190 lines
6.2 KiB
ActionScript
190 lines
6.2 KiB
ActionScript
// A simple 'HelloWorld' GUI created purely from code.
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// This sample demonstrates:
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// - Creation of controls and building a UI hierarchy
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// - Loading UI style from XML and applying it to controls
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// - Handling of global and per-control events
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// For more advanced users (beginners can skip this section):
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// - Dragging UIElements
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// - Displaying tooltips
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// - Accessing available Events data (eventData)
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#include "Scripts/Utilities/Sample.as"
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Window@ window;
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IntVector2 dragBeginPosition = IntVector2::ZERO;
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Enable OS cursor
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input.mouseVisible = true;
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// Load XML file containing default UI style sheet
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XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
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// Set the loaded style as default style
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ui.root.defaultStyle = style;
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// Initialize Window
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InitWindow();
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// Create and add some controls to the Window
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InitControls();
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// Create a draggable Fish
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CreateDraggableFish();
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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_FREE);
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}
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void InitControls()
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{
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// Create a CheckBox
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CheckBox@ checkBox = CheckBox();
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checkBox.name = "CheckBox";
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// Create a Button
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Button@ button = Button();
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button.name = "Button";
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button.minHeight = 24;
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// Create a LineEdit
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LineEdit@ lineEdit = LineEdit();
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lineEdit.name = "LineEdit";
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lineEdit.minHeight = 24;
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// Add controls to Window
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window.AddChild(checkBox);
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window.AddChild(button);
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window.AddChild(lineEdit);
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// Apply previously set default style
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checkBox.SetStyleAuto();
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button.SetStyleAuto();
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lineEdit.SetStyleAuto();
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}
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void InitWindow()
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{
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// Create the Window and add it to the UI's root node
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window = Window();
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ui.root.AddChild(window);
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// Set Window size and layout settings
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window.minWidth = 384;
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window.SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6));
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window.SetAlignment(HA_CENTER, VA_CENTER);
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window.name = "Window";
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// Create Window 'titlebar' container
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UIElement@ titleBar = UIElement();
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titleBar.SetMinSize(0, 24);
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titleBar.verticalAlignment = VA_TOP;
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titleBar.layoutMode = LM_HORIZONTAL;
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// Create the Window title Text
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Text@ windowTitle = Text();
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windowTitle.name = "WindowTitle";
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windowTitle.text = "Hello GUI!";
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// Create the Window's close button
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Button@ buttonClose = Button();
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buttonClose.name = "CloseButton";
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// Add the controls to the title bar
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titleBar.AddChild(windowTitle);
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titleBar.AddChild(buttonClose);
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// Add the title bar to the Window
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window.AddChild(titleBar);
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// Apply styles
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window.SetStyleAuto();
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windowTitle.SetStyleAuto();
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buttonClose.style = "CloseButton";
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// Subscribe to buttonClose release (following a 'press') events
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SubscribeToEvent(buttonClose, "Released", "HandleClosePressed");
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// Subscribe also to all UI mouse clicks just to see where we have clicked
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SubscribeToEvent("UIMouseClick", "HandleControlClicked");
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}
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void CreateDraggableFish()
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{
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// Create a draggable Fish button
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Button@ draggableFish = ui.root.CreateChild("Button", "Fish");
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draggableFish.texture = cache.GetResource("Texture2D", "Textures/UrhoDecal.dds"); // Set texture
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draggableFish.blendMode = BLEND_ADD;
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draggableFish.SetSize(128, 128);
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draggableFish.SetPosition((graphics.width - draggableFish.width) / 2, 200);
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// Add a tooltip to Fish button
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ToolTip@ toolTip = draggableFish.CreateChild("ToolTip");
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toolTip.position = IntVector2(draggableFish.width + 5, draggableFish.width/2); // slightly offset from fish
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BorderImage@ textHolder = toolTip.CreateChild("BorderImage");
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textHolder.SetStyle("ToolTipBorderImage");
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Text@ toolTipText = textHolder.CreateChild("Text");
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toolTipText.SetStyle("ToolTipText");
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toolTipText.text = "Please drag me!";
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// Subscribe draggableFish to Drag Events (in order to make it draggable)
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// See "Event list" in documentation's Main Page for reference on available Events and their eventData
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SubscribeToEvent(draggableFish, "DragBegin", "HandleDragBegin");
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SubscribeToEvent(draggableFish, "DragMove", "HandleDragMove");
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SubscribeToEvent(draggableFish, "DragEnd", "HandleDragEnd");
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}
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void HandleDragBegin(StringHash eventType, VariantMap& eventData)
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{
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// Get UIElement relative position where input (touch or click) occurred (top-left = IntVector2(0,0))
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dragBeginPosition = IntVector2(eventData["ElementX"].GetInt(), eventData["ElementY"].GetInt());
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}
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void HandleDragMove(StringHash eventType, VariantMap& eventData)
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{
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IntVector2 dragCurrentPosition = IntVector2(eventData["X"].GetInt(), eventData["Y"].GetInt());
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// Get the element (fish) that is being dragged. GetPtr() returns a RefCounted handle which can be cast implicitly
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UIElement@ draggedElement = eventData["Element"].GetPtr();
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draggedElement.position = dragCurrentPosition - dragBeginPosition;
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}
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void HandleDragEnd(StringHash eventType, VariantMap& eventData) // For reference (not used here)
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{
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}
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void HandleClosePressed(StringHash eventType, VariantMap& eventData)
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{
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engine.Exit();
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}
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void HandleControlClicked(StringHash eventType, VariantMap& eventData)
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{
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// Get the Text control acting as the Window's title
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Text@ windowTitle = window.GetChild("WindowTitle", true);
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// Get control that was clicked
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UIElement@ clicked = eventData["Element"].GetPtr();
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String name = "...?";
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if (clicked !is null)
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{
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// Get the name of the control that was clicked
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name = clicked.name;
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}
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// Update the Window's title text
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windowTitle.text = "Hello " + name + "!";
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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"<patch>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
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" <attribute name=\"Is Visible\" value=\"false\" />" +
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" </add>" +
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"</patch>";
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