예제 #1
0
파일: Gwen.cpp 프로젝트: hekar/gwen-vgui
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;
	}
}
예제 #2
0
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;
}
예제 #3
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;
}
예제 #4
0
파일: SFML.cpp 프로젝트: icebreaker/Gwen
////////////////////////////////////////////////////////////
/// 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;
}