Urho3D/Source/Samples/02_HelloGUI/HelloGUI.h
2020-01-05 06:21:40 +00:00

91 lines
3.3 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Window;
}
/// A simple 'HelloWorld' GUI created purely from code.
/// This sample demonstrates:
/// - Creation of controls and building a UI hierarchy
/// - Loading UI style from XML and applying it to controls
/// - Handling of global and per-control events
/// For more advanced users (beginners can skip this section):
/// - Dragging UIElements
/// - Displaying tooltips
/// - Accessing available Events data (eventData)
class HelloGUI : public Sample
{
URHO3D_OBJECT(HelloGUI, Sample);
public:
/// Construct.
explicit HelloGUI(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { return
"<patch>"
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
" <attribute name=\"Is Visible\" value=\"false\" />"
" </add>"
"</patch>";
}
private:
/// Create and initialize a Window control.
void InitWindow();
/// Create and add various common controls for demonstration purposes.
void InitControls();
/// Create a draggable fish button.
void CreateDraggableFish();
/// Handle drag begin for the fish button.
void HandleDragBegin(StringHash eventType, VariantMap& eventData);
/// Handle drag move for the fish button.
void HandleDragMove(StringHash eventType, VariantMap& eventData);
/// Handle drag end for the fish button.
void HandleDragEnd(StringHash eventType, VariantMap& eventData);
/// Handle any UI control being clicked.
void HandleControlClicked(StringHash eventType, VariantMap& eventData);
/// Handle close button pressed and released.
void HandleClosePressed(StringHash eventType, VariantMap& eventData);
/// The Window.
SharedPtr<Window> window_;
/// The UI's root UIElement.
SharedPtr<UIElement> uiRoot_;
/// Remembered drag begin position.
IntVector2 dragBeginPosition_;
};