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- //
- // Copyright (c) 2008-2021 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_;
- };
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