Пример #1
0
void Ouchy::DoOuch() {
	if( !m_state ) {
		m_button->SetLabel( "Ouch" );
	}
	else {
		m_button->SetLabel( "Boom" );
	}

	m_state = !m_state;
}
Пример #2
0
void GuessMyNumber::OnGuessClick() {
	// Validate number.
	unsigned int buf_number( 0 );

	std::stringstream sstr( static_cast<std::string>( m_number_entry->GetText() ) );
	sstr >> buf_number;

	if( buf_number < 1 || buf_number > 100 ) {
		m_hint_label->SetText( "Enter a number from 1 to 100." );
		return;
	}

	++m_tries;
	UpdateUI();

	unsigned char number( static_cast<unsigned char>( buf_number ) );
	if( number < m_number ) {
		m_hint_label->SetText( "My number is higher." );
	}
	else if( number > m_number ) {
		m_hint_label->SetText( "My number is lower." );
	}
	else {
		m_hint_label->SetText( "Correct!" );
		m_guess_button->Show( false );
	}

	m_number_entry->SetText( "" );
}
Пример #3
0
void GuessMyNumber::ResetGame() {
	m_tries = 0;
	m_number = static_cast<unsigned char>( std::rand() % 100 + 1 );

	m_hint_label->SetText( "-" );

	UpdateUI();
	m_guess_button->Show( true );
}
Пример #4
0
void GuessMyNumber::Run() {
	sf::RenderWindow render_window( sf::VideoMode( 1024, 768, 32 ), TITLE, sf::Style::Titlebar | sf::Style::Close );
	sf::Event event;

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

	// Create widgets.
	sfg::Window::Ptr window( sfg::Window::Create() );
	window->SetTitle( TITLE );

	sfg::Button::Ptr new_game_button( sfg::Button::Create( "New game" ) );
	new_game_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &GuessMyNumber::OnNewGameClick, this );

	m_guess_button->SetId( "guess" );
	m_guess_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &GuessMyNumber::OnGuessClick, this );

	// Layout.
	sfg::Table::Ptr table( sfg::Table::Create() );
	table->Attach( sfg::Label::Create( "Your guess:" ), sf::Rect<sf::Uint32>( 0, 0, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	table->Attach( m_number_entry, sf::Rect<sf::Uint32>( 1, 0, 1, 1 ) );
	table->Attach( sfg::Label::Create( "Tries:" ), sf::Rect<sf::Uint32>( 0, 1, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	table->Attach( m_tries_label, sf::Rect<sf::Uint32>( 1, 1, 1, 1 ) );
	table->Attach( sfg::Label::Create( "Hint:" ), sf::Rect<sf::Uint32>( 0, 2, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	table->Attach( m_hint_label, sf::Rect<sf::Uint32>( 1, 2, 1, 1 ) );

	table->SetColumnSpacings( 5.f );
	table->SetRowSpacings( 5.f );

	sfg::Box::Ptr buttons_box( sfg::Box::Create( sfg::Box::HORIZONTAL, 5.f ) );
	buttons_box->Pack( new_game_button );
	buttons_box->Pack( m_guess_button );

	sfg::Box::Ptr content_vbox( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );
	content_vbox->Pack( sfg::Label::Create( "Guess my number, it's from 1 to 100!" ) );
	content_vbox->Pack( table );
	content_vbox->Pack( buttons_box );

	window->Add( content_vbox );

	ResetGame();

	window->SetPosition(
		sf::Vector2f(
			static_cast<float>( render_window.getSize().x / 2 ) - window->GetAllocation().width / 2.f,
			static_cast<float>( render_window.getSize().y / 2 ) - window->GetAllocation().height / 2.f
		)
	);

	// Custom properties.
	sfg::Context::Get().GetEngine().SetProperty( "Button#guess", "BackgroundColor", sf::Color( 0, 100, 0 ) );
	sfg::Context::Get().GetEngine().SetProperty( "Button#guess", "BorderColor", sf::Color( 0, 100, 0 ) );
	sfg::Context::Get().GetEngine().SetProperty( "Button#guess:Prelight", "BackgroundColor", sf::Color( 0, 130, 0 ) );
	sfg::Context::Get().GetEngine().SetProperty( "Button#guess:Prelight", "BorderColor", sf::Color( 0, 130, 0 ) );
	sfg::Context::Get().GetEngine().SetProperty( "Button#guess > Label", "FontSize", 20.f );

	// Make sure all properties are applied.
	window->Refresh();

	while( render_window.isOpen() ) {
		while( render_window.pollEvent( event ) ) {
			if(
				(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape) ||
				event.type == sf::Event::Closed
			) {
				render_window.close();
			}

			window->HandleEvent( event );
		}

		window->Update( 0.f );
		render_window.clear();
		m_sfgui.Display( render_window );
		render_window.display();
	}
}
Пример #5
0
/* Fonctions de construction de menu */
void Menu::addButton2MenuList(sfg::Box::Ptr box, sfg::Button::Ptr but) {
	box->Pack(but);
	boutons.insert(pair<string, Button::Ptr>(but->GetLabel(), but));
}
Пример #6
0
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();
	}
}
Пример #7
0
void ButtonsExample::ButtonClick() {
	// When the Button is clicked it's label should change.
	m_button->SetLabel( "I was clicked" );
}