示例#1
0
bool ElAvatar::creat(unsigned int width, unsigned int height)
{
	using namespace ELGUI;

	// setup texture
	D3DXCreateTexture(ElDeviceManager::getDevice(), width, height, 1,
		D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
		D3DPOOL_DEFAULT, &mTexture);
	mTexture->GetSurfaceLevel(0, &mSurface);

	// setup imageset
	ElGUITexture* gui_texture = (ElGUITexture*)System::getSingleton().getRenderer()->createTexture();
	gui_texture->setTexture(mTexture);
	Imageset* imageset = ImagesetManager::getSingleton().createImageset(ElAvatarImageset, gui_texture);
	Rect rect = Rect(Point(0.0f, 0.0f), Size(width, height));
	imageset->defineImage(ElAvatarImage, rect, Point(0.0f, 0.0f));

	// setup scene
	if (!_createScene())
		return false;

	// setup scene camera
	ElCamera* sceneCamera = ElNew ElCamera;
	float aspect = (float)width / (float)height;
	//sceneCamera->setPosition(D3DXVECTOR3(0.0f, 1.0f, -5.0f));
	sceneCamera->setPosition(D3DXVECTOR3(0.0f, 2.175f, -0.5f));
	sceneCamera->setProjectionParameters(ElCamera::PT_PERSPECTIVE, D3DX_PI / 4, aspect, 0.1f, 500.0f);
	mScene->setCamera(sceneCamera);

	return true;
}
/*************************************************************************
	Create an Imageset object from the specified file
*************************************************************************/
Imageset* ImagesetManager::createImageset(const String& filename, const String& resourceGroup )
{
	Logger::getSingleton().logEvent((utf8*)"Attempting to create an Imageset from the information specified in file '" + filename + "'.");

	Imageset* temp = new Imageset(filename, resourceGroup );

	String	name = temp->getName();

	if (isImagesetPresent(name))
	{
		delete temp;

		throw	AlreadyExistsException("ImagesetManager::createImageset - An Imageset object named '" + name + "' already exists.");
	}

	d_imagesets[name] = temp;

	return temp;
}
示例#3
0
//-----------------------------------------------------------------------
CEGUI::Imageset* EditorDocument::generateRealImageset(const wxString& pathName)
{
    const String imagesetName ( CEGUIHelper::ToCEGUIString( m_imagesetName ) );
    const String imageFilename ( CEGUIHelper::ToCEGUIString( pathName + m_imageFilename ) );

    ImagesetManager& isMgr = ImagesetManager::getSingleton();

    if ( isMgr.isImagesetPresent( imagesetName ) )
        // TODO: Maybe ask user whether to continue here?
        isMgr.destroyImageset( imagesetName );

    // create the imageset
    Imageset* imageset = isMgr.createImagesetFromImageFile( imagesetName, imageFilename );

    // auto-scale options
    imageset->setAutoScalingEnabled( m_autoScaled );
    imageset->setNativeResolution( CEGUI::Size( m_nativeResolution.x, m_nativeResolution.y ) );

    // iterate over all the elements in the class
    mapNamedRegion::iterator it;
    for( it = m_mapSetRectangles.begin(); it != m_mapSetRectangles.end(); ++it )
    {
        const String imageName = CEGUIHelper::ToCEGUIString( wxString( it->first ) );

        if ( !imageset->isImageDefined( imageName ) )
        {
            const wxRect r( it->second );
            const CEGUI::Rect newDim( ( ( r.GetLeft() > 0 ) ? r.GetLeft() : 0 ),
                               ( ( r.GetTop() > 0 ) ? r.GetTop() : 0 ),
                               ( ( r.GetRight() + 1 > 0 ) ? r.GetRight() + 1 : 0 ),
                               ( ( r.GetBottom() + 1 > 0 ) ? r.GetBottom() + 1 : 0 ) );
            const CEGUI::Point p ( 0.0f, 0.0f );
            imageset->defineImage( imageName, newDim, p );
        }
    }

    if ( imageset->isImageDefined ( "full_image" ) )
        imageset->undefineImage( "full_image" );

    return imageset;
}
示例#4
0
/*************************************************************************
	Load all resources for this scheme
*************************************************************************/
void Scheme::loadResources(void)
{
    Logger::getSingleton().logEvent((utf8*)"---- Begining resource loading for GUI scheme '" + d_name + "' ----", Informative);

    ImagesetManager& ismgr		= ImagesetManager::getSingleton();
    FontManager& fntmgr			= FontManager::getSingleton();
    WindowFactoryManager& wfmgr = WindowFactoryManager::getSingleton();
    WidgetLookManager& wlfMgr   = WidgetLookManager::getSingleton();

    std::vector<LoadableUIElement>::const_iterator	pos;

    // check imagesets
    for (pos = d_imagesets.begin(); pos != d_imagesets.end(); ++pos)
    {
        if (!ismgr.isImagesetPresent((*pos).name))
        {
            Imageset* iset = ismgr.createImageset((*pos).filename, (*pos).resourceGroup);

            // check for wrong imageset for specified name
            String realname = iset->getName();

            if (realname != (*pos).name)
            {
                ismgr.destroyImageset(iset);
                throw InvalidRequestException((utf8*)"Scheme::loadResources - The Imageset created by file '" +
                                              (*pos).filename + "' is named '" + realname + "', not '" + (*pos).name + "' as required by Scheme '" + d_name + "'.");
            }

        }

    }

    // check imagesets that are created directly from image files
    for (pos = d_imagesetsFromImages.begin(); pos != d_imagesetsFromImages.end(); ++pos)
    {
        if (!ismgr.isImagesetPresent((*pos).name))
            ismgr.createImagesetFromImageFile((*pos).name, (*pos).filename, (*pos).resourceGroup);
    }

    // check fonts
    for (pos = d_fonts.begin(); pos != d_fonts.end(); ++pos)
    {
        if (!fntmgr.isFontPresent((*pos).name))
        {
            Font* font = fntmgr.createFont((*pos).filename, (*pos).resourceGroup);

            // check for wrong font for specified name
            String realname = font->getName();

            if (realname != (*pos).name)
            {
                fntmgr.destroyFont(font);
                throw InvalidRequestException((utf8*)"Scheme::loadResources - The Font created by file '" +
                                              (*pos).filename + "' is named '" + realname + "', not '" + (*pos).name + "' as required by Scheme '" + d_name + "'.");
            }

        }

    }

    // load look'n'feels (can't actually check these, so just re-parse data; it does no harm except maybe wase a bit of time)
    for (pos = d_looknfeels.begin(); pos != d_looknfeels.end(); ++pos)
    {
        wlfMgr.parseLookNFeelSpecification((*pos).filename, (*pos).resourceGroup);
    }

    // check factories
    std::vector<UIModule>::iterator	cmod = d_widgetModules.begin();
    for (; cmod != d_widgetModules.end(); ++cmod)
    {
        // create and load dynamic module as required
        if ((*cmod).module == NULL)
        {
            (*cmod).module = new FactoryModule((*cmod).name);
        }

        // see if we should just register all factories available in the module (i.e. No factories explicitly specified)
        if ((*cmod).factories.size() == 0)
        {
            Logger::getSingleton().logEvent("No window factories specified for module '" + (*cmod).name + "' - adding all available factories...");
            (*cmod).module->registerAllFactories();
        }
        // some names were explicitly given, so only register those.
        else
        {
            std::vector<UIElementFactory>::const_iterator	elem = (*cmod).factories.begin();
            for (; elem != (*cmod).factories.end(); ++elem)
            {
                if (!wfmgr.isFactoryPresent((*elem).name))
                {
                    (*cmod).module->registerFactory((*elem).name);
                }
            }
        }
    }

    // check aliases
    std::vector<AliasMapping>::iterator alias = d_aliasMappings.begin();
    for (; alias != d_aliasMappings.end(); ++alias)
    {
        // get iterator
        WindowFactoryManager::TypeAliasIterator iter = wfmgr.getAliasIterator();

        // look for this alias
        while (!iter.isAtEnd() && (iter.getCurrentKey() != (*alias).aliasName))
            ++iter;

        // if the alias exists
        if (!iter.isAtEnd())
        {
            // if the current target type matches
            if (iter.getCurrentValue().getActiveTarget() == (*alias).targetName)
            {
                // assume this mapping is ours and skip to next alias
                continue;
            }

        }

        // create a new alias entry
        wfmgr.addWindowTypeAlias((*alias).aliasName, (*alias).targetName);
    }

    // check falagard window mappings.
    std::vector<FalagardMapping>::iterator falagard = d_falagardMappings.begin();
    for (; falagard != d_falagardMappings.end(); ++falagard)
    {
        // get iterator
        WindowFactoryManager::FalagardMappingIterator iter = wfmgr.getFalagardMappingIterator();

        // look for this mapping
        while (!iter.isAtEnd() && (iter.getCurrentKey() != (*falagard).windowName))
            ++iter;

        // if the alias exists
        if (!iter.isAtEnd())
        {
            // if the current target and looks match
            if ((iter.getCurrentValue().d_baseType == (*falagard).targetName) &&
                    (iter.getCurrentValue().d_lookName == (*falagard).lookName))
            {
                // assume this mapping is ours and skip to next
                continue;
            }
        }

        // create a new mapping entry
        wfmgr.addFalagardWindowMapping((*falagard).windowName, (*falagard).targetName, (*falagard).lookName);
    }

    Logger::getSingleton().logEvent((utf8*)"---- Resource loading for GUI scheme '" + d_name + "' completed ----", Informative);
}