Hi,
CamHandle operates on current camera ('Cam'),
so first of all you would have to have few cameras (Camera camera_a,camera_b
and :
-update them manually ( for example camera_a.yaw += Tm.d; )
-or activate the desired camera (camera_a.set(); which will copy itself to 'Cam') and then call CamHandle (which will operate on 'Cam'), store results to 'camera_a' (camera_a=Cam)
Let me know if you need more info and I'll make a tutorial about multiple cameras.
I think I've finished working on the AZERTY keyboard support, I'll be updating engine soon.
As for the Gui modifications:
please check Gui header file, these are elements which you could play with
Code:
struct GUI // Graphical User Interface
{
U32 kb_lit ; // keyboard focus highlight color
TextDS tds_button , // gui button text draw settings
tds_cmenu , // gui context menu text draw settings
tds_desc , // gui description text draw settings
tds_list , // gui list text draw settings
tds_textline, // gui text line text draw settings
tds_text ; // gui text text draw settings
Gfx gfx_button [3], // button image
gfx_checkbox[2], // checkbox image
gfx_slider , // slider image
gfx_progress , // progress image
gfx_window , // window image
gfx_shadow , // shadow image
gfx_minimize , // minimize button image
gfx_maximize , // maximize button image
gfx_close ; // close button image
GuiStyle style_window, // default Window GuiStyle
style_region; // default Region GuiStyle
also check Buttons
Code:
struct Button : GuiObj // Gui Button
{
Char text[32] ; // button text
Byte mode , // BUTTON_MODE , default=BUTTON_DEFAULT
draw_mode , // BUTTON_DRAW_MODE , default=BDM_BUTTON
shadow , // shadow intensity 0..255 , default=0
U32 color ; // color , default=0xFFFFFFFF
Flt text_align , // text aligning , default=0.0
shadow_width; // shadow width , default=0.06
Gfx *gfx ; // image , default=&Gui.gfx_button[0]