int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyTyped(boost::bind(keyPressed, _1)); // Make Main Scene Node NodeRecPtr Scene = makeCoredNode<Group>(); NodeRecPtr TorusNode = createTorus(); NodeRecPtr SphereNode = createSphere(); NodeRecPtr ConeNode = createCone(); NodeRecPtr BoxNode = createBox(); Scene->addChild(TorusNode); Scene->addChild(SphereNode); Scene->addChild(ConeNode); Scene->addChild(BoxNode); // Create the Graphics GraphicsRecPtr TutorialGraphics = Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Create a Background ******************************************************/ ColorLayerRecPtr GreyBackground = ColorLayer::create(); GreyBackground->setColor(Color4f(.93,.93,.93,1.0)); /****************************************************** Create some Borders ******************************************************/ LineBorderRecPtr PanelBorder = LineBorder::create(); EmptyBorderRecPtr Panel1Border = EmptyBorder::create(); EmptyBorderRecPtr Panel2Border = EmptyBorder::create(); EmptyBorderRecPtr emptyBorder = EmptyBorder::create(); PanelBorder->setColor(Color4f(0.0,0.0,0.0,1.0)); PanelBorder->setWidth(1); Panel1Border->setTopWidth(0); Panel1Border->setBottomWidth(6); Panel1Border->setLeftWidth(0); Panel1Border->setRightWidth(0); Panel2Border->setTopWidth(0); Panel2Border->setBottomWidth(0); Panel2Border->setLeftWidth(0); Panel2Border->setRightWidth(0); /****************************************************** Create some Labels and stuff to go with them ******************************************************/ LabelRecPtr LeftPanelLabel1 = Label::create(); UIFontRecPtr LeftPanelLabel1Font = UIFont::create(); LeftPanelLabel1Font->setSize(50); LeftPanelLabel1->setBorders(emptyBorder); LeftPanelLabel1->setBackgrounds(GreyBackground); LeftPanelLabel1->setFont(LeftPanelLabel1Font); LeftPanelLabel1->setText("OSG Gui"); LeftPanelLabel1->setPreferredSize(Vec2f(300, 100)); LeftPanelLabel1->setAlignment(Vec2f(0.0f, 0.5f)); /****************************************************** Create some Layouts ******************************************************/ BoxLayoutRecPtr MainInternalWindowLayout = BoxLayout::create(); FlowLayoutRecPtr LeftPanelLayout = FlowLayout::create(); BoxLayoutRecPtr RightPanelLayout = BoxLayout::create(); MainInternalWindowLayout->setOrientation(BoxLayout::HORIZONTAL_ORIENTATION); LeftPanelLayout->setOrientation(FlowLayout::HORIZONTAL_ORIENTATION); LeftPanelLayout->setMinorAxisAlignment(1.0f); RightPanelLayout->setOrientation(BoxLayout::VERTICAL_ORIENTATION); /****************************************************** Create MainFrame and Panels ******************************************************/ PanelRecPtr LeftPanel = Panel::createEmpty(); PanelRecPtr RightPanel = Panel::createEmpty(); // LeftPanel stuff LeftPanel->setPreferredSize(Vec2f(400, 500)); LeftPanel->pushToChildren(LeftPanelLabel1); PanelRecPtr LeftPanelButtonPanel = createLeftPanelButtonPanel(); LeftPanel->pushToChildren(LeftPanelButtonPanel); PanelRecPtr LeftPanelRadioTextPanel = createLeftPanelRadioTextPanel(); LeftPanel->pushToChildren(LeftPanelRadioTextPanel); LeftPanel->setLayout(LeftPanelLayout); LeftPanel->setBackgrounds(GreyBackground); LeftPanel->setBorders(Panel1Border); //RightPanel stuff RightPanel->setPreferredSize(Vec2f(200, 620)); PanelRecPtr RightPanelButtonPanel = createRightPanelButtonPanel(); RightPanel->pushToChildren(RightPanelButtonPanel); PanelRecPtr RightPanelCheckPanel = createRightPanelCheckPanel(TorusNode, SphereNode, ConeNode, BoxNode); RightPanel->pushToChildren(RightPanelCheckPanel); RightPanel->setLayout(RightPanelLayout); RightPanel->setBackgrounds(GreyBackground); RightPanel->setBorders(Panel2Border); // Create The Main InternalWindow InternalWindowRecPtr MainInternalWindow = InternalWindow::create(); MainInternalWindow->pushToChildren(LeftPanel); MainInternalWindow->pushToChildren(RightPanel); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(GreyBackground); MainInternalWindow->setBorders(PanelBorder); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(1.0f,1.0f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); //MainInternalWindow->setOpacity(0.7f); // Create the Drawing Surface UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); // Make A 3D Rectangle to draw the UI on UIRectangleRecPtr UIRectCore = UIRectangle::create(); UIRectCore->setPoint(Pnt3f(-310.0,-310.0,370.0)); UIRectCore->setWidth(620); UIRectCore->setHeight(620); UIRectCore->setDrawingSurface(TutorialDrawingSurface); NodeRecPtr UIRectNode = Node::create(); UIRectNode->setCore(UIRectCore); // add the UIRect as a child Scene->addChild(UIRectNode); sceneManager.setRoot(Scene); // Show the whole Scene sceneManager.showAll(); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "21ExampleInterface"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManagerRefPtr sceneManager = SimpleSceneManager::create(); TutorialWindow->setDisplayCallback(boost::bind(display, sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, sceneManager)); TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, sceneManager)); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1)); // Tell the Manager what to manage sceneManager->setWindow(TutorialWindow); // Make Torus Node (creates Torus in background of scene) NodeRecPtr TorusGeometryNode = makeTorus(90, 270, 16, 16); // Make Main Scene Node and add the Torus NodeRecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusGeometryNode); // Create the Graphics GraphicsRecPtr TutorialGraphics = Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** The Drawing Surface is created the same as with previous Tutorials (however the MainInternalWindow is created in a function below). ******************************************************/ UIDrawingSurfaceRecPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->setCursorAsImage(WindowEventProducer::CURSOR_POINTER, BoostPath("./Data/cursor.png"), Vec2f(-1.0f,-1.0f), Vec2f(-12.0f,-20.0f)); InternalWindowRecPtr MainUIWindow = createMainInternalWindow(); TutorialDrawingSurface->openWindow(MainUIWindow); /****************************************************** Create the 3D UIRectangle. This allows the DrawingSurface to be rotated relative to the screen, allowing a 3D aspect to the DrawingSurface. The Surface can still be interacted with, so Buttons, Menus, etc. all will still function normally. -setPoint(Pnt3f): Determine the location of the UIRectangle in 3D space. Keep in mind that (0,0,0) is located directly in the center of the sceen. (For our purposes it is the center of the tori.) The point is located on the lower left corner of the rectangle. -setWidth(float): Determine the Width of the UIRectangle. This may physically appear different depending on where the UIRectangle is placed as above (due to it being located further away, etc). -setHeight(float): Determine the Height of the UIRectangle. This may physically appear different depending on where the UIRectangle is placed as above (due to it being located further away, etc). -setDrawingSurface(DrawingSurface): Determine what DrawingSurface is drawn on the UIRectangle. This will typically be the main DrawingSurface, however, multiple DrawingSurfaces can be used with multiple UIRectangles. ******************************************************/ //Make A 3D Rectangle to draw the UI on UIRectangleRecPtr ExampleUIRectangle = UIRectangle::create(); ExampleUIRectangle->setPoint(Pnt3f(-250,-250,200)); ExampleUIRectangle->setWidth(500.0); ExampleUIRectangle->setHeight(500.0); ExampleUIRectangle->setDrawingSurface(TutorialDrawingSurface); /****************************************************** Because the previous Tutorials used a Viewport to view the scene, which is no longer being used, the UIRectangle must be added to the scene for it to be displayed (identical to how the Torus is added). First, create a Node, and set its core to be the UIRectangle. Then, add that to the scene Node which is created above. This scene is then set as the Root for the view. It is possible to change this Root to be just the UIRectangle (as commented out below). ******************************************************/ NodeRecPtr ExampleUIRectangleNode = Node::create(); ExampleUIRectangleNode->setCore(ExampleUIRectangle); // Add the UIRectangle as a child to the scene scene->addChild(ExampleUIRectangleNode); // Tell the Manager what to manage sceneManager->setRoot(scene); //sceneManager->setRoot(ExampleUIRectangleNode); // Show the whole Scene sceneManager->showAll(); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(sceneManager, TutorialWindow); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "20UIRectangle"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }