add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.

This commit is contained in:
erwincoumans
2015-04-16 09:55:32 -07:00
parent d9feaf2d2a
commit a1bf9c5556
425 changed files with 255913 additions and 0 deletions

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_PROPERTY_BASEPROPERTY_H
#define GWEN_CONTROLS_PROPERTY_BASEPROPERTY_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Utility.h"
namespace Gwen
{
namespace Controls
{
namespace Property
{
class GWEN_EXPORT Base : public Gwen::Controls::Base
{
public:
GWEN_CONTROL_INLINE( Base, Gwen::Controls::Base ){}
virtual String GetPropertyValueAnsi()
{
return Gwen::Utility::UnicodeToString( GetPropertyValue() );
}
virtual void SetPropertyValue( const String& v, bool bFireChangeEvents = false )
{
SetPropertyValue( Gwen::Utility::StringToUnicode( v ), bFireChangeEvents );
}
virtual UnicodeString GetPropertyValue() = 0;
virtual void SetPropertyValue( const UnicodeString& v, bool bFireChangeEvents = false ) = 0;
virtual bool IsEditing() = 0;
virtual void DoChanged()
{
onChange.Call( this );
}
virtual void OnPropertyValueChanged( Gwen::Controls::Base* /*control*/ )
{
DoChanged();
}
Event::Caller onChange;
};
}
}
}
#endif

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#pragma once
#ifndef GWEN_CONTROLS_PROPERTY_COLORSELECTOR_H
#define GWEN_CONTROLS_PROPERTY_COLORSELECTOR_H
#include "Gwen/Controls/Properties.h"
#include "Gwen/Controls/WindowControl.h"
#include "Gwen/Controls/HSVColorPicker.h"
namespace Gwen
{
namespace Controls
{
namespace Property
{
class ColorSelector : public Property::Text
{
public:
GWEN_CONTROL_INLINE( ColorSelector, Property::Text )
{
m_Button = new Button( this );
m_Button->Dock( Pos::Right );
m_Button->SetWidth( 20 );
m_Button->onPress.Add( this, &ThisClass::OnButtonPress );
}
void OnButtonPress( Controls::Base* control )
{
Gwen::Controls::WindowControl* wind = new Gwen::Controls::WindowControl( GetCanvas() );
wind->SetTitle( L"Color Selection" );
wind->SetSize( 256, 180 );
wind->SetPos( GetCanvas()->Width() * 0.5 - 128, GetCanvas()->Height()* 0.5 - 128 );
wind->SetDeleteOnClose( true );
wind->DisableResizing();
wind->MakeModal( true );
Gwen::Controls::HSVColorPicker* picker = new Gwen::Controls::HSVColorPicker( wind );
picker->SetName( "picker" );
float defaultColor[3];
Gwen::Utility::Strings::To::Floats( Gwen::Utility::UnicodeToString( m_TextBox->GetText() ), defaultColor, 3);
picker->SetColor( Gwen::Color( defaultColor[0], defaultColor[1], defaultColor[2], 255 ), false, true );
picker->onColorChanged.Add( this, &ThisClass::ColorChanged );
}
void ColorChanged( Controls::Base* control )
{
Gwen::Controls::HSVColorPicker* picker = control->DynamicCastHSVColorPicker();
Gwen::String colorStr;
colorStr += Gwen::Utility::ToString( ( int )picker->GetColor().r ) + " ";
colorStr += Gwen::Utility::ToString( ( int )picker->GetColor().g ) + " ";
colorStr += Gwen::Utility::ToString( ( int )picker->GetColor().b );
m_TextBox->SetText( colorStr );
DoChanged();
}
virtual UnicodeString GetPropertyValue()
{
return m_TextBox->GetText();
}
virtual void SetPropertyValue( const UnicodeString& v, bool bFireChangeEvents )
{
m_TextBox->SetText( v, bFireChangeEvents );
}
virtual bool IsEditing()
{
return m_TextBox == Gwen::KeyboardFocus;
}
Button* m_Button;
};
}
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_PROPERTY_TEXT_H
#define GWEN_CONTROLS_PROPERTY_TEXT_H
#include "Gwen/Controls/Property/BaseProperty.h"
#include "Gwen/Controls/TextBox.h"
namespace Gwen
{
namespace Controls
{
namespace Property
{
class GWEN_EXPORT Text : public Property::Base
{
public:
GWEN_CONTROL_INLINE( Text, Property::Base )
{
m_TextBox = new TextBox( this );
m_TextBox->Dock( Pos::Fill );
m_TextBox->SetShouldDrawBackground( false );
m_TextBox->onTextChanged.Add( this, &BaseClass::OnPropertyValueChanged );
}
virtual UnicodeString GetPropertyValue()
{
return m_TextBox->GetText();
}
virtual void SetPropertyValue( const UnicodeString& v, bool bFireChangeEvents )
{
m_TextBox->SetText( v, bFireChangeEvents );
}
virtual bool IsEditing()
{
return m_TextBox->HasFocus();
}
TextBox* m_TextBox;
};
}
}
}
#endif