コード例 #1
0
	void onSelect( Gwen::Controls::Base* pControl )
	{
		Gwen::Controls::ComboBox* but = (Gwen::Controls::ComboBox*) pControl;

		Gwen::String str = Gwen::Utility::UnicodeToString(	but->GetSelectedItem()->GetText());

		if (m_callback)
			(*m_callback)(m_buttonId,str.c_str(),m_userPointer);
	}
コード例 #2
0
ファイル: main.cpp プロジェクト: NateWardawg/bullet3
	void onButtonC(Gwen::Controls::Base* pControl)
	{
		Gwen::Controls::Label* label = (Gwen::Controls::Label*) pControl;
		Gwen::UnicodeString la = label->GetText();// node->GetButton()->GetName();// GetText();
		Gwen::String laa = Gwen::Utility::UnicodeToString(la);
		const char* ha = laa.c_str();


//		printf("onButtonC ! %s\n", ha);
	}
コード例 #3
0
	virtual void LoadTexture(Gwen::Texture* pTexture)
	{
		Gwen::String namestr = pTexture->name.Get();
		const char* n = namestr.c_str();
		GLint* texIdPtr = m_hashMap[n];
		if (texIdPtr)
		{
			pTexture->m_intData = *texIdPtr;
		}
	}
コード例 #4
0
ファイル: main.cpp プロジェクト: NateWardawg/bullet3
	void onButtonB(Gwen::Controls::Base* pControl)
	{
		Gwen::Controls::Label* label = (Gwen::Controls::Label*) pControl;
		Gwen::UnicodeString la = label->GetText();// node->GetButton()->GetName();// GetText();
		Gwen::String laa = Gwen::Utility::UnicodeToString(la);
		const char* ha = laa.c_str();


		selectDemo(sCurrentHightlighted);
		saveCurrentDemoEntry(sCurrentDemoIndex, startFileName);
	}
コード例 #5
0
ファイル: ColorPicker.cpp プロジェクト: dabroz/gwen-mirror
Gwen::String ColorPicker::GetColorFromName( Gwen::String name )
{
	if ( name.find("Red") != Gwen::String::npos )
		return "Red";
	if ( name.find("Green") != Gwen::String::npos )
		return "Green";
	if ( name.find("Blue") != Gwen::String::npos )
		return "Blue";
	if ( name.find("Alpha") != Gwen::String::npos )
		return "Alpha";
	else
		return "";
}
コード例 #6
0
ファイル: main.cpp プロジェクト: NateWardawg/bullet3
	void onButtonA(Gwen::Controls::Base* pControl)
	{
		const Gwen::String& name = pControl->GetName();
		Gwen::Controls::TreeNode* node = (Gwen::Controls::TreeNode*)pControl;
		Gwen::Controls::Label* l = node->GetButton();

		Gwen::UnicodeString la = node->GetButton()->GetText();// node->GetButton()->GetName();// GetText();
		Gwen::String laa = Gwen::Utility::UnicodeToString(la);
		const char* ha = laa.c_str();

		//printf("selected %s\n", ha);
		//int dep = but->IsDepressed();
		//int tog = but->GetToggleState();
//		if (m_data->m_toggleButtonCallback)
	//		(*m_data->m_toggleButtonCallback)(m_buttonId, tog);
	}
コード例 #7
0
ファイル: ColorPicker.cpp プロジェクト: MegaThorx/GWEN
gwen::String ColorPicker::GetColorFromName( gwen::String name )
{
	if ( name.find( "Red" ) != gwen::String::npos )
	{ return "Red"; }

	if ( name.find( "Green" ) != gwen::String::npos )
	{ return "Green"; }

	if ( name.find( "Blue" ) != gwen::String::npos )
	{ return "Blue"; }

	if ( name.find( "Alpha" ) != gwen::String::npos )
	{ return "Alpha"; }
	else
	{ return ""; }
}
コード例 #8
0
		Gwen::Point Base::MeasureText( Gwen::Font* pFont, const Gwen::String& text )
		{
			Gwen::Point p;
			p.x = pFont->size * Scale() * (float)text.length() * 0.4;
			p.y = pFont->size * Scale();

			return p;
		}
コード例 #9
0
ファイル: Utility.cpp プロジェクト: charliesome/battlecars
bool Gwen::Utility::Strings::To::Bool( const Gwen::String& str )
{
	if ( str.size() == 0 ) return false;
	if ( str[0] == 'T' || str[0] == 't' || str[0] == 'y' || str[0] == 'Y' ) return true;
	if ( str[0] == 'F' || str[0] == 'f' || str[0] == 'n' || str[0] == 'N' ) return false;
	if ( str[0] == '0' ) return false;
	return true;
}
コード例 #10
0
ファイル: gwen_text.cpp プロジェクト: gered/MyGameFramework
void SplitWords(const Gwen::String &s, char delim, stl::vector<Gwen::String> &elems)
{
    Gwen::String str;

    for ( unsigned int i=0; i<s.length(); i++ )
    {
        if ( s[i] == '\n' )
        {
            if ( !str.empty() ) elems.push_back( str );
            elems.push_back( "\n" );
            str.clear();
            continue;
        }

        if ( s[i] == ' ' )
        {
            str += s[i];
            elems.push_back( str );
            str.clear();
            continue;
        }

        str += s[i];
    }

    if ( !str.empty() ) elems.push_back( str );
}
コード例 #11
0
ファイル: SDL2Renderer.cpp プロジェクト: Catchouli-old/ca2d
 void SDL2Renderer::RenderText(Gwen::Font* pFont, Gwen::Point pos, const Gwen::String& text)
 {
     TTF_Font *tfont = static_cast<TTF_Font*>(pFont->data);
     Translate(pos.x, pos.y);
     
     SDL_Surface *surf = TTF_RenderUTF8_Blended(tfont, text.c_str(), m_color);
     SDL_Texture *texture = SDL_CreateTextureFromSurface(m_renderer, surf);
     SDL_FreeSurface(surf);
     
     int w, h;
     SDL_QueryTexture(texture, NULL, NULL, &w, &h);
     const SDL_Rect dest = { pos.x,pos.y, w,h };
     
     SDL_RenderCopy(m_renderer, texture, NULL, &dest);
     
     SDL_DestroyTexture(texture);
 }
コード例 #12
0
		void Base::RenderText( Gwen::Font* pFont, Gwen::Point pos, const Gwen::String& text )
		{
			float fSize = pFont->size * Scale();

			for ( float i=0; i<text.length(); i++ )
			{
				char chr = text[i];

				if ( chr == ' ' ) continue;

				Gwen::Rect r( pos.x + i * fSize * 0.4, pos.y, fSize * 0.4 -1, fSize );

				/*
					This isn't important, it's just me messing around changing the
					shape of the rect based on the letter.. just for fun.
				*/
				if ( chr == 'l' || chr == 'i' || chr == '!' || chr == 't' )
				{
					r.w = 1;
				}
				else if ( chr >= 'a' && chr <= 'z' )
				{
					r.y += fSize * 0.5f;
					r.h -= fSize * 0.4f;
				}
				else if ( chr == '.' || chr == ',' )
				{
					r.x += 2;
					r.y += r.h - 2;
					r.w = 2;
					r.h = 2;
				}
				else if ( chr == '\'' || chr == '`'  || chr == '"' )
				{
					r.x += 3;
					r.w = 2;
					r.h = 2;
				}


				if ( chr == 'o' || chr == 'O' || chr == '0' )
					DrawLinedRect( r );	
				else
					DrawFilledRect( r );
			}
		}
コード例 #13
0
ファイル: SDL2Renderer.cpp プロジェクト: Catchouli-old/ca2d
        Gwen::Point SDL2Renderer::MeasureText(Gwen::Font* pFont, const Gwen::String& text)
        {
            TTF_Font *tfont = static_cast<TTF_Font*>(pFont->data);

            // If the font doesn't exist, or the font size should be changed.
            if (!tfont || pFont->realsize != pFont->size*Scale())
            {
                FreeFont(pFont);
                LoadFont(pFont);
                tfont = static_cast<TTF_Font*>(pFont->data);
            }

            if (!tfont)
                return Gwen::Point(0, 0);

            int w,h;
            TTF_SizeUTF8(tfont, text.c_str(), &w,&h);
            
            return Point(w,h);
        }
コード例 #14
0
ファイル: Utility.cpp プロジェクト: charliesome/battlecars
void Gwen::Utility::Strings::Split( const Gwen::String& str, const Gwen::String& seperator, Strings::List& outbits, bool bLeave )
{
	int iOffset = 0;
	int iLength = str.length();
	int iSepLen = seperator.length();

	size_t i = str.find( seperator, 0 );
	while ( i != std::string::npos )
	{
		outbits.push_back( str.substr( iOffset, i-iOffset ) );
		iOffset = i + iSepLen;

		i = str.find( seperator, iOffset );
		if ( bLeave ) iOffset -= iSepLen;
	}

	outbits.push_back( str.substr( iOffset, iLength-iOffset ) );
}
コード例 #15
0
ファイル: TextBox.cpp プロジェクト: fpoussin/ChibiOS-Gwen
void TextBox::InsertText( const Gwen::String& strInsert )
{
	// TODO: Make sure fits (implement maxlength)

	if ( HasSelection() )
	{
		EraseSelection();
	}

	if ( m_iCursorPos > TextLength() ) m_iCursorPos = TextLength();

	if ( !IsTextAllowed( strInsert, m_iCursorPos )  )
		return;

	String str = GetText().Get();
	str.insert( m_iCursorPos, strInsert );
	SetText( str );

	m_iCursorPos += (int) strInsert.size();
	m_iCursorEnd = m_iCursorPos;
	m_iCursorLine = 0;

	RefreshCursorBounds();
}
コード例 #16
0
ファイル: Utility.cpp プロジェクト: charliesome/battlecars
float Gwen::Utility::Strings::To::Float( const Gwen::String& str )
{
	if ( str == "" ) return 0.0f;
	return (float)atof( str.c_str() );
}
コード例 #17
0
ファイル: Utility.cpp プロジェクト: charliesome/battlecars
int Gwen::Utility::Strings::To::Int( const Gwen::String& str )
{
	if ( str == "" ) return 0;
	return atoi( str.c_str() );
}
コード例 #18
0
ファイル: gwen_text.cpp プロジェクト: gered/MyGameFramework
void Text::RefreshSizeWrap()
{
    RemoveAllChildren();
    m_Lines.clear();

    stl::vector<Gwen::String> words;
    SplitWords( GetText().Get(), ' ', words );

    // Adding a bullshit word to the end simplifies the code below
    // which is anything but simple.
    words.push_back( "" );

    if ( !GetFont() )
    {
        Debug::AssertCheck( 0, "Text::RefreshSize() - No Font!!\n" );
        return;
    }

    Point pFontSize = GetSkin()->GetRender()->MeasureText( GetFont(), " " );

    int w = GetParent()->Width();
    int x = 0, y = 0;

    Gwen::String strLine;

    stl::vector<Gwen::String>::iterator it = words.begin();
    for (; it != words.end(); ++it )
    {
        bool bFinishLine = false;
        //bool bWrapped = false;

        // If this word is a newline - make a newline (we still add it to the text)
        if ( (*it).c_str()[0] == '\n' ) bFinishLine = true;

        // Does adding this word drive us over the width?
        {
            strLine += (*it);
            Gwen::Point p = GetSkin()->GetRender()->MeasureText( GetFont(), strLine );
            if ( p.x > Width() ) {
                bFinishLine = true; /*bWrapped = true;*/
            }
        }

        // If this is the last word then finish the line
        // if ( --words.end() == it )
        // NOTE: replaced above commented out 'if' statement with this to appease
        //       the GCC compiler that comes with Marmalade SDK 6.0
        stl::vector<Gwen::String>::iterator temp = words.end() - 1;
        if ( temp == it )
        {
            bFinishLine = true;
        }

        if ( bFinishLine )
        {
            Text* t = new Text( this );
            t->SetFont( GetFont() );
            t->SetString( strLine.substr( 0, strLine.length() - (*it).length() ) );
            t->RefreshSize();
            t->SetPos( x, y );
            m_Lines.push_back( t );

            // newline should start with the word that was too big
            strLine = *it;

            // Position the newline
            y += pFontSize.y;
            x = 0;

            //if ( strLine[0] == ' ' ) x -= pFontSize.x;
        }

    }

    // Size to children height and parent width
    {
        Point childsize = ChildrenSize();
        SetSize( w, childsize.y );
    }

    InvalidateParent();
    Invalidate();
}