. A brute-force solution would be to replace book font after every size change, but old fonts...We scale journal/book UI layer with its text to the window size, so font texture resolution needs to be different after every window size change. A brute-force solution would be to replace book font after every size change, but old fonts still can not be in use, so MyGUI keeps them for the whole application session. Basically, it is kind of memory leak.
Maybe there are better options (e.g. to create font texture on our size and pass it to MyGUI rather than replace the whole font).https://gitlab.com/OpenMW/openmw/-/issues/6962Improve TrueType fonts scaling2022-08-23T06:47:39ZAndrei KortunovImprove TrueType fonts scalingUnfortunately, MyGUI does not support TrueType fonts properly - just it generates bitmap fonts on the fly. When we use GUI scaling, we increase generated bitmap fonts resolution, scale down to selected glyph height (the `font size` setti...Unfortunately, MyGUI does not support TrueType fonts properly - just it generates bitmap fonts on the fly. When we use GUI scaling, we increase generated bitmap fonts resolution, scale down to selected glyph height (the `font size` setting) and then scale up with the whole GUI. It leads to quality loss.
Probably we can handle fonts on our size instead of MyGUI. AnyOldName3 suggests to use SDF:
> If we make MyGUI/the shaders we make MyGUI draw text with understand SDF textures, and get Freetype to generate SDF textures (IIRC, they added that about a year ago), then we don't need the glyph resolution to precisely match the size they're shown on screen to get good results, so that gives us more leeway.https://gitlab.com/OpenMW/openmw/-/issues/6742[Lua] Enhanced transformations2022-12-04T18:38:07ZCody Glassman[Lua] Enhanced transformationsCurrently, The Lua API and/or the underlying MyGUI rendering can not handle rotated elements or elements placed in world space.
Rotation: Important for layouts such as radial menus and compasses. MyGUI already has a rotating widget so ...Currently, The Lua API and/or the underlying MyGUI rendering can not handle rotated elements or elements placed in world space.
Rotation: Important for layouts such as radial menus and compasses. MyGUI already has a rotating widget so we could just use this if it turns out to be adequate.
World space positioning: Has two categories.
- Billboard UI elements, like for a lock-on target or floating health bar. It is important that the element always face the camera.
- Absolute positioning in world space, like a computer terminal. Same as above, just without the always face camera bit. This may become more complicated though, as draw order is very important for these elements, and they need to be part of the scenegraph, not just drawn in final render stage as layers.
The front-facing API for this shouldn't be too complicated, as all we need is the fields in some fashion. A billboard flag and the world space position.
Ideally modders need to be able to directly place an object in world space, so the position doesn't need to be manually re-calculated every frame.https://gitlab.com/OpenMW/openmw/-/issues/6530Support UTF8 text in UI2023-09-05T07:44:36ZPetr MikheevSupport UTF8 text in UIOpenMW UI should correctly render UTF8 characters.
Currently all UTF8 messages are rendered in UI as "??????".
**Steps to reproduce with OpenMW Lua:**
1) Save to "DataFiles/test.ui" with UTF8 encoding.
```lua
local ui = require('openmw...OpenMW UI should correctly render UTF8 characters.
Currently all UTF8 messages are rendered in UI as "??????".
**Steps to reproduce with OpenMW Lua:**
1) Save to "DataFiles/test.ui" with UTF8 encoding.
```lua
local ui = require('openmw.ui')
return {
engineHandlers = {
onKeyPress = function()
ui.showMessage('ЫЮЯ')
end
}
}
```
2) Save to "DataFiles/test.omwscripts"
```
PLAYER: test.lua
```
3) Add to openmw.cfg
```
content = test.omwscripts
```
4) Run openmw, start/load game, press any key.