Beispiel #1
0
void SoundEffects::CreateUI()
{
    UIElement* root = GetSubsystem<UI>()->GetRoot();
    auto* cache = GetSubsystem<ResourceCache>();
    auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
    // Set style to the UI root so that elements will inherit it
    root->SetDefaultStyle(uiStyle);

    // Create buttons for playing back sounds
    for (unsigned i = 0; i < NUM_SOUNDS; ++i)
    {
        Button* button = CreateButton(i * 140 + 20, 20, 120, 40, soundNames[i]);
        // Store the sound effect resource name as a custom variable into the button
        button->SetVar(VAR_SOUNDRESOURCE, soundResourceNames[i]);
        SubscribeToEvent(button, E_PRESSED, URHO3D_HANDLER(SoundEffects, HandlePlaySound));
    }

    // Create buttons for playing/stopping music
    Button* button = CreateButton(20, 80, 120, 40, "Play Music");
    SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SoundEffects, HandlePlayMusic));

    button = CreateButton(160, 80, 120, 40, "Stop Music");
    SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SoundEffects, HandleStopMusic));

    auto* audio = GetSubsystem<Audio>();

    // Create sliders for controlling sound and music master volume
    Slider* slider = CreateSlider(20, 140, 200, 20, "Sound Volume");
    slider->SetValue(audio->GetMasterGain(SOUND_EFFECT));
    SubscribeToEvent(slider, E_SLIDERCHANGED, URHO3D_HANDLER(SoundEffects, HandleSoundVolume));

    slider = CreateSlider(20, 200, 200, 20, "Music Volume");
    slider->SetValue(audio->GetMasterGain(SOUND_MUSIC));
    SubscribeToEvent(slider, E_SLIDERCHANGED, URHO3D_HANDLER(SoundEffects, HandleMusicVolume));
}
Beispiel #2
0
void LANDiscovery::CreateUI()
{
    SetLogoVisible(true); // We need the full rendering window

    auto* graphics = GetSubsystem<Graphics>();
    UIElement* root = GetSubsystem<UI>()->GetRoot();
    auto* cache = GetSubsystem<ResourceCache>();
    auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
    // Set style to the UI root so that elements will inherit it
    root->SetDefaultStyle(uiStyle);

    int marginTop = 20;
    CreateLabel("1. Start server", IntVector2(20, marginTop-20));
    startServer_ = CreateButton("Start server", 160, IntVector2(20, marginTop));
    stopServer_ = CreateButton("Stop server", 160, IntVector2(20, marginTop));
	stopServer_->SetVisible(false);

    // Create client connection related fields
    marginTop += 80;
    CreateLabel("2. Discover LAN servers", IntVector2(20, marginTop-20));
    refreshServerList_ = CreateButton("Search...", 160, IntVector2(20, marginTop));

	marginTop += 80;
	CreateLabel("Local servers:", IntVector2(20, marginTop - 20));
	serverList_ = CreateLabel("", IntVector2(20, marginTop));

    // No viewports or scene is defined. However, the default zone's fog color controls the fill color
    GetSubsystem<Renderer>()->GetDefaultZone()->SetFogColor(Color(0.0f, 0.0f, 0.1f));
}
Beispiel #3
0
void UIDrag::CreateGUI()
{
    auto* cache = GetSubsystem<ResourceCache>();
    auto* ui = GetSubsystem<UI>();

    UIElement* root = ui->GetRoot();
    // Load the style sheet from xml
    root->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));

    for (int i=0; i < 10; i++)
    {
        auto* b = new Button(context_);
        root->AddChild(b);
        // Reference a style from the style sheet loaded earlier:
        b->SetStyleAuto();
        b->SetMinWidth(250);
        b->SetPosition(IntVector2(50*i, 50*i));

        // Enable the bring-to-front flag and set the initial priority
        b->SetBringToFront(true);
        b->SetPriority(i);

        // Set the layout mode to make the child text elements aligned vertically
        b->SetLayout(LM_VERTICAL, 20, {40, 40, 40, 40});
        auto dragInfos = {"Num Touch", "Text", "Event Touch"};
        for (auto name: dragInfos)
            b->CreateChild<Text>(name)->SetStyleAuto();

        if (i % 2 == 0)
            b->AddTag("SomeTag");

        SubscribeToEvent(b, E_CLICK, URHO3D_HANDLER(UIDrag, HandleClick));
        SubscribeToEvent(b, E_DRAGMOVE, URHO3D_HANDLER(UIDrag, HandleDragMove));
        SubscribeToEvent(b, E_DRAGBEGIN, URHO3D_HANDLER(UIDrag, HandleDragBegin));
        SubscribeToEvent(b, E_DRAGCANCEL, URHO3D_HANDLER(UIDrag, HandleDragCancel));
    }

    for (int i = 0; i < 10; i++)
    {
        auto* t = new Text(context_);
        root->AddChild(t);
        t->SetStyleAuto();
        t->SetName("Touch "+ String(i));
        t->SetVisible(false);
        t->SetPriority(100);     // Make sure it has higher priority than the buttons
    }
}
Beispiel #4
0
void SceneReplication::CreateUI()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    UI* ui = GetSubsystem<UI>();
    UIElement* root = ui->GetRoot();
    XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
    // Set style to the UI root so that elements will inherit it
    root->SetDefaultStyle(uiStyle);

    // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
    // control the camera, and when visible, it can interact with the login UI
    SharedPtr<Cursor> cursor(new Cursor(context_));
    cursor->SetStyleAuto(uiStyle);
    ui->SetCursor(cursor);
    // Set starting position of the cursor at the rendering window center
    Graphics* graphics = GetSubsystem<Graphics>();
    cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
    
    // Construct the instructions text element
    instructionsText_ = ui->GetRoot()->CreateChild<Text>();
    instructionsText_->SetText(
        "Use WASD keys to move and RMB to rotate view"
    );
    instructionsText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
    // Position the text relative to the screen center
    instructionsText_->SetHorizontalAlignment(HA_CENTER);
    instructionsText_->SetVerticalAlignment(VA_CENTER);
    instructionsText_->SetPosition(0, graphics->GetHeight() / 4);
    // Hide until connected
    instructionsText_->SetVisible(false);
    
    buttonContainer_ = root->CreateChild<UIElement>();
    buttonContainer_->SetFixedSize(500, 20);
    buttonContainer_->SetPosition(20, 20);
    buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
    
    textEdit_ = buttonContainer_->CreateChild<LineEdit>();
    textEdit_->SetStyleAuto();
    
    connectButton_ = CreateButton("Connect", 90);
    disconnectButton_ = CreateButton("Disconnect", 100);
    startServerButton_ = CreateButton("Start Server", 110);
    
    UpdateButtons();
}
Beispiel #5
0
void Chat::CreateUI()
{
    SetLogoVisible(false); // We need the full rendering window

    Graphics* graphics = GetSubsystem<Graphics>();
    UIElement* root = GetSubsystem<UI>()->GetRoot();
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
    // Set style to the UI root so that elements will inherit it
    root->SetDefaultStyle(uiStyle);
    
    Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
    chatHistoryText_ = root->CreateChild<Text>();
    chatHistoryText_->SetFont(font, 12);
    
    buttonContainer_ = root->CreateChild<UIElement>();
    buttonContainer_->SetFixedSize(graphics->GetWidth(), 20);
    buttonContainer_->SetPosition(0, graphics->GetHeight() - 20);
    buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
    
    textEdit_ = buttonContainer_->CreateChild<LineEdit>();
    textEdit_->SetStyleAuto();
    
    sendButton_ = CreateButton("Send", 70);
    connectButton_ = CreateButton("Connect", 90);
    disconnectButton_ = CreateButton("Disconnect", 100);
    startServerButton_ = CreateButton("Start Server", 110);

    UpdateButtons();

    int rowHeight = chatHistoryText_->GetRowHeight();
    // Row height would be zero if the font failed to load
    if (rowHeight)
        chatHistory_.Resize((graphics->GetHeight() - 20) / rowHeight);

    // No viewports or scene is defined. However, the default zone's fog color controls the fill color
    GetSubsystem<Renderer>()->GetDefaultZone()->SetFogColor(Color(0.0f, 0.0f, 0.1f));
}
Beispiel #6
0
void UIDrag::CreateGUI()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    UI* ui = GetSubsystem<UI>();

    UIElement* root = ui->GetRoot();
    // Load the style sheet from xml
    root->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));

    for (int i=0; i < 10; i++)
    {
        Button* b = new Button(context_);
        root->AddChild(b);
        // Reference a style from the style sheet loaded earlier:
        b->SetStyle("Button");
        b->SetSize(300, 100);
        b->SetPosition(IntVector2(50*i, 50*i));

        if (i % 2 == 0)
            b->AddTag("SomeTag");

        SubscribeToEvent(b, E_DRAGMOVE, URHO3D_HANDLER(UIDrag, HandleDragMove));
        SubscribeToEvent(b, E_DRAGBEGIN, URHO3D_HANDLER(UIDrag, HandleDragBegin));
        SubscribeToEvent(b, E_DRAGCANCEL, URHO3D_HANDLER(UIDrag, HandleDragCancel));
        SubscribeToEvent(b, E_DRAGEND, URHO3D_HANDLER(UIDrag, HandleDragEnd));

        {
            Text* t = new Text(context_);
            b->AddChild(t);
            t->SetStyle("Text");
            t->SetHorizontalAlignment(HA_CENTER);
            t->SetVerticalAlignment(VA_CENTER);
            t->SetName("Text");
        }

        {
            Text* t = new Text(context_);
            b->AddChild(t);
            t->SetStyle("Text");
            t->SetName("Event Touch");
            t->SetHorizontalAlignment(HA_CENTER);
            t->SetVerticalAlignment(VA_BOTTOM);
        }

        {
            Text* t = new Text(context_);
            b->AddChild(t);
            t->SetStyle("Text");
            t->SetName("Num Touch");
            t->SetHorizontalAlignment(HA_CENTER);
            t->SetVerticalAlignment(VA_TOP);
        }
    }

    for (int i = 0; i < 10; i++)
    {
        Text* t = new Text(context_);
        root->AddChild(t);
        t->SetStyle("Text");
        t->SetName("Touch "+ String(i));
        t->SetVisible(false);
    }
}
Beispiel #7
0
bool Menu::LoadXML(const XMLElement& source, XMLFile* styleFile, bool setInstanceDefault)
{
    // Get style override if defined
    String styleName = source.GetAttribute("style");

    // Apply the style first, if the style file is available
    if (styleFile)
    {
        // If not defined, use type name
        if (styleName.Empty())
            styleName = GetTypeName();

        SetStyle(styleName, styleFile);
    }
    // The 'style' attribute value in the style file cannot be equals to original's applied style to prevent infinite loop
    else if (!styleName.Empty() && styleName != appliedStyle_)
    {
        // Attempt to use the default style file
        styleFile = GetDefaultStyle();

        if (styleFile)
        {
            // Remember the original applied style
            String appliedStyle(appliedStyle_);
            SetStyle(styleName, styleFile);
            appliedStyle_ = appliedStyle;
        }
    }

    // Then load rest of the attributes from the source
    if (!Serializable::LoadXML(source, setInstanceDefault))
        return false;

    unsigned nextInternalChild = 0;

    // Load child elements. Internal elements are not to be created as they already exist
    XMLElement childElem = source.GetChild("element");
    while (childElem)
    {
        bool internalElem = childElem.GetBool("internal");
        bool popupElem = childElem.GetBool("popup");
        String typeName = childElem.GetAttribute("type");
        if (typeName.Empty())
            typeName = "UIElement";
        unsigned index = childElem.HasAttribute("index") ? childElem.GetUInt("index") : M_MAX_UNSIGNED;
        UIElement* child = 0;

        if (!internalElem)
        {
            if (!popupElem)
                child = CreateChild(typeName, String::EMPTY, index);
            else
            {
                // Do not add the popup element as a child even temporarily, as that can break layouts
                SharedPtr<UIElement> popup = DynamicCast<UIElement>(context_->CreateObject(typeName));
                if (!popup)
                    URHO3D_LOGERROR("Could not create popup element type " + typeName);
                else
                {
                    child = popup;
                    SetPopup(popup);
                }
            }
        }
        else
        {
            // An internal popup element should already exist
            if (popupElem)
                child = popup_;
            else
            {
                for (unsigned i = nextInternalChild; i < children_.Size(); ++i)
                {
                    if (children_[i]->IsInternal() && children_[i]->GetTypeName() == typeName)
                    {
                        child = children_[i];
                        nextInternalChild = i + 1;
                        break;
                    }
                }

                if (!child)
                    URHO3D_LOGWARNING("Could not find matching internal child element of type " + typeName + " in " + GetTypeName());
            }
        }

        if (child)
        {
            if (!styleFile)
                styleFile = GetDefaultStyle();

            // As popup is not a child element in itself, the parental chain to acquire the default style file is broken for popup's child elements
            // To recover from this, popup needs to have the default style set in its own instance so the popup's child elements can find it later
            if (popupElem)
                child->SetDefaultStyle(styleFile);

            if (!child->LoadXML(childElem, styleFile, setInstanceDefault))
                return false;
        }

        childElem = childElem.GetNext("element");
    }

    ApplyAttributes();

    return true;
}
Beispiel #8
0
void L10n::CreateGUI()
{
    // Get localization subsystem
    auto* l10n = GetSubsystem<Localization>();

    auto* cache = GetSubsystem<ResourceCache>();
    UIElement* root = GetSubsystem<UI>()->GetRoot();
    root->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));

    auto* window = new Window(context_);
    root->AddChild(window);
    window->SetMinSize(384, 192);
    window->SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6));
    window->SetAlignment(HA_CENTER, VA_CENTER);
    window->SetStyleAuto();

    auto* windowTitle = new Text(context_);
    windowTitle->SetName("WindowTitle");
    windowTitle->SetStyleAuto();
    window->AddChild(windowTitle);

    // In this place the current language is "en" because it was found first when loading the JSON files
    ea::string langName = l10n->GetLanguage();
    // Languages are numbered in the loading order
    int langIndex = l10n->GetLanguageIndex(); // == 0 at the beginning
    // Get string with identifier "title" in the current language
    ea::string localizedString = l10n->Get("title");
    // Localization::Get returns EMPTY_STRING if the id is empty.
    // Localization::Get returns the id if translation is not found and will be added a warning into the log.

    windowTitle->SetText(localizedString + " (" + ea::to_string(langIndex) + " " + langName + ")");

    auto* b = new Button(context_);
    window->AddChild(b);
    b->SetStyle("Button");
    b->SetMinHeight(24);

    auto* t = b->CreateChild<Text>("ButtonTextChangeLang");
    // The showing text value will automatically change when language is changed
    t->SetAutoLocalizable(true);
    // The text value used as a string identifier in this mode.
    // Remember that a letter case of the id and of the lang name is important.
    t->SetText("Press this button");

    t->SetAlignment(HA_CENTER, VA_CENTER);
    t->SetStyle("Text");
    SubscribeToEvent(b, E_RELEASED, URHO3D_HANDLER(L10n, HandleChangeLangButtonPressed));

    b = new Button(context_);
    window->AddChild(b);
    b->SetStyle("Button");
    b->SetMinHeight(24);
    t = b->CreateChild<Text>("ButtonTextQuit");
    t->SetAlignment(HA_CENTER, VA_CENTER);
    t->SetStyle("Text");

    // Manually set text in the current language
    t->SetText(l10n->Get("quit"));

    SubscribeToEvent(b, E_RELEASED, URHO3D_HANDLER(L10n, HandleQuitButtonPressed));
}
Beispiel #9
0
void GameMain::CreateMenu()
{

	ResourceCache* cache = GetSubsystem<ResourceCache>();
	UI* ui = GetSubsystem<UI>();
	UIElement* root = ui->GetRoot();
	//GetSubsystem<Input>()->SetMouseVisible(true);
	root->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));

	// New Game
	menu.btnNewGame = new Button(context_);
	root->AddChild(menu.btnNewGame);
	menu.btnNewGame->SetHorizontalAlignment(HA_CENTER);
	menu.btnNewGame->SetVerticalAlignment(VA_CENTER);
	menu.btnNewGame->SetName("NewGame");
	menu.btnNewGame->SetStyleAuto();
	menu.btnNewGame->SetSize(200, 50);
	menu.btnNewGame->SetVar("MENU", Variant(1));


	menu.txtNewGame = new Text(context_);
	menu.btnNewGame->AddChild(menu.txtNewGame);
	menu.txtNewGame->SetStyleAuto();
	menu.txtNewGame->SetHorizontalAlignment(HA_CENTER);
	menu.txtNewGame->SetVerticalAlignment(VA_CENTER);
	menu.txtNewGame->SetVisible(true);
	menu.txtNewGame->SetText("New game");
	menu.txtNewGame->SetVar("MENU", Variant(1));


	// options
	menu.btnOptions = new Button(context_);
	root->AddChild(menu.btnOptions);
	menu.btnOptions->SetHorizontalAlignment(HA_CENTER);
	menu.btnOptions->SetVerticalAlignment(VA_CENTER);
	menu.btnOptions->SetName("Options");
	menu.btnOptions->SetStyleAuto();
	menu.btnOptions->SetSize(200, 50);
	menu.btnOptions->SetPosition(menu.btnNewGame->GetPosition() + IntVector2(0, 55));
	menu.btnOptions->SetVar("MENU", Variant(1));


	menu.txtOptions = new Text(context_);
	menu.btnOptions->AddChild(menu.txtOptions);
	menu.txtOptions->SetStyleAuto();
	menu.txtOptions->SetHorizontalAlignment(HA_CENTER);
	menu.txtOptions->SetVerticalAlignment(VA_CENTER);
	menu.txtOptions->SetVisible(true);
	menu.txtOptions->SetText("Options");
	menu.txtOptions->SetVar("MENU", Variant(1));

	//tone
	menu.optTone = new CheckBox(context_);
	root->AddChild(menu.optTone);
	menu.optTone->SetStyleAuto();
	menu.optTone->SetName("Tone");
	menu.optTone->SetVisible(true);
	menu.optTone->SetHorizontalAlignment(HA_CENTER);
	menu.optTone->SetVerticalAlignment(VA_CENTER);
	menu.optTone->SetPosition(menu.btnOptions->GetPosition() + IntVector2(120, 0));
	menu.optTone->SetVar("MENU", Variant(1));


	menu.txtTone = new Text(context_);
	menu.optTone->AddChild(menu.txtTone);
	menu.txtTone->SetStyleAuto();
	menu.txtTone->SetHorizontalAlignment(HA_LEFT);
	menu.txtTone->SetVerticalAlignment(VA_CENTER);
	menu.txtTone->SetPosition(IntVector2(20, 0));
	menu.txtTone->SetVisible(true);
	menu.txtTone->SetText("Tonemapping");
	menu.txtTone->SetVar("MENU", Variant(1));


	// Exit
	menu.btnExit = new Button(context_);
	root->AddChild(menu.btnExit);

	menu.btnExit->SetHorizontalAlignment(HA_CENTER);
	menu.btnExit->SetVerticalAlignment(VA_CENTER);
	menu.btnExit->SetStyleAuto();
	menu.btnExit->SetSize(200, 50);
	menu.btnExit->SetName("Exit");
	menu.btnExit->SetPosition(menu.btnOptions->GetPosition() + IntVector2(0, 55));
	menu.btnExit->SetVar("MENU", Variant(1));

	menu.txtExit = new Text(context_);
	menu.btnExit->AddChild(menu.txtExit);
	menu.txtExit->SetStyleAuto();
	menu.txtExit->SetHorizontalAlignment(HA_CENTER);
	menu.txtExit->SetVerticalAlignment(VA_CENTER);
	//exitBtnText->SetName("Exit");
	menu.txtExit->SetVisible(true);
	menu.txtExit->SetText("Exit");
	menu.txtExit->SetVar("MENU", Variant(1));


	GetSubsystem<Input>()->SetMouseVisible(true);

	menu.isActive = true;

}
Beispiel #10
0
void Typography::Start()
{
    // Execute base class startup
    Sample::Start();

    // Enable OS cursor
    GetSubsystem<Input>()->SetMouseVisible(true);

    // Load XML file containing default UI style sheet
    auto* cache = GetSubsystem<ResourceCache>();
    auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");

    // Set the loaded style as default style
    auto* ui = GetSubsystem<UI>();
    UIElement* root = ui->GetRoot();
    root->SetDefaultStyle(style);

    // Create a UIElement to hold all our content
    // (Don't modify the root directly, as the base Sample class uses it)
    uielement_ = new UIElement(context_);
    uielement_->SetAlignment(HA_CENTER, VA_CENTER);
    uielement_->SetLayout(LM_VERTICAL, 10, IntRect(20, 40, 20, 40));
    root->AddChild(uielement_);

    // Add some sample text.
    CreateText();

    // Add a checkbox to toggle the background color.
    CreateCheckbox("White background", URHO3D_HANDLER(Typography, HandleWhiteBackground))
        ->SetChecked(false);

    // Add a checkbox to toggle SRGB output conversion (if available).
    // This will give more correct text output for FreeType fonts, as the FreeType rasterizer
    // outputs linear coverage values rather than SRGB values. However, this feature isn't
    // available on all platforms.
    CreateCheckbox("Graphics::SetSRGB", URHO3D_HANDLER(Typography, HandleSRGB))
        ->SetChecked(GetSubsystem<Graphics>()->GetSRGB());

    // Add a checkbox for the global ForceAutoHint setting. This affects character spacing.
    CreateCheckbox("UI::SetForceAutoHint", URHO3D_HANDLER(Typography, HandleForceAutoHint))
        ->SetChecked(ui->GetForceAutoHint());

    // Add a drop-down menu to control the font hinting level.
    const char* levels[] = {
        "FONT_HINT_LEVEL_NONE",
        "FONT_HINT_LEVEL_LIGHT",
        "FONT_HINT_LEVEL_NORMAL",
        nullptr
    };
    CreateMenu("UI::SetFontHintLevel", levels, URHO3D_HANDLER(Typography, HandleFontHintLevel))
        ->SetSelection(ui->GetFontHintLevel());

    // Add a drop-down menu to control the subpixel threshold.
    const char* thresholds[] = {
        "0",
        "3",
        "6",
        "9",
        "12",
        "15",
        "18",
        "21",
        nullptr
    };
    CreateMenu("UI::SetFontSubpixelThreshold", thresholds, URHO3D_HANDLER(Typography, HandleFontSubpixel))
        ->SetSelection(ui->GetFontSubpixelThreshold() / 3);

    // Add a drop-down menu to control oversampling.
    const char* limits[] = {
        "1",
        "2",
        "3",
        "4",
        "5",
        "6",
        "7",
        "8",
        nullptr
    };
    CreateMenu("UI::SetFontOversampling", limits, URHO3D_HANDLER(Typography, HandleFontOversampling))
        ->SetSelection(ui->GetFontOversampling() - 1);

    // Set the mouse mode to use in the sample
    Sample::InitMouseMode(MM_FREE);
}