mirror of
https://github.com/Oibaf66/frodo-wii.git
synced 2024-11-29 15:04:23 +01:00
305 lines
8.4 KiB
C++
305 lines
8.4 KiB
C++
/**
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* Based on the guichan examples
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*/
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#include <guichan.hpp>
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#include <iostream>
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#define DATA_PATH "data"
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void menu_update();
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void menu_draw();
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gcn::Gui* gui;
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gcn::ImageFont* font;
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gcn::Container* top;
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gcn::Label* label;
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gcn::Icon* icon;
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gcn::Button* button;
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gcn::TextField* textField;
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gcn::TextBox* textBox;
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gcn::ScrollArea* textBoxScrollArea;
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gcn::ListBox* listBox;
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gcn::DropDown* dropDown;
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gcn::CheckBox* checkBox1;
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gcn::CheckBox* checkBox2;
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gcn::RadioButton* radioButton1;
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gcn::RadioButton* radioButton2;
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gcn::RadioButton* radioButton3;
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gcn::Slider* slider;
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gcn::Image *image;
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gcn::Window *window;
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gcn::Image *darkbitsImage;
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gcn::Icon* darkbitsIcon;
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gcn::TabbedArea* tabbedArea;
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gcn::Button* tabOneButton;
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gcn::CheckBox* tabTwoCheckBox;
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/*
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* List boxes and drop downs need an instance of a list model
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* in order to display a list.
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*/
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class DemoListModel : public gcn::ListModel
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{
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public:
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int getNumberOfElements()
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{
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return 5;
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}
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std::string getElementAt(int i)
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{
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switch(i)
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{
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case 0:
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return std::string("zero");
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case 1:
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return std::string("one");
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case 2:
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return std::string("two");
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case 3:
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return std::string("three");
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case 4:
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return std::string("four");
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default: // Just to keep warnings away
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return std::string("");
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}
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}
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};
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DemoListModel demoListModel;
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/**
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* Initialises the widgets example by populating the global Gui
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* object.
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*/
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void init()
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{
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// We first create a container to be used as the top widget.
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// The top widget in Guichan can be any kind of widget, but
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// in order to make the Gui contain more than one widget we
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// make the top widget a container.
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top = new gcn::Container();
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// We set the dimension of the top container to match the screen.
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top->setDimension(gcn::Rectangle(0, 0, 640, 480));
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// Finally we pass the top widget to the Gui object.
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globals::gui->setTop(top);
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// Now we load the font used in this example.
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font = new gcn::ImageFont("fixedfont.bmp", " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789");
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// Widgets may have a global font so we don't need to pass the
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// font object to every created widget. The global font is static.
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gcn::Widget::setGlobalFont(font);
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// Now we create the widgets
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label = new gcn::Label("Label");
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image = gcn::Image::load("gui-chan.bmp");
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icon = new gcn::Icon(image);
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button = new gcn::Button("Button");
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textField = new gcn::TextField("Text field");
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textBox = new gcn::TextBox("Multiline\nText box");
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textBoxScrollArea = new gcn::ScrollArea(textBox);
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textBoxScrollArea->setWidth(200);
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textBoxScrollArea->setHeight(100);
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textBoxScrollArea->setFrameSize(1);
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listBox = new gcn::ListBox(&demoListModel);
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listBox->setFrameSize(1);
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dropDown = new gcn::DropDown(&demoListModel);
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checkBox1 = new gcn::CheckBox("Checkbox 1");
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checkBox2 = new gcn::CheckBox("Checkbox 2");
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radioButton1 = new gcn::RadioButton("RadioButton 1", "radiogroup", true);
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radioButton2 = new gcn::RadioButton("RadioButton 2", "radiogroup");
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radioButton3 = new gcn::RadioButton("RadioButton 3", "radiogroup");
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slider = new gcn::Slider(0, 10);
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slider->setSize(100, 10);
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window = new gcn::Window("I am a window Drag me");
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window->setBaseColor(gcn::Color(255, 150, 200, 190));
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darkbitsImage = gcn::Image::load("darkbitslogo_by_haiko.bmp");
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darkbitsIcon = new gcn::Icon(darkbitsImage);
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window->add(darkbitsIcon);
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window->resizeToContent();
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tabbedArea = new gcn::TabbedArea();
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tabbedArea->setSize(200, 100);
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tabOneButton = new gcn::Button("A button in tab 1");
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tabbedArea->addTab("Tab 1", tabOneButton);
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tabTwoCheckBox = new gcn::CheckBox("A check box in tab 2");
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tabbedArea->addTab("Tab 2", tabTwoCheckBox);
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// Now it's time to add the widgets to the top container
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// so they will be conected to the GUI.
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top->add(label, 10, 10);
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top->add(icon, 10, 30);
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top->add(button, 200, 10);
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top->add(textField, 250, 10);
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top->add(textBoxScrollArea, 200, 50);
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top->add(listBox, 200, 200);
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top->add(dropDown, 500, 10);
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top->add(checkBox1, 500, 130);
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top->add(checkBox2, 500, 150);
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top->add(radioButton1, 500, 200);
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top->add(radioButton2, 500, 220);
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top->add(radioButton3, 500, 240);
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top->add(slider, 500, 300);
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top->add(window, 50, 350);
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top->add(tabbedArea, 400, 350);
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}
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/**
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* Halts the widgets example.
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*/
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void halt()
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{
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delete font;
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delete top;
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delete label;
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delete icon;
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delete button;
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delete textField;
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delete textBox;
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delete textBoxScrollArea;
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delete listBox;
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delete dropDown;
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delete checkBox1;
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delete checkBox2;
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delete radioButton1;
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delete radioButton2;
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delete radioButton3;
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delete slider;
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delete window;
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delete darkbitsIcon;
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delete darkbitsImage;
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delete tabbedArea;
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delete tabOneButton;
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delete tabTwoCheckBox;
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}
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namespace sdl
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{
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bool running = true;
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SDL_Surface* screen;
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// All back ends contain objects to make Guichan work on a
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// specific target - in this case SDL - and they are a Graphics
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// object to make Guichan able to draw itself using SDL, an
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// input objec to make Guichan able to get user input using SDL
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// and an ImageLoader object to make Guichan able to load images
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// using SDL.
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gcn::SDLGraphics* graphics;
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gcn::SDLInput* input;
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gcn::SDLImageLoader* imageLoader;
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/**
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* Initialises the SDL application. This function creates the global
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* Gui object that can be populated by various examples.
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*/
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void init()
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{
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// We simply initialise SDL as we would do with any SDL application.
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SDL_Init(SDL_INIT_VIDEO);
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screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE);
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// We want unicode for the SDLInput object to function properly.
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SDL_EnableUNICODE(1);
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// We also want to enable key repeat.
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SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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// Now it's time to initialise the Guichan SDL back end.
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imageLoader = new gcn::SDLImageLoader();
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// The ImageLoader Guichan should use needs to be passed to the Image object
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// using a static function.
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gcn::Image::setImageLoader(imageLoader);
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graphics = new gcn::SDLGraphics();
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// The Graphics object needs a target to draw to, in this case it's the
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// screen surface, but any surface will do, it doesn't have to be the screen.
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graphics->setTarget(screen);
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input = new gcn::SDLInput();
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// Now we create the Gui object to be used with this SDL application.
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globals::gui = new gcn::Gui();
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// The Gui object needs a Graphics to be able to draw itself and an Input
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// object to be able to check for user input. In this case we provide the
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// Gui object with SDL implementations of these objects hence making Guichan
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// able to utilise SDL.
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globals::gui->setGraphics(graphics);
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globals::gui->setInput(input);
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}
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/**
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* Halts the SDL application.
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*/
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void halt()
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{
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delete globals::gui;
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delete imageLoader;
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delete input;
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delete graphics;
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SDL_Quit();
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}
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/**
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* Runs the SDL application.
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*/
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void run()
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{
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// The main loop
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while(running)
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{
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// Check user input
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SDL_Event event;
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while(SDL_PollEvent(&event))
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{
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if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.sym == SDLK_ESCAPE)
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{
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running = false;
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}
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if (event.key.keysym.sym == SDLK_f)
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{
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if (event.key.keysym.mod & KMOD_CTRL)
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{
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// Works with X11 only
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SDL_WM_ToggleFullScreen(screen);
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}
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}
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}
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else if(event.type == SDL_QUIT)
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{
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running = false;
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}
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// After we have manually checked user input with SDL for
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// any attempt by the user to halt the application we feed
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// the input to Guichan by pushing the input to the Input
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// object.
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input->pushInput(event);
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}
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// Now we let the Gui object perform its logic.
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globals::gui->logic();
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// Now we let the Gui object draw itself.
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globals::gui->draw();
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// Finally we update the screen.
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SDL_Flip(screen);
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}
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}
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}
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