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            更進(jìn)一步

            CEGUI

            在這篇文章中,我們將把CEGUI集成到應(yīng)用程序中。

            Rendering The UI

            CEGUI 將它的 UI elements 畫成四方形的Mesh形式畫到"screen space". CEGUI 通過"OgreGUIRenderer"Ogre進(jìn)行交互。

            CEGUI Data Files

            CEGUI中的文件有如下幾個(gè):

            • Scheme. Definition of the different UI elements that are valid in a particular "scheme", for example buttons, listboxes, and so on. Found in .scheme files.
            • Look-And-Feel. Definition of the way that each UI element is presented on the display, including its behaviors and the textures used to render it. Found in .looknfeel files.
            • Layout. Defines the position, size, parenting hierarchy and other properties used to display actual UI elements in a single unit: the UI "sheet". Found in .layout files.
            • Imageset. Defines the textures used in a scheme, and the UV coordinates that are actually mapped to UI element quads on your screen. Found in .imageset files.
            • Font. Should be obvious; CEGUI needs to know where to find the fonts you intend to use for your text, including the glyph definitions and the font texture to use. Found in .font files.

            In the gui.zip resource data file accompanying the source for this article, you will find many examples of all of these types of files. Look through each type of file and see what they contain -- they are all just text XML files. This article uses the "TaharezLookSkin" scheme.

            Falagard Skinning System

            There is also another part of CEGUI that works behind the scenes, but starting with CEGUI 0.5.x (the version used in this article), is core to its operation. The "Falagard" skinning system was devised as a way to remove the need to create a separate code module (DLL) that was used actually to assemble and render each different scheme and look-and-feel. As you might expect (if you are a regular in the Ogre forums) the person (at least mostly) responsible for its creation was Falagard (unless my information is incorrect, of course). This method of UI skinning is a generalized, data-driven way to render the UI elements without having to author special code to do it. It relies on all of that data found in the look-and-feel and scheme files for its operation -- verbosity of data is one of the prices you pay for flexibility. ;)

            The Code

            先介紹到這里,下面讓我們看一下代碼。在這個(gè)版本中,原來的初始版本將顯示我們這里創(chuàng)建的layout.

            And Then, Now The Code

            對(duì)于添加CEGUI需要的修改,會(huì)指出。首先在main.cpp添加附加的頭文件

            // needed to be able to create the CEGUI renderer interface
            #include "OgreCEGUIRenderer.h"
             
            // CEGUI includes
            #include "CEGUISystem.h"
            #include "CEGUIInputEvent.h"
            #include "CEGUIWindow.h"
            #include "CEGUIWindowManager.h"
            #include "CEGUISchemeManager.h"
            #include "CEGUIFontManager.h"
            #include "elements/CEGUIFrameWindow.h"

            Initializing CEGUI

            main.cpp

                    // with a scene manager and window, we can create a the GUI renderer
                    CEGUI::OgreCEGUIRenderer* pGUIRenderer = new CEGUI::OgreCEGUIRenderer(
                           window,                               // the render window created earlier; CEGUI renders to this
                           Ogre::RENDER_QUEUE_OVERLAY,           // CEGUI should render in this render queue
                           false,                                // put everything in the above render queue first, not last
                           3000,                                 // this is actually unnecessary now in CEGUI -- max quads for the UI
                           sceneMgr                              // use this scene manager to manage the UI
                    );
             
                    // create the root CEGUI class
                    CEGUI::System* pSystem = new CEGUI::System(pGUIRenderer);
             
                    // tell us a lot about what is going on (see CEGUI.log in the working directory)
                    CEGUI::Logger::getSingleton().setLoggingLevel(CEGUI::Informative);
             
                    // use this CEGUI scheme definition (see CEGUI docs for more)
                    CEGUI::SchemeManager::getSingleton().loadScheme((CEGUI::utf8*)"TaharezLookSkin.scheme", (CEGUI::utf8*)"GUI");
             
                    // show the CEGUI mouse cursor (defined in the look-n-feel)
                    pSystem->setDefaultMouseCursor((CEGUI::utf8*)"TaharezLook", (CEGUI::utf8*)"MouseArrow");
             
                    // use this font for text in the UI
                    CEGUI::FontManager::getSingleton().createFont("Tahoma-8.font", (CEGUI::utf8*)"GUI");
                    pSystem->setDefaultFont((CEGUI::utf8*)"Tahoma-8");
             
                    // load a layout from the XML layout file (you'll find this in resources/gui.zip), and 
                    // put it in the GUI resource group
                    CEGUI::Window* pLayout = CEGUI::WindowManager::getSingleton().loadWindowLayout("katana.layout", "", "GUI");
             
                    // you need to tell CEGUI which layout to display. You can call this at any time to change the layout to
                    // another loaded layout (i.e. moving from screen to screen or to load your HUD layout). Note that this takes
                    // a CEGUI::Window instance -- you can use anything (any widget) that serves as a root window.
                    pSystem->setGUISheet(pLayout);

            Input Support For CEGUI

            需要修改 InputHandler類以處理一個(gè)新增的參數(shù):一個(gè)指向main.cpp中創(chuàng)建的CEGUI::System的指針:

            input.cpp

            // MouseListener
            bool InputHandler::mouseMoved(const OIS::MouseEvent &evt) {
                    m_pSystem->injectMouseWheelChange(evt.state.Z.rel);
                    return m_pSystem->injectMouseMove(evt.state.X.rel, evt.state.Y.rel);
            }
             
            bool InputHandler::mousePressed(const OIS::MouseEvent &evt, OIS::MouseButtonID btn) {
                    CEGUI::MouseButton button = CEGUI::NoButton;
                    if (btn == OIS::MB_Left)
                           button = CEGUI::LeftButton;
                    if (btn == OIS::MB_Middle)
                           button = CEGUI::MiddleButton;
                    if (btn == OIS::MB_Right)
                           button = CEGUI::RightButton;
                    return m_pSystem->injectMouseButtonDown(button);
            }
             
            bool InputHandler::mouseReleased(const OIS::MouseEvent &evt, OIS::MouseButtonID btn) {
                    CEGUI::MouseButton button = CEGUI::NoButton;
                    if (btn == OIS::MB_Left)
                           button = CEGUI::LeftButton;    
                    if (btn == OIS::MB_Middle)
                           button = CEGUI::MiddleButton;  
                    if (btn == OIS::MB_Right)
                           button = CEGUI::RightButton;   
                    return m_pSystem->injectMouseButtonUp(button);
            }
             
                           
            // KeyListener
            bool InputHandler::keyPressed(const OIS::KeyEvent &evt) {
                    unsigned int ch = evt.text;
                    m_pSystem->injectKeyDown(evt.key);
                    return m_pSystem->injectChar(ch);
            }
             
            bool InputHandler::keyReleased(const OIS::KeyEvent &evt) {
                    if (evt.key == OIS::KC_ESCAPE)
                           m_simulation->requestStateChange(SHUTDOWN);
                    return m_pSystem->injectKeyUp(evt.key);
            }
             

            很顯然的,輸入系統(tǒng)通過inject…等命令,將自己掛進(jìn)CEGUI.

            main.cpp

                    // since the input handler deals with pushing input to CEGUI, we need to give it a pointer
                    // to the CEGUI System instance to use
                    InputHandler *handler = new InputHandler(pSystem, sim, hWnd);
             
                    // put us into our "main menu" state
                    sim->requestStateChange(GUI);

            同時(shí),需要將狀態(tài)轉(zhuǎn)成GUI,如前面所述。在一個(gè)正常的應(yīng)用程序中,你通常是先進(jìn)入“主菜單”,而不是直接進(jìn)入游戲。你還需要建立一個(gè)類來處理UI的動(dòng)作,為簡(jiǎn)單起見,我們?cè)?span lang="EN-US">main.cpp來處理:

                    // make an instance of our GUI sheet handler class
                    MainMenuDlg* pDlg = new MainMenuDlg(pSystem, pLayout, sim);

            其定義見文件MainMenuDlg.h and .cpp:

            MainMenuDlg.h

            #pragma once
             
            #include "CEGUIWindow.h"
             
            namespace CEGUI
            {
                    class System;
                    class Window;
            }
             
            class Simulation;
             
            class MainMenuDlg
            {
            public:
                    MainMenuDlg(CEGUI::System* pSystem, CEGUI::Window* pSheet, Simulation* pSimulation);
                    ~MainMenuDlg();
             
                    // CEGUI event handlers. You can name these whatever you like, so long as they have the proper 
                    // signature: bool <method name>(const CEGUI::EventArgs &args)
                    bool Quit_OnClick(const CEGUI::EventArgs &args);
                    bool Options_OnClick(const CEGUI::EventArgs &args);
                    bool Launch_OnClick(const CEGUI::EventArgs &args);
             
            private:
                    CEGUI::System* m_pSystem;      // pointer to the CEGUI System instance
                    CEGUI::Window* m_pWindow;      // pointer to the layout sheet window
                    Simulation* m_pSimulation;     // pointer to the Simulation controller 
            };

            MainMenuDlg.cpp

            #include "MainMenuDlg.h"
            #include "Simulation.h"
            #include "CEGUISystem.h"
            #include "CEGUIWindow.h"
            #include "CEGUIWindowManager.h"
            #include "elements/CEGUIPushButton.h"
             
            MainMenuDlg::MainMenuDlg(CEGUI::System *pSystem, CEGUI::Window *pSheet, Simulation *pSimulation)
            {
                    m_pSystem = pSystem;
                    m_pWindow = pSheet;
                    m_pSimulation = pSimulation;
             
                    // hook up the event handlers to the window elements
                    CEGUI::PushButton* pQuitButton = (CEGUI::PushButton *)CEGUI::WindowManager::getSingleton().getWindow("cmdQuit");
                    pQuitButton->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber(&MainMenuDlg::Quit_OnClick, this));
             
                    CEGUI::PushButton* pOptionsButton = (CEGUI::PushButton *)CEGUI::WindowManager::getSingleton().getWindow("cmdOptions");
                    pOptionsButton->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber(&MainMenuDlg::Options_OnClick, this));
             
                    CEGUI::PushButton* pLaunchButton = (CEGUI::PushButton *)CEGUI::WindowManager::getSingleton().getWindow("cmdInstantAction");
                    pLaunchButton->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber(&MainMenuDlg::Launch_OnClick, this));
            }
             
            MainMenuDlg::~MainMenuDlg()
            {
            }
             
            bool MainMenuDlg::Quit_OnClick(const CEGUI::EventArgs &args)
            {
                    m_pSimulation->requestStateChange(SHUTDOWN);
                    return true;
            }
             
            bool MainMenuDlg::Launch_OnClick(const CEGUI::EventArgs &args)
            {
                    return true;
            }
             
            bool MainMenuDlg::Options_OnClick(const CEGUI::EventArgs &args)
            {
                    return true;
            }

            兩個(gè)主要的事情是 (a) action handler methods 如何掛接 CEGUI events, and (b) “Quit”按鈕告訴程序狀態(tài)轉(zhuǎn)換到Shutdown.

            Conclusion

            Enjoy!

            Link:  OIS: http://sourceforge.net/projects/wgois      


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