Пример #1
0
void Screen::ShowBadError(const char *msg)
{
	fprintf(stderr, "%s", msg);
	baseContainer->HideChildren();
	
	Gui::Fixed *f = new Gui::Fixed(6*GetWidth()/8, 6*GetHeight()/8);
	Gui::Screen::AddBaseWidget(f, GetWidth()/8, GetHeight()/8);
	f->SetTransparency(false);
	f->SetBgColor(0.4,0,0,1.0);
	f->Add(new Gui::Label(msg), 10, 10);

	Gui::Button *okButton = new Gui::LabelButton(new Gui::Label("Ok"));
	okButton->SetShortcut(SDLK_RETURN, KMOD_NONE);
	f->Add(okButton, 10, 6*GetHeight()/8 - 32);
	f->ShowAll();
	f->Show();

	do {
		Gui::MainLoopIteration();
		SDL_Delay(10);
	} while (!okButton->IsPressed());

	Gui::Screen::RemoveBaseWidget(f);
	delete f;
	baseContainer->ShowAll();
}
Пример #2
0
void Screen::ShowBadError(const char *msg)
{
    // to make things simple for ourselves, we want to hide all the existing widgets
    // however, if we do it through baseContainer->HideChildren() then we lose track of
    // which widgets should be shown again when the red-screen is cleared.
    // So to avoid this problem we don't hide anything, we just temporarily swap to
    // a different base container which is just used for this red-screen

    Gui::Fixed *oldBaseContainer = Screen::baseContainer;
    Screen::baseContainer = new Gui::Fixed();
    Screen::baseContainer->SetSize(float(Screen::width), float(Screen::height));
    Screen::baseContainer->Show();

    Gui::Fixed *f = new Gui::Fixed(6*GetWidth()/8.0f, 6*GetHeight()/8.0f);
    Gui::Screen::AddBaseWidget(f, GetWidth()/8, GetHeight()/8);
    f->SetTransparency(false);
    f->SetBgColor(0.4f,0,0,1.0f);
    f->Add(new Gui::Label(msg, TextLayout::ColourMarkupNone), 10, 10);

    Gui::Button *okButton = new Gui::LabelButton(new Gui::Label("Ok"));
    okButton->SetShortcut(SDLK_RETURN, KMOD_NONE);
    f->Add(okButton, 10.0f, 6*GetHeight()/8.0f - 32);
    f->ShowAll();
    f->Show();

    do {
        Gui::MainLoopIteration();
        SDL_Delay(10);
    } while (!okButton->IsPressed());

    delete f; // Gui::Fixed does a horrible thing and calls Gui::Screen::RemoveBaseWidget(this) in its destructor
    delete Screen::baseContainer;
    Screen::baseContainer = oldBaseContainer;
}
Пример #3
0
	Viewer(): Gui::Fixed(float(g_width), float(g_height)) {
		m_model = 0;
		m_cmesh = 0;
		m_geom = 0;
		m_space = new CollisionSpace();
		m_showBoundingRadius = false;
		Gui::Screen::AddBaseWidget(this, 0, 0);
		SetTransparency(true);

		m_trisReadout = new Gui::Label("");
		Add(m_trisReadout, 500, 0);
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_c, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnClickChangeView));
			Add(b, 10, 10);
			Add(new Gui::Label("[c] Change view (normal, collision mesh"), 30, 10);
		} 
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_r, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnResetAdjustments));
			Add(b, 10, 30);
			Add(new Gui::Label("[r] Reset thruster and anim sliders"), 30, 30);
		} 
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_m, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnClickRebuildCollMesh));
			Add(b, 10, 50);
			Add(new Gui::Label("[m] Rebuild collision mesh"), 30, 50);
		} 
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_p, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnClickToggleBenchmark));
			Add(b, 10, 70);
			Add(new Gui::Label("[p] Toggle performance test (renders models 1000 times per frame)"), 30, 70);
		}
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_b, KMOD_LSHIFT);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnToggleBoundingRadius));
			Add(b, 10, 90);
			Add(new Gui::Label("[shift-b] Visualize bounding radius"), 30, 90);
		}
#if 0
		{
			Gui::Button *b = new Gui::SolidButton();
			b->SetShortcut(SDLK_g, KMOD_NONE);
			b->onClick.connect(sigc::mem_fun(*this, &Viewer::OnToggleGearState));
			Add(b, 10, 30);
			Add(new Gui::Label("[g] Toggle gear state"), 30, 30);
		}
#endif /* 0 */	
		{
			Add(new Gui::Label("Linear thrust"), 0, Gui::Screen::GetHeight()-140.0f);
			for (int i=0; i<3; i++) {
				m_linthrust[i] = new Gui::Adjustment();
				m_linthrust[i]->SetValue(0.5);
				Gui::VScrollBar *v = new Gui::VScrollBar();
				v->SetAdjustment(m_linthrust[i]);
				Add(v, float(i*25), Gui::Screen::GetHeight()-120.0f);
			}
			
			Add(new Gui::Label("Angular thrust"), 100, Gui::Screen::GetHeight()-140.0f);
			for (int i=0; i<3; i++) {
				m_angthrust[i] = new Gui::Adjustment();
				m_angthrust[i]->SetValue(0.5);
				Gui::VScrollBar *v = new Gui::VScrollBar();
				v->SetAdjustment(m_angthrust[i]);
				Add(v, float(100 + i*25), Gui::Screen::GetHeight()-120.0f);
			}
			
			Add(new Gui::Label("Animations (0 gear, 1-4 are time - ignore them comrade)"),
					200, Gui::Screen::GetHeight()-140.0f);
			for (int i=0; i<LMR_ARG_MAX; i++) {
				Gui::Fixed *box = new Gui::Fixed(32.0f, 120.0f);
				Add(box, float(200 + i*25), Gui::Screen::GetHeight()-120.0f);

				m_anim[i] = new Gui::Adjustment();
				m_anim[i]->SetValue(0);
				Gui::VScrollBar *v = new Gui::VScrollBar();
				v->SetAdjustment(m_anim[i]);
				box->Add(v, 0, 42.0f);
				char buf[32];
				snprintf(buf, sizeof(buf), "%d", i);
				box->Add(new Gui::Label(buf), 0, 0);

				m_animEntry[i] = new Gui::TextEntry();
				box->Add(m_animEntry[i], 0, 16.0f);
				m_anim[i]->onValueChanged.connect(sigc::bind(sigc::mem_fun(this, &Viewer::OnAnimChange), m_anim[i], m_animEntry[i]));
				OnAnimChange(m_anim[i], m_animEntry[i]);
			}
		}

		ShowAll();
		Show();
	}