//----------------------------------------------------------------------------// void CEGuiBaseApplication::initialiseResourceGroupDirectories() { // initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider()); const char* dataPathPrefix = getDataPathPrefix(); char resourcePath[PATH_MAX]; // for each resource type, set a resource group directory sprintf(resourcePath, "%s/%s", dataPathPrefix, "schemes/"); rp->setResourceGroupDirectory("schemes", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "imagesets/"); rp->setResourceGroupDirectory("imagesets", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "fonts/"); rp->setResourceGroupDirectory("fonts", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "layouts/"); rp->setResourceGroupDirectory("layouts", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "looknfeel/"); rp->setResourceGroupDirectory("looknfeels", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "lua_scripts/"); rp->setResourceGroupDirectory("lua_scripts", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "xml_schemas/"); rp->setResourceGroupDirectory("schemas", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "animations/"); rp->setResourceGroupDirectory("animations", resourcePath); }
//----------------------------------------------------------------------------// void CEGuiBaseApplication::initialiseResourceGroupDirectories (const CEGUI::String& dataPathPrefixOverride) { // initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider()); initDataPathPrefix(dataPathPrefixOverride); CEGUI::String dataPathPrefix(getDataPathPrefix()); /* for each resource type, set a resource group directory. We cast strings to "const CEGUI::utf8*" in order to support general Unicode strings, rather than only ASCII strings (even though currently they're all ASCII). */ rp->setResourceGroupDirectory("schemes", dataPathPrefix + "/schemes/"); rp->setResourceGroupDirectory("imagesets", dataPathPrefix + "/imagesets/"); rp->setResourceGroupDirectory("fonts", dataPathPrefix + "/fonts/"); rp->setResourceGroupDirectory("layouts", dataPathPrefix + "/layouts/"); rp->setResourceGroupDirectory("looknfeels", dataPathPrefix + "/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", dataPathPrefix + "/lua_scripts/"); rp->setResourceGroupDirectory("schemas", dataPathPrefix + "/xml_schemas/"); rp->setResourceGroupDirectory("animations", dataPathPrefix + "/animations/"); }
void Application::initialiseResources() { CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "data/gui/schemes"); rp->setResourceGroupDirectory("imagesets", "data/gui/imagesets"); rp->setResourceGroupDirectory("fonts", "data/gui/fonts"); rp->setResourceGroupDirectory("layouts", "data/gui/layouts"); rp->setResourceGroupDirectory("looknfeels", "data/gui/looknfeel"); rp->setResourceGroupDirectory("lua_scripts", "data/gui/lua_scripts"); rp->setResourceGroupDirectory("schemas", "data/gui/xml_schemas"); rp->setResourceGroupDirectory("animations", "data/gui/animations"); CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); CEGUI::AnimationManager::setDefaultResourceGroup("animations"); CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser(); if (parser->isPropertyPresent("SchemaDefaultResourceGroup")) { parser->setProperty("SchemaDefaultResourceGroup", "schemas"); } }
//-------------------------------------------------------------------------------- void DialogResourceGroups::OnOkClick( wxCommandEvent& event ) { // dump the grid values into a map ResourceGroupsMap newGroups; int sz = m_groupsGrid->GetNumberRows(); for ( int i = 0; i < sz; ++i ) newGroups[ m_groupsGrid->GetCellValue( i, 0 ) ] = m_groupsGrid->GetCellValue( i, 1 ); // build a list of deleted groups wxArrayString deletedGroups; ResourceGroupsMap::iterator iter = m_resourceGroups.begin(); while ( iter != m_resourceGroups.end() ) { if ( newGroups.count( iter->first ) == 0 ) deletedGroups.Add( iter->first ); ++iter; } // set our map to equal the new set of defined groups m_resourceGroups = newGroups; // get the resource provier from CEGUI::System CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>( CEGUI::System::getSingleton().getResourceProvider() ); // erase groups that were deleted for ( size_t j = 0; j < deletedGroups.size(); ++j ) rp->clearResourceGroupDirectory( CEGUIHelper::ToCEGUIString( deletedGroups[ j ] ) ); // update all groups according to our map iter = m_resourceGroups.begin(); while ( iter != m_resourceGroups.end() ) { rp->setResourceGroupDirectory( CEGUIHelper::ToCEGUIString( iter->first ), CEGUIHelper::ToCEGUIString( iter->second ) ); ++iter; } // Set the default resource group rp->setDefaultResourceGroup( CEGUIHelper::ToCEGUIString( m_defaultGroupName ) ); // wipe out backup info incase some strangeness happens m_backupResourceGroups.clear(); m_backupDefaultGroupName.clear(); event.Skip(); }
void GUI::Init(const std::string& _resourceDirectory) { // Check if the renderer and system were not already initialized if (m_renderer == nullptr) { m_renderer = &CEGUI::OpenGL3Renderer::bootstrapSystem(); } //set up the resource group directories CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("imagesets", _resourceDirectory + "/imagesets/"); rp->setResourceGroupDirectory("schemes", _resourceDirectory + "/schemes/"); rp->setResourceGroupDirectory("fonts", _resourceDirectory + "/fonts/"); rp->setResourceGroupDirectory("layouts", _resourceDirectory + "/layouts/"); rp->setResourceGroupDirectory("looknfeels", _resourceDirectory + "/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", _resourceDirectory + "/lua_scripts/"); //set the default resource groups CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); //set up the context m_context = &CEGUI::System::getSingleton().createGUIContext(m_renderer->getDefaultRenderTarget()); m_root = CEGUI::WindowManager::getSingleton().createWindow("DefaultWindow", "root"); m_context->setRootWindow(m_root); }
void GUI::init(std::string resourcePath) { if (renderer == nullptr) { renderer = &CEGUI::OpenGL3Renderer::bootstrapSystem(); CEGUI::DefaultResourceProvider *resourceProvider = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); resourceProvider->setResourceGroupDirectory("imagesets", resourcePath + "/imagesets/"); resourceProvider->setResourceGroupDirectory("schemes", resourcePath + "/schemes/"); resourceProvider->setResourceGroupDirectory("fonts", resourcePath + "/fonts/"); resourceProvider->setResourceGroupDirectory("layouts", resourcePath + "/layouts/"); resourceProvider->setResourceGroupDirectory("looknfeels", resourcePath + "/looknfeel/"); resourceProvider->setResourceGroupDirectory("lua_scripts", resourcePath + "/lua_scripts/"); CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); } context = &CEGUI::System::getSingleton().createGUIContext(renderer->getDefaultRenderTarget()); root = CEGUI::WindowManager::getSingleton().createWindow("DefaultWindow", "root"); context->setRootWindow(root); }
//----------------------------------------------------------------------- wxString EditorDocument::getDefaultResourceGroupRelativePath( const wxString& filename ) const { wxString resourcePath( wxT( "./" ) ); wxFileName filespec( filename ); CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>( CEGUI::System::getSingleton().getResourceProvider() ); CEGUI::String defResGrp = rp->getDefaultResourceGroup(); if ( !defResGrp.empty() ) resourcePath = CEGUIHelper::ToWXString( rp->getResourceGroupDirectory( defResGrp ) ); filespec.MakeRelativeTo( resourcePath ); return filespec.GetFullPath(); }
//===========================================================================// void GlobalHandler::initializeGlobal() { // Bootstrap CEGUI::System with an OpenGLRenderer object that uses the // current GL viewport, the DefaultResourceProvider, and the default // ImageCodec. // // NB: Your OpenGL context must already be initialised when you call this; CEGUI // will not create the OpenGL context itself. mRenderer = &CEGUI::OpenGLRenderer::bootstrapSystem(); mRenderer->enableExtraStateSettings(true); mSystem = CEGUI::System::getSingletonPtr(); // TODO: Find a generic way to specify these. // initialize the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* resourceProvider = static_cast<CEGUI::DefaultResourceProvider*>( mSystem->getResourceProvider()); const std::string baseDir = core::DATA_PATH + "/../share/cegui-0/"; resourceProvider->setResourceGroupDirectory("schemes", baseDir + "schemes/"); resourceProvider->setResourceGroupDirectory("imagesets", baseDir + "imagesets/"); resourceProvider->setResourceGroupDirectory("fonts", baseDir + "fonts/"); resourceProvider->setResourceGroupDirectory("layouts", baseDir + "layouts/"); resourceProvider->setResourceGroupDirectory("looknfeels", baseDir + "looknfeel/"); resourceProvider->setResourceGroupDirectory("lua_scripts", baseDir + "lua_scripts/"); // set the default resource groups to be used CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); // create (load) the TaharezLook scheme file // (this auto-loads the TaharezLook looknfeel and imageset files) CEGUI::SchemeManager::getSingleton().createFromFile(mScheme + ".scheme"); // create (load) a font. // The first font loaded automatically becomes the default font, but note // that the scheme might have already loaded a font, so there may already // be a default set - if we want the "DejaVuSans-10" font to definitely // be the default, we should set the default explicitly afterwards. CEGUI::FontManager::getSingleton().createFromFile("DejaVuSans-14-NoScale.font"); CEGUI::GUIContext& context = mSystem->getDefaultGUIContext(); context.setDefaultFont("DejaVuSans-14-NoScale"); //context.getMouseCursor().setDefaultImage(mScheme + "/MouseArrow"); context.setDefaultTooltipType(mScheme + "/Tooltip"); mWindowManager = CEGUI::WindowManager::getSingletonPtr(); mRoot = mWindowManager->createWindow("DefaultWindow", "root"); context.setRootWindow(mRoot); }
int main (int argc, char **argv) { SDL_Surface * screen; atexit (SDL_Quit); SDL_Init (SDL_INIT_VIDEO); screen = SDL_SetVideoMode (600, 480, 0, SDL_OPENGL); if (screen == NULL) { /* Se ainda n?o der, desiste! */ fprintf (stderr, "Imposs¨ªvel ajustar ao v¨ªdeo: %s\n", SDL_GetError ()); exit (1); } //renderer = new CEGUI::OpenGLRenderer (0, 600, 480); renderer = &CEGUI::OpenGLRenderer::create(); CEGUI::System::create(*renderer); SDL_ShowCursor (SDL_DISABLE); SDL_EnableUNICODE (1); SDL_EnableKeyRepeat (SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); // initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "../../cegui/CEGUI-SDK-0.7.5-vc8/datafiles/schemes/"); rp->setResourceGroupDirectory("imagesets", "../../cegui/CEGUI-SDK-0.7.5-vc8/datafiles/imagesets/"); rp->setResourceGroupDirectory("fonts", "../../cegui/CEGUI-SDK-0.7.5-vc8/datafiles/fonts/"); rp->setResourceGroupDirectory("layouts", "../../cegui/CEGUI-SDK-0.7.5-vc8/datafiles/layouts/"); rp->setResourceGroupDirectory("looknfeels", "../../cegui/CEGUI-SDK-0.7.5-vc8/datafiles/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", "../../cegui/CEGUI-SDK-0.7.5-vc8/datafiles/lua_scripts/"); // set the default resource groups to be used CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); // Get window manager which we wil use for a few jobs here. WindowManager& winMgr = WindowManager::getSingleton(); // Load the scheme to initialse the VanillaSkin which we use in this sample SchemeManager::getSingleton().create("VanillaSkin.scheme"); // set default mouse image System::getSingleton().setDefaultMouseCursor("Vanilla-Images", "MouseArrow"); FontManager::getSingleton().create("DejaVuSans-10.font"); Window *root = winMgr.loadWindowLayout("VanillaWindows.layout"); Window *console = winMgr.loadWindowLayout("VanillaConsole.layout", "Demo"); root->addChildWindow(console); // install this as the root GUI sheet System::getSingleton().setGUISheet(root); main_loop(); return 0; }
RenderWindow::RenderWindow(int width, int height, std::string name) : sf::RenderWindow(sf::VideoMode(width, height), name, sf::Style::Close | sf::Style::Titlebar) { elapsedclock = new sf::Clock; inpMan = new InputManager; glEnable(GL_TEXTURE_2D); CEGUI::OpenGLRenderer& renderer = CEGUI::OpenGLRenderer::bootstrapSystem(); CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", GameManager::getGameFolderName() + "gui/schemes/"); rp->setResourceGroupDirectory("imagesets", GameManager::getGameFolderName() + "gui/imagesets/"); rp->setResourceGroupDirectory("fonts", GameManager::getGameFolderName() + "gui/fonts/"); rp->setResourceGroupDirectory("layouts", GameManager::getGameFolderName() + "gui/layouts/"); rp->setResourceGroupDirectory("looknfeels", GameManager::getGameFolderName() + "gui/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", GameManager::getGameFolderName() + "gui/lua_scripts/"); rp->setResourceGroupDirectory("falcon_scripts", GameManager::getGameFolderName() + "gui/falcon_scripts/"); rp->setResourceGroupDirectory("schemas", GameManager::getGameFolderName() + "gui/xml_schemas/"); CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("falcon_scripts"); CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser(); if(parser->isPropertyPresent("SchemaDefaultResourceGroup")) parser->setProperty("SchemaDefaultResourceGroup", "schemas"); #ifdef FALCON1 #else CEGUI::System::getSingleton().setScriptingModule(FalconScriptingModule::create()); #endif CEGUI::System::getSingleton().executeScriptFile("gui", "falcon_scripts"); this->setVerticalSyncEnabled(true); this->setFramerateLimit(60); // Remove and put to script ASAP loadScheme("TaharezLook"); loadFont("Inconsolata-14"); setArrowandTooltipScheme("TaharezLook"); // --END-- setupMap(); }
bool CServer::initCEGUI() { CEGUI::OgreRenderer& CEGUIRenderer = CEGUI::OgreRenderer::create(*_renderWindow); _luaModule = &CEGUI::LuaScriptModule::create(ScriptManager::CServer::getSingletonPtr()->getLuaState()); CEGUI::System::create(CEGUIRenderer, NULL, NULL, NULL, _luaModule, "media/gui/configs/CEGUIConfig.xml"); _GUISystem = CEGUI::System::getSingletonPtr(); // Inicializamos los directorios necesarios para el Resource Provider, // así cuando creemos un recurso no tenemos que dar una ruta completa. CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>( CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("fonts", "media/gui/fonts/"); rp->setResourceGroupDirectory("imagesets", "media/gui/imagesets/"); rp->setResourceGroupDirectory("layouts", "media/gui/layouts"); rp->setResourceGroupDirectory("looknfeels", "media/gui/looknfeel/"); rp->setResourceGroupDirectory("schemes", "media/gui/schemes/"); // Definimos los grupos de recursos que usaremos CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); return true; } // initCEGUI
void GUI::initializeResourceGroups() { CEGUI::DefaultResourceProvider* rp; rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); std::string rootPath = "GUIData/"; rp->setResourceGroupDirectory("schemes", rootPath + "schemes/"); rp->setResourceGroupDirectory("imagesets", rootPath + "imagesets/"); rp->setResourceGroupDirectory("fonts", rootPath + "fonts/"); rp->setResourceGroupDirectory("layouts", rootPath + "layouts/"); rp->setResourceGroupDirectory("looknfeel", rootPath + "looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", rootPath + "lua_scripts/"); rp->setResourceGroupDirectory("schemas", rootPath + "schemas/"); rp->setResourceGroupDirectory("animations", rootPath + "animations/"); CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeel"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); CEGUI::AnimationManager::setDefaultResourceGroup("animations"); }
void UIMng::create_cegui_system() { LOG_ENTER; void * pD3DDevice = SINGLETON(Render).GetDevice(); // 创建cegui CEGUI::Direct3D9Renderer& renderer(CEGUI::Direct3D9Renderer::create((LPDIRECT3DDEVICE9)pD3DDevice)); LOG_TRACE("Create Direct3D9Renderer ok"); CEGUI::DefaultResourceProvider* rp = new CEGUI::DefaultResourceProvider(); CEGUI::System::create(renderer, rp); LOG_TRACE("Create System ok"); // 设置资源 rp->setResourceGroupDirectory("schemes", "ui/schemes/"); rp->setResourceGroupDirectory("imagesets", "ui/imagesets/"); rp->setResourceGroupDirectory("fonts", "ui/fonts/"); rp->setResourceGroupDirectory("layouts", "ui/layouts/"); rp->setResourceGroupDirectory("looknfeels", "ui/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", "ui/lua_scripts/"); rp->setResourceGroupDirectory("schemas", "ui/xml_schemas/"); rp->setResourceGroupDirectory("animations", "ui/animations/"); CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); CEGUI::AnimationManager::setDefaultResourceGroup("animations"); LOG_TRACE("setDefaultResourceGroup ok"); CEGUI::Logger::getSingleton().setLoggingLevel(CEGUI::Informative); LOG_LEAVE; }
GuiMgr::GuiMgr() { CEGUI::OpenGLRenderer::bootstrapSystem(); std::string folder = "media/cegui/"; // Initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", folder + "schemes/"); rp->setResourceGroupDirectory("imagesets", folder + "imagesets/"); rp->setResourceGroupDirectory("fonts", folder + "fonts/"); rp->setResourceGroupDirectory("layouts", folder + "layouts/"); rp->setResourceGroupDirectory("looknfeels", folder + "looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", folder + "lua_scripts/"); // Set the default resource groups to be used CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); // Load the scheme CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme"); CEGUI::SchemeManager::getSingleton().create("VanillaSkin.scheme"); // Set the defaults CEGUI::System::getSingleton().setDefaultFont("DejaVuSans-10"); //CEGUI::System::getSingleton().setDefaultMouseCursor("Vanilla-Images", "MouseArrow"); CEGUI::Window* myRoot = CEGUI::WindowManager::getSingleton().createWindow("DefaultWindow", "_MasterRoot"); CEGUI::System::getSingleton().setGUISheet(myRoot); std::clog << "GuiMgr created\n"; // Add Console window to gui Console *c = new Console; CEGUI::System::getSingleton().getGUISheet()->addChildWindow(c->getWindow()); c->setVisible(false); }
void CeguiDrawable::init() const { if (m_initDone) return; CEGUI::OpenGL3Renderer::bootstrapSystem(); CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "./cegui/schemes/"); rp->setResourceGroupDirectory("imagesets", "./cegui/imagesets/"); rp->setResourceGroupDirectory("fonts", "./cegui/fonts/"); rp->setResourceGroupDirectory("looknfeels", "./cegui/looknfeel/"); rp->setResourceGroupDirectory("layouts", "./cegui/layouts/"); rp->setResourceGroupDirectory("anims", "./cegui/animations/"); CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::AnimationManager::setDefaultResourceGroup("anims"); CEGUI::SchemeManager::getSingleton().createFromFile("Generic.scheme"); CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage("TaharezLook/MouseArrow"); //CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultFont("DejaVuSans-12"); //CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultTooltipType("TaharezLook/Tooltip"); using namespace CEGUI; Window* myRoot = WindowManager::getSingleton().loadLayoutFromFile("futurella.xml"); System::getSingleton().getDefaultGUIContext().setRootWindow(myRoot); //AnimationManager::getSingleton().loadAnimationsFromXML("example.anims"); /// HACKS, hacks hacks all around... // well, what else can you do here, i have no idea. CeguiDrawable* self = const_cast<CeguiDrawable*>(this); self->setEventCallback(new GlobalEventHandler(m_guiApp)); self->setUpdateCallback(new TickEvents); self->m_guiApp->registerEvents(); m_initDone = true; }
bool CServer::initCEGUI() { CEGUI::OgreRenderer& CEGUIRenderer = CEGUI::OgreRenderer::create(*_renderWindow); //Creamos un objeto lua script module que luego le pasaremos al system cuando lo creemos //Le pasamos el interprete de Lua que queremos que modifique con las funciones de CEGUI CEGUI::LuaScriptModule &luaModule = CEGUI::LuaScriptModule::create(LUA::CScriptManager::GetPtrSingleton()->getNativeInterpreter()); //Le pasamos el lua al crear CEGUI CEGUI::System::create(CEGUIRenderer, nullptr, nullptr, nullptr, &luaModule); //Aqui creamos el sistema de CEGUI _GUISystem = CEGUI::System::getSingletonPtr(); // Inicializamos los directorios necesarios para el Resource Provider, // así cuando creemos un recurso no tenemos que dar una ruta completa. CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>( _GUISystem->getResourceProvider()); //Aqui creamos cada uno de los grupos, asociando un nombre con una ruta de cada recurso rp->setResourceGroupDirectory("fonts", "media/gui/fonts/"); rp->setResourceGroupDirectory("imagesets", "media/gui/imagesets/"); rp->setResourceGroupDirectory("layouts", "media/gui/layouts"); rp->setResourceGroupDirectory("looknfeels", "media/gui/looknfeel/"); rp->setResourceGroupDirectory("schemes", "media/gui/schemes/"); rp->setResourceGroupDirectory("xml_schemas", "media/gui/xml_schemas/"); //Definimos el tipo por defecto CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); // setup default group for validation schemas _parser = _GUISystem->getXMLParser(); if (_parser->isPropertyPresent("SchemaDefaultResourceGroup")) _parser->setProperty("SchemaDefaultResourceGroup", "xml_schemas"); return true; } // initCEGUI
GameDesktop::GameDesktop(sf::RenderWindow &screen) : screen_(screen), renderer_(CEGUI::OpenGLRenderer::bootstrapSystem()) { // Set up default resource groups CEGUI::DefaultResourceProvider *rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "/usr/share/cegui-0/schemes/"); rp->setResourceGroupDirectory("imagesets", "/usr/share/cegui-0/imagesets/"); rp->setResourceGroupDirectory("fonts", "/usr/share/cegui-0/fonts/"); rp->setResourceGroupDirectory("layouts", "/usr/share/cegui-0/layouts/"); rp->setResourceGroupDirectory("looknfeels", "/usr/share/cegui-0/looknfeel"); rp->setResourceGroupDirectory("lua_scripts", "/usr/share/cegui-0/lua_scripts/"); CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); // Set up the GUI CEGUI::SchemeManager::getSingleton().createFromFile("WindowsLook.scheme"); CEGUI::FontManager::getSingleton().createFromFile("DejaVuSans-10.font"); CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage("WindowsLook/MouseArrow"); CEGUI::WindowManager& wmgr = CEGUI::WindowManager::getSingleton(); CEGUI::Window *root = wmgr.createWindow("DefaultWindow", "root"); root->setProperty("MousePassThroughEnabled", "True"); CEGUI::System::getSingleton().getDefaultGUIContext().setRootWindow(root); CEGUI::FrameWindow *fw = static_cast<CEGUI::FrameWindow*>(wmgr.createWindow("WindowsLook/FrameWindow", "testWindow")); root->addChild(fw); fw->setText("Hello World!"); // Initialize SFML-to-CEGUI key mapping initializeKeyMap(); screen_.setView(view_); }
void GUISystem::LoadResources() { // initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "./Data/Resources/UI/schemes/"); rp->setResourceGroupDirectory("imagesets", "./Data/Resources/UI/imagesets/"); rp->setResourceGroupDirectory("fonts", "./Data/Resources/UI/fonts/"); rp->setResourceGroupDirectory("layouts", "./Data/Resources/UI/layouts/"); rp->setResourceGroupDirectory("looknfeels", "./Data/Resources/UI/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", "./Data/Resources/UI/lua_scripts/"); rp->setResourceGroupDirectory("schemas", "./Data/Resources/UI/xml_schemas/"); //Initialize resources groups CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser(); if (parser->isPropertyPresent("SchemaDefaultResourceGroup")) parser->setProperty("SchemaDefaultResourceGroup", "schemas"); }
static void init_sdlgui(char * skin_layout,int fullscreen) { SDL_Surface * screen; // atexit (SDL_Quit); SDL_Init (SDL_INIT_VIDEO); int videoFlags; const SDL_VideoInfo *videoInfo; videoInfo = SDL_GetVideoInfo( ); if ( !videoInfo ) { fprintf( stderr, "Video query failed: %s\n", SDL_GetError( ) ); } /* the flags to pass to SDL_SetVideoMode */ videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */ videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */ videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */ videoFlags |= SDL_RESIZABLE; /* Enable window resizing */ /* This checks to see if surfaces can be stored in memory */ if ( videoInfo->hw_available ) videoFlags |= SDL_HWSURFACE; else videoFlags |= SDL_SWSURFACE; /* This checks if hardware blits can be done */ if ( videoInfo->blit_hw ) videoFlags |= SDL_HWACCEL; /* Sets up OpenGL double buffering */ SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_WM_SetCaption("NavIt - The OpenSource vector based navigation engine", NULL); /* get a SDL surface */ screen = SDL_SetVideoMode( XRES, YRES, 32, videoFlags ); if (screen == NULL) { fprintf (stderr, "Can't set SDL: %s\n", SDL_GetError ()); exit (1); } if(fullscreen){ SDL_WM_ToggleFullScreen(screen); } SDL_ShowCursor (SDL_ENABLE); SDL_EnableUNICODE (1); SDL_EnableKeyRepeat (SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); init_GL(); // sdl_audio_init(); try { renderer = new CEGUI::OpenGLRenderer(0,XRES,YRES); new CEGUI::System(renderer); using namespace CEGUI; SDL_ShowCursor(SDL_ENABLE); SDL_EnableUNICODE(1); SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (System::getSingleton().getResourceProvider()); // FIXME This should maybe move to navit.xml static char *datafiles_path[]={ "./gui/sdl/datafiles", "/usr/share/navit/datafiles", "/usr/local/share/navit/datafiles", NULL, }; char **filename=datafiles_path; while (*filename) { if (FILE * file = fopen(*filename, "r")) { fclose(file); break; } filename++; } if(*filename==NULL){ // FIXME Elaborate the possible solutions printf("Can't find the datafiles directory for CEGUI files. Navit will probably crash :)\n"); } else { printf("Loading SDL datafiles from %s\n",*filename); } rp->setResourceGroupDirectory("schemes", g_strdup_printf("%s/schemes/",*filename)); rp->setResourceGroupDirectory("imagesets", g_strdup_printf("%s/imagesets/",*filename)); rp->setResourceGroupDirectory("fonts", g_strdup_printf("%s/fonts/",*filename)); rp->setResourceGroupDirectory("layouts", g_strdup_printf("%s/layouts/",*filename)); rp->setResourceGroupDirectory("looknfeels", g_strdup_printf("%s/looknfeel/",*filename)); rp->setResourceGroupDirectory("lua_scripts", g_strdup_printf("%s/lua_scripts/",*filename)); CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); char buffer [50]; sprintf (buffer, "%s.scheme", skin_layout); dbg(1,"Loading scheme : %s\n",buffer); CEGUI::SchemeManager::getSingleton().loadScheme(buffer); CEGUI::FontManager::getSingleton().createFont("DejaVuSans-10.font"); CEGUI::FontManager::getSingleton().createFont("DejaVuSans-14.font"); CEGUI::System::getSingleton().setDefaultFont("DejaVuSans-10"); CEGUI::WindowManager& wmgr = CEGUI::WindowManager::getSingleton(); dbg(1,"Loading layout : %s\n",buffer); sprintf (buffer, "%s.layout", skin_layout); myRoot = CEGUI::WindowManager::getSingleton().loadWindowLayout(buffer); CEGUI::System::getSingleton().setGUISheet(myRoot); try { CEGUI::WindowManager::getSingleton().getWindow("OSD/Quit")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(ButtonQuit)); // CEGUI::WindowManager::getSingleton().getWindow("OSD/Quit")->setText(_("Quit")); CEGUI::WindowManager::getSingleton().getWindow("ZoomInButton")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(ZoomIn)); // CEGUI::WindowManager::getSingleton().getWindow("ZoomInButton")->setText(_("ZoomIn")); CEGUI::WindowManager::getSingleton().getWindow("ZoomOutButton")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(ZoomOut)); // CEGUI::WindowManager::getSingleton().getWindow("ZoomOutButton")->setText(_("ZoomOut")); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/CountryEditbox")->subscribeEvent(Window::EventKeyUp, Event::Subscriber(DestinationEntryChange)); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/CountryEditbox")->subscribeEvent(Window::EventMouseButtonDown, Event::Subscriber(handleMouseEnters)); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/TownEditbox")->subscribeEvent(Window::EventKeyUp, Event::Subscriber(DestinationEntryChange)); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/TownEditbox")->subscribeEvent(Window::EventMouseButtonDown, Event::Subscriber(handleMouseEnters)); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/StreetEditbox")->subscribeEvent(Window::EventKeyUp, Event::Subscriber(DestinationEntryChange)); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/StreetEditbox")->subscribeEvent(Window::EventMouseButtonDown, Event::Subscriber(handleMouseEnters)); CEGUI::WindowManager::getSingleton().getWindow("DestinationButton")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(DialogWindowSwitch)); CEGUI::WindowManager::getSingleton().getWindow("OSD/ViewMode")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(ToggleView)); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/GO")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(ButtonGo)); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/KB")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(ShowKeyboard)); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/Listbox")->subscribeEvent(MultiColumnList::EventSelectionChanged, Event::Subscriber(ItemSelect)); // Translation for StaticTexts (labels) CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/Country")->setText(_("Country")); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/Town")->setText(_("City")); CEGUI::WindowManager::getSingleton().getWindow("DestinationWindow/Street")->setText(_("Street")); MultiColumnList* mcl = static_cast<MultiColumnList*>(WindowManager::getSingleton().getWindow("DestinationWindow/Listbox")); mcl->setSelectionMode(MultiColumnList::RowSingle) ; mcl->addColumn("Value", 0, cegui_absdim(200.0)); mcl->addColumn("ID", 1, cegui_absdim(70.0)); mcl->addColumn("Assoc", 2, cegui_absdim(70.0)); mcl->addColumn("x", 3, cegui_absdim(70.0)); mcl->addColumn("y", 4, cegui_absdim(70.0)); MultiColumnList* mcl2 = static_cast<MultiColumnList*>(WindowManager::getSingleton().getWindow("Roadbook")); mcl2->setSelectionMode(MultiColumnList::RowSingle) ; mcl2->addColumn("Instructions", 0, cegui_absdim(700.0)); BuildKeyboard(); CEGUI::WindowManager::getSingleton().getWindow("OSD/Scrollbar1")->subscribeEvent(Scrollbar::EventScrollPositionChanged, Event::Subscriber(MoveCamera)); CEGUI::WindowManager::getSingleton().getWindow("OSD/RoadbookButton")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(RoadBookSwitch)); CEGUI::WindowManager::getSingleton().getWindow("OSD/RoadbookButton")->setText(_("RoadBook")); CEGUI::WindowManager::getSingleton().getWindow("OSD/nGhostButton")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(Switch_to_nGhost)); // this one is maybe not needed anymore CEGUI::WindowManager::getSingleton().getWindow("OSD/RoadbookButton2")->subscribeEvent(PushButton::EventClicked, Event::Subscriber(RoadBookSwitch)); } catch (CEGUI::Exception& e) { fprintf(stderr,"CEGUI Exception occured: \n%s\n", e.getMessage().c_str()); printf("Missing control!...\n"); } } catch (CEGUI::Exception& e) { fprintf(stderr,"CEGUI Exception occured: \n%s\n", e.getMessage().c_str()); printf("quiting...\n"); exit(1); } }
//----------------------------------------------------------------------------// CEGuiD3D10BaseApplication::CEGuiD3D10BaseApplication() : pimpl(new CEGuiBaseApplicationImpl), d_lastTime(GetTickCount()), d_frames(0), d_FPS(0) { if (pimpl->d_window = Win32AppHelper::createApplicationWindow(800, 600)) { if (initialiseDirect3D(800, 600, true)) { // set the swap chain ptr into window data so we can get access // later. This is a bit of a hack, but saved us redesigning the // entire framework just for this. SetWindowLongPtr(pimpl->d_window, GWLP_USERDATA, (LONG_PTR)pimpl->d_swapChain); if (Win32AppHelper::initialiseDirectInput(pimpl->d_window, pimpl->d_directInput)) { pimpl->d_renderer = new CEGUI::DirectX10Renderer(pimpl->d_device, 0); // initialise the gui system new CEGUI::System(pimpl->d_renderer); // initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider()); const char* dataPathPrefix = getDataPathPrefix(); char resourcePath[PATH_MAX]; // for each resource type, set a resource group directory sprintf(resourcePath, "%s/%s", dataPathPrefix, "schemes/"); rp->setResourceGroupDirectory("schemes", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "imagesets/"); rp->setResourceGroupDirectory("imagesets", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "fonts/"); rp->setResourceGroupDirectory("fonts", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "layouts/"); rp->setResourceGroupDirectory("layouts", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "looknfeel/"); rp->setResourceGroupDirectory("looknfeels", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "lua_scripts/"); rp->setResourceGroupDirectory("lua_scripts", resourcePath); #if defined(CEGUI_WITH_XERCES) && (CEGUI_DEFAULT_XMLPARSER == XercesParser) sprintf(resourcePath, "%s/%s", dataPathPrefix, "XMLRefSchema/"); rp->setResourceGroupDirectory("schemas", resourcePath); #endif CEGUI::Logger::getSingleton().setLoggingLevel(CEGUI::Informative); return; } cleanupDirect3D(); } DestroyWindow(pimpl->d_window); } else { MessageBox(0, Win32AppHelper::CREATE_WINDOW_ERROR, Win32AppHelper::APPLICATION_NAME, MB_ICONERROR|MB_OK); } throw std::runtime_error("Windows Direct3D 10 application failed to " "initialise."); }
void CEGUIDrawable::drawImplementation( osg::RenderInfo& renderInfo ) const { unsigned int contextID = renderInfo.getContextID(); if ( !_initialized ) { OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex); if ( !_initialized ) { CEGUI::OpenGLRenderer::bootstrapSystem( CEGUI::OpenGLRenderer::TTT_NONE ); if ( !CEGUI::System::getSingletonPtr() ) return; CEGUI::DefaultResourceProvider* resource = static_cast<CEGUI::DefaultResourceProvider*>( CEGUI::System::getSingleton().getResourceProvider() ); resource->setResourceGroupDirectory( "schemes", "./datafiles/schemes/" ); resource->setResourceGroupDirectory( "imagesets", "./datafiles/imagesets/" ); resource->setResourceGroupDirectory( "fonts", "./datafiles/fonts/" ); resource->setResourceGroupDirectory( "layouts", "./datafiles/layouts/" ); resource->setResourceGroupDirectory( "looknfeels", "./datafiles/looknfeel/" ); resource->setResourceGroupDirectory( "lua_scripts", "./datafiles/lua_scripts/" ); CEGUI::ImageManager::setImagesetDefaultResourceGroup( "imagesets" ); CEGUI::Font::setDefaultResourceGroup( "fonts" ); CEGUI::Scheme::setDefaultResourceGroup( "schemes" ); CEGUI::WidgetLookManager::setDefaultResourceGroup( "looknfeels" ); CEGUI::WindowManager::setDefaultResourceGroup( "layouts" ); CEGUI::ScriptModule::setDefaultResourceGroup( "lua_scripts" ); ready_for_init_signal_(); _activeContextID = contextID; _initialized = true; } } else if ( contextID==_activeContextID ) { osg::State* state = renderInfo.getState(); state->disableAllVertexArrays(); state->disableTexCoordPointer( 0 ); auto tex_unit = state->getActiveTextureUnit(); state->setActiveTextureUnit(0); glPushMatrix(); glPushAttrib( GL_ALL_ATTRIB_BITS ); CEGUI::OpenGLRenderer* renderer = static_cast<CEGUI::OpenGLRenderer*>( CEGUI::System::getSingleton().getRenderer() ); osg::Viewport* viewport = renderInfo.getCurrentCamera()->getViewport(); if ( renderer && viewport ) { const CEGUI::Sizef& size = renderer->getDisplaySize(); if ( size.d_width!=viewport->width() || size.d_height!=viewport->height() ) { CEGUI::System::getSingleton().notifyDisplaySizeChanged( CEGUI::Sizef(viewport->width(), viewport->height()) ); } } double currentTime = (state->getFrameStamp() ? state->getFrameStamp()->getSimulationTime() : 0.0); CEGUI::System::getSingleton().injectTimePulse( (currentTime - _lastSimulationTime)/1000.0 ); CEGUI::System::getSingleton().renderAllGUIContexts(); _lastSimulationTime = currentTime; glPopAttrib(); glPopMatrix(); state->setActiveTextureUnit(tex_unit); } }
void gameEngine::Init() { atexit(SDL_Quit); if ( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { fprintf( stderr, "Unable to init SDL: %s\n", SDL_GetError() ); exit( 1 ); } SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Attempt to create a window with the specified height and width. // If we fail, return error. if (FULLSCREEN) { if (!SDL_SetVideoMode(SCRWIDTH, SCRHEIGHT, 32, SDL_OPENGL | SDL_FULLSCREEN)) { fprintf(stderr, "Unable to set up video: %s\n", SDL_GetError()); exit(1); } } else { if (!SDL_SetVideoMode(SCRWIDTH, SCRHEIGHT, 32, SDL_OPENGL)) { fprintf(stderr, "Unable to set up video: %s\n", SDL_GetError()); exit(1); } } glShadeModel(GL_SMOOTH); glClearColor(0.1, 0.1, 0.1, 1); glViewport(0,0,SCRWIDTH,SCRHEIGHT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glDisable(GL_DEPTH_TEST); CEGUI::OpenGLRenderer::bootstrapSystem(CEGUI::Size(800,600), CEGUI::OpenGLRenderer::TTT_AUTO); CEGUI::DefaultResourceProvider * rp = (CEGUI::DefaultResourceProvider *)CEGUI::System::getSingleton().getResourceProvider(); rp->setResourceGroupDirectory("schemes", "/home/owen/Downloads/CEGUI-0.7.5/datafiles/schemes/"); rp->setResourceGroupDirectory("imagesets", "/home/owen/Downloads/CEGUI-0.7.5/datafiles/imagesets/"); rp->setResourceGroupDirectory("fonts", "/home/owen/Downloads/CEGUI-0.7.5/datafiles/fonts/"); rp->setResourceGroupDirectory("layouts", "/home/owen/Downloads/CEGUI-0.7.5/datafiles/layouts/"); rp->setResourceGroupDirectory("looknfeels", "/home/owen/Downloads/CEGUI-0.7.5/datafiles/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", "/home/owen/Downloads/CEGUI-0.7.5/datafiles/lua_scripts/"); rp->setResourceGroupDirectory("schemas", "/home/owen/Downloads/CEGUI-0.7.5/datafiles/xml_schemas/"); CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser(); if (parser->isPropertyPresent("SchemaDefaultResourceGroup")) parser->setProperty("SchemaDefaultResourceGroup", "schemas"); CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme"); CEGUI::System& sr = CEGUI::System::getSingleton(); sr.setDefaultMouseCursor("TaharezLook", "MouseArrow"); sr.setDefaultFont("DejaVuSans-10"); sr.setDefaultTooltip("TaharezLook/Tooltip"); SDL_ShowCursor(SDL_DISABLE); SDL_EnableUNICODE(1); SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY,SDL_DEFAULT_REPEAT_INTERVAL); m_bQuit = false; }
void CEGUIManager::init() { CEGUI::OpenGLRenderer &m_renderer = CEGUI::OpenGLRenderer::bootstrapSystem(); { // initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider *resourceProvider = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider()); // set resource group directories. { CEGUI::DefaultResourceProvider* rp = resourceProvider; rp->setResourceGroupDirectory("schemes", "datafiles/schemes/"); rp->setResourceGroupDirectory("imagesets", "datafiles/imagesets/"); rp->setResourceGroupDirectory("fonts", "datafiles/fonts/"); rp->setResourceGroupDirectory("layouts", "datafiles/layouts/"); rp->setResourceGroupDirectory("looknfeels", "datafiles/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", "datafiles/lua_scripts/"); } // set default resource groups. { CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); // setup default group for validation schemas CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser(); if (parser->isPropertyPresent("SchemaDefaultResourceGroup")) parser->setProperty("SchemaDefaultResourceGroup", "schemas"); CEGUI::SchemeManager::getSingleton().createFromFile("TaharezLook.scheme"); CEGUI::SchemeManager::getSingleton().createFromFile("GameMenu.scheme"); CEGUI::SchemeManager::getSingleton().createFromFile("Generic.scheme"); CEGUI::SchemeManager::getSingleton().createFromFile("HUDDemo.scheme"); CEGUI::SchemeManager::getSingleton().createFromFile("WindowsLook.scheme"); CEGUI::SchemeManager::getSingleton().createFromFile("TestA.scheme"); } // Register custom objects with CEGUI: { // register custom objects with CEGUI. CEGUI::WindowFactoryManager::addFactory<CEGUI::TplWindowFactory<CEGUI::InventoryReceiver>>(); CEGUI::WindowFactoryManager::addFactory<CEGUI::TplWindowFactory<CEGUI::InventoryItem>>(); CEGUI::WindowRendererManager::addFactory<CEGUI::TplWindowRendererFactory<CEGUI::InventoryItemRenderer>>(); // load looknfeel for custom inventory components (needs TaharezLook images) CEGUI::WidgetLookManager::getSingleton().parseLookNFeelSpecificationFromFile("InventoryComponents.looknfeel"); // create mapping for the item type // This is the equivalent to the following entry in a scheme xml file: // <FalagardMapping WindowType="TaharezLook/InventoryItem" TargetType="InventoryItem" LookNFeel="TaharezLook/InventoryItem" Renderer="InventoryItemRenderer" /> CEGUI::WindowFactoryManager::getSingleton().addFalagardWindowMapping( "TaharezLook/InventoryItem", // type to create "InventoryItem", // 'base' widget type "TaharezLook/InventoryItem", // WidgetLook to use. "InventoryItemRenderer"); // WindowRenderer to use. } } CEGUI::System::getSingleton().getDefaultGUIContext(). getMouseCursor().setDefaultImage("TaharezLook/MouseArrow"); // Create windows { CEGUI::WindowManager& wmgr = CEGUI::WindowManager::getSingleton(); CEGUI::Window* root = CEGUI::WindowManager::getSingleton().loadLayoutFromFile("test2.layout"); // test.layout CEGUI::System::getSingleton().getDefaultGUIContext().setRootWindow(root); //CEGUI::Window *dragContainerTemplate = CEGUI::WindowManager::getSingleton().loadLayoutFromString(CEGUI::String( // "<Window type = \"Generic/Image\" name = \"Image\" >" // " <Property name = \"Area\" value = \"{{0,0},{0,0},{0,64},{0,128}}\" / >" // " <Property name = \"Image\" value = \"TestA2/MadBug\" / >" // " <Property name = \"MaxSize\" value = \"{{1,0},{1,0}}\" / >" // " <Property name = \"ClippedByParent\" value = \"false\" / >" // " <Property name = \"VerticalAlignment\" value = \"Centre\" / >" // " <Property name = \"HorizontalAlignment\" value = \"Centre\" / >" // " <Property name = \"MousePassThroughEnabled\" value = \"true\" / >" // "< / Window>")); //for (int i = 0; i < 10; ++i) { //} //// create a script module. //CEGUI::LuaScriptModule& scriptmod(CEGUI::LuaScriptModule::create()); //// tell CEGUI to use this scripting module //CEGUI::System::getSingleton().setScriptingModule(&scriptmod); //CEGUI::System::getSingleton().executeScriptFile("test2.lua"); // Inventory testing: { // Create Backpack window CEGUI::Window *inventoryImageWindow = root->getChild("Inventory"); CEGUI::Window* wnd = inventoryImageWindow;//wmgr.createWindow("TaharezLook/FrameWindow"); //root->addChild(wnd); /*wnd->setPosition(CEGUI::UVector2(CEGUI::UDim(0.1f, 0), CEGUI::UDim(0.1f, 0))); wnd->setSize(CEGUI::USize(CEGUI::UDim(0.2f, 0), CEGUI::UDim(0.4f, 0)));*/ wnd->setText("Backpack"); CEGUI::InventoryReceiver& receiver1 = dynamic_cast<CEGUI::InventoryReceiver&>(*wmgr.createWindow("InventoryReceiver")); wnd->addChild(&receiver1); receiver1.setPosition(CEGUI::UVector2(cegui_reldim(0.0f), cegui_reldim(0.0f))); receiver1.setSize(CEGUI::USize(cegui_reldim(1.0f), cegui_reldim(1.0f))); receiver1.setContentSize(20, 2); receiver1.setUserString("BlockImage", "TestA2/InventorySlot"); // Create vault window CEGUI::Window* wnd2 = wmgr.createWindow("TestA2/InventoryWindow"); root->addChild(wnd2); wnd2->setPosition(CEGUI::UVector2(CEGUI::UDim(0.48f, 0), CEGUI::UDim(0.2f, 0))); wnd2->setSize(CEGUI::USize(CEGUI::UDim(0.5f, 0), CEGUI::UDim(0.5f, 0))); wnd2->setText("Bank Vault"); CEGUI::InventoryReceiver& receiver2 = dynamic_cast<CEGUI::InventoryReceiver&>(*wmgr.createWindow("InventoryReceiver")); wnd2->addChild(&receiver2); receiver2.setPosition(CEGUI::UVector2(cegui_reldim(0.0f), cegui_reldim(0.0f))); receiver2.setSize(CEGUI::USize(cegui_reldim(1.0f), cegui_reldim(1.0f))); receiver2.setContentSize(10, 10); receiver2.setUserString("BlockImage", "TestA2/InventorySlot"); // create some items and add them to the vault. CEGUI::InventoryItem& item1 = dynamic_cast<CEGUI::InventoryItem&>(*wmgr.createWindow("TaharezLook/InventoryItem")); item1.setContentSize(2, 2); receiver2.addItemAtLocation(item1, 0, 0); item1.setProperty("Image", "TaharezLook/MouseArrow"); CEGUI::InventoryItem& item2 = dynamic_cast<CEGUI::InventoryItem&>(*wmgr.createWindow("TaharezLook/InventoryItem")); item2.setContentSize(1, 2); receiver2.addItemAtLocation(item2, 1, 3); item2.setProperty("Image", "TestA2/MadBug"); CEGUI::InventoryItem& item3 = dynamic_cast<CEGUI::InventoryItem&>(*wmgr.createWindow("InventoryItem")); item3.setUserString("BlockImage", "TaharezLook/GenericBrush"); item3.setContentSize(1, 4); receiver2.addItemAtLocation(item3, 5, 2); CEGUI::InventoryItem& item4 = dynamic_cast<CEGUI::InventoryItem&>(*wmgr.createWindow("InventoryItem")); item4.setUserString("BlockImage", "TaharezLook/GenericBrush"); item4.setContentSize(1, 1); receiver2.addItemAtLocation(item4, 8, 6); CEGUI::InventoryItem& item5 = dynamic_cast<CEGUI::InventoryItem&>(*wmgr.createWindow("InventoryItem")); item5.setUserString("BlockImage", "TaharezLook/GenericBrush"); item5.setContentSize(2, 3); } } }
GUI::GUI() : m_root(0) { WineWindow& win(WineWindow::module()); // Register the module for events and drawing win.add_event_subscriber(this, WineWindow::event_subscription_max_priority); win.add_draw_subscriber(this, WineWindow::draw_subscription_max_priority); { // Unrepresentable keys conversion from X11 (X11/keysymdef.h) to CEGUI #define MAP_CEGUI_SCAN(sym, scan) m_keyscans[sym] = CEGUI::Key::scan MAP_CEGUI_SCAN(XK_BackSpace, Backspace); MAP_CEGUI_SCAN(XK_Tab, Tab); MAP_CEGUI_SCAN(XK_Linefeed, Return); //XK_Clear MAP_CEGUI_SCAN(XK_Return, Return); MAP_CEGUI_SCAN(XK_Pause, Pause); MAP_CEGUI_SCAN(XK_Scroll_Lock, ScrollLock); MAP_CEGUI_SCAN(XK_Sys_Req, SysRq); MAP_CEGUI_SCAN(XK_Escape, Escape); MAP_CEGUI_SCAN(XK_Delete, Delete); MAP_CEGUI_SCAN(0x007f, Delete); // Pressing Delete gives 0x007f and not XK_Delete for me (benoit.g) MAP_CEGUI_SCAN(XK_Home, Home); MAP_CEGUI_SCAN(XK_Left, ArrowLeft); MAP_CEGUI_SCAN(XK_Up, ArrowUp); MAP_CEGUI_SCAN(XK_Right, ArrowRight); MAP_CEGUI_SCAN(XK_Down, ArrowDown); //XK_Prior MAP_CEGUI_SCAN(XK_Page_Up, PageUp); //XK_Next MAP_CEGUI_SCAN(XK_Page_Down, PageDown); MAP_CEGUI_SCAN(XK_End, End); MAP_CEGUI_SCAN(XK_Begin, Home); //XK_Select //XK_Print //XK_Execute MAP_CEGUI_SCAN(XK_Insert, Insert); //XK_Undo //XK_Redo //XK_Menu //XK_Find //XK_Cancel //XK_Help //XK_Break //XK_Mode_switch MAP_CEGUI_SCAN(XK_Num_Lock, NumLock); MAP_CEGUI_SCAN(XK_KP_Enter, NumpadEnter); MAP_CEGUI_SCAN(XK_F1, F1); MAP_CEGUI_SCAN(XK_F2, F2); MAP_CEGUI_SCAN(XK_F3, F3); MAP_CEGUI_SCAN(XK_F4, F4); MAP_CEGUI_SCAN(XK_F5, F5); MAP_CEGUI_SCAN(XK_F6, F6); MAP_CEGUI_SCAN(XK_F7, F7); MAP_CEGUI_SCAN(XK_F8, F8); MAP_CEGUI_SCAN(XK_F9, F9); MAP_CEGUI_SCAN(XK_F10, F10); MAP_CEGUI_SCAN(XK_F11, F11); MAP_CEGUI_SCAN(XK_F12, F12); MAP_CEGUI_SCAN(XK_F13, F13); MAP_CEGUI_SCAN(XK_F14, F14); MAP_CEGUI_SCAN(XK_F15, F15); MAP_CEGUI_SCAN(XK_Shift_L, LeftShift); MAP_CEGUI_SCAN(XK_Shift_R, RightShift); MAP_CEGUI_SCAN(XK_Control_L, LeftControl); MAP_CEGUI_SCAN(XK_Control_R, RightControl); MAP_CEGUI_SCAN(XK_Alt_L, LeftAlt); MAP_CEGUI_SCAN(XK_Alt_R, RightAlt); MAP_CEGUI_SCAN(XK_Super_L, LeftWindows); MAP_CEGUI_SCAN(XK_Super_R, RightWindows); #undef MAP_CEGUI_SCAN } { // CEGUI setup begin win.enter(); // CEGUI expects its opengl context to be current CEGUI::MouseCursor::setInitialMousePosition(CEGUI::Point(-1.0f, -1.0f)); CEGUI::OpenGLRenderer::bootstrapSystem(); { // Specify the default resources' folders CEGUI::DefaultResourceProvider* rp; rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "/usr/local/share/CEGUI/schemes/"); rp->setResourceGroupDirectory("imagesets", "/usr/local/share/CEGUI/imagesets/"); rp->setResourceGroupDirectory("fonts", "/usr/local/share/CEGUI/fonts/"); rp->setResourceGroupDirectory("layouts", "/usr/local/share/CEGUI/layouts/"); rp->setResourceGroupDirectory("looknfeels", "/usr/local/share/CEGUI/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", "/usr/local/share/CEGUI/lua_scripts/"); CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); } { // Choose the default style and the default font CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme"); CEGUI::FontManager::getSingleton().create("DejaVuSans-10.font"); } { // Setup the GUI sheet root window CEGUI::System& sys(CEGUI::System::getSingleton()); CEGUI::WindowManager& winmgr(CEGUI::WindowManager::getSingleton()); m_root = static_cast<CEGUI::Window*>(winmgr.createWindow("DefaultWindow", "root")); m_root->setPosition(CEGUI::UVector2(CEGUI::UDim(.0f, .0f), CEGUI::UDim(.0f, .0f))); m_root->setMousePassThroughEnabled(true); sys.setGUISheet(m_root); /* // Additional widgets CEGUI::FrameWindow* fWnd; fWnd = static_cast<CEGUI::FrameWindow*>(winmgr.createWindow("TaharezLook/FrameWindow", "hello")); root->addChildWindow(fWnd); fWnd->setPosition(CEGUI::UVector2(CEGUI::UDim(.25f, .0f), CEGUI::UDim(0.25f, 0))); fWnd->setSize(CEGUI::UVector2(CEGUI::UDim(.5f, .0f), CEGUI::UDim(.5f, 0))); fWnd->setText("Hello World!"); CEGUI::MultiLineEditbox* test; test = static_cast<CEGUI::MultiLineEditbox*>(winmgr.createWindow("TaharezLook/MultiLineEditbox", "test")); fWnd->addChildWindow(test); test->setPosition(CEGUI::UVector2(CEGUI::UDim(.25f, .0f), CEGUI::UDim(0.25f, 0))); test->setSize(CEGUI::UVector2(CEGUI::UDim(.5f, .0f), CEGUI::UDim(.5f, 0))); test->setText("this is a\nmultiMOTHERFUCKINGline\neditbox widget!"); */ } win.leave(); // Restore the game's opengl context } // CEGUI setup end }
/************************************************************************* Constructor. *************************************************************************/ CEGuiOpenGLBaseApplication::CEGuiOpenGLBaseApplication() { // fake args for glutInit int argc = 1; const char* argv = "SampleApp"; // Do GLUT init glutInit(&argc, (char**)&argv); glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGBA); glutInitWindowSize(800, 600); glutInitWindowPosition(100, 100); glutCreateWindow("Crazy Eddie's GUI Mk-2 - Sample Application"); glutSetCursor(GLUT_CURSOR_NONE); d_renderer = new CEGUI::OpenGLRenderer(1024); new CEGUI::System(d_renderer); glutDisplayFunc(&CEGuiOpenGLBaseApplication::drawFrame); glutReshapeFunc(&CEGuiOpenGLBaseApplication::reshape); glutMotionFunc(&CEGuiOpenGLBaseApplication::mouseMotion); glutPassiveMotionFunc(&CEGuiOpenGLBaseApplication::mouseMotion); glutMouseFunc(&CEGuiOpenGLBaseApplication::mouseButton); glutKeyboardFunc(&CEGuiOpenGLBaseApplication::keyChar); glutSpecialFunc(&CEGuiOpenGLBaseApplication::keySpecial); #ifdef __FREEGLUT_EXT_H__ glutMouseWheelFunc(&CEGuiOpenGLBaseApplication::handleMouseWheel_freeglut); #endif // Set the clear color glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider()); #ifndef __APPLE__ const char* dataPathPrefix = getDataPathPrefix(); char resourcePath[PATH_MAX]; // for each resource type, set a resource group directory sprintf(resourcePath, "%s/%s", dataPathPrefix, "schemes/"); rp->setResourceGroupDirectory("schemes", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "imagesets/"); rp->setResourceGroupDirectory("imagesets", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "fonts/"); rp->setResourceGroupDirectory("fonts", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "layouts/"); rp->setResourceGroupDirectory("layouts", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "looknfeel/"); rp->setResourceGroupDirectory("looknfeels", resourcePath); sprintf(resourcePath, "%s/%s", dataPathPrefix, "lua_scripts/"); rp->setResourceGroupDirectory("lua_scripts", resourcePath); #if defined(CEGUI_WITH_XERCES) && (CEGUI_DEFAULT_XMLPARSER == XercesParser) sprintf(resourcePath, "%s/%s", dataPathPrefix, "XMLRefSchema/"); rp->setResourceGroupDirectory("schemas", resourcePath); #endif #else rp->setResourceGroupDirectory("schemes", "datafiles/schemes/"); rp->setResourceGroupDirectory("imagesets", "datafiles/imagesets/"); rp->setResourceGroupDirectory("fonts", "datafiles/fonts/"); rp->setResourceGroupDirectory("layouts", "datafiles/layouts/"); rp->setResourceGroupDirectory("looknfeels", "datafiles/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", "datafiles/lua_scripts/"); #if defined(CEGUI_WITH_XERCES) && (CEGUI_DEFAULT_XMLPARSER == XercesParser) rp->setResourceGroupDirectory("schemas", "XMLRefSchema/"); #endif #endif }
/*********************************************************** initialize function ***********************************************************/ void GuiHandler::Initialize(const std::string &clientversion, LbaNetEngine * engine) { _engine = engine; try { _gui_renderer = &CEGUI::OpenGLRenderer::create(); _gui_renderer->enableExtraStateSettings(true); CEGUI::System::create( *_gui_renderer ); // initialise the required dirs for the DefaultResourceProvider CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (CEGUI::System::getSingleton().getResourceProvider()); rp->setResourceGroupDirectory("schemes", "./Data/GUI/schemes/"); rp->setResourceGroupDirectory("imagesets", "./Data/GUI/imagesets/"); rp->setResourceGroupDirectory("fonts", "./Data/GUI/fonts/"); rp->setResourceGroupDirectory("layouts", "./Data/GUI/layouts/"); rp->setResourceGroupDirectory("looknfeels", "./Data/GUI/looknfeel/"); rp->setResourceGroupDirectory("lua_scripts", "./Data/GUI/lua_scripts/"); // set the default resource groups to be used CEGUI::Imageset::setDefaultResourceGroup("imagesets"); CEGUI::Font::setDefaultResourceGroup("fonts"); CEGUI::Scheme::setDefaultResourceGroup("schemes"); CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels"); CEGUI::WindowManager::setDefaultResourceGroup("layouts"); CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts"); // load in the scheme file, which auto-loads the TaharezLook imageset CEGUI::SchemeManager::getSingleton().create( "TaharezLook.scheme" ); //! load font file CEGUI::FontManager::getSingleton().create( "abbey_m1-9.font" ); ReloadFontSize(); CEGUI::System::getSingleton().setDefaultMouseCursor( "TaharezLook", "MouseArrow" ); CEGUI::System::getSingleton().setDefaultTooltip( "TaharezLook/Tooltip" ); // Load the Imageset that has the pictures for our button. CEGUI::ImagesetManager::getSingleton().create( "LogoBig.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "LogoCenter.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "lbaNetB.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "chatbutton.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "TeleportButton.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "HeadInterface.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "optionsbutton.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "soundbutton.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "changeworldbutton.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "quitbutton.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "MenuChar.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "tunic.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "quest.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "weapon.imageset" ); CEGUI::ImagesetManager::getSingleton().create( "contourfont.imageset" ); CEGUI::FontManager::getSingleton().create( "ContourFont.font" ); // loading the smileys { { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_biggrin", "smileys/biggrin.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_bloated", "smileys/bloated.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_confused", "smileys/confused.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_cool", "smileys/cool.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_dinofly", "smileys/dinofly.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_eek", "smileys/eek.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_embarrassment", "smileys/embarrassment.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_evil", "smileys/evil.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_evilwink", "smileys/evilwink.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_frown", "smileys/frown.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_funfrock", "smileys/funfrock.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_hmpf", "smileys/hmpf.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_hmz", "smileys/hmz.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_kiss", "smileys/kiss.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_lol", "smileys/lol.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_mad", "smileys/mad.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_proud", "smileys/proud.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_rabibunny", "smileys/rabibunny.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_rolleyes", "smileys/rolleyes.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_sad", "smileys/sad.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_sigh", "smileys/sigh.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_smilie", "smileys/smilie.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_stupid", "smileys/stupid.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_tdown", "smileys/tdown.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_tup", "smileys/tup.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_wink", "smileys/wink.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_zoe", "smileys/zoe.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_zombie", "smileys/zombie.png"); ims.setAutoScalingEnabled(false); } { CEGUI::Imageset &ims = CEGUI::ImagesetManager::getSingleton().createFromImageFile("sm_tongue", "smileys/tongue.png"); ims.setAutoScalingEnabled(false); } } } catch(CEGUI::Exception &ex) { LogHandler::getInstance()->LogToFile(std::string("Exception init gui: ") + ex.getMessage().c_str()); } //initialize the login gui _login_gui = new LoginGUI(); _login_gui->Initialize(clientversion); _guis.push_back(_login_gui); ChooseWorldGUI * cwG = new ChooseWorldGUI(); cwG->Initialize(); _guis.push_back(cwG); std::vector<WorldDesc> list; DataLoader::getInstance()->GetAvailableWorlds(list); cwG->SetWorldList(list); _game_gui = new GameGUI(); _game_gui->Initialize(); _guis.push_back(_game_gui); MenuGUI * menuG = new MenuGUI(); menuG->Initialize(); _guis.push_back(menuG); _option_gui = new OptionsGUI(); _option_gui->Initialize(); _guis.push_back(_option_gui); SwitchGUI(0); // clearing this queue actually makes sure it's created(!) //_gui_renderer->getDefaultRenderingRoot().clearGeometry(CEGUI::RQ_OVERLAY); // subscribe handler to render overlay items //_gui_renderer->getDefaultRenderingRoot(). // subscribeEvent(CEGUI::RenderingSurface::EventRenderQueueStarted, // CEGUI::Event::Subscriber(&GuiHandler::overlayHandler, this)); }
bool MenuSourceConfig::SetupResourceGroups(const flowvr::xml::TiXmlHandle &rgRoot ) { CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*> (m_system->getResourceProvider()); if(!rp) return false; flowvr::xml::TiXmlHandle dp = rgRoot.FirstChild("datapath"); if( !dp.Element() ) return false; const char *dataPathPrefix = dp.Element()->Attribute("value"); if(!dataPathPrefix) return false; flowvr::xml::TiXmlHandle rg = rgRoot.FirstChild("resourcegroups"); flowvr::xml::TiXmlHandle rgs = rg.FirstChild( "resourcegroup" ); flowvr::xml::TiXmlElement *child; for(child = rgs.Element(); child; child = child->NextSiblingElement("resourcegroup") ) { const char *pcName = child->Attribute("name"); const char *pcValue = child->Attribute("value"); if(!pcName || !pcValue) { char buffer[256]; sprintf(buffer, "%d", child->Row()); CEGUI::Logger::getSingleton().logEvent( "resource group @ " + std::string(buffer) + "does not contain 'name' or 'value' attribute. skipping.", CEGUI::Errors); continue; } std::string _uses(pcValue); if( *(_uses.end()-1) != '/' ) _uses += "/"; std::string resourcePath = std::string(dataPathPrefix) + "/" + _uses; rp->setResourceGroupDirectory(pcName, resourcePath); CEGUI::Logger::getSingleton().logEvent( "setting resource group [" + std::string(pcName) + "] to path [" + resourcePath + "]", CEGUI::Informative ); } // ok, create defaults for different known groups flowvr::xml::TiXmlHandle df = rgRoot.FirstChild("defaults"); // setDefaultGroup<CEGUI::Imageset>( df, "Imageset", "imagesets" ); // setDefaultGroup<CEGUI::Font>(df, "Font", "fonts" ); // setDefaultGroup<CEGUI::Scheme>(df, "Scheme", "schemes"); // setDefaultGroup<CEGUI::WindowManager>(df, "WindowManager", "layouts"); // setDefaultGroup<CEGUI::ScriptModule>(df, "ScriptModule", "lua_scripts"); // setDefaultGroup<CEGUI::WidgetLookManager>(df,"WidgetLookManager", "looknfeels"); return true; }