Minimal HUD and Overlay replacement system for Ogre
C++ Ruby C
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bindings/luabind
converters
examples
extensions
shaderBasedMaterials
.gitignore
GORILLA_SCHEMA.md
Gorilla.cpp
Gorilla.h
README.md
dejavu.gorilla
dejavu.licence
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README.md

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Software Licence

Copyright (c) 2010 Robin Southern                                             
                                                                              
Permission is hereby granted, free of charge, to any person obtaining a copy  
of this software and associated documentation files (the "Software"), to deal 
in the Software without restriction, including without limitation the rights  
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell     
copies of the Software, and to permit persons to whom the Software is         
furnished to do so, subject to the following conditions:                      
                                                                              
The above copyright notice and this permission notice shall be included in    
all copies or substantial portions of the Software.                           
                                                                              
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR    
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,      
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE   
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER        
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN     
THE SOFTWARE.

What is Gorilla?

Gorilla is a C++ based HUD and simple 2D overlay system for the Ogre3D graphics engine, it comes in two files Gorilla.cpp and Gorilla.h

Gorilla is intended to substitute the Ogre overlay system, and to provide a good framework and basis for any Ogre programmer to build their HUD or GUI system upon.

Gorilla is designed for speed; It uses Texture Atlases and tries to render everything in one batch.

Gorilla can support

  • Filled (Solid, Gradient or Sprite-based) Rectangles (Canvas Rectangles)
  • Outlined Rectangles (Canvas Boxes)
  • Lines with n-thickness (Canvas Lines)
  • Sprites (SpriteLayer Sprites)
  • Plain and formatted text (Canvas Captions and Text)

Gorilla only uses Ogre as a dependency, and is developed with Ogre 1.7 in mind;
but should work with any 1.x version.

Using Gorilla

All of Gorilla's classes are contained in the Gorilla namespace. All classes and member functions use the camelCase notation, with the exception that class names the first letter is always captialised.

To include Gorilla in your project, simply copy the two Gorilla files Gorilla.cpp and Gorilla.h into your project. Making sure you correctly include and link to Ogre. To increase compliation speed you may want to #include Gorilla in your static headers file.