Difference between revisions of "User:Crond/sandbox/openglEventExample"
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== Requirements == | == Requirements == | ||
− | * Python 2.6 | + | * Python 2.6 |
* PyCEGUI | * PyCEGUI | ||
− | * PyOpenGL | + | * PyOpenGL |
== Notes == | == Notes == | ||
− | The source code uses a modified version of the OpenGL example posted [[User:Crond/sandbox/ | + | The source code uses a modified version of the OpenGL example posted [[User:Crond/sandbox/openglSpecialKeyboardExample|here]]. |
== Source == | == Source == | ||
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The first argument is specifying what event to listen for (in this case, the clicking of the button), and the second/third arguments specify what function/method should be invoked when the event in question happens. | The first argument is specifying what event to listen for (in this case, the clicking of the button), and the second/third arguments specify what function/method should be invoked when the event in question happens. | ||
− | '''Note: Future versions do not require the | + | '''Note: Future versions do not require the latter two arguments; in their place, a function/method object is sufficient.''' |
=== Layout editing === | === Layout editing === |
Latest revision as of 15:54, 20 June 2011
Written for CEGUI 0.7
Works with versions 0.7.x (obsolete)
Requires at least version
0.7.5
Contents
Introduction
This presents the basics of using subscriptions to respond to events. The example retrieves two buttons and defines a method to be called when they are each clicked.
Requirements
- Python 2.6
- PyCEGUI
- PyOpenGL
Notes
The source code uses a modified version of the OpenGL example posted here.
Source
#!/usr/bin/env python # # # example.py # Import: std import sys # Import: PyOpenGL from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * # Import: PyCEGUI import PyCEGUI from PyCEGUIOpenGLRenderer import OpenGLRenderer as Renderer # Constants PATH_RESOURCES = './' # Keymap: ASCII KEYMAP_ASCII = {8 : PyCEGUI.Key.Scan.Backspace, 13 : PyCEGUI.Key.Scan.Return, 27 : PyCEGUI.Key.Scan.Escape, 127 : PyCEGUI.Key.Scan.Delete} # Keymap: GLUT KEYMAP_GLUT = {GLUT_KEY_LEFT : PyCEGUI.Key.Scan.ArrowLeft, GLUT_KEY_RIGHT : PyCEGUI.Key.Scan.ArrowRight, GLUT_KEY_HOME : PyCEGUI.Key.Scan.Home, GLUT_KEY_END : PyCEGUI.Key.Scan.End} # Application class Application(object): # Constructor def __init__(self): super(Application, self).__init__() self.lastFrameTime = 0 self.updateFPS = 0 return # Initialize: OpenGL # - A full list of values for `glutInitDisplayMode` can be found in the GLUT # documentation. def initializeOpenGL(self): glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) glutInitWindowSize(1024, 768) glutInitWindowPosition(-1, -1) # Let the windowing system figure it out glutCreateWindow("Crazy Eddie's GUI Mk-2 - glut Base Application") glutSetCursor(GLUT_CURSOR_NONE) return # Initialize: Handlers # - Setup the methods which will be called when events happen. def initializeHandlers(self): glutDisplayFunc(self.handlerDisplay) glutReshapeFunc(self.handlerResize) glutKeyboardFunc(self.handlerKeyboard) glutSpecialFunc(self.handlerKeyboardSpecial) glutMouseFunc(self.handlerMouse) glutMotionFunc(self.handlerMouseMotion) glutPassiveMotionFunc(self.handlerMouseMotion) return # Initialize: PyCEGUI # - Store some components; saves a lot of typing. def initializePyCEGUI(self): Renderer.bootstrapSystem() self.sys = PyCEGUI.System.getSingleton() self.rp = self.sys.getResourceProvider() self.scheme = PyCEGUI.SchemeManager.getSingleton() self.wm = PyCEGUI.WindowManager.getSingleton() return # Initialize: Defaults # - Resource locations. def initializeDefaults(self): self.rp.setResourceGroupDirectory('schemes', './datafiles/schemes') self.rp.setResourceGroupDirectory('imagesets', './datafiles/imagesets') self.rp.setResourceGroupDirectory('fonts', './datafiles/fonts') self.rp.setResourceGroupDirectory('layouts', './datafiles/layouts') self.rp.setResourceGroupDirectory('looknfeels', './datafiles/looknfeel') self.rp.setResourceGroupDirectory('schemas', './datafiles/xml_schemas') PyCEGUI.Imageset.setDefaultResourceGroup('imagesets') PyCEGUI.Font.setDefaultResourceGroup('fonts') PyCEGUI.Scheme.setDefaultResourceGroup('schemes') PyCEGUI.WidgetLookManager.setDefaultResourceGroup('looknfeels') PyCEGUI.WindowManager.setDefaultResourceGroup('layouts') parser = self.sys.getXMLParser() if parser.isPropertyPresent('SchemaDefaultResourceGroup'): parser.setProperty('SchemaDefaultResourceGroup', 'schemas') return # Initialize: GUI # - This is where we are actually setting up the windows we will see. def initializeGUI(self): self.scheme.create('VanillaSkin.scheme') self.scheme.create('TaharezLook.scheme') # GUISheet self.rootWindow = self.wm.loadWindowLayout('VanillaWindows.layout') self.sys.setGUISheet(self.rootWindow) # Cursor self.sys.setDefaultMouseCursor('Vanilla-Images', 'MouseArrow') # An extra window w = self.wm.createWindow('TaharezLook/FrameWindow', 'Demo window') self.rootWindow.addChildWindow(w) return # Initialize: Subscriptions def initializeSubscriptions(self): # In order to be able to access the buttons, we need to get a copy of their parent. self.windowNewNode = self.rootWindow.getChild('Demo/NewNode') # Now, we get the buttons. self.buttonOkay = self.windowNewNode.getChild('Demo/NewNode/Okay') self.buttonCancel = self.windowNewNode.getChild('Demo/NewNode/Cancel') # And subscribe to the events, telling PyCEGUI what method it should call when the event happens. self.buttonOkay.subscribeEvent(PyCEGUI.PushButton.EventClicked, self, 'buttonOkayClicked') self.buttonCancel.subscribeEvent(PyCEGUI.PushButton.EventClicked, self, 'buttonCancelClicked') return # Initialize def Initialize(self): self.initializeOpenGL() self.initializeHandlers() self.initializePyCEGUI() self.initializeDefaults() self.initializeGUI() self.initializeSubscriptions() return # Handler: Display def handlerDisplay(self): # Injecting the time allows CEGUI to know how much time has passed, and # use that to coordinate certain activities - fading, animation, tooltips, # etc. now = glutGet(GLUT_ELAPSED_TIME) elapsed = (now - self.lastFrameTime) / 1000.0 self.lastFrameTime = now self.updateFPS = self.updateFPS - elapsed self.sys.injectTimePulse(elapsed) # Actual rendering # - `renderGUI` updates CEGUI's picture of the GUI. # - `glutPostRedisplay` is what actually marks the window as needing to # be redrawn by OpenGL. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) self.sys.renderGUI() glutPostRedisplay() glutSwapBuffers() return # Handler: Resize # - `glViewport` modifies the OpenGL viewport to whatever the window size is. def handlerResize(self, width, height): glViewport(0, 0, width, height) self.sys.notifyDisplaySizeChanged(PyCEGUI.Size(width, height)) return # Handler: Assist keyboard def handlerAssistKeyboard(self, key): try: self.sys.injectKeyDown(KEYMAP_ASCII[key]) except KeyError: return False return True # Handler: Keyboard def handlerKeyboard(self, key, x, y): k = ord(key) if not self.handlerAssistKeyboard(k): self.sys.injectChar(ord(key)) return # Handler: Keyboard special def handlerKeyboardSpecial(self, key, x, y): try: self.sys.injectKeyDown(KEYMAP_GLUT[key]) except KeyError: # Ignore it. pass return # Handler: Mouse buttons def handlerMouse(self, button, state, x, y): if button == GLUT_LEFT_BUTTON: if state == GLUT_UP: self.sys.injectMouseButtonUp(PyCEGUI.LeftButton) else: self.sys.injectMouseButtonDown(PyCEGUI.LeftButton) elif button == GLUT_RIGHT_BUTTON: if state == GLUT_UP: self.sys.injectMouseButtonUp(PyCEGUI.RightButton) else: self.sys.injectMouseButtonDown(PyCEGUI.RightButton) return # Handler: Mouse motion def handlerMouseMotion(self, x, y): self.sys.injectMousePosition(x, y) return # Handler: buttonOkayClicked def buttonOkayClicked(self, args): print('Okay has been clicked.') return # Handler: buttonCancelClicked def buttonCancelClicked(self, args): print('Cancel has been clicked.') return # Run def Run(self): self.lastFrameTime = glutGet(GLUT_ELAPSED_TIME) glutMainLoop() return # Main def main(): app = Application() app.Initialize() app.Run() return 0 # Guard if __name__ == '__main__': sys.exit(main())
Demonstration
Just click either of the two buttons on the 'NewNode' frame window; some output will appear on the console.
Examination
Layout to Python
To subscribe to an event, the application needs two fundamental details: the layout, and the widget that should respond to an event. The layout is simple - we just pass the name of it to the PyCEGUI WindowManager object; getting child windows and/or widgets can be a little more subtle - to do this, we have to know the name of the window in question.
In the case of the example above, we want to respond to events on the 'NewNode' frame window, so we first retrieve a copy of it - as indicated by this line:
self.windowNewNode = self.rootWindow.getChild('Demo/NewNode')
Then, we need a copy of the buttons which we want to listen for events, as indicated by these lines:
# Now, we get the buttons. self.buttonOkay = self.windowNewNode.getChild('Demo/NewNode/Okay') self.buttonCancel = self.windowNewNode.getChild('Demo/NewNode/Cancel')
Finally, we want to set what events we respond to and how we respond to them. We do this by defining methods on our object, and telling PyCEGUI to call them when specific events happen. This is indicated by the following:
# And subscribe to the events, telling PyCEGUI what method it should call when the event happens. self.buttonOkay.subscribeEvent(PyCEGUI.PushButton.EventClicked, self, 'buttonOkayClicked') self.buttonCancel.subscribeEvent(PyCEGUI.PushButton.EventClicked, self, 'buttonCancelClicked')
The first argument is specifying what event to listen for (in this case, the clicking of the button), and the second/third arguments specify what function/method should be invoked when the event in question happens.
Note: Future versions do not require the latter two arguments; in their place, a function/method object is sufficient.
Layout editing
The exact name of the widgets you want to access can be determined via the XML 'Name' property, as found in the layout files.
In the event you are not creating your layout files by hand, the names can be found via the CELayoutEditor under the 'Name' property in the Main Dialog.