*/JNIEXPORT void JNICALL Java_cn_garymb_ygomobile_core_IrrlichtBridge_nativeSetCheckBoxesSelection(
		JNIEnv* env, jclass clazz, jint handle, jint idx) {
	if (handle) {
		IrrlichtDevice* device = (IrrlichtDevice*) handle;
		IGUIEnvironment* irrenv = device->getGUIEnvironment();
		IGUIElement* element = irrenv->getFocus();
		if (element) {
			IGUIWindow* window = (IGUIWindow*) (element);
			core::list<IGUIElement*> children = window->getChildren();
			core::list<IGUIElement*>::Iterator current = children.begin();
			int i = 0;
			do {
				if ((*current)->getType() == EGUIET_CHECK_BOX && i++ == idx) {
					break;
				}
				current++;
			} while (current != children.end());
			if (current == children.end()) {
				return;
			}
			IGUICheckBox* checkbox = (IGUICheckBox*) *current;
			checkbox->setChecked(true);
			SEvent e;
			e.EventType = EET_GUI_EVENT;
			e.GUIEvent.Caller = checkbox;
			e.GUIEvent.Element = 0;
			e.GUIEvent.EventType = EGET_CHECKBOX_CHANGED;
			window->OnEvent(e);
			irrenv->setFocus(window);
		}
	}
}
//! Adds a message box.
IGUIWindow* CGUIEnvironment::addMessageBox(const wchar_t* caption, const wchar_t* text,
                                           bool modal, s32 flag, IGUIElement* parent, s32 id)
{
	if (!CurrentSkin)
		return 0;

	parent = parent ? parent : this;

	core::rect<s32> rect;
	core::dimension2d<s32> screenDim, msgBoxDim;

	screenDim.Width = parent->getAbsolutePosition().getWidth();
	screenDim.Height = parent->getAbsolutePosition().getHeight();
	msgBoxDim.Width = CurrentSkin->getSize(gui::EGDS_MESSAGE_BOX_WIDTH);
	msgBoxDim.Height = CurrentSkin->getSize(gui::EGDS_MESSAGE_BOX_HEIGHT);

	rect.UpperLeftCorner.X = (screenDim.Width - msgBoxDim.Width) / 2;
	rect.UpperLeftCorner.Y = (screenDim.Height - msgBoxDim.Height) / 2;
	rect.LowerRightCorner.X = rect.UpperLeftCorner.X + msgBoxDim.Width;
	rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + msgBoxDim.Height;

	if (modal)
	{
		parent = new CGUIModalScreen(this, parent, -1);
		parent->drop();
	}

	IGUIWindow* win = new CGUIMessageBox(this, caption, text, flag,
	                                     parent, id, rect);

	win->drop();
	return win;
}
//! adds a window. The returned pointer must not be dropped.
IGUIWindow* CGUIEnvironment::addWindow(const core::rect<s32>& rectangle, bool modal,
                                       const wchar_t* text, IGUIElement* parent, s32 id)
{
	parent = parent ? parent : this;

	if (modal)
	{
		parent = new CGUIModalScreen(this, parent, -1);
		parent->drop();
	}

	IGUIWindow* win = new CGUIWindow(this, parent, id, rectangle);
	if (text)
		win->setText(text);
	win->drop();

	return win;
}
Beispiel #4
0
// Set up the gameplay interface GUI
void GUIGame::setupGameplayGUI()
{

	driver=App::getInstance()->getDevice()->getVideoDriver();
	guienv=App::getInstance()->getDevice()->getGUIEnvironment();

	GUIManager::getInstance()->createConsole();

	IGUIInOutFader* fader=guienv->addInOutFader();
	fader->setAlignment(EGUIA_UPPERLEFT,EGUIA_LOWERRIGHT,EGUIA_UPPERLEFT,EGUIA_LOWERRIGHT);
    fader->setVisible(false);
	fader->setID(GUIManager::ID_FADER);

	// NEW Create display size since IRRlicht return wrong values
	// Check the current screen size
	displayheight=screensize.Height;
	displaywidth=screensize.Width;

	// Create a cutscene text
	IGUIStaticText* guiCutsceneText = guienv->addStaticText(L"This is a standard cutscene text",core::rect<s32>(100,displayheight/2+(displayheight/4),displaywidth-10,displayheight-100),false,true,0,-1,false);
	guiCutsceneText->setOverrideFont(GUIManager::getInstance()->guiFontLarge28);
	guiCutsceneText->setAlignment(EGUIA_UPPERLEFT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT);
	guiCutsceneText->setVisible(false);
	guiCutsceneText->setID(GUIManager::ST_ID_CUTSCENE_TEXT);

	// This is called only in the PLAYER application
	#ifndef EDITOR
	// ----------------------------------------
	guienv->getSkin()->setFont(GUIManager::getInstance()->guiFontC12);
	//guienv->getSkin()->setFont(guiFontCourier12);
	// Load textures
	ITexture* imgLogo = driver->getTexture(App::getInstance()->logoimage.c_str());
	printf("Here is the logo: %s\n",App::getInstance()->logoimage.c_str());

	//LOADER WINDOW
	IGUIWindow* guiLoaderWindow = guienv->addWindow(GUIManager::getInstance()->myRect(driver->getScreenSize().Width/2-300, driver->getScreenSize().Height/2-200,600,400),false,L"Loading...",0,GUIManager::WIN_LOADER);
	guiLoaderWindow->setDrawTitlebar(false);
	guiLoaderWindow->getCloseButton()->setVisible(false);

	guienv->addImage(imgLogo,vector2d<s32>(5,5),true,guiLoaderWindow);
    IGUIStaticText* guiLoaderDescription = guienv->addStaticText(L"Loading fonts...",
		GUIManager::getInstance()->myRect(10,350,580,40),
		true,true,guiLoaderWindow,
		GUIManager::TXT_ID_LOADER,false);

	//Define 2 buttons to place in the loader windows (player only)
	IGUIButton* guiBtGamePlay = guienv->addButton(core::rect<s32>(400,360,580,380),guiLoaderWindow, GUIManager::BT_PLAYER_START, L"PLAY GAME NOW!");
	guiBtGamePlay->setVisible(false);

	IGUIButton* guiBtGameConfig = guienv->addButton(core::rect<s32>(20,360,200,380),guiLoaderWindow, GUIManager::BT_PLAYER_CONFIG, L"EDIT CONFIGURATION");
	guiBtGameConfig->setVisible(false);

	App::getInstance()->quickUpdate();

	GUIManager::getInstance()->loadFonts();
	guiLoaderDescription->setText(L"Loading interface graphics...");
	//printf("The GUI should display from here...\n");
	// quick update
	App::getInstance()->quickUpdate();

	// Buttons
	ITexture* imgCloseProgram = driver->getTexture("../media/art/bt_close_program.png");
	ITexture* imgAbout = driver->getTexture("../media/art/bt_about.png");
	ITexture* imgAbout1 = driver->getTexture("../media/art/bt_about_ghost.png");
	ITexture* imgHelp = driver->getTexture("../media/art/bt_help.png");
	ITexture* imgHelp1 = driver->getTexture("../media/art/bt_help_ghost.png");
	ITexture* imgConfig = driver->getTexture("../media/art/bt_config.png");
	ITexture* imgConfig1 = driver->getTexture("../media/art/bt_config_ghost.png");

	IGUIWindow* guiMainToolWindow = guienv->addWindow(GUIManager::getInstance()->myRect(driver->getScreenSize().Width-170,0,170,46),false,0,0,GUIManager::WIN_GAMEPLAY);
	guiMainToolWindow->setDraggable(false);
	guiMainToolWindow->setDrawTitlebar(false);
	guiMainToolWindow->getCloseButton()->setVisible(false);
	guiMainToolWindow->setVisible(false);


	//Play Game
	int x = 0;
	mainToolbarPos.Y=5;
	IGUIButton* guiPlayGame= guienv->addButton(GUIManager::getInstance()->myRect(10+x,mainToolbarPos.Y,32,32),
                                     guiMainToolWindow,
									 GUIManager::BT_ID_PLAY_GAME,L"",
                                     stringw(LANGManager::getInstance()->getText("bt_play_game")).c_str());

    guiPlayGame->setImage(driver->getTexture("../media/art/bt_play_game.png"));


    //Stop Game
    IGUIButton* guiStopGame= guienv->addButton(GUIManager::getInstance()->myRect(10+x,mainToolbarPos.Y,32,32),
                                     guiMainToolWindow,
									 GUIManager::BT_ID_STOP_GAME,L"",
                                     stringw(LANGManager::getInstance()->getText("bt_stop_game")).c_str());

    guiStopGame->setImage(driver->getTexture("../media/art/bt_stop_game.png"));
    guiStopGame->setVisible(false);



    //ABOUT BUTTON
	x += 42;
    IGUIButton* guiAbout = guienv->addButton(GUIManager::getInstance()->myRect(10+x,mainToolbarPos.Y,32,32),
                                     guiMainToolWindow,
									 GUIManager::BT_ID_ABOUT,L"",
                                     stringw(LANGManager::getInstance()->getText("bt_about")).c_str() );

    guiAbout->setImage(imgAbout);
	guiAbout->setPressedImage(imgAbout1);

	// Help Button
	x += 42;
    IGUIButton* guiHelpButton = guienv->addButton(GUIManager::getInstance()->myRect(10+x,mainToolbarPos.Y,32,32),
                                     guiMainToolWindow,
									 GUIManager::BT_ID_HELP,L"",
                                     stringw(LANGManager::getInstance()->getText("bt_help")).c_str() );

    guiHelpButton->setImage(imgHelp);
    guiHelpButton->setPressedImage(imgHelp1);

	// Close program
	x += 42;
	IGUIButton* guiCloseProgram = guienv->addButton(GUIManager::getInstance()->myRect(10+x,mainToolbarPos.Y,32,32),
                                     guiMainToolWindow,
									 GUIManager::BT_ID_CLOSE_PROGRAM,L"",
                                     stringw(LANGManager::getInstance()->getText("bt_close_program")).c_str() );

    guiCloseProgram->setImage(imgCloseProgram);

	//ABOUT WINDOW
	IGUIWindow* guiAboutWindow = guienv->addWindow(GUIManager::getInstance()->myRect(driver->getScreenSize().Width/2 - 300,driver->getScreenSize().Height/2 - 200,600,400),false);
    guiAboutWindow->setDraggable(false);
    guiAboutWindow->setDrawTitlebar(false);
    guiAboutWindow->getCloseButton()->setVisible(false);
    guiAboutWindow->setVisible(false);

    guienv->addImage(driver->getTexture("../media/art/logo1.png"),position2di(guiAboutWindow->getAbsoluteClippingRect().getWidth()/2-100,10),true,guiAboutWindow);

	IGUIButton* guiAboutClose = guienv->addButton(GUIManager::getInstance()->myRect(guiAboutWindow->getAbsoluteClippingRect().getWidth() - 37,guiAboutWindow->getAbsoluteClippingRect().getHeight() - 37,32,32),guiAboutWindow,GUIManager::BT_ID_ABOUT_WINDOW_CLOSE);

    guiAboutClose->setImage(driver->getTexture("../media/art/bt_yes_32.png"));

	IGUIListBox* guiAboutText = guienv ->addListBox(GUIManager::getInstance()->myRect(guiAboutWindow->getAbsoluteClippingRect().getWidth()/2-250,160,500,200),guiAboutWindow);

	// Ask the LANGManager to fill the box with the proper Language of the about text.
	LANGManager::getInstance()->setAboutText(guiAboutText);

	// Create the Configuration window (Need to be updated)
#ifndef EDITOR
	configWindow = new GUIConfigWindow(App::getInstance()->getDevice());
	configWindow->setID(GUIManager::GCW_CONFIG_WINDOW);
	// Give back to the GUI Manager since it's needed for both applications
	GUIManager::getInstance()->setConfigWindow(configWindow);
#endif

	// ---------------------------------------
	#endif

	// --- Active game menu during play

	ITexture* gameplay_bar = driver->getTexture("../media/art/gameplay_bar.png");
	ITexture* circle = driver->getTexture("../media/art/circle.png");
	ITexture* circleMana = driver->getTexture("../media/art/circlemana.png");
	ITexture* topCircle = driver->getTexture("../media/art/circle_top.png");
	IGUIImage* gameplay_bar_image = NULL;
	
	if (gameplay_bar)
	{
		gameplay_bar_image = guienv->addImage(gameplay_bar,vector2d<s32>((displaywidth/2)-(gameplay_bar->getSize().Width/2),displayheight-gameplay_bar->getSize().Height),true);
		gameplay_bar_image->setAlignment(EGUIA_CENTER,EGUIA_CENTER,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT);
		gameplay_bar_image->setID(GUIManager::IMG_BAR);

		// The life gauge
		CGUIGfxStatus* lifegauge = new gui::CGUIGfxStatus(guienv, gameplay_bar_image,GUIManager::getInstance()->myRect((gameplay_bar->getSize().Width/2)-60,gameplay_bar->getSize().Height-128,128,128),-1);
		lifegauge->setImage(circle);
		lifegauge->ViewHalfLeft();
		lifegauge->setID(GUIManager::IMG_LIFEGAUGE);

		// The mana gauge
		CGUIGfxStatus* managauge = new gui::CGUIGfxStatus(guienv, gameplay_bar_image,GUIManager::getInstance()->myRect((gameplay_bar->getSize().Width/2)-60,gameplay_bar->getSize().Height-128,128,128),-1);
		managauge->setImage(circleMana);
		managauge->ViewHalfRight();
		managauge->setID(GUIManager::IMG_MANAGAUGE);

		// The image over the circle
		IGUIImage* circle_overlay =	guienv->addImage(topCircle,vector2d<s32>((gameplay_bar->getSize().Width/2)-64,gameplay_bar->getSize().Height-128),true,gameplay_bar_image);
	}	

	gameplay_bar_image->setVisible(false);

    ///DIALOG
	guiDialogImgYes = driver->getTexture("../media/art/img_yes.png");
    guiDialogImgYes_s = driver->getTexture("../media/art/img_yes_s.png");
    guiDialogImgNo = driver->getTexture("../media/art/img_no.png");
    guiDialogImgNo_s = driver->getTexture("../media/art/img_no_s.png");


    //view items
	if (gameplay_bar_image)
	{
		core::stringw text=LANGManager::getInstance()->getText("bt_view_items");
		IGUIButton* guiBtViewItems = guienv->addButton(GUIManager::getInstance()->myRect(465,85,48,48),
		//displaywidth/2 + 80,displayheight - 57,48,48),
                                     gameplay_bar_image,
									 GUIManager::BT_ID_VIEW_ITEMS,L"",
									 text.c_str());

		guiBtViewItems->setImage(driver->getTexture("../media/art/bt_view_items.png"));
		guiBtViewItems->setVisible(true);
		
	}

	

    //Items window

	IGUIWindow* guiWindowItems = guienv->addWindow(GUIManager::getInstance()->myRect(100,100,displaywidth-200,displayheight-150),false,L"",0,GUIManager::GCW_GAMEPLAY_ITEMS);
    guiWindowItems->getCloseButton()->setVisible(false);
    guiWindowItems->setDrawTitlebar(false);
    guiWindowItems->setDraggable(false);
	guiWindowItems->setAlignment(EGUIA_CENTER,EGUIA_CENTER,EGUIA_CENTER,EGUIA_CENTER);
    IGUITabControl * gameTabCtrl = guienv->addTabControl(core::rect<s32>(10,30,displaywidth-240,displayheight-200),guiWindowItems,false,true,-1);
	IGUITab * tab1 = gameTabCtrl->addTab(LANGManager::getInstance()->getText("game_stats_title").c_str());
	IGUITab * tab2 = gameTabCtrl->addTab(LANGManager::getInstance()->getText("game_inventory_title").c_str());
	IGUITab * tab3 = gameTabCtrl->addTab(LANGManager::getInstance()->getText("game_skills_title").c_str());
	IGUITab * tab4 = gameTabCtrl->addTab(LANGManager::getInstance()->getText("game_quests_title").c_str());


	nodepreview = new NodePreview(guienv,tab1,rect<s32>(440,40,740,370),-1);
	nodepreview->drawBackground(false);

	//DynamicObjectsManager::getInstance()->setActiveObject("player_template");

	//guiPlayerNodePreview->setNode(DynamicObjectsManager::getInstance()->getActiveObject()->getNode());
	//guiPlayerNodePreview->setNode(Player::getInstance()->getNodeRef());
	//DynamicObjectsManager::getInstance()->setActiveObject("Archer");
	//printf("This is the node name: %s\n",DynamicObjectsManager::getInstance()->getActiveObject()->getName());
	nodepreview->setAlignment(EGUIA_UPPERLEFT,EGUIA_LOWERRIGHT,EGUIA_UPPERLEFT,EGUIA_UPPERLEFT);

	IGUIListBox* guiPlayerItems = guienv->addListBox(GUIManager::getInstance()->myRect(10,30,200,displayheight-340),tab2,GUIManager::LB_ID_PLAYER_ITEMS,true);

	ITexture* info_none = driver->getTexture("../media/editor/info_none.jpg");

	IGUIImage* guiPlayerLootImage = NULL;

	if (info_none)
		guiPlayerLootImage = guienv->addImage(info_none,vector2d<s32>(220,30),true,tab2,GUIManager::IMG_LOOT);

	guienv->addStaticText(L"",core::rect<s32>(220,250,520,410),true,true,tab2,GUIManager::TXT_ID_LOOT_DESCRIPTION,true);

	//guienv->addImage(info_none,vector2d<s32>(5,5),true,tab2);
	core::stringc filename = "../media/dynamic_objects/";

	IGUIButton* guiBtUseItem = guienv->addButton(GUIManager::getInstance()->myRect(10,displayheight-300,32,32),
                                         tab2,
										 GUIManager::BT_ID_USE_ITEM,
                                         L"",
                                         stringw(LANGManager::getInstance()->getText("bt_use_item")).c_str());
    guiBtUseItem->setImage(driver->getTexture("../media/art/bt_yes_32.png"));

    IGUIButton* guiBtDropItem = guienv->addButton(GUIManager::getInstance()->myRect(52,displayheight-300,32,32),
                                         tab2,
										 GUIManager::BT_ID_DROP_ITEM,
                                         L"",
                                         stringw(LANGManager::getInstance()->getText("bt_drop_item")).c_str());
    guiBtDropItem->setImage(driver->getTexture("../media/art/bt_no_32.png"));


    IGUIButton* guiBtCloseItemsWindow = guienv->addButton(GUIManager::getInstance()->myRect(displaywidth-210-32,displayheight-160 - 32,32,32),
                                         guiWindowItems,
										 GUIManager::BT_ID_CLOSE_ITEMS_WINDOW,
                                         L"",
                                         stringw(LANGManager::getInstance()->getText("bt_close_items_window")).c_str());
    guiBtCloseItemsWindow->setImage(driver->getTexture("../media/art/bt_arrow_32.png"));
	guiWindowItems->setVisible(false);



	// TExt GUI for player stats

	IGUIStaticText* guiPlayerMoney = guienv->addStaticText(L"GOLD:129",GUIManager::getInstance()->myRect(15,displayheight-300,300,32),false,false,tab1, GUIManager::ST_ID_PLAYER_MONEY);
	guiPlayerMoney->setOverrideFont(GUIManager::getInstance()->guiFontLarge28);
    guiPlayerMoney->setOverrideColor(SColor(255,255,255,255));

	stringc playerLifeText = LANGManager::getInstance()->getText("txt_player_life");


	IGUIStaticText* guiPlayerLife=guienv->addStaticText(stringw(playerLifeText).c_str(),GUIManager::getInstance()->myRect(15,6,600,30),false,false,tab1,-1,false);
    guiPlayerLife->setOverrideColor(SColor(255,255,255,100));
    guiPlayerLife->setOverrideFont(GUIManager::getInstance()->guiFontLarge28);
	guiPlayerLife->setID(GUIManager::ST_ID_PLAYER_LIFE);

	//Have to rework this. Currently hidden.
	IGUIStaticText* guiPlayerLife_Shadow=guienv->addStaticText(stringw(playerLifeText).c_str(),GUIManager::getInstance()->myRect(14,5,600,30),false,false,tab1,-1,false);
    guiPlayerLife_Shadow->setOverrideColor(SColor(255,30,30,30));
	guiPlayerLife_Shadow->setOverrideFont(GUIManager::getInstance()->guiFontLarge28);
	guiPlayerLife_Shadow->setVisible(false);
	
	GUIManager::getInstance()->setElementVisible(GUIManager::ST_ID_PLAYER_LIFE, false);


	////// --------------------------------
	///    Define the Dialogs used in the game
	//////

	IGUIWindow* guidialog = guienv->addWindow(GUIManager::getInstance()->myRect(10,displayheight-200,displaywidth-20,190),true,L"",0,GUIManager::GCW_DIALOG);
	guidialog->getCloseButton()->setVisible(false);
	guidialog->setDrawTitlebar(false);
	guidialog->setDraggable(false);
	guidialog->setDrawBackground(false);
	guidialog->setAlignment(EGUIA_UPPERLEFT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT);

	// Panel background is done with pictures
	IGUIImage* img1 = guienv->addImage(driver->getTexture("../media/art/panel_left.png"),vector2d<s32>(0,0),true,guidialog);
	IGUIImage* img2 = guienv->addImage(driver->getTexture("../media/art/panel_middle.png"),vector2d<s32>(51,0),true,guidialog);
	IGUIImage* img3 = guienv->addImage(driver->getTexture("../media/art/panel_right.png"),vector2d<s32>(581,0),true,guidialog);
	img2->setScaleImage(true);
	img2->setAlignment(EGUIA_UPPERLEFT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT);
	img3->setAlignment(EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT);

	// Text display of the panel
	rect<s32> textRect = rect<s32>(30,25,600,170);
	IGUIStaticText* txt_dialog = guienv->addStaticText(L"Hello! This is a simple test to see how the text is flowing inside the box. There is a test, test, and test of text we need to make to be sure the flowing is ok",textRect,false,false,guidialog,GUIManager::TXT_ID_DIALOG,false);
	txt_dialog->setOverrideFont(GUIManager::getInstance()->guiFontDialog);
	txt_dialog->setOverrideColor(SColor(255,255,255,255));
	txt_dialog->setWordWrap(true);
	txt_dialog->setAlignment(EGUIA_UPPERLEFT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT);

	IGUIButton* guiBtDialogYes = guienv->addButton(GUIManager::getInstance()->myRect(640,30,52,52),
                                         guidialog,
										 GUIManager::BT_ID_DIALOG_YES,
                                         L"",
                                         stringw(LANGManager::getInstance()->getText("bt_dialog_yes")).c_str());
    guiBtDialogYes->setImage(guiDialogImgYes);
	guiBtDialogYes->setAlignment(EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT);
	IGUIButton* guiBtDialogCancel = guienv->addButton(GUIManager::getInstance()->myRect(640,110,52,52),
                                         guidialog,
										 GUIManager::BT_ID_DIALOG_CANCEL,
                                         L"",
                                         stringw(LANGManager::getInstance()->getText("bt_dialog_no")).c_str());
    guiBtDialogCancel->setImage(guiDialogImgNo);
	guiBtDialogCancel->setAlignment(EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT,EGUIA_LOWERRIGHT);
	guidialog->setVisible(false);

}
Beispiel #5
0
void createGUI(IrrlichtDevice* device, CFontTool* fc)
{
	gui::IGUIEnvironment *env = device->getGUIEnvironment();

	// change transparency of skin
	for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
	{
		video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
		col.setAlpha(255);
		env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
	}

	IGUIWindow *win = env->addWindow( core::rect<s32>(10,10,200,500), false, L"Font Creator");
	win->getCloseButton()->setVisible(false);

	s32 xs=10,xp=xs, yp=30, h=20;

	env->addStaticText(L"Charset", core::rect<s32>(xp,yp,50,yp+h),false,false, win);

	xp+=60;

	// charset combo
	gui::IGUIComboBox* cbo = env->addComboBox( core::rect<s32>(xp,yp,180,yp+h),win, MYGUI_CHARSET);
	for (u32 i=0; i < fc->CharSets.size(); ++i)
		cbo->addItem(fc->CharSets[i].c_str());

	yp += (s32)(h*1.5f);
	xp = xs;

	env->addStaticText(L"Font", core::rect<s32>(xp,yp,50,yp+h),false,false, win);

	xp+=60;

	// font name combo
	cbo = env->addComboBox( core::rect<s32>(xp,yp,180,yp+h),win, MYGUI_FONTNAME);
	for (u32 i=0; i < fc->FontNames.size(); ++i){
		cbo->addItem(fc->FontNames[i].c_str());
		if(fc->FontNames[i] == L"\u6587\u6CC9\u9A7F\u5FAE\u7C73\u9ED1") cbo->setSelected(i); //auto select wqy-microhei
	}

	yp += (s32)(h*1.5f);
	xp = xs;

	env->addStaticText(L"Size", core::rect<s32>(xp,yp,50,yp+h),false,false, win);

	xp += 60;

	/*
	// font size combo
	cbo = env->addComboBox( core::rect<s32>(xp,yp,xp+50,yp+h),win, MYGUI_SIZE);
	for (s32 i=0; fc->FontSizes[i] != 0; ++i)
		cbo->addItem( ((core::stringw(fc->FontSizes[i])) + L"pt").c_str()); */

	env->addEditBox(L"4",core::rect<s32>(xp,yp,xp+70,yp+h), true, win, MYGUI_SIZE);
	xp += 80;
	env->addStaticText(L"pt", core::rect<s32>(xp,yp,xp+50,yp+h),false,false,win);

	xp = xs;
	yp += (s32)(h*1.5f);

	// bold checkbox
	env->addCheckBox(false, core::rect<s32>(xp,yp,xp+50,yp+h),win, MYGUI_BOLD, L"Bold");

	xp += 45;

	// italic checkbox
	env->addCheckBox(false, core::rect<s32>(xp,yp,xp+50,yp+h),win, MYGUI_ITALIC, L"Italic");

	xp += 45;

	// AA checkbox
	env->addCheckBox(false, core::rect<s32>(xp,yp,xp+50,yp+h),win, MYGUI_ANTIALIAS, L"AA");

	xp +=40;

	// Alpha checkbox
	env->addCheckBox(false, core::rect<s32>(xp,yp,xp+50,yp+h),win, MYGUI_ALPHA, L"Alpha");

	xp = xs;
	yp += (s32)(h*1.5f);

	//new

	env->addCheckBox(false, core::rect<s32>(xp,yp,xp+150,yp+h),win, 201, L"Export used characters only")->setEnabled(false);
	yp += (s32)(h*1.5f);

	env->addCheckBox(false, core::rect<s32>(xp,yp,xp+150,yp+h),win, 202, L"Exclude basic latin characters");
	yp += (s32)(h*1.5f);

	/*
	// vector fonts can't be loaded yet
	env->addCheckBox(false, core::rect<s32>(xp,yp,xp+200,yp+h),win, MYGUI_VECTOR, L"Vector Font");

	yp += (s32)(h*1.5f);
	*/

	env->addStaticText(L"Max Width:", core::rect<s32>(xp,yp,50,yp+h),false,false, win);

	xp += 60;

	// texture widths
	cbo = env->addComboBox( core::rect<s32>(xp,yp,xp+70,yp+h),win, MYGUI_TEXWIDTH);
	for (s32 i=0; texturesizes[i] != 0; ++i)
		cbo->addItem( ((core::stringw(texturesizes[i])) + L" wide").c_str());

	xp=xs;
	yp += (s32)(h*1.5f);

	env->addStaticText(L"Max Height:", core::rect<s32>(xp,yp,60,yp+h),false,false, win);

	xp += 60;

	// texture height
	cbo = env->addComboBox( core::rect<s32>(xp,yp,xp+70,yp+h),win, MYGUI_TEXHEIGHT);
	for (s32 i=0; texturesizes[i] != 0; ++i)
		cbo->addItem( ((core::stringw(texturesizes[i])) + L" tall").c_str());

	// file name
	xp = xs;
	yp += (s32)(h*1.5f);
	env->addStaticText(L"Filename", core::rect<s32>(xp,yp,60,yp+h),false,false, win);
	xp += 60;
	env->addEditBox(L"myfont",core::rect<s32>(xp,yp,xp+70,yp+h), true, win, MYGUI_FILENAME);

	// file format
	xp = xs;
	yp += (s32)(h*1.5f);
	env->addStaticText(L"File Format", core::rect<s32>(xp,yp,60,yp+h),false,false, win);
	xp += 60;

	cbo = env->addComboBox( core::rect<s32>(xp,yp,xp+70,yp+h),win, MYGUI_FORMAT);
	for (s32 i=0; fileformats[i] != 0; ++i)
		cbo->addItem( core::stringw(fileformats[i]).c_str());
	for (s32 i=0; alphafileformats[i] != 0; ++i)
		cbo->addItem( core::stringw(alphafileformats[i]).c_str());

	xp = xs;
	yp += h*2;

	// create button
	env->addButton( core::rect<s32>(xp,yp,xp+50,yp+h),win, MYGUI_CREATE, L"Create");

	xp += 60;

	// save button
	env->addButton( core::rect<s32>(xp,yp,xp+50,yp+h),win, MYGUI_SAVE, L"Save");

	xp += 60;

	// help button
	env->addButton( core::rect<s32>(xp,yp,xp+50,yp+h),win, MYGUI_HELPBUTTON, L"Help");

	// font image
	gui::IGUIImage *img = env->addImage(0, core::position2d<s32>(0,0), true,0, MYGUI_IMAGE);
	img->setRelativePosition(core::rect<s32>(0,20,800,600));

	// font scrollbar
	IGUIScrollBar *scrl= env->addScrollBar(true,core::rect<s32>(0,0,800,20),0, MYGUI_CURRENTIMAGE);
	scrl->setMax(0);
	scrl->setSmallStep(1);

	yp += h*3;

	env->getRootGUIElement()->bringToFront(win);
	win->setRelativePosition( core::rect<s32>(10,10,200,yp));
}
Beispiel #6
0
bool EditorEventReceiver::OnEvent(const SEvent& event)
{
	if (event.EventType == irr::EET_KEY_INPUT_EVENT)
	{
		KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
		if (KeyIsDown[KEY_ESCAPE])
		{ //Return to the main menu
			delete Universe::instance->gameName;
			Universe::instance->gameName = NULL;
			Universe::instance->state = NextLevel;
		}
	}
	else if (event.EventType == EET_GUI_EVENT)
	{
		s32 eventCallerId = event.GUIEvent.Caller->getID();

		switch(event.GUIEvent.EventType)
		{
			case EGET_BUTTON_CLICKED:
				if (eventCallerId >= MapCellSelectWindowToggleButton && eventCallerId <= CharacterSelectWindowToggleButton)
				{
					if (!Universe::instance->guienv->getRootGUIElement()->getElementFromId(eventCallerId - 10))
					{ //Window is not created
						wchar_t wstr[512]; //Buffer
						MapObject** mapObjects; //General pointer to any MapObjects in GameResources. Is defined in the switch below
						int mapObjectsCount; //'mapObjects' count
						int brushIndex; //Current brush (0: MapCell, 1:NPC, 2:Item, 3:Static, 4:Character)

						brushIndex = eventCallerId - MapCellSelectWindowToggleButton;

						switch (eventCallerId)
						{
							case MapCellSelectWindowToggleButton:
								//Define specific title
								wcscpy(wstr, L"Map cell selection");
								//Define that we would use MapCells as MapObjects
								mapObjects = (MapObject**)Universe::instance->game->resources->mapCells;
								mapObjectsCount = Universe::instance->game->resources->mapCellsCount;
								break;
							case NPCSelectWindowToggleButton:
								//Define specific title
								wcscpy(wstr, L"NPC selection");
								//Define that we would use NPCs as MapObjects
								mapObjects = (MapObject**)Universe::instance->game->resources->npcs;
								mapObjectsCount = Universe::instance->game->resources->npcsCount;
								break;
							case ItemSelectWindowToggleButton:
								//Define specific title
								wcscpy(wstr, L"Item selection");
								//Define that we would use Items as MapObjects
								mapObjects = (MapObject**)Universe::instance->game->resources->items;
								mapObjectsCount = Universe::instance->game->resources->itemsCount;
								break;
							case StaticSelectWindowToggleButton:
								//Define specific title
								wcscpy(wstr, L"Static selection");
								//Define that we would use Statics as MapObjects
								mapObjects = (MapObject**)Universe::instance->game->resources->statics;
								mapObjectsCount = Universe::instance->game->resources->staticsCount;
								break;
							case CharacterSelectWindowToggleButton:
								//Define specific title
								wcscpy(wstr, L"Character selection");
								//Define that we would use Characters as MapObjects
								mapObjects = (MapObject**)Universe::instance->game->resources->characters;
								mapObjectsCount = Universe::instance->game->resources->charactersCount;
								break;
						}

						char** tags;
						int tagsCount;
						IGUIWindow* wnd1;

						//Create window with the specific title 'wstr'
						wnd1 = Universe::instance->guienv->addWindow(rect< s32 >(224, 64, 760, 536), false, wstr, 0, eventCallerId - 10);

						//ListBox for MapObjects
						IGUIListBox* molb = Universe::instance->guienv->addListBox(rect< s32 >(128, 64, 128 + 224, 64 + 320), wnd1, eventCallerId + 5, true);
						for (int i = 0; i < mapObjectsCount; i++)
						{
							swprintf(wstr, L"[%d] ", mapObjects[i]->id);
							mbstowcs(wstr + wcslen(wstr), mapObjects[i]->name, 511);
							molb->addItem(wstr);
							if (Universe::instance->brush[brushIndex] == mapObjects[i])
								molb->setSelected(i); //Select item in list that was used last time in this MapObject list
						}

						tagsCount = Universe::instance->game->resources->GetMapObjectsTags(mapObjects, mapObjectsCount, tags);
						if (tagsCount > 0)
						{ //Tags exists. Therefore we're to put 'All' CheckBox
							Universe::instance->guienv->addCheckBox(true, rect< s32 >(32, 64, 32 + 92, 64 + 16), wnd1, -1, L"All");
							//IGUIElement* container = Universe::instance->guienv->addModalScreen(wnd1);
							//IGUIElement* container = Universe::instance->guienv->addScrollBar(false, rect< s32 >(16, 64, 16 + 92, 64 + 256), wnd1, -1);
							for (int i = 0; i < tagsCount; i++)
							{
								mbstowcs(wstr, tags[i], 511);
								Universe::instance->guienv->addCheckBox(true, rect< s32 >(32, 80 + 16 * i, 32 + 92, 80 + 16 * (i + 1)), wnd1, -1, wstr);
							}
							delete[] tags;
						}

						Universe::instance->guienv->addButton(rect< s32 >(415, 420, 415 + 96, 420 + 32), wnd1, eventCallerId + 10, L"OK", L"Select current map object");
					}
					//Focus just created MapObject selection window (or focus old window)
					Universe::instance->guienv->setFocus(Universe::instance->guienv->getRootGUIElement()->getElementFromId(eventCallerId - 10));
				}
				else if (eventCallerId >= MapCellSelectWindowOKButton && eventCallerId <= CharacterSelectWindowOKButton)
				{
					IGUIListBox* lb = (IGUIListBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(eventCallerId - 20)->getElementFromId(eventCallerId - 5);
					if (lb->getSelected() >= 0)
					{
						int mapObjectId;
						swscanf(lb->getListItem(lb->getSelected()), L"[%d]", &mapObjectId);
						switch (eventCallerId)
						{
							case MapCellSelectWindowOKButton:
								Universe::instance->brush[0] = Universe::instance->game->resources->GetMapCell(mapObjectId);
								break;
							case NPCSelectWindowOKButton:
								Universe::instance->brush[1] = Universe::instance->game->resources->GetNPC(mapObjectId);
								break;
							case ItemSelectWindowOKButton:
								Universe::instance->brush[2] = Universe::instance->game->resources->GetItem(mapObjectId);
								break;
							case StaticSelectWindowOKButton:
								Universe::instance->brush[3] = Universe::instance->game->resources->GetStatic(mapObjectId);
								break;
							case CharacterSelectWindowOKButton:
								Universe::instance->brush[4] = Universe::instance->game->resources->GetCharacter(mapObjectId);
								break;
						}
						//Close parent window (MapObject selection window)
						lb->getParent()->remove();
					}
				}
				else
				{
					switch (eventCallerId)
					{
						case LocationsEditButton:
						{
							IGUIWindow* wnd;
							wnd = (IGUIWindow*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow);
							if (wnd)
							{
								wnd->remove();
								Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(true);
							}
							else
							{
								wnd = Universe::instance->guienv->addWindow(rect< s32 >(Universe::instance->toolbarWidth, 0, Universe::instance->toolbarWidth + 242, 184), false, L"Locations edit", 0, LocationsEditWindow);
								wnd->getCloseButton()->setEnabled(false);
								wnd->getCloseButton()->setVisible(false);
								Universe::instance->guienv->addEditBox(Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->getText(), rect< s32 >(32, 32, 208, 56), true, wnd, LocationNameEditBox);
								Universe::instance->guienv->addEditBox(L"64", rect< s32 >(32, 80, 112, 104), true, wnd, LocationWidthEditBox);
								Universe::instance->guienv->addEditBox(L"64", rect< s32 >(128, 80, 208, 104), true, wnd, LocationHeightEditBox);
								Universe::instance->guienv->addButton(rect< s32 >(32, 128, 32 + 48, 160), wnd, LocationsEditDeleteButton, L"Delete", L"Delete current location");
								Universe::instance->guienv->addButton(rect< s32 >(96, 128, 96 + 48, 160), wnd, LocationsEditSaveButton, L"Save", L"Apply settings to the current location")->setEnabled(false);
								Universe::instance->guienv->addButton(rect< s32 >(160, 128, 160 + 48, 160), wnd, LocationsEditAddButton, L"Save as", L"Apply settings to the new location");
								Universe::instance->guienv->setFocus(wnd);
								Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(false);
							}
							break;
						}
						case LocationsEditSaveButton:
						{
							char str[256];
							int width, height;
							wcstombs(str, Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationNameEditBox)->getText(), 256);
							//swscanf(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationWidthEditBox)->getText(), L"%d", &width);
							//swscanf(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationHeightEditBox)->getText(), L"%d", &height);
							delete Universe::instance->currentLocation->name;
							Universe::instance->currentLocation->name = new char[strlen(str) + 1];
							strcpy(Universe::instance->currentLocation->name, str);
							Universe::instance->currentLocation->Update();
							//Update ComboBox
								// ((IGUIComboBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox))->updateItem(L"sd");
							//Close locations edit Window and enable locations ComboBox
							Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->remove();
							Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(true);
							break;
						}
						case LocationsEditAddButton:
						{
							char str[256];
							int width, height;
							wcstombs(str, Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationNameEditBox)->getText(), 255);
							swscanf(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationWidthEditBox)->getText(), L"%d", &width);
							swscanf(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationHeightEditBox)->getText(), L"%d", &height);
							//Add location to DB and spawn it
							Universe::instance->game->data->LocationSpawn(Universe::instance->game->data->AddLocation(str, width, height), Editor);
							//Add location to the locations list
							((IGUIComboBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox))->addItem(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationNameEditBox)->getText());
							//Close locations edit Window and enable locations ComboBox
							Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->remove();
							Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(true);
							break;
						}
						case LocationsEditDeleteButton:
						{
							IGUIComboBox* lcb = (IGUIComboBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox);
							if (lcb->getItemCount() > 1)
							{ //It's not the last location
								//Delete location from DB and unspawn it
								Universe::instance->game->data->LocationDelete(lcb->getSelected());
								//Delete location from the locations list
								lcb->removeItem(lcb->getSelected());
								//Select another location
								lcb->setSelected(0);
								//Close locations edit Window and enable locations ComboBox
								Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->remove();
								Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(true);
							}
							break;
						}
					}
				}
				break;
			case EGET_COMBO_BOX_CHANGED:
				switch (eventCallerId)
				{
					case LocationsComboBox:
						Universe::instance->render->smgr->clear();
						Universe::instance->SetLocation(Universe::instance->game->data->locations[((IGUIComboBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox))->getSelected()]);
						//The code below (3 lines) does not prevent exception during loading another locations due to camera test mode
						ISceneNode* camPos = Universe::instance->render->smgr->addEmptySceneNode();
						camPos->setPosition(vector3df(50,50,10));
						ICameraSceneNode *camera = Universe::instance->render->smgr->addCameraSceneNode(0, vector3df(50,50,10), vector3df(50,0,40));
						Universe::instance->DrawScene();
						break;
				}
				break;
			case EGET_TAB_CHANGED:
				switch (eventCallerId)
				{
					case MapObjectsTabControl:
						Universe::instance->brushIndex = ((IGUITabControl*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(MapObjectsTabControl))->getActiveTab();
						break;
				}
				break;
			case EGET_CHECKBOX_CHANGED:
				/*
				IGUIListBox* molb = Universe::instance->guienv->addListBox(rect< s32 >(128, 64, 128 + 224, 64 + 320), wnd1, eventCallerId + 5, true);
				for (int i = 0; i < mapObjectsCount; i++)
				{
					swprintf(wstr, L"[%d] ", mapObjects[i]->id);
					mbstowcs(wstr + wcslen(wstr), mapObjects[i]->name, 511);
					molb->addItem(wstr);
					if (Universe::instance->brush[brushIndex] == mapObjects[i])
						molb->setSelected(i); //Select item in list that was used last time in this MapObject list
				}
				*/
				//Filter
				//Universe::instance->game->resources->FilterByTag<MapCell>(Universe::instance->game->resources->mapCells, Universe::instance->game->resources->mapCellsCount, , );
				break;
		}
	}

	return false;
}
Beispiel #7
0
bool ClientEventReceiver::OnEvent(const SEvent& event)
{
	if (event.EventType == irr::EET_KEY_INPUT_EVENT)
	{
		KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
		if (event.KeyInput.Key >= KEY_KEY_1 && event.KeyInput.Key <= KEY_KEY_9)
		{
			if (Universe::instance->guienv->getFocus() != Universe::instance->guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatInputEditBox))
			{
				IGUIElement* hkb = Universe::instance->guienv->getRootGUIElement()->getElementFromId(HotkeyBar);
				CGUIButton* btn = ((IGUIIconTable*)hkb)->getButtonAt(event.KeyInput.Key - KEY_KEY_1);
				if (btn)
				{
					SEvent clickEvent;
					clickEvent.EventType = EET_GUI_EVENT;
					clickEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
					clickEvent.GUIEvent.Caller = btn;
					Universe::instance->render->device->postEventFromUser(clickEvent);
				}
			}
		}
		else if (KeyIsDown[KEY_ESCAPE])
		{ //Return to the main menu
			delete Universe::instance->login;
			delete Universe::instance->password;
			Universe::instance->login = NULL;
			Universe::instance->password = NULL;
			Universe::instance->state = NextLevel;
		}
		else if (KeyIsDown[KEY_RETURN])
		{
			Universe::instance->guienv->setFocus(Universe::instance->guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatInputEditBox));
		}
	}
	else if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
	{
		for (s32 i = 0; i < EMIE_COUNT; ++i)
            Mouse[i] = i == event.MouseInput.Event;
		IGUIElement* guiElement = Universe::instance->guienv->getRootGUIElement()->getElementFromPoint(vector2di(event.MouseInput.X, event.MouseInput.Y));
		if (guiElement != NULL)
		{ //Mouse is in a window area
			if (guiElement->getID() != 0) //Mouse is on GUI element
				return false;
		}
		else //Mouse is not in a window area
			return false;
		if (Mouse[EMIE_LMOUSE_PRESSED_DOWN])
		{
			CurrentMapObject<MapObject>* targetCurrentMapObject;

			CGUIButton* leftMouseBind = ((IGUIIconTable*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(HotkeyBar))->selectedButton;
			if (leftMouseBind)
			{
				int targetType;
				char outPacket[256];
				
				if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentNPC>(Universe::instance->currentLocation->currentNPCs, Universe::instance->currentLocation->currentNPCsCount))
				{
					targetType = 0;
				}
				else if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentCharacter>(Universe::instance->currentLocation->currentCharacters, Universe::instance->currentLocation->currentCharactersCount))
				{
					targetType = 3;
				}
				else
					targetType = -1;

				CreatePacket(outPacket, SkillUse, "%i%b%i", leftMouseBind->currentGameObject->id, targetType, targetCurrentMapObject ? targetCurrentMapObject->id : 0);
				Universe::instance->connectSocket->Send(outPacket);
			}
		}
		else if (Mouse[EMIE_RMOUSE_PRESSED_DOWN])
		{
			CurrentMapObject<MapObject>* targetCurrentMapObject;
			if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentNPC>(Universe::instance->currentLocation->currentNPCs, Universe::instance->currentLocation->currentNPCsCount))
			{
				char outPacket[256];

				CreatePacket(outPacket, DialogOpen, "%i%i", targetCurrentMapObject->id, 0);
				Universe::instance->connectSocket->Send(outPacket);
			}
			else if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentItem>(Universe::instance->currentLocation->currentItems, Universe::instance->currentLocation->currentItemsCount))
			{
				char outPacket[256];

				f32 distance = vector2d<f32>(targetCurrentMapObject->x, targetCurrentMapObject->y).getDistanceFrom(vector2d<f32>(Universe::instance->currentCharacter->x, Universe::instance->currentCharacter->y));
				if (distance < 3.0f)
				{
					CreatePacket(outPacket, ItemPickUp, "%i", targetCurrentMapObject->id);
				}
				else
				{ //Emulate character's move request to this item
					double targetX, targetY;
					//TODO: other angles
					targetX = targetCurrentMapObject->x + (targetCurrentMapObject->x < Universe::instance->currentCharacter->x ? 1.0f : -1.0f);
					targetY = targetCurrentMapObject->y + (targetCurrentMapObject->y < Universe::instance->currentCharacter->y ? 1.0f : -1.0f);
					CreatePacket(outPacket, Move, "%f%f", targetX, targetY);
				}

				Universe::instance->connectSocket->Send(outPacket);
			}
			else
			{ //Move
				char outPacket[256];
				vector2d<f32> clickPos = Universe::instance->render->MouseCoordToWorldCoord();
				if (clickPos.X > 0 && clickPos.X < Universe::instance->currentLocation->width && clickPos.Y > 0 && clickPos.Y < Universe::instance->currentLocation->height)
					if (Universe::instance->currentLocation->mask[(int)clickPos.Y][(int)clickPos.X] == Free) //TODO: see 'void Location::SpawnStatic(CurrentStatic* currentStatic)'
					{
						CreatePacket(outPacket, Move, "%f%f", clickPos.X, clickPos.Y);
						Universe::instance->connectSocket->Send(outPacket);
					}
			}
		}
		else if (Mouse[EMIE_MOUSE_WHEEL])
		{
			f32 cameraNextY = Universe::instance->cameraY + event.MouseInput.Wheel * 5.0f;
			if (cameraNextY > 5.0f && cameraNextY < 200.0f)
				Universe::instance->cameraY = cameraNextY;
		}
	}
	else if (event.EventType == EET_GUI_EVENT)
	{
		s32 eventCallerId = event.GUIEvent.Caller->getID();
		IGUIElement* eventCaller = event.GUIEvent.Caller;

		switch(event.GUIEvent.EventType)
		{
			case RPGATOR_EET_ELEMENT_DRAGGED:
				if (event.GUIEvent.Element)
				{ //Element dragged to an GUI element
					if (event.GUIEvent.Element->getParent())
					{ //Element dragged to an GUI element that has parent (IGUIIconTableContainer)
						if (event.GUIEvent.Element->getParent()->getID() == HotkeyBar)
						{ //Empty cell
							CGUIButton* hotkeyButton = new CGUIButton(*((CGUIButton*)event.GUIEvent.Caller));
							((IGUIIconTable::IGUIIconTableContainer*)event.GUIEvent.Element)->setButton(hotkeyButton);
						}
						else if (event.GUIEvent.Element->getParent()->getParent())
						{ //Element dragged to an GUI element that has parent (IGUIIconTable)
							if (event.GUIEvent.Element->getParent()->getParent()->getID() == HotkeyBar)
							{ //Existing cell
								CGUIButton* hotkeyButton = new CGUIButton(*((CGUIButton*)event.GUIEvent.Caller));
								((IGUIIconTable::IGUIIconTableContainer*)event.GUIEvent.Element->getParent())->setButton(hotkeyButton);
							}
						}
					}
				}
				break;
			case EGET_EDITBOX_ENTER:
				switch (eventCallerId)
				{
					case ChatInputEditBox:
						IGUIElement* eb = Universe::instance->guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatInputEditBox);
						if (wcslen(eb->getText()) > 0)
						{
							char outPacket[256];
							CreatePacket(outPacket, Say, "%b%ws", Public, eb->getText());
							Universe::instance->connectSocket->Send(outPacket);
							eb->setText(NULL);
						}
						break;
				}
				break;
			case EGDT_WINDOW_CLOSE:
				switch (eventCallerId)
				{
					case InventoryWindow:
						((IGUIButton*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(InventoryToggleButton))->setPressed(false);
						break;
					case SkillsWindow:
						((IGUIButton*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(SkillsToggleButton))->setPressed(false);
						break;
				}
				break;
			case EGET_BUTTON_CLICKED:
				switch (eventCallerId)
				{
					case IconTableItemButton:
					{
						char outPacket[256];
						CreatePacket(outPacket, ItemUse, "%i", ((CGUIButton*)eventCaller)->currentGameObject->id);
						Universe::instance->connectSocket->Send(outPacket);
						break;
					}
					case IconTableSkillButton:
					{
						((IGUIIconTable*)eventCaller->getParent()->getParent())->selectedButton = (CGUIButton*)eventCaller;
						
						//rightMouseBind = eventCaller;
						/*
						char outPacket[256];
						CurrentMapObject<MapObject>* targetCurrentMapObject;
						int currentMapObjectId;
						int targetType;

						if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentNPC>(Universe::instance->currentLocation->currentNPCs, Universe::instance->currentLocation->currentNPCsCount))
						{
							currentMapObjectId = targetCurrentMapObject->id;
							targetType = 0;
						}
						else if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentCharacter>(Universe::instance->currentLocation->currentCharacters, Universe::instance->currentLocation->currentCharactersCount))
						{
							currentMapObjectId = targetCurrentMapObject->id;
							targetType = 3;
						}
						else
						{
							currentMapObjectId = 0;
							targetType = -1;
						}

						CreatePacket(outPacket, SkillUse, "%i%b%i", ((CGUIButton*)eventCaller)->currentGameObject->id, targetType, currentMapObjectId);
						Universe::instance->connectSocket->Send(outPacket);
						*/
						break;
					}
					case InventoryToggleButton:
					{
						IGUIWindow* wnd = (IGUIWindow*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(InventoryWindow);
						if (wnd)
							wnd->remove();
						else
						{
							int btnsSize = 48;

							wnd = Universe::instance->guienv->addWindow(rect< s32 >(Universe::instance->render->screenWidth - btnsSize * 6 - (6 - 1) * 2 - 20, 150, Universe::instance->render->screenWidth, 150 + 100 + btnsSize * 6 + (6 - 1) * 2 + 10), false, L"Inventory", NULL, InventoryWindow);

							IGUIIconTable* tbl = new IGUIIconTable(Universe::instance->guienv, wnd, InventoryItemsIconTable, rect< s32 >(10, 100, 10 + btnsSize * 6 + (6 - 1) * 2, 100 + btnsSize * 6 + (6 - 1) * 2), 6, 6);
							tbl->buttonSize = btnsSize;
							wnd->addChild(tbl);
							for (int i = 0; i < Universe::instance->currentCharacter->currentItemsCount; i++)
							{
								tbl->addButton((CurrentGameObject<GameObject>*)Universe::instance->currentCharacter->currentItems[i], IconTableItemButton);
							}
						}
						break;
					}
					case SkillsToggleButton:
					{
						IGUIWindow* wnd = (IGUIWindow*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(SkillsWindow);
						if (wnd)
							wnd->remove();
						else
						{
							int btnsSize = 48;

							wnd = Universe::instance->guienv->addWindow(rect< s32 >(Universe::instance->render->screenWidth - btnsSize * 6 - (6 - 1) * 2 - 20 - 400, 150, Universe::instance->render->screenWidth - 400, 150 + 100 + btnsSize * 6 + (6 - 1) * 2 + 10), false, L"Skills", NULL, SkillsWindow);

							IGUIIconTable* tbl = new IGUIIconTable(Universe::instance->guienv, wnd, SkillsIconTable, rect< s32 >(10, 100, 10 + btnsSize * 6 + (6 - 1) * 2, 100 + btnsSize * 6 + (6 - 1) * 2), 6, 6);
							tbl->buttonSize = btnsSize;
							wnd->addChild(tbl);
							for (int i = 0; i < Universe::instance->currentCharacter->currentSkillsCount; i++)
							{
								tbl->addButton((CurrentGameObject<GameObject>*)Universe::instance->currentCharacter->currentSkills[i], IconTableSkillButton);
							}
						}
						break;
					}
					case ChatInputEditBox:
						Universe::instance->guienv->getRootGUIElement()->getElementFromId(ChatInputEditBox)->setText(L"");
						break;
					default:
						if (eventCallerId > DialogElement) //Dialog button
						{
							char outPacket[256];
							int currentNPCId;

							swscanf(eventCaller->getParent()->getText(), L"[%d]", &currentNPCId);
							eventCaller->getParent()->remove();
							CreatePacket(outPacket, DialogOpen, "%i%i", currentNPCId, eventCallerId - DialogElement);
							Universe::instance->connectSocket->Send(outPacket);
						}
						break;
				}
				break;
			case EGET_COMBO_BOX_CHANGED:
				break;
			case EGET_TAB_CHANGED:
				break;
			case EGET_CHECKBOX_CHANGED:
				break;
		}
	}

	return false;
}