User:Crond/sandbox/openglKeyboardExample
From CEGUI Wiki - Crazy Eddie's GUI System (Open Source)
Written for CEGUI 0.7
Works with versions 0.7.x (obsolete)
Requires at least version
0.7.5
Contents
Introduction
This is a simple modification of the basic OpenGL application, as found here. The goal is to present the basics of keyboard processing, via OpenGL and PyCEGUI.
Requirements
- Python 2.6 (untested on Python 3.+)
- PyCEGUI
- PyOpenGL (GLU and GLUT, as well)
Notes
This example assumes you have the CEGUI resources located in the same directory as the script; change `PATH_RESOURCES` if they are elsewhere.
Source
#!/usr/bin/env python # # # example.py # Import: std import sys, os # Import: PyOpenGL from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * # Import: PyCEGUI import PyCEGUI from PyCEGUIOpenGLRenderer import OpenGLRenderer as Renderer # Constants PATH_RESOURCES = './' # Application class Application(object): # Constructor def __init__(self): super(Application, self).__init__() self.lastFrameTime = 0 self.updateFPS = 0 return # Initialize: OpenGL # - A full list of values for `glutInitDisplayMode` can be found in the GLUT # documentation. def initializeOpenGL(self): glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) glutInitWindowSize(1024, 768) glutInitWindowPosition(-1, -1) # Let the windowing system figure it out glutCreateWindow("Crazy Eddie's GUI Mk-2 - glut Base Application") glutSetCursor(GLUT_CURSOR_NONE) return # Initialize: Handlers # - Setup the methods which will be called when events happen. def initializeHandlers(self): glutDisplayFunc(self.handlerDisplay) glutReshapeFunc(self.handlerResize) glutKeyboardFunc(self.handlerKeyboard) glutMouseFunc(self.handlerMouse) glutMotionFunc(self.handlerMouseMotion) glutPassiveMotionFunc(self.handlerMouseMotion) return # Initialize: PyCEGUI # - Store some components; saves a lot of typing. def initializePyCEGUI(self): Renderer.bootstrapSystem() self.sys = PyCEGUI.System.getSingleton() self.rp = self.sys.getResourceProvider() self.scheme = PyCEGUI.SchemeManager.getSingleton() self.wm = PyCEGUI.WindowManager.getSingleton() return # Initialize: Defaults # - Resource locations. def initializeDefaults(self): self.rp.setResourceGroupDirectory('schemes', os.path.join(PATH_RESOURCES, 'datafiles/schemes')) self.rp.setResourceGroupDirectory('imagesets', os.path.join(PATH_RESOURCES, 'datafiles/imagesets')) self.rp.setResourceGroupDirectory('fonts', os.path.join(PATH_RESOURCES, 'datafiles/fonts')) self.rp.setResourceGroupDirectory('layouts', os.path.join(PATH_RESOURCES, 'datafiles/layouts')) self.rp.setResourceGroupDirectory('looknfeels', os.path.join(PATH_RESOURCES, 'datafiles/looknfeel')) self.rp.setResourceGroupDirectory('schemas', os.path.join(PATH_RESOURCES, 'datafiles/xml_schemas')) PyCEGUI.Imageset.setDefaultResourceGroup('imagesets') PyCEGUI.Font.setDefaultResourceGroup('fonts') PyCEGUI.Scheme.setDefaultResourceGroup('schemes') PyCEGUI.WidgetLookManager.setDefaultResourceGroup('looknfeels') PyCEGUI.WindowManager.setDefaultResourceGroup('layouts') parser = self.sys.getXMLParser() if parser.isPropertyPresent('SchemaDefaultResourceGroup'): parser.setProperty('SchemaDefaultResourceGroup', 'schemas') return # Initialize: GUI # - This is where we are actually setting up the windows we will see. def initializeGUI(self): self.scheme.create('VanillaSkin.scheme') self.scheme.create('TaharezLook.scheme') # GUISheet self.rootWindow = self.wm.loadWindowLayout('VanillaWindows.layout') self.sys.setGUISheet(self.rootWindow) # Cursor self.sys.setDefaultMouseCursor('Vanilla-Images', 'MouseArrow') # An extra window w = self.wm.createWindow('TaharezLook/FrameWindow', 'Demo window') self.rootWindow.addChildWindow(w) return # Initialize def Initialize(self): self.initializeOpenGL() self.initializeHandlers() self.initializePyCEGUI() self.initializeDefaults() self.initializeGUI() return # Handler: Display def handlerDisplay(self): # Injecting the time allows CEGUI to know how much time has passed, and # use that to coordinate certain activities - fading, animation, tooltips, # etc. now = glutGet(GLUT_ELAPSED_TIME) elapsed = (now - self.lastFrameTime) / 1000.0 self.lastFrameTime = now self.updateFPS = self.updateFPS - elapsed self.sys.injectTimePulse(elapsed) # Actual rendering # - `renderGUI` updates CEGUI's picture of the GUI. # - `glutPostRedisplay` is what actually marks the window as needing to # be redrawn by OpenGL. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) self.sys.renderGUI() glutPostRedisplay() glutSwapBuffers() return # Handler: Resize # - `glViewport` modifies the OpenGL viewport to whatever the window size is. def handlerResize(self, width, height): glViewport(0, 0, width, height) self.sys.notifyDisplaySizeChanged(PyCEGUI.Size(width, height)) return # Handler: Keyboard def handlerKeyboard(self, key, x, y): self.sys.injectChar(ord(key)) return # Handler: Mouse buttons def handlerMouse(self, button, state, x, y): if button == GLUT_LEFT_BUTTON: if state == GLUT_UP: self.sys.injectMouseButtonUp(PyCEGUI.LeftButton) else: self.sys.injectMouseButtonDown(PyCEGUI.LeftButton) elif button == GLUT_RIGHT_BUTTON: if state == GLUT_UP: self.sys.injectMouseButtonUp(PyCEGUI.RightButton) else: self.sys.injectMouseButtonDown(PyCEGUI.RightButton) return # Handler: Mouse motion def handlerMouseMotion(self, x, y): self.sys.injectMousePosition(x, y) return # Run def Run(self): self.lastFrameTime = glutGet(GLUT_ELAPSED_TIME) glutMainLoop() return # Main def main(): app = Application() app.Initialize() app.Run() return 0 # Guard if __name__ == '__main__': sys.exit(main())
Demonstration
We can see that this works by running the application, and typing into the Editbox, as provided by the 'New Node' frame window.
Examination
'ord' function
The 'ord' function is a built-in Python function, which converts a single character (or a string of length one, if you prefer) to its Unicode/ASCII value; for further details, see the Python documentation here.