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/***********************************************************************
created: Sep 11 2014
author: Luca Ebach <bitbucket@lucebac.net>
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2015 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.
***************************************************************************/
/**************************************************************************
* The following libs (and corresponding headers) are needed to compile and to link:
* CEGUIBase
* CEGUIOpenGLRenderer
* CEGUICoreWindowRendererSet
* default CEGUI xml parser (and dependencies)
* SDL2main (windows only)
* SDL2
* OpengGL
* glm headers (as part of CEGUIBase)
***************************************************************************/
#include <iostream>
#include <CEGUI/CEGUI.h>
#include <CEGUI/RendererModules/OpenGL/GLRenderer.h>
#include <SDL.h>
#include <SDL_opengl.h>
#include "sdl_scancode_to_dinput_mappings.h"
static SDL_Window* window;
static SDL_GLContext context;
CEGUI::Key::Scan toCEGUIKey(SDL_Scancode key)
{
return static_cast<CEGUI::Key::Scan>(scanCodeToKeyNum[static_cast<int>(key)]);
}
void injectUTF8Text(const char* utf8str)
{
static SDL_iconv_t cd = SDL_iconv_t(-1);
if (cd == SDL_iconv_t(-1))
{
// note: just "UTF-32" doesn't work as toFormat, because then you get BOMs, which we don't want.
const char* toFormat = "UTF-32LE"; // TODO: what does CEGUI expect on big endian machines?
cd = SDL_iconv_open(toFormat, "UTF-8");
if (cd == SDL_iconv_t(-1))
{
std::cerr << "Couldn't initialize SDL_iconv for UTF-8 to UTF-32!" << std::endl;
return;
}
}
// utf8str has at most SDL_TEXTINPUTEVENT_TEXT_SIZE (32) chars,
// so we won't have have more utf32 chars than that
Uint32 utf32buf[SDL_TEXTINPUTEVENT_TEXT_SIZE] = {0};
// we'll convert utf8str to a utf32 string, saved in utf32buf.
// the utf32 chars will be injected into cegui
size_t len = strlen(utf8str);
size_t inbytesleft = len;
size_t outbytesleft = 4 * SDL_TEXTINPUTEVENT_TEXT_SIZE; // *4 because utf-32 needs 4x as much space as utf-8
char* outbuf = (char*)utf32buf;
size_t n = SDL_iconv(cd, &utf8str, &inbytesleft, &outbuf, &outbytesleft);
if (n == size_t(-1)) // some error occured during iconv
{
std::cerr << "Converting UTF-8 string " << utf8str << " from SDL_TEXTINPUT to UTF-32 failed!" << std::endl;
}
for (int i = 0; i < SDL_TEXTINPUTEVENT_TEXT_SIZE; ++i)
{
if (utf32buf[i] == 0)
break; // end of string
CEGUI::System::getSingleton().getDefaultGUIContext().injectChar(utf32buf[i]);
}
// reset cd so it can be used again
SDL_iconv(cd, NULL, &inbytesleft, NULL, &outbytesleft);
}
void initSDL()
{
// init everything from SDL
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
std::cerr << "SDL could not be initialized!" << std::endl
<< "Error message: " << SDL_GetError() << std::endl;
exit(1);
}
// create opengl window with size of 800x600px
window = SDL_CreateWindow("CEGUI + SDL2 window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window)
{
std::cerr << "Could not create SDL window: " << SDL_GetError() << std::endl;
SDL_Quit();
exit(1);
}
// disable native mouse cursor
SDL_ShowCursor(0);
// setup opengl rendering context
context = SDL_GL_CreateContext(window);
}
void initCEGUI()
{
using namespace CEGUI;
// create renderer and enable extra states
OpenGLRenderer& cegui_renderer = OpenGLRenderer::create(Sizef(800.f, 600.f));
cegui_renderer.enableExtraStateSettings(true);
// create CEGUI system object
System::create(cegui_renderer);
// setup resource directories
DefaultResourceProvider* rp = static_cast<DefaultResourceProvider*>(System::getSingleton().getResourceProvider());
rp->setResourceGroupDirectory("schemes", "datafiles/schemes/");
rp->setResourceGroupDirectory("imagesets", "datafiles/imagesets/");
rp->setResourceGroupDirectory("fonts", "datafiles/fonts/");
rp->setResourceGroupDirectory("layouts", "datafiles/layouts/");
rp->setResourceGroupDirectory("looknfeels", "datafiles/looknfeel/");
rp->setResourceGroupDirectory("lua_scripts", "datafiles/lua_scripts/");
rp->setResourceGroupDirectory("schemas", "datafiles/xml_schemas/");
// set default resource groups
ImageManager::setImagesetDefaultResourceGroup("imagesets");
Font::setDefaultResourceGroup("fonts");
Scheme::setDefaultResourceGroup("schemes");
WidgetLookManager::setDefaultResourceGroup("looknfeels");
WindowManager::setDefaultResourceGroup("layouts");
ScriptModule::setDefaultResourceGroup("lua_scripts");
XMLParser* parser = System::getSingleton().getXMLParser();
if (parser->isPropertyPresent("SchemaDefaultResourceGroup"))
parser->setProperty("SchemaDefaultResourceGroup", "schemas");
// load TaharezLook scheme and DejaVuSans-10 font
SchemeManager::getSingleton().createFromFile("TaharezLook.scheme", "schemes");
FontManager::getSingleton().createFromFile("DejaVuSans-10.font");
// set default font and cursor image and tooltip type
System::getSingleton().getDefaultGUIContext().setDefaultFont("DejaVuSans-10");
System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage("TaharezLook/MouseArrow");
System::getSingleton().getDefaultGUIContext().setDefaultTooltipType("TaharezLook/Tooltip");
}
void initWindows()
{
using namespace CEGUI;
/////////////////////////////////////////////////////////////
// Add your gui initialisation code in here.
// You can use the following code as an inspiration for
// creating your own windows.
// But you should preferably use layout loading because you won't
// have to recompile everytime you change the layout.
/////////////////////////////////////////////////////////////
// load layout
Window* root = WindowManager::getSingleton().loadLayoutFromFile("application_templates.layout");
System::getSingleton().getDefaultGUIContext().setRootWindow(root);
}
// convert SDL mouse button to CEGUI mouse button
CEGUI::MouseButton SDLtoCEGUIMouseButton(const Uint8& button)
{
using namespace CEGUI;
switch (button)
{
case SDL_BUTTON_LEFT:
return LeftButton;
case SDL_BUTTON_MIDDLE:
return MiddleButton;
case SDL_BUTTON_RIGHT:
return RightButton;
case SDL_BUTTON_X1:
return X1Button;
case SDL_BUTTON_X2:
return X2Button;
default:
return NoButton;
}
}
int main(int /*argc*/, char* /*argv*/[])
{
using namespace CEGUI;
// init SDL
initSDL();
// init cegui
initCEGUI();
// notify system of the window size
System::getSingleton().notifyDisplaySizeChanged(Sizef(800.f, 600.f));
// initialise windows and setup layout
initWindows();
// set gl clear color
glClearColor(0, 0, 0, 255);
bool quit = false;
SDL_Event event;
float time = SDL_GetTicks() / 1000.f;
OpenGLRenderer* renderer = static_cast<OpenGLRenderer*>(System::getSingleton().getRenderer());
// repeat until a quit is requested
while (!quit && !SDL_QuitRequested())
{
// query and process events
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
quit = true;
break;
case SDL_MOUSEMOTION:
CEGUI::System::getSingleton().getDefaultGUIContext().injectMousePosition(static_cast<float>(event.motion.x),
static_cast<float>(event.motion.y));
break;
case SDL_MOUSEBUTTONDOWN:
CEGUI::System::getSingleton().getDefaultGUIContext().injectMouseButtonDown(SDLtoCEGUIMouseButton(event.button.button));
break;
case SDL_MOUSEBUTTONUP:
CEGUI::System::getSingleton().getDefaultGUIContext().injectMouseButtonUp(SDLtoCEGUIMouseButton(event.button.button));
break;
case SDL_MOUSEWHEEL:
CEGUI::System::getSingleton().getDefaultGUIContext().injectMouseWheelChange(static_cast<float>(event.wheel.y));
break;
case SDL_KEYDOWN:
CEGUI::System::getSingleton().getDefaultGUIContext().injectKeyDown(toCEGUIKey(event.key.keysym.scancode));
break;
case SDL_KEYUP:
CEGUI::System::getSingleton().getDefaultGUIContext().injectKeyUp(toCEGUIKey(event.key.keysym.scancode));
break;
case SDL_TEXTINPUT:
injectUTF8Text(event.text.text);
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED)
{
System::getSingleton().notifyDisplaySizeChanged(Sizef(static_cast<float>(event.window.data1),
static_cast<float>(event.window.data2)));
glViewport(0, 0, event.window.data1, event.window.data2);
}
else if (event.window.event == SDL_WINDOWEVENT_LEAVE)
{
CEGUI::System::getSingleton().getDefaultGUIContext().injectMouseLeaves();
}
break;
default:
break;
}
}
glClear(GL_COLOR_BUFFER_BIT);
// inject time pulses
const float newtime = SDL_GetTicks() / 1000.f;
const float time_elapsed = newtime - time;
System::getSingleton().injectTimePulse(time_elapsed);
System::getSingleton().getDefaultGUIContext().injectTimePulse(time_elapsed);
time = newtime;
// render gui
renderer->beginRendering();
System::getSingleton().renderAllGUIContexts();
renderer->endRendering();
// swap buffers
SDL_GL_SwapWindow(window);
}
// destroy system and renderer
System::destroy();
OpenGLRenderer::destroy(*renderer);
renderer = 0;
// delete SDL GL context
SDL_GL_DeleteContext(context);
// destroy SDL window
SDL_DestroyWindow(window);
// cleanup SDL
SDL_Quit();
return 0;
}
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