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/***********************************************************************
created: Fri Apr 22 2011
author: Paul D Turner <paul@cegui.org.uk>
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2011 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_InventoryDemo.h"
#include "InventoryItem.h"
#include "InventoryItemRenderer.h"
#include "InventoryReceiver.h"
#include <CEGUI/CEGUI.h>
//----------------------------------------------------------------------------//
bool InventoryDemo::initialise(CEGUI::GUIContext* guiContext)
{
using namespace CEGUI;
d_usedFiles = CEGUI::String(__FILE__);
// load font and setup default if not loaded via scheme
Font& defaultFont = FontManager::getSingleton().createFromFile("DejaVuSans-12.font");
// Set default font for the gui context
guiContext->setDefaultFont(&defaultFont);
// basic system init using TaharezLook.
WindowManager& winMgr = WindowManager::getSingleton();
SchemeManager::getSingleton().createFromFile("TaharezLook.scheme");
guiContext->getMouseCursor().setDefaultImage("TaharezLook/MouseArrow");
Window* root = winMgr.createWindow("DefaultWindow", "root");
guiContext->setRootWindow(root);
// register custom objects with CEGUI.
WindowFactoryManager::addFactory<TplWindowFactory<InventoryReceiver> >();
WindowFactoryManager::addFactory<TplWindowFactory<InventoryItem> >();
WindowRendererManager::addFactory<TplWindowRendererFactory<InventoryItemRenderer> >();
// load looknfeel for custom inventory components (needs TaharezLook images)
WidgetLookManager::getSingleton().parseLookNFeelSpecificationFromFile("InventoryComponents.looknfeel");
// create mapping for the item type
// This is the equivalent to the following entry in a scheme xml file:
// <FalagardMapping WindowType="TaharezLook/InventoryItem" TargetType="InventoryItem" LookNFeel="TaharezLook/InventoryItem" Renderer="InventoryItemRenderer" />
WindowFactoryManager::getSingleton().addFalagardWindowMapping(
"TaharezLook/InventoryItem", // type to create
"InventoryItem", // 'base' widget type
"TaharezLook/InventoryItem", // WidgetLook to use.
"InventoryItemRenderer"); // WindowRenderer to use.
// Create Backpack window
Window* wnd = winMgr.createWindow("TaharezLook/FrameWindow");
root->addChild(wnd);
wnd->setPosition(UVector2(UDim(0.1f, 0), UDim(0.1f, 0)));
wnd->setSize(USize(UDim(0.2f, 0), UDim(0.4f, 0)));
wnd->setText("Backpack");
InventoryReceiver& receiver1 = dynamic_cast<InventoryReceiver&>(*winMgr.createWindow("InventoryReceiver"));
wnd->addChild(&receiver1);
receiver1.setPosition(UVector2(cegui_reldim(0.0f), cegui_reldim( 0.0f)));
receiver1.setSize(USize(cegui_reldim(1.0f), cegui_reldim( 1.0f)));
receiver1.setContentSize(3, 6);
receiver1.setUserString("BlockImage", "TaharezLook/GenericBrush");
// Create vault window
Window* wnd2 = winMgr.createWindow("TaharezLook/FrameWindow");
root->addChild(wnd2);
wnd2->setPosition(UVector2(UDim(0.48f, 0), UDim(0.2f, 0)));
wnd2->setSize(USize(UDim(0.5f, 0), UDim(0.5f, 0)));
wnd2->setText("Bank Vault");
InventoryReceiver& receiver2 = dynamic_cast<InventoryReceiver&>(*winMgr.createWindow("InventoryReceiver"));
wnd2->addChild(&receiver2);
receiver2.setPosition(UVector2(cegui_reldim(0.0f), cegui_reldim( 0.0f)));
receiver2.setSize(USize(cegui_reldim(1.0f), cegui_reldim( 1.0f)));
receiver2.setContentSize(10, 10);
receiver2.setUserString("BlockImage", "TaharezLook/GenericBrush");
// create some items and add them to the vault.
InventoryItem& item1 = dynamic_cast<InventoryItem&>(*winMgr.createWindow("TaharezLook/InventoryItem"));
item1.setContentSize(2, 2);
receiver2.addItemAtLocation(item1, 0, 0);
item1.setProperty("Image", "TaharezLook/MouseArrow");
InventoryItem& item2 = dynamic_cast<InventoryItem&>(*winMgr.createWindow("InventoryItem"));
item2.setUserString("BlockImage", "TaharezLook/GenericBrush");
item2.setContentSize(3, 1);
receiver2.addItemAtLocation(item2, 1, 3);
InventoryItem& item3 = dynamic_cast<InventoryItem&>(*winMgr.createWindow("InventoryItem"));
item3.setUserString("BlockImage", "TaharezLook/GenericBrush");
item3.setContentSize(1, 4);
receiver2.addItemAtLocation(item3, 5, 2);
InventoryItem& item4 = dynamic_cast<InventoryItem&>(*winMgr.createWindow("InventoryItem"));
item4.setUserString("BlockImage", "TaharezLook/GenericBrush");
item4.setContentSize(1, 1);
receiver2.addItemAtLocation(item4, 8, 6);
InventoryItem& item5 = dynamic_cast<InventoryItem&>(*winMgr.createWindow("InventoryItem"));
item5.setUserString("BlockImage", "TaharezLook/GenericBrush");
item5.setContentSize(2, 3);
bool data[] = {
1, 0,
1, 1,
1, 0
};
item5.setItemLayout(data);
receiver2.addItemAtLocation(item5, 2, 5);
return true;
}
//----------------------------------------------------------------------------//
void InventoryDemo::deinitialise()
{
// nothing to do here!
}
//----------------------------------------------------------------------------//
/*************************************************************************
Define the module function that returns an instance of the sample
*************************************************************************/
extern "C" SAMPLE_EXPORT Sample& getSampleInstance()
{
static InventoryDemo sample;
return sample;
}
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