Switching visibility of windows

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paul424
Just popping in
Just popping in
Posts: 16
Joined: Thu Mar 28, 2013 12:33

Switching visibility of windows

Postby paul424 » Thu Dec 26, 2013 08:55

Hi, I have several main windows each read from the LayoutFile. Each defines some GUI layout intendent to be shown at diffrent times exclusivly on screen,
Previously I achived that by setting the rootWindow to the one I desire . Now each window is set to the main dummy Root window. How do I achieve window switching than ?


void Gui::loadGuiSheet(const guiSheet& newSheet)
{
activeSheet = newSheet;
sheets[activeSheet]->activate();

}

That obviously does not work , since it does not show the mainMenu sheet at the start , as the previous code did ...



Code: Select all

/*
 * \file   Gui.cpp
 * \date   05 April 2011
 * \author StefanP.MUC
 * \brief  Class Gui containing all the stuff for the GUI, including translation.
 */

//TODO: The event handlers should be call functions to AS instead of hardcoded so that we can
//      script the GUI actions. Maybe even register CEGUI to AS to make it fully scripted?
//      Then we could easily adjust the GUI without recompiling.

#include <CEGUI/CEGUI.h>
#include <CEGUI/RendererModules/Ogre/Renderer.h>
#include <CEGUI/SchemeManager.h>
#include <CEGUI/System.h>
#include <CEGUI/WindowManager.h>
#include <CEGUI/widgets/PushButton.h>
#include <CEGUI/Event.h>


#include "MapLoader.h"
#include "ODFrameListener.h"
#include "GameMap.h"
#include "Player.h"
#include "Trap.h"
#include "TextRenderer.h"
#include "ODApplication.h"
#include "Functions.h"
#include "CameraManager.h"
#include "MiniMap.h"
#include "Gui.h"
#include "ModeManager.h"
#include "EditorMode.h"



template<> Gui* Ogre::Singleton<Gui>::msSingleton = 0;

/*! \brief Constructor that initializes the whole CEGUI system
 *  including renderer, system, resource provider, setting defaults,
 *  loading all sheets, assigning all event handler
 */
Gui::Gui() :
        activeSheet(hideGui)
{
    CEGUI::OgreRenderer::bootstrapSystem();
    //CEGUI::SchemeManager::getSingleton().create("OpenDungeonsSkin.scheme");
    CEGUI::SchemeManager::getSingleton().createFromFile("OpenDungeonsSkin.scheme");

    CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setImage("OpenDungeons/MouseArrow");
    CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultTooltipObject(new CEGUI::Tooltip("OD","Tooltip"));

    CEGUI::WindowManager* wmgr = CEGUI::WindowManager::getSingletonPtr();
    CEGUI::Window* root = wmgr->createWindow("OD/FrameWindow",Gui::ROOT);
    sheets[hideGui] = 0;
    sheets[inGameMenu] = wmgr->loadLayoutFromFile("OpenDungeons.layout");
    sheets[mainMenu] = wmgr->loadLayoutFromFile("OpenDungeonsMainMenu.layout");
    sheets[editorToolBox] =  wmgr->loadLayoutFromFile("OpenDungeonsEditorToolBox.layout");
    root->addChild(sheets[inGameMenu]);
    root->addChild(sheets[mainMenu]);
    root->addChild(sheets[editorToolBox]);


    CEGUI::System::getSingletonPtr()->getDefaultGUIContext().setRootWindow(root);

    mainMenuMode = false;

    assignEventHandlers();
    loadGuiSheet(mainMenu);
}

Gui::~Gui()
{
    CEGUI::OgreRenderer::destroySystem();
}




/*! \brief A required function to pass input to the OIS system.
 *
 */
CEGUI::MouseButton Gui::convertButton(const OIS::MouseButtonID& buttonID)
{
    switch (buttonID)
    {
        case OIS::MB_Left:
            return CEGUI::LeftButton;

        case OIS::MB_Right:
            return CEGUI::RightButton;

        case OIS::MB_Middle:
            return CEGUI::MiddleButton;

        default:
            return CEGUI::LeftButton;
    }
}

/*! \brief loads the specified gui sheet
 */
void Gui::loadGuiSheet(const guiSheet& newSheet)
{
    activeSheet = newSheet;
    sheets[activeSheet]->activate();
    //This shouldn't be needed, but the gui seems to not allways change when using hideGui without it.
   
}

CEGUI::Window* Gui::getGuiSheet(const guiSheet& sheet)
{
    if (sheets.find(sheet) != sheets.end())
    {
        return sheets[sheet];
    }
    return NULL;
}


/*! \brief Assigns all event handlers to the GUI elements
 */
void Gui::assignEventHandlers()
{
    CEGUI::WindowManager* wmgr = CEGUI::WindowManager::getSingletonPtr();

    std::cout << "Gui::assignEventHandlers()" << std::endl;

    loadGuiSheet(inGameMenu);
    CEGUI::Window* rootWindow = CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow();

    if (rootWindow != NULL)
    {
        std::cout << " root window children count: " << CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow()->getChildCount() << std::endl;

        for (int k = 0; k < rootWindow->getChildCount(); k++)
        {
            CEGUI::Window* childWindow = rootWindow->getChildAtIdx(k);
            std::cout << " * " << k << ": " << childWindow->getName() << " -- " << childWindow->getNamePath() << std::endl;
        }

        sheets[inGameMenu]->getChild(BUTTON_QUARTERS)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&quartersButtonPressed));

        sheets[inGameMenu]->getChild(BUTTON_TREASURY)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&treasuryButtonPressed));

        sheets[inGameMenu]->getChild(BUTTON_FORGE)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&forgeButtonPressed));

        sheets[inGameMenu]->getChild(BUTTON_DOJO)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&dojoButtonPressed));

        sheets[inGameMenu]->getChild(BUTTON_CANNON)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&cannonButtonPressed));

        sheets[inGameMenu]->getChild(BUTTON_HOST)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&serverButtonPressed));

        sheets[inGameMenu]->getChild(BUTTON_QUIT)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&quitButtonPressed));
    }
    else
    {
        std::cerr << "ERROR: No Root window pointer!!!" << std::endl;
    }

    loadGuiSheet(mainMenu);
    rootWindow = CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow();
    if (rootWindow != NULL)
    {
        for (int k = 0; k < rootWindow->getChildCount(); k++)
        {
            CEGUI::Window* childWindow = rootWindow->getChildAtIdx(k);
            std::cout << " * " << k << ": " << childWindow->getName() << " -- " << childWindow->getNamePath() << std::endl;

            for (int l = 0; l < childWindow->getChildCount(); l++)
            {
                CEGUI::Window* childWindow2 = childWindow->getChildAtIdx(l);
                std::cout << "   - " << l << ": " << childWindow2->getName() << " -- " << childWindow2->getNamePath() << std::endl;
            }
        }

        sheets[mainMenu]->getChild(MM_BUTTON_START_NEW_GAME)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&mMNewGameButtonPressed));

        sheets[mainMenu]->getChild(MM_BUTTON_MAPEDITOR)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&mMMapEditorButtonPressed));

        sheets[mainMenu]->getChild(MM_BUTTON_QUIT)->subscribeEvent(
                CEGUI::PushButton::EventClicked,
                CEGUI::Event::Subscriber(&mMQuitButtonPressed));
    }
    else
    {
        std::cerr << "ERROR: No Root window pointer!!!" << std::endl;
    }

    loadGuiSheet(editorToolBox);
    rootWindow = CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow();
    if (rootWindow != NULL)
    {
        for (int k = 0; k < rootWindow->getChildCount(); k++)
        {
            CEGUI::Window* childWindow = rootWindow->getChildAtIdx(k);
            std::cout << " * " << k << ": " << childWindow->getName() << " -- " << childWindow->getNamePath() << std::endl;
        }

        /*CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow()->getChild(MINIMAP)->subscribeEvent(
            CEGUI:: Window::EventMouseClick,
            CEGUI::Event::Subscriber(&miniMapclicked));

        CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow()->getChild(TOOLSPALETE_LAVA_BUTTON)->subscribeEvent(
            CEGUI:: Window::EventMouseClick,
            CEGUI::Event::Subscriber(&tpLavaButtonPressed));

        CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow()->getChild(TOOLSPALETE_GOLD_BUTTON)->subscribeEvent(
            CEGUI:: Window::EventMouseClick,
            CEGUI::Event::Subscriber(&tpGoldButtonPressed));

        CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow()->getChild(TOOLSPALETE_ROCK_BUTTON)->subscribeEvent(
            CEGUI:: Window::EventMouseClick,
            CEGUI::Event::Subscriber(&tpRockButtonPressed));

        CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow()->getChild(TOOLSPALETE_WATER_BUTTON)->subscribeEvent(
            CEGUI:: Window::EventMouseClick,
            CEGUI::Event::Subscriber(&tpWaterButtonPressed));

        CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow()->getChild(TOOLSPALETE_DIRT_BUTTON)->subscribeEvent(
            CEGUI:: Window::EventMouseClick,
            CEGUI::Event::Subscriber(&tpDirtButtonPressed));*/
    }
    else
    {
        std::cerr << "ERROR: No Root window pointer!!!" << std::endl;
    }

    //loadGuiSheet(mainMenu);
}

bool Gui::miniMapclicked(const CEGUI::EventArgs& e)
{
    CEGUI::MouseEventArgs& ee = (CEGUI::MouseEventArgs&)e;
     
    Ogre::Vector2 cc = ODFrameListener::getSingleton().getGameMap()->getMiniMap()->camera_2dPositionFromClick(ee.position.d_x  ,
                                             ee.position.d_y );
   
    modeManager->mc->frameListener->cm->onMiniMapClick(cc);
    // ODFrameListener::getSingleton().getGameMap()->getMiniMap()->draw();
    // ODFrameListener::getSingleton().getGameMap()->getMiniMap()->swap();

   

    //std::cerr<< xx <<" "<< yy << " " <<std::endl;
}


bool Gui::quitButtonPressed(const CEGUI::EventArgs& e)
{
    GameMap* gameMap = ODFrameListener::getSingleton().getGameMap();
    MapLoader::writeGameMapToFile(std::string("levels/Test.level") + std::string(".out"), *gameMap);
    ODFrameListener::getSingletonPtr()->requestExit();
    return true;
}

bool Gui::quartersButtonPressed(const CEGUI::EventArgs& e)
{
    GameMap* gameMap = ODFrameListener::getSingleton().getGameMap();
    gameMap->getLocalPlayer()->setNewRoomType(Room::quarters);
    gameMap->getLocalPlayer()->setNewTrapType(Trap::nullTrapType);
    TextRenderer::getSingleton().setText(ODApplication::POINTER_INFO_STRING, "quarters");
    return true;
}

bool Gui::treasuryButtonPressed(const CEGUI::EventArgs& e)
{
    GameMap* gameMap = ODFrameListener::getSingleton().getGameMap();
    gameMap->getLocalPlayer()->setNewRoomType(Room::treasury);
    gameMap->getLocalPlayer()->setNewTrapType(Trap::nullTrapType);
    TextRenderer::getSingleton().setText(ODApplication::POINTER_INFO_STRING, "treasury");
    return true;
}

bool Gui::forgeButtonPressed(const CEGUI::EventArgs& e)
{
    GameMap* gameMap = ODFrameListener::getSingleton().getGameMap();
    gameMap->getLocalPlayer()->setNewRoomType(Room::forge);
    gameMap->getLocalPlayer()->setNewTrapType(Trap::nullTrapType);
    TextRenderer::getSingleton().setText(ODApplication::POINTER_INFO_STRING, "forge");
    return true;
}

bool Gui::dojoButtonPressed(const CEGUI::EventArgs& e)
{
    GameMap* gameMap = ODFrameListener::getSingleton().getGameMap();
    gameMap->getLocalPlayer()->setNewRoomType(Room::dojo);
    gameMap->getLocalPlayer()->setNewTrapType(Trap::nullTrapType);
    TextRenderer::getSingleton().setText(ODApplication::POINTER_INFO_STRING, "dojo");
    return true;
}

bool Gui::cannonButtonPressed(const CEGUI::EventArgs& e)
{
    GameMap* gameMap = ODFrameListener::getSingleton().getGameMap();
    gameMap->getLocalPlayer()->setNewRoomType(Room::nullRoomType);
    gameMap->getLocalPlayer()->setNewTrapType(Trap::cannon);
    TextRenderer::getSingleton().setText(ODApplication::POINTER_INFO_STRING, "cannon");
    return true;
}

bool Gui::serverButtonPressed(const CEGUI::EventArgs& e)
{
    GameMap* gameMap = ODFrameListener::getSingleton().getGameMap();
    return startServer(*gameMap);
}


bool Gui::tpGoldButtonPressed(const CEGUI::EventArgs& e)
{

    static_cast<EditorMode*>(modeManager->modesArray[2])->mCurrentTileType = Tile::gold;

}



bool Gui::tpLavaButtonPressed(const CEGUI::EventArgs& e)
{
    static_cast<EditorMode*>(modeManager->modesArray[2])->mCurrentTileType = Tile::lava;

}

bool Gui::tpRockButtonPressed(const CEGUI::EventArgs& e)
{

    static_cast<EditorMode*>(modeManager->modesArray[2])->mCurrentTileType = Tile::rock;

}



bool Gui::tpWaterButtonPressed(const CEGUI::EventArgs& e)
{
    static_cast<EditorMode*>(modeManager->modesArray[2])->mCurrentTileType = Tile::water;

}

bool Gui::tpDirtButtonPressed(const CEGUI::EventArgs& e)
{
    static_cast<EditorMode*>(modeManager->modesArray[2])->mCurrentTileType = Tile::dirt;

}



//! \brief What happens after a click on New Game in the main menu
bool Gui::mMNewGameButtonPressed(const CEGUI::EventArgs& e)
{

    Gui::getSingletonPtr()->loadGuiSheet(inGameMenu);
    modeManager->progressMode(ModeManager::GAME);
    ODFrameListener::getSingleton().makeGameContext();
    GameMap* gameMap = ODFrameListener::getSingleton().getGameMap();
    return startServer(*gameMap);
}

bool Gui::mMMapEditorButtonPressed(const CEGUI::EventArgs& e)
{


    // CEGUI::Window *myWin =   CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow();
    Gui::getSingletonPtr()->loadGuiSheet(editorToolBox);
   
    // myWin->addChildWindow(sheets[editorToolBox]);
    modeManager->progressMode(ModeManager::EDITOR);
    ODFrameListener::getSingleton().makeEditorContext();

    return true;
}

//! \brief What happens after a click on Load Game in the main menu
bool Gui::mMLoadButtonPressed(const CEGUI::EventArgs& e)
{
    return true;
}

//! \brief What happens after a click on Options in the main menu
bool Gui::mMOptionsButtonPressed(const CEGUI::EventArgs& e)
{
    return true;
}

//! \brief What happens after a click on Quit in the main menu
bool Gui::mMQuitButtonPressed(const CEGUI::EventArgs& e)
{
    ODFrameListener::getSingletonPtr()->requestExit();
    return true;
}

/*! \brief shows/hides the GUI if it is hidden/visible
 *
 */
void Gui::toggleGui()
{
  if(activeSheet != hideGui)
    {
      loadGuiSheet(hideGui);
    }
  else
    {
      loadGuiSheet(inGameMenu);
    }
}
void Gui::switchGuiMode()
{
  if(mainMenuMode)
    {
      loadGuiSheet(inGameMenu);
    }
  else
    {
      loadGuiSheet(mainMenu);
    }
  mainMenuMode = ! mainMenuMode;
}






/*! \brief shows (true) or hides (false) the GUI
 *
 */
void Gui::setVisible(bool visible)
{
    loadGuiSheet(visible ? inGameMenu : hideGui);
}

/* These constants are used to access the GUI element
 * NOTE: when add/remove/rename a GUI element, don't forget to change it here
 */
//TODO: Probably these should be read from a file? Script file?
const std::string Gui::ROOT = "Root";
//const std::string Gui::DISPLAY_GOLD = "Root/GoldDisplay";
//const std::string Gui::DISPLAY_MANA = "Root/ManaDisplay";
//const std::string Gui::DISPLAY_TERRITORY = "Root/TerritoryDisplay";
//const std::string Gui::MINIMAP = "Root/MiniMap";
//const std::string Gui::MESSAGE_WINDOW = "Root/MessagesDisplayWindow";
//const std::string Gui::MAIN_TABCONTROL = "Root/MainTabControl";
//const std::string Gui::TAB_ROOMS = "Root/MainTabControl/Rooms";
//const std::string Gui::BUTTON_QUARTERS = "Root/MainTabControl/Rooms/QuartersButton";
//const std::string Gui::BUTTON_FORGE = "Root/MainTabControl/Rooms/ForgeButton";
//const std::string Gui::BUTTON_DOJO = "Root/MainTabControl/Rooms/DojoButton";
//const std::string Gui::BUTTON_TREASURY = "Root/MainTabControl/Rooms/TreasuryButton";
//const std::string Gui::TAB_TRAPS = "Root/MainTabControl/Traps";
//const std::string Gui::BUTTON_CANNON = "Root/MainTabControl/Traps/CannonButton";
//const std::string Gui::TAB_SPELLS = "Root/MainTabControl/Spells";
//const std::string Gui::TAB_CREATURES = "Root/MainTabControl/Creatures";
//const std::string Gui::TAB_COMBAT = "Root/MainTabControl/Combat";
//const std::string Gui::TAB_SYSTEM = "Root/MainTabControl/System";
//const std::string Gui::BUTTON_HOST = "Root/MainTabControl/System/HostButton";
//const std::string Gui::BUTTON_QUIT = "Root/MainTabControl/System/QuitButton";
const std::string Gui::DISPLAY_GOLD = "GoldDisplay";
const std::string Gui::DISPLAY_MANA = "ManaDisplay";
const std::string Gui::DISPLAY_TERRITORY = "TerritoryDisplay";
const std::string Gui::MINIMAP = "MiniMap";
const std::string Gui::MESSAGE_WINDOW = "MessagesDisplayWindow";
const std::string Gui::MAIN_TABCONTROL = "MainTabControl";
const std::string Gui::TAB_ROOMS = "MainTabControl/Rooms";
const std::string Gui::BUTTON_QUARTERS = "MainTabControl/Rooms/QuartersButton";
const std::string Gui::BUTTON_FORGE = "MainTabControl/Rooms/ForgeButton";
const std::string Gui::BUTTON_DOJO = "MainTabControl/Rooms/DojoButton";
const std::string Gui::BUTTON_TREASURY = "MainTabControl/Rooms/TreasuryButton";
const std::string Gui::TAB_TRAPS = "MainTabControl/Traps";
const std::string Gui::BUTTON_CANNON = "MainTabControl/Traps/CannonButton";
const std::string Gui::TAB_SPELLS = "MainTabControl/Spells";
const std::string Gui::TAB_CREATURES = "MainTabControl/Creatures";
const std::string Gui::TAB_COMBAT = "MainTabControl/Combat";
const std::string Gui::TAB_SYSTEM = "MainTabControl/System";
const std::string Gui::BUTTON_HOST = "MainTabControl/System/HostButton";
const std::string Gui::BUTTON_QUIT = "MainTabControl/System/QuitButton";

const std::string Gui::MM = "MainMenu";
const std::string Gui::MM_WELCOME_MESSAGE = "Background/WelcomeMessage";
const std::string Gui::MM_BUTTON_START_NEW_GAME = "Background/StartNewGameButton";
const std::string Gui::MM_BUTTON_MAPEDITOR = "Background/MapEditorButton";
const std::string Gui::MM_BUTTON_QUIT = "Background/QuitButton";
const std::string Gui::TOOLSPALETE = "TOOLSPALETE";
const std::string Gui::CREATURESSHUFFLE = "TOOLSPALETE/CreaturesShuffle";


const std::string Gui::TOOLSPALETE_LAVA_BUTTON = "TOOLSPALETE/LavaButton";
const std::string Gui::TOOLSPALETE_GOLD_BUTTON = "TOOLSPALETE/GoldButton";
const std::string Gui::TOOLSPALETE_DIRT_BUTTON = "TOOLSPALETE/DirtButton";
const std::string Gui::TOOLSPALETE_WATER_BUTTON = "TOOLSPALETE/WaterButton";
const std::string Gui::TOOLSPALETE_ROCK_BUTTON = "TOOLSPALETE/RockButton";

ModeManager* Gui::modeManager = NULL;



Code: Select all

/*!
 * \file   Gui.cpp
 * \date   05 April 2011
 * \author StefanP.MUC
 * \brief  Header for class Gui containing all the stuff for the GUI,
 *         including translation.
 */

#ifndef GUI_H_
#define GUI_H_

#include <string>
#include <map>


#include <CEGUI/Window.h>
#include <CEGUI/EventArgs.h>
#include <CEGUI/InputEvent.h>



#include <OISMouse.h>
#include <OgreSingleton.h>



class ModeManager;
class GameMap;

/*! \brief This class holds all GUI related functions
 */
class Gui : public Ogre::Singleton<Gui>
{
    friend class MiniMap;
    public:
        enum guiSheet
        {
            hideGui,
            mainMenu,
            optionsMenu,
            inGameMenu,
            editorToolBox,
            creaturesShuffle,
        };

        Gui();
        ~Gui();
   
        static void         setModeManager(ModeManager* mm) {modeManager = mm;}
        void                loadGuiSheet    (const guiSheet& newSheet);
        CEGUI::MouseButton  convertButton   (const OIS::MouseButtonID& buttonID);
        void                setVisible      (bool visible);
        void                toggleGui       ();
        void                switchGuiMode();

        CEGUI::Window* getGuiSheet(const guiSheet&);

        //Access names of the GUI elements
        static const std::string ROOT;
        static const std::string DISPLAY_GOLD;
        static const std::string DISPLAY_MANA;
        static const std::string DISPLAY_TERRITORY;
        static const std::string MINIMAP;
        static const std::string MESSAGE_WINDOW;
        static const std::string MAIN_TABCONTROL;
        static const std::string TAB_ROOMS;
        static const std::string BUTTON_QUARTERS;
        static const std::string BUTTON_FORGE;
        static const std::string BUTTON_DOJO;
        static const std::string BUTTON_TREASURY;
        static const std::string TAB_TRAPS;
        static const std::string BUTTON_CANNON;
        static const std::string TAB_SPELLS;
        static const std::string TAB_CREATURES;
        static const std::string TAB_COMBAT;
        static const std::string TAB_SYSTEM;
        static const std::string BUTTON_HOST;
        static const std::string BUTTON_QUIT;
        static const std::string MM;
        static const std::string MM_WELCOME_MESSAGE;
        static const std::string MM_BUTTON_START_NEW_GAME;
        static const std::string MM_BUTTON_MAPEDITOR;
        static const std::string MM_BUTTON_QUIT;
        static const std::string TOOLSPALETE;
        static const std::string TOOLSPALETE_LAVA_BUTTON;
        static const std::string TOOLSPALETE_GOLD_BUTTON;
        static const std::string TOOLSPALETE_ROCK_BUTTON;
        static const std::string TOOLSPALETE_WATER_BUTTON;
        static const std::string TOOLSPALETE_DIRT_BUTTON;
        static const std::string CREATURESSHUFFLE;


    private:
        static ModeManager* modeManager;

        Gui(const Gui&);

        void assignEventHandlers();

        std::map<guiSheet, CEGUI::Window*> sheets;
        bool mainMenuMode;
        guiSheet activeSheet;


        //Button ToolsBox
        static bool tpLavaButtonPressed(const CEGUI::EventArgs& e);
        static bool tpGoldButtonPressed(const CEGUI::EventArgs& e);
        static bool tpRockButtonPressed(const CEGUI::EventArgs& e);
        static bool tpWaterButtonPressed(const CEGUI::EventArgs& e);
        static bool tpDirtButtonPressed(const CEGUI::EventArgs& e);


        //Button handlers game UI
        static bool miniMapclicked          (const CEGUI::EventArgs& e);
        static bool quitButtonPressed       (const CEGUI::EventArgs& e);
        static bool quartersButtonPressed   (const CEGUI::EventArgs& e);
        static bool treasuryButtonPressed   (const CEGUI::EventArgs& e);
        static bool forgeButtonPressed      (const CEGUI::EventArgs& e);
        static bool dojoButtonPressed       (const CEGUI::EventArgs& e);
        static bool cannonButtonPressed     (const CEGUI::EventArgs& e);
        static bool serverButtonPressed     (const CEGUI::EventArgs& e);

        //Button handlers main menu
        static bool mMNewGameButtonPressed  (const CEGUI::EventArgs& e);
        static bool mMMapEditorButtonPressed(const CEGUI::EventArgs& e);
        static bool mMLoadButtonPressed     (const CEGUI::EventArgs& e);
        static bool mMOptionsButtonPressed  (const CEGUI::EventArgs& e);
        static bool mMQuitButtonPressed     (const CEGUI::EventArgs& e);
};

#endif /* GUI_H_ */

paul424
Just popping in
Just popping in
Posts: 16
Joined: Thu Mar 28, 2013 12:33

Re: Switching visibility of windows

Postby paul424 » Fri Dec 27, 2013 13:31

Ohh I solved the problem myself, here is how it should be done in current CEGUI 0.8 verison :

Code: Select all

/*! \brief loads the specified gui sheet
 */
void Gui::loadGuiSheet(const guiSheet& newSheet)
{
    activeSheet = newSheet;
    CEGUI::System::getSingletonPtr()->getDefaultGUIContext().setRootWindow(sheets[newSheet]);
//This shouldn't be needed, but the gui seems to not allways change when using hideGui without it.
    CEGUI::System::getSingletonPtr()->getDefaultGUIContext().markAsDirty() ;
}

User avatar
Ident
CEGUI Team
Posts: 1998
Joined: Sat Oct 31, 2009 13:57
Location: Austria

Re: Switching visibility of windows

Postby Ident » Sun Dec 29, 2013 22:06

markAsDirty() is usually not needed and if you need it here it is an indication you are doing something wrong
CrazyEddie: "I don't like GUIs"


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