HelloGUI.h 2.3 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Sample.h"
  24. // Do forward declarations for the engine classes we have as member variables
  25. namespace Urho3D
  26. {
  27. class Window;
  28. }
  29. using namespace Urho3D;
  30. /// A simple 'HelloWorld' GUI created purely from code.
  31. /// This sample demonstrates:
  32. /// - Creation of controls and building a UI hierarchy;
  33. /// - Loading UI style from XML and applying it to controls;
  34. /// - Handling of global and per-control events;
  35. class HelloGUI : public Sample
  36. {
  37. OBJECT(HelloGUI);
  38. public:
  39. /// Construct.
  40. HelloGUI(Context* context);
  41. /// Setup after engine initialization and before running the main loop.
  42. virtual void Start();
  43. private:
  44. /// Create and initialize a Window control.
  45. void InitWindow();
  46. /// Create and add various common controls for demonstration purposes.
  47. void InitControls();
  48. /// Subscribe to UI events.
  49. void SubscribeToEvents();
  50. /// Handle any UI control being clicked.
  51. void HandleControlClicked(StringHash eventType, VariantMap& eventData);
  52. /// Handle close button pressed and released.
  53. void HandleClosePressed(StringHash eventType, VariantMap& eventData);
  54. /// The Window.
  55. SharedPtr<Window> window_;
  56. /// The UI's root UIElement.
  57. SharedPtr<UIElement> uiRoot_;
  58. };