topical media & game development
lib-game-delta3d-sdk-examples-testGUI-testgui.cpp / cpp
/* -*-c++-*-
* testGUI - testgui (.h & .cpp) - Using 'The MIT License'
*
* 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.
*/
//remove useless macros in X11 headers for PCH
ifdef None
#undef None
endif
include <dtABC/application.h>
include <dtCore/object.h>
include <dtCore/camera.h>
include <dtCore/deltawin.h>
include <dtCore/scene.h>
include <dtCore/globals.h>
include <dtCore/transform.h>
include <dtGUI/scriptmodule.h>
include <dtGUI/ceuidrawable.h>
include <dtUtil/log.h>
include <dtUtil/mathdefines.h>
include <dtUtil/exception.h>
include <CEGUI/CEGUISchemeManager.h>
include <CEGUI/CEGUISystem.h>
include <CEGUI/CEGUIWindowManager.h>
include <CEGUI/CEGUIWindow.h>
include <CEGUI/CEGUIExceptions.h>
include <CEGUI/elements/CEGUIScrollbar.h>
include <CEGUI/elements/CEGUIPushButton.h>
using namespace dtCore;
using namespace dtABC;
using namespace dtUtil;
using namespace dtGUI;
class TestGUIApp : public dtABC::Application
{
public:
TestGUIApp(const std::string& configFilename = "")
: Application(configFilename)
, mScriptModule(new ScriptModule())
{
}
virtual ~TestGUIApp()
{
mGUI->ShutdownGUI();
delete mScriptModule;
}
virtual void Config()
{
dtABC::Application::Config();
put something in the background to look at
RefPtr<Object> helo = new Object("Helo");
helo->LoadFile("models/uh-1n.ive");
AddDrawable(helo.get());
move the camera around to see the side of the 3D Object
Transform xform(-30.0f, 0.0f, 0.0f, -90.0f, 0.0f, 0.0f);
GetCamera()->SetTransform(xform);
lets hide the stock cursor and just use CEGUI's rendered cursor
GetWindow()->ShowCursor(false);
We'll make a new ScriptModule which will handle subscribing callbacks
to widgets when it loads the Layout file.
mScriptModule->AddCallback("quitHandler", &quitHandler);
mScriptModule->AddCallback("sliderHandler", &sliderHandler);
try
{
make a new drawable, supplying the DeltaWin and the ScriptModule
mGUI = new dtGUI::CEUIDrawable(GetWindow(),
GetKeyboard(),
GetMouse(),
mScriptModule);
}
catch (dtUtil::Exception& e)
{
LOG_ERROR("Something bad happened when creating the CEUIDrawable. I can't go on!\n" +
e.What());
exit(1);
}
make some cool UI
BuildGUI();
and finally add the CEUIDrawable to the Scene for rendering
GetScene()->AddDrawable(mGUI.get());
}
void SetLayoutFilename(const std::string& filename)
{
mLayoutFilename = filename;
}
private:
RefPtr<dtGUI::CEUIDrawable> mGUI;
std::string mLayoutFilename;
dtGUI::ScriptModule* mScriptModule;
void BuildGUI(void)
{
try
{
std::string schemeFileName = dtCore::FindFileInPathList("gui/schemes/WindowsLook.scheme");
CEGUI::SchemeManager::getSingleton().loadScheme(schemeFileName);
CEGUI::System::getSingleton().setDefaultMouseCursor("WindowsLook", "MouseArrow");
CEGUI::System::getSingleton().setDefaultFont("DejaVuSans-10");
CEGUI::System::getSingleton().getDefaultFont()->setProperty("PointSize", "20");
CEGUI::WindowManager* wm = CEGUI::WindowManager::getSingletonPtr();
CEGUI::Window* sheet = wm->createWindow("DefaultGUISheet", "root_wnd");
CEGUI::System::getSingleton().setGUISheet(sheet);
if (!mLayoutFilename.empty())
{
//load GUI layout from file
CEGUI::Window* w = wm->loadWindowLayout( mLayoutFilename.c_str() );
sheet->addChildWindow(w);
}
else
{
// background panel
CEGUI::Window* panel = wm->createWindow("WindowsLook/StaticImage", "Panel 1");
sheet->addChildWindow(panel);
panel->setPosition(CEGUI::UVector2(cegui_reldim(0.f), cegui_reldim(0.f)));
panel->setSize(CEGUI::UVector2(cegui_reldim(1.f), cegui_reldim(1.f)));
//Delta3D text
CEGUI::Window* st = wm->createWindow("WindowsLook/StaticText","Delta_3D");
panel->addChildWindow(st);
st->setPosition(CEGUI::UVector2(cegui_reldim(0.2f), cegui_reldim(0.3f)));
st->setSize(CEGUI::UVector2(cegui_reldim(0.6f), cegui_reldim(0.2f)));
st->setText("Delta 3D");
st->setProperty("FrameEnabled", "false");
st->setProperty("BackgroundEnabled", "false");
st->setProperty("HorzFormatting", "HorzCentred");
// Edit box for text entry
CEGUI::Window* eb = wm->createWindow("WindowsLook/Editbox", "EditBox");
panel->addChildWindow(eb);
eb->setPosition(CEGUI::UVector2(cegui_reldim(0.3f), cegui_reldim(0.55f)));
eb->setSize(CEGUI::UVector2(cegui_reldim(0.4f), cegui_reldim(0.1f)));
eb->setText("Editable text box");
//slider
CEGUI::Window* slider = wm->createWindow("WindowsLook/HorizontalScrollbar", "slider1");
panel->addChildWindow(slider);
slider->setPosition(CEGUI::UVector2(cegui_reldim(0.12f), cegui_reldim(0.1f)));
slider->setSize(CEGUI::UVector2(cegui_reldim(0.76f), cegui_reldim(0.05f)));
slider->setProperty("DocumentSize", "100");
slider->setProperty("PageSize", "16");
slider->setProperty("StepSize", "1");
slider->setProperty("OverlapSize", "1");
slider->setProperty("ScrollPosition", "100");
slider->subscribeEvent(CEGUI::Scrollbar::EventScrollPositionChanged, &sliderHandler);
// quit button
CEGUI::Window* btn = wm->createWindow("WindowsLook/Button", "QuitButton");
panel->addChildWindow(btn);
btn->setText("Exit");
btn->setPosition( CEGUI::UVector2(cegui_reldim(0.4f), cegui_reldim(0.7f)));
btn->setSize( CEGUI::UVector2(cegui_reldim(0.2f), cegui_reldim(0.1f)));
btn->subscribeEvent(CEGUI::PushButton::EventClicked, &quitHandler);
}
}
// catch to prevent exit (errors will be logged).
catch(CEGUI::Exception& e)
{
Log::GetInstance().LogMessage(Log::LOG_WARNING, __FUNCTION__,
"CEGUI::\%s", e.getMessage().c_str() );
}
}
//quit!
static bool quitHandler(const CEGUI::EventArgs& e)
{
dtABC::Application::GetInstance(0)->Quit();
return true;
}
//the scrollbar has changed positions, do something cool like change the alpha value.
static bool sliderHandler(const CEGUI::EventArgs& e)
{
CEGUI::Scrollbar* slider = (CEGUI::Scrollbar*)((const CEGUI::WindowEventArgs&)e).window;
//get the scrollbar position (0..1)
float alphaPercent = slider->getScrollPosition() / slider->getDocumentSize();
//we don't want alpha of 0.0, so map it to something greater.
float alphaVal = dtUtil::MapRangeValue(alphaPercent, 0.f, 1.f, 0.2f, 1.f);
CEGUI::Window* sheet = CEGUI::System::getSingleton().getGUISheet();
if (sheet) { sheet->setAlpha(alphaVal); }
return true;
}
};
int main(int argc, const char* argv[])
{
//set data search path to find the required Delta3D files and the example data files
std::string dataPath = dtCore::GetDeltaDataPathList();
dtCore::SetDataFilePathList(dataPath + ";" +
dtCore::GetDeltaRootPath() + "/examples/data;" +
dtCore::GetDeltaRootPath() + "/examples/data/gui/imagesets;" +
dtCore::GetDeltaRootPath() + "/examples/data/gui/schemes;" +
dtCore::GetDeltaRootPath() + "/examples/data/gui/fonts;" +
dtCore::GetDeltaRootPath() + "/examples/data/gui/looknfeel;" +
dtCore::GetDeltaRootPath() + "/examples/testGUI;");
std::string filename;
if (argc > 1)
{
Log::GetInstance().LogMessage(Log::LOG_ALWAYS, __FUNCTION__,
"Using GUI file \%s...",argv[1]);
filename = argv[1];
}
//Instantiate the application and look for the config file
RefPtr<TestGUIApp> app = new TestGUIApp("config.xml");
app->SetLayoutFilename(filename);
app->Config(); //configuring the application
app->Run(); // running the simulation loop
return 0;
}
\page testGUI GUI Tutorial
\dontinclude testgui.cpp
This tutorial will break down the testgui example and explain some of the more
interesting features of the dtGUI namespace. You can find the whole example code
in the delta3d/examples/testgui folder.
Below is a screen of the application. You should see the same if you run the
application yourself.
\image html testGui.jpg
We need to include some header files to define the classes we'll be using.
\skip <dtABC/application.h
\until <dtUtil/exception.h>
Now includes the headers for the CEGUI classes we'll be using.
\skip <CEGUI/CEGUISchemeManager.h>
\until <CEGUI/elements/CEGUIPushButton.h>
Lets also tell the compiler about the namespaces we're using so we don't have to
type as much.
\skip using namespace dtCore
\until using namespace dtGUI
Now we can create the standard dtABC::Application derivative:
\skip class
\until Application::Config()
Lets add something to the dtCore::Scene to make things interesting. In this case,
we'll add a helicopter by creating a new dtCore::Object, loading a 3D file, and
adding it to the dtCore::Scene.
\skip new Object
\until AddDrawable
We better move our dtCore::Camera around a little to see the Object we just loaded.
Here we move it down the negative X axis and rotate the heading \e clockwise.
\skip Transform
\until SetTransform
Since CEGUI will render a cursor, we should probably turn off the rendering of the
Operating System cursor. Otherwise we'll see two cursors at once.
\skipline ShowCursor
Now we can start registering some functions for CEGUI to call. Here, we add two static
functions and give them a string "name". We can also use non-static member functions if
we want. See the docs for dtGUI::ScriptModule::AddCallback for more information. These
functions will now be available for use when we load a CEGUI layout file.
For example, we can
have a CEGUI::PushButton call our quitHandler when the button is pressed by adding in the
the following line in our .xml Layout file:
<tt> Event Name="Clicked" Function="quitHandler" </tt>
\skipline AddCallback
\skipline AddCallback
Finally, can create an instance of the drawable which will actually render the GUI. To do this,
we create a new CEGUIDrawable, call a member function to create some GUI, then
add it to the dtCore::Scene for rendering. Notice we're passing the dtCore::DeltaWin and the
dtGUI::ScriptModule to the CEGUIDrawable's constructor. By supplying the Window,
CEGUI will automatically resize its rendering area to match the pixel size of the
Window.
\skip mGUI
\until }
This is a little method used to store the filename of a CEGUI .xml layout file.
The application will load this file if a valid name is supplied.
\skip SetLayoutFilename
\until }
Here we dive into the world of CEGUI. The first thing we need to do is load the
CEGUI scheme, default cursor, and font. We absolutely have to have a Scheme file
loaded before we can continue.
\skip BuildGUI
\until getDefaultFont
\note Notice we use the dtCore::FindFileInPathList method to find the .scheme file. This will
use the search paths we supplied to find the file.
Now we can create a default, root widget to hold our UI. We'll use the CEGUI::WindowManager
to create the wigets for us.
\skip WindowManager
\until createWindow
..and once thats been created, lets tell CEGUI to use it.
\skipline setGUISheet(
Since this application can optionally take in an xml Layout file on the command line,
lets see if it has been supplied and try to load it. Once its loaded, we can add the
returned Window to the default root window we created before.
\skip mLayoutFilename.empty
\until }
Otherwise, we'll have to create all the widgets by hand. At this point, you may wish to
see the API doc for CEGUI at http://www.cegui.org.uk/api_reference/. Here, we'll create
a handfull of widgets, including a Scrollbar and a PushButton which we subscribe to.
\skip else
\until }
CEGUI like to throw exceptions when bad things happen. Make sure to catch them!
\skip catch
\until }
Here's our quit function. We'll just get the first instance of a dtABC::Application
and tell it to quit. Returning true tells CEGUI that we have handled this Event.
\skip quitHandler
\until }
This is a little example of how to get the actual widget that triggered the event.
\skip sliderHandler
\until CEGUI::Scrollbar
Once we have the widget, we can do a little math and convert the value of the Scrollbar
into a value we can use for alpha coloring.
\skip alphaPercent
\until alphaVal
Lets use this value to set the overall alpha transparency of the GUI. To do that, we'll
grab a handle to the highest widget in the hierarchy, and simply set it's alpha.
\skip sheet
\until };
Here is the typical Delta3D main:
\skip main
\until SetDataFilePathList
\note Notice we added a search path to the Delta3D/data/ folder. We have to do this
to pickup some schema and GUI files. If CEGUI can't find the schema files, exceptions
will be thrown all over the place.
Now we simply see if a GUI layout filename was supplied on the command line and save
it for later use:
\skip filename
\until }
Lets create our cool little application, making sure to store it in a dtCore::RefPtr. We
also supply the filename of any command line parameters that might have been set.
\skip TestGUIApp
\until Run(
\skip return
\until }
(C) Æliens
04/09/2009
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