Exemple #1
0
	bool GUIManager::loadWindow(const std::string &windowName)
	{
		bool flag = false;
		// 检测给定layout的文件是否加载,没有加载则加载
		if(!getWindowManager()->isWindowPresent(windowName))
		{
			// 从 .layout脚本文件读取一个UI布局设计,并将其放置到GUI资源组中。
			CEGUI::Window *editorGuiSheet = getWindowManager()->loadWindowLayout(windowName + ".layout");
			// 接下来我们告诉CEGUI显示哪份UI布局。当然我们可以随时更换显示的UI布局。
			CEGUI::System &sys = CEGUI::System::getSingleton();
			sys.setGUISheet(editorGuiSheet);
			//getSingletonPtr()->getGUISystem()->setGUISheet(editorGuiSheet);
			editorGuiSheet->setVisible(true);
			editorGuiSheet->setMousePassThroughEnabled(true);

			flag = true;
		}
		else
		{	
			assert(0);
			//// 如果已经加载则直接显示
			//CEGUI::Window *window = getWindowManager()->getWindow(windowName);
			//getSingletonPtr()->getGUISystem()->setGUISheet(window);
			//window->show();
		}

		return flag;
	}
Exemple #2
0
void EditorGUI::Init()
{
    // Load imagesets for Editor
    gGUIMgr.LoadSystemImageset("EditorToolbar.imageset");

    // Load GUI sheet
    CEGUI::Window* editor = gGUIMgr.LoadSystemLayout("Editor.layout");
    if (editor == 0 || !gGUIMgr.SetGUISheet(editor))
    {
        ocError << "Cannot load editor.";
        return;
    }

    CEGUI::System::getSingleton().setDefaultTooltip("Editor/Tooltip");
    editor->setMousePassThroughEnabled(true);

    // Initialize in-game console
    gGUIMgr.InitConsole();

    // Initialize EditorMenu
    mEditorMenu = new EditorMenu();
    mEditorMenu->Init();

    // Initialize EntityWindow
    mEntityWindow = new EntityWindow();
    mEntityWindow->Init();

    // Initialize LayerWindow
    mLayerWindow = new LayerWindow();
    mLayerWindow->Init();

    // Initialize ResourceWindow
    mResourceWindow = new ResourceWindow();
    mResourceWindow->Init();

    // Initialize PrototypeWindow
    mPrototypeWindow = new PrototypeWindow();
    mPrototypeWindow->Init();

    // Initialize HiearchyWindow
    mHierarchyWindow = new HierarchyWindow();
    mHierarchyWindow->Init();

    // Initialize top viewport
    mGameViewport = static_cast<GUISystem::ViewportWindow*>(gGUIMgr.GetWindow("Editor/GameViewport"));
    mGameViewport->SetDragAndDropCamera(false);

    // Initialize bottom viewport
    mEditorViewport = static_cast<GUISystem::ViewportWindow*>(gGUIMgr.GetWindow("Editor/EditorViewport"));
    mEditorViewport->SetDragAndDropCamera(true);
    mEditorViewport->subscribeEvent(CEGUI::Window::EventDragDropItemDropped, CEGUI::Event::Subscriber(&EditorGUI::OnEditorViewportItemDropped, this));
    mEditorViewport->subscribeEvent(CEGUI::Window::EventMouseClick, CEGUI::Event::Subscriber(&EditorGUI::OnEditorViewportClicked, this));

    // Initialize popup menu
    CreatePopupMenu();
}
Exemple #3
0
CEGUI::Window* HUDDemo::spawnPlate()
{
    CEGUI::WindowManager& winMgr = CEGUI::WindowManager::getSingleton();

    CEGUI::Window* plateRoot = winMgr.createWindow("DefaultWindow");
    plateRoot->setSize(CEGUI::USize(cegui_absdim(0.0f), cegui_reldim(0.16f)));
    plateRoot->setAspectMode(CEGUI::AM_EXPAND);
    plateRoot->setAspectRatio(1.0f);
    plateRoot->setRiseOnClickEnabled(false);
    plateRoot->setPixelAligned(false);
    plateRoot->subscribeEvent(CEGUI::Window::EventMouseButtonDown, Event::Subscriber(&HUDDemo::handlePlateWindowClicked, this));
    d_rootIngame->addChild(plateRoot);

    CEGUI::Window* plateImgWnd = winMgr.createWindow("Generic/Image", "ImageWindowPlate");
    plateImgWnd->setProperty("Image", s_imageNamePlate);
    plateImgWnd->setSize(CEGUI::USize(cegui_reldim(1.0f), cegui_absdim(0.0f)));
    plateImgWnd->setAspectRatio(3.308f);
    plateImgWnd->setAspectMode(CEGUI::AM_EXPAND);
    plateImgWnd->setVerticalAlignment(CEGUI::VA_BOTTOM);
    plateImgWnd->setMousePassThroughEnabled(true);
    plateImgWnd->setPixelAligned(false);
    plateRoot->addChild(plateImgWnd);

    CEGUI::String image = getRandomGameImage();

    CEGUI::Window* plateTopping = winMgr.createWindow("Generic/Image", "ImageWindowObject");
    plateTopping->setProperty("Image", image);
    plateTopping->setSize(CEGUI::USize(cegui_reldim(0.88f), cegui_absdim(0.0f)));
    plateTopping->setAspectRatio(1.0f);
    plateTopping->setAspectMode(CEGUI::AM_EXPAND);
    plateTopping->setHorizontalAlignment(CEGUI::HA_CENTRE);
    plateTopping->setMousePassThroughEnabled(true);
    plateTopping->setPixelAligned(false);
    plateRoot->addChild(plateTopping);


    int randumNumber = rand() % 10000;
    float posY = randumNumber / 10000.0f;

    plateRoot->setPosition(CEGUI::UVector2(cegui_absdim(0.0f), cegui_reldim(0.1f + 0.6f * posY)));

    return plateRoot;
}
void MenusScene::Initialize()
{
	InitializeResources(resourceGroupName);

	player1Nav = MenuNavigator(this);
	player1Nav.AllowMenuControls = true;

	player2Nav = MenuNavigator(this);

	Player1Data.MainElement = ElementEnum::Earth;
	Player2Data.MainElement = ElementEnum::Earth;

	InputNotifier::GetInstance()->AddObserver(&player1Nav);
	InputNotifier::GetInstance()->AddObserver(&player2Nav);

	guiManager->AddScheme("MainMenu.scheme");
	guiManager->LoadLayout("MainMenuLayout.layout", nullptr);
	guiManager->LoadLayout("GameSetupMenu.layout", nullptr);
	guiManager->LoadLayout("TutorialLayout.layout", nullptr);

	//guiManager->LoadLayout("CharacterSetupMenu.layout", nullptr);
	
	if(progressBar.GetWindow() == NULL)
	{
		CEGUI::Window* progressWindow = CEGUI::WindowManager::getSingleton().createWindow("Generic/Image", "CursorProgress");
		progressWindow->setSize( CEGUI::USize(CEGUI::UDim( 0.1f, 0 ), CEGUI::UDim( 0.1f, 0 ) ) );
		progressWindow->setPosition( CEGUI::UVector2(CEGUI::UDim( 0.5f, 0 ), CEGUI::UDim( 0.5f, 0 ) ) );
		progressWindow->setAlwaysOnTop(true);
		progressWindow->setMousePassThroughEnabled(true);

		guiManager->GetRootWindow()->addChild(progressWindow);
		progressBar.SetWindow(progressWindow);
		progressWindow->setVisible(true);
	}

	handlers[Screens::MainMenu] = new MainMenuHandler(this);
	//handlers[Screens::CharacterSetup] = new CharacterMenuHandler(this);
	handlers[Screens::GameSetup] = new GameSetupMenuHandler(this);
	handlers[Screens::Tutorial] = new TutorialMenuHandler(this);

	for (unsigned int i = 0; i < Screens::Count; i++)
	{
		handlers[i]->Hide();
	}

	//currentScreen = GameSetup;
	handlers[currentScreen]->Show();

	InputManager* inputManager = InputManager::GetInstance();

	KinectSpeechReader* speechReader = inputManager->GetSpeechReader();
	if(speechReader)
	{
		inputManager->RegisterAudioListener(&player1Nav);
		//Load the grammar for this scene
		if(!speechReader->LoadGrammarFile("MenusSpeech.grxml"))
			printf("Grammer Load Fail\n");
		//Set the confidence threshold
		speechReader->SetConfidenceThreshold(0.6f);
	}

	ogreSceneManager->setAmbientLight(Ogre::ColourValue(1.0f, 1.0f, 1.0f, 1.0f));

	CreateCameraAndViewport(Ogre::ColourValue(0.0f, 0.0f, 0.0f, 0.0f));

}