コード例 #1
0
ファイル: GuiScreen.cpp プロジェクト: Snaar/pioneer
void Screen::ShowBadError(const char *msg)
{
	fprintf(stderr, "%s", msg);
	baseContainer->HideChildren();
	
	Gui::Fixed *f = new Gui::Fixed(6*GetWidth()/8, 6*GetHeight()/8);
	Gui::Screen::AddBaseWidget(f, GetWidth()/8, GetHeight()/8);
	f->SetTransparency(false);
	f->SetBgColor(0.4,0,0,1.0);
	f->Add(new Gui::Label(msg), 10, 10);

	Gui::Button *okButton = new Gui::LabelButton(new Gui::Label("Ok"));
	okButton->SetShortcut(SDLK_RETURN, KMOD_NONE);
	f->Add(okButton, 10, 6*GetHeight()/8 - 32);
	f->ShowAll();
	f->Show();

	do {
		Gui::MainLoopIteration();
		SDL_Delay(10);
	} while (!okButton->IsPressed());

	Gui::Screen::RemoveBaseWidget(f);
	delete f;
	baseContainer->ShowAll();
}
コード例 #2
0
ファイル: GuiScreen.cpp プロジェクト: skapusniak/pioneer
void Screen::ShowBadError(const char *msg)
{
    // to make things simple for ourselves, we want to hide all the existing widgets
    // however, if we do it through baseContainer->HideChildren() then we lose track of
    // which widgets should be shown again when the red-screen is cleared.
    // So to avoid this problem we don't hide anything, we just temporarily swap to
    // a different base container which is just used for this red-screen

    Gui::Fixed *oldBaseContainer = Screen::baseContainer;
    Screen::baseContainer = new Gui::Fixed();
    Screen::baseContainer->SetSize(float(Screen::width), float(Screen::height));
    Screen::baseContainer->Show();

    Gui::Fixed *f = new Gui::Fixed(6*GetWidth()/8.0f, 6*GetHeight()/8.0f);
    Gui::Screen::AddBaseWidget(f, GetWidth()/8, GetHeight()/8);
    f->SetTransparency(false);
    f->SetBgColor(0.4f,0,0,1.0f);
    f->Add(new Gui::Label(msg, TextLayout::ColourMarkupNone), 10, 10);

    Gui::Button *okButton = new Gui::LabelButton(new Gui::Label("Ok"));
    okButton->SetShortcut(SDLK_RETURN, KMOD_NONE);
    f->Add(okButton, 10.0f, 6*GetHeight()/8.0f - 32);
    f->ShowAll();
    f->Show();

    do {
        Gui::MainLoopIteration();
        SDL_Delay(10);
    } while (!okButton->IsPressed());

    delete f; // Gui::Fixed does a horrible thing and calls Gui::Screen::RemoveBaseWidget(this) in its destructor
    delete Screen::baseContainer;
    Screen::baseContainer = oldBaseContainer;
}
コード例 #3
0
void UseEquipWidget::UpdateEquip()
{
	DeleteAllChildren();
	int numSlots = Pi::player->m_equipment.GetSlotSize(Equip::SLOT_MISSILE);

	if (numSlots) {
		float spacing = 380.0f / numSlots;

		for (int i = 0; i < numSlots; ++i) {
			const Equip::Type t = Pi::player->m_equipment.Get(Equip::SLOT_MISSILE, i);
			if (t == Equip::NONE) continue;

			Gui::Button *b;
			switch (t) {
				case Equip::MISSILE_UNGUIDED:
					b = new Gui::ImageButton(PIONEER_DATA_DIR "/icons/missile_unguided.png");
					break;
				case Equip::MISSILE_GUIDED:
					b = new Gui::ImageButton(PIONEER_DATA_DIR "/icons/missile_guided.png");
					break;
				case Equip::MISSILE_SMART:
					b = new Gui::ImageButton(PIONEER_DATA_DIR "/icons/missile_smart.png");
					break;
				default:
				case Equip::MISSILE_NAVAL:
					b = new Gui::ImageButton(PIONEER_DATA_DIR "/icons/missile_naval.png");
					break;
			}
			Add(b, spacing * i, 40);
			b->onClick.connect(sigc::bind(sigc::mem_fun(this, &UseEquipWidget::FireMissile), i));
			b->SetToolTip(Equip::types[t].name);
		}
	}

	{
		const Equip::Type t = Pi::player->m_equipment.Get(Equip::SLOT_ECM);
		if (t != Equip::NONE) {
			Gui::Button *b = 0;
			if (t == Equip::ECM_BASIC) b = new Gui::ImageButton(PIONEER_DATA_DIR "/icons/ecm_basic.png");
			else if (t == Equip::ECM_ADVANCED) b = new Gui::ImageButton(PIONEER_DATA_DIR "/icons/ecm_advanced.png");
			assert(b);

			b->onClick.connect(sigc::mem_fun(Pi::player, &Ship::UseECM));

			Add(b, 32, 0);
		}
	}
		
}
コード例 #4
0
ファイル: LuaModelViewer.cpp プロジェクト: Sunsetjoy/pioneer
	Viewer(): Gui::Fixed(float(g_width), float(g_height)) {
		m_model = 0;
		m_cmesh = 0;
		m_geom = 0;
		m_space = new CollisionSpace();
		m_showBoundingRadius = false;
		Gui::Screen::AddBaseWidget(this, 0, 0);
		SetTransparency(true);

		m_trisReadout = new Gui::Label("");
		Add(m_trisReadout, 500, 0);
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_c, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnClickChangeView));
			Add(b, 10, 10);
			Add(new Gui::Label("[c] Change view (normal, collision mesh"), 30, 10);
		} 
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_r, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnResetAdjustments));
			Add(b, 10, 30);
			Add(new Gui::Label("[r] Reset thruster and anim sliders"), 30, 30);
		} 
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_m, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnClickRebuildCollMesh));
			Add(b, 10, 50);
			Add(new Gui::Label("[m] Rebuild collision mesh"), 30, 50);
		} 
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_p, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnClickToggleBenchmark));
			Add(b, 10, 70);
			Add(new Gui::Label("[p] Toggle performance test (renders models 1000 times per frame)"), 30, 70);
		}
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_b, KMOD_LSHIFT);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnToggleBoundingRadius));
			Add(b, 10, 90);
			Add(new Gui::Label("[shift-b] Visualize bounding radius"), 30, 90);
		}
#if 0
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_g, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnToggleGearState));
			Add(b, 10, 30);
			Add(new Gui::Label("[g] Toggle gear state"), 30, 30);
		}
#endif /* 0 */	
		{
			Add(new Gui::Label("Linear thrust"), 0, Gui::Screen::GetHeight()-140.0f);
			for (int i=0; i<3; i++) {
				m_linthrust[i] = new Gui::Adjustment();
				m_linthrust[i]->SetValue(0.5);
				Gui::VScrollBar *v = new Gui::VScrollBar();
				v->SetAdjustment(m_linthrust[i]);
				Add(v, float(i*25), Gui::Screen::GetHeight()-120.0f);
			}
			
			Add(new Gui::Label("Angular thrust"), 100, Gui::Screen::GetHeight()-140.0f);
			for (int i=0; i<3; i++) {
				m_angthrust[i] = new Gui::Adjustment();
				m_angthrust[i]->SetValue(0.5);
				Gui::VScrollBar *v = new Gui::VScrollBar();
				v->SetAdjustment(m_angthrust[i]);
				Add(v, float(100 + i*25), Gui::Screen::GetHeight()-120.0f);
			}
			
			Add(new Gui::Label("Animations (0 gear, 1-4 are time - ignore them comrade)"),
					200, Gui::Screen::GetHeight()-140.0f);
			for (int i=0; i<LMR_ARG_MAX; i++) {
				Gui::Fixed *box = new Gui::Fixed(32.0f, 120.0f);
				Add(box, float(200 + i*25), Gui::Screen::GetHeight()-120.0f);

				m_anim[i] = new Gui::Adjustment();
				m_anim[i]->SetValue(0);
				Gui::VScrollBar *v = new Gui::VScrollBar();
				v->SetAdjustment(m_anim[i]);
				box->Add(v, 0, 42.0f);
				char buf[32];
				snprintf(buf, sizeof(buf), "%d", i);
				box->Add(new Gui::Label(buf), 0, 0);

				m_animEntry[i] = new Gui::TextEntry();
				box->Add(m_animEntry[i], 0, 16.0f);
				m_anim[i]->onValueChanged.connect(sigc::bind(sigc::mem_fun(this, &Viewer::OnAnimChange), m_anim[i], m_animEntry[i]));
				OnAnimChange(m_anim[i], m_animEntry[i]);
			}
		}

		ShowAll();
		Show();
	}
コード例 #5
0
ファイル: Menu.cpp プロジェクト: martin-macak/duel6r
	void Menu::initialize()
	{
		appService.getConsole().printLine("\n===Menu initialization===");
		menuBannerTexture = appService.getTextureManager().load(D6_TEXTURE_MENU_PATH, TextureFilter::LINEAR, true);
		appService.getConsole().printLine("...Starting GUI library");
		gui.screenSize(video.getScreen().getClientWidth(), video.getScreen().getClientHeight(),
			(video.getScreen().getClientWidth() - 800) / 2, (video.getScreen().getClientHeight() - 600) / 2);

		listbox[0] = new Gui::ListBox(gui, true);
		listbox[0]->setPosition(10, 199, 94, 12, 16);

		listbox[ALL_PLAYER_LIST] = new Gui::ListBox(gui, true);
		listbox[ALL_PLAYER_LIST]->setPosition(10, 470, 20, 13, 18);
		listbox[ALL_PLAYER_LIST]->onDoubleClick([this](Gui::ListBox& listBox, Int32 index, const std::string& item) {
			addPlayer(index);
		});

		listbox[CUR_PLAYERS_LIST] = new Gui::ListBox(gui, false);
		listbox[CUR_PLAYERS_LIST]->setPosition(200, 470, 20, D6_MAX_PLAYERS, 18);
		listbox[CUR_PLAYERS_LIST]->onDoubleClick([this](Gui::ListBox& listBox, Int32 index, const std::string& item) {
			removePlayer(index);
		});

		listbox[3] = new Gui::ListBox(gui, true);
		listbox[3]->setPosition(654, 410, 13, 6, 16);

		listbox[4] = new Gui::ListBox(gui, true);
		listbox[4]->setPosition(520, 363, 13, 3, 16);

		listbox[5] = new Gui::ListBox(gui, false);
		listbox[5]->setPosition(654, 470, 15, 2, 16);
		listbox[5]->addItem("Fullscreen");
		listbox[5]->addItem("Split screen");

		listbox[6] = new Gui::ListBox(gui, true);
		listbox[6]->setPosition(520, 470, 13, 5, 16);

		loadPersonProfiles(D6_FILE_PROFILES);
		loadPersonData(D6_FILE_PHIST);

		button[0] = new Gui::Button(gui);
		button[0]->setPosition(200, 282, 80, 25);
		button[0]->setCaption(">>");
		button[0]->onClick([this](Gui::Button&) {
			addPlayer(listbox[ALL_PLAYER_LIST]->selectedIndex());
		});

		button[1] = new Gui::Button(gui);
		button[1]->setPosition(200, 253, 80, 25);
		button[1]->setCaption("<<");
		button[1]->onClick([this](Gui::Button&) {
			removePlayer(listbox[CUR_PLAYERS_LIST]->selectedIndex());
		});

		button[2] = new Gui::Button(gui);
		button[2]->setPosition(284, 282, 80, 25);
		button[2]->setCaption("Remove");
		button[2]->onClick([this](Gui::Button&) {
			deletePerson();
			rebuildTable();
		});

		button[3] = new Gui::Button(gui);
		button[3]->setPosition(284, 253, 80, 25);
		button[3]->setCaption("Add");
		button[3]->onClick([this](Gui::Button&) {
			addPerson();
		});

		button[6] = new Gui::Button(gui);
		button[6]->setPosition(370, 282, 125, 25);
		button[6]->setCaption("Clear (F3)");
		button[6]->onClick([this](Gui::Button&) {
			if (deleteQuestion())
			{
				cleanPersonData();
			}
		});

		button[4] = new Gui::Button(gui);
		button[4]->setPosition(520, 299, 125, 73);
		button[4]->setCaption("Play (F1)");
		button[4]->onClick([this](Gui::Button&) {
			play();
		});

		button[5] = new Gui::Button(gui);
		button[5]->setPosition(654, 299, 125, 73);
		button[5]->setCaption("Quit (ESC)");
		button[5]->onClick([this](Gui::Button&) {
			close();
		});

		label[0] = new Gui::Label(gui);
		label[0]->setPosition(10, 219, 772, 18);
		label[0]->setCaption("    Name   | Games | Wins | Shots | Accuracy | Kills | Penalties | Points | Alive | Time");

		label[1] = new Gui::Label(gui);
		label[1]->setPosition(520, 383, 125, 18);
		label[1]->setCaption("Background");

		label[2] = new Gui::Label(gui);
		label[2]->setPosition(654, 429, 125, 18);
		label[2]->setCaption("Level");

		label[3] = new Gui::Label(gui);
		label[3]->setPosition(654, 489, 125, 18);
		label[3]->setCaption("Screen mode");

		label[4] = new Gui::Label(gui);
		label[4]->setPosition(520, 489, 125, 18);
		label[4]->setCaption("Zoom");

		label[5] = new Gui::Label(gui);
		label[5]->setPosition(10, 489, 181, 18);
		label[5]->setCaption("Persons");

		label[6] = new Gui::Label(gui);
		label[6]->setPosition(200, 489, 165, 18);
		label[6]->setCaption("Players");

		label[7] = new Gui::Label(gui);
		label[7]->setPosition(370, 489, 120, 18);
		label[7]->setCaption("Controller");

		textbox = new Gui::Textbox(gui);
		textbox->setPosition(370, 252, 14, 10, D6_ALL_CHR);

		// Switchbox - volba ovladani
		for (Size i = 0; i < D6_MAX_PLAYERS; i++)
		{
			controlSwitch[i] = new Gui::Spinner(gui);
			controlSwitch[i]->setPosition(370, 468 - i * 18, 120, 0);

			// TODO: Might be deleted in future if the use case is fully covered with detect-all functionality
			Gui::Button* button = new Gui::Button(gui);
			button->setCaption("D");
			button->setPosition(494, 466 - i * 18, 17, 17);
			button->onClick([this,i](Gui::Button&) {
				detectControls(i);
			});
		}

		// Button to detect all user's controllers in a batch
		Gui::Button* button = new Gui::Button(gui);
		button->setCaption("D");
		button->setPosition(490, 487, 24, 17);
		button->onClick([this](Gui::Button&){
			Size curPlayersCount = listbox[CUR_PLAYERS_LIST]->size();
			for (Size j = 0; j < curPlayersCount; j++)
			{
				detectControls(j);
			}
		});

		initializeGameModes();
		gameModeSwitch = new Gui::Spinner(gui);
		for(auto& gameMode : gameModes)
		{
			gameModeSwitch->addItem(gameMode->getName());
		}
		gameModeSwitch->setPosition(10, 0, 330, 20);

		joyRescan();

		backgroundCount = File::countFiles(D6_TEXTURE_BCG_PATH, D6_TEXTURE_EXTENSION);
		levelList.initialize(D6_FILE_LEVEL, D6_LEVEL_EXTENSION);

		listbox[3]->addItem("Random");
		for (Size i = 0; i < levelList.getLength(); i++)
		{
			listbox[3]->addItem(levelList.getFileName(i).substr(0, levelList.getFileName(i).rfind(".")));
		}

		listbox[4]->addItem("Random");
		for (Size i = 0; i < backgroundCount; i++)
		{
			listbox[4]->addItem(std::to_string(i + 1));
		}

		for (Int32 i = 5; i < 21; i++)
		{
			listbox[6]->addItem(std::to_string(i));
		}
		listbox[6]->selectItem(8).scrollToView(8);

		menuTrack = sound.loadModule("sound/undead.xm");
	}
コード例 #6
0
ファイル: SSHowTo.cpp プロジェクト: Robograde/Robograde
void SSHowTo::Startup()
{
	g_GUI.BringWindowToFront( "DebugWindow" );

	glm::ivec2 windowSize = g_GUI.GetWindowSize( "RootWindow" );
	g_GUI.AddWindow( m_WindowName, GUI::Rectangle( 0, 0, windowSize.x, windowSize.y ), "RootWindow" );
	//g_GUI.OpenWindow( m_WindowName );

	g_GUI.AddSprite( "", GUI::SpriteDefinition( "", 0, 0, windowSize.x, windowSize.y, glm::vec4( 0.05f, 0.05f, 0.1f, 1.0f ) ), m_WindowName );

	LoadTextures();

	m_Image = g_GUI.AddSprite( "", GUI::SpriteDefinition( "", ( windowSize.x / 2 ) - (m_BackgroundSize.x / 2), ( windowSize.y / 2 ) - (m_BackgroundSize.y / 2), 
		m_BackgroundSize.x, m_BackgroundSize.y ), m_WindowName );
	
	if( m_Textures.size() > 0 )
		m_Image->GetSpriteDefinitionRef().TextureHandle = m_Textures[0]->GetHandle();

	g_GUI.UseFont( FONT_ID_LEKTON_20 );
	GUI::Button* back = g_GUI.AddButton( "", GUI::Rectangle( 5, windowSize.y - 64 - 5, 256, 64 ), m_WindowName );
	
	m_ButtonPrevious = g_GUI.AddButton( "", GUI::Rectangle( (windowSize.x / 2) - 256, windowSize.y - 64 - 5, 256, 64 ), m_WindowName );
	m_ButtonNext = g_GUI.AddButton( "", GUI::Rectangle( (windowSize.x / 2) , windowSize.y - 64 - 5, 256, 64 ), m_WindowName );

	back->SetClickScript( "GE_BackFromHowTo()" );
	m_ButtonPrevious->SetClickScript( "GE_PreviousImage()" );
	m_ButtonNext->SetClickScript( "GE_NextImage()" );

	back->SetText( "Back");
	m_ButtonPrevious->SetText( "Previous");
	m_ButtonNext->SetText( "Next");

	back->SetBackgroundImage( "Button.png" );
	m_ButtonPrevious->SetBackgroundImage( "Button.png" );
	m_ButtonNext->SetBackgroundImage( "Button.png" );

	
	//Script functions that are to be called by buttons
	g_Script.Register( "GE_BackFromHowTo", [this] ( IScriptEngine* ) -> int 
	{
		//g_GameModeSelector.SwitchToGameMode( GameModeType::MainMenu );
		g_Script.Perform( "CloseWindow('HowTo'); OpenWindow('MainMenu')" );

		return 0; 
	} );
	g_Script.Register( "GE_PreviousImage", [this] ( IScriptEngine* ) -> int 
	{ 
		m_HowToIndex--;
		if( m_HowToIndex < 0 )
			m_HowToIndex = 0;
		return 0; 
	
	} );

	g_Script.Register( "GE_NextImage", [this] ( IScriptEngine* ) -> int 
	{ 
		m_HowToIndex++;
		if( m_HowToIndex >= m_Textures.size() )
			m_HowToIndex = static_cast<int>( m_Textures.size() ) - 1;
		return 0; 
	
	} );
	
	
}
コード例 #7
0
ファイル: SSMainMenu.cpp プロジェクト: Robograde/Robograde
void SSMainMenu::Startup()
{
	g_GUI.BringWindowToFront( "DebugWindow" );

	glm::ivec2 windowSize = g_GUI.GetWindowSize( "RootWindow" );
	g_GUI.AddWindow( "MainMenu", GUI::Rectangle( 0, 0, windowSize.x, windowSize.y ), "RootWindow" );
	g_GUI.OpenWindow( "MainMenu" );

	//g_GUI.AddSprite( "", GUI::SpriteDefinition( "", 0, 0, windowSize.x, windowSize.y, glm::vec4( 0.05f, 0.05f, 0.17f, 1.0f ) ), "MainMenu" );
	g_GUI.AddSprite( "", GUI::SpriteDefinition( "", 0, 0, windowSize.x, windowSize.y, glm::vec4( 0.05f, 0.05f, 0.1f, 1.0f ) ), "MainMenu" );

	int btnWidth = 256;
	int btnHeight = 64;
	int btnSpacing = btnHeight + 10;
	int numButtons = 6;
	
	int x = m_LeftOffset; //( windowSize.x / 2 ) - ( btnWidth / 2 );
	int y = ( windowSize.y / 2 ) - ( ( btnSpacing * numButtons ) - 10 ) / 2;

	g_GUI.AddSprite( "", GUI::SpriteDefinition( "Menu_bg.png", x + btnWidth + m_LeftOffset, ( windowSize.y / 2) - ( m_BackgroundSize.y / 2 ), m_BackgroundSize.x, m_BackgroundSize.y, glm::vec4( 1.0f ) ), "MainMenu" );
	g_GUI.AddSprite( "", GUI::SpriteDefinition( "Menu_logo.png", 0, y - m_LogoSize.y, m_LogoSize.x, m_LogoSize.y, glm::vec4( 1.0f ) ), "MainMenu" );
	
	g_GUI.UseFont( FONT_ID_LEKTON_20 );
	auto setButtonDesign = [] ( GUI::Button* btn )
	{
		btn->SetBackgroundImage( "Button.png" );
		btn->SetColour( glm::vec4( 1.0f ) ); 
		btn->SetHighLightColour( glm::vec4( 0.8f, 1.0f, 1.0f, 1.0f ) );
		btn->GetBackgroundRef().BorderSize = 0;
	};

	auto addMenuButton =[x, y, btnWidth, btnHeight, btnSpacing, setButtonDesign] ( const rString& text, const rString& script ) mutable -> GUI::Button*
	{
		GUI::Button* btn = g_GUI.AddButton( text, GUI::Rectangle( x, y, btnWidth, btnHeight ), "MainMenu" );
		btn->SetClickScript( script );
		btn->SetText( text );
		btn->DisableClickEffect();
		setButtonDesign( btn );
		y += btnSpacing;

		return btn;
	};

	//Add the menu buttons here
	m_SinglePlayerButton	= addMenuButton( "Singleplayer", "SwitchGameMode( 'singleplayerlobby' )" );
	m_MultiPlayerButton		= addMenuButton( "Multiplayer", "SwitchGameMode( 'netlob' )" );
	m_ReplayButton			= addMenuButton( "Replay", "OpenWindow('ReplaySelectWindow'); CloseWindow( 'MainMenu' )" );
	m_OptionsButton			= addMenuButton( "How to play", "OpenWindow('HowTo'); CloseWindow( 'MainMenu' )" );
	m_OptionsButton			= addMenuButton( "Options", "OpenWindow('Options'); CloseWindow( 'MainMenu' )" );
	m_ExitButton			= addMenuButton( "Exit", "GE_Exit()" );
	
	//Script functions that are to be called by buttons
	g_Script.Register( "GE_Exit", [] ( IScriptEngine* ) -> int { SDL_Event event; event.type = SDL_QUIT; SDL_PushEvent( &event ); return 0; } );
	
	//Debug stuff
	//g_Script.Perform( "OpenWindow('Options'); CloseWindow( 'MainMenu' )" );

	if ( !g_SSReplaySelectMenu.HasReplays() )
		m_ReplayButton->SetEnabled( false );

	if(g_SSMusicManager.LoadSceneMusic("../../../asset/audio/script/MainMenu.lua"))
		g_SSMusicManager.Activate();
}