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GuiCanvas::renderFrame: ctrl is not awake

by Dallin Wellington · in Torque Game Engine · 10/31/2007 (7:04 pm) · 6 replies

I keep on getting this error with this gui control i have the error is "GuiCanvas::renderFrame: ctrl is not awake", i have no clue on how to fix it, i tryed to go into the code and comment out the assert but obiously it crashed my engine.

Here is my gui code and how im calling it:

http://paste.swgprecu.com//viewp.php?id=20071031190444-6316

and this is what i use to call it.....

http://paste.swgprecu.com//viewp.php?id=20071031190412-9235

Thanks,
Dallin Wellington

#1
11/03/2007 (4:28 pm)
Ok, so i found out something new, and i think its the reason why its crashing, well im running another thread for recving packets through UDP, well thats also the thread im calling the gui command, which in turn results in saying its "asleep".

Any ways round this?
#2
11/03/2007 (4:38 pm)
Try having your thread show your gui by using the scheduler. If you set a schedule for 0ms it should execute next tick on the main thread.
#3
11/03/2007 (4:48 pm)
It says that "Canvas.showContent" is not a command :(, is there a certain way i have to do it??
#4
11/03/2007 (5:48 pm)
NVM Tim Helped me fix it :)
#5
05/19/2009 (1:46 am)
Hi.. I don't want to open a new thread but I'm having the same problem.
Basically, I'm emulating the mouse events when I receive my require events something like this from my class.

window->buttonEvent.trigger(devId,0,IA_MAKE,0);

Sometimes I got that "control is not awake" assert failure in my debug build.
And in release build, when this happens, my engine crashed.

Can you share how did you solve that problem?

Thanks
#6
06/09/2009 (3:47 pm)
I also am having the same problem. Emulating mouse events, and getting a message about the ctrl not being awake. If someone has a solution for this, I would appreciate hearing it.