void InputSample::initialize() { setMultiTouch(true); // Load font _font = Font::create("res/ui/arial.gpb"); assert(_font); // Reuse part of the gamepad texture as the crosshair in this sample. _crosshair = SpriteBatch::create("res/png/gamepad.png"); _crosshairDstRect.set(0, 0, 256, 256); _crosshairSrcRect.set(256, 0, 256, 256); _crosshairLowerLimit.set(-_crosshairSrcRect.width / 2.0f, -_crosshairSrcRect.height / 2.0f); _crosshairUpperLimit.set((float)getWidth(), (float)getHeight()); _crosshairUpperLimit += _crosshairLowerLimit; // Create input sample controls _keyboardState = false; _inputSampleControls = Form::create("res/common/inputs.form"); static_cast<Button*>(_inputSampleControls->getControl("showKeyboardButton"))->addListener(this, Listener::CLICK); static_cast<Button*>(_inputSampleControls->getControl("captureMouseButton"))->addListener(this, Listener::CLICK); if (!hasMouse()) { static_cast<Button*>(_inputSampleControls->getControl("captureMouseButton"))->setVisible(false); } _inputSampleControls->getControl("restoreMouseLabel")->setVisible(false); _mousePoint.set(-100, -100); // Create a 3D form that responds to raw sensor inputs. // For this, we will need a scene with a camera node. Camera* camera = Camera::createPerspective(45.0f, (float)getWidth() / (float)getHeight(), 0.25f, 100.0f); _scene = Scene::create(); Node* cameraNode = _scene->addNode("Camera"); cameraNode->setCamera(camera); _scene->setActiveCamera(camera); SAFE_RELEASE(camera); _formNodeParent = _scene->addNode("FormParent"); _formNode = Node::create("Form"); _formNodeParent->addChild(_formNode); Theme* theme = _inputSampleControls->getTheme(); Form* form = Form::create("testForm", theme->getStyle("basicContainer"), Layout::LAYOUT_ABSOLUTE); form->setSize(225, 100); Label* label = Label::create("sensorLabel", theme->getStyle("iconNoBorder")); label->setPosition(25, 15); label->setSize(175, 50); label->setText("Raw sensor response (accel/gyro)"); form->addControl(label); label->release(); _formNode->setScale(0.0015f, 0.0015f, 1.0f); _formNodeRestPosition.set(0, 0, -1.5f); _formNodeParent->setTranslation(_formNodeRestPosition); _formNode->setTranslation(-0.2f, -0.2f, 0); _formNode->setDrawable(form); form->release(); }
static int lua_Theme_getStyle(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Theme* instance = getInstance(state); void* returnPtr = ((void*)instance->getStyle(param1)); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "ThemeStyle"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Theme_getStyle - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; }
Form* Form::create(const char* url) { // Load Form from .form file. Properties* properties = Properties::create(url); if (properties == NULL) { GP_ASSERT(properties); return NULL; } // Check if the Properties is valid and has a valid namespace. Properties* formProperties = (strlen(properties->getNamespace()) > 0) ? properties : properties->getNextNamespace(); assert(formProperties); if (!formProperties || !(strcmp(formProperties->getNamespace(), "form") == 0)) { GP_ASSERT(formProperties); SAFE_DELETE(properties); return NULL; } // Create new form with given ID, theme and layout. const char* themeFile = formProperties->getString("theme"); const char* layoutString = formProperties->getString("layout"); Layout* layout; switch (getLayoutType(layoutString)) { case Layout::LAYOUT_ABSOLUTE: layout = AbsoluteLayout::create(); break; case Layout::LAYOUT_FLOW: layout = FlowLayout::create(); break; case Layout::LAYOUT_VERTICAL: layout = VerticalLayout::create(); break; default: GP_ERROR("Unsupported layout type '%d'.", getLayoutType(layoutString)); break; } Theme* theme = Theme::create(themeFile); GP_ASSERT(theme); Form* form = new Form(); form->_layout = layout; form->_theme = theme; // Get default projection matrix. Game* game = Game::getInstance(); Matrix::createOrthographicOffCenter(0, game->getWidth(), game->getHeight(), 0, 0, 1, &form->_defaultProjectionMatrix); Theme::Style* style = NULL; const char* styleName = formProperties->getString("style"); if (styleName) { style = theme->getStyle(styleName); } else { style = theme->getEmptyStyle(); } form->initialize(style, formProperties); form->_consumeInputEvents = formProperties->getBool("consumeInputEvents", false); // Alignment if ((form->_alignment & Control::ALIGN_BOTTOM) == Control::ALIGN_BOTTOM) { form->_bounds.y = Game::getInstance()->getHeight() - form->_bounds.height; } else if ((form->_alignment & Control::ALIGN_VCENTER) == Control::ALIGN_VCENTER) { form->_bounds.y = Game::getInstance()->getHeight() * 0.5f - form->_bounds.height * 0.5f; } if ((form->_alignment & Control::ALIGN_RIGHT) == Control::ALIGN_RIGHT) { form->_bounds.x = Game::getInstance()->getWidth() - form->_bounds.width; } else if ((form->_alignment & Control::ALIGN_HCENTER) == Control::ALIGN_HCENTER) { form->_bounds.x = Game::getInstance()->getWidth() * 0.5f - form->_bounds.width * 0.5f; } form->_scroll = getScroll(formProperties->getString("scroll")); form->_scrollBarsAutoHide = formProperties->getBool("scrollBarsAutoHide"); if (form->_scrollBarsAutoHide) { form->_scrollBarOpacity = 0.0f; } // Add all the controls to the form. form->addControls(theme, formProperties); SAFE_DELETE(properties); form->updateBounds(); __forms.push_back(form); return form; }
Form* Form::create(const char* url) { // Load Form from .form file. assert(url); Properties* properties = Properties::create(url); assert(properties); if (properties == NULL) return NULL; // Check if the Properties is valid and has a valid namespace. Properties* formProperties = (strlen(properties->getNamespace()) > 0) ? properties : properties->getNextNamespace(); assert(formProperties); if (!formProperties || !(strcmp(formProperties->getNamespace(), "form") == 0)) { SAFE_DELETE(properties); return NULL; } // Create new form with given ID, theme and layout. const char* themeFile = formProperties->getString("theme"); const char* layoutString = formProperties->getString("layout"); Layout* layout; switch (getLayoutType(layoutString)) { case Layout::LAYOUT_ABSOLUTE: layout = AbsoluteLayout::create(); break; case Layout::LAYOUT_FLOW: break; case Layout::LAYOUT_VERTICAL: layout = VerticalLayout::create(); break; } assert(themeFile); Theme* theme = Theme::create(themeFile); assert(theme); Form* form = new Form(); form->_layout = layout; form->_theme = theme; //Theme* theme = form->_theme; const char* styleName = formProperties->getString("style"); form->initialize(theme->getStyle(styleName), formProperties); if (form->_autoWidth) { form->_bounds.width = Game::getInstance()->getWidth(); } if (form->_autoHeight) { form->_bounds.height = Game::getInstance()->getHeight(); } // Add all the controls to the form. form->addControls(theme, formProperties); SAFE_DELETE(properties); __forms.push_back(form); return form; }