void ModeMenu::Setup() { const int btn_width = 160; const int btn_height = 40; const int btn_border = 10; Widget* newGame = new Widget(NinePatch("NavyButton.png", 16, 16, 16, 16), btn_width, btn_height); newGame->SetPosition(Vector2i(Widget::GetScreenCentre().x - newGame->GetSize().x / 2, btn_border)); newGame->SetText("New game", TextAlignment::Centre); Widget* scrollRight = new Widget(NinePatch("NavyButton.png", 16, 16, 16, 16), btn_height, btn_height); scrollRight->SetPosition(newGame->GetPosition() + Vector2i(newGame->GetSize().x + btn_border, 0)); scrollRight->SetText(">", TextAlignment::Centre); Widget* scrollLeft = new Widget(NinePatch("NavyButton.png", 16, 16, 16, 16), btn_height, btn_height); scrollLeft->SetPosition(newGame->GetPosition() - Vector2i(scrollLeft->GetSize().x + btn_border, 0)); scrollLeft->SetText("<", TextAlignment::Centre); Widget* explainGame = new Widget(NinePatch("NavyButton.png", 16, 16, 16, 16), btn_width * 2 + btn_border, btn_height * 2); explainGame->SetPosition(Vector2i(btn_border, Widget::GetScreenSize().y - btn_height * 2 - btn_border)); explainGame->SetTextSize(TextSize::Small); explainGame->SetTextWrap(true); explainGame->SetText("You cannot move the paddle, but you can move the wall. Keep the bricks alive by dodging the balls. You score 10 points for each brick left on every bounce", TextAlignment::Centre); explainGame->SetRejectsFocus(true); explainGame->SetHidesHighlight(true); Widget* exitGame = new Widget(NinePatch("NavyButton.png", 16, 16, 16, 16), btn_width, btn_height); exitGame->SetPosition(Vector2i(btn_border * 3 + btn_width * 2, Widget::GetScreenSize().y + - btn_height - btn_border)); exitGame->SetText("Exit", TextAlignment::Centre); Widget* betaTag = new Widget("Beta.png"); betaTag->SetPosition(Widget::GetScreenSize() - betaTag->GetSize()); mFeedbackWidget = new FeedbackWidget(); scrollLeft->LinkDown(exitGame); scrollLeft->LinkRight(newGame); newGame->LinkLeft(scrollLeft); newGame->LinkDown(exitGame); newGame->LinkRight(scrollRight); scrollRight->LinkLeft(newGame); scrollRight->LinkDown(exitGame); exitGame->LinkUp(newGame); //Attach callback exitGame->OnClick.connect(boost::bind(&ModeMenu::clickExit, this, _1)); newGame->OnClick.connect(boost::bind(&ModeMenu::clickNewGame, this, _1)); betaTag->OnClick.connect(boost::bind(&ModeMenu::clickBetaTag, this, _1)); scrollRight->OnClick.connect(boost::bind(&ModeMenu::clickNextLevel, this, _1)); scrollLeft->OnClick.connect(boost::bind(&ModeMenu::clickPrevLevel, this, _1)); }
TEST_FIXTURE(SDL_fixture, FlatWidgets) { UNITTEST_TIME_CONSTRAINT(50); CHECK(SDL_init_ok); if(SDL_init_ok) { Event e; e.event_type = EventType::KeyLeft; Widget* left = new Widget(); Widget* right = new Widget(); Widget* left_bottom = new Widget(); Widget* right_bottom = new Widget(); left->LinkRight(right); left->LinkDown(left_bottom); right->LinkLeft(left); right->LinkDown(right_bottom); left_bottom->LinkUp(left); left_bottom->LinkRight(right_bottom); right_bottom->LinkUp(right); right_bottom->LinkLeft(left_bottom); boost::signals::scoped_connection c = left->OnGainFocus.connect(widgetevent_callback); left->SetFocus(); CHECK_EQUAL(1, widgetevent_callback_count); Widget::GetWidgetWithFocus()->HandleEvent(e); CHECK_EQUAL(true, left->HasFocus()); CHECK_EQUAL(false, right->HasFocus()); e.event_type = EventType::KeyRight; Widget::GetWidgetWithFocus()->HandleEvent(e); CHECK_EQUAL(false, left->HasFocus()); CHECK_EQUAL(true, right->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(e); CHECK_EQUAL(false, left->HasFocus()); CHECK_EQUAL(true, right->HasFocus()); e.event_type = EventType::KeyDown; Widget::GetWidgetWithFocus()->HandleEvent(e); CHECK_EQUAL(true, right_bottom->HasFocus()); e.event_type = EventType::KeyLeft; Widget::GetWidgetWithFocus()->HandleEvent(e); CHECK_EQUAL(true, left_bottom->HasFocus()); e.event_type = EventType::KeyUp; Widget::GetWidgetWithFocus()->HandleEvent(e); CHECK_EQUAL(true, left->HasFocus()); Widget::ClearRoot(); } }
TEST_FIXTURE(SDL_fixture, HierarchalWidgets) { /* Layout |------------------------------| |--------| |A | |E | | |-----------| |-------| | | | | |B | |C | | | | | | | |-------| | | | | | | | | | | | | | | | | | | |-------| | | | | | | |D | | | | | |-----------| |-------| | | | | | | | |------------------------------| |--------| |------------------------------------------| |F | |------------------------------------------| */ UNITTEST_TIME_CONSTRAINT(50); CHECK(SDL_init_ok); if(SDL_init_ok) { Widget* A = new Widget(); Widget* B = new Widget(); Widget* C = new Widget(); Widget* D = new Widget(); Widget* E = new Widget(); Widget* F = new Widget(); A->AddChild(B); A->AddChild(C); A->AddChild(D); A->LinkInnerRight(B); A->LinkInnerLeft(C); A->LinkInnerDown(B); A->LinkInnerUp(B); A->LinkRight(E); E->LinkLeft(A); B->LinkRight(C); C->LinkLeft(B); D->LinkLeft(B); A->LinkDown(F); E->LinkDown(F); F->LinkUp(A); A->SetFocus(); CHECK_EQUAL(true, A->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(Event(EventType::KeyDown)); CHECK_EQUAL(true, B->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(Event(EventType::KeyDown)); CHECK_EQUAL(true, F->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(Event(EventType::KeyUp)); CHECK_EQUAL(true, A->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(Event(EventType::KeyUp)); CHECK_EQUAL(true, B->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(Event(EventType::KeyUp)); CHECK_EQUAL(true, A->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(Event(EventType::KeyRight)); CHECK_EQUAL(true, B->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(Event(EventType::KeyRight)); CHECK_EQUAL(true, C->HasFocus()); Widget::GetWidgetWithFocus()->HandleEvent(Event(EventType::KeyRight)); CHECK_EQUAL(true, E->HasFocus()); Widget::ClearRoot(); } }