Most important events

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This article is going to show you the most important and usefull events of each widget.

Getting started

I'm only going to change the initialiseSample function for each widget + adding some others.

EventGalore.h

<cpp/>

  1. ifndef _EventGalore_h_
  2. define _EventGalore_h_
  1. include "CEGuiSample.h"
  2. include "CEGUI.h"

class EventGalore : public CEGuiSample { public:

  bool initialiseSample()
  {
      try
      {

using namespace CEGUI;

WindowManager& winMgr = WindowManager::getSingleton();

// Load the TaharezLook scheme and set up the default mouse cursor and font SchemeManager::getSingleton().loadScheme("TaharezLook.scheme"); System::getSingleton().setDefaultMouseCursor("TaharezLook", "MouseArrow"); FontManager::getSingleton().createFont("Commonwealth-10.font");

// Set the GUI Sheet Window* sheet = winMgr.createWindow("DefaultWindow", "root_wnd"); System::getSingleton().setGUISheet(sheet);

// Place here the code from the widgets, place functions below this function.

} catch(CEGUI::Exception &e) { #if defined( __WIN32__ ) || defined( _WIN32 ) MessageBox(NULL, e.getMessage().c_str(), "Error initializing the demo", MB_OK | MB_ICONERROR | MB_TASKMODAL); #else std::cerr << "Error initializing the demo:" << e.getMessage().c_str() << "\n"; #endif } return true;

  }
  void cleanupSample(void)
  {
  }

};

  1. endif // _EventGalore_h_

main.cpp

<cpp/>

  1. if defined( __WIN32__ ) || defined( _WIN32 )

#define WIN32_LEAN_AND_MEAN #define NOMINMAX #include "windows.h"

  1. endif
  1. include "EventGalore.h"


  1. if defined( __WIN32__ ) || defined( _WIN32 )

int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,int nCmdShow)

  1. else

int main(int argc, char *argv[])

  1. endif

{

   EventGalore app;
   return app.run();

}

Widgets

Window

The Window widget is a important baseclass, all widgets inherit this class. It has lots 'n lots of events, where a few are introduced by other widgets, and where many are unimportant. If a event is taken from this Window class, it is mentioned.

  • EventDragDropItemEnters - Fired when a drag and drop item floats over the window.
  • EventDragDropItemLeaves - Fired when a drag and drop item floats out of the window.
  • EventDragDropItemDropped - Fired when the item has been dropped on the window.

PushButton

The button is a simple, expected widget. It contains only one important event, but we are going to add a few more.

  • EventClicked - Fired when the button has been clicked.
  • EventMouseEnters - Fired when the mouse enters the widget. Inherited from Window.
  • EventMouseLeaves - Fired when the mouse leaves the widget. Inherited from Window.

<cpp/> PushButton * pushButton = static_cast<PushButton*>(winMgr.createWindow("TaharezLook/Button", "Button1")); sheet->addChildWindow(pb); pushButton->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f))); pushButton->setSize(UVector2(cegui_reldim(0.2f), cegui_reldim(0.08f))); pushButton->setText("Hey! Come here!");

pushButton->subscribeEvent(PushButton::EventClicked, Event::Subscriber(&EventGalore::onPushButtonClicked, this)); pushButton->subscribeEvent(PushButton::EventMouseEnters, Event::Subscriber(&EventGalore::onMouseEnters, this)); pushButton->subscribeEvent(PushButton::EventMouseLeaves, Event::Subscriber(&EventGalore::onMouseLeaves, this)); <cpp/> bool onPushButtonClicked(const CEGUI::EventArgs &e) { // Our button has been clicked! CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Button1")); pushButton->setText("We got clicked!"); return true; }

bool onMouseEnters(const CEGUI::EventArgs &e) { // Mouse has entered the button. (Hover) CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Button1")); pushButton->setText("Now click!"); return true; }

bool onMouseLeaves(const CEGUI::EventArgs &e) { // Mouse has left the button. CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Button1")); // Back to its original state! pushButton->setText("Hey! Come here!"); return true; }

Listbox

The listbox is a very usefull listing widget. Only has one important event.

  • EventSelectionChanged - Fired when a or another item has been selected.

<cpp/> Listbox * listBox = static_cast<Listbox*>(winMgr.createWindow("TaharezLook/Listbox", "Listbox1")); sheet->addChildWindow(listBox);

listBox->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f))); listBox->setSize(UVector2(cegui_reldim(0.4f), cegui_reldim(0.4f)));

ListboxTextItem * listBoxItem = new ListboxTextItem("Our very first item.", 1); listBoxItem->setSelectionBrushImage("TaharezLook", "MultiListSelectionBrush"); listBox->addItem(listBoxItem);

listBoxItem = new ListboxTextItem("Our second item.", 2); listBoxItem->setSelectionBrushImage("TaharezLook", "MultiListSelectionBrush"); listBox->addItem(listBoxItem);

listBox->subscribeEvent(Listbox::EventSelectionChanged, Event::Subscriber(&EventGalore::onSelectionChanged, this)); <cpp/> bool onSelectionChanged(const CEGUI::EventArgs &e) {

       // The selection has changed.

CEGUI::Listbox * listBox = static_cast<CEGUI::Listbox*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Listbox1")); // Get the item we selected CEGUI::ListboxItem * selectedItem = listBox->getFirstSelectedItem(); selectedItem->setText("Oh we got selected!");

return true; }

Checkbox

A checkable item useful for boolean(true or false) 'questions'.

  • EventCheckStateChanged - Fired when the checkbox got checked or un-checked.
  • EventMouseEnters - Fired when the mouse hovers over the checkbox. Inherited from Window.
  • EventMouseLeaves - Fired when the mouse moves out of the checkbox. Inherited from Window.

<cpp/> Checkbox * checkBox = static_cast<Checkbox*>(winMgr.createWindow("TaharezLook/Checkbox", "Checkbox1")); sheet->addChildWindow(checkBox); checkBox->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f))); checkBox->setSize(UVector2(cegui_reldim(0.4f), cegui_reldim(0.1f)));

// A question where people can only answer yes or no (true or false) checkBox->setText("Hey! Do you want to be rich?");

checkBox->subscribeEvent(Checkbox::EventCheckStateChanged, Event::Subscriber(&EventGalore::onCheckStateChanged, this)); checkBox->subscribeEvent(Checkbox::EventMouseEnters, Event::Subscriber(&EventGalore::onMouseEnters, this)); checkBox->subscribeEvent(Checkbox::EventMouseLeaves, Event::Subscriber(&EventGalore::onMouseLeaves, this)); <cpp/> bool onCheckStateChanged(const CEGUI::EventArgs &e) { // Our item has been checked or unchecked, update our item accordingly. updateCheckbox(); return true; }

bool onMouseEnters(const CEGUI::EventArgs &e) { // The mouse has entered, update the checkbox accordingly. updateCheckbox(); return true; }

bool onMouseLeaves(const CEGUI::EventArgs &e) { CEGUI::Checkbox * checkBox = static_cast<CEGUI::Checkbox*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Checkbox1")); // Reset checkBox->setText("Hey! Do you want to be rich?"); return true; }

void updateCheckbox() { CEGUI::Checkbox * checkBox = static_cast<CEGUI::Checkbox*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Checkbox1"));

if (checkBox->isSelected()) { // Our checkbox is selected, so someone has previously said 'yes'. checkBox->setText("Click to choose no!"); } else { // Our item is not selected, so someone hasn't done anything yet, or it has been previously // unchecked. checkBox->setText("Click to choose yes!"); } } This might confuse at first sight. Let me go through this here, in steps.

  • First, our checkbox is created and our mouse remains still.
  • Second, the mouse enters the checkbox, updateCheckbox is called. In this case, our checkbox isn't selected by default, so the text becomes 'Click to choose yes!'.
  • Third, we click. The onCheckStateChanged function is called, and that function calls updateCheckbox again to instantly change the text again. We have clicked the checkbox, while it wasn't previously checked, this means its checked now. Text becomes 'Click to choose no!'.
  • Fourth, we move our mouse away from the checkbox. The onMouseLeaves function is called, where we reset the text to our question.