//! Adds a button to the tool bar IGUIButton* CGUIToolBar::addButton(SINT32 id, const wchar_t* text, const wchar_t* tooltiptext, ITexture* img, ITexture* pressed, bool isPushButton, bool useAlphaChannel) { ButtonX += 3; rect<SINT32> rectangle(ButtonX, 2, ButtonX + 1, 3); if (img) { const dimension2du &size = img->getOriginalSize(); rectangle.LowerRightCorner.x = rectangle.UpperLeftCorner.x + size.Width + 8; rectangle.LowerRightCorner.y = rectangle.UpperLeftCorner.y + size.Height + 6; } if (text) { IGUISkin* skin = Environment->getSkin(); IGUIFont * font = skin->getFont(EGDF_BUTTON); if (font) { dimension2d<UINT32> dim = font->getDimension(text); if ((SINT32)dim.Width > rectangle.getWidth()) rectangle.LowerRightCorner.x = rectangle.UpperLeftCorner.x + dim.Width + 8; if ((SINT32)dim.Height > rectangle.getHeight()) rectangle.LowerRightCorner.y = rectangle.UpperLeftCorner.y + dim.Height + 6; } } ButtonX += rectangle.getWidth(); IGUIButton* button = new CGUIButton(Environment, this, id, rectangle); button->drop(); if (text) button->setText(text); if (tooltiptext) button->setToolTipText(tooltiptext); if (img) button->setImage(img); if (pressed) button->setPressedImage(pressed); if (isPushButton) button->setIsPushButton(isPushButton); if (useAlphaChannel) button->setUseAlphaChannel(useAlphaChannel); return button; }
void Universe::ClientGUIInit() { clientEventReceiver = new ClientEventReceiver(); render->device->setEventReceiver((IEventReceiver*)clientEventReceiver); int btnsSize = 48; //Window toggle buttons /* IGUIButton* btn; btn = guienv->addButton(rect< s32 >(0, render->screenHeight - 32, 64, render->screenHeight), NULL, InventoryToggleButton, L"Inventory", NULL); btn->setIsPushButton(true); btn = guienv->addButton(rect< s32 >(64, render->screenHeight - 32, 64 + 64, render->screenHeight), NULL, SkillsToggleButton, L"Skills", NULL); btn->setIsPushButton(true); btn = guienv->addButton(rect< s32 >(64 + 64, render->screenHeight - 32, 64 + 64 + 64, render->screenHeight), NULL, QuestsToggleButton, L"Quests", NULL); btn->setIsPushButton(true); */ IGUIButton* btn; btn = guienv->addButton(rect< s32 >(0, render->screenHeight - btnsSize, btnsSize, render->screenHeight), NULL, InventoryToggleButton, NULL, L"Inventory"); btn->setIsPushButton(true); btn->setUseAlphaChannel(true); btn->setImage(render->driver->getTexture("res/inventory_icon.png")); btn = guienv->addButton(rect< s32 >(btnsSize, render->screenHeight - btnsSize, btnsSize + btnsSize, render->screenHeight), NULL, SkillsToggleButton, NULL, L"Skills"); btn->setIsPushButton(true); btn->setUseAlphaChannel(true); btn->setImage(render->driver->getTexture("res/skills_icon.png")); btn = guienv->addButton(rect< s32 >(btnsSize + btnsSize, render->screenHeight - btnsSize, btnsSize + btnsSize + btnsSize, render->screenHeight), NULL, QuestsToggleButton, NULL, L"Quests"); btn->setIsPushButton(true); btn->setUseAlphaChannel(true); btn->setImage(render->driver->getTexture("res/quests_icon.png")); //Chat IGUIChatBox* cb = new IGUIChatBox(guienv, NULL, ChatBox, ChatEditBox, ChatInputEditBox, rect< s32 >(0, 128, 256, 128 + 256 + 24)); guienv->getRootGUIElement()->addChild(cb); //Hotkey int slotsCount = 9; IGUIIconTable* tbl3 = new IGUIIconTable(guienv, NULL, HotkeyBar, rect< s32 >(320, render->screenHeight - btnsSize, 320 + slotsCount * btnsSize + (slotsCount - 1) * 2, render->screenHeight), slotsCount, 1); guienv->getRootGUIElement()->addChild(tbl3); }
bool ProcTitle::OnInit(irr::IrrlichtDevice& device) { device.setWindowCaption(L"Artistic Controlled Car - title"); IGUIEnvironment* env = device.getGUIEnvironment(); IGUIButton* pButton = env->addButton(rect<s32>(10, 240, 200, 240+100), 0, GUI_ID_START_BUTTON, L"Start", L"Start Game"); pButton->setDrawBorder(false); IVideoDriver* pDriver = IrrDvc.GetDriver(); video::ITexture* pTexture = pDriver->getTexture("Rsrc/hero.tga"); // refcount = 1 pButton->setImage(pTexture); // refcount += 2, means when button released refcount will be 1 pButton->setUseAlphaChannel(true); // 1 will be decreased pDriver->removeAllTextures(); { ITexture* pTexture = pDriver->getTexture("Rsrc/map.bmp"); pButton->setPressedImage(pTexture); } // sound test IrrSnd.GetSndEngine()->play2D("Rsrc/getout.ogg", true); return true; }
// 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); }
// ---------------------------------------------------------------------------- void RibbonWidget::add() { assert(m_magic_number == 0xCAFEC001); assert(m_x > -10.0f); assert(m_y > -10.0f); assert(m_w > 0.0f); assert(m_h > 0.0f); m_labels.clearWithoutDeleting(); rect<s32> widget_size = rect<s32>(m_x, m_y, m_x + m_w, m_y + m_h); int id = (m_reserved_id == -1 ? getNewID() : m_reserved_id); IGUIButton * btn = GUIEngine::getGUIEnv()->addButton(widget_size, m_parent, id, L""); m_element = btn; m_active_children.clearWithoutDeleting(); // Is just a copy of m_children without the deactivated children. m_children takes care of memory. for (unsigned int i=0; i<m_children.size(); i++) { if (m_children[i].isVisible()) { m_active_children.push_back(m_children.get(i)); } } const int subbuttons_amount = m_active_children.size(); // For some ribbon types, we can have unequal sizes depending on whether // items have labels or not int with_label = 0; int without_label = 0; // ---- check how much space each child button will take and fit // them within available space int total_needed_space = 0; for (int i=0; i<subbuttons_amount; i++) { // FIXME: why do I manually invoke the Layout Manager here? LayoutManager::readCoords(m_active_children.get(i)); LayoutManager::applyCoords(m_active_children.get(i), NULL, this); if (m_active_children[i].m_type != WTYPE_ICON_BUTTON && m_active_children[i].m_type != WTYPE_BUTTON) { Log::warn("RiggonWidget", "Ribbon widgets can only have " "(icon)button widgets as children"); continue; } // ribbon children must not be keyboard navigatable, the parent // ribbon takes care of that if (m_active_children[i].m_type == WTYPE_ICON_BUTTON) { IconButtonWidget* icon = ((IconButtonWidget*)m_active_children.get(i)); icon->m_tab_stop = false; } bool has_label_underneath = m_active_children[i].m_text.size() > 0; if (m_active_children[i].m_properties[PROP_LABELS_LOCATION].size() > 0) { has_label_underneath = false; } if (has_label_underneath) with_label++; else without_label++; total_needed_space += m_active_children[i].m_w; } //int biggest_y = 0; const int button_y = 10; const int one_button_space = int(roundf((float)m_w / (float)subbuttons_amount)); int widget_x = -1; // ---- add children for (int i=0; i<subbuttons_amount; i++) { // ---- tab ribbons if (getRibbonType() == RIBBON_TABS) { const int large_tab = (int)((with_label + without_label) *one_button_space / (with_label + without_label/2.0f)); const int small_tab = large_tab/2; stringw& message = m_active_children[i].m_text; if (message.size() == 0) { if (widget_x == -1) widget_x = small_tab/2; else widget_x += small_tab/2; } else { if (widget_x == -1) widget_x = large_tab/2; else widget_x += large_tab/2; } IGUIButton * subbtn = NULL; rect<s32> subsize = rect<s32>(widget_x - large_tab/2+2, 0, widget_x + large_tab/2-2, m_h); if (message.size() == 0) { subsize = rect<s32>(widget_x - small_tab/2+2, 0, widget_x + small_tab/2-2, m_h); } if (m_active_children[i].m_type == WTYPE_BUTTON) { subbtn = GUIEngine::getGUIEnv() ->addButton(subsize, btn, getNewNoFocusID(), message.c_str(), L""); subbtn->setTabStop(false); subbtn->setTabGroup(false); if ((int)GUIEngine::getFont()->getDimension(message.c_str()) .Width > subsize.getWidth() && message.findFirst(L' ') == -1 && message.findFirst(L'\u00AD') == -1 ) { // if message too long and contains no space and no soft // hyphen, make the font smaller subbtn->setOverrideFont(GUIEngine::getSmallFont()); } } else if (m_active_children[i].m_type == WTYPE_ICON_BUTTON) { rect<s32> icon_part = rect<s32>(15, 0, subsize.getHeight()+15, subsize.getHeight()); if (message.size() == 0) { const int x = subsize.getWidth()/2 - subsize.getHeight()/2; // no label, only icon, so center the icon icon_part = rect<s32>(x, 0, x + subsize.getHeight(), subsize.getHeight()); } // label at the *right* of the icon (for tabs) rect<s32> label_part = rect<s32>(subsize.getHeight()+15, 0, subsize.getWidth()-15, subsize.getHeight()); // use the same ID for all subcomponents; since event handling // is done per-ID, no matter which one your hover, this // widget will get it int same_id = getNewNoFocusID(); subbtn = GUIEngine::getGUIEnv()->addButton(subsize, btn, same_id, L"", L""); IGUIButton* icon = GUIEngine::getGUIEnv()->addButton(icon_part, subbtn, same_id, L""); icon->setScaleImage(true); std::string filename = file_manager->getAsset( m_active_children[i].m_properties[PROP_ICON]); icon->setImage( irr_driver->getTexture(filename.c_str()) ); icon->setUseAlphaChannel(true); icon->setDrawBorder(false); icon->setTabStop(false); IGUIStaticText* label = GUIEngine::getGUIEnv()->addStaticText(message.c_str(), label_part, false /* border */, true /* word wrap */, subbtn, same_id); if ((int)GUIEngine::getFont()->getDimension(message.c_str()) .Width > label_part.getWidth()&& message.findFirst(L' ') == -1 && message.findFirst(L'\u00AD') == -1 ) { // if message too long and contains no space and no soft // hyphen, make the font smaller label->setOverrideFont(GUIEngine::getSmallFont()); } label->setTextAlignment(EGUIA_CENTER, EGUIA_CENTER); label->setTabStop(false); label->setNotClipped(true); label->setRightToLeft(translations->isRTLText(message)); m_labels.push_back(label); subbtn->setTabStop(false); subbtn->setTabGroup(false); } else { Log::error("RibbonWidget", "Invalid tab bar contents"); } m_active_children[i].m_element = subbtn; if (message.size() == 0) widget_x += small_tab/2; else widget_x += large_tab/2; } // ---- icon ribbons else if (m_active_children[i].m_type == WTYPE_ICON_BUTTON) { if (widget_x == -1) widget_x = one_button_space/2; // find how much space to keep for the label under the button. // consider font size, whether the label is multiline, etc... bool has_label = m_active_children[i].m_text.size() > 0; if (m_active_children[i].m_properties[PROP_LABELS_LOCATION].size() > 0) { has_label = false; } const int needed_space_under_button = has_label ? GUIEngine::getFontHeight() : 10; float imageRatio = (float)m_active_children[i].m_w / (float)m_active_children[i].m_h; // calculate the size of the image std::string filename = file_manager->getAsset(m_active_children[i].m_properties[PROP_ICON]); video::ITexture* image = irr_driver->getTexture((filename).c_str()); if(!image) { std::string file = file_manager->getAsset(FileManager::GUI,"main_help.png"); image = irr_driver->getTexture(file); if(!image) Log::fatal("RibbonWidget", "Can't find fallback texture 'gui/main_help.png, aborting."); } float image_h = (float)image->getSize().Height; float image_w = image_h*imageRatio; float zoom = (float) (m_h - button_y - needed_space_under_button) / image_h; float zoom_x = (float) one_button_space / image_w; if(zoom_x < zoom) zoom = zoom_x; // ---- add bitmap button part // backup and restore position in case the same object is added // multiple times (FIXME: unclean) int old_x = m_active_children[i].m_x; int old_y = m_active_children[i].m_y; int old_w = m_active_children[i].m_w; int old_h = m_active_children[i].m_h; m_active_children[i].m_x = widget_x - int(image_w*zoom/2.0f); m_active_children[i].m_y = button_y; m_active_children[i].m_w = int(image_w*zoom); m_active_children[i].m_h = int(image_h*zoom); IconButtonWidget* icon = ((IconButtonWidget*)m_active_children.get(i)); if (icon->m_properties[PROP_EXTEND_LABEL].size() == 0) { icon->m_properties[PROP_EXTEND_LABEL] = StringUtils::toString(one_button_space - icon->m_w); } m_active_children.get(i)->m_parent = btn; m_active_children.get(i)->add(); // restore backuped size and location (see above for more info) m_active_children[i].m_x = old_x; m_active_children[i].m_y = old_y; m_active_children[i].m_w = old_w; m_active_children[i].m_h = old_h; // the label itself will be added by the icon widget. since it // adds the label outside of the widget area it is assigned to, // the label will appear in the area we want at the bottom widget_x += one_button_space; } else { Log::warn("RiggonWidget", "Invalid contents type in ribbon"); } //m_children[i].id = subbtn->getID(); m_active_children[i].m_event_handler = this; }// next sub-button id = m_element->getID(); m_element->setTabOrder(id); m_element->setTabGroup(false); updateSelection(); if (!m_is_visible) setVisible(false); } // add
void RibbonWidget::add() { m_labels.clearWithoutDeleting(); rect<s32> widget_size = rect<s32>(m_x, m_y, m_x + m_w, m_y + m_h); int id = (m_reserved_id == -1 ? getNewID() : m_reserved_id); IGUIButton * btn = GUIEngine::getGUIEnv()->addButton(widget_size, m_parent, id, L""); m_element = btn; const int subbuttons_amount = m_children.size(); // ---- check how much space each child button will take and fit them within available space int total_needed_space = 0; for (int i=0; i<subbuttons_amount; i++) { // FIXME: a little unclean to invoke layout code here? LayoutManager::readCoords(m_children.get(i), NULL, this); if (m_children[i].m_type != WTYPE_ICON_BUTTON && m_children[i].m_type != WTYPE_BUTTON) { std::cerr << "/!\\ Warning /!\\ : ribbon widgets can only have (icon)button widgets as children " << std::endl; continue; } // ribbon children must not be keyboard navigatable, the parent ribbon takes care of that if (m_children[i].m_type == WTYPE_ICON_BUTTON) { IconButtonWidget* icon = ((IconButtonWidget*)m_children.get(i)); icon->m_tab_stop = false; } total_needed_space += m_children[i].m_w; } int free_w_space = m_w - total_needed_space; //int biggest_y = 0; const int button_y = 10; float global_zoom = 1; const int min_free_space = 50; global_zoom = (float)m_w / (float)( m_w - free_w_space + min_free_space ); //free_w_space = (int)(m_w - total_needed_space*global_zoom); const int one_button_space = (int)round((float)m_w / (float)subbuttons_amount); // ---- add children for (int i=0; i<subbuttons_amount; i++) { const int widget_x = one_button_space*(i+1) - one_button_space/2; // ---- tab ribbons if (getRibbonType() == RIBBON_TABS) { IGUIButton * subbtn = NULL; rect<s32> subsize = rect<s32>(widget_x - one_button_space/2+2, 0, widget_x + one_button_space/2-2, m_h); stringw& message = m_children[i].m_text; if (m_children[i].m_type == WTYPE_BUTTON) { subbtn = GUIEngine::getGUIEnv()->addButton(subsize, btn, getNewNoFocusID(), message.c_str(), L""); subbtn->setTabStop(false); subbtn->setTabGroup(false); } else if (m_children[i].m_type == WTYPE_ICON_BUTTON) { rect<s32> icon_part = rect<s32>(15, 0, subsize.getHeight()+15, subsize.getHeight()); // label at the *right* of the icon (for tabs) rect<s32> label_part = rect<s32>(subsize.getHeight()+15, 0, subsize.getWidth()-15, subsize.getHeight()); // use the same ID for all subcomponents; since event handling is done per-ID, no matter // which one your hover, this widget will get it int same_id = getNewNoFocusID(); subbtn = GUIEngine::getGUIEnv()->addButton(subsize, btn, same_id, L"", L""); //MyGUIButton* icon = new MyGUIButton(GUIEngine::getGUIEnv(), subbtn, same_id, icon_part, true); IGUIButton* icon = GUIEngine::getGUIEnv()->addButton(icon_part, subbtn, same_id, L""); icon->setScaleImage(true); icon->setImage( irr_driver->getTexture((file_manager->getDataDir() + "/" + m_children[i].m_properties[PROP_ICON]).c_str()) ); icon->setUseAlphaChannel(true); icon->setDrawBorder(false); icon->setTabStop(false); IGUIStaticText* label = GUIEngine::getGUIEnv()->addStaticText(message.c_str(), label_part, false /* border */, true /* word wrap */, subbtn, same_id); label->setTextAlignment(EGUIA_CENTER, EGUIA_CENTER); label->setTabStop(false); label->setNotClipped(true); m_labels.push_back(label); subbtn->setTabStop(false); subbtn->setTabGroup(false); } else { std::cerr << "Invalid tab bar contents\n"; } m_children[i].m_element = subbtn; } // ---- icon ribbons else if (m_children[i].m_type == WTYPE_ICON_BUTTON) { // find how much space to keep for the label under the button. // consider font size, whether the label is multiline, etc... const bool has_label = m_children[i].m_text.size() > 0; const int needed_space_under_button = has_label ? GUIEngine::getFontHeight() : 10; float imageRatio = (float)m_children[i].m_w / (float)m_children[i].m_h; // calculate the size of the image video::ITexture* image = irr_driver->getTexture((file_manager->getDataDir() + "/" + m_children[i].m_properties[PROP_ICON]).c_str()); float image_h = (float)image->getSize().Height; float image_w = image_h*imageRatio; // scale to fit (FIXME: calculate the right value directly...) float zoom = global_zoom; if (button_y + image_h*zoom + needed_space_under_button > m_h) { // scale down while (button_y + image_h*zoom + needed_space_under_button > m_h) zoom -= 0.01f; } else { // scale up while (button_y + image_h*zoom + needed_space_under_button < m_h) zoom += 0.01f; } // ---- add bitmap button part // backup and restore position in case the same object is added multiple times (FIXME: unclean) int old_x = m_children[i].m_x; int old_y = m_children[i].m_y; int old_w = m_children[i].m_w; int old_h = m_children[i].m_h; m_children[i].m_x = widget_x - (int)(image_w*zoom/2.0f); m_children[i].m_y = button_y; m_children[i].m_w = (int)(image_w*zoom); m_children[i].m_h = (int)(image_h*zoom); IconButtonWidget* icon = ((IconButtonWidget*)m_children.get(i)); icon->m_properties[PROP_EXTEND_LABEL] = StringUtils::toString(one_button_space - icon->m_w); m_children.get(i)->m_parent = btn; m_children.get(i)->add(); // restore backuped size and location (see above for more info) m_children[i].m_x = old_x; m_children[i].m_y = old_y; m_children[i].m_w = old_w; m_children[i].m_h = old_h; // the label itself will be added by the icon widget. since it adds the label outside of the // widget area it is assigned to, the label will appear in the area we want at the bottom } else { std::cerr << "/!\\ Warning /!\\ : Invalid contents type in ribbon" << std::endl; } //m_children[i].id = subbtn->getID(); m_children[i].m_event_handler = this; }// next sub-button id = m_element->getID(); m_element->setTabOrder(id); m_element->setTabGroup(false); updateSelection(); }
bool ProcTitle::OnInit(irr::IrrlichtDevice& device) { device.setWindowCaption(L"Pair - title"); //device.getCursorControl()->setVisible(false); u32 width = IrrDvc.GetDriver()->getScreenSize().Width; u32 height = IrrDvc.GetDriver()->getScreenSize().Height; scene::ISceneManager* pSmgr = IrrDvc.GetSmgr(); IVideoDriver* pDriver = IrrDvc.GetDriver(); // camera setting { irr::scene::ICameraSceneNode* pCamera = pSmgr->addCameraSceneNode(0, core::vector3df(0,0,-100), core::vector3df(0,0,0)); //f32 zNear = 1; //f32 zFar = 3000; //f32 zNear = pCamera->getNearValue(); //f32 zFar = pCamera->getFarValue(); #if 0 CMatrix4<f32> matOrtho; matOrtho.buildProjectionMatrixOrthoLH(width, height, zNear, zFar); pCamera->setProjectionMatrix(matOrtho, true); #else //CMatrix4<f32> matPerspective; //matPerspective.buildProjectionMatrixPerspectiveLH((f32)width, (f32)height, zNear, zFar); //pCamera->setProjectionMatrix(matPerspective, false); #endif } // title { m_p2DSprite = pSmgr->addBillboardSceneNode(); video::ITexture* pTexture = pDriver->getTexture("Rsrc/title.png"); m_p2DSprite->setMaterialTexture(0, pTexture); m_p2DSprite->setMaterialFlag(video::EMF_LIGHTING, false); m_p2DSprite->setMaterialFlag(video::EMF_ZBUFFER, true); m_p2DSprite->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); m_p2DSprite->setMaterialFlag(video::EMF_ANTI_ALIASING, true); m_p2DSprite->setMaterialFlag(video::EMF_BILINEAR_FILTER, true); m_p2DSprite->setSize(dimension2df((f32)width, (f32)height)); m_p2DSprite->setPosition(vector3df(0.f, 0.f, 300.f)); m_p2DSprite->setID(1004); m_p2DSprite->getMaterial(0).getTextureMatrix(0).setTextureScale(1.0f, 1.0f); // animation test //scene::ISceneNodeAnimator* pAni = pSmgr->createFlyCircleAnimator(core::vector3df(0,0,200), 20.0f); //m_p2DSprite->addAnimator(pAni); } // card { for (int i = 0; i < 3; i++) { IMeshSceneNode* pCard = pSmgr->addCubeSceneNode(); char buff[20]; sprintf_s(buff, 20, "Rsrc/card%d.png", i); video::ITexture* pTexture = pDriver->getTexture(buff); pCard->setMaterialTexture(0, pTexture); pCard->setScale(vector3df(4.f, 4.f * 1.618f, 0.1f)); pCard->setPosition(vector3df(-60.f + 60.f * i, 0.f, 0.f)); pCard->setMaterialFlag(video::EMF_LIGHTING, false); // animation test scene::ISceneNodeAnimator* pAni = pSmgr->createRotationAnimator(vector3df(0.f, 1.f, 0.f)); pCard->addAnimator(pAni); pAni->drop(); } } // mesh { IAnimatedMesh* mesh = pSmgr->getMesh("Rsrc/sydney.md2"); IAnimatedMeshSceneNode* pNode = pSmgr->addAnimatedMeshSceneNode(mesh); if (pNode) { //pNode->setScale(vector3df(10.f, 10.f, 10.f)); pNode->setMaterialFlag(EMF_LIGHTING, false); //pNode->setMaterialFlag(EMF_ZBUFFER, false); pNode->setMD2Animation(scene::EMAT_STAND); pNode->setMaterialTexture( 0, pDriver->getTexture("Rsrc/sydney.bmp") ); pNode->setPosition(vector3df(0.0f, -5.f, -55.f)); } } // button { IGUIEnvironment* env = device.getGUIEnvironment(); video::ITexture* pTexture = pDriver->getTexture("Rsrc/new_game_btn_normal.PNG"); // refcount = 1 dimension2d<u32> dim = pTexture->getOriginalSize(); s32 offsetX = width / 2 - dim.Width / 2; s32 offsetY = height - dim.Height * 3; IGUIButton* pButton = env->addButton(rect<s32>(offsetX, offsetY, offsetX + dim.Width, offsetY + dim.Height), 0, GUI_ID_START_BUTTON); pButton->setDrawBorder(false); pButton->setImage(pTexture); // refcount += 2, means when button released refcount will be 1 pButton->setUseAlphaChannel(true); // 1 will be decreased pDriver->removeAllTextures(); { ITexture* pTexture = pDriver->getTexture("Rsrc/new_game_btn_pressed.PNG"); pButton->setPressedImage(pTexture); } } // sound test IrrSnd.GetSndEngine()->play2D("Rsrc/getout.ogg", true); return true; }
int Luna::lobby() { // #ifndef NDEBUG // falsify the quit flags events.quit = false; events.login = false; // Flush the gui factory guienv->clear(); smgr->clear(); device->setEventReceiver ( &events ); smgr->loadScene ( "./data/models/maps/lobby.irr" ); //smgr->addCameraSceneNode(0, vector3df(20,100, 0), vector3df(0,100,0), -1); //smgr->addCameraSceneNodeFPS(); ITexture *loginWindow = driver->getTexture ( "./data/textures/lobby/loginBg.png" ); int buttonPosX = ( resolution[0] / 2 ) - 60; int buttonPosY = ( resolution[1] / 100 ) * 80; IGUIEditBox *uname = guienv->addEditBox ( L"", rect<s32> ( buttonPosX - 30, buttonPosY - 100, buttonPosX + 150, buttonPosY - 80 ), true, 0, -1 ); IGUIEditBox *pword = guienv->addEditBox ( L"", rect<s32> ( buttonPosX - 30, buttonPosY - 60, buttonPosX + 150, buttonPosY - 40 ), true, 0, -1 ); pword->setPasswordBox ( true, L'*' ); // Load the button textures ITexture *menuButtonNormal = driver->getTexture ( "./data/textures/lobby/lobbyButtonNormal.png" ); ITexture *menuButtonDepressed = driver->getTexture ( "./data/textures/lobby/lobbyButtonDepressed.png" ); IGUIButton *exitButton = guienv->addButton ( rect<s32> ( buttonPosX, buttonPosY + 50, buttonPosX + 120, buttonPosY + 70 ), 0, 101, L"Exit" ); exitButton->setImage ( menuButtonNormal ); exitButton->setPressedImage ( menuButtonDepressed ); IGUIButton *loginButton = guienv->addButton ( rect<s32> ( buttonPosX, buttonPosY + 0, buttonPosX + 120, buttonPosY + 20 ), 0, 102, L"Login" ); loginButton->setImage ( menuButtonNormal ); loginButton->setPressedImage ( menuButtonDepressed ); IGUIButton *optionsButton = guienv->addButton ( rect<s32> ( buttonPosX, buttonPosY + 25, buttonPosX + 120, buttonPosY + 45 ), 0, 103, L"Options" ); optionsButton->setImage ( menuButtonNormal ); optionsButton->setPressedImage ( menuButtonDepressed ); // Developers login box #ifdef NDEBUG IGUIButton *devButton = guienv->addButton ( rect<s32> ( buttonPosX, buttonPosY - 25, buttonPosX + 120, buttonPosY-10 ), 0, 901, L"Dev Login" ); devButton->setImage ( menuButtonNormal ); devButton->setPressedImage ( menuButtonDepressed ); #endif // Do the text guienv->addStaticText ( L"Account Login.", rect<s32> ( buttonPosX - 60, buttonPosY - 148, buttonPosX + 120, buttonPosY - 138 ) ); guienv->addStaticText ( L"Username:"******"Password:"******"returned -1\n"); events.quit=true; // break; return 1; } else if ( ret == 1 ) { printf ("returned 1\n"); wrongPWMessage = guienv->addStaticText ( L"Incorrect username or password.", rect<s32> ( 0, 0, 130, 10 ) ); wrongPWOK = guienv->addButton ( rect<s32> ( buttonPosX, resolution[1] / 2, buttonPosX + 120, ( resolution[1]/2 ) + 20 ), 0, 105, L"Wrong Password" ); wrongPWOK->setImage ( menuButtonNormal ); wrongPWOK->setPressedImage ( menuButtonDepressed ); loginButton->setEnabled ( false ); optionsButton->setEnabled ( false ); exitButton->setEnabled ( false ); uname->setEnabled ( false ); pword->setEnabled ( false ); events.login = false; wrongPassOK = true; } else if ( ret == 0 ) { printf ("returned 0\n"); conMessage = guienv->addStaticText ( L"Could not connect to the server, please see the status page", rect<s32> ( 0, 0, 130, 10 ) ); conOK = guienv->addButton ( rect<s32> ( buttonPosX, resolution[1] / 2, buttonPosX + 120, ( resolution[1]/2 ) + 20 ), 0, 104, L"no server connection" ); conOK->setImage ( menuButtonNormal ); conOK->setPressedImage ( menuButtonDepressed ); loginButton->setEnabled ( false ); optionsButton->setEnabled ( false ); exitButton->setEnabled ( false ); uname->setEnabled ( false ); pword->setEnabled ( false ); events.login = false; //conRefOK = true; } } driver->beginScene ( true, true, SColor ( 0, 0, 0, 0 ) ); smgr->drawAll(); driver->draw2DImage ( loginWindow, core::position2d<s32> ( buttonPosX - 65, buttonPosY - 150 ) ); guienv->drawAll(); driver->endScene(); device->sleep ( 10, true ); } return 0; // #endif }