コード例 #1
0
ファイル: application.cpp プロジェクト: rokuz/DemoOpenGL
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");
	}
}
コード例 #2
0
bool
CGUIDriverGL::Init( GUI::TWindowContextPtr windowContext )
{
    if ( !m_ceGuiInitialized )
    {
        try
        {
            CEGUI::Sizef displaySize( (float) windowContext->GetWidth(), (float) windowContext->GetHeight() );
            m_guiRenderer = &CEGUI::OpenGL3Renderer::create( displaySize );//, CEGUI::OpenGLRenderer::TTT_AUTO );
            m_guiSystem = &CEGUI::System::create( *m_guiRenderer, &m_vfsResourceProvider, &m_xmlParserAdapter, m_imageCodecAdapter );

            // setup default group for validation schemas
            CEGUI::XMLParser* parser = m_guiSystem->getXMLParser();
            if ( nullptr != parser && parser->isPropertyPresent( "SchemaDefaultResourceGroup" )  )
                parser->setProperty( "SchemaDefaultResourceGroup", m_schemasResourceGroup );

            // Load the fonts
            CEGUI::FontManager::getSingleton().createAll( m_defaultFont, CEGUI::Font::getDefaultResourceGroup() );
        
            // Load the scheme
            try
            {
                CEGUI::SchemeManager::getSingleton().createFromFile( "Generic.scheme" );
            }
            catch ( CEGUI::Exception& e )
            {
                CORE::CString info = e.getMessage() + " - at - " + e.getFileName() + ":" + e.getFunctionName() + ":" + CORE::UInt32ToString( e.getLine() ).STL_String();
                GUCEF_EXCEPTION_LOG( CORE::LOGLEVEL_IMPORTANT, "Unhandled exception during CEGUI initialization: " + info );
            }
            CEGUI::SchemeManager::getSingleton().createFromFile( m_schemeToUse );
        
            // Set the defaults
            CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultFont( m_defaultFont );
            CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage( m_defaultCursorImage );
            CEGUI::Window* rootWindow = CEGUI::WindowManager::getSingleton().createWindow( "DefaultWindow", "root" );
            CEGUI::System::getSingleton().getDefaultGUIContext().setRootWindow( rootWindow );
            
            // clearing this queue actually makes sure it's created(!)
            CEGUI::System::getSingleton().getDefaultGUIContext().clearGeometry( CEGUI::RQ_OVERLAY );                                             
        
            m_ceGuiInitialized = true;
        }
        catch ( CEGUI::Exception& e )
        {
            CORE::CString info = e.getMessage() + " - at - " + e.getFileName() + ":" + e.getFunctionName() + ":" + CORE::UInt32ToString( e.getLine() ).STL_String();
            GUCEF_EXCEPTION_LOG( CORE::LOGLEVEL_IMPORTANT, "Unhandled exception during CEGUI initialization: " + info );

            m_ceGuiInitialized = false;
        }
    }
    return m_ceGuiInitialized;
}
コード例 #3
0
void CEGUITestApplication::initialiseDefaultResourceGroups()
{
	// 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");
	CEGUI::AnimationManager::setDefaultResourceGroup("animations");
	// setup default group for validation schemas
	CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser();
	if (parser->isPropertyPresent("SchemaDefaultResourceGroup"))
		parser->setProperty("SchemaDefaultResourceGroup", "schemas");
}
コード例 #4
0
ファイル: RenderWindow.cpp プロジェクト: Bobhostern/Disandria
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();
}
コード例 #5
0
ファイル: GUIManager.cpp プロジェクト: zhuofanxu/FightClub
	void GUIManager::init()
	{
		if (!mpGUIRenderer)
		{
			mpGUIRenderer = &CEGUI::OgreRenderer::bootstrapSystem();

#ifdef _DEBUG
			CEGUI::Logger::getSingleton().setLoggingLevel(CEGUI::Informative);
#endif

			// set the default resource groups to be used
			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");

			// setup default group for validation schemas
			CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser();
			if (parser->isPropertyPresent("SchemaDefaultResourceGroup"))
				parser->setProperty("SchemaDefaultResourceGroup", "schemas");


			CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme");

			// 加载GUI主题并设置默认参数
			CEGUI::SchemeManager::getSingleton().create("VanillaSkin.scheme");
			CEGUI::SchemeManager::getSingleton().create("WindowsLook.scheme");
			//CEGUI::SchemeManager::getSingleton().create("TankWar.scheme");
			CEGUI::SchemeManager::getSingleton().create("OgreTray.scheme");

			

			CEGUI::System &sys = CEGUI::System::getSingleton();
			//sys.setDefaultFont("BlueHighway-10");
			sys.setDefaultTooltip("WindowsLook/Tooltip");
			sys.setDefaultMouseCursor("TaharezLook","MouseArrow");
			//setCursorType(CURSOR_NORMAL);
			showGUICursor(true);
		}
	}
コード例 #6
0
ファイル: cegui_hello.cpp プロジェクト: newaowen/tankwar
void set_CEGUI_paths() {
    //Initialises the required directories for the DefaultResourceProvider:

    CEGUI::DefaultResourceProvider & defaultResProvider = * static_cast<CEGUI::DefaultResourceProvider*> ( CEGUI::System::getSingleton().getResourceProvider()) ;

    const string CEGUIInstallSharePath = CEGUIInstallBasePath + "/share/CEGUI/" ;


    //For each resource type, sets a corresponding resource group directory:
    cout << "Using scheme directory '" << CEGUIInstallSharePath + "schemes/" << "'" << endl ;

    defaultResProvider.setResourceGroupDirectory( "schemes", CEGUIInstallSharePath + "schemes/") ;

    defaultResProvider.setResourceGroupDirectory( "imagesets", CEGUIInstallSharePath + "imagesets/") ;

    defaultResProvider.setResourceGroupDirectory( "fonts", CEGUIInstallSharePath + "fonts/") ;

    defaultResProvider.setResourceGroupDirectory( "layouts", CEGUIInstallSharePath + "layouts/") ;

    defaultResProvider.setResourceGroupDirectory( "looknfeels", CEGUIInstallSharePath + "looknfeel/") ;

    defaultResProvider.setResourceGroupDirectory( "lua_scripts", CEGUIInstallSharePath + "lua_scripts/") ;

    defaultResProvider.setResourceGroupDirectory( "schemas", CEGUIInstallSharePath + "xml_schemas/") ;

    defaultResProvider.setResourceGroupDirectory( "animations", CEGUIInstallSharePath + "animations/") ;


    //Sets 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") ;
    CEGUI::AnimationManager::setDefaultResourceGroup( "animations") ;

    //Set-up default group for validation schemas:
    CEGUI::XMLParser * parser = CEGUI::System::getSingleton().getXMLParser() ;
    if ( parser->isPropertyPresent( "SchemaDefaultResourceGroup"))
        parser->setProperty( "SchemaDefaultResourceGroup", "schemas") ;
}
コード例 #7
0
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");
}
コード例 #8
0
ファイル: engine.cpp プロジェクト: slicedpan/owens2dengine
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;
}
コード例 #9
0
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);
		}

	}

}
コード例 #10
0
ファイル: Gui.cpp プロジェクト: agudpp/CordobaZombie
Gui::Gui(OIS::Mouse * m) {
	num = 0;
	CEGUI::OgreRenderer &  myRenderer =	CEGUI::OgreRenderer::create();
	sys = CEGUI::System::getSingletonPtr();
	sys->create( myRenderer );

	myRendererPtr = & myRenderer;

	rp = static_cast<CEGUI::DefaultResourceProvider*>
		(CEGUI::System::getSingleton().getResourceProvider());

	rp->setResourceGroupDirectory("schemes", "CEGUIdatafiles/schemes/");
	rp->setResourceGroupDirectory("imagesets", "CEGUIdatafiles/imagesets/");
	rp->setResourceGroupDirectory("fonts", "CEGUIdatafiles/fonts/");
	rp->setResourceGroupDirectory("layouts", "CEGUIdatafiles/layouts/");
	rp->setResourceGroupDirectory("looknfeels", "CEGUIdatafiles/looknfeel/");
	rp->setResourceGroupDirectory("lua_scripts", "CEGUIdatafiles/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");


	CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser();
	if (parser->isPropertyPresent("SchemaDefaultResourceGroup"))
	{
		parser->setProperty("SchemaDefaultResourceGroup", "schemas");
	}

	rp->setResourceGroupDirectory("schemas", "CEGUIdatafiles/xml_schemas/");


	CEGUI::FontManager::getSingleton().create( "DejaVuSans-10.font" );
	CEGUI::System::getSingleton().setDefaultFont( "DejaVuSans-10" );


	CEGUI::ImagesetManager::getSingleton().createFromImageFile("map_preview", "menu_solo.png");
	CEGUI::SchemeManager::getSingleton().create( "menu.scheme" );
	CEGUI::System::getSingleton().setDefaultMouseCursor( "menu", "puntero" );
	CEGUI::Size s = CEGUI::Size(20,25);
	CEGUI::MouseCursor::getSingleton().setExplicitRenderSize(s);

	CEGUI::System::getSingleton().setDefaultTooltip("Menu/Tooltip" );


	CEGUI::WindowManager& wmgr = CEGUI::WindowManager::getSingleton();
	wMgrPtr = &wmgr;

	mouse = m;
	menu2 = false;
	presionado = false;

	principal  = 0;

	w = myRendererPtr->getDisplaySize().d_width;
	h = myRendererPtr->getDisplaySize().d_height;






	menuPrincipal = new MainGui(wMgrPtr, "pruebaMenu.layout", true);
}
コード例 #11
0
bool
CCEGUIDriver::LoadConfig( const CORE::CDataNode& treeroot )
{GUCEF_TRACE;

    const CORE::CDataNode* ceguiConfig = treeroot.Find( "CEGUI" );
    if ( nullptr == ceguiConfig )
    {   
        GUCEF_ERROR_LOG( CORE::LOGLEVEL_IMPORTANT, "CGUIDriver:LoadConfig: Cannot find CEGUI config and as such will not be able to initialize" );
        return false;
    }

    m_schemeToUse = ceguiConfig->GetAttributeValueOrChildValueByName( "Scheme" );
    m_defaultFont = ceguiConfig->GetAttributeValueOrChildValueByName( "DefaultFont" );
    m_defaultCursorImage = ceguiConfig->GetAttributeValueOrChildValueByName( "DefaultCursorImage" );
     
    // the default is the fallback resource group if none is passed to the adapter
    CORE::CString defaultResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "DefaultResourceGroup" );
    if ( defaultResourceGroup.IsNULLOrEmpty() )
        defaultResourceGroup = "CEGUI";
    m_vfsResourceProvider.setDefaultResourceGroup( defaultResourceGroup );

    CORE::CString imageSetsResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "ImageSetsResourceGroup" );
    CORE::CString fontsResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "FontsResourceGroup" );
    CORE::CString schemesResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "SchemesResourceGroup" );
    CORE::CString lookNFeelResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "LookNFeelsResourceGroup" );
    CORE::CString layoutsResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "LayoutsResourceGroup" );
    CORE::CString animationsResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "AnimationsResourceGroup" );
    CORE::CString scriptsResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "ScriptsResourceGroup" );
    m_schemasResourceGroup = ceguiConfig->GetAttributeValueOrChildValueByName( "SchemasResourceGroup" );

    // set the default resource groups to be used
    CEGUI::ImageManager::setImagesetDefaultResourceGroup( imageSetsResourceGroup );
    CEGUI::Font::setDefaultResourceGroup( fontsResourceGroup );
    CEGUI::Scheme::setDefaultResourceGroup( schemesResourceGroup );
    CEGUI::WidgetLookManager::setDefaultResourceGroup( lookNFeelResourceGroup );
    CEGUI::WindowManager::setDefaultResourceGroup( layoutsResourceGroup );
    CEGUI::AnimationManager::setDefaultResourceGroup( animationsResourceGroup );
    CEGUI::ScriptModule::setDefaultResourceGroup( scriptsResourceGroup );

    // setup default group for validation schemas
    CEGUI::System* ceguiSystem = CEGUI::System::getSingletonPtr();
    if ( nullptr != ceguiSystem )
    {
        CEGUI::XMLParser* parser = ceguiSystem->getXMLParser();
        if ( nullptr != parser && parser->isPropertyPresent( "SchemaDefaultResourceGroup" )  )
            parser->setProperty( "SchemaDefaultResourceGroup", m_schemasResourceGroup );
    }

    const CORE::CDataNode* ceguiVfsConfig = treeroot.Search( "CEGUI/VFSAdapter", '/', false );
    if ( nullptr != ceguiVfsConfig )
    {   
        CORE::CDataNode::TConstDataNodeSet grpNodes = ceguiVfsConfig->FindChildrenOfType( "ResourceGroup" );
        CORE::CDataNode::TConstDataNodeSet::iterator i = grpNodes.begin();
        while ( i != grpNodes.end() )
        {
            CORE::CString groupName = (*i)->GetAttributeValueOrChildValueByName( "Name" );
            CORE::CString vfsPath = (*i)->GetAttributeValueOrChildValueByName( "Path" );

            m_vfsResourceProvider.setResourceGroupDirectory( groupName, vfsPath );

            ++i;
        }
    }

    return true;
}
コード例 #12
0
bool
CGUIDriverOgre::Init( GUI::TWindowContextPtr windowContext )
{
    if ( !m_ceGuiInitialized )
    {
        try
        {
            Ogre::RenderTarget* renderTarget = nullptr;
            CORE::CString renderTargetPtrStr = windowContext->GetProperty( "Ogre::RenderTarget" );
            if ( !renderTargetPtrStr.IsNULLOrEmpty() )
            {
                renderTarget = static_cast< Ogre::RenderTarget* >( CORE::StringToPointer( renderTargetPtrStr ) );
                if ( NULL == renderTarget )
                    return false;
            }
            Ogre::SceneManager* sceneManager = nullptr;
            CORE::CString sceneManagerPtrStr = windowContext->GetProperty( "Ogre::SceneManager" );
            if ( !sceneManagerPtrStr.IsNULLOrEmpty() )
            {
                sceneManager = static_cast< Ogre::SceneManager* >( CORE::StringToPointer( sceneManagerPtrStr ) );
                if ( NULL == sceneManager )
                    return false;
            }
            
            // Auto-create a viewport here if none exists yet
            unsigned short viewportCount = renderTarget->getNumViewports();
            if ( 0 == viewportCount )
            {
                Ogre::Camera* camera = sceneManager->createCamera( "CEGUI" );
                camera->setPosition( Ogre::Vector3( 0, 0, 500 ) );
                camera->lookAt( Ogre::Vector3( 0, 0, -300 ) );
                camera->setNearClipDistance( 5 );

                // Create a viewport covering whole window
                Ogre::Viewport* viewport = renderTarget->addViewport( camera );
                viewport->setBackgroundColour( Ogre::ColourValue( 0.0f, 0.0f, 0.0f, 0.0f ) );
                viewport->setOverlaysEnabled( true );
                                                  
                // Update the camera aspect ratio to that of the viewport
                camera->setAspectRatio( Ogre::Real( viewport->getActualWidth() ) / Ogre::Real( viewport->getActualHeight() ) );                
            }

            CEGUI::Sizef displaySize( (float) windowContext->GetWidth(), (float) windowContext->GetHeight() );
            m_guiRenderer = &CEGUI::OgreRenderer::create( *renderTarget );// displaySize );//, CEGUI::OpenGLRenderer::TTT_AUTO );
            m_guiRenderer->setDefaultRootRenderTarget( *renderTarget );
            m_guiSystem = &CEGUI::System::create( *m_guiRenderer, &m_vfsResourceProvider, &m_xmlParserAdapter, m_imageCodecAdapter );

            // setup default group for validation schemas
            CEGUI::XMLParser* parser = m_guiSystem->getXMLParser();
            if ( nullptr != parser && parser->isPropertyPresent( "SchemaDefaultResourceGroup" )  )
                parser->setProperty( "SchemaDefaultResourceGroup", m_schemasResourceGroup );

            // Load the fonts
            CEGUI::FontManager::getSingleton().createAll( m_defaultFont, CEGUI::Font::getDefaultResourceGroup() );
        
            // Load the scheme
            try
            {
                CEGUI::SchemeManager::getSingleton().createFromFile( "Generic.scheme" );
            }
            catch ( CEGUI::Exception& e )
            {
                CORE::CString info = e.getMessage() + " - at - " + e.getFileName() + ":" + e.getFunctionName() + ":" + CORE::UInt32ToString( e.getLine() ).STL_String();
                GUCEF_EXCEPTION_LOG( CORE::LOGLEVEL_IMPORTANT, "Unhandled exception during CEGUI initialization: " + info );
            }
            CEGUI::SchemeManager::getSingleton().createFromFile( m_schemeToUse );
        
            // Set the defaults
            CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultFont( m_defaultFont );
            CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage( m_defaultCursorImage );
            CEGUI::Window* rootWindow = CEGUI::WindowManager::getSingleton().createWindow( "DefaultWindow", "root" );
            CEGUI::System::getSingleton().getDefaultGUIContext().setRootWindow( rootWindow );
            
            // clearing this queue actually makes sure it's created(!)
            CEGUI::System::getSingleton().getDefaultGUIContext().clearGeometry( CEGUI::RQ_OVERLAY );                                             
        
            m_ceGuiInitialized = true;
        }
        catch ( CEGUI::Exception& e )
        {
            CORE::CString info = e.getMessage() + " - at - " + e.getFileName() + ":" + e.getFunctionName() + ":" + CORE::UInt32ToString( e.getLine() ).STL_String();
            GUCEF_EXCEPTION_LOG( CORE::LOGLEVEL_IMPORTANT, "Unhandled exception during CEGUI initialization: " + info );

            m_ceGuiInitialized = false;
        }
    }
    return m_ceGuiInitialized;
}