Difference between revisions of "Most important events"

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m (Lets use <source> instead of <syntaxhighlight>, it is much less typo-prone)
m (because references rule)
 
(5 intermediate revisions by 2 users not shown)
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This article is going to show you the most important and usefull events of each widget.
+
{{VersionBadge|0.5}} {{VersionBadge|0.6}}
  
===Getting started===
+
This article is going to show you the most important and useful events of each widget.
 +
 
 +
=== Getting started ===
 
I'm only going to change the initialiseSample function for each widget + adding some others.
 
I'm only going to change the initialiseSample function for each widget + adding some others.
====EventGalore.h====
+
==== EventGalore.h ====
 
<source lang="cpp">
 
<source lang="cpp">
 
#ifndef _EventGalore_h_
 
#ifndef _EventGalore_h_
Line 52: Line 54:
 
</source>
 
</source>
  
====main.cpp====
+
==== main.cpp ====
 
<source lang="cpp">
 
<source lang="cpp">
 
#if defined( __WIN32__ ) || defined( _WIN32 )
 
#if defined( __WIN32__ ) || defined( _WIN32 )
Line 74: Line 76:
 
</source>
 
</source>
  
===Widgets===
+
=== Widgets ===
  
====Window====
+
==== Window ====
  
 
The Window widget is a important baseclass, all widgets inherit this class. It has lots 'n lots of events, where a few are introduced by other widgets, and where many are unimportant. If a event is taken from this Window class, it is mentioned.
 
The Window widget is a important baseclass, all widgets inherit this class. It has lots 'n lots of events, where a few are introduced by other widgets, and where many are unimportant. If a event is taken from this Window class, it is mentioned.
Line 84: Line 86:
 
* EventDragDropItemDropped - Fired when the item has been dropped on the window.
 
* EventDragDropItemDropped - Fired when the item has been dropped on the window.
  
====PushButton====
+
==== PushButton ====
  
 
The button is a simple, expected widget. It contains only one important event, but we are going to add a few more.
 
The button is a simple, expected widget. It contains only one important event, but we are going to add a few more.
Line 107: Line 109:
 
{
 
{
 
// Our button has been clicked!
 
// Our button has been clicked!
CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Button1"));
+
CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingleton().getWindow("Button1"));
 
pushButton->setText("We got clicked!");
 
pushButton->setText("We got clicked!");
 
return true;
 
return true;
Line 115: Line 117:
 
{
 
{
 
// Mouse has entered the button. (Hover)
 
// Mouse has entered the button. (Hover)
CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Button1"));
+
CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingleton().getWindow("Button1"));
 
pushButton->setText("Now click!");
 
pushButton->setText("Now click!");
 
return true;
 
return true;
Line 123: Line 125:
 
{
 
{
 
// Mouse has left the button.
 
// Mouse has left the button.
CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Button1"));
+
CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingleton().getWindow("Button1"));
 
// Back to its original state!
 
// Back to its original state!
 
pushButton->setText("Hey! Come here!");
 
pushButton->setText("Hey! Come here!");
Line 130: Line 132:
 
</source>
 
</source>
  
====Listbox====
+
==== Listbox ====
  
The listbox is a very usefull listing widget. Only has one important event.
+
The listbox is a very useful listing widget. Only has one important event.
  
 
* EventSelectionChanged - Fired when a or another item has been selected.
 
* EventSelectionChanged - Fired when a or another item has been selected.
Line 157: Line 159:
 
{
 
{
 
         // The selection has changed.
 
         // The selection has changed.
CEGUI::Listbox * listBox = static_cast<CEGUI::Listbox*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Listbox1"));
+
CEGUI::Listbox * listBox = static_cast<CEGUI::Listbox*>(CEGUI::WindowManager::getSingleton().getWindow("Listbox1"));
 
// Get the item we selected
 
// Get the item we selected
 
CEGUI::ListboxItem * selectedItem = listBox->getFirstSelectedItem();
 
CEGUI::ListboxItem * selectedItem = listBox->getFirstSelectedItem();
Line 166: Line 168:
 
</source>
 
</source>
  
====Checkbox====
+
==== Checkbox ====
  
 
A checkable item useful for boolean(true or false) 'questions'.
 
A checkable item useful for boolean(true or false) 'questions'.
Line 204: Line 206:
 
bool onMouseLeaves(const CEGUI::EventArgs &e)
 
bool onMouseLeaves(const CEGUI::EventArgs &e)
 
{
 
{
CEGUI::Checkbox * checkBox = static_cast<CEGUI::Checkbox*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Checkbox1"));
+
CEGUI::Checkbox * checkBox = static_cast<CEGUI::Checkbox*>(CEGUI::WindowManager::getSingleton().getWindow("Checkbox1"));
 
// Reset
 
// Reset
 
checkBox->setText("Hey! Do you want to be rich?");
 
checkBox->setText("Hey! Do you want to be rich?");
Line 212: Line 214:
 
void updateCheckbox()
 
void updateCheckbox()
 
{
 
{
CEGUI::Checkbox * checkBox = static_cast<CEGUI::Checkbox*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Checkbox1"));
+
CEGUI::Checkbox * checkBox = static_cast<CEGUI::Checkbox*>(CEGUI::WindowManager::getSingleton().getWindow("Checkbox1"));
  
 
if (checkBox->isSelected())
 
if (checkBox->isSelected())
Line 222: Line 224:
 
{
 
{
 
// Our item is not selected, so someone hasn't done anything yet, or it has been previously
 
// Our item is not selected, so someone hasn't done anything yet, or it has been previously
// unchecked.
+
// unchecked.
 
checkBox->setText("Click to choose yes!");
 
checkBox->setText("Click to choose yes!");
 
}
 
}
Line 233: Line 235:
 
* Fourth, we move our mouse away from the checkbox. The onMouseLeaves function is called, where we reset the text to our question.
 
* Fourth, we move our mouse away from the checkbox. The onMouseLeaves function is called, where we reset the text to our question.
  
====RadioButton====
+
==== RadioButton ====
  
 
Similar to Checkbox, only it can be grouped, and once selected, it cannot be unselected (except when another button has been selected). Note, in this case, both functions are called when you click the unselected radiobutton. This is because one is unselected and one is selected.
 
Similar to Checkbox, only it can be grouped, and once selected, it cannot be unselected (except when another button has been selected). Note, in this case, both functions are called when you click the unselected radiobutton. This is because one is unselected and one is selected.
Line 266: Line 268:
 
bool onButton1SelectChanged(const CEGUI::EventArgs &e)
 
bool onButton1SelectChanged(const CEGUI::EventArgs &e)
 
{
 
{
CEGUI::RadioButton * radioButton1 = static_cast<CEGUI::RadioButton*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("RadioButton1"));
+
CEGUI::RadioButton * radioButton1 = static_cast<CEGUI::RadioButton*>(CEGUI::WindowManager::getSingleton().getWindow("RadioButton1"));
  
 
if (radioButton1->isSelected())
 
if (radioButton1->isSelected())
Line 284: Line 286:
 
{
 
{
 
// We have chosen no.
 
// We have chosen no.
CEGUI::RadioButton * radioButton2 = static_cast<CEGUI::RadioButton*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("RadioButton2"));
+
CEGUI::RadioButton * radioButton2 = static_cast<CEGUI::RadioButton*>(CEGUI::WindowManager::getSingleton().getWindow("RadioButton2"));
  
 
if (radioButton2->isSelected())
 
if (radioButton2->isSelected())
Line 300: Line 302:
 
</source>
 
</source>
  
====Editbox====
+
==== Editbox ====
  
 
A simple editable box where text can be entered.
 
A simple editable box where text can be entered.
Line 320: Line 322:
 
{
 
{
 
// Our text has been accepted by either deactivating it or pressing tab or enter.
 
// Our text has been accepted by either deactivating it or pressing tab or enter.
CEGUI::Editbox * editBox = static_cast<CEGUI::Editbox*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("Editbox1"));
+
CEGUI::Editbox * editBox = static_cast<CEGUI::Editbox*>(CEGUI::WindowManager::getSingleton().getWindow("Editbox1"));
 
// So we got the text here, do something with it. Lets just..put the text back in reverse order.
 
// So we got the text here, do something with it. Lets just..put the text back in reverse order.
 
CEGUI::String currentText = editBox->getText();
 
CEGUI::String currentText = editBox->getText();
Line 338: Line 340:
 
</source>
 
</source>
  
====MultiLineEditbox====
+
==== MultiLineEditbox ====
  
 
This widget is pretty much the same as editbox, but allows more lines.
 
This widget is pretty much the same as editbox, but allows more lines.
Line 375: Line 377:
 
Notice what happens when you enter text on another line though :)
 
Notice what happens when you enter text on another line though :)
  
====FrameWindow====
+
==== FrameWindow ====
  
 
This is a window where you usually put your widgets on.
 
This is a window where you usually put your widgets on.
Line 398: Line 400:
  
 
// We don't HAVE to cast to FrameWindow, as the method we are going to use to close the window
 
// We don't HAVE to cast to FrameWindow, as the method we are going to use to close the window
// is available in Window, but for the sake of clarity...
+
// is available in Window, but for the sake of clarity...
CEGUI::FrameWindow * frameWindow = static_cast<CEGUI::FrameWindow*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("FrameWindow1"));
+
CEGUI::FrameWindow * frameWindow = static_cast<CEGUI::FrameWindow*>(CEGUI::WindowManager::getSingleton().getWindow("FrameWindow1"));
 
frameWindow->destroy();
 
frameWindow->destroy();
 
// Note: Dont try to delete the pointer.
 
// Note: Dont try to delete the pointer.
Line 407: Line 409:
 
bool onRollupToggled(const CEGUI::EventArgs &e)
 
bool onRollupToggled(const CEGUI::EventArgs &e)
 
{
 
{
CEGUI::FrameWindow * frameWindow = static_cast<CEGUI::FrameWindow*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("FrameWindow1"));
+
CEGUI::FrameWindow * frameWindow = static_cast<CEGUI::FrameWindow*>(CEGUI::WindowManager::getSingleton().getWindow("FrameWindow1"));
  
 
if (frameWindow->isRolledup())
 
if (frameWindow->isRolledup())
Line 421: Line 423:
 
</source>
 
</source>
  
====ProgressBar====
+
==== ProgressBar ====
  
 
A progress widget.
 
A progress widget.
Line 451: Line 453:
 
{
 
{
 
// The progress bar is full.
 
// The progress bar is full.
CEGUI::Window * resultWindow = CEGUI::WindowManager::getSingletonPtr()->getWindow("StaticText1");
+
CEGUI::Window * resultWindow = CEGUI::WindowManager::getSingleton().getWindow("StaticText1");
  
 
resultWindow->setText("We are done!");
 
resultWindow->setText("We are done!");
Line 475: Line 477:
 
bool onMouseClick(const CEGUI::EventArgs &e)
 
bool onMouseClick(const CEGUI::EventArgs &e)
 
{
 
{
CEGUI::ProgressBar * progressBar = static_cast<CEGUI::ProgressBar*>(CEGUI::WindowManager::getSingletonPtr()->getWindow("ProgressBar1"));
+
CEGUI::ProgressBar * progressBar = static_cast<CEGUI::ProgressBar*>(CEGUI::WindowManager::getSingleton().getWindow("ProgressBar1"));
 
progressBar->setProgress(progressBar->getProgress() + 0.05f);
 
progressBar->setProgress(progressBar->getProgress() + 0.05f);
 
return true;
 
return true;
Line 481: Line 483:
 
</source>
 
</source>
  
====Slider====
+
==== Slider ====
  
 
A widget which accepts input though moving a 'thumb' between a range.
 
A widget which accepts input though moving a 'thumb' between a range.
Line 532: Line 534:
 
</source>
 
</source>
  
====Spinner====
+
==== Spinner ====
  
====MultiColumnList====
+
==== MultiColumnList ====
  
[[Category:Uncategorised]]
+
[[Category:Manuals]]
 +
[[Category:WIP]]
 +
[[Category:Update requested]]

Latest revision as of 01:38, 6 March 2011

Written for CEGUI 0.5


Works with versions 0.5.x (obsolete)

Written for CEGUI 0.6


Works with versions 0.6.x (obsolete)

This article is going to show you the most important and useful events of each widget.

Getting started

I'm only going to change the initialiseSample function for each widget + adding some others.

EventGalore.h

#ifndef _EventGalore_h_
#define _EventGalore_h_
 
#include "CEGuiSample.h"
#include "CEGUI.h"
 
class EventGalore : public CEGuiSample
{
public:
   bool initialiseSample()
   {
       try
       {
		using namespace CEGUI;
 
		WindowManager& winMgr = WindowManager::getSingleton();
 
		// Load the TaharezLook scheme and set up the default mouse cursor and font
		SchemeManager::getSingleton().loadScheme("TaharezLook.scheme");
		System::getSingleton().setDefaultMouseCursor("TaharezLook", "MouseArrow");
		if(!FontManager::getSingleton().isFontPresent("Commonwealth-10"))
			FontManager::getSingleton().createFont("Commonwealth-10.font");
 
		// Set the GUI Sheet
		Window* sheet = winMgr.createWindow("DefaultWindow", "root_wnd");
		System::getSingleton().setGUISheet(sheet);
 
		// Place here the code from the widgets, place functions below this function.
 
	}
	catch(CEGUI::Exception &e)
	{
		#if defined( __WIN32__ ) || defined( _WIN32 )
			MessageBox(NULL, e.getMessage().c_str(), "Error initializing the demo", MB_OK | MB_ICONERROR | MB_TASKMODAL);
		#else
			std::cerr << "Error initializing the demo:" << e.getMessage().c_str() << "\n";
		#endif
	}
	return true;
   }
   void cleanupSample(void)
   {
   }
};
#endif // _EventGalore_h_

main.cpp

#if defined( __WIN32__ ) || defined( _WIN32 )
	#define WIN32_LEAN_AND_MEAN
	#define NOMINMAX
	#include "windows.h"
#endif
 
#include "EventGalore.h"
 
 
#if defined( __WIN32__ ) || defined( _WIN32 )
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,int nCmdShow)
#else
int main(int argc, char *argv[])
#endif
{
    EventGalore app;
    return app.run();
}

Widgets

Window

The Window widget is a important baseclass, all widgets inherit this class. It has lots 'n lots of events, where a few are introduced by other widgets, and where many are unimportant. If a event is taken from this Window class, it is mentioned.

  • EventDragDropItemEnters - Fired when a drag and drop item floats over the window.
  • EventDragDropItemLeaves - Fired when a drag and drop item floats out of the window.
  • EventDragDropItemDropped - Fired when the item has been dropped on the window.

PushButton

The button is a simple, expected widget. It contains only one important event, but we are going to add a few more.

  • EventClicked - Fired when the button has been clicked.
  • EventMouseEnters - Fired when the mouse enters the widget. Inherited from Window.
  • EventMouseLeaves - Fired when the mouse leaves the widget. Inherited from Window.
PushButton * pushButton = static_cast<PushButton*>(winMgr.createWindow("TaharezLook/Button", "Button1"));
sheet->addChildWindow(pb);
pushButton->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
pushButton->setSize(UVector2(cegui_reldim(0.2f), cegui_reldim(0.08f)));
pushButton->setText("Hey! Come here!");
 
pushButton->subscribeEvent(PushButton::EventClicked, Event::Subscriber(&EventGalore::onPushButtonClicked, this));
pushButton->subscribeEvent(PushButton::EventMouseEnters, Event::Subscriber(&EventGalore::onMouseEnters, this));
pushButton->subscribeEvent(PushButton::EventMouseLeaves, Event::Subscriber(&EventGalore::onMouseLeaves, this));
bool onPushButtonClicked(const CEGUI::EventArgs &e)
{
	// Our button has been clicked!
	CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingleton().getWindow("Button1"));
	pushButton->setText("We got clicked!");
	return true;
}
 
bool onMouseEnters(const CEGUI::EventArgs &e)
{
	// Mouse has entered the button. (Hover)
	CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingleton().getWindow("Button1"));
	pushButton->setText("Now click!");
	return true;
}
 
bool onMouseLeaves(const CEGUI::EventArgs &e)
{
	// Mouse has left the button.
	CEGUI::PushButton * pushButton = static_cast<CEGUI::PushButton*>(CEGUI::WindowManager::getSingleton().getWindow("Button1"));
	// Back to its original state!
	pushButton->setText("Hey! Come here!");
	return true;
}

Listbox

The listbox is a very useful listing widget. Only has one important event.

  • EventSelectionChanged - Fired when a or another item has been selected.
Listbox * listBox = static_cast<Listbox*>(winMgr.createWindow("TaharezLook/Listbox", "Listbox1"));
sheet->addChildWindow(listBox);
 
listBox->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
listBox->setSize(UVector2(cegui_reldim(0.4f), cegui_reldim(0.4f)));
 
ListboxTextItem * listBoxItem = new ListboxTextItem("Our very first item.", 1);
listBoxItem->setSelectionBrushImage("TaharezLook", "MultiListSelectionBrush");
listBox->addItem(listBoxItem);
 
listBoxItem = new ListboxTextItem("Our second item.", 2);
listBoxItem->setSelectionBrushImage("TaharezLook", "MultiListSelectionBrush");
listBox->addItem(listBoxItem);
 
listBox->subscribeEvent(Listbox::EventSelectionChanged, Event::Subscriber(&EventGalore::onSelectionChanged, this));
bool onSelectionChanged(const CEGUI::EventArgs &e)
{
        // The selection has changed.
	CEGUI::Listbox * listBox = static_cast<CEGUI::Listbox*>(CEGUI::WindowManager::getSingleton().getWindow("Listbox1"));
	// Get the item we selected
	CEGUI::ListboxItem * selectedItem = listBox->getFirstSelectedItem();
	selectedItem->setText("Oh we got selected!");
 
	return true;
}

Checkbox

A checkable item useful for boolean(true or false) 'questions'.

  • EventCheckStateChanged - Fired when the checkbox got checked or un-checked.
  • EventMouseEnters - Fired when the mouse hovers over the checkbox. Inherited from Window.
  • EventMouseLeaves - Fired when the mouse moves out of the checkbox. Inherited from Window.
Checkbox * checkBox = static_cast<Checkbox*>(winMgr.createWindow("TaharezLook/Checkbox", "Checkbox1"));
sheet->addChildWindow(checkBox);
checkBox->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
checkBox->setSize(UVector2(cegui_reldim(0.4f), cegui_reldim(0.1f)));
 
// A question where people can only answer yes or no (true or false)
checkBox->setText("Hey! Do you want to be rich?");
 
checkBox->subscribeEvent(Checkbox::EventCheckStateChanged, Event::Subscriber(&EventGalore::onCheckStateChanged, this));
checkBox->subscribeEvent(Checkbox::EventMouseEnters, Event::Subscriber(&EventGalore::onMouseEnters, this));
checkBox->subscribeEvent(Checkbox::EventMouseLeaves, Event::Subscriber(&EventGalore::onMouseLeaves, this));
bool onCheckStateChanged(const CEGUI::EventArgs &e)
{
	// Our item has been checked or unchecked, update our item accordingly.
	updateCheckbox();
	return true;
}
 
bool onMouseEnters(const CEGUI::EventArgs &e)
{
	// The mouse has entered, update the checkbox accordingly.
	updateCheckbox();		
	return true;
}
 
bool onMouseLeaves(const CEGUI::EventArgs &e)
{
	CEGUI::Checkbox * checkBox = static_cast<CEGUI::Checkbox*>(CEGUI::WindowManager::getSingleton().getWindow("Checkbox1"));
	// Reset
	checkBox->setText("Hey! Do you want to be rich?");
	return true;
}
 
void updateCheckbox()
{
	CEGUI::Checkbox * checkBox = static_cast<CEGUI::Checkbox*>(CEGUI::WindowManager::getSingleton().getWindow("Checkbox1"));
 
	if (checkBox->isSelected())
	{
		// Our checkbox is selected, so someone has previously said 'yes'.
		checkBox->setText("Click to choose no!");
	}
	else
	{
		// Our item is not selected, so someone hasn't done anything yet, or it has been previously
		// unchecked.
		checkBox->setText("Click to choose yes!");
	}
}

This might confuse at first sight. Let me go through this here, in steps.

  • First, our checkbox is created and our mouse remains still.
  • Second, the mouse enters the checkbox, updateCheckbox is called. In this case, our checkbox isn't selected by default, so the text becomes 'Click to choose yes!'.
  • Third, we click. The onCheckStateChanged function is called, and that function calls updateCheckbox again to instantly change the text again. We have clicked the checkbox, while it wasn't previously checked, this means its checked now. Text becomes 'Click to choose no!'.
  • Fourth, we move our mouse away from the checkbox. The onMouseLeaves function is called, where we reset the text to our question.

RadioButton

Similar to Checkbox, only it can be grouped, and once selected, it cannot be unselected (except when another button has been selected). Note, in this case, both functions are called when you click the unselected radiobutton. This is because one is unselected and one is selected.

  • EventSelectStateChanged - Fired when the radiobutton has been selected.
RadioButton * radioButton = static_cast<RadioButton*>(winMgr.createWindow("TaharezLook/RadioButton", "RadioButton1"));
sheet->addChildWindow(radioButton);
 
radioButton->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
radioButton->setSize(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
radioButton->setText("Yes");
radioButton->setGroupID(0);
 
radioButton->subscribeEvent(RadioButton::EventSelectStateChanged, Event::Subscriber(&EventGalore::onButton1SelectChanged, this));
// To make sure the event is fired.
radioButton->setSelected(true);
 
 
radioButton = static_cast<RadioButton*>(winMgr.createWindow("TaharezLook/RadioButton", "RadioButton2"));
sheet->addChildWindow(radioButton);
 
radioButton->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.2f)));
radioButton->setSize(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
radioButton->setText("No");
radioButton->setGroupID(0);
 
radioButton->subscribeEvent(RadioButton::EventSelectStateChanged, Event::Subscriber(&EventGalore::onButton2SelectChanged, this));
bool onButton1SelectChanged(const CEGUI::EventArgs &e)
{
	CEGUI::RadioButton * radioButton1 = static_cast<CEGUI::RadioButton*>(CEGUI::WindowManager::getSingleton().getWindow("RadioButton1"));
 
	if (radioButton1->isSelected())
	{
		// This one just got selected.
		radioButton1->setText("Ok then. Yes it is.");
	}
	else
	{
		// This one got unselected. Reset it.
		radioButton1->setText("Yes");
	}
	return true;
}
 
bool onButton2SelectChanged(const CEGUI::EventArgs &e)
{
	// We have chosen no.
	CEGUI::RadioButton * radioButton2 = static_cast<CEGUI::RadioButton*>(CEGUI::WindowManager::getSingleton().getWindow("RadioButton2"));
 
	if (radioButton2->isSelected())
	{
		// This one just got selected.
		radioButton2->setText("Ok then. No it is.");
	}
	else
	{
		// This one got unselected. Reset it.
		radioButton2->setText("No");
	}
	return true;
}

Editbox

A simple editable box where text can be entered.

  • EventTextAccepted - Fired when someone has pressed TAB or RETURN, or when someone has clicked another window.
Editbox * editBox = static_cast<Editbox*>(winMgr.createWindow("TaharezLook/Editbox", "Editbox1"));
sheet->addChildWindow(editBox);
 
editBox->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
editBox->setSize(UVector2(cegui_reldim(0.4f), cegui_reldim(0.1f)));
editBox->setText("Edit me!");
 
editBox->subscribeEvent(Editbox::EventTextAccepted, Event::Subscriber(&EventGalore::onTextAccepted, this));
bool onTextAccepted(const CEGUI::EventArgs &e)
{
	// Our text has been accepted by either deactivating it or pressing tab or enter.
	CEGUI::Editbox * editBox = static_cast<CEGUI::Editbox*>(CEGUI::WindowManager::getSingleton().getWindow("Editbox1"));
	// So we got the text here, do something with it. Lets just..put the text back in reverse order.
	CEGUI::String currentText = editBox->getText();
 
	std::string finalString;
 
	CEGUI::String::reverse_iterator ppkNode = currentText.rbegin();
	CEGUI::String::reverse_iterator ppkEnd = currentText.rend();
 
	for (; ppkNode != ppkEnd; ++ppkNode)
	{
		finalString.push_back((*ppkNode));
	}
	editBox->setText(finalString);
	return true;
}

MultiLineEditbox

This widget is pretty much the same as editbox, but allows more lines.

  • EventTextChanged - Fired when text has been changed. Inherited from window.

This widget doesn't have the event TextAccepted, so you'll need to 'apply' the input by a button for example.

MultiLineEditbox * multiLineEditbox = static_cast<MultiLineEditbox*>(winMgr.createWindow("TaharezLook/MultiLineEditbox", "MultiEditbox1"));
sheet->addChildWindow(multiLineEditbox);
multiLineEditbox->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
multiLineEditbox->setSize(UVector2(cegui_reldim(0.3f), cegui_reldim(0.3f)));
multiLineEditbox->setText("Now edit me!");
 
multiLineEditbox->subscribeEvent(MultiLineEditbox::EventTextChanged, Event::Subscriber(&EventGalore::onTextChanged, this));
 
// This text is going to show the result.
Window * textWindow = winMgr.createWindow("TaharezLook/StaticText", "StaticText1");
sheet->addChildWindow(textWindow);
textWindow->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.5f)));
textWindow->setSize(UVector2(cegui_reldim(0.6f), cegui_reldim(0.1f)));
textWindow->setText("Now edit me!");
bool onTextChanged(const CEGUI::EventArgs &e)
{
	CEGUI::WindowManager * winMgr = CEGUI::WindowManager::getSingletonPtr();
	CEGUI::MultiLineEditbox * multiLineEditbox = static_cast<CEGUI::MultiLineEditbox*>(winMgr->getWindow("MultiEditbox1"));
	CEGUI::Window * textWindow = winMgr->getWindow("StaticText1");
 
	textWindow->setText(multiLineEditbox->getText());
	return true;
}

Notice what happens when you enter text on another line though :)

FrameWindow

This is a window where you usually put your widgets on.

  • EventCloseClicked - Fired when the 'X' in the upper right corner is clicked (of the Framewindow).
  • EventRollupToggled - Fired when the window gets rolled up, or rolled down.
FrameWindow * frameWindow = static_cast<FrameWindow*>(winMgr.createWindow("TaharezLook/FrameWindow", "FrameWindow1"));
sheet->addChildWindow(frameWindow)
frameWindow->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
frameWindow->setSize(UVector2(cegui_reldim(0.4f), cegui_reldim(0.4f)));
frameWindow->setText("Our window");
 
frameWindow->subscribeEvent(FrameWindow::EventCloseClicked, Event::Subscriber(&EventGalore::onCloseClicked, this));
frameWindow->subscribeEvent(FrameWindow::EventRollupToggled, Event::Subscriber(&EventGalore::onRollupToggled, this));
bool onCloseClicked(const CEGUI::EventArgs &e)
{
	// Someone has clicked the upper right 'X'.
 
	// We don't HAVE to cast to FrameWindow, as the method we are going to use to close the window
	// is available in Window, but for the sake of clarity...
	CEGUI::FrameWindow * frameWindow = static_cast<CEGUI::FrameWindow*>(CEGUI::WindowManager::getSingleton().getWindow("FrameWindow1"));
	frameWindow->destroy();
	// Note: Dont try to delete the pointer.
	return true;
}
 
bool onRollupToggled(const CEGUI::EventArgs &e)
{
	CEGUI::FrameWindow * frameWindow = static_cast<CEGUI::FrameWindow*>(CEGUI::WindowManager::getSingleton().getWindow("FrameWindow1"));
 
	if (frameWindow->isRolledup())
	{
		frameWindow->setText("Rolled up");
	}
	else
	{
		frameWindow->setText("Our window");
	}
	return true;
}

ProgressBar

A progress widget.

  • EventProgressDone - Fired when the progress bar reaches 100%(1.0f).
  • EventProgressChanged - Fired when the progress changes.
  • EventMouseClick - Fired when someone clicked on the window. Inherited from Window.
ProgressBar * progressBar = static_cast<ProgressBar*>(winMgr.createWindow("TaharezLook/ProgressBar", "ProgressBar1"));
sheet->addChildWindow(progressBar);
progressBar->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
progressBar->setSize(UVector2(cegui_reldim(0.5f), cegui_reldim(0.04f)));
 
progressBar->subscribeEvent(ProgressBar::EventProgressDone, Event::Subscriber(&EventGalore::onProgressDone, this));
progressBar->subscribeEvent(ProgressBar::EventProgressChanged, Event::Subscriber(&EventGalore::onProgressChanged, this));
progressBar->subscribeEvent(ProgressBar::EventMouseClick, Event::Subscriber(&EventGalore::onMouseClick, this));
 
Window * resultWindow = winMgr.createWindow("TaharezLook/StaticText", "StaticText1");
sheet->addChildWindow(resultWindow);
resultWindow->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.05f)));
resultWindow->setSize(UVector2(cegui_reldim(0.5f), cegui_reldim(0.06f)));
resultWindow->setText("Lets start progressing!");
resultWindow->setProperty("FrameEnabled", "false");
resultWindow->setProperty("BackgroundEnabled", "false");
bool onProgressDone(const CEGUI::EventArgs &e)
{
	// The progress bar is full.
	CEGUI::Window * resultWindow = CEGUI::WindowManager::getSingleton().getWindow("StaticText1");
 
	resultWindow->setText("We are done!");
	return true;
}
 
bool onProgressChanged(const CEGUI::EventArgs &e)
{
	// The progress changed.
	CEGUI::WindowManager * winMgr = CEGUI::WindowManager::getSingletonPtr();
	CEGUI::ProgressBar * progressBar = static_cast<CEGUI::ProgressBar*>(winMgr->getWindow("ProgressBar1"));
	CEGUI::Window * resultWindow = winMgr->getWindow("StaticText1");
 
	float progress = progressBar->getProgress();
	int finalProgress = static_cast<int>(progress*100);
	std::stringstream resultStr;
	resultStr << "Progress: " << finalProgress << "%";
 
	resultWindow->setText(resultStr.str());
	return true;
}
 
bool onMouseClick(const CEGUI::EventArgs &e)
{
	CEGUI::ProgressBar * progressBar = static_cast<CEGUI::ProgressBar*>(CEGUI::WindowManager::getSingleton().getWindow("ProgressBar1"));
	progressBar->setProgress(progressBar->getProgress() + 0.05f);
	return true;
}

Slider

A widget which accepts input though moving a 'thumb' between a range.

  • EventValueChanged - Fired when the slider's thumb has moved one step left or right.
  • EventThumbTrackEnded - Fired when the user stops moving the slider's thumb. Handy when a change causes an CPU expensive operation, because now you only catch the 'final' change.
Slider * slider = static_cast<Slider*>(winMgr.createWindow("TaharezLook/Slider", "Slider1"));
sheet->addChildWindow(slider);
slider->setPosition(UVector2(cegui_reldim(0.1f), cegui_reldim(0.1f)));
slider->setSize(UVector2(cegui_reldim(0.5f), cegui_reldim(0.04f)));
slider->setMaxValue(1.0f);
slider->setClickStep(0.1f);
slider->setCurrentValue(0.5f); // Start half way
 
slider->subscribeEvent(Slider::EventValueChanged, Event::Subscriber(&EventGalore::onSliderValueChanged, this));
slider->subscribeEvent(Slider::EventProgressChanged, Event::Subscriber(&EventGalore::onSliderChangeEnded, this));
bool onSliderValueChanged(const CEGUI::EventArgs &e)
{
	// The slider moved.
	CEGUI::WindowManager * winMgr = CEGUI::WindowManager::getSingletonPtr();
	CEGUI::Slider * slider = static_cast<CEGUI::Slider*>(winMgr->getWindow("Slider1"));
	CEGUI::Window * resultWindow = winMgr->getWindow("StaticText1");
 
        std::stringstream resultStr;
	resultStr << "Moved to: " << slider->getCurrentValue();
 
	resultWindow->setText(resultStr);
	return true;
}
 
bool onSliderChangeEnded(const CEGUI::EventArgs &e)
{
	// The slider stopped moving (user released mouse)
	CEGUI::WindowManager * winMgr = CEGUI::WindowManager::getSingletonPtr();
	CEGUI::Slider * slider = static_cast<CEGUI::Slider*>(winMgr->getWindow("Slider1"));
	CEGUI::Window * resultWindow = winMgr->getWindow("StaticText1");
 
        std::stringstream resultStr;
	resultStr << "Moving stopped at: " << slider->getCurrentValue();
 
	resultWindow->setText(resultStr);
	return true;
}

Spinner

MultiColumnList