/*
* This file is part of MXE.
* See index.html for further information.
*/
/*************************************************
* CEGUI demo program. This creates an OpenGL window
* and makes CEGUI draw an "in-game" window into it.
************************************************/
#include
#include
#include
// We’re lazy
using namespace CEGUI;
// Prototypes
void main_loop();
// Main program entry point
int main(int argc, char* argv[])
{
// Initialize OpenGL
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(640, 480);
// Create the default GL context to have CEGUI draw upon
int window_id = glutCreateWindow("Test");
// Initialize CEGUI (will automatically use the default GL context)
OpenGLRenderer& renderer = OpenGLRenderer::bootstrapSystem();
// Tell CEGUI where to find its resources
DefaultResourceProvider* p_provider = static_cast(System::getSingleton().getResourceProvider());
p_provider->setResourceGroupDirectory("schemes", "../share/cegui-0/schemes");
p_provider->setResourceGroupDirectory("imagesets", "../share/cegui-0/imagesets");
p_provider->setResourceGroupDirectory("fonts", "../share/cegui-0/fonts");
p_provider->setResourceGroupDirectory("layouts", "../share/cegui-0/layouts");
p_provider->setResourceGroupDirectory("looknfeels", "../share/cegui-0/looknfeel");
p_provider->setResourceGroupDirectory("lua_scripts", "../share/cegui-0/lua_scripts");
p_provider->setResourceGroupDirectory("schemas", "../share/cegui-0/xml_schemas");
p_provider->setResourceGroupDirectory("animations", "../share/cegui-0/animations");
// Map the resource request to our provider
Scheme::setDefaultResourceGroup("schemes");
ImageManager::setImagesetDefaultResourceGroup("imagesets");
Font::setDefaultResourceGroup("fonts");
WindowManager::setDefaultResourceGroup("layouts");
WidgetLookManager::setDefaultResourceGroup("looknfeels");
ScriptModule::setDefaultResourceGroup("lua_scripts");
AnimationManager::setDefaultResourceGroup("animations");
XMLParser* p_parser = System::getSingleton().getXMLParser();
// For the Xerces parser, set the XML schemas resource
if (p_parser->isPropertyPresent("SchemaDefaultResourceGroup"))
p_parser->setProperty("SchemaDefaultResourceGroup", "schemas");
// Configure the default window layouting
SchemeManager::getSingleton().createFromFile("TaharezLook.scheme");
// Mouse cursor
CEGUI::GUIContext& gui_context = CEGUI::System::getSingleton().getDefaultGUIContext();
gui_context.getMouseCursor().setDefaultImage("TaharezLook/MouseArrow");
// Create the hypothetical CEGUI root window
Window* p_root_window = WindowManager::getSingleton().createWindow("DefaultWindow", "root");
gui_context.setRootWindow(p_root_window);
// Create an actual framed window we can look onto
FrameWindow* p_frame_window = static_cast(WindowManager::getSingleton().createWindow("TaharezLook/FrameWindow", "testWindow"));
p_root_window->addChild(p_frame_window);
p_frame_window->setPosition(UVector2(UDim(0.25f, 0), UDim(0.25f, 0)));
p_frame_window->setSize(USize(UDim(0.5f, 0), UDim(0.5f, 0)));
p_frame_window->setText("Hello World!");
// Enter main loop
main_loop();
// Clean up OpenGL
glutDestroyWindow(window_id);
}
/* Main loop for processing events, etc. For a real application,
* you definitely want to replace while(true) with checking a
* proper termination condition. Note all drawing operations take
* place on an invisible auxiliary buffer until you call glutSwapBuffers(),
* which paints the entire auxiliary buffer onto the screen.
*/
void main_loop()
{
while(true) {
glutMainLoopEvent(); // Process events
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the window background to a single color
glFlush();
CEGUI::System::getSingleton().renderAllGUIContexts(); // Tell CEGUI to render all its stuff
glutSwapBuffers(); // Put the auxiliary rendering buffer onto the screen and make the screen the new auxiliary buffer.
}
}