void run() { quit = false; CL_DisplayWindowDescription window_desc; window_desc.set_size(CL_Size(sizex, sizey), true); window_desc.set_title("Chess"); window_desc.set_allow_resize(true); CL_DisplayWindow window(window_desc); CL_Slot slot_quit = window.sig_window_close().connect(this, &SpritesExample::on_window_close); window.func_window_resize().set(this, &SpritesExample::resize); CL_GraphicContext gc = window.get_gc(); CL_InputDevice keyboard = window.get_ic().get_keyboard(); CL_ResourceManager resources("resources.xml"); CL_Image lol(gc,"Board",&resources); CEGUI::OpenGLRenderer & myRenderer = CEGUI::OpenGLRenderer::bootstrapSystem(); CEGUI::WindowManager& winMgr = CEGUI::WindowManager::getSingleton(); CEGUI::DefaultWindow* root = (CEGUI::DefaultWindow*)winMgr.createWindow("DefaultWindow", "Root"); CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme"); CEGUI::System::getSingleton().setDefaultMouseCursor("TaharezLook", "MouseArrow"); CEGUI::FrameWindow* wnd = (CEGUI::FrameWindow*)winMgr.createWindow("TaharezLook/FrameWindow", "Demo Window"); root->addChildWindow(wnd); wnd->setPosition(CEGUI::UVector2(cegui_reldim(0.25f), cegui_reldim( 0.25f))); wnd->setSize(CEGUI::UVector2(cegui_reldim(0.5f), cegui_reldim( 0.5f))); // now we set the maximum and minum sizes for the new window. These are // specified using relative co-ordinates, but the important thing to note // is that these settings are aways relative to the display rather than the // parent window. // // here we set a maximum size for the FrameWindow which is equal to the size // of the display, and a minimum size of one tenth of the display. wnd->setMaxSize(CEGUI::UVector2(cegui_reldim(1.0f), cegui_reldim( 1.0f))); wnd->setMinSize(CEGUI::UVector2(cegui_reldim(0.1f), cegui_reldim( 0.1f))); // As a final step in the initialisation of our sample window, we set the window's // text to "Hello World!", so that this text will appear as the caption in the // FrameWindow's titlebar. wnd->setText("Hello World!"); CEGUI::System::getSingleton().renderGUI(); window.flip(); while (!quit) { if(keyboard.get_keycode(CL_KEY_ESCAPE) == true) quit = true; CL_Colorf red(155/255.0f, 60/255.0f, 68/255.0f); //CL_Draw::fill(gc, CL_Rectf(0, sizey, sizex, 0), red); //lol.draw(gc,CL_Rectf(0,sizey,sizex,0)); //CEGUI::System::getSingleton().renderGUI(); //window.flip(); CL_KeepAlive::process(); CL_System::sleep(10); } }
/************************************************************************* Sample specific initialisation goes here. *************************************************************************/ bool EffectsDemo::initialise(CEGUI::GUIContext* guiContext) { using namespace CEGUI; d_usedFiles = CEGUI::String(__FILE__); d_guiContext = guiContext; // Register our effects with the system RenderEffectManager::getSingleton().addEffect<ElasticWindowEffect>(s_effectNameElastic); RenderEffectManager::getSingleton().addEffect<WobblyWindowEffect>(s_effectNameWobblyNew); RenderEffectManager::getSingleton().addEffect<OldWobblyWindowEffect>(s_effectNameWobblyOld); // Now we make a Falagard mapping for a frame window that uses this effect. // We create a type "Vanilla/WobblyFrameWindow". Note that it would be // more usual for this mapping to be specified in the scheme xml file, // though here we are doing in manually to save from needing either multiple // versions of the schemes or from having demo specific definitions in // the schemes. WindowFactoryManager::getSingleton().addFalagardWindowMapping( "Vanilla/WobblyFrameWindow", // type to create "CEGUI/FrameWindow", // 'base' widget type "Vanilla/FrameWindow", // WidgetLook to use. "Core/FrameWindow", // WindowRenderer to use. s_effectNameWobblyNew); // effect to use. // Since we want to be able to load the EffectsDemo.layout in the editor // tools (where the above mapping is not available), we now alias the // new window type onto the original TaharezLook/FrameWindow. This has // the effect that - after the alias is added - any time a window of // type "TaharezLook/FrameWindow" is requested, the system will create a // "TaharezLook/WobblyFrameWindow" instead. WindowFactoryManager::getSingleton().addWindowTypeAlias( "Vanilla/FrameWindow", // alias name - can shadow existing types "Vanilla/WobblyFrameWindow"); // target type to create. // we will use of the WindowManager. WindowManager& winMgr = WindowManager::getSingleton(); // load scheme and set up defaults SchemeManager::getSingleton().createFromFile("TaharezLook.scheme"); SchemeManager::getSingleton().createFromFile("VanillaSkin.scheme"); guiContext->getMouseCursor().setDefaultImage("TaharezLook/MouseArrow"); // load font and setup default if not loaded via scheme Font& defaultFont = FontManager::getSingleton().createFromFile("DejaVuSans-12.font"); // Set default font for the gui context guiContext->setDefaultFont(&defaultFont); // load an image to use as a background if( !ImageManager::getSingleton().isDefined("SpaceBackgroundImage") ) ImageManager::getSingleton().addFromImageFile("SpaceBackgroundImage", "SpaceBackground.jpg"); if( !ImageManager::getSingleton().isDefined("AliasingTestImage") ) ImageManager::getSingleton().addFromImageFile("AliasingTestImage", "Aliasing.jpg"); // here we will use a StaticImage as the root, then we can use it to place a background image Window* background = winMgr.createWindow("TaharezLook/StaticImage", "background_wnd"); // set position and size background->setPosition(UVector2(cegui_reldim(0), cegui_reldim( 0))); background->setSize(USize(cegui_reldim(1), cegui_reldim( 1))); // disable frame and standard background background->setProperty("FrameEnabled", "false"); background->setProperty("BackgroundEnabled", "false"); // set the background image background->setProperty("Image", "SpaceBackgroundImage"); // set the background window as the root window for our GUIContext guiContext->setRootWindow(background); // load the windows for the EffectsDemo from the layout file. Window* sheet = winMgr.loadLayoutFromFile("EffectsDemo.layout"); // Get the combobox created from within the layout CEGUI::Combobox* effectsCombobox = static_cast<CEGUI::Combobox*>(sheet->getChild("EffectsFrameWindow/EffectsCombobox")); // attach this to the 'real' root background->addChild(sheet); //Initialise the render effects initialiseEffects(effectsCombobox->getParent()); // Initialise the items and subscribe the event for the combobox initialiseEffectsCombobox(effectsCombobox); // We can switch the automatic effects mapping off now WindowFactoryManager::getSingleton().removeWindowTypeAlias( "Vanilla/FrameWindow", // alias name - can shadow existing types "Vanilla/WobblyFrameWindow"); // target type to create. // We create a mapping for the elastic windows effect too, // and we will apply it to a window we create from code WindowFactoryManager::getSingleton().addFalagardWindowMapping( "Vanilla/ElasticFrameWindow", // type to create "CEGUI/FrameWindow", // 'base' widget type "Vanilla/FrameWindow", // WidgetLook to use. "Core/FrameWindow", // WindowRenderer to use. s_effectNameElastic); // effect to use. // We will create another window using the effects-mapping we created before, this time directly from code CEGUI::FrameWindow* aliasingFrameWnd = static_cast<CEGUI::FrameWindow*>( WindowManager::getSingleton().createWindow("Vanilla/ElasticFrameWindow", "AliasingTestWindow") ); // Add it to the layout root sheet->addChild(aliasingFrameWnd); // We will add an image to it using a StaticImage window Window* aliasingWnd = WindowManager::getSingleton().createWindow("Vanilla/StaticImage", "AliasingTestImage"); aliasingFrameWnd->addChild(aliasingWnd); aliasingFrameWnd->setPosition(CEGUI::UVector2(cegui_reldim(0.05f), cegui_reldim(0.15f))); aliasingFrameWnd->setSize(CEGUI::USize(cegui_reldim(0.2f), cegui_reldim(0.28f))); aliasingFrameWnd->setSizingEnabled(true); aliasingFrameWnd->setCloseButtonEnabled(false); aliasingFrameWnd->setTitleBarEnabled(true); aliasingFrameWnd->setText("Elastic Window - Aliasing Testimage"); // Image window setup aliasingWnd->setSize(CEGUI::USize(cegui_reldim(1.0f), cegui_reldim(1.0f))); aliasingWnd->setProperty("FrameEnabled", "false"); aliasingWnd->setProperty("BackgroundEnabled", "false"); aliasingWnd->setProperty("Image", "AliasingTestImage"); // success! return true; }