1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478
|
/***********************************************************************
filename: Sample_Demo7.cpp
created: 20/8/2005
author: Paul D Turner
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2006 Paul D Turner & The CEGUI Development Team
*
* 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 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.
***************************************************************************/
#include "Sample_Demo7.h"
#include "CEGUI.h"
#include "CEGuiBaseApplication.h"
#include <cstdlib>
int main(int /*argc*/, char* /*argv*/[])
{
// This is a basic start-up for the sample application which is
// object orientated in nature, so we just need an instance of
// the CEGuiSample based object and then tell that sample application
// to run. All of the samples will use code similar to this in the
// main/WinMain function.
Demo7Sample app;
return app.run();
}
//----------------------------------------------------------------------------//
// The following are related to the RenderEffect
//
// Note: This be the land of magic numbers and compound hacks upon hacks :-p
// Any final version of this we might provide will likely be cleaned up
// considerably.
//----------------------------------------------------------------------------//
const float MyEffect::tess_x = 8;
const float MyEffect::tess_y = 8;
//----------------------------------------------------------------------------//
MyEffect::MyEffect() :
initialised(false),
dragX(0), dragY(0),
elasX(0), elasY(0)
{
}
//----------------------------------------------------------------------------//
int MyEffect::getPassCount() const
{
return 1;
}
//----------------------------------------------------------------------------//
void MyEffect::performPreRenderFunctions(const int /*pass*/)
{
// nothing we need here
}
//----------------------------------------------------------------------------//
void MyEffect::performPostRenderFunctions()
{
// nothing we need here
}
//----------------------------------------------------------------------------//
bool MyEffect::realiseGeometry(CEGUI::RenderingWindow& window,
CEGUI::GeometryBuffer& geometry)
{
using namespace CEGUI;
Texture& tex = window.getTextureTarget().getTexture();
static const CEGUI::colour c(1, 1, 1, 1);
const float qw = window.getSize().d_width / tess_x;
const float qh = window.getSize().d_height / tess_y;
const float tcx = qw * tex.getTexelScaling().d_x;
const float tcy =
(window.getTextureTarget().isRenderingInverted() ? -qh : qh) *
tex.getTexelScaling().d_y;
for (int j = 0; j < tess_y; ++j)
{
for (int i = 0; i < tess_x; ++i)
{
int idx = (j * tess_x + i) * 6;
float top_adj = dragX * ((1.0f / tess_x) * j);
float bot_adj = dragX * ((1.0f / tess_x) * (j+1));
top_adj = ((top_adj*top_adj) / 3) * (dragX < 0 ? -1 : 1);
bot_adj = ((bot_adj*bot_adj) / 3) * (dragX < 0 ? -1 : 1);
float lef_adj = dragY * ((1.0f / tess_y) * i);
float rig_adj = dragY * ((1.0f / tess_y) * (i+1));
lef_adj = ((lef_adj*lef_adj) / 3) * (dragY < 0 ? -1 : 1);
rig_adj = ((rig_adj*rig_adj) / 3) * (dragY < 0 ? -1 : 1);
// vertex 0
vb[idx + 0].position = Vector3(i * qw - top_adj, j * qh - lef_adj, 0.0f);
vb[idx + 0].colour_val = c;
vb[idx + 0].tex_coords = Vector2(i * tcx, j*tcy);
// vertex 1
vb[idx + 1].position = Vector3(i * qw - bot_adj, j * qh + qh - lef_adj, 0.0f);
vb[idx + 1].colour_val = c;
vb[idx + 1].tex_coords = Vector2(i*tcx, j*tcy+tcy);
// vertex 2
vb[idx + 2].position = Vector3(i * qw + qw - bot_adj, j * qh + qh - rig_adj, 0.0f);
vb[idx + 2].colour_val = c;
vb[idx + 2].tex_coords = Vector2(i*tcx+tcx, j*tcy+tcy);
// vertex 3
vb[idx + 3].position = Vector3(i * qw + qw - bot_adj, j * qh + qh - rig_adj, 0.0f);
vb[idx + 3].colour_val = c;
vb[idx + 3].tex_coords = Vector2(i*tcx+tcx, j*tcy+tcy);
// vertex 4
vb[idx + 4].position = Vector3(i * qw + qw - top_adj, j * qh - rig_adj, 0.0f);
vb[idx + 4].colour_val = c;
vb[idx + 4].tex_coords = Vector2(i*tcx+tcx, j*tcy);
// vertex 5
vb[idx + 5].position = Vector3(i * qw - top_adj, j * qh - lef_adj, 0.0f);
vb[idx + 5].colour_val = c;
vb[idx + 5].tex_coords = Vector2(i * tcx, j*tcy);
}
}
geometry.setActiveTexture(&tex);
geometry.appendGeometry(vb, buffsize);
// false, because we do not want the default geometry added!
return false;
}
//----------------------------------------------------------------------------//
bool MyEffect::update(const float elapsed, CEGUI::RenderingWindow& window)
{
using namespace CEGUI;
// initialise ourself upon the first update call.
if (!initialised)
{
initialised=true;
lastX = window.getPosition().d_x;
lastY = window.getPosition().d_y;
return true;
}
const Vector2 pos(window.getPosition());
//
// Set up for X axis animation.
//
if (pos.d_x != lastX)
{
dragX += (pos.d_x - lastX) * 0.2;
elasX = 0.05f;
lastX = pos.d_x;
if (dragX > 25)
dragX = 25;
else if (dragX < -25)
dragX = -25;
}
//
// Set up for y axis animation
//
if (pos.d_y != lastY)
{
dragY += (pos.d_y - lastY) * 0.2f;
elasY = 0.05f;
lastY = pos.d_y;
if (dragY > 25)
dragY = 25;
else if (dragY < -25)
dragY = -25;
}
//
// Perform required animation steps
//
if ((dragX != 0) || (dragY != 0))
{
if (dragX < 0)
{
dragX += (elasX * 800 * elapsed);
elasX += 0.075 * elapsed;
if (dragX >0)
dragX = 0;
}
else
{
dragX -= (elasX * 800 * elapsed);
elasX += 0.075 * elapsed;
if (dragX < 0)
dragX = 0;
}
if (dragY < 0)
{
dragY += elasY * 800 * elapsed;
elasY += 0.075 * elapsed;
if (dragY >0)
dragY = 0;
}
else
{
dragY -= elasY * 800 * elapsed;
elasY += 0.075 * elapsed;
if (dragY < 0)
dragY = 0;
}
// note we just need system to redraw the geometry; we do not need a
// full redraw of all window/widget content - which is unchanged.
System::getSingleton().signalRedraw();
return false;
}
return true;
}
//----------------------------------------------------------------------------//
// The following are for the main Demo7Sample class.
//----------------------------------------------------------------------------//
/*************************************************************************
Sample specific initialisation goes here.
*************************************************************************/
bool Demo7Sample::initialiseSample()
{
using namespace CEGUI;
// Register our effect with the system
RenderEffectManager::getSingleton().addEffect<MyEffect>("WobblyWindow");
// Now we make a Falagard mapping for a frame window that uses this effect.
// We create a type "TaharezLook/WobblyFrameWindow", which is subsequently
// referenced in the layout file loaded below. Note that it wold be more
// usual for this mapping to be specified in the scheme xml file, though
// here we are doing in manually to save from needing either multiple
// versions of the schemes or from having demo specific definitions in
// the schemes.
WindowFactoryManager::getSingleton().addFalagardWindowMapping(
"TaharezLook/WobblyFrameWindow", // type to create
"CEGUI/FrameWindow", // 'base' widget type
"TaharezLook/FrameWindow", // WidgetLook to use.
"Falagard/FrameWindow", // WindowRenderer to use.
"WobblyWindow"); // effect to use.
// we will use of the WindowManager.
WindowManager& winMgr = WindowManager::getSingleton();
// load scheme and set up defaults
SchemeManager::getSingleton().create("TaharezLook.scheme");
System::getSingleton().setDefaultMouseCursor("TaharezLook", "MouseArrow");
FontManager::getSingleton().create("DejaVuSans-10.font");
// load an image to use as a background
ImagesetManager::getSingleton().createFromImageFile("BackgroundImage", "GPN-2000-001437.tga");
// here we will use a StaticImage as the root, then we can use it to place a background image
Window* background = winMgr.createWindow("TaharezLook/StaticImage", "background_wnd");
// set position and size
background->setPosition(UVector2(cegui_reldim(0), cegui_reldim( 0)));
background->setSize(UVector2(cegui_reldim(1), cegui_reldim( 1)));
// disable frame and standard background
background->setProperty("FrameEnabled", "false");
background->setProperty("BackgroundEnabled", "false");
// set the background image
background->setProperty("Image", "set:BackgroundImage image:full_image");
// install this as the root GUI sheet
System::getSingleton().setGUISheet(background);
// load the windows for Demo7 from the layout file.
Window* sheet = winMgr.loadWindowLayout("Demo7Windows.layout");
// attach this to the 'real' root
background->addChildWindow(sheet);
// set-up the contents of the list boxes.
createListContent();
// initialise the event handling.
initDemoEventWiring();
// success!
return true;
}
/*************************************************************************
Cleans up resources allocated in the initialiseSample call.
*************************************************************************/
void Demo7Sample::cleanupSample()
{
// nothing to do here!
}
/*************************************************************************
create the windows & widgets for this demo
*************************************************************************/
void Demo7Sample::createListContent(void)
{
using namespace CEGUI;
WindowManager& winMgr = WindowManager::getSingleton();
//
// Combobox setup
//
Combobox* cbobox = static_cast<Combobox*>(winMgr.getWindow("Demo7/Window2/Combobox"));
// add items to the combobox list
cbobox->addItem(new MyListItem("Combobox Item 1"));
cbobox->addItem(new MyListItem("Combobox Item 2"));
cbobox->addItem(new MyListItem("Combobox Item 3"));
cbobox->addItem(new MyListItem("Combobox Item 4"));
cbobox->addItem(new MyListItem("Combobox Item 5"));
cbobox->addItem(new MyListItem("Combobox Item 6"));
cbobox->addItem(new MyListItem("Combobox Item 7"));
cbobox->addItem(new MyListItem("Combobox Item 8"));
cbobox->addItem(new MyListItem("Combobox Item 9"));
cbobox->addItem(new MyListItem("Combobox Item 10"));
//
// Multi-Column List setup
//
MultiColumnList* mclbox = static_cast<MultiColumnList*>(winMgr.getWindow("Demo7/Window2/MultiColumnList"));
// Add some empty rows to the MCL
mclbox->addRow();
mclbox->addRow();
mclbox->addRow();
mclbox->addRow();
mclbox->addRow();
// Set first row item texts for the MCL
mclbox->setItem(new MyListItem("Laggers World"), 0, 0);
mclbox->setItem(new MyListItem("yourgame.some-server.com"), 1, 0);
mclbox->setItem(new MyListItem("[colour='FFFF0000']1000ms"), 2, 0);
// Set second row item texts for the MCL
mclbox->setItem(new MyListItem("Super-Server"), 0, 1);
mclbox->setItem(new MyListItem("whizzy.fakenames.net"), 1, 1);
mclbox->setItem(new MyListItem("[colour='FF00FF00']8ms"), 2, 1);
// Set third row item texts for the MCL
mclbox->setItem(new MyListItem("Cray-Z-Eds"), 0, 2);
mclbox->setItem(new MyListItem("crayzeds.notarealserver.co.uk"), 1, 2);
mclbox->setItem(new MyListItem("[colour='FF00FF00']43ms"), 2, 2);
// Set fourth row item texts for the MCL
mclbox->setItem(new MyListItem("Fake IPs"), 0, 3);
mclbox->setItem(new MyListItem("123.320.42.242"), 1, 3);
mclbox->setItem(new MyListItem("[colour='FFFFFF00']63ms"), 2, 3);
// Set fifth row item texts for the MCL
mclbox->setItem(new MyListItem("Yet Another Game Server"), 0, 4);
mclbox->setItem(new MyListItem("abc.abcdefghijklmn.org"), 1, 4);
mclbox->setItem(new MyListItem("[colour='FFFF6600']284ms"), 2, 4);
}
/*************************************************************************
Perform required event hook-ups for this demo.
*************************************************************************/
void Demo7Sample::initDemoEventWiring(void)
{
using namespace CEGUI;
// Subscribe handler that quits the application
WindowManager::getSingleton().getWindow("Demo7/Window1/Quit")->
subscribeEvent(PushButton::EventClicked, Event::Subscriber(&Demo7Sample::handleQuit, this));
// Subscribe handler that processes changes to the slider position.
WindowManager::getSingleton().getWindow("Demo7/Window1/Slider1")->
subscribeEvent(Slider::EventValueChanged, Event::Subscriber(&Demo7Sample::handleSlider, this));
// Subscribe handler that processes changes to the checkbox selection state.
WindowManager::getSingleton().getWindow("Demo7/Window1/Checkbox")->
subscribeEvent(Checkbox::EventCheckStateChanged, Event::Subscriber(&Demo7Sample::handleCheck, this));
// Subscribe handler that processes changes to the radio button selection state.
WindowManager::getSingleton().getWindow("Demo7/Window1/Radio1")->
subscribeEvent(RadioButton::EventSelectStateChanged, Event::Subscriber(&Demo7Sample::handleRadio, this));
// Subscribe handler that processes changes to the radio button selection state.
WindowManager::getSingleton().getWindow("Demo7/Window1/Radio2")->
subscribeEvent(RadioButton::EventSelectStateChanged, Event::Subscriber(&Demo7Sample::handleRadio, this));
// Subscribe handler that processes changes to the radio button selection state.
WindowManager::getSingleton().getWindow("Demo7/Window1/Radio3")->
subscribeEvent(RadioButton::EventSelectStateChanged, Event::Subscriber(&Demo7Sample::handleRadio, this));
}
bool Demo7Sample::handleQuit(const CEGUI::EventArgs&)
{
// signal quit
d_sampleApp->setQuitting();
// event was handled
return true;
}
bool Demo7Sample::handleSlider(const CEGUI::EventArgs& e)
{
using namespace CEGUI;
// get the current slider value
float val = static_cast<Slider*>(static_cast<const WindowEventArgs&>(e).window)->getCurrentValue();
// set the progress for the first bar according to the slider value
static_cast<ProgressBar*>(WindowManager::getSingleton().getWindow("Demo7/Window2/Progbar1"))->setProgress(val);
// set second bar's progress - this time the reverse of the first one
static_cast<ProgressBar*>(WindowManager::getSingleton().getWindow("Demo7/Window2/Progbar2"))->setProgress(1.0f - val);
// set the alpha on the window containing all the controls.
WindowManager::getSingleton().getWindow("root")->setAlpha(val);
// event was handled.
return true;
}
bool Demo7Sample::handleRadio(const CEGUI::EventArgs& e)
{
using namespace CEGUI;
// get the ID of the selected radio button
CEGUI::uint id = static_cast<RadioButton*>(static_cast<const WindowEventArgs&>(e).window)->getSelectedButtonInGroup()->getID();
// get the StaticImage window
Window* img = WindowManager::getSingleton().getWindow("Demo7/Window2/Image1");
// set an image into the StaticImage according to the ID of the selected radio button.
switch (id)
{
case 0:
img->setProperty("Image", "set:BackgroundImage image:full_image");
break;
case 1:
img->setProperty("Image", "set:TaharezLook image:MouseArrow");
break;
default:
img->setProperty("Image", "");
break;
}
// event was handled
return true;
}
bool Demo7Sample::handleCheck(const CEGUI::EventArgs& e)
{
using namespace CEGUI;
// show or hide the FrameWindow containing the multi-line editbox according to the state of the
// checkbox widget
WindowManager::getSingleton().getWindow("Demo7/Window3")->
setVisible(static_cast<Checkbox*>(static_cast<const WindowEventArgs&>(e).window)->isSelected());
// event was handled.
return true;
}
|