CGwenStart::CGwenStart( vgui::VPANEL parent ) : vgui::Panel( NULL, "GwenStart" ) { SetParent( parent ); SetVisible( false ); int x, y, w, h; vgui::surface()->GetWorkspaceBounds( x, y, w, h ); SetBounds( x, y, w, h ); vgui::ISurface *surface = vgui::surface(); if ( !g_pRenderer ) { g_pRenderer = new Gwen::Renderer::VguiRenderer( surface, vgui::scheme() ); } if ( !g_pSkin ) { Gwen::Skin::TexturedBase *skin = new Gwen::Skin::TexturedBase(); skin->SetRender( g_pRenderer ); skin->Init( "gwen/DefaultSkin" ); skin->SetDefaultFont( L"Tahoma", 11 ); g_pSkin = skin; } }
int main(int argc, char* argv[]) { if(!ParseArguments(argc, argv)) { printf("libdetector Test Application Usage:\n"); printf("\t--save=STRING\t\tDirectory to save motion videos (if absent, will not save!)\n"); return 0; } printf("Loading Skin...\n"); // Init the Gwen GUI and SFML window sf::RenderWindow App( sf::VideoMode( 1366, 690, 32 ), "Detector", sf::Style::Close ); Gwen::Renderer::SFML GwenRenderer( App ); Gwen::Skin::TexturedBase skin; skin.SetRender( &GwenRenderer ); skin.Init( "DefaultSkin.png" ); skin.SetDefaultFont( L"OpenSans.ttf", 11 ); Gwen::Controls::Canvas* pCanvas = new Gwen::Controls::Canvas( &skin ); pCanvas->SetSize( App.GetWidth(), App.GetHeight() ); pCanvas->SetDrawBackground( true ); pCanvas->SetBackgroundColor( Gwen::Color( 150, 170, 170, 255 ) ); Gwen::Input::SFML GwenInput; GwenInput.Initialize( pCanvas ); printf("Canvas created!\n"); InstanceManager* mgr = new InstanceManager(pCanvas); thread t(InstanceThread, mgr); //sf::Sleep(1.0); while ( App.IsOpened() ) { // Handle events sf::Event Event; while ( App.GetEvent(Event) ) { if ((Event.Type == sf::Event::Closed) || ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))) { App.Close(); break; } GwenInput.ProcessMessage( Event ); } App.Clear(); while(mgr->UsingContext()) // Wait until we don't have the context anymore before retaking it back { sf::Sleep(0.1); printf("Using context!\n"); } pCanvas->RenderCanvas(); App.Display(); } return 0; }
int main( int argc, const char **argv ) { // // Create a new window // g_pHWND = CreateGameWindow(); // // Create OpenGL Device // HGLRC OpenGLContext = CreateOpenGLDeviceContext(); // // Create a GWEN OpenGL Renderer // #ifdef USE_DEBUG_FONT Gwen::Renderer::OpenGL * pRenderer = new Gwen::Renderer::OpenGL_DebugFont(); #else Gwen::Renderer::OpenGL * pRenderer = new Gwen::Renderer::OpenGL_TruetypeFont(); #endif pRenderer->Init(); // // Create a GWEN skin // Gwen::Skin::TexturedBase* pSkin = new Gwen::Skin::TexturedBase( pRenderer ); pSkin->Init("DefaultSkin.png"); if( argc >= 2 ) pSkin->SetDefaultFont( Gwen::Utility::StringToUnicode(argv[1]) /* L"OpenSans.ttf" */, 11 ); // // Create a Canvas (it's root, on which all other GWEN panels are created) // Gwen::Controls::Canvas* pCanvas = new Gwen::Controls::Canvas( pSkin ); pCanvas->SetSize( width, height ); pCanvas->SetDrawBackground( true ); pCanvas->SetBackgroundColor( Gwen::Color( 150, 170, 170, 255 ) ); // // Create our unittest control (which is a Window with controls in it) // UnitTest* pUnit = new UnitTest( pCanvas ); pUnit->SetPos( 10, 10 ); // // Create a Windows Control helper // (Processes Windows MSG's and fires input at GWEN) // Gwen::Input::Windows* pInput = new Gwen::Input::Windows(); pInput->Initialize( pCanvas ); // // Begin the main game loop // MSG msg; while( true ) { // Skip out if the window is closed if ( !IsWindowVisible( g_pHWND ) ) break; // If we have a message from windows.. if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { // .. give it to the input handler to process pInput->ProcessMessage( msg ); // if it's QUIT then quit.. if ( msg.message == WM_QUIT ) break; // Handle the regular window stuff.. TranslateMessage(&msg); DispatchMessage(&msg); } // Main OpenGL Render Loop { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); pCanvas->RenderCanvas(); SwapBuffers( GetDC( g_pHWND ) ); } } // Clean up Gwen delete pInput; delete pUnit; delete pCanvas; delete pSkin; delete pRenderer; // Clean up OpenGL wglMakeCurrent( NULL, NULL ); wglDeleteContext( OpenGLContext ); // Exit return 0; }
//////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { // Create the window of the application sf::RenderWindow App( sf::VideoMode( 800, 600, 32 ), "GWEN: SFML" ); Gwen::Renderer::SFML GwenRenderer( App ); // // Create a GWEN skin // //Gwen::Skin::Simple skin; //skin.SetRender( &GwenRenderer ); Gwen::Skin::TexturedBase skin; skin.SetRender( &GwenRenderer ); skin.Init( "DefaultSkin.png" ); // The fonts work differently in SFML - it can't use // system fonts. So force the skin to use a local one. skin.SetDefaultFont( L"OpenSans.ttf", 11 ); // // Create a Canvas (it's root, on which all other GWEN panels are created) // Gwen::Controls::Canvas* pCanvas = new Gwen::Controls::Canvas( &skin ); pCanvas->SetSize( 800, 600 ); pCanvas->SetDrawBackground( true ); pCanvas->SetBackgroundColor( Gwen::Color( 150, 170, 170, 255 ) ); // // Create our unittest control (which is a Window with controls in it) // UnitTest* pUnit = new UnitTest( pCanvas ); pUnit->SetPos( 10, 10 ); // // Create an input processor // Gwen::Input::SFML GwenInput; GwenInput.Initialize( pCanvas ); while ( App.IsOpened() ) { // Handle events sf::Event Event; #if SFML_VERSION_MAJOR == 2 while ( App.PollEvent(Event) ) #else while ( App.GetEvent(Event) ) #endif { // Window closed or escape key pressed : exit #if SFML_VERSION_MAJOR == 2 if ((Event.Type == sf::Event::Closed) || ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Keyboard::Escape))) #else if ((Event.Type == sf::Event::Closed) || ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))) #endif { App.Close(); break; } GwenInput.ProcessMessage( Event ); } // Clear the window App.Clear(); pCanvas->RenderCanvas(); App.Display(); } return EXIT_SUCCESS; }