コード例 #1
0
ファイル: Desktop.cpp プロジェクト: DrJonki/I-want-it-back
void DesktopExample::Run() {
	sf::RenderWindow render_window( sf::VideoMode( SCREEN_WIDTH, SCREEN_HEIGHT ), "SFGUI Desktop Example" );
	sf::Event event;

	// We have to do this because we don't use SFML to draw.
	render_window.resetGLStates();

	//// Main window ////
	// Widgets.
	m_window->SetTitle( "SFGUI Desktop Example" );

	sfg::Label::Ptr intro_label( sfg::Label::Create( "Click on \"Create window\" to create any number of new windows." ) );
	sfg::Button::Ptr create_window_button( sfg::Button::Create( "Create window" ) );
	create_window_button->SetId( "create_window" );

	// Layout.
	sfg::Box::Ptr main_box( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );
	main_box->Pack( intro_label, false );
	main_box->Pack( create_window_button, false );

	m_window->Add( main_box );
	m_desktop.Add( m_window );

	// Signals.
	create_window_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &DesktopExample::OnCreateWindowClick, this );

	// Init.
	m_desktop.SetProperty( "Button#create_window", "FontSize", 18.f );

	while( render_window.isOpen() ) {
		while( render_window.pollEvent( event ) ) {
			if(
				(event.type == sf::Event::Closed) ||
				(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
			) {
				render_window.close();
			}
			else if( event.type == sf::Event::Resized ) {
				m_desktop.UpdateViewRect(
					sf::FloatRect(
						0,
						0,
						static_cast<float>( render_window.getSize().x ),
						static_cast<float>( render_window.getSize().y )
					)
				);
			}
			else {
				m_desktop.HandleEvent( event );
			}
		}

		m_desktop.Update( 0.f );
		render_window.clear();
		m_sfgui.Display( render_window );
		render_window.display();
	}
}
コード例 #2
0
ファイル: Buttons.cpp プロジェクト: DrJonki/I-want-it-back
void ButtonsExample::ButtonCheck() {
	// When the CheckButton is active hide the window's background.
	if( m_check_button->IsActive() ) {
		m_window->SetStyle( m_window->GetStyle() & ~sfg::Window::BACKGROUND );
	}
	else {
		m_window->SetStyle( m_window->GetStyle() | sfg::Window::BACKGROUND );
	}
}
コード例 #3
0
ファイル: Buttons.cpp プロジェクト: DrJonki/I-want-it-back
void ButtonsExample::ButtonToggle() {
	// When the ToggleButton is active hide the window's titlebar.
	if( m_toggle_button->IsActive() ) {
		m_window->SetStyle( m_window->GetStyle() & ~sfg::Window::TITLEBAR );
	}
	else {
		m_window->SetStyle( m_window->GetStyle() | sfg::Window::TITLEBAR );
	}
}
コード例 #4
0
ファイル: Buttons.cpp プロジェクト: DrJonki/I-want-it-back
void ButtonsExample::ButtonSelect() {
	// Depending on which RadioButton is active
	// we set the window title accordingly.
	if( m_radio_button1->IsActive() ) {
		m_window->SetTitle( "First button selected" );
	}
	else if( m_radio_button2->IsActive() ) {
		m_window->SetTitle( "Second button selected" );
	}
	else if( m_radio_button3->IsActive() ) {
		m_window->SetTitle( "Third button selected" );
	}
}
コード例 #5
0
		void refreshPropertiesWindow()
		{
			clearPropertiesWindow();

			propertiesBox = sfg::Box::Create(sfg::Box::Orientation::VERTICAL, 2.0f);
			windowProperties->Add(propertiesBox);
			//windowProperties->SetRequisition(sf::Vector2f(150.0f,400.0f));

			for (unsigned int i = 0; i < properties.size(); i++)
			{

				sfg::Label::Ptr label	= sfg::Label::Create();
				sfg::Entry::Ptr textbox = sfg::Entry::Create();
				sfg::Box::Ptr	box		= sfg::Box::Create(sfg::Box::Orientation::HORIZONTAL, 5.0f);

				box->SetRequisition(sf::Vector2f(300.0f, 28.0f));
				textbox->SetRequisition(sf::Vector2f(200.0f,25.0f));
				label->SetRequisition(sf::Vector2f(100.0f, 25.0f));

				label->SetText(properties.at(i).Name);
				textbox->SetText(properties.at(i).Value);

				windowPropertiesBox.push_back(box);
				windowPropertiesLabel.push_back(label);
				windowPropertiesTextbox.push_back(textbox);

				box->Pack(label,false,false);
				box->Pack(textbox,false,false);

				propertiesBox->Pack(box,false,false);

			}

		}
コード例 #6
0
		void clearPropertiesWindow()
		{
			windowProperties->RemoveAll();
			windowPropertiesLabel.clear();
			windowPropertiesTextbox.clear();
			windowPropertiesBox.clear();
		}
コード例 #7
0
ファイル: Signals.cpp プロジェクト: tobiasthanos/SFML-testing
void BazClass::Baz() {
	// This is where the object picks how it is going to behave
	// based on it's type.
	switch( m_type ) {
		case 1:
			window->SetTitle( "Baz1" );
			break;
		case 2:
			window->SetTitle( "Baz2" );
			break;
		case 3:
			window->SetTitle( "Baz3" );
			break;
		default:
			break;
	}
}
コード例 #8
0
		void setProperties(const vector<Property>& list)
		{
			properties = list;

			// Find a name
			for (unsigned int i = 0; i < properties.size(); i++)
			{
				if (properties.at(i).Name == "name")
				{
					windowProperties->SetTitle("Properties for '" + properties.at(i).Value + "'");
					break;
				}
			}

			refreshPropertiesWindow();

		}
コード例 #9
0
		void refreshToolsWindow()
		{
			clearToolsWindow();

			toolsBox = sfg::Box::Create(sfg::Box::Orientation::VERTICAL, 5.0f);

			for (unsigned int i = 0; i < tools.size(); i++)
			{
				Tool tool = tools.at(i);
				bool loaded = false;
				if (!tool.Loaded)
				{
					if (tool.load())
					{
						loaded = true;
					}
				}
				else
				{
					loaded = true;
				}
				sfg::ToggleButton::Ptr button = sfg::ToggleButton::Create();
				
				button->SetLabel("");

				if (loaded)
				{
					button->SetImage(tool.Image);
				}
				else
				{
					button->SetLabel(tool.Name);
				}

				button->GetSignal(sfg::ToggleButton::OnLeftClick).Connect(std::bind(&InterfaceWorldEditor::onButtonTool, this));
				if (i == 0)
				{
					button->SetActive(true);
				}
				toolButtons.push_back(button);
				toolsBox->Pack(button,false,false);
			}
			windowTool->Add(toolsBox);

		}
コード例 #10
0
ファイル: Test.cpp プロジェクト: spacechase0/SFGUI
void SampleApp::OnToggleTitlebarClick() {
	m_wndmain->SetStyle( m_wndmain->GetStyle() ^ sfg::Window::TITLEBAR );
}
コード例 #11
0
ファイル: Signals.cpp プロジェクト: tobiasthanos/SFML-testing
// The definition of the second possibility
void Application::Bar() {
	window->SetTitle( "Bar" );
}
コード例 #12
0
ファイル: Signals.cpp プロジェクト: tobiasthanos/SFML-testing
// This is the first possibility you have of connecting a signal handler.
// You just pass it the address of a normal function:
// button->OnLeftClick.Connect( &Foo );
void Foo() {
	window->SetTitle( "Foo" );
}
コード例 #13
0
ファイル: Buttons.cpp プロジェクト: DrJonki/I-want-it-back
void ButtonsExample::Run() {
	// Create the main SFML window
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Buttons Example", sf::Style::Titlebar | sf::Style::Close );

	// We have to do this because we don't use SFML to draw.
	app_window.resetGLStates();

	// Create our main SFGUI window
	m_window = sfg::Window::Create();
	m_window->SetTitle( "Title" );

	// Create a Box to contain all our fun buttons ;)
	sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::VERTICAL, 5.f );

	// Create the Button itself.
	m_button = sfg::Button::Create( "Click me" );

	// Add the Button to the Box
	box->Pack( m_button );

	// So that our Button has a meaningful purpose
	// (besides just looking awesome :P) we need to tell it to connect
	// to a callback of our choosing to notify us when it is clicked.
	m_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &ButtonsExample::ButtonClick, this );

	// If attempting to connect to a class method you need to provide
	// a pointer to it as the second parameter after the function address.
	// Refer to the Signals example for more information.

	// Create the ToggleButton itself.
	m_toggle_button = sfg::ToggleButton::Create( "Toggle me" );

	// Connect the OnToggle signal to our handler.
	m_toggle_button->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonToggle, this );

	// Add the ToggleButton to the Box
	box->Pack( m_toggle_button );

	// Create the CheckButton itself.
	m_check_button = sfg::CheckButton::Create( "Check me" );

	// Since a CheckButton is also a ToggleButton we can use
	// ToggleButton signals to handle events for CheckButtons.
	m_check_button->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonCheck, this );

	// Add the CheckButton to the Box
	box->Pack( m_check_button );

	// Just to keep things tidy ;)
	box->Pack( sfg::Separator::Create() );

	// Create our RadioButtons.
	// RadioButtons each have a group they belong to. If not specified,
	// a new group is created by default for each RadioButton. You can
	// then use RadioButton::SetGroup() to set the group of a RadioButton
	// after you create them. If you already know which buttons will belong
	// to the same group you can just pass the group of the first button
	// to the following buttons when you construct them as we have done here.
	m_radio_button1 = sfg::RadioButton::Create( "Either this" );
	m_radio_button2 = sfg::RadioButton::Create( "Or this", m_radio_button1->GetGroup() );
	m_radio_button3 = sfg::RadioButton::Create( "Or maybe even this", m_radio_button1->GetGroup() );

	// Set the third RadioButton to be the active one.
	// By default none of the RadioButtons are active at start.
	m_radio_button3->SetActive( true );

	// Here we use the same handler for all three RadioButtons.
	// RadioButtons are CheckButtons and therefore also ToggleButtons,
	// hence we can use ToggleButton signals with RadioButtons as well.
	m_radio_button1->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonSelect, this );
	m_radio_button2->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonSelect, this );
	m_radio_button3->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonSelect, this );

	// Add the RadioButtons to the Box
	box->Pack( m_radio_button1 );
	box->Pack( m_radio_button2 );
	box->Pack( m_radio_button3 );

	// Finally add the Box to the window.
	m_window->Add( box );

	// Start the game loop
	while ( app_window.isOpen() ) {
		// Process events
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			// Handle events
			m_window->HandleEvent( event );

			// Close window : exit
			if ( event.type == sf::Event::Closed ) {
				app_window.close();
			}
		}

		// Update the GUI, note that you shouldn't normally
		// pass 0 seconds to the update method.
		m_window->Update( 0.f );

		// Clear screen
		app_window.clear();

		// Draw the GUI
		m_sfgui.Display( app_window );

		// Update the window
		app_window.display();
	}
}
コード例 #14
0
		void clearProperties()
		{
			properties.clear();
			windowProperties->SetTitle("World Properties");
		}
コード例 #15
0
		// Constructor
		InterfaceWorldEditor(Scene* s) :Interface()
		{

			tools.push_back({"Select","Resources\\gfx\\worldeditor\\tool_select.png"});
			tools.push_back({ "Rotate", "Resources\\gfx\\worldeditor\\tool_rotate.png" });
			tools.push_back({ "Scale", "Resources\\gfx\\worldeditor\\tool_scale.png" });
			tools.push_back({ "Camera", "Resources\\gfx\\worldeditor\\tool_camera.png" });

			// Import scene pointer
			scene = reinterpret_cast<SceneEditor*>(s);

			// Setup windows
			float propHeight = (scene->getGUIHeight() / 5) * 4;
			
			windowProperties	= sfg::Window::Create(sfg::Window::Style::TITLEBAR | sfg::Window::Style::BACKGROUND);
			windowProperties->SetTitle("Properties");
			windowProperties->SetPosition(sf::Vector2f(10.0f,10.0f));
			windowProperties->SetRequisition(sf::Vector2f(300.0f,propHeight));

			windowObjectBrowser = sfg::Window::Create(sfg::Window::Style::TITLEBAR | sfg::Window::Style::BACKGROUND);
			windowObjectBrowser->SetTitle("Object Browser");
			windowObjectBrowser->SetPosition(sf::Vector2f(10.0f, propHeight + 10.0f + 5.0f));
			windowObjectBrowser->SetRequisition(sf::Vector2f(scene->getGUIWidth() - 20.0f, scene->getGUIHeight() - propHeight - 20.0f - 10.0f));

			windowLayer = sfg::Window::Create(sfg::Window::Style::TITLEBAR | sfg::Window::Style::BACKGROUND);
			windowLayer->SetTitle("Layers");
			windowLayer->SetPosition(sf::Vector2f(350.0f,propHeight-90.0f));
			windowLayer->SetRequisition(sf::Vector2f(400.0f,50.0f));


				// Populate layer window
				boxLayer = sfg::Box::Create(sfg::Box::Orientation::HORIZONTAL, 5.0f);

				buttonLayerBackground = sfg::ToggleButton::Create();
				//buttonLayerBackground->SetLabel("Background");
				buttonLayerBackground->GetSignal(sfg::ToggleButton::OnLeftClick).Connect(std::bind(&InterfaceWorldEditor::onButtonLayerBackground, this));

				buttonLayerTerrain = sfg::ToggleButton::Create();
				//buttonLayerTerrain->SetLabel("Terrain");
				buttonLayerTerrain->GetSignal(sfg::ToggleButton::OnLeftClick).Connect(std::bind(&InterfaceWorldEditor::onButtonLayerTerrain, this));

				buttonLayerObject = sfg::ToggleButton::Create();
				//buttonLayerObject->SetLabel("Object");
				buttonLayerObject->GetSignal(sfg::ToggleButton::OnLeftClick).Connect(std::bind(&InterfaceWorldEditor::onButtonLayerObject, this));

				buttonLayerForeground = sfg::ToggleButton::Create();
				//buttonLayerForeground->SetLabel("Foreground");
				buttonLayerForeground->GetSignal(sfg::ToggleButton::OnLeftClick).Connect(std::bind(&InterfaceWorldEditor::onButtonLayerForeground, this));

				buttonLayerAudio = sfg::ToggleButton::Create();
				//buttonLayerAudio->SetLabel("Audio");
				buttonLayerAudio->GetSignal(sfg::ToggleButton::OnLeftClick).Connect(std::bind(&InterfaceWorldEditor::onButtonLayerAudio, this));

				buttonLayerAll = sfg::ToggleButton::Create();
				//buttonLayerAll->SetLabel("All");
				buttonLayerAll->SetActive(true);
				buttonLayerAll->GetSignal(sfg::ToggleButton::OnLeftClick).Connect(std::bind(&InterfaceWorldEditor::onButtonLayerAll,this));

				loadImageFor(buttonLayerBackground, "Resources\\gfx\\worldeditor\\layer_background.png");
				loadImageFor(buttonLayerTerrain, "Resources\\gfx\\worldeditor\\layer_terrain.png");
				loadImageFor(buttonLayerObject, "Resources\\gfx\\worldeditor\\layer_object.png");
				loadImageFor(buttonLayerForeground, "Resources\\gfx\\worldeditor\\layer_foreground.png");
				loadImageFor(buttonLayerAudio, "Resources\\gfx\\worldeditor\\layer_sound.png");
				loadImageFor(buttonLayerAll, "Resources\\gfx\\worldeditor\\layer_all.png");

				boxLayer->Pack(buttonLayerBackground);
				boxLayer->Pack(buttonLayerTerrain);
				boxLayer->Pack(buttonLayerObject);
				boxLayer->Pack(buttonLayerForeground);
				boxLayer->Pack(buttonLayerAudio);
				boxLayer->Pack(buttonLayerAll);

				windowLayer->Add(boxLayer);


			windowTool = sfg::Window::Create(sfg::Window::Style::TITLEBAR | sfg::Window::Style::BACKGROUND);
			windowTool->SetTitle("Tools");
			windowTool->SetPosition(sf::Vector2f(scene->getGUIWidth()-100.0f,10.0f));
			windowTool->SetRequisition(sf::Vector2f(80.0f,propHeight));

			refreshPropertiesWindow();
			refreshToolsWindow();

		}
コード例 #16
0
ファイル: Signals.cpp プロジェクト: tobiasthanos/SFML-testing
void Application::Run() {
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Button Example", sf::Style::Titlebar | sf::Style::Close );

	// We have to do this because we don't use SFML to draw.
	app_window.resetGLStates();

	window = sfg::Window::Create();
	window->SetTitle( "Title" );

	sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::VERTICAL );
	window->Add( box );

	// Possibility 1, normal function
	sfg::Button::Ptr button1 = sfg::Button::Create();
	button1->SetLabel( "Clicky 1" );
	button1->OnLeftClick.Connect( &Foo );
	box->Pack( button1, false );

	// Possibility 2, this class
	sfg::Button::Ptr button2 = sfg::Button::Create();
	button2->SetLabel( "Clicky 2" );
	button2->OnLeftClick.Connect( &Application::Bar, this );
	box->Pack( button2, false );

	// Possibility 3, objects
	BazClass baz_array[3] = { BazClass( 1 ), BazClass( 2 ), BazClass( 3 ) };

	for( int i = 0; i < 3; i++ ) {
		std::stringstream sstr;
		sstr << "Clicky " << i + 3;
		sfg::Button::Ptr button = sfg::Button::Create();
		button->SetLabel( sstr.str() );
		// This is just a more complicated way of passing a pointer to a
		// BazClass to Connect() when the BazClass object is part of an array.
		// Passing normal pointers such as &baz1 would also work.
		button->OnLeftClick.Connect( &BazClass::Baz, &( baz_array[i] ) );
		box->Pack( button, false );
	}

	// Notice that with possibility 3 you can do very advanced things. The tricky
	// part of implementing it this way is that the method address has to be
	// known at compile time, which means that only the instanciated object itself
	// is able to pick how it will behave when that method is called on it. This
	// way you can also connect signals to dynamically determined behavior.

	// For further reading on this topic refer to Design Patterns and as
	// specialized cases similar to the one in this example the
	// Factory Method Pattern and Abstract Factory Pattern.

	while ( app_window.isOpen() ) {
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			window->HandleEvent( event );

			if ( event.type == sf::Event::Closed ) {
				app_window.close();
			}
		}

		// Update the GUI, note that you shouldn't normally
		// pass 0 seconds to the update method.
		window->Update( 0.f );

		// Clear screen
		app_window.clear();

		// Draw the GUI
		m_sfgui.Display( app_window );

		// Update the window
		app_window.display();
	}

	// If you have any global or static widgets,
	// you need to reset their pointers before your
	// application exits.
	window.reset();
}
コード例 #17
0
ファイル: Test.cpp プロジェクト: spacechase0/SFGUI
void SampleApp::Run() {
	sf::Event event;

	//m_window.SetFramerateLimit( 60 );
	//m_window.EnableVerticalSync( true );

	// Tune Renderer
	sfg::Renderer::Get().TuneDepthTest( sfg::Renderer::ALTERNATE_DEPTH );
	sfg::Renderer::Get().TuneAlphaThreshold( .2f );
	sfg::Renderer::Get().TunePrecomputeBlending( true );
	sfg::Renderer::Get().TuneCull( true );

	// Create widgets.
	m_wndmain = sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE );
	m_wndmain->SetTitle( L"Example application" );

	sfg::Button::Ptr btnaddbuttonh( sfg::Button::Create( L"Add button horizontally" ) );
	sfg::Button::Ptr btnaddbuttonv( sfg::Button::Create( L"Add button vertically" ) );
	m_titlebar_toggle = sfg::ToggleButton::Create( "Toggle titlebar" );
	m_titlebar_toggle->SetActive( true );

	{
		sf::Image add_image;
		if( add_image.loadFromFile( "data/add.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( add_image ) );
			btnaddbuttonh->SetImage( image );

			image = sfg::Image::Create( add_image );
			btnaddbuttonv->SetImage( image );
		}
	}

	sfg::Button::Ptr btnhidewindow( sfg::Button::Create( L"Close window" ) );
	btnhidewindow->SetId( "close" );

	{
		sf::Image close_image;
		if( close_image.loadFromFile( "data/delete.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( close_image ) );
			btnhidewindow->SetImage( image );
		}
	}

	sfg::Button::Ptr btntogglespace( sfg::Button::Create( L"Box Spacing") );
	sfg::Button::Ptr btnloadstyle( sfg::Button::Create( L"Load theme") );

	m_entry = sfg::Entry::Create( L"Type" );
	m_entry->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	m_entry->AppendText( L" something!" );

	m_limit_check = sfg::CheckButton::Create( L"Limit to 4 chars" );
	m_limit_check->SetId( "limit_check" );

	sfg::Entry::Ptr password( sfg::Entry::Create() );
	password->HideText( '*' );

	// Layout.
	sfg::Box::Ptr boxtoolbar( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar->SetSpacing( 5.f );
	boxtoolbar->Pack( btnaddbuttonh, false );
	boxtoolbar->Pack( btnaddbuttonv, false );
	boxtoolbar->Pack( m_titlebar_toggle, false );
	boxtoolbar->Pack( btnhidewindow, false );
	boxtoolbar->Pack( m_entry, true );
	boxtoolbar->Pack( m_limit_check, false );

	sfg::Frame::Ptr frame1( sfg::Frame::Create( L"Toolbar 1" ) );
	frame1->Add( boxtoolbar );

	sfg::Box::Ptr boxtoolbar2( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar2->SetSpacing( 5.f );
	boxtoolbar2->Pack( btntogglespace, false );
	boxtoolbar2->Pack( btnloadstyle, false );

	m_boxbuttonsh = sfg::Box::Create( sfg::Box::HORIZONTAL );
	m_boxbuttonsh->SetSpacing( 5.f );

	m_boxbuttonsv = sfg::Box::Create( sfg::Box::VERTICAL );
	m_boxbuttonsv->SetSpacing( 5.f );

	sfg::Entry::Ptr username_entry( sfg::Entry::Create() );
	username_entry->SetMaximumLength( 8 );

	m_progress = sfg::ProgressBar::Create( sfg::ProgressBar::HORIZONTAL );
	m_progress->SetRequisition( sf::Vector2f( 0.f, 20.f ) );

	m_progress_vert = sfg::ProgressBar::Create( sfg::ProgressBar::VERTICAL );
	m_progress_vert->SetRequisition( sf::Vector2f( 20.f, 0.f ) );

	sfg::Separator::Ptr separatorv( sfg::Separator::Create( sfg::Separator::VERTICAL ) );

	m_table = sfg::Table::Create();
	m_table->Attach( sfg::Label::Create( L"Please login using your username and password (span example)." ), sf::Rect<sf::Uint32>( 0, 0, 2, 1 ), sfg::Table::FILL, sfg::Table::FILL | sfg::Table::EXPAND );
	m_table->Attach( sfg::Label::Create( L"Username:"******"Password:"******"Login" ), sf::Rect<sf::Uint32>( 2, 1, 1, 2 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( separatorv, sf::Rect<sf::Uint32>( 3, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( m_progress_vert, sf::Rect<sf::Uint32>( 4, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->SetRowSpacings( 5.f );
	m_table->SetColumnSpacings( 5.f );

	m_scrolled_window_box = sfg::Box::Create( sfg::Box::VERTICAL );

	for( int i = 0; i < 5; i++ ) {
		sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::HORIZONTAL );

		for( int j = 0; j < 20; j++ ) {
			box->Pack( sfg::Button::Create( L"One button among many" ), true );
		}

		m_scrolled_window_box->Pack( box, false );
	}

	m_scrolled_window = sfg::ScrolledWindow::Create();
	m_scrolled_window->SetRequisition( sf::Vector2f( .0f, 150.f ) );
	m_scrolled_window->SetScrollbarPolicy( sfg::ScrolledWindow::HORIZONTAL_AUTOMATIC | sfg::ScrolledWindow::VERTICAL_AUTOMATIC );
	m_scrolled_window->SetPlacement( sfg::ScrolledWindow::TOP_LEFT );
	m_scrolled_window->AddWithViewport( m_scrolled_window_box );

	sfg::Scrollbar::Ptr scrollbar( sfg::Scrollbar::Create() );
	scrollbar->SetRange( .0f, 100.f );

	m_scale = sfg::Scale::Create();
	m_scale->SetAdjustment( scrollbar->GetAdjustment() );
	m_scale->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	boxtoolbar2->Pack( m_scale, false );

	m_combo_box = sfg::ComboBox::Create();
	m_combo_box->AppendItem( "Item 0" );
	m_combo_box->AppendItem( "Item 1" );
	m_combo_box->AppendItem( "Item 2" );
	m_combo_box->AppendItem( "Item 3" );
	boxtoolbar2->Pack( m_combo_box, true );

	sfg::Frame::Ptr frame2( sfg::Frame::Create( L"Toolbar 2" ) );
	frame2->Add( boxtoolbar2 );
	frame2->SetAlignment( sf::Vector2f( .8f, .0f ) );

	sfg::Separator::Ptr separatorh( sfg::Separator::Create( sfg::Separator::HORIZONTAL ) );

	sfg::Box::Ptr box_image( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	box_image->SetSpacing( 5.f );

	sfg::Fixed::Ptr fixed_container( sfg::Fixed::Create() );
	sfg::Button::Ptr fixed_button( sfg::Button::Create( L"I'm at (34,61)" ) );
	fixed_container->Put( fixed_button, sf::Vector2f( 34.f, 61.f ) );
	box_image->Pack( fixed_container, false );

	sf::Image sfgui_logo;
	sfg::Image::Ptr image = sfg::Image::Create();

	if( sfgui_logo.loadFromFile("sfgui.png") ) {
		image->SetImage( sfgui_logo );
		box_image->Pack( image, false );
	}

	sfg::Box::Ptr spinner_box( sfg::Box::Create( sfg::Box::VERTICAL ) );

	m_spinner = sfg::Spinner::Create();
	m_spinner->SetRequisition( sf::Vector2f( 40.f, 40.f ) );
	m_spinner->Start();
	sfg::ToggleButton::Ptr spinner_toggle( sfg::ToggleButton::Create( L"Spin") );
	spinner_toggle->SetActive( true );
	spinner_box->SetSpacing( 5.f );
	spinner_box->Pack( m_spinner, false );
	spinner_box->Pack( spinner_toggle, false );

	box_image->Pack( spinner_box, false );

	sfg::ComboBox::Ptr aligned_combo_box( sfg::ComboBox::Create() );
	aligned_combo_box->AppendItem( L"I'm way over here" );
	aligned_combo_box->AppendItem( L"Me too" );
	aligned_combo_box->AppendItem( L"Me three" );
	aligned_combo_box->SelectItem( 0 );

	sfg::Alignment::Ptr alignment( sfg::Alignment::Create() );
	alignment->Add( aligned_combo_box );
	box_image->Pack( alignment, true );
	alignment->SetAlignment( sf::Vector2f( 1.f, .5f ) );
	alignment->SetScale( sf::Vector2f( 0.f, .01f ) );

	sfg::Box::Ptr boxmain( sfg::Box::Create( sfg::Box::VERTICAL ) );
	boxmain->SetSpacing( 5.f );
	boxmain->Pack( scrollbar, false );
	boxmain->Pack( m_progress, false );
	boxmain->Pack( frame1, false );
	boxmain->Pack( frame2, false );
	boxmain->Pack( m_boxbuttonsh, false );
	boxmain->Pack( m_boxbuttonsv, false );
	boxmain->Pack( box_image, true );
	boxmain->Pack( separatorh, false );
	boxmain->Pack( m_table, true );
	boxmain->Pack( m_scrolled_window );

	sfg::Notebook::Ptr notebook1( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook2( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook3( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook4( sfg::Notebook::Create() );

	notebook1->SetTabPosition( sfg::Notebook::TOP );
	notebook2->SetTabPosition( sfg::Notebook::RIGHT );
	notebook3->SetTabPosition( sfg::Notebook::BOTTOM );
	notebook4->SetTabPosition( sfg::Notebook::LEFT );

	sfg::Box::Ptr vertigo_box( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	sfg::Button::Ptr vertigo_button( sfg::Button::Create( L"Vertigo" ) );
	vertigo_box->Pack( vertigo_button, true, true );

	notebook1->AppendPage( boxmain, sfg::Label::Create( "Page Name Here" ) );
	notebook1->AppendPage( notebook2, sfg::Label::Create( "Another Page" ) );
	notebook2->AppendPage( notebook3, sfg::Label::Create( "Yet Another Page" ) );
	notebook2->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook3->AppendPage( notebook4, sfg::Label::Create( "And Another Page" ) );
	notebook3->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook4->AppendPage( vertigo_box, sfg::Label::Create( "And The Last Page" ) );
	notebook4->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );

	m_wndmain->Add( notebook1 );

	// Signals.
	btnaddbuttonh->OnClick.Connect( &SampleApp::OnAddButtonHClick, this );
	btnaddbuttonv->OnClick.Connect( &SampleApp::OnAddButtonVClick, this );
	m_titlebar_toggle->OnClick.Connect( &SampleApp::OnToggleTitlebarClick, this );
	btnhidewindow->OnClick.Connect( &SampleApp::OnHideWindowClicked, this );
	btntogglespace->OnClick.Connect( &SampleApp::OnToggleSpaceClick, this );
	m_limit_check->OnToggle.Connect( &SampleApp::OnLimitCharsToggle, this );
	btnloadstyle->OnClick.Connect( &SampleApp::OnLoadThemeClick, this );
	m_scale->GetAdjustment()->OnChange.Connect( &SampleApp::OnAdjustmentChange, this );
	spinner_toggle->OnClick.Connect( &SampleApp::OnToggleSpinner, this );

	m_wndmain->SetPosition( sf::Vector2f( 100.f, 100.f ) );

	// Another window
	sfg::Window::Ptr second_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND ) );
	second_window->SetId( "second_window" );
	second_window->SetTitle( "Another window" );
	sfg::Box::Ptr box( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );
	box->Pack( sfg::Label::Create( "Aliquam sed pretium lacus." ), false );
	box->Pack( sfg::Label::Create( "Nullam placerat mauris vel nulla sagittis pellentesque." ), false );
	box->Pack( sfg::Label::Create( "Suspendisse in justo dui." ), false );
	box->Pack( sfg::Label::Create( "Ut dolor massa, gravida eu facilisis convallis, convallis sed odio." ), false );
	box->Pack( sfg::Label::Create( "Nunc placerat consequat vehicula." ), false );
	second_window->Add( box );
	second_window->SetPosition( sf::Vector2f( 10.f, 10.f ) );
	second_window->SetId( "second_window" );
	m_desktop.Add( second_window );

	// Add window to desktop
	m_desktop.Add( m_wndmain );

	// Play around with resource manager.
	sf::Font my_font;
	my_font.loadFromFile( "data/linden_hill.otf" );
	m_desktop.GetEngine().GetResourceManager().AddFont( "custom_font", my_font, false ); // false -> do not manage!

	// Set properties.
	m_desktop.SetProperty( "Button#close:Normal", "Color", sf::Color::Yellow );
	m_desktop.SetProperty( "Button#close", "FontName", "data/linden_hill.otf" );
	m_desktop.SetProperty( "Button#close", "FontSize", 15.f );
	m_desktop.SetProperty( "Window#second_window > Box > Label", "FontName", "custom_font" );
	m_desktop.SetProperty( "Window#second_window > Box > Label", "FontSize", 18.f );

	m_fps_counter = 0;
	m_fps_clock.restart();

	sf::Clock clock;

	while( m_window.isOpen() ) {
		while( m_window.pollEvent( event ) ) {
			if( event.type == sf::Event::Closed ) {
				m_window.close();
			}
			else if( event.type == sf::Event::Resized ) {
				m_desktop.UpdateViewRect( sf::FloatRect( 0.f, 0.f, static_cast<float>( event.size.width ), static_cast<float>( event.size.height ) ) );
			}

			m_desktop.HandleEvent( event );
		}

		m_window.draw( m_background_sprite );

		sf::Uint64 microseconds = clock.getElapsedTime().asMicroseconds();

		// Only update every 5ms
		if( microseconds > 5000 ) {
			m_desktop.Update( static_cast<float>( microseconds ) / 1000000.f );
			clock.restart();
		}

		sfg::Renderer::Get().Display( m_window );

		m_window.display();

		if( m_fps_clock.getElapsedTime().asMicroseconds() >= 1000000 ) {
			m_fps_clock.restart();

			std::stringstream sstr;
			sstr << "SFGUI test -- FPS: " << m_fps_counter;

			m_window.setTitle( sstr.str() );

			m_fps_counter = 0;
		}

		++m_fps_counter;
	}
}
コード例 #18
0
ファイル: Test.cpp プロジェクト: TheComet93/ponyban
void SampleApp::Run() {
	sf::Event event;

	//m_window.SetFramerateLimit( 60 );
	//m_window.EnableVerticalSync( true );

	// Tune Renderer
	m_sfgui.TuneUseFBO( true );
	m_sfgui.TuneAlphaThreshold( .2f );
	m_sfgui.TuneCull( true );

	// Create widgets.
	m_wndmain = sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE );
	m_wndmain->SetTitle( L"Example application" );

	sfg::Button::Ptr btnaddbuttonh( sfg::Button::Create( L"Add button horizontally" ) );
	sfg::Button::Ptr btnaddbuttonv( sfg::Button::Create( L"Add button vertically" ) );
	m_titlebar_toggle = sfg::ToggleButton::Create( "Toggle titlebar" );
	m_titlebar_toggle->SetActive( true );

	{
		sf::Image add_image;
		if( add_image.loadFromFile( "data/add.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( add_image ) );
			btnaddbuttonh->SetImage( image );

			image = sfg::Image::Create( add_image );
			btnaddbuttonv->SetImage( image );
		}
	}

	sfg::Button::Ptr btnhidewindow( sfg::Button::Create( L"Close window" ) );
	btnhidewindow->SetId( "close" );

	{
		sf::Image close_image;
		if( close_image.loadFromFile( "data/delete.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( close_image ) );
			btnhidewindow->SetImage( image );
		}
	}

	sfg::Button::Ptr btntogglespace( sfg::Button::Create( L"Box Spacing") );
	sfg::Button::Ptr btnloadstyle( sfg::Button::Create( L"Load theme") );

	m_entry = sfg::Entry::Create( L"Type" );
	m_entry->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	m_entry->AppendText( L" something!" );

	m_limit_check = sfg::CheckButton::Create( L"Limit to 4 chars" );
	m_limit_check->SetId( "limit_check" );

	sfg::Entry::Ptr password( sfg::Entry::Create() );
	password->HideText( '*' );

	// Layout.
	sfg::Box::Ptr boxtoolbar( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar->SetSpacing( 5.f );
	boxtoolbar->Pack( btnaddbuttonh, false );
	boxtoolbar->Pack( btnaddbuttonv, false );
	boxtoolbar->Pack( m_titlebar_toggle, false );
	boxtoolbar->Pack( btnhidewindow, false );
	boxtoolbar->Pack( m_entry, true );
	boxtoolbar->Pack( m_limit_check, false );

	sfg::Frame::Ptr frame1( sfg::Frame::Create( L"Toolbar 1" ) );
	frame1->Add( boxtoolbar );

	sfg::Box::Ptr boxtoolbar2( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar2->SetSpacing( 5.f );
	boxtoolbar2->Pack( btntogglespace, false );
	boxtoolbar2->Pack( btnloadstyle, false );

	m_boxbuttonsh = sfg::Box::Create( sfg::Box::HORIZONTAL );
	m_boxbuttonsh->SetSpacing( 5.f );

	m_boxbuttonsv = sfg::Box::Create( sfg::Box::VERTICAL );
	m_boxbuttonsv->SetSpacing( 5.f );

	sfg::Entry::Ptr username_entry( sfg::Entry::Create() );
	username_entry->SetMaximumLength( 8 );

	m_progress = sfg::ProgressBar::Create( sfg::ProgressBar::HORIZONTAL );
	m_progress->SetRequisition( sf::Vector2f( 0.f, 20.f ) );

	m_progress_vert = sfg::ProgressBar::Create( sfg::ProgressBar::VERTICAL );
	m_progress_vert->SetRequisition( sf::Vector2f( 20.f, 0.f ) );

	sfg::Separator::Ptr separatorv( sfg::Separator::Create( sfg::Separator::VERTICAL ) );

	m_table = sfg::Table::Create();
	m_table->Attach( sfg::Label::Create( L"Please login using your username and password (span example)." ), sf::Rect<sf::Uint32>( 0, 0, 2, 1 ), sfg::Table::FILL, sfg::Table::FILL | sfg::Table::EXPAND );
	m_table->Attach( sfg::Label::Create( L"Username:"******"Password:"******"Login" ), sf::Rect<sf::Uint32>( 2, 1, 1, 2 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( separatorv, sf::Rect<sf::Uint32>( 3, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( m_progress_vert, sf::Rect<sf::Uint32>( 4, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->SetRowSpacings( 5.f );
	m_table->SetColumnSpacings( 5.f );

	m_scrolled_window_box = sfg::Box::Create( sfg::Box::VERTICAL );

	for( int i = 0; i < 5; i++ ) {
		sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::HORIZONTAL );

		for( int j = 0; j < 20; j++ ) {
			box->Pack( sfg::Button::Create( L"One button among many" ), true );
		}

		m_scrolled_window_box->Pack( box, false );
	}

	m_scrolled_window = sfg::ScrolledWindow::Create();
	m_scrolled_window->SetRequisition( sf::Vector2f( .0f, 160.f ) );
	m_scrolled_window->SetScrollbarPolicy( sfg::ScrolledWindow::HORIZONTAL_AUTOMATIC | sfg::ScrolledWindow::VERTICAL_AUTOMATIC );
	m_scrolled_window->SetPlacement( sfg::ScrolledWindow::TOP_LEFT );
	m_scrolled_window->AddWithViewport( m_scrolled_window_box );

	sfg::Scrollbar::Ptr scrollbar( sfg::Scrollbar::Create() );
	scrollbar->SetRange( .0f, 100.f );

	m_scale = sfg::Scale::Create();
	m_scale->SetAdjustment( scrollbar->GetAdjustment() );
	m_scale->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	boxtoolbar2->Pack( m_scale, false );

	m_combo_box = sfg::ComboBox::Create();

	for( int index = 0; index < 30; ++index ) {
		std::stringstream sstr;

		sstr << "Item " << index;

		m_combo_box->AppendItem( sstr.str() );
	}

	boxtoolbar2->Pack( m_combo_box, true );

	sfg::Frame::Ptr frame2( sfg::Frame::Create( L"Toolbar 2" ) );
	frame2->Add( boxtoolbar2 );
	frame2->SetAlignment( sf::Vector2f( .8f, .0f ) );

	sfg::Separator::Ptr separatorh( sfg::Separator::Create( sfg::Separator::HORIZONTAL ) );

	sfg::Box::Ptr box_image( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	box_image->SetSpacing( 15.f );

	sfg::Fixed::Ptr fixed_container( sfg::Fixed::Create() );
	sfg::Button::Ptr fixed_button( sfg::Button::Create( L"I'm at (34,61)" ) );
	fixed_container->Put( fixed_button, sf::Vector2f( 34.f, 61.f ) );
	box_image->Pack( fixed_container, false );

	sf::Image sfgui_logo;
	m_image = sfg::Image::Create();

	if( sfgui_logo.loadFromFile( "data/sfgui.png" ) ) {
		m_image->SetImage( sfgui_logo );
		box_image->Pack( m_image, false );
	}

	sfg::Button::Ptr mirror_image( sfg::Button::Create( L"Mirror Image" ) );

	box_image->Pack( mirror_image, false );

	sfg::Box::Ptr spinner_box( sfg::Box::Create( sfg::Box::VERTICAL ) );

	m_spinner = sfg::Spinner::Create();
	m_spinner->SetRequisition( sf::Vector2f( 40.f, 40.f ) );
	m_spinner->Start();
	sfg::ToggleButton::Ptr spinner_toggle( sfg::ToggleButton::Create( L"Spin") );
	spinner_toggle->SetActive( true );
	spinner_box->SetSpacing( 5.f );
	spinner_box->Pack( m_spinner, false );
	spinner_box->Pack( spinner_toggle, false );

	box_image->Pack( spinner_box, false );

	sfg::Box::Ptr radio_box( sfg::Box::Create( sfg::Box::VERTICAL ) );

	sfg::RadioButton::Ptr radio1( sfg::RadioButton::Create( "Radio 1" ) );
	sfg::RadioButton::Ptr radio2( sfg::RadioButton::Create( "Radio 2", radio1->GetGroup() ) );
	sfg::RadioButton::Ptr radio3( sfg::RadioButton::Create( "Radio 3", radio2->GetGroup() ) );

	radio_box->Pack( radio1 );
	radio_box->Pack( radio2 );
	radio_box->Pack( radio3 );

	box_image->Pack( radio_box, false );

	sfg::SpinButton::Ptr spinbutton( sfg::SpinButton::Create( scrollbar->GetAdjustment() ) );
	spinbutton->SetRequisition( sf::Vector2f( 80.f, 0.f ) );
	spinbutton->SetDigits( 3 );

	sfg::Box::Ptr spinbutton_box( sfg::Box::Create( sfg::Box::VERTICAL ) );
	spinbutton_box->Pack( spinbutton, false, false );

	box_image->Pack( spinbutton_box, false, false );

	sfg::ComboBox::Ptr aligned_combo_box( sfg::ComboBox::Create() );
	aligned_combo_box->AppendItem( L"I'm way over here" );
	aligned_combo_box->AppendItem( L"Me too" );
	aligned_combo_box->AppendItem( L"Me three" );
	aligned_combo_box->SelectItem( 0 );

	sfg::Alignment::Ptr alignment( sfg::Alignment::Create() );
	alignment->Add( aligned_combo_box );
	box_image->Pack( alignment, true );
	alignment->SetAlignment( sf::Vector2f( 1.f, .5f ) );
	alignment->SetScale( sf::Vector2f( 0.f, .01f ) );

	sfg::Box::Ptr boxmain( sfg::Box::Create( sfg::Box::VERTICAL ) );
	boxmain->SetSpacing( 5.f );
	boxmain->Pack( scrollbar, false );
	boxmain->Pack( m_progress, false );
	boxmain->Pack( frame1, false );
	boxmain->Pack( frame2, false );
	boxmain->Pack( m_boxbuttonsh, false );
	boxmain->Pack( m_boxbuttonsv, false );
	boxmain->Pack( box_image, true );
	boxmain->Pack( separatorh, false );
	boxmain->Pack( m_table, true );
	boxmain->Pack( m_scrolled_window );

	sfg::Notebook::Ptr notebook1( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook2( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook3( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook4( sfg::Notebook::Create() );

	notebook1->SetTabPosition( sfg::Notebook::TOP );
	notebook2->SetTabPosition( sfg::Notebook::RIGHT );
	notebook3->SetTabPosition( sfg::Notebook::BOTTOM );
	notebook4->SetTabPosition( sfg::Notebook::LEFT );

	sfg::Box::Ptr vertigo_box( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	sfg::Button::Ptr vertigo_button( sfg::Button::Create( L"Vertigo" ) );
	vertigo_box->Pack( vertigo_button, true, true );

	notebook1->AppendPage( boxmain, sfg::Label::Create( "Page Name Here" ) );
	notebook1->AppendPage( notebook2, sfg::Label::Create( "Another Page" ) );
	notebook2->AppendPage( notebook3, sfg::Label::Create( "Yet Another Page" ) );
	notebook2->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook3->AppendPage( notebook4, sfg::Label::Create( "And Another Page" ) );
	notebook3->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook4->AppendPage( vertigo_box, sfg::Label::Create( "And The Last Page" ) );
	notebook4->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );

	m_wndmain->Add( notebook1 );

	// Signals.
	btnaddbuttonh->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnAddButtonHClick, this );
	btnaddbuttonv->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnAddButtonVClick, this );
	m_titlebar_toggle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleTitlebarClick, this );
	btnhidewindow->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnHideWindowClicked, this );
	btntogglespace->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleSpaceClick, this );
	m_limit_check->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &SampleApp::OnLimitCharsToggle, this );
	btnloadstyle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnLoadThemeClick, this );
	m_scale->GetAdjustment()->GetSignal( sfg::Adjustment::OnChange ).Connect( &SampleApp::OnAdjustmentChange, this );
	spinner_toggle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleSpinner, this );
	mirror_image->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnMirrorImageClick, this );

	spinbutton->SetValue( 20.f );
	spinbutton->GetAdjustment()->SetMinorStep( .8f );

	m_wndmain->SetPosition( sf::Vector2f( 100.f, 100.f ) );

	// Another window
	sfg::Window::Ptr second_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );
	second_window->SetId( "second_window" );
	second_window->SetTitle( "Resize this window to see ad-hoc wrapping." );
	sfg::Box::Ptr box( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );

	sfg::Label::Ptr lipsum = sfg::Label::Create(
		"Nullam ut ante leo. Quisque consequat condimentum pulvinar. "
		"Duis a enim sapien, ut vestibulum est. Vestibulum commodo, orci non gravida. "
		"Aliquam sed pretium lacus. "
		"Nullam placerat mauris vel nulla sagittis pellentesque. "
		"Suspendisse in justo dui.\n"
		"Ut dolor massa, gravida eu facilisis convallis, convallis sed odio.\n"
		"Nunc placerat consequat vehicula."
	);

	lipsum->SetRequisition( sf::Vector2f( 400.f, 0.f ) );
	lipsum->SetLineWrap( true );

	box->Pack( lipsum );
	second_window->Add( box );
	second_window->SetPosition( sf::Vector2f( 10.f, 10.f ) );
	second_window->SetId( "second_window" );
	m_desktop.Add( second_window );

	sfg::Window::Ptr third_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );

	m_gl_canvas = sfg::Canvas::Create( true );
	m_gl_canvas->SetRequisition( sf::Vector2f( 200.f, 150.f ) );

	third_window->Add( m_gl_canvas );

	third_window->SetId( "third_window" );
	third_window->SetTitle( "Embedded OpenGL drawing" );
	third_window->SetPosition( sf::Vector2f( 480.f, 20.f ) );
	m_desktop.Add( third_window );

	sf::Texture texture;
	texture.loadFromImage( sfgui_logo );
	m_canvas_sprite.setTexture( texture );

	sfg::Window::Ptr fourth_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );

	m_sfml_canvas = sfg::Canvas::Create();
	m_sfml_canvas->SetRequisition( sf::Vector2f( static_cast<float>( texture.getSize().x ), static_cast<float>( texture.getSize().y ) ) );

	fourth_window->Add( m_sfml_canvas );

	fourth_window->SetId( "fourth_window" );
	fourth_window->SetTitle( "Embedded SFML drawing" );
	fourth_window->SetPosition( sf::Vector2f( 760.f, 20.f ) );
	m_desktop.Add( fourth_window );

	// Add window to desktop
	m_desktop.Add( m_wndmain );

	// Play around with resource manager.
	sf::Font my_font;
	my_font.loadFromFile( "data/linden_hill.otf" );
	m_desktop.GetEngine().GetResourceManager().AddFont( "custom_font", my_font, false ); // false -> do not manage!

	// Set properties.
	m_desktop.SetProperty( "Button#close:Normal", "Color", sf::Color::Yellow );
	// #close is sufficient since there is only 1 widget with this id
	m_desktop.SetProperty( "#close", "FontName", "data/linden_hill.otf" );
	m_desktop.SetProperty( "#close", "FontSize", 15.f );

	// Multiple properties can be set at once to save calls.
	m_desktop.SetProperties(
		"Window#second_window > Box > Label {"
		"	FontName: custom_font;"
		"	FontSize: 18;"
		"}"
	);

	m_fps_counter = 0;
	m_fps_clock.restart();

	sf::Clock clock;
	sf::Clock frame_time_clock;

	sf::Int64 frame_times[5000];
	std::size_t frame_times_index = 0;

	while( m_window.isOpen() ) {
		while( m_window.pollEvent( event ) ) {
			if( event.type == sf::Event::Closed ) {
				m_window.close();
			}
			else if( event.type == sf::Event::Resized ) {
				m_desktop.UpdateViewRect( sf::FloatRect( 0.f, 0.f, static_cast<float>( event.size.width ), static_cast<float>( event.size.height ) ) );
			}

			m_desktop.HandleEvent( event );
		}

		m_window.draw( m_background_sprite );

		sf::Uint64 microseconds = clock.getElapsedTime().asMicroseconds();

		// Only update every 5ms
		if( microseconds > 5000 ) {
			m_desktop.Update( static_cast<float>( microseconds ) / 1000000.f );
			clock.restart();

			// Only refresh canvas contents every 5ms too
			m_gl_canvas->Bind();
			m_gl_canvas->Clear( sf::Color( 0, 0, 0, 0 ), true );
			RenderCustomGL();
			m_gl_canvas->Display();
			m_gl_canvas->Unbind();

			m_sfml_canvas->Bind();
			m_sfml_canvas->Clear( sf::Color( 0, 0, 0, 0 ) );
			RenderCustomSFML();
			m_sfml_canvas->Display();
			m_sfml_canvas->Unbind();

			m_window.setActive( true );
		}

		m_sfgui.Display( m_window );

		m_window.display();

		sf::Int64 frame_time = frame_time_clock.getElapsedTime().asMicroseconds();
		frame_time_clock.restart();

		frame_times[ frame_times_index ] = frame_time;
		frame_times_index = ( frame_times_index + 1 ) % 5000;

		if( m_fps_clock.getElapsedTime().asMicroseconds() >= 1000000 ) {
			m_fps_clock.restart();

			sf::Int64 total_time = 0;

			for( std::size_t index = 0; index < 5000; ++index ) {
				total_time += frame_times[index];
			}

			std::stringstream sstr;
			sstr << "SFGUI test -- FPS: " << m_fps_counter << " -- Frame Time (microsecs): min: "
			<< *std::min_element( frame_times, frame_times + 5000 ) << " max: "
			<< *std::max_element( frame_times, frame_times + 5000 ) << " avg: "
			<< static_cast<float>( total_time ) / 5000.f;

			m_window.setTitle( sstr.str() );

			m_fps_counter = 0;
		}

		++m_fps_counter;
	}

	glDeleteLists( m_custom_draw_display_list, 1 );
}
コード例 #19
0
ファイル: Test.cpp プロジェクト: spacechase0/SFGUI
void SampleApp::OnHideWindowClicked() {
	m_wndmain->Show( !m_wndmain->IsVisible() );
}
コード例 #20
0
		void clearToolsWindow()
		{
			windowTool->RemoveAll();
			toolButtons.clear();
		}