frodo-wii/Src/gui/MainMenu.cpp
2009-11-15 11:17:26 +00:00

305 lines
8.4 KiB
C++

/**
* Based on the guichan examples
*/
#include <guichan.hpp>
#include <iostream>
#define DATA_PATH "data"
void menu_update();
void menu_draw();
gcn::Gui* gui;
gcn::ImageFont* font;
gcn::Container* top;
gcn::Label* label;
gcn::Icon* icon;
gcn::Button* button;
gcn::TextField* textField;
gcn::TextBox* textBox;
gcn::ScrollArea* textBoxScrollArea;
gcn::ListBox* listBox;
gcn::DropDown* dropDown;
gcn::CheckBox* checkBox1;
gcn::CheckBox* checkBox2;
gcn::RadioButton* radioButton1;
gcn::RadioButton* radioButton2;
gcn::RadioButton* radioButton3;
gcn::Slider* slider;
gcn::Image *image;
gcn::Window *window;
gcn::Image *darkbitsImage;
gcn::Icon* darkbitsIcon;
gcn::TabbedArea* tabbedArea;
gcn::Button* tabOneButton;
gcn::CheckBox* tabTwoCheckBox;
/*
* List boxes and drop downs need an instance of a list model
* in order to display a list.
*/
class DemoListModel : public gcn::ListModel
{
public:
int getNumberOfElements()
{
return 5;
}
std::string getElementAt(int i)
{
switch(i)
{
case 0:
return std::string("zero");
case 1:
return std::string("one");
case 2:
return std::string("two");
case 3:
return std::string("three");
case 4:
return std::string("four");
default: // Just to keep warnings away
return std::string("");
}
}
};
DemoListModel demoListModel;
/**
* Initialises the widgets example by populating the global Gui
* object.
*/
void init()
{
// We first create a container to be used as the top widget.
// The top widget in Guichan can be any kind of widget, but
// in order to make the Gui contain more than one widget we
// make the top widget a container.
top = new gcn::Container();
// We set the dimension of the top container to match the screen.
top->setDimension(gcn::Rectangle(0, 0, 640, 480));
// Finally we pass the top widget to the Gui object.
globals::gui->setTop(top);
// Now we load the font used in this example.
font = new gcn::ImageFont("fixedfont.bmp", " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789");
// Widgets may have a global font so we don't need to pass the
// font object to every created widget. The global font is static.
gcn::Widget::setGlobalFont(font);
// Now we create the widgets
label = new gcn::Label("Label");
image = gcn::Image::load("gui-chan.bmp");
icon = new gcn::Icon(image);
button = new gcn::Button("Button");
textField = new gcn::TextField("Text field");
textBox = new gcn::TextBox("Multiline\nText box");
textBoxScrollArea = new gcn::ScrollArea(textBox);
textBoxScrollArea->setWidth(200);
textBoxScrollArea->setHeight(100);
textBoxScrollArea->setFrameSize(1);
listBox = new gcn::ListBox(&demoListModel);
listBox->setFrameSize(1);
dropDown = new gcn::DropDown(&demoListModel);
checkBox1 = new gcn::CheckBox("Checkbox 1");
checkBox2 = new gcn::CheckBox("Checkbox 2");
radioButton1 = new gcn::RadioButton("RadioButton 1", "radiogroup", true);
radioButton2 = new gcn::RadioButton("RadioButton 2", "radiogroup");
radioButton3 = new gcn::RadioButton("RadioButton 3", "radiogroup");
slider = new gcn::Slider(0, 10);
slider->setSize(100, 10);
window = new gcn::Window("I am a window Drag me");
window->setBaseColor(gcn::Color(255, 150, 200, 190));
darkbitsImage = gcn::Image::load("darkbitslogo_by_haiko.bmp");
darkbitsIcon = new gcn::Icon(darkbitsImage);
window->add(darkbitsIcon);
window->resizeToContent();
tabbedArea = new gcn::TabbedArea();
tabbedArea->setSize(200, 100);
tabOneButton = new gcn::Button("A button in tab 1");
tabbedArea->addTab("Tab 1", tabOneButton);
tabTwoCheckBox = new gcn::CheckBox("A check box in tab 2");
tabbedArea->addTab("Tab 2", tabTwoCheckBox);
// Now it's time to add the widgets to the top container
// so they will be conected to the GUI.
top->add(label, 10, 10);
top->add(icon, 10, 30);
top->add(button, 200, 10);
top->add(textField, 250, 10);
top->add(textBoxScrollArea, 200, 50);
top->add(listBox, 200, 200);
top->add(dropDown, 500, 10);
top->add(checkBox1, 500, 130);
top->add(checkBox2, 500, 150);
top->add(radioButton1, 500, 200);
top->add(radioButton2, 500, 220);
top->add(radioButton3, 500, 240);
top->add(slider, 500, 300);
top->add(window, 50, 350);
top->add(tabbedArea, 400, 350);
}
/**
* Halts the widgets example.
*/
void halt()
{
delete font;
delete top;
delete label;
delete icon;
delete button;
delete textField;
delete textBox;
delete textBoxScrollArea;
delete listBox;
delete dropDown;
delete checkBox1;
delete checkBox2;
delete radioButton1;
delete radioButton2;
delete radioButton3;
delete slider;
delete window;
delete darkbitsIcon;
delete darkbitsImage;
delete tabbedArea;
delete tabOneButton;
delete tabTwoCheckBox;
}
namespace sdl
{
bool running = true;
SDL_Surface* screen;
// All back ends contain objects to make Guichan work on a
// specific target - in this case SDL - and they are a Graphics
// object to make Guichan able to draw itself using SDL, an
// input objec to make Guichan able to get user input using SDL
// and an ImageLoader object to make Guichan able to load images
// using SDL.
gcn::SDLGraphics* graphics;
gcn::SDLInput* input;
gcn::SDLImageLoader* imageLoader;
/**
* Initialises the SDL application. This function creates the global
* Gui object that can be populated by various examples.
*/
void init()
{
// We simply initialise SDL as we would do with any SDL application.
SDL_Init(SDL_INIT_VIDEO);
screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE);
// We want unicode for the SDLInput object to function properly.
SDL_EnableUNICODE(1);
// We also want to enable key repeat.
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
// Now it's time to initialise the Guichan SDL back end.
imageLoader = new gcn::SDLImageLoader();
// The ImageLoader Guichan should use needs to be passed to the Image object
// using a static function.
gcn::Image::setImageLoader(imageLoader);
graphics = new gcn::SDLGraphics();
// The Graphics object needs a target to draw to, in this case it's the
// screen surface, but any surface will do, it doesn't have to be the screen.
graphics->setTarget(screen);
input = new gcn::SDLInput();
// Now we create the Gui object to be used with this SDL application.
globals::gui = new gcn::Gui();
// The Gui object needs a Graphics to be able to draw itself and an Input
// object to be able to check for user input. In this case we provide the
// Gui object with SDL implementations of these objects hence making Guichan
// able to utilise SDL.
globals::gui->setGraphics(graphics);
globals::gui->setInput(input);
}
/**
* Halts the SDL application.
*/
void halt()
{
delete globals::gui;
delete imageLoader;
delete input;
delete graphics;
SDL_Quit();
}
/**
* Runs the SDL application.
*/
void run()
{
// The main loop
while(running)
{
// Check user input
SDL_Event event;
while(SDL_PollEvent(&event))
{
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.sym == SDLK_ESCAPE)
{
running = false;
}
if (event.key.keysym.sym == SDLK_f)
{
if (event.key.keysym.mod & KMOD_CTRL)
{
// Works with X11 only
SDL_WM_ToggleFullScreen(screen);
}
}
}
else if(event.type == SDL_QUIT)
{
running = false;
}
// After we have manually checked user input with SDL for
// any attempt by the user to halt the application we feed
// the input to Guichan by pushing the input to the Input
// object.
input->pushInput(event);
}
// Now we let the Gui object perform its logic.
globals::gui->logic();
// Now we let the Gui object draw itself.
globals::gui->draw();
// Finally we update the screen.
SDL_Flip(screen);
}
}
}