This will be a tutorial on using CEGUI in SFML. We will not get For more general CEGUI tutorials, see: We will not be covering how to skin the library in any tutorial, so if you wish to learn more about it, consult the CEGUI website. Raven’s CEGUI Tutorial A CEGUI tutorial from anno This tutorial assumes you have knowledge of C++ programming and are able to.
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This tutorial is intended to get you started. Any problems you encounter during working with this tutorial should be posted in the Help Forum. Most of this tutorial is still valid, but some syntax is different. I have added code where it differs from the 0. You can find the code for this tutorial here. As you go through the tutorial you should be slowly adding code to your own project and watching the results as we build it. Doing so is entirely optional, although the instructions here are based on that layout.
Add the following line to your project’s list of Include directories note that this tutoroal vary depending on your CEGUI version:. How you do this depends on the type of build you’re using. If you’re using the autotools stub from here: Be sure you tutorkal compile and run this code before continuing. The application should do nothing other than present you with a blank screen press Escape to exit. If you run into compiler or linker errors, check your settings.
Much in the same way that Ogre titorial only tutorlal graphics library and doesn’t do other things such as sound, physics, etcCEGUI is only a GUI library, meaning it does not do its own rendering nor does it hook into any mouse or keyboard events.
This may seem like a pain at first, but in reality very little code is required to make this happen. It also allows you to have full control over the rendering and the input; CEGUI will never get in the way. I will try to slowly introduce them to you as we go along. It has several resource managers like Ogre which need to find their respective resource locations, so you need to define the necessary resource groups and their locations within resources.
Add the following to resources. Note that, as is mentioned above, on Ubuntu Find the createScene function and add the following code:. As you can see, we used the resource groups we defined in resources. We will not be covering how to skin the library in any tutorial, so if you wish to learn more about it, consult the CEGUI website.
The first parameter specifies the Imageset and the second one specifies the name of the Image to use from that Imageset. It is possible to use another GUI library to render the mouse, or to simply create your own mouse cursor using Ogre vegui though this latter option can be a bit involved.
If you are only using CEGUI for the mouse cursor and are concerned about memory usage or the disk space that your game takes up, you can look into one of these options to replace CEGUI. Lastly note that in that last code snippet we have set the default mouse cursor, but we did not set the mouse cursor directly using the MouseCursor:: This is because in this tutorial we will always be over some kind of CEGUI window though it may be invisibleso setting the default cursor will, in effect, make the mouse cursor be the image we selected.
If we set the mouse cursor directly and did not set the default, the mouse cursor would be invisible every time it passed over a CEGUI window which, in this tutorial, will be all the time. On the other hand, setting the default mouse image does nothing if you do not have any CEGUI windows displayed, as will be the case in later tutorials. In that situation, calling MouseCursor:: We do that by overriding two functions: Copy the contents of the BaseApplication:: It should look like this when we’re done getting rid of it:.
CEGUI does not handle input in any way. It does not read mouse movements or keyboard input. Instead it relies on the user to inject key and mouse events into the system. The next thing we will need to do is to handle the key events.
If you are working with CEGUI, you will need to have the mouse and keyboard in buffered mode so you can receive the events directly and inject them as they happen.
Find the keyPressed function and add the following code to it replacing what is there:.
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Scan is not very clean here. Maybe there is a nicer way, but I don’t know it. After getting the system object, we need to do two things. The second is to inject the actual character that was pressed.
It is very important to inject the character properly since injecting the key down will not always cegul about the desired result when using a non-English keyboard. The injectChar was designed with Unicode support in mind. Now we need to inject the key up event into the system.
Find the keyReleased function and add the following code replacing what is there:. Note that we do not need to inject a character up event, only the key up event is required.
Now that we have finished dealing with keyboard input, we need to take care of mouse input. We have a small issue that we will need to address, however. The same is not true for mouse buttons. Add the following code to BasicTutorial7. Now we are ready to inject mouse events. Find the mousePressed function and add the following code replacing what is there:. Also for the next couple of statements. This should be roughly self-explanatory.
System object has an injectMouseMove function which expects relative mouse movements. Find the mouseMoved function and add the following code replacing what is there:.
Google it to find out more. And another problem, you must move your mouse a bit once, before the cursor becomes visible.
Basic Tutorial 7 | Ogre Wiki
Currently, I have no idea about the reason. Glad to know if someone could tell me. Window class, and a window can have any number of child windows.
This means that when you create a frame to contain multiple buttons, that frame is a Window. This can cause some strange things to happen. You can place a button inside another button, though that would really never happen in practice. The reason that I mention all of this is when you are looking for a particular widget that you have placed in the application, you need to know they are all called Windows, and are accessed by functions that refer to them as such.
After placing all of your windows, buttons, and other widgets onto the screen as you like them, the editor saves the layout as a text file. We will not cover them in this tutorial, so if you decide to use CEGUI, be sure to take a good look at their website for more information. We will not be using this in this tutorial, but I would feel remiss if I did not at least show you an example of its use. Do not add this to the tutorial or if you do, remove it after you have seen the results:.
This sets the sheet currently being displayed. You can later retrieve this sheet by calling System:: You can also swap the GUI sheet seamlessly by calling setGUISheet with whatever sheet you want to swap to though be sure to hold onto a pointer to the current sheet if you wish to swap it back.
Occasionally, however, you will need to manually create a widget to put on the screen. In this example, we will be adding a Quit button which we will later add functionality to. Since we will have added more than just the Quit button to the screen by the time the tutorial is over, we need to first create a default CEGUI:: Window which will contain all of the widgets we will be creating. CEGUI uses a “unified dimension” system for its sizes and positions.
When setting the size you must create a UDim object to tell it what size it should be. The important thing to realize is that you’re only supposed to set one of the two parameters of a UDim object; the other parameter must be 0.
If we wanted to specify that it should be 20 pixels by 5 pixels, we would set the second parameter in both of the UDim calls to be 20 and 5 respectively, and the first parameter to be 0. The last thing we have to do is attach the Quit button to the sheet we have created, and then set the current GUI sheet for the system to be that sheet:.
Now if you compile and run your application you will see a Quit button in the top left hand corner of the screen, but it does not yet do anything when you click on it. Instead of using an interface that you implement to receive events, it uses a callback mechanism which binds any public function with the appropriate method signature to be the event handler.
Unfortunately this also means that registering events is a bit more complicated. We will now register to handle the Quit button’s click event to exit the program when it is pressed. To do that, we will first need a pointer to the Quit button we created in the previous section.
Add the following code to BasicTutorial This will subscribe to the clicked event. The first parameter to subscribeEvent is the event itself. The second parameter is an Event:: The second thing we pass to the Subscriber object is the BasicTutorial7 object which will handle the event which is the “this” object.
The only restrictions on them are they must return a bool, and they must take in a single parameter of type “const CEGUI:: For more information about events and how to unsubscribe from thembe sure to read more on the CEGUI website.
To do this, we need to start by setting up a gutorial to look at. Add the following code to the bottom of the createScene function:. Now we must create the RenderTexture.