示例#1
0
void DesktopExample::Run() {
	sf::RenderWindow render_window( sf::VideoMode( SCREEN_WIDTH, SCREEN_HEIGHT ), "SFGUI Desktop Example" );
	sf::Event event;

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

	//// Main window ////
	// Widgets.
	m_window->SetTitle( "SFGUI Desktop Example" );

	sfg::Label::Ptr intro_label( sfg::Label::Create( "Click on \"Create window\" to create any number of new windows." ) );
	sfg::Button::Ptr create_window_button( sfg::Button::Create( "Create window" ) );
	create_window_button->SetId( "create_window" );

	// Layout.
	sfg::Box::Ptr main_box( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );
	main_box->Pack( intro_label, false );
	main_box->Pack( create_window_button, false );

	m_window->Add( main_box );
	m_desktop.Add( m_window );

	// Signals.
	create_window_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &DesktopExample::OnCreateWindowClick, this );

	// Init.
	m_desktop.SetProperty( "Button#create_window", "FontSize", 18.f );

	while( render_window.isOpen() ) {
		while( render_window.pollEvent( event ) ) {
			if(
				(event.type == sf::Event::Closed) ||
				(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
			) {
				render_window.close();
			}
			else if( event.type == sf::Event::Resized ) {
				m_desktop.UpdateViewRect(
					sf::FloatRect(
						0,
						0,
						static_cast<float>( render_window.getSize().x ),
						static_cast<float>( render_window.getSize().y )
					)
				);
			}
			else {
				m_desktop.HandleEvent( event );
			}
		}

		m_desktop.Update( 0.f );
		render_window.clear();
		m_sfgui.Display( render_window );
		render_window.display();
	}
}
示例#2
0
void CustomWidget::Run() {
	// Create SFML's window.
	sf::RenderWindow render_window( sf::VideoMode( SCREEN_WIDTH, SCREEN_HEIGHT ), "Custom Widget" );

	// Create our custom widget.
	m_custom_widget = MyCustomWidget::Create( "Custom Text" );

	// Create a simple button and connect the click signal.
	auto button = sfg::Button::Create( "Button" );
	button->GetSignal( sfg::Widget::OnLeftClick ).Connect( std::bind( &CustomWidget::OnButtonClick, this ) );

	// Create a vertical box layouter with 5 pixels spacing and add our custom widget and button
	// and button to it.
	auto box = sfg::Box::Create( sfg::Box::Orientation::VERTICAL, 5.0f );
	box->Pack( m_custom_widget );
	box->Pack( button, false );

	// Create a window and add the box layouter to it. Also set the window's title.
	auto window = sfg::Window::Create();
	window->SetTitle( "Custom Widget" );
	window->Add( box );

	// Create a desktop and add the window to it.
	sfg::Desktop desktop;
	desktop.Add( window );

	// We're not using SFML to render anything in this program, so reset OpenGL
	// states. Otherwise we wouldn't see anything.
	render_window.resetGLStates();

	// Main loop!
	sf::Event event;
	sf::Clock clock;

	while( render_window.isOpen() ) {
		// Event processing.
		while( render_window.pollEvent( event ) ) {
			desktop.HandleEvent( event );

			// If window is about to be closed, leave program.
			if( event.type == sf::Event::Closed ) {
				render_window.close();
			}
		}

		// Update SFGUI with elapsed seconds since last call.
		desktop.Update( clock.restart().asSeconds() );

		// Rendering.
		render_window.clear();
		m_sfgui.Display( render_window );
		render_window.display();
	}
}
示例#3
0
void ProgressBarExample::Run() {
	// Create the main SFML window
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Progress Bar 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
	sfg::Window::Ptr window;
	window = sfg::Window::Create();
	window->SetTitle( "Title" );

	// Create our progress bar
	m_progressbar = sfg::ProgressBar::Create();

	// Set how big the progress bar should be
	m_progressbar->SetRequisition( sf::Vector2f( 200.f, 40.f ) );

	// Create a button and connect the click signal.
	sfg::Button::Ptr button( sfg::Button::Create( "Set Random Value" ) );
	button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &ProgressBarExample::OnButtonClick, this );

	// Create a horizontal box layouter and add widgets to it.
	sfg::Box::Ptr box( sfg::Box::Create( sfg::Box::HORIZONTAL, 5.0f ) );
	box->Pack( m_progressbar );
	box->Pack( button, false );

	// Add the box to the window.
	window->Add( box );

	// Our clock
	sf::Clock clock;

	// Start the game loop
	while ( app_window.isOpen() ) {
		// Process events
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			// Handle events
			window->HandleEvent( event );

			// Close window : exit
			if ( event.type == sf::Event::Closed ) {
				app_window.close();
			}
		}

		// Update the GUI every 5ms
		if( clock.getElapsedTime().asMicroseconds() >= 5000 ) {
			// Update() takes the elapsed time in seconds.
			window->Update( static_cast<float>( clock.getElapsedTime().asMicroseconds() ) / 1000000.f );

			clock.restart();
		}

		// Clear screen
		app_window.clear();

		// Draw the GUI
		m_sfgui.Display( app_window );

		// Update the window
		app_window.display();
	}
}
示例#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();
	}
}
void ScrolledWindowViewportExample::Run() {
	// Create the main SFML window
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI ScrolledWindow and Viewport 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
	sfg::Window::Ptr window;
	window = sfg::Window::Create();
	window->SetTitle( "Title" );

	// Create a box with 10 pixel spacing.
	sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::VERTICAL, 10.f );

	// Create a button and connect the click signal.
	sfg::Button::Ptr button = sfg::Button::Create( "Add a button" );
	button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &ScrolledWindowViewportExample::OnButtonClick, this );

	// Create a box for our ScrolledWindow. ScrolledWindows are bins
	// and can only contain 1 child widget.
	m_scrolled_window_box = sfg::Box::Create( sfg::Box::VERTICAL );

	// Create the ScrolledWindow.
	sfg::ScrolledWindow::Ptr scrolledwindow = sfg::ScrolledWindow::Create();

	// Set the ScrolledWindow to always show the horizontal scrollbar
	// and only show the vertical scrollbar when needed.
	scrolledwindow->SetScrollbarPolicy( sfg::ScrolledWindow::HORIZONTAL_ALWAYS | sfg::ScrolledWindow::VERTICAL_AUTOMATIC );

	// Add the ScrolledWindow box to the ScrolledWindow
	// and create a new viewport automatically.
	scrolledwindow->AddWithViewport( m_scrolled_window_box );

	// Always remember to set the minimum size of a ScrolledWindow.
	scrolledwindow->SetRequisition( sf::Vector2f( 500.f, 100.f ) );

	// Create a viewport.
	sfg::Viewport::Ptr viewport = sfg::Viewport::Create();

	// Always remember to set the minimum size of a Viewport.
	viewport->SetRequisition( sf::Vector2f( 500.f, 200.f ) );

	// Set the vertical adjustment values of the Viewport.
	viewport->GetVerticalAdjustment()->SetLower( 0.f );
	viewport->GetVerticalAdjustment()->SetUpper( 100000000.f );

	// Create a box for our Viewport. Viewports are bins
	// as well and can only contain 1 child widget.
	sfg::Box::Ptr viewport_box = sfg::Box::Create( sfg::Box::VERTICAL );

	sf::err() << "Generating random strings, please be patient..." << std::endl;

	// Create some random text.
	for( int i = 0; i < 200; i++ ) {
		std::string str;

		for( int j = 0; j < 20; j++ ) {
			str += static_cast<char>( 65 + rand() % 26 );
		}

		// Add the text to the Viewport box.
		viewport_box->Pack( sfg::Label::Create( str.c_str() ) );
	}

	// Add the Viewport box to the viewport.
	viewport->Add( viewport_box );

	// Add everything to our box.
	box->Pack( button, false, true );
	box->Pack( scrolledwindow, false, true );
	box->Pack( viewport, true, true );

	// Add the box to the window.
	window->Add( box );

	sf::Clock clock;

	// Start the game loop
	while ( app_window.isOpen() ) {
		// Process events
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			// Handle events
			window->HandleEvent( event );

			// Close window : exit
			if ( event.type == sf::Event::Closed ) {
				app_window.close();
			}
		}

		// Update the GUI every 1ms
		if( clock.getElapsedTime().asMicroseconds() >= 1000 ) {
			float delta = static_cast<float>( clock.getElapsedTime().asMicroseconds() ) / 1000000.f;

			// Update() takes the elapsed time in seconds.
			window->Update( delta );

			// Add a nice automatic scrolling effect to our viewport ;)
			viewport->GetVerticalAdjustment()->SetValue( viewport->GetVerticalAdjustment()->GetValue() + delta * 10.f );

			clock.restart();
		}

		// Clear screen
		app_window.clear();

		// Draw the GUI
		m_sfgui.Display( app_window );

		// Update the window
		app_window.display();
	}
}
示例#6
0
文件: Entry.cpp 项目: Cruel/SFGUI
void EntryExample::Run() {
    // Create the main SFML window
    sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Entry 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
    auto window = sfg::Window::Create();
    window->SetTitle( "Title" );

    // Create our box.
    auto box = sfg::Box::Create( sfg::Box::Orientation::HORIZONTAL );

    // Create a button.
    auto button = sfg::Button::Create();
    button->SetLabel( "Set" );

    // Connect the button.
    button->GetSignal( sfg::Widget::OnLeftClick ).Connect( std::bind( &EntryExample::ButtonClick, this ) );

    // Create a label.
    m_label = sfg::Label::Create();
    m_label->SetText( "no text yet" );

    // Create our entry widget itself.
    m_entry = sfg::Entry::Create();

    // Until now all widgets only expanded to fit the text inside of it.
    // This is not the case with the entry widget which can be empty
    // but still has to have a reasonable size.
    // To disable the automatic sizing of widgets in general you can
    // use the SetRequisition() method. it takes an sf::Vector as it's
    // parameter. Depending on which side you want to have a minimum size,
    // you set the corresponding value in the vector.
    // Here we chose to set the minimum x size of the widget to 80.
    m_entry->SetRequisition( sf::Vector2f( 80.f, 0.f ) );

    // Setting sizing back to automatic is as easy as setting
    // x and y sizes to 0.

    // Pack into box
    box->Pack( m_entry );
    box->Pack( button );
    box->Pack( m_label );

    // Set box spacing
    box->SetSpacing( 5.f );

    // Add our box to the window
    window->Add( box );

    sf::Clock clock;

    // Update an initial time to construct the GUI before drawing begins.
    // This makes sure that there are no frames in which no GUI is visible.
    window->Update( 0.f );

    // Start the game loop
    while ( app_window.isOpen() ) {
        // Process events
        sf::Event event;

        while ( app_window.pollEvent( event ) ) {
            // Handle events
            window->HandleEvent( event );

            // Close window : exit
            if ( event.type == sf::Event::Closed ) {
                app_window.close();
            }
        }

        // Update the GUI every 5ms
        if( clock.getElapsedTime().asMicroseconds() >= 5000 ) {
            // Update() takes the elapsed time in seconds.
            window->Update( static_cast<float>( clock.getElapsedTime().asMicroseconds() ) / 1000000.f );

            clock.restart();
        }

        // Clear screen
        app_window.clear();

        // Draw the GUI
        m_sfgui.Display( app_window );

        // Update the window
        app_window.display();
    }
}
示例#7
0
文件: Spinner.cpp 项目: Cruel/SFGUI
void SpinnerExample::Run() {
	// Create the main SFML window
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Spinner 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
	auto window = sfg::Window::Create();
	window->SetTitle( "Title" );

	// Create our spinner
	m_spinner = sfg::Spinner::Create();

	// Set how big the spinner should be
	m_spinner->SetRequisition( sf::Vector2f( 40.f, 40.f ) );

	// Create a button and connect the click signal.
	auto button = sfg::Button::Create( "Toggle" );
	button->GetSignal( sfg::Widget::OnLeftClick ).Connect( std::bind( &SpinnerExample::OnButtonClick, this ) );

	// Create a horizontal box layouter and add widgets to it.
	auto box = sfg::Box::Create( sfg::Box::Orientation::HORIZONTAL, 5.0f );
	box->Pack( m_spinner );
	box->Pack( button, false );

	// Add the box to the window.
	window->Add( box );

	// Our clock to make the spinner spin ;)
	sf::Clock clock;

	// Update an initial time to construct the GUI before drawing begins.
	// This makes sure that there are no frames in which no GUI is visible.
	window->Update( 0.f );

	// Start the game loop
	while ( app_window.isOpen() ) {
		// Process events
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			// Handle events
			window->HandleEvent( event );

			// Close window : exit
			if ( event.type == sf::Event::Closed ) {
				app_window.close();
			}
		}

		// Update the GUI every 5ms
		if( clock.getElapsedTime().asMicroseconds() >= 5000 ) {
			// Update() takes the elapsed time in seconds.
			window->Update( static_cast<float>( clock.getElapsedTime().asMicroseconds() ) / 1000000.f );

			clock.restart();
		}

		// Clear screen
		app_window.clear();

		// Draw the GUI
		m_sfgui.Display( app_window );

		// Update the window
		app_window.display();
	}
}
示例#8
0
void Application::Run() {
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Button Example", sf::Style::Titlebar | sf::Style::Close );

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

	window = sfg::Window::Create();
	window->SetTitle( "Title" );

	sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::VERTICAL );
	window->Add( box );

	// Possibility 1, normal function
	sfg::Button::Ptr button1 = sfg::Button::Create();
	button1->SetLabel( "Clicky 1" );
	button1->OnLeftClick.Connect( &Foo );
	box->Pack( button1, false );

	// Possibility 2, this class
	sfg::Button::Ptr button2 = sfg::Button::Create();
	button2->SetLabel( "Clicky 2" );
	button2->OnLeftClick.Connect( &Application::Bar, this );
	box->Pack( button2, false );

	// Possibility 3, objects
	BazClass baz_array[3] = { BazClass( 1 ), BazClass( 2 ), BazClass( 3 ) };

	for( int i = 0; i < 3; i++ ) {
		std::stringstream sstr;
		sstr << "Clicky " << i + 3;
		sfg::Button::Ptr button = sfg::Button::Create();
		button->SetLabel( sstr.str() );
		// This is just a more complicated way of passing a pointer to a
		// BazClass to Connect() when the BazClass object is part of an array.
		// Passing normal pointers such as &baz1 would also work.
		button->OnLeftClick.Connect( &BazClass::Baz, &( baz_array[i] ) );
		box->Pack( button, false );
	}

	// Notice that with possibility 3 you can do very advanced things. The tricky
	// part of implementing it this way is that the method address has to be
	// known at compile time, which means that only the instanciated object itself
	// is able to pick how it will behave when that method is called on it. This
	// way you can also connect signals to dynamically determined behavior.

	// For further reading on this topic refer to Design Patterns and as
	// specialized cases similar to the one in this example the
	// Factory Method Pattern and Abstract Factory Pattern.

	while ( app_window.isOpen() ) {
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			window->HandleEvent( event );

			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.
		window->Update( 0.f );

		// Clear screen
		app_window.clear();

		// Draw the GUI
		m_sfgui.Display( app_window );

		// Update the window
		app_window.display();
	}

	// If you have any global or static widgets,
	// you need to reset their pointers before your
	// application exits.
	window.reset();
}
示例#9
0
bool UpgradeBuilding::enter(sfg::SFGUI& sfgui, sf::RenderWindow& window, Character *ptrCharacter)
{
// Check if the given pointer is null
    if(ptrCharacter == nullptr)
        throw std::runtime_error( "Problem with the character pointer in the fuel menu" ); //If so, throw an error

// Else, store it in the class
    else
        m_ptrCharacter = ptrCharacter;

// Set the money Label
    setMoneyLabel();

// Set the state of the buttons
    verifyButtonsState();

// Set the fraction of the life bar who's full
    m_lifeBar->SetFraction( m_ptrCharacter->getLife().fractionOfLifeFull() );

// Create an event and clock object
    sf::Event event;
    sf::Clock clock;

// Be sure m_wanToQuit is set to false
    m_wantToExit = false;

// Show the gui window
    m_window->Show(true);

    while ( !m_wantToExit )
    {
		while ( window.pollEvent( event ) )
        {
			// Handle events
                m_window->HandleEvent( event );

			// Close window, return false to close the app properly
                if( event.type == sf::Event::Closed )
                {
                    // Set the member pointer to null to avoid memory leaks
                        m_ptrCharacter = nullptr;

                    // Don't show the gui window
                        m_window->Show(false);
                        return false;
                }

                if( event.type == sf::Event::KeyPressed )
                {
                    if(event.key.code ==  sf::Keyboard::Escape)
                        m_wantToExit = true;
                }
		}

		// Update the GUI
            m_window->Update( clock.restart().asSeconds() );


		// Draw the GUI, but don't clear the screen!
            sfgui.Display( window );

		// Update the window
            window.display();
	}

// Set the member pointer to null to avoid memory leaks
    m_ptrCharacter = nullptr;

// Don't show the gui window
    m_window->Show(false);

// Return true, we want to continue the game
    return true;
}
示例#10
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();
	}
}
示例#11
0
文件: ComboBox.cpp 项目: Cruel/SFGUI
void ComboBoxExample::Run() {
	// Create the main SFML window
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Combo Box 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
	auto window = sfg::Window::Create();
	window->SetTitle( "Title" );

	// Create the combo box itself.
	m_combo_box = sfg::ComboBox::Create();

	// Set the entries of the combo box.
	m_combo_box->AppendItem( "Bar" );
	m_combo_box->PrependItem( "Foo" );

	m_sel_label = sfg::Label::Create( L"Please select an item!" );

	auto add_button = sfg::Button::Create( L"Add item" );
	auto remove_button = sfg::Button::Create( L"Remove first item" );
	auto clear_button = sfg::Button::Create( L"Clear items" );

	auto hbox = sfg::Box::Create( sfg::Box::Orientation::HORIZONTAL, 5 );
	hbox->Pack( m_combo_box );
	hbox->Pack( add_button, false );
	hbox->Pack( remove_button, false );
	hbox->Pack( clear_button, false );

	auto vbox = sfg::Box::Create( sfg::Box::Orientation::VERTICAL, 5 );
	vbox->Pack( hbox, false );
	vbox->Pack( m_sel_label, true );

	// Add the combo box to the window
	window->Add( vbox );

	// So that our combo box 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_combo_box->GetSignal( sfg::ComboBox::OnSelect ).Connect( std::bind( &ComboBoxExample::OnComboSelect, this ) );

	add_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( std::bind( &ComboBoxExample::OnAddItemClick, this ) );
	remove_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( std::bind( &ComboBoxExample::OnRemoveItemClick, this ) );
	clear_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( std::bind( &ComboBoxExample::OnClearClick, 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.

	// Start the game loop
	while ( app_window.isOpen() ) {
		// Process events
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			// Handle events
			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.
		window->Update( 0.f );

		// Clear screen
		app_window.clear();

		// Draw the GUI
		m_sfgui.Display( app_window );

		// Update the window
		app_window.display();
	}
}
示例#12
0
void SampleApp::Run() {
	sf::Event event;

	//m_window.SetFramerateLimit( 60 );
	//m_window.EnableVerticalSync( true );

	// Tune Renderer
	m_sfgui.TuneUseFBO( true );
	m_sfgui.TuneAlphaThreshold( .2f );
	m_sfgui.TuneCull( true );

	// Create widgets.
	m_wndmain = sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE );
	m_wndmain->SetTitle( L"Example application" );

	sfg::Button::Ptr btnaddbuttonh( sfg::Button::Create( L"Add button horizontally" ) );
	sfg::Button::Ptr btnaddbuttonv( sfg::Button::Create( L"Add button vertically" ) );
	m_titlebar_toggle = sfg::ToggleButton::Create( "Toggle titlebar" );
	m_titlebar_toggle->SetActive( true );

	{
		sf::Image add_image;
		if( add_image.loadFromFile( "data/add.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( add_image ) );
			btnaddbuttonh->SetImage( image );

			image = sfg::Image::Create( add_image );
			btnaddbuttonv->SetImage( image );
		}
	}

	sfg::Button::Ptr btnhidewindow( sfg::Button::Create( L"Close window" ) );
	btnhidewindow->SetId( "close" );

	{
		sf::Image close_image;
		if( close_image.loadFromFile( "data/delete.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( close_image ) );
			btnhidewindow->SetImage( image );
		}
	}

	sfg::Button::Ptr btntogglespace( sfg::Button::Create( L"Box Spacing") );
	sfg::Button::Ptr btnloadstyle( sfg::Button::Create( L"Load theme") );

	m_entry = sfg::Entry::Create( L"Type" );
	m_entry->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	m_entry->AppendText( L" something!" );

	m_limit_check = sfg::CheckButton::Create( L"Limit to 4 chars" );
	m_limit_check->SetId( "limit_check" );

	sfg::Entry::Ptr password( sfg::Entry::Create() );
	password->HideText( '*' );

	// Layout.
	sfg::Box::Ptr boxtoolbar( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar->SetSpacing( 5.f );
	boxtoolbar->Pack( btnaddbuttonh, false );
	boxtoolbar->Pack( btnaddbuttonv, false );
	boxtoolbar->Pack( m_titlebar_toggle, false );
	boxtoolbar->Pack( btnhidewindow, false );
	boxtoolbar->Pack( m_entry, true );
	boxtoolbar->Pack( m_limit_check, false );

	sfg::Frame::Ptr frame1( sfg::Frame::Create( L"Toolbar 1" ) );
	frame1->Add( boxtoolbar );

	sfg::Box::Ptr boxtoolbar2( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar2->SetSpacing( 5.f );
	boxtoolbar2->Pack( btntogglespace, false );
	boxtoolbar2->Pack( btnloadstyle, false );

	m_boxbuttonsh = sfg::Box::Create( sfg::Box::HORIZONTAL );
	m_boxbuttonsh->SetSpacing( 5.f );

	m_boxbuttonsv = sfg::Box::Create( sfg::Box::VERTICAL );
	m_boxbuttonsv->SetSpacing( 5.f );

	sfg::Entry::Ptr username_entry( sfg::Entry::Create() );
	username_entry->SetMaximumLength( 8 );

	m_progress = sfg::ProgressBar::Create( sfg::ProgressBar::HORIZONTAL );
	m_progress->SetRequisition( sf::Vector2f( 0.f, 20.f ) );

	m_progress_vert = sfg::ProgressBar::Create( sfg::ProgressBar::VERTICAL );
	m_progress_vert->SetRequisition( sf::Vector2f( 20.f, 0.f ) );

	sfg::Separator::Ptr separatorv( sfg::Separator::Create( sfg::Separator::VERTICAL ) );

	m_table = sfg::Table::Create();
	m_table->Attach( sfg::Label::Create( L"Please login using your username and password (span example)." ), sf::Rect<sf::Uint32>( 0, 0, 2, 1 ), sfg::Table::FILL, sfg::Table::FILL | sfg::Table::EXPAND );
	m_table->Attach( sfg::Label::Create( L"Username:"******"Password:"******"Login" ), sf::Rect<sf::Uint32>( 2, 1, 1, 2 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( separatorv, sf::Rect<sf::Uint32>( 3, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( m_progress_vert, sf::Rect<sf::Uint32>( 4, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->SetRowSpacings( 5.f );
	m_table->SetColumnSpacings( 5.f );

	m_scrolled_window_box = sfg::Box::Create( sfg::Box::VERTICAL );

	for( int i = 0; i < 5; i++ ) {
		sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::HORIZONTAL );

		for( int j = 0; j < 20; j++ ) {
			box->Pack( sfg::Button::Create( L"One button among many" ), true );
		}

		m_scrolled_window_box->Pack( box, false );
	}

	m_scrolled_window = sfg::ScrolledWindow::Create();
	m_scrolled_window->SetRequisition( sf::Vector2f( .0f, 160.f ) );
	m_scrolled_window->SetScrollbarPolicy( sfg::ScrolledWindow::HORIZONTAL_AUTOMATIC | sfg::ScrolledWindow::VERTICAL_AUTOMATIC );
	m_scrolled_window->SetPlacement( sfg::ScrolledWindow::TOP_LEFT );
	m_scrolled_window->AddWithViewport( m_scrolled_window_box );

	sfg::Scrollbar::Ptr scrollbar( sfg::Scrollbar::Create() );
	scrollbar->SetRange( .0f, 100.f );

	m_scale = sfg::Scale::Create();
	m_scale->SetAdjustment( scrollbar->GetAdjustment() );
	m_scale->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	boxtoolbar2->Pack( m_scale, false );

	m_combo_box = sfg::ComboBox::Create();

	for( int index = 0; index < 30; ++index ) {
		std::stringstream sstr;

		sstr << "Item " << index;

		m_combo_box->AppendItem( sstr.str() );
	}

	boxtoolbar2->Pack( m_combo_box, true );

	sfg::Frame::Ptr frame2( sfg::Frame::Create( L"Toolbar 2" ) );
	frame2->Add( boxtoolbar2 );
	frame2->SetAlignment( sf::Vector2f( .8f, .0f ) );

	sfg::Separator::Ptr separatorh( sfg::Separator::Create( sfg::Separator::HORIZONTAL ) );

	sfg::Box::Ptr box_image( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	box_image->SetSpacing( 15.f );

	sfg::Fixed::Ptr fixed_container( sfg::Fixed::Create() );
	sfg::Button::Ptr fixed_button( sfg::Button::Create( L"I'm at (34,61)" ) );
	fixed_container->Put( fixed_button, sf::Vector2f( 34.f, 61.f ) );
	box_image->Pack( fixed_container, false );

	sf::Image sfgui_logo;
	m_image = sfg::Image::Create();

	if( sfgui_logo.loadFromFile( "data/sfgui.png" ) ) {
		m_image->SetImage( sfgui_logo );
		box_image->Pack( m_image, false );
	}

	sfg::Button::Ptr mirror_image( sfg::Button::Create( L"Mirror Image" ) );

	box_image->Pack( mirror_image, false );

	sfg::Box::Ptr spinner_box( sfg::Box::Create( sfg::Box::VERTICAL ) );

	m_spinner = sfg::Spinner::Create();
	m_spinner->SetRequisition( sf::Vector2f( 40.f, 40.f ) );
	m_spinner->Start();
	sfg::ToggleButton::Ptr spinner_toggle( sfg::ToggleButton::Create( L"Spin") );
	spinner_toggle->SetActive( true );
	spinner_box->SetSpacing( 5.f );
	spinner_box->Pack( m_spinner, false );
	spinner_box->Pack( spinner_toggle, false );

	box_image->Pack( spinner_box, false );

	sfg::Box::Ptr radio_box( sfg::Box::Create( sfg::Box::VERTICAL ) );

	sfg::RadioButton::Ptr radio1( sfg::RadioButton::Create( "Radio 1" ) );
	sfg::RadioButton::Ptr radio2( sfg::RadioButton::Create( "Radio 2", radio1->GetGroup() ) );
	sfg::RadioButton::Ptr radio3( sfg::RadioButton::Create( "Radio 3", radio2->GetGroup() ) );

	radio_box->Pack( radio1 );
	radio_box->Pack( radio2 );
	radio_box->Pack( radio3 );

	box_image->Pack( radio_box, false );

	sfg::SpinButton::Ptr spinbutton( sfg::SpinButton::Create( scrollbar->GetAdjustment() ) );
	spinbutton->SetRequisition( sf::Vector2f( 80.f, 0.f ) );
	spinbutton->SetDigits( 3 );

	sfg::Box::Ptr spinbutton_box( sfg::Box::Create( sfg::Box::VERTICAL ) );
	spinbutton_box->Pack( spinbutton, false, false );

	box_image->Pack( spinbutton_box, false, false );

	sfg::ComboBox::Ptr aligned_combo_box( sfg::ComboBox::Create() );
	aligned_combo_box->AppendItem( L"I'm way over here" );
	aligned_combo_box->AppendItem( L"Me too" );
	aligned_combo_box->AppendItem( L"Me three" );
	aligned_combo_box->SelectItem( 0 );

	sfg::Alignment::Ptr alignment( sfg::Alignment::Create() );
	alignment->Add( aligned_combo_box );
	box_image->Pack( alignment, true );
	alignment->SetAlignment( sf::Vector2f( 1.f, .5f ) );
	alignment->SetScale( sf::Vector2f( 0.f, .01f ) );

	sfg::Box::Ptr boxmain( sfg::Box::Create( sfg::Box::VERTICAL ) );
	boxmain->SetSpacing( 5.f );
	boxmain->Pack( scrollbar, false );
	boxmain->Pack( m_progress, false );
	boxmain->Pack( frame1, false );
	boxmain->Pack( frame2, false );
	boxmain->Pack( m_boxbuttonsh, false );
	boxmain->Pack( m_boxbuttonsv, false );
	boxmain->Pack( box_image, true );
	boxmain->Pack( separatorh, false );
	boxmain->Pack( m_table, true );
	boxmain->Pack( m_scrolled_window );

	sfg::Notebook::Ptr notebook1( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook2( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook3( sfg::Notebook::Create() );
	sfg::Notebook::Ptr notebook4( sfg::Notebook::Create() );

	notebook1->SetTabPosition( sfg::Notebook::TOP );
	notebook2->SetTabPosition( sfg::Notebook::RIGHT );
	notebook3->SetTabPosition( sfg::Notebook::BOTTOM );
	notebook4->SetTabPosition( sfg::Notebook::LEFT );

	sfg::Box::Ptr vertigo_box( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	sfg::Button::Ptr vertigo_button( sfg::Button::Create( L"Vertigo" ) );
	vertigo_box->Pack( vertigo_button, true, true );

	notebook1->AppendPage( boxmain, sfg::Label::Create( "Page Name Here" ) );
	notebook1->AppendPage( notebook2, sfg::Label::Create( "Another Page" ) );
	notebook2->AppendPage( notebook3, sfg::Label::Create( "Yet Another Page" ) );
	notebook2->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook3->AppendPage( notebook4, sfg::Label::Create( "And Another Page" ) );
	notebook3->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );
	notebook4->AppendPage( vertigo_box, sfg::Label::Create( "And The Last Page" ) );
	notebook4->AppendPage( sfg::Label::Create( L"" ), sfg::Label::Create( "Dummy Page" ) );

	m_wndmain->Add( notebook1 );

	// Signals.
	btnaddbuttonh->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnAddButtonHClick, this );
	btnaddbuttonv->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnAddButtonVClick, this );
	m_titlebar_toggle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleTitlebarClick, this );
	btnhidewindow->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnHideWindowClicked, this );
	btntogglespace->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleSpaceClick, this );
	m_limit_check->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &SampleApp::OnLimitCharsToggle, this );
	btnloadstyle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnLoadThemeClick, this );
	m_scale->GetAdjustment()->GetSignal( sfg::Adjustment::OnChange ).Connect( &SampleApp::OnAdjustmentChange, this );
	spinner_toggle->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnToggleSpinner, this );
	mirror_image->GetSignal( sfg::Widget::OnLeftClick ).Connect( &SampleApp::OnMirrorImageClick, this );

	spinbutton->SetValue( 20.f );
	spinbutton->GetAdjustment()->SetMinorStep( .8f );

	m_wndmain->SetPosition( sf::Vector2f( 100.f, 100.f ) );

	// Another window
	sfg::Window::Ptr second_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );
	second_window->SetId( "second_window" );
	second_window->SetTitle( "Resize this window to see ad-hoc wrapping." );
	sfg::Box::Ptr box( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );

	sfg::Label::Ptr lipsum = sfg::Label::Create(
		"Nullam ut ante leo. Quisque consequat condimentum pulvinar. "
		"Duis a enim sapien, ut vestibulum est. Vestibulum commodo, orci non gravida. "
		"Aliquam sed pretium lacus. "
		"Nullam placerat mauris vel nulla sagittis pellentesque. "
		"Suspendisse in justo dui.\n"
		"Ut dolor massa, gravida eu facilisis convallis, convallis sed odio.\n"
		"Nunc placerat consequat vehicula."
	);

	lipsum->SetRequisition( sf::Vector2f( 400.f, 0.f ) );
	lipsum->SetLineWrap( true );

	box->Pack( lipsum );
	second_window->Add( box );
	second_window->SetPosition( sf::Vector2f( 10.f, 10.f ) );
	second_window->SetId( "second_window" );
	m_desktop.Add( second_window );

	sfg::Window::Ptr third_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );

	m_gl_canvas = sfg::Canvas::Create( true );
	m_gl_canvas->SetRequisition( sf::Vector2f( 200.f, 150.f ) );

	third_window->Add( m_gl_canvas );

	third_window->SetId( "third_window" );
	third_window->SetTitle( "Embedded OpenGL drawing" );
	third_window->SetPosition( sf::Vector2f( 480.f, 20.f ) );
	m_desktop.Add( third_window );

	sf::Texture texture;
	texture.loadFromImage( sfgui_logo );
	m_canvas_sprite.setTexture( texture );

	sfg::Window::Ptr fourth_window( sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE ) );

	m_sfml_canvas = sfg::Canvas::Create();
	m_sfml_canvas->SetRequisition( sf::Vector2f( static_cast<float>( texture.getSize().x ), static_cast<float>( texture.getSize().y ) ) );

	fourth_window->Add( m_sfml_canvas );

	fourth_window->SetId( "fourth_window" );
	fourth_window->SetTitle( "Embedded SFML drawing" );
	fourth_window->SetPosition( sf::Vector2f( 760.f, 20.f ) );
	m_desktop.Add( fourth_window );

	// Add window to desktop
	m_desktop.Add( m_wndmain );

	// Play around with resource manager.
	sf::Font my_font;
	my_font.loadFromFile( "data/linden_hill.otf" );
	m_desktop.GetEngine().GetResourceManager().AddFont( "custom_font", my_font, false ); // false -> do not manage!

	// Set properties.
	m_desktop.SetProperty( "Button#close:Normal", "Color", sf::Color::Yellow );
	// #close is sufficient since there is only 1 widget with this id
	m_desktop.SetProperty( "#close", "FontName", "data/linden_hill.otf" );
	m_desktop.SetProperty( "#close", "FontSize", 15.f );

	// Multiple properties can be set at once to save calls.
	m_desktop.SetProperties(
		"Window#second_window > Box > Label {"
		"	FontName: custom_font;"
		"	FontSize: 18;"
		"}"
	);

	m_fps_counter = 0;
	m_fps_clock.restart();

	sf::Clock clock;
	sf::Clock frame_time_clock;

	sf::Int64 frame_times[5000];
	std::size_t frame_times_index = 0;

	while( m_window.isOpen() ) {
		while( m_window.pollEvent( event ) ) {
			if( event.type == sf::Event::Closed ) {
				m_window.close();
			}
			else if( event.type == sf::Event::Resized ) {
				m_desktop.UpdateViewRect( sf::FloatRect( 0.f, 0.f, static_cast<float>( event.size.width ), static_cast<float>( event.size.height ) ) );
			}

			m_desktop.HandleEvent( event );
		}

		m_window.draw( m_background_sprite );

		sf::Uint64 microseconds = clock.getElapsedTime().asMicroseconds();

		// Only update every 5ms
		if( microseconds > 5000 ) {
			m_desktop.Update( static_cast<float>( microseconds ) / 1000000.f );
			clock.restart();

			// Only refresh canvas contents every 5ms too
			m_gl_canvas->Bind();
			m_gl_canvas->Clear( sf::Color( 0, 0, 0, 0 ), true );
			RenderCustomGL();
			m_gl_canvas->Display();
			m_gl_canvas->Unbind();

			m_sfml_canvas->Bind();
			m_sfml_canvas->Clear( sf::Color( 0, 0, 0, 0 ) );
			RenderCustomSFML();
			m_sfml_canvas->Display();
			m_sfml_canvas->Unbind();

			m_window.setActive( true );
		}

		m_sfgui.Display( m_window );

		m_window.display();

		sf::Int64 frame_time = frame_time_clock.getElapsedTime().asMicroseconds();
		frame_time_clock.restart();

		frame_times[ frame_times_index ] = frame_time;
		frame_times_index = ( frame_times_index + 1 ) % 5000;

		if( m_fps_clock.getElapsedTime().asMicroseconds() >= 1000000 ) {
			m_fps_clock.restart();

			sf::Int64 total_time = 0;

			for( std::size_t index = 0; index < 5000; ++index ) {
				total_time += frame_times[index];
			}

			std::stringstream sstr;
			sstr << "SFGUI test -- FPS: " << m_fps_counter << " -- Frame Time (microsecs): min: "
			<< *std::min_element( frame_times, frame_times + 5000 ) << " max: "
			<< *std::max_element( frame_times, frame_times + 5000 ) << " avg: "
			<< static_cast<float>( total_time ) / 5000.f;

			m_window.setTitle( sstr.str() );

			m_fps_counter = 0;
		}

		++m_fps_counter;
	}

	glDeleteLists( m_custom_draw_display_list, 1 );
}