Esempio n. 1
0
void CGUIWindow::Render (CRenderManager *renderManager, CFontManager* fm)
{
	std::vector<CGuiElement*>::iterator it(m_GuiElementsVector.begin());
	std::vector<CGuiElement*>::iterator itEnd(m_GuiElementsVector.end());

	while (it != itEnd)
	{
    CGuiElement* guiElement = *it;
		guiElement->Render (renderManager, fm);
		it++;
	}
}
Esempio n. 2
0
void CGuiElement::Update (CInputManager* input, float elapsedTime)
{
	if (m_bIsVisible && m_bIsActive)
	{
		//Renderizamos todos los hijos que cuelgan de este CGuiElement:
		std::vector<CGuiElement*>::iterator it = m_Children.begin();	
		std::vector<CGuiElement*>::iterator itEnd = m_Children.end();	
		while(it!=itEnd)
		{
			CGuiElement* guiElement = *it;
			guiElement->Update(input, elapsedTime);
			it++;
		}
	}
}
Esempio n. 3
0
void CGuiElement::Update()
{
  if ( IsVisible() && m_bIsActive )
  {
    //Renderizamos todos los hijos que cuelgan de este CGuiElement:
    std::vector<CGuiElement*>::iterator it = m_Children.begin();
    std::vector<CGuiElement*>::iterator itEnd = m_Children.end();

    while ( it != itEnd )
    {
      CGuiElement* guiElement = *it;
      guiElement->Update();
      it++;
    }
  }
}
Esempio n. 4
0
void CGuiElement::Render()
{
  if ( IsVisible() )
  {
    //Renderizamos todos los hijos que cuelgan de este CGuiElement:
    std::vector<CGuiElement*>::iterator it = m_Children.begin();
    std::vector<CGuiElement*>::iterator itEnd = m_Children.end();

    while ( it != itEnd )
    {
      CGuiElement* guiElement = *it;
      guiElement->Render();
      it++;
    }
  }//if (m_sLiteral != "")
}
Esempio n. 5
0
void CGUIWindow::SaveWindows( void )
{

	std::vector<CGuiElement*>::iterator it;
	std::vector<CGuiElement*>::iterator itEnd(m_GuiElementsVector.end());
	for( it = m_GuiElementsVector.begin(); it != itEnd; ++it )
	{
		CGuiElement * guiElement = (*it);
		guiElement->OnSaveValue();
	}

	if (m_sLuaCode_OnSaveWindows.compare(""))
	{
		//Lanzar acción en Lua:
		CScriptManager* scriptManager = CORE->GetScriptManager();
		scriptManager->RunCode(m_sLuaCode_OnSaveWindows);
		//scriptManager->RunScript(m_sLuaCode_OnSaveWindows);
	}
}
Esempio n. 6
0
void CGUIWindow::RegisterElements( std::map<std::string,CGuiElement*>& elements )
{
	std::map<std::string,CGuiElement*>::const_iterator it_aux;

	std::vector<CGuiElement*>::iterator it(m_GuiElementsVector.begin());
	std::vector<CGuiElement*>::iterator itEnd(m_GuiElementsVector.end());
	while (it != itEnd)
	{
		CGuiElement* element = (*it);
		//Antes de insertarlo en el mapa debemos comprobar que no este registrado ya un GuiElement con el mismo identificado(mismo string):
		if (elements.find(element->GetName()) != elements.end())
		{
			LOGGER->AddNewLog(ELL_ERROR, "CGUIWindow:: El GuiElement %s ya se ha registrado en el GuiManager", element->GetName().c_str());
		}
		else
		{
			elements.insert(std::pair<std::string,CGuiElement*>(element->GetName(), element));
		}
		it++;
	}
}
Esempio n. 7
0
void CMyPicture::OnMoveToBack()
{
	//Se selecciona un elemento
	std::string name_window = CORE->GetGUIManager()->GetCurrentWindow();
	CGUIWindow *window = CORE->GetGUIManager()->GetWindow(name_window);
	CGuiElement *element = NULL;

	//Mira sobre qué elemento está el mouse
	uint16 count = window->GetNumElements();
	for( uint16 i = count; i > 0; --i)
	{
		element = window->GetElementById(i-1);
		Vect2i mousePosition;
		CORE->GetInputManager()->GetPosition(IDV_MOUSE, mousePosition);
		element->CalculatePosMouse(mousePosition);
		if( element->IsInside() )
		{
			//Está adentro
			window->MoveElementToBack(element);
			break;
		}
	}
}
Esempio n. 8
0
void CMyPicture::OnLButtonUp(UINT nFlags, CPoint point)
{
	if( m_bIsLMouseDown )
	{
		//Se selecciona un elemento
		std::string name_window = CORE->GetGUIManager()->GetCurrentWindow();
		CGUIWindow *window = CORE->GetGUIManager()->GetWindow(name_window);
		CGuiElement *element = NULL;

		//hace reset de todos los controles
		uint32 count = window->GetNumElements();
		for( uint32 i = 0; i < count; ++i)
		{
			element = window->GetElementById(i);
			element->SetIsSelected(false);
		}

		bool isElementSelected = false;
		//Mira sobre qué elemento está el mouse
		for( uint32 i = count; i > 0; --i)
		{
			element = window->GetElementById(i-1);
			Vect2i mousePosition;
			CORE->GetInputManager()->GetPosition(IDV_MOUSE, mousePosition);
			element->CalculatePosMouse(mousePosition);
			if( element->IsInside() )
			{
				element->SetIsSelected(true);
				CElementProperties::ElementProperties(element);
				isElementSelected = true;
				break;
			}
		}

		//No hay nada seleccionado y ponemos las propiedades de la window
		if( !isElementSelected )
		{
			CElementProperties::WindowProperties(window);
		}
	}
	else
	{
		//Se hace Drag & drop
		CElementManager *l_pElementManager = CElementManager::GetInstance();

		TElement element = l_pElementManager->GetElementToAdd();
		std::string window = l_pElementManager->GetWindowToAdd();
		if( element != NONE )
		{
			l_pElementManager->SetElementToAdd(NONE);

			AddElementToActiveWindow(element);
		}
		else if( window != "" )
		{
			std::string current_window = CORE->GetGUIManager()->GetCurrentWindow();
			current_window = current_window;
			CGUIWindow *windowcurrent = CORE->GetGUIManager()->GetWindow( current_window );
			windowcurrent->ClearSelectElements();

			window = window;
			CORE->GetGUIManager()->ActiveWindows( window );

			CORE->GetGUIManager()->GetWindow( window )->ClearSelectElements();
			CElementProperties::WindowProperties( CORE->GetGUIManager()->GetWindow( window ) );
		}
	}

	m_bIsLMouseDown = false;
	CStatic::OnLButtonUp(nFlags, point);
}