diff options
author | cutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475> | 2020-01-03 19:05:16 +0000 |
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committer | cutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475> | 2020-01-03 19:05:16 +0000 |
commit | 2ae2a551a6290f46734307bbfdafea4b1a2cf2ba (patch) | |
tree | ba2f0b468640e44899fed3df2d4cc58795f4a003 /examples/24.CursorControl/main.cpp | |
download | irrlicht-2ae2a551a6290f46734307bbfdafea4b1a2cf2ba.tar.xz |
Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
Diffstat (limited to 'examples/24.CursorControl/main.cpp')
-rw-r--r-- | examples/24.CursorControl/main.cpp | 566 |
1 files changed, 566 insertions, 0 deletions
diff --git a/examples/24.CursorControl/main.cpp b/examples/24.CursorControl/main.cpp new file mode 100644 index 0000000..22c22cb --- /dev/null +++ b/examples/24.CursorControl/main.cpp @@ -0,0 +1,566 @@ +/** Example 024 CursorControl
+
+Show how to modify cursors and offer some useful tool-functions for creating cursors.
+It can also be used for experiments with the mouse in general.
+*/
+
+#include <irrlicht.h>
+#include "driverChoice.h"
+#include "exampleHelper.h"
+
+using namespace irr;
+using namespace core;
+using namespace scene;
+using namespace video;
+using namespace io;
+using namespace gui;
+
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+const int DELAY_TIME = 3000;
+
+enum ETimerAction
+{
+ ETA_MOUSE_VISIBLE,
+ ETA_MOUSE_INVISIBLE,
+};
+
+/*
+ Structure to allow delayed execution of some actions.
+*/
+struct TimerAction
+{
+ u32 TargetTime;
+ ETimerAction Action;
+};
+
+/*
+*/
+struct SAppContext
+{
+ SAppContext()
+ : Device(0), InfoStatic(0), EventBox(0), CursorBox(0), SpriteBox(0)
+ , ButtonSetVisible(0), ButtonSetInvisible(0), ButtonSimulateBadFps(0)
+ , ButtonChangeIcon(0)
+ , SimulateBadFps(false)
+ {
+ }
+
+ void update()
+ {
+ if (!Device)
+ return;
+ u32 timeNow = Device->getTimer()->getTime();
+ for ( u32 i=0; i < TimerActions.size(); ++i )
+ {
+ if ( timeNow >= TimerActions[i].TargetTime )
+ {
+ runTimerAction(TimerActions[i]);
+ TimerActions.erase(i);
+ }
+ else
+ {
+ ++i;
+ }
+ }
+ }
+
+ void runTimerAction(const TimerAction& action)
+ {
+ if (ETA_MOUSE_VISIBLE == action.Action)
+ {
+ Device->getCursorControl()->setVisible(true);
+ ButtonSetVisible->setEnabled(true);
+ }
+ else if ( ETA_MOUSE_INVISIBLE == action.Action)
+ {
+ Device->getCursorControl()->setVisible(false);
+ ButtonSetInvisible->setEnabled(true);
+ }
+ }
+
+ /*
+ Add another icon which the user can click and select as cursor later on.
+ */
+ void addIcon(const stringw& name, const SCursorSprite &sprite, bool addCursor=true)
+ {
+ // Sprites are just icons - not yet cursors. They can be displayed by Irrlicht sprite functions and be used to create cursors.
+ SpriteBox->addItem(name.c_str(), sprite.SpriteId);
+ Sprites.push_back(sprite);
+
+ // create the cursor together with the icon?
+ if ( addCursor )
+ {
+ /* Here we create a hardware cursor from a sprite */
+ Device->getCursorControl()->addIcon(sprite);
+
+ // ... and add it to the cursors selection listbox to the other system cursors.
+ CursorBox->addItem(name.c_str());
+ }
+ }
+
+ IrrlichtDevice * Device;
+ gui::IGUIStaticText * InfoStatic;
+ gui::IGUIListBox * EventBox;
+ gui::IGUIListBox * CursorBox;
+ gui::IGUIListBox * SpriteBox;
+ gui::IGUIButton * ButtonSetVisible;
+ gui::IGUIButton * ButtonSetInvisible;
+ gui::IGUIButton * ButtonSimulateBadFps;
+ gui::IGUIButton * ButtonChangeIcon;
+ array<TimerAction> TimerActions;
+ bool SimulateBadFps;
+ array<SCursorSprite> Sprites;
+};
+
+/*
+ Helper function to print mouse event names into a stringw
+*/
+void PrintMouseEventName(const SEvent& event, stringw &result)
+{
+ switch ( event.MouseInput.Event )
+ {
+ case EMIE_LMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_LMOUSE_PRESSED_DOWN"); break;
+ case EMIE_RMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_RMOUSE_PRESSED_DOWN"); break;
+ case EMIE_MMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_MMOUSE_PRESSED_DOWN"); break;
+ case EMIE_LMOUSE_LEFT_UP: result += stringw(L"EMIE_LMOUSE_LEFT_UP"); break;
+ case EMIE_RMOUSE_LEFT_UP: result += stringw(L"EMIE_RMOUSE_LEFT_UP"); break;
+ case EMIE_MMOUSE_LEFT_UP: result += stringw(L"EMIE_MMOUSE_LEFT_UP"); break;
+ case EMIE_MOUSE_MOVED: result += stringw(L"EMIE_MOUSE_MOVED"); break;
+ case EMIE_MOUSE_WHEEL: result += stringw(L"EMIE_MOUSE_WHEEL"); break;
+ case EMIE_LMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_LMOUSE_DOUBLE_CLICK"); break;
+ case EMIE_RMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_RMOUSE_DOUBLE_CLICK"); break;
+ case EMIE_MMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_MMOUSE_DOUBLE_CLICK"); break;
+ case EMIE_LMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_LMOUSE_TRIPLE_CLICK"); break;
+ case EMIE_RMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_RMOUSE_TRIPLE_CLICK"); break;
+ case EMIE_MMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_MMOUSE_TRIPLE_CLICK"); break;
+ default:
+ break;
+ }
+}
+
+/*
+ Helper function to print all the state information which get from a mouse-event into a stringw
+*/
+void PrintMouseState(const SEvent& event, stringw &result)
+{
+ result += stringw(L"X: ");
+ result += stringw(event.MouseInput.X);
+ result += stringw(L"\n");
+
+ result += stringw(L"Y: ");
+ result += stringw(event.MouseInput.Y);
+ result += stringw(L"\n");
+
+
+ result += stringw(L"Wheel: ");
+ result += stringw(event.MouseInput.Wheel);
+ result += stringw(L"\n");
+
+ result += stringw(L"Shift: ");
+ if ( event.MouseInput.Shift )
+ result += stringw(L"true\n");
+ else
+ result += stringw(L"false\n");
+
+ result += stringw(L"Control: ");
+ if ( event.MouseInput.Control )
+ result += stringw(L"true\n");
+ else
+ result += stringw(L"false\n");
+
+ result += stringw(L"ButtonStates: ");
+ result += stringw(event.MouseInput.ButtonStates);
+ result += stringw(L"\n");
+
+ result += stringw(L"isLeftPressed: ");
+ if ( event.MouseInput.isLeftPressed() )
+ result += stringw(L"true\n");
+ else
+ result += stringw(L"false\n");
+
+ result += stringw(L"isRightPressed: ");
+ if ( event.MouseInput.isRightPressed() )
+ result += stringw(L"true\n");
+ else
+ result += stringw(L"false\n");
+
+ result += stringw(L"isMiddlePressed: ");
+ if ( event.MouseInput.isMiddlePressed() )
+ result += stringw(L"true\n");
+ else
+ result += stringw(L"false\n");
+
+ result += stringw(L"Event: ");
+
+ PrintMouseEventName(event, result);
+
+ result += stringw(L"\n");
+}
+
+/*
+ A typical event receiver.
+*/
+class MyEventReceiver : public IEventReceiver
+{
+public:
+ MyEventReceiver(SAppContext & context) : Context(context) { }
+
+ virtual bool OnEvent(const SEvent& event)
+ {
+ if (event.EventType == EET_GUI_EVENT )
+ {
+ switch ( event.GUIEvent.EventType )
+ {
+ case EGET_BUTTON_CLICKED:
+ {
+ u32 timeNow = Context.Device->getTimer()->getTime();
+ TimerAction action;
+ action.TargetTime = timeNow + DELAY_TIME;
+ if ( event.GUIEvent.Caller == Context.ButtonSetVisible )
+ {
+ action.Action = ETA_MOUSE_VISIBLE;
+ Context.TimerActions.push_back(action);
+ Context.ButtonSetVisible->setEnabled(false);
+ }
+ else if ( event.GUIEvent.Caller == Context.ButtonSetInvisible )
+ {
+ action.Action = ETA_MOUSE_INVISIBLE;
+ Context.TimerActions.push_back(action);
+ Context.ButtonSetInvisible->setEnabled(false);
+ }
+ else if ( event.GUIEvent.Caller == Context.ButtonSimulateBadFps )
+ {
+ Context.SimulateBadFps = Context.ButtonSimulateBadFps->isPressed();
+ }
+ else if ( event.GUIEvent.Caller == Context.ButtonChangeIcon )
+ {
+ /*
+ Replace an existing cursor icon by another icon.
+ The user has to select both - the icon which should be replaced and the icon which will replace it.
+ */
+ s32 selectedCursor = Context.CursorBox->getSelected();
+ s32 selectedSprite = Context.SpriteBox->getSelected();
+ if ( selectedCursor >= 0 && selectedSprite >= 0 )
+ {
+ /*
+ This does replace the icon.
+ */
+ Context.Device->getCursorControl()->changeIcon((ECURSOR_ICON)selectedCursor, Context.Sprites[selectedSprite] );
+
+ /*
+ Do also show the new icon.
+ */
+ Context.Device->getCursorControl()->setActiveIcon( ECURSOR_ICON(selectedCursor) );
+ }
+ }
+ }
+ break;
+ case EGET_LISTBOX_CHANGED:
+ case EGET_LISTBOX_SELECTED_AGAIN:
+ {
+ if ( event.GUIEvent.Caller == Context.CursorBox )
+ {
+ /*
+ Find out which cursor the user selected
+ */
+ s32 selected = Context.CursorBox->getSelected();
+ if ( selected >= 0 )
+ {
+ /*
+ Here we set the new cursor icon which will now be used within our window.
+ */
+ Context.Device->getCursorControl()->setActiveIcon( ECURSOR_ICON(selected) );
+ }
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (event.EventType == EET_MOUSE_INPUT_EVENT)
+ {
+ stringw infoText;
+ PrintMouseState(event, infoText);
+ Context.InfoStatic->setText(infoText.c_str());
+ if ( event.MouseInput.Event != EMIE_MOUSE_MOVED && event.MouseInput.Event != EMIE_MOUSE_WHEEL ) // no spam
+ {
+ infoText = L"";
+ PrintMouseEventName(event, infoText);
+ Context.EventBox->insertItem(0, infoText.c_str(), -1);
+ }
+ }
+
+ return false;
+ }
+
+private:
+ SAppContext & Context;
+};
+
+/*
+ Use several imagefiles as animation frames for a sprite which can be used as cursor icon.
+ The images in those files all need to have the same size.
+ Return sprite index on success or -1 on failure
+*/
+s32 AddAnimatedIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const array< io::path >& files, u32 frameTime )
+{
+ if ( !spriteBank || !driver || !files.size() )
+ return -1;
+
+ video::ITexture * tex = driver->getTexture( files[0] );
+ if ( tex )
+ {
+ array< rect<s32> >& spritePositions = spriteBank->getPositions();
+ u32 idxRect = spritePositions.size();
+ spritePositions.push_back( rect<s32>(0,0, tex->getSize().Width, tex->getSize().Height) );
+
+ SGUISprite sprite;
+ sprite.frameTime = frameTime;
+
+ array< SGUISprite >& sprites = spriteBank->getSprites();
+ u32 startIdx = spriteBank->getTextureCount();
+ for ( u32 f=0; f < files.size(); ++f )
+ {
+ tex = driver->getTexture( files[f] );
+ if ( tex )
+ {
+ spriteBank->addTexture( driver->getTexture(files[f]) );
+ gui::SGUISpriteFrame frame;
+ frame.rectNumber = idxRect;
+ frame.textureNumber = startIdx+f;
+ sprite.Frames.push_back( frame );
+ }
+ }
+
+ sprites.push_back( sprite );
+ return sprites.size()-1;
+ }
+
+ return -1;
+}
+
+/*
+ Use several images within one imagefile as animation frames for a sprite which can be used as cursor icon
+ The sizes of the icons within that file all need to have the same size
+ Return sprite index on success or -1 on failure
+*/
+s32 AddAnimatedIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const io::path& file, const array< rect<s32> >& rects, u32 frameTime )
+{
+ if ( !spriteBank || !driver || !rects.size() )
+ return -1;
+
+ video::ITexture * tex = driver->getTexture( file );
+ if ( tex )
+ {
+ array< rect<s32> >& spritePositions = spriteBank->getPositions();
+ u32 idxRect = spritePositions.size();
+ u32 idxTex = spriteBank->getTextureCount();
+ spriteBank->addTexture( tex );
+
+ SGUISprite sprite;
+ sprite.frameTime = frameTime;
+
+ array< SGUISprite >& sprites = spriteBank->getSprites();
+ for ( u32 i=0; i < rects.size(); ++i )
+ {
+ spritePositions.push_back( rects[i] );
+
+ gui::SGUISpriteFrame frame;
+ frame.rectNumber = idxRect+i;
+ frame.textureNumber = idxTex;
+ sprite.Frames.push_back( frame );
+ }
+
+ sprites.push_back( sprite );
+ return sprites.size()-1;
+ }
+
+ return -1;
+}
+
+/*
+ Create a non-animated icon from the given file and position and put it into the spritebank.
+ We can use this icon later on in a cursor.
+*/
+s32 AddIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const io::path& file, const core::rect<s32>& rect )
+{
+ if ( !spriteBank || !driver )
+ return -1;
+
+ video::ITexture * tex = driver->getTexture( file );
+ if ( tex )
+ {
+ core::array< core::rect<irr::s32> >& spritePositions = spriteBank->getPositions();
+ spritePositions.push_back( rect );
+ array< SGUISprite >& sprites = spriteBank->getSprites();
+ spriteBank->addTexture( tex );
+
+ gui::SGUISpriteFrame frame;
+ frame.rectNumber = spritePositions.size()-1;
+ frame.textureNumber = spriteBank->getTextureCount()-1;
+
+ SGUISprite sprite;
+ sprite.frameTime = 0;
+ sprite.Frames.push_back( frame );
+
+ sprites.push_back( sprite );
+
+ return sprites.size()-1;
+ }
+
+ return -1;
+}
+
+int main()
+{
+ video::E_DRIVER_TYPE driverType = driverChoiceConsole();
+ if (driverType==video::EDT_COUNT)
+ return 1;
+
+ IrrlichtDevice * device = createDevice(driverType, dimension2d<u32>(640, 480));
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ // It's sometimes of interest to know how the mouse behaves after a resize
+ device->setResizable(true);
+
+ device->setWindowCaption(L"Cursor control - Irrlicht engine tutorial");
+ video::IVideoDriver* driver = device->getVideoDriver();
+ IGUIEnvironment* env = device->getGUIEnvironment();
+
+ gui::IGUISpriteBank * SpriteBankIcons;
+
+ SAppContext context;
+ context.Device = device;
+
+ rect< s32 > rectInfoStatic(10,10, 200, 200);
+ env->addStaticText (L"Cursor state information", rectInfoStatic, true, true);
+ rectInfoStatic.UpperLeftCorner += dimension2di(0, 15);
+ context.InfoStatic = env->addStaticText (L"", rectInfoStatic, true, true);
+ rect< s32 > rectEventBox(10,210, 200, 400);
+ env->addStaticText (L"click events (new on top)", rectEventBox, true, true);
+ rectEventBox.UpperLeftCorner += dimension2di(0, 15);
+ context.EventBox = env->addListBox(rectEventBox);
+ rect< s32 > rectCursorBox(210,10, 400, 250);
+ env->addStaticText (L"cursors, click to set the active one", rectCursorBox, true, true);
+ rectCursorBox.UpperLeftCorner += dimension2di(0, 15);
+ context.CursorBox = env->addListBox(rectCursorBox);
+ rect< s32 > rectSpriteBox(210,260, 400, 400);
+ env->addStaticText (L"sprites", rectSpriteBox, true, true);
+ rectSpriteBox.UpperLeftCorner += dimension2di(0, 15);
+ context.SpriteBox = env->addListBox(rectSpriteBox);
+
+ context.ButtonSetVisible = env->addButton( rect<s32>( 410, 20, 560, 40 ), 0, -1, L"set visible (delayed)" );
+ context.ButtonSetInvisible = env->addButton( rect<s32>( 410, 50, 560, 70 ), 0, -1, L"set invisible (delayed)" );
+ context.ButtonSimulateBadFps = env->addButton( rect<s32>( 410, 80, 560, 100 ), 0, -1, L"simulate bad FPS" );
+ context.ButtonSimulateBadFps->setIsPushButton(true);
+ context.ButtonChangeIcon = env->addButton( rect<s32>( 410, 140, 560, 160 ), 0, -1, L"replace cursor icon\n(cursor+sprite must be selected)" );
+
+ // set the names for all the system cursors
+ for ( int i=0; i < (int)gui::ECI_COUNT; ++i )
+ {
+ context.CursorBox->addItem(stringw( GUICursorIconNames[i] ).c_str());
+ }
+
+ /*
+ Create sprites which then can be used as cursor icons.
+ */
+ SpriteBankIcons = env->addEmptySpriteBank(io::path("cursor_icons"));
+ context.SpriteBox->setSpriteBank(SpriteBankIcons);
+
+ const io::path mediaPath = getExampleMediaPath();
+
+ // create one animated icon from several files
+ array< io::path > files;
+ files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw1.png") );
+ files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw2.png") );
+ files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw3.png") );
+ files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw3.png") );
+ files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw2.png") );
+ SCursorSprite spriteBw; // the sprite + some additional information needed for cursors
+ spriteBw.SpriteId = AddAnimatedIconToSpriteBank( SpriteBankIcons, driver, files, 200 );
+ spriteBw.SpriteBank = SpriteBankIcons;
+ spriteBw.HotSpot = position2d<s32>(7,7);
+ context.addIcon(L"crosshair_bw", spriteBw);
+
+ // create one animated icon from one file
+ array< rect<s32> > iconRects;
+ iconRects.push_back( rect<s32>(0,0, 16, 16) );
+ iconRects.push_back( rect<s32>(16,0, 32, 16) );
+ iconRects.push_back( rect<s32>(0,16, 16, 32) );
+ iconRects.push_back( rect<s32>(0,16, 16, 32) );
+ iconRects.push_back( rect<s32>(16,0, 32, 16) );
+ SCursorSprite spriteCol; // the sprite + some additional information needed for cursors
+ spriteCol.SpriteId = AddAnimatedIconToSpriteBank( SpriteBankIcons, driver, io::path(mediaPath + "icon_crosshairs16x16col.png"), iconRects, 200 );
+ spriteCol.HotSpot = position2d<s32>(7,7);
+ spriteCol.SpriteBank = SpriteBankIcons;
+ context.addIcon(L"crosshair_colored", spriteCol);
+
+ // Create some non-animated icons
+ rect<s32> rectIcon;
+ SCursorSprite spriteNonAnimated(SpriteBankIcons, 0, position2d<s32>(7,7));
+
+ rectIcon = rect<s32>(0,0, 16, 16);
+ spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path(mediaPath + "icon_crosshairs16x16col.png"), rectIcon );
+ context.addIcon(L"crosshair_col1", spriteNonAnimated, false);
+
+ rectIcon = rect<s32>(16,0, 32, 16);
+ spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path(mediaPath + "icon_crosshairs16x16col.png"), rectIcon );
+ context.addIcon(L"crosshair_col2", spriteNonAnimated, false);
+
+ rectIcon = rect<s32>(0,16, 16, 32);
+ spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path(mediaPath + "icon_crosshairs16x16col.png"), rectIcon );
+ context.addIcon(L"crosshair_col3", spriteNonAnimated, false);
+
+
+ MyEventReceiver receiver(context);
+ device->setEventReceiver(&receiver);
+
+ while(device->run() && driver)
+ {
+ // if (device->isWindowActive())
+ {
+ u32 realTimeNow = device->getTimer()->getRealTime();
+
+ context.update();
+
+ driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
+
+ env->drawAll();
+
+ // draw custom sprite with Irrlicht functions for comparison. It should usually look the same as the cursors.
+ if ( context.SpriteBox )
+ {
+ s32 selectedSprite = context.SpriteBox->getSelected();
+ if ( selectedSprite >= 0 && context.Sprites[selectedSprite].SpriteId >= 0 )
+ {
+ SpriteBankIcons->draw2DSprite(u32(context.Sprites[selectedSprite].SpriteId), position2di(580, 140), 0, video::SColor(255, 255, 255, 255), 0, realTimeNow);
+ }
+ }
+
+ driver->endScene();
+ }
+
+ // By simulating bad fps we can find out if hardware-support for cursors works or not. If it works the cursor will move as usual,while it otherwise will just update with 2 fps now.
+ if ( context.SimulateBadFps )
+ {
+ device->sleep(500); // 2 fps
+ }
+ else
+ {
+ device->sleep(10);
+ }
+ }
+
+ device->drop();
+
+ return 0;
+}
+
+/*
+**/
|