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- #include "FormsSample.h"
- #if defined(ADD_SAMPLE)
- ADD_SAMPLE("Graphics", "Forms", FormsSample, 10);
- #endif
- // Input bit-flags
- #define KEY_BACK 1
- const static unsigned int __formsCount = 5;
- FormsSample::FormsSample()
- : _scene(NULL), _formNode(NULL), _formNodeParent(NULL), _formSelect(NULL), _activeForm(NULL), _gamepad(NULL), _keyFlags(0)
- {
- const char* formFiles[] =
- {
- "res/common/forms/formBasicControls.form",
- "res/common/forms/formScrolling.form",
- "res/common/forms/formFlowLayout.form",
- "res/common/forms/formVerticalLayout.form",
- "res/common/forms/formZOrder.form",
- };
- _formFiles.assign(formFiles, formFiles + __formsCount);
- }
- void FormsSample::finalize()
- {
- SAFE_RELEASE(_scene);
- SAFE_RELEASE(_formNode);
- SAFE_RELEASE(_formSelect);
- for (unsigned int i = 0; i < _forms.size(); i++)
- {
- SAFE_RELEASE(_forms[i]);
- }
- }
- void printProperties(Properties* properties, unsigned int tabCount)
- {
- // Print the name and ID of the current namespace.
- const char* spacename = properties->getNamespace();
- const char* id = properties->getId();
- std::string tabs;
- for (unsigned int i = 0; i < tabCount; i++)
- {
- tabs.append("\t");
- }
- GP_WARN("\n%s%s %s\n%s{", tabs.c_str(), spacename, id, tabs.c_str());
-
- // Print all properties in this namespace.
- const char* name = properties->getNextProperty();
- const char* value = NULL;
- while (name != NULL)
- {
- value = properties->getString(name);
- GP_WARN("%s\t%s = %s", tabs.c_str(), name, value);
- name = properties->getNextProperty();
- }
-
- // Print the properties of every namespace within this one.
- Properties* space = properties->getNextNamespace();
- while (space != NULL)
- {
- printProperties(space, tabCount+1);
- space = properties->getNextNamespace();
- }
- GP_WARN("%s}", tabs.c_str());
- }
- void FormsSample::initialize()
- {
- setMultiTouch(true);
- setVsync(false);
- _formSelect = Form::create("res/common/forms/formSelect.form");
- _formSelect->setFocus();
- RadioButton* form0Button = static_cast<RadioButton*>(_formSelect->getControl("form0"));
- form0Button->addListener(this, Control::Listener::CLICK);
- RadioButton* form1Button = static_cast<RadioButton*>(_formSelect->getControl("form1"));
- form1Button->addListener(this, Control::Listener::CLICK);
- RadioButton* form2Button = static_cast<RadioButton*>(_formSelect->getControl("form2"));
- form2Button->addListener(this, Control::Listener::CLICK);
-
- RadioButton* form3Button = static_cast<RadioButton*>(_formSelect->getControl("form3"));
- form3Button->addListener(this, Control::Listener::CLICK);
- RadioButton* form4Button = static_cast<RadioButton*>(_formSelect->getControl("form4"));
- form4Button->addListener(this, Control::Listener::CLICK);
-
- RadioButton* form5Button = static_cast<RadioButton*>(_formSelect->getControl("form5"));
- form5Button->addListener(this, Control::Listener::CLICK);
- for (unsigned int i = 0; i < _formFiles.size(); i++)
- {
- Form* form = Form::create(_formFiles[i]);
- form->setEnabled(false);
- _forms.push_back(form);
- }
- _formIndex = 0;
- // Create a form programmatically.
- createSampleForm();
- Button* button = static_cast<Button*>(_forms[0]->getControl("testButton"));
- button->setFocus();
- // Create a scene with a camera node.
- Camera* camera = Camera::createPerspective(45.0f, (float)getWidth() / (float)getHeight(), 0.25f, 100.0f);
- _scene = Scene::create();
- Node* cameraNode = _scene->addNode("Camera");
- cameraNode->setCamera(camera);
- _scene->setActiveCamera(camera);
- SAFE_RELEASE(camera);
- _formNodeParent = _scene->addNode("FormParent");
- _formNode = Node::create("Form");
- _formNodeParent->addChild(_formNode);
-
- formChanged();
- _gamepad = getGamepad(0);
- // This is needed because the virtual gamepad is shared between all samples.
- // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited.
- if (_gamepad && _gamepad->isVirtual())
- _gamepad->getForm()->setEnabled(true);
- }
- void FormsSample::formChanged()
- {
- if (_activeForm)
- _activeForm->setEnabled(false);
- _activeForm = _forms[_formIndex];
- _activeForm->setEnabled(true);
- _activeForm->setFocus();
- // Add the form to a node to allow it to be placed in 3D space.
- const Rectangle& bounds = _activeForm->getBounds();
- float scale;
- if (bounds.width >= bounds.height)
- {
- scale = 1.0f / bounds.width;
- }
- else
- {
- scale = 1.0f / bounds.height;
- }
- _formNode->setScale(scale, scale, 1.0f);
- _formNodeParent->setTranslation(0, 0, -1.5f);
- _formNode->setTranslation(-0.5f, -0.5f, 0);
- _formNode->setForm(_activeForm);
- }
- void FormsSample::createSampleForm()
- {
- Form* form = Form::create("testForm", NULL);
- form->setSize(600, 600);
- Label* label = Label::create("testLabel");
- label->setPosition(50, 50);
- label->setSize(200, 50);
- label->setText("Label:");
- form->addControl(label);
- label->release();
- Button* button = Button::create("opacityButton");
- button->setPosition(45, 100);
- button->setSize(200, 100);
- button->setText("This is a button. Click to change its opacity.");
- button->addListener(this, Control::Listener::CLICK);
- form->addControl(button);
- button->release();
- form->setEnabled(false);
- _forms.push_back(form);
- }
- void FormsSample::update(float elapsedTime)
- {
- float speedFactor = 0.001f * elapsedTime;
- _gamepad->getJoystickValues(0, &_joysticks[0]);
- _gamepad->getJoystickValues(1, &_joysticks[1]);
- // We'll use a physical gamepad's MENU1 button as the "back" button.
- // Toggle focus between the active form, the selection form and no focus.
- if (_gamepad->isButtonDown(Gamepad::BUTTON_MENU1))
- {
- if (!(_keyFlags & KEY_BACK))
- {
- _keyFlags |= KEY_BACK;
- if (Form::getFocusControl())
- {
- if (Form::getFocusControl() == _activeForm || Form::getFocusControl()->isChild(_activeForm))
- _formSelect->setFocus();
- else
- Form::clearFocus();
- }
- else
- {
- if (!(_activeForm && _activeForm->setFocus()))
- _formSelect->setFocus();
- }
- }
- }
- else
- {
- _keyFlags &= ~KEY_BACK;
- }
- // If no controls are in focus, then we poll the gamepad for movement input.
- if (Form::getFocusControl() == NULL)
- {
- if (!_joysticks[0].isZero())
- {
- _formNodeParent->translate(0.5f * speedFactor * _joysticks[0].x, 0.5f * speedFactor * _joysticks[0].y, 0);
- }
- if (!_joysticks[1].isZero())
- {
- Matrix m;
- _formNodeParent->getWorldMatrix().transpose(&m);
- Vector3 yaw;
- m.getUpVector(&yaw);
- _formNodeParent->rotate(yaw, speedFactor * _joysticks[1].x * 2.0f);
- _formNodeParent->rotateX(-speedFactor * _joysticks[1].y * 2.0f);
- }
- }
- if (_gamepad->isButtonDown(Gamepad::BUTTON_A))
- {
- _formNodeParent->setTranslation(0, 0, -1.5f);
- }
- if (_gamepad->isButtonDown(Gamepad::BUTTON_B))
- {
- _formNodeParent->setRotation(0, 0, 0, 1);
- }
- }
- void FormsSample::render(float elapsedTime)
- {
- // Clear the screen.
- clear(CLEAR_COLOR_DEPTH, Vector4(0, 0, 0, 1), 1.0f, 0);
- // Draw the forms.
- if (_formSelect)
- {
- _formSelect->draw();
- }
- if (_activeForm)
- {
- _activeForm->draw();
- }
- _gamepad->draw();
- }
- void FormsSample::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex)
- {
- if (_formNode)
- {
- switch (evt)
- {
- case Touch::TOUCH_PRESS:
- {
- _touched = true;
- _touchX = x;
- }
- break;
- case Touch::TOUCH_RELEASE:
- {
- _touched = false;
- _touchX = 0;
- }
- break;
- case Touch::TOUCH_MOVE:
- {
- int deltaX = x - _touchX;
- _touchX = x;
- // Yaw in world frame
- Matrix m;
- _formNodeParent->getWorldMatrix().transpose(&m);
- Vector3 yaw;
- m.getUpVector(&yaw);
- _formNodeParent->rotate(yaw, MATH_DEG_TO_RAD(deltaX * 0.5f));
- }
- break;
- default:
- break;
- };
- }
- }
- void FormsSample::keyEvent(Keyboard::KeyEvent keyEvent, int key)
- {
- if (_formNode)
- {
- switch(keyEvent)
- {
- case Keyboard::KEY_PRESS:
- switch (key)
- {
- case Keyboard::KEY_LEFT_ARROW:
- _formNodeParent->translateX(-0.1f);
- break;
- case Keyboard::KEY_RIGHT_ARROW:
- _formNodeParent->translateX(0.1f);
- break;
- case Keyboard::KEY_UP_ARROW:
- _formNodeParent->translateY(0.1f);
- break;
- case Keyboard::KEY_DOWN_ARROW:
- _formNodeParent->translateY(-0.1f);
- break;
- case Keyboard::KEY_PLUS:
- _formNodeParent->translateZ(0.1f);
- break;
- case Keyboard::KEY_MINUS:
- _formNodeParent->translateZ(-0.1f);
- break;
- }
- break;
- case Keyboard::KEY_RELEASE:
- break;
- }
- }
- }
- void FormsSample::controlEvent(Control* control, EventType evt)
- {
- if (evt == CLICK)
- {
- if (strcmp("form0", control->getId()) == 0)
- {
- _formIndex = 0;
- formChanged();
- }
- else if (strcmp("form1", control->getId()) == 0)
- {
- _formIndex = 1;
- formChanged();
- }
- else if (strcmp("form2", control->getId()) == 0)
- {
- _formIndex = 2;
- formChanged();
- }
- else if (strcmp("form3", control->getId()) == 0)
- {
- _formIndex = 3;
- formChanged();
- }
- else if (strcmp("form4", control->getId()) == 0)
- {
- _formIndex = 4;
- formChanged();
- }
- else if (strcmp("form5", control->getId()) == 0)
- {
- _formIndex = 5;
- formChanged();
- }
- else if (strcmp("opacityButton", control->getId()) == 0)
- {
- float from[] = { 1.0f };
- float to[] = { 0.5f };
- control->createAnimationFromTo("opacityButton", Form::ANIMATE_OPACITY, from, to, Curve::LINEAR, 1000)->getClip()->play();
- }
- }
- }
- void FormsSample::gamepadEvent(Gamepad::GamepadEvent evt, Gamepad* gamepad)
- {
- switch(evt)
- {
- case Gamepad::CONNECTED_EVENT:
- case Gamepad::DISCONNECTED_EVENT:
- _gamepad = getGamepad(0);
- // This is needed because the virtual gamepad is shared between all samples.
- // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited.
- if (_gamepad && _gamepad->isVirtual())
- _gamepad->getForm()->setEnabled(true);
- break;
- }
- }
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