Difference between revisions of "Dialog System"

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The default CEGUI implementation stores the currently specified values of the widgets such that closing and then reopening a window will redisplay those values.  Presented here is a different approach, to allow values to be saved or cancelled.
 
The default CEGUI implementation stores the currently specified values of the widgets such that closing and then reopening a window will redisplay those values.  Presented here is a different approach, to allow values to be saved or cancelled.
 +
 +
==== Explanation ====
 +
The DemoSample class is the "main" application.  It initializes CEGUI and loads a simple layout.  It then initialises instances of the SimpleWindow and the SimpleDialog classes.  These contain the specific code to handle the behavior of the Simple Window and the Simple Dialog.  In turn they rely on the behaviors define within the WindowSystem class to activate higher level features.
 +
 +
The WindowSystem class implements the behavior of the 'Ok', 'Cancel', and 'Apply' buttons that we've become accustomed to in the world of Windows.  The WindowSystem::WindowSystemEvents enumaration defines the high level events supported by the WindowSystem class:
 +
  open: display the window and its data
 +
  ok: save the data and close the window
 +
  cancel: close the window without saving the data
 +
  escape: close the window without saving the data
 +
  apply: save the data without closing the window
 +
  modified: enable the 'apply' button
 +
 +
These high level events accomplish their jobs through the use of four basic actions:
 +
  doOpen(): display the window
 +
  doLoad(): copy the value of variables into their associated widgets
 +
  doSave(): copy the value of the widgets into their associated variables
 +
  doClose(): hide the window
 +
 +
The SimpleWindow class will manage everything that has to do with the Simple Window.  The initWindow() function initialises the WindowSystem by specifying the handle of the window/dialog (the name specified within the layout file) and whether it should initially be visible or not.  Then it instructs the WindowSystem to handle four events as well as which action to initiate in response to these events:
 +
1) Pressing the "Toolbar_btnSimpleWindow" button opens the SimpleWindow.
 +
2) Pressing the "SimpleWindow_btnClose" button performs an 'Ok', saving the data and closing the window.
 +
3) Clicking on the 'X' button closes the dialog without saving any modifications (cancel).
 +
4) Pressing the 'escape' key closes the dialog without saving any modifications (cancel).
 +
 +
The SimpleWindow class then overrides the doLoad() virtual function to place the contents of a variable (dataString) into its associated Editbox.  It also overrides the doSave() virtual function to place the contents of the Editbox back into the variable.
 +
 +
The SimpleDialog class replicates many of what the SimpleWindow performed.  The first difference is that it specifies the handle of a parent window.  This signals the WindowSystem class that when the Simple Dialog is opened it should disable its parent, making the Simple Dialog modal; inputs to the parent are blocked while this dialog is opened.
 +
 +
The second difference is the addition of an apply button.  This apply button requires that two events be specified.  The event of clicking on the apply button "SimpleDialog_btnApply" is bound to the high level event of WindowSystem::apply, which will call upon doSave() to move the widget data into the variables.  Text changes within the edit box "SimpleDialog_edtValue" are also bound to the high level event of WindowSystem::modified, which will enable the apply button whenever the contents of the edit box are modified.  If there were additional widgets within the window then their 'modified' events would also need to be specified.
 +
 +
CEGUI has more widgets than an Editbox.  These can easily be incorporated within the logic presented here.
 +
 +
 +
==== WindowingSystemDemo.h ====
 +
<pre>
 +
#ifndef _WindowingSystemDemo_h_
 +
#define _WindowingSystemDemo_h_
 +
 +
#include "CEGuiSample.h"
 +
#include "CEGUI.h"
 +
#include "DemoUtils.h"
 +
#include "WindowSystem.h"
 +
 +
class SimpleWindow : public WindowSystem
 +
{
 +
public:
 +
void initWindow()
 +
{
 +
// Initialise the window
 +
using namespace CEGUI;
 +
 +
// Initialise the windowing system
 +
WindowSystem::initialise("winSimpleWindow", // The handle of this window
 +
false); // Initially invisible
 +
// A modeless window does not have a parent
 +
 +
// Subscribe to widget events
 +
// Note that the "close" button is set to behave as an "ok" button
 +
WindowSystem::bindEvent( "Toolbar_btnSimpleWindow", PushButton::EventClicked, WindowSystem::open);
 +
WindowSystem::bindEvent( "SimpleWindow_btnClose", PushButton::EventClicked, WindowSystem::ok);
 +
 +
// Subscribe to window events
 +
WindowSystem::bindEvent("winSimpleWindow", FrameWindow::EventCloseClicked, WindowSystem::cancel); // The 'X' button was clicked
 +
WindowSystem::bindEvent("winSimpleWindow", FrameWindow::EventKeyDown, WindowSystem::escape); // The 'escape' key was pressed
 +
}
 +
protected:
 +
bool doLoad()
 +
{
 +
// Handle the load action by placing data into widgets
 +
CEGUI::WindowManager::getSingleton().getWindow("SimpleWindow_edtValue")->setText(dataString);
 +
return WindowSystem::doLoad();
 +
}
 +
bool doSave()
 +
{
 +
// Handle the save action by moving widget data into variables
 +
dataString = CEGUI::WindowManager::getSingleton().getWindow("SimpleWindow_edtValue")->getText();
 +
return WindowSystem::doSave();
 +
}
 +
private:
 +
CEGUI::String dataString; // Variable associated with the Editbox
 +
};
 +
 +
//////////////////////////////////////////////
 +
 +
class SimpleDialog : public WindowSystem
 +
{
 +
public:
 +
void initWindow()
 +
{
 +
// Initialise the dialog
 +
using namespace CEGUI;
 +
WindowManager& winMgr = WindowManager::getSingleton();
 +
 +
// Initialise the windowing system
 +
WindowSystem::initialise("dlgSimpleDialog", // The handle of this window
 +
false, // Initially invisible
 +
"winToolbar"); // The handle of its parent, making it a modal dialog
 +
 +
// Subscribe to widget events
 +
WindowSystem::bindEvent( "Toolbar_btnSimpleDialog", PushButton::EventClicked, WindowSystem::open);
 +
WindowSystem::bindEvent( "SimpleDialog_btnOk", PushButton::EventClicked, WindowSystem::ok);
 +
WindowSystem::bindEvent( "SimpleDialog_btnCancel", PushButton::EventClicked, WindowSystem::cancel);
 +
WindowSystem::bindEvent( "SimpleDialog_btnApply", PushButton::EventClicked, WindowSystem::apply);
 +
 +
// These events trigger a 'modified' event, activating the 'apply' button
 +
WindowSystem::bindEvent( "SimpleDialog_edtValue", Editbox::EventTextChanged, WindowSystem::modified);
 +
 +
// Subscribe to window events
 +
// Pressing the 'X' button will behave as a cancel
 +
WindowSystem::bindEvent( "dlgSimpleDialog", FrameWindow::EventCloseClicked, WindowSystem::cancel); // The 'X' button was clicked
 +
WindowSystem::bindEvent( "dlgSimpleDialog", FrameWindow::EventKeyDown, WindowSystem::escape); // The 'escape' key was pressed
 +
}
 +
protected:
 +
bool doLoad()
 +
{
 +
// Handle the load action by placing data into widgets
 +
CEGUI::WindowManager::getSingleton().getWindow("SimpleDialog_edtValue")->setText(dataString);
 +
return WindowSystem::doLoad();
 +
}
 +
bool doSave()
 +
{
 +
// Handle the save action by moving widget data into variables
 +
dataString = CEGUI::WindowManager::getSingleton().getWindow("SimpleDialog_edtValue")->getText();
 +
return WindowSystem::doSave();
 +
}
 +
private:
 +
CEGUI::String dataString;
 +
};
 +
 +
//////////////////////////////////////////
 +
 +
class DemoSample : public CEGuiSample
 +
{
 +
public:
 +
    bool initialiseSample()
 +
{
 +
using namespace CEGUI;
 +
try
 +
{
 +
initDemo("../datafiles/layouts/WindowingSystem.layout");
 +
 +
// Initialise the Simple Window and the Simple Dialog
 +
simpleWindow.initWindow();
 +
simpleDialog.initWindow();
 +
}
 +
catch(Exception &e)
 +
{
 +
ErrorMessage(e.getMessage().c_str(), "Error initializing the demo");
 +
}
 +
 +
return true;
 +
}
 +
 +
    void cleanupSample(void)
 +
{
 +
}
 +
private:
 +
SimpleWindow simpleWindow;
 +
SimpleDialog simpleDialog;
 +
};
 +
 +
#endif // _WindowingSystemDemo_h_
 +
</pre>
 +
  
 
==== WindowSystem.h ====
 
==== WindowSystem.h ====
Line 208: Line 372:
 
</pre>
 
</pre>
  
==== WindowingSystemDemo.h ====
 
<pre>
 
#ifndef _WindowingSystemDemo_h_
 
#define _WindowingSystemDemo_h_
 
 
#include "CEGuiSample.h"
 
#include "CEGUI.h"
 
#include "DemoUtils.h"
 
#include "WindowSystem.h"
 
 
class SimpleWindow : public WindowSystem
 
{
 
public:
 
void initWindow()
 
{
 
// Initialise the window
 
using namespace CEGUI;
 
 
// Initialise the windowing system
 
WindowSystem::initialise("winSimpleWindow", // The handle of this window
 
false); // Initially invisible
 
// A modeless window does not have a parent
 
 
// Subscribe to widget events
 
// Note that the "close" button is set to behave as an "ok" button
 
WindowSystem::bindEvent( "Toolbar_btnSimpleWindow", PushButton::EventClicked, WindowSystem::open);
 
WindowSystem::bindEvent( "SimpleWindow_btnClose", PushButton::EventClicked, WindowSystem::ok);
 
 
// Subscribe to window events
 
WindowSystem::bindEvent("winSimpleWindow", FrameWindow::EventCloseClicked, WindowSystem::cancel); // The 'X' button was clicked
 
WindowSystem::bindEvent("winSimpleWindow", FrameWindow::EventKeyDown, WindowSystem::escape); // The 'escape' key was pressed
 
}
 
protected:
 
bool doLoad()
 
{
 
// Handle the load action by placing data into widgets
 
CEGUI::WindowManager::getSingleton().getWindow("SimpleWindow_edtValue")->setText(dataString);
 
return WindowSystem::doLoad();
 
}
 
bool doSave()
 
{
 
// Handle the save action by moving widget data into variables
 
dataString = CEGUI::WindowManager::getSingleton().getWindow("SimpleWindow_edtValue")->getText();
 
return WindowSystem::doSave();
 
}
 
private:
 
CEGUI::String dataString; // Variable associated with the Editbox
 
};
 
 
//////////////////////////////////////////////
 
 
class SimpleDialog : public WindowSystem
 
{
 
public:
 
void initWindow()
 
{
 
// Initialise the dialog
 
using namespace CEGUI;
 
WindowManager& winMgr = WindowManager::getSingleton();
 
 
// Initialise the windowing system
 
WindowSystem::initialise("dlgSimpleDialog", // The handle of this window
 
false, // Initially invisible
 
"winToolbar"); // The handle of its parent, making it a modal dialog
 
 
// Subscribe to widget events
 
WindowSystem::bindEvent( "Toolbar_btnSimpleDialog", PushButton::EventClicked, WindowSystem::open);
 
WindowSystem::bindEvent( "SimpleDialog_btnOk", PushButton::EventClicked, WindowSystem::ok);
 
WindowSystem::bindEvent( "SimpleDialog_btnCancel", PushButton::EventClicked, WindowSystem::cancel);
 
WindowSystem::bindEvent( "SimpleDialog_btnApply", PushButton::EventClicked, WindowSystem::apply);
 
 
// These events trigger a 'modified' event, activating the 'apply' button
 
WindowSystem::bindEvent( "SimpleDialog_edtValue", Editbox::EventTextChanged, WindowSystem::modified);
 
 
// Subscribe to window events
 
// Pressing the 'X' button will behave as a cancel
 
WindowSystem::bindEvent( "dlgSimpleDialog", FrameWindow::EventCloseClicked, WindowSystem::cancel); // The 'X' button was clicked
 
WindowSystem::bindEvent( "dlgSimpleDialog", FrameWindow::EventKeyDown, WindowSystem::escape); // The 'escape' key was pressed
 
}
 
protected:
 
bool doLoad()
 
{
 
// Handle the load action by placing data into widgets
 
CEGUI::WindowManager::getSingleton().getWindow("SimpleDialog_edtValue")->setText(dataString);
 
return WindowSystem::doLoad();
 
}
 
bool doSave()
 
{
 
// Handle the save action by moving widget data into variables
 
dataString = CEGUI::WindowManager::getSingleton().getWindow("SimpleDialog_edtValue")->getText();
 
return WindowSystem::doSave();
 
}
 
private:
 
CEGUI::String dataString;
 
};
 
 
//////////////////////////////////////////
 
 
class DemoSample : public CEGuiSample
 
{
 
public:
 
    bool initialiseSample()
 
{
 
using namespace CEGUI;
 
try
 
{
 
initDemo("../datafiles/layouts/WindowingSystem.layout");
 
 
// Initialise the Simple Window and the Simple Dialog
 
simpleWindow.initWindow();
 
simpleDialog.initWindow();
 
}
 
catch(Exception &e)
 
{
 
ErrorMessage(e.getMessage().c_str(), "Error initializing the demo");
 
}
 
 
return true;
 
}
 
 
    void cleanupSample(void)
 
{
 
}
 
private:
 
SimpleWindow simpleWindow;
 
SimpleDialog simpleDialog;
 
};
 
 
#endif // _WindowingSystemDemo_h_
 
</pre>
 
 
 
==== main.cpp ====
 
<pre>
 
#if defined( __WIN32__ ) || defined( _WIN32 )
 
#define WIN32_LEAN_AND_MEAN
 
#define NOMINMAX
 
#include "windows.h"
 
#endif
 
 
#include "WindowingSystemDemo.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
 
{
 
    DemoSample app;
 
    return app.run();
 
}
 
</pre>
 
  
 
==== WindowingSystem.layout ====
 
==== WindowingSystem.layout ====
Line 491: Line 502:
 
</Window>
 
</Window>
 
</GUILayout>
 
</GUILayout>
 +
</pre>
 +
 +
 +
==== main.cpp ====
 +
<pre>
 +
#if defined( __WIN32__ ) || defined( _WIN32 )
 +
#define WIN32_LEAN_AND_MEAN
 +
#define NOMINMAX
 +
#include "windows.h"
 +
#endif
 +
 +
#include "WindowingSystemDemo.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
 +
{
 +
    DemoSample app;
 +
    return app.run();
 +
}
 
</pre>
 
</pre>

Revision as of 07:17, 1 May 2006

The default CEGUI implementation stores the currently specified values of the widgets such that closing and then reopening a window will redisplay those values. Presented here is a different approach, to allow values to be saved or cancelled.

Explanation

The DemoSample class is the "main" application. It initializes CEGUI and loads a simple layout. It then initialises instances of the SimpleWindow and the SimpleDialog classes. These contain the specific code to handle the behavior of the Simple Window and the Simple Dialog. In turn they rely on the behaviors define within the WindowSystem class to activate higher level features.

The WindowSystem class implements the behavior of the 'Ok', 'Cancel', and 'Apply' buttons that we've become accustomed to in the world of Windows. The WindowSystem::WindowSystemEvents enumaration defines the high level events supported by the WindowSystem class:

 open: display the window and its data
 ok: save the data and close the window
 cancel: close the window without saving the data
 escape: close the window without saving the data
 apply: save the data without closing the window
 modified: enable the 'apply' button

These high level events accomplish their jobs through the use of four basic actions:

 doOpen(): display the window
 doLoad(): copy the value of variables into their associated widgets
 doSave(): copy the value of the widgets into their associated variables
 doClose(): hide the window

The SimpleWindow class will manage everything that has to do with the Simple Window. The initWindow() function initialises the WindowSystem by specifying the handle of the window/dialog (the name specified within the layout file) and whether it should initially be visible or not. Then it instructs the WindowSystem to handle four events as well as which action to initiate in response to these events: 1) Pressing the "Toolbar_btnSimpleWindow" button opens the SimpleWindow. 2) Pressing the "SimpleWindow_btnClose" button performs an 'Ok', saving the data and closing the window. 3) Clicking on the 'X' button closes the dialog without saving any modifications (cancel). 4) Pressing the 'escape' key closes the dialog without saving any modifications (cancel).

The SimpleWindow class then overrides the doLoad() virtual function to place the contents of a variable (dataString) into its associated Editbox. It also overrides the doSave() virtual function to place the contents of the Editbox back into the variable.

The SimpleDialog class replicates many of what the SimpleWindow performed. The first difference is that it specifies the handle of a parent window. This signals the WindowSystem class that when the Simple Dialog is opened it should disable its parent, making the Simple Dialog modal; inputs to the parent are blocked while this dialog is opened.

The second difference is the addition of an apply button. This apply button requires that two events be specified. The event of clicking on the apply button "SimpleDialog_btnApply" is bound to the high level event of WindowSystem::apply, which will call upon doSave() to move the widget data into the variables. Text changes within the edit box "SimpleDialog_edtValue" are also bound to the high level event of WindowSystem::modified, which will enable the apply button whenever the contents of the edit box are modified. If there were additional widgets within the window then their 'modified' events would also need to be specified.

CEGUI has more widgets than an Editbox. These can easily be incorporated within the logic presented here.


WindowingSystemDemo.h

#ifndef _WindowingSystemDemo_h_
#define _WindowingSystemDemo_h_

#include "CEGuiSample.h"
#include "CEGUI.h"
#include "DemoUtils.h"
#include "WindowSystem.h"

class SimpleWindow : public WindowSystem
{
public:
	void initWindow()
	{
		// Initialise the window
		using namespace CEGUI;

		// Initialise the windowing system
		WindowSystem::initialise("winSimpleWindow",	// The handle of this window
									false);			// Initially invisible
													// A modeless window does not have a parent

		// Subscribe to widget events
		// Note that the "close" button is set to behave as an "ok" button
		WindowSystem::bindEvent( "Toolbar_btnSimpleWindow",	PushButton::EventClicked, WindowSystem::open);
		WindowSystem::bindEvent( "SimpleWindow_btnClose",	PushButton::EventClicked, WindowSystem::ok);

		// Subscribe to window events
		WindowSystem::bindEvent("winSimpleWindow", FrameWindow::EventCloseClicked,	WindowSystem::cancel); // The 'X' button was clicked
		WindowSystem::bindEvent("winSimpleWindow", FrameWindow::EventKeyDown,		WindowSystem::escape); // The 'escape' key was pressed
	}
protected:
	bool doLoad()
	{
		// Handle the load action by placing data into widgets
		CEGUI::WindowManager::getSingleton().getWindow("SimpleWindow_edtValue")->setText(dataString);
		return WindowSystem::doLoad(); 
	}
	bool doSave()
	{
		// Handle the save action by moving widget data into variables
		dataString = CEGUI::WindowManager::getSingleton().getWindow("SimpleWindow_edtValue")->getText();
		return WindowSystem::doSave(); 
	}
private:
	CEGUI::String dataString; // Variable associated with the Editbox
};

//////////////////////////////////////////////

class SimpleDialog : public WindowSystem
{
public:
	void initWindow()
	{
		// Initialise the dialog
		using namespace CEGUI;
		WindowManager& winMgr = WindowManager::getSingleton();

		// Initialise the windowing system
		WindowSystem::initialise("dlgSimpleDialog",	// The handle of this window
									false,			// Initially invisible
									"winToolbar");	// The handle of its parent, making it a modal dialog

		// Subscribe to widget events
		WindowSystem::bindEvent( "Toolbar_btnSimpleDialog",	PushButton::EventClicked,	WindowSystem::open);
		WindowSystem::bindEvent( "SimpleDialog_btnOk",		PushButton::EventClicked,	WindowSystem::ok);
		WindowSystem::bindEvent( "SimpleDialog_btnCancel",	PushButton::EventClicked,	WindowSystem::cancel);
		WindowSystem::bindEvent( "SimpleDialog_btnApply",	PushButton::EventClicked,	WindowSystem::apply);

		// These events trigger a 'modified' event, activating the 'apply' button
		WindowSystem::bindEvent( "SimpleDialog_edtValue",		Editbox::EventTextChanged,	WindowSystem::modified);

		// Subscribe to window events
		// Pressing the 'X' button will behave as a cancel
		WindowSystem::bindEvent( "dlgSimpleDialog", FrameWindow::EventCloseClicked,	WindowSystem::cancel); // The 'X' button was clicked
		WindowSystem::bindEvent( "dlgSimpleDialog", FrameWindow::EventKeyDown,		WindowSystem::escape); // The 'escape' key was pressed
	}
protected:
	bool doLoad()
	{
		// Handle the load action by placing data into widgets
		CEGUI::WindowManager::getSingleton().getWindow("SimpleDialog_edtValue")->setText(dataString);
		return WindowSystem::doLoad(); 
	}
	bool doSave()
	{
		// Handle the save action by moving widget data into variables
		dataString = CEGUI::WindowManager::getSingleton().getWindow("SimpleDialog_edtValue")->getText();
		return WindowSystem::doSave(); 
	}
private:
	CEGUI::String dataString;
};

//////////////////////////////////////////

class DemoSample : public CEGuiSample
{
public:
    bool initialiseSample()
	{
		using namespace CEGUI;
		try
		{
			initDemo("../datafiles/layouts/WindowingSystem.layout");

			// Initialise the Simple Window and the Simple Dialog
			simpleWindow.initWindow();
			simpleDialog.initWindow();
		}
		catch(Exception &e)
		{
			ErrorMessage(e.getMessage().c_str(), "Error initializing the demo");
		}

		return true;
	}

    void cleanupSample(void)
	{
	}
private:
	SimpleWindow simpleWindow;
	SimpleDialog simpleDialog;
};

#endif // _WindowingSystemDemo_h_


WindowSystem.h

#ifndef _WindowSystem_h_
#define _WindowSystem_h_

#include "CEGUI.h"
#include "vector"

class WindowSystem
{
public:
	WindowSystem();
	enum WindowSystemEvents { open, ok, cancel, escape, apply, modified };
	bool isModified(); // Return whether data within the window is modified

	// Actions
	virtual bool doOpen(); // Open the window
	virtual bool doLoad(); // Assign the data into the widgets
	virtual bool doSave(); // Assign the widgets into the data
	virtual bool doClose(); // Close the window
	void initialise(const CEGUI::String& window, bool visible, const CEGUI::String& parent = ""); // Initialise the window system
	void bindEvent(const CEGUI::String& widget, const CEGUI::String& event, WindowSystem::WindowSystemEvents action); // Subscribe to window events
private:
	// Events
	bool onOpen(const CEGUI::EventArgs& e); // Open the window
	bool onOk(const CEGUI::EventArgs& e); // Save the data and close the window
	bool onCancel(const CEGUI::EventArgs& e); // Close the window
	bool onEscape(const CEGUI::EventArgs& e); // Close the window
	bool onApply(const CEGUI::EventArgs& e); // Save the data
	bool onModified(const CEGUI::EventArgs& e); // A widget in the window has been modified

	CEGUI::String m_parent; // Handle to the parent
	CEGUI::String m_window; // Handle to the window
	CEGUI::String m_apply;  // Handle of the apply button
	bool m_modal; // Whether the window is modal
	bool m_modified; // Whether data within the window is modified
};

#endif // _WindowSystem_h_


WindowSystem.cpp

#include "WindowSystem.h"
#include "assert.h"

WindowSystem::WindowSystem()
{
	m_modal  = false;
}

bool WindowSystem::isModified()
{
	// Return whether data within the window is modified
	assert(!m_apply.empty() && "The isModified() function requires that you specify an \"Apply\" button");
	return !CEGUI::WindowManager::getSingleton().getWindow(m_apply)->isDisabled();
}

bool WindowSystem::doOpen()
{
	// Open the window
	assert(!m_window.empty() && "You have forgotten to call initialise()");
	if(m_modal)
	{
		// Displaying a modal window disables its parent
		assert(!m_parent.empty() && "The value of m_modal or m_parent has become corrupted");
		CEGUI::WindowManager::getSingleton().getWindow(m_parent)->setEnabled(false);
	}

	// Display the window
	CEGUI::WindowManager::getSingleton().getWindow(m_window)->setVisible(true);

	// Load the data into the widgets
	return doLoad();
}

bool WindowSystem::doLoad()
{
	// Populate the window widgets with data
	// Note that this can also be used to simulate an undo for every widget
	// present in the window

	// Disable the apply button since there are no modifications
	if(!m_apply.empty())
		CEGUI::WindowManager::getSingleton().getWindow(m_apply)->setEnabled(false);
	return true;
}

bool WindowSystem::doSave()
{
	// Update the data with the inputs from the widgets

	// Disable the apply button since there are no modifications
	if(!m_apply.empty())
		CEGUI::WindowManager::getSingleton().getWindow(m_apply)->setEnabled(false);

	return true;
}

bool WindowSystem::doClose()
{
	// Close the window
	assert(!m_window.empty() && "You have forgotten to call initialise()");

	if(m_modal)
	{
		// Closing a modal window enables its parent
		assert(!m_parent.empty() && "The value of m_modal or m_parent has become corrupted");
		CEGUI::WindowManager::getSingleton().getWindow(m_parent)->setEnabled(true);
	}

	CEGUI::WindowManager::getSingleton().getWindow(m_window)->setVisible(false);
	return true;
}

void WindowSystem::initialise(const CEGUI::String& window, bool visible, const CEGUI::String& parent)
{
	// Initialise the window system
	// Specifying a parent makes this window modal
	m_window = window;
	CEGUI::WindowManager::getSingleton().getWindow(m_window)->setVisible(visible);
	m_parent = parent;
	m_modal  = !m_parent.empty();
}


void WindowSystem::bindEvent(const CEGUI::String& widget, const CEGUI::String& widgetEvent, WindowSystemEvents action)
{
	// Subscribe to events
	CEGUI::Window* widgetHandle = CEGUI::WindowManager::getSingleton().getWindow(widget);
	switch(action)
	{
	case open:
		widgetHandle->subscribeEvent(widgetEvent, CEGUI::Event::Subscriber(&WindowSystem::onOpen, this));
		break;
	case ok:
		widgetHandle->subscribeEvent(widgetEvent, CEGUI::Event::Subscriber(&WindowSystem::onOk, this));
		break;
	case cancel:
		widgetHandle->subscribeEvent(widgetEvent, CEGUI::Event::Subscriber(&WindowSystem::onCancel, this));
		break;
	case escape:
		widgetHandle->subscribeEvent(widgetEvent, CEGUI::Event::Subscriber(&WindowSystem::onEscape, this));
		break;
	case apply:
		widgetHandle->subscribeEvent(widgetEvent, CEGUI::Event::Subscriber(&WindowSystem::onApply, this));
		m_apply = widget;
		break;
	case modified:
		if(!m_apply.empty())
			widgetHandle->subscribeEvent(widgetEvent, CEGUI::Event::Subscriber(&WindowSystem::onModified, this));
		break;
	}
}

bool WindowSystem::onOpen(const CEGUI::EventArgs& e)
{
	// Open the window
	return doOpen();
}

bool WindowSystem::onOk(const CEGUI::EventArgs& e)
{
	// The 'ok' button was pressed
	// Respond by saving the data and closing the window
	return doSave() && doClose();
}

bool WindowSystem::onCancel(const CEGUI::EventArgs& e)
{
	// The 'cancel' button was pressed
	// Respond by closing the window without saving the data
	return doClose();
}

bool WindowSystem::onEscape(const CEGUI::EventArgs& e)
{
	// The 'escape' key was pressed
	// Respond by closing the dialog without saving the data
	// Note that Win32AppHelper::doDirectInputEvents() intercepts this key
	// This means that the escape key will NOT reach here
    const CEGUI::KeyEventArgs& keyArgs = static_cast<const CEGUI::KeyEventArgs&>(e);
	if(keyArgs.scancode == CEGUI::Key::Escape)
	{
		return doClose();
	}
	else
		return false;
}

bool WindowSystem::onApply(const CEGUI::EventArgs& e)
{
	// The 'apply' button was pressed
	// Respond by saving the data without closing the window
	return doSave();
}

bool WindowSystem::onModified(const CEGUI::EventArgs& e)
{
	// A widget within the window was modified
	// Respond by enabling the 'apply' button
	CEGUI::WindowManager::getSingleton().getWindow(m_apply)->setEnabled(true);
	return true;
}


WindowingSystem.layout

<?xml version="1.0" encoding="UTF-8"?>
<GUILayout>
<Window Type="DefaultWindow" Name="Root" >
<Property Name="UnifiedAreaRect" Value="{{0.000000,0.000000},{0.000000,0.000000},{1.000000,0.000000},{1.000000,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
<Window Type="TaharezLook/FrameWindow" Name="winToolbar" >
<Property Name="AlwaysOnTop" Value="True" />
<Property Name="CaptionColour" Value="00FFFFFF" />
<Property Name="CloseButtonEnabled" Value="False" />
<Property Name="EWSizingCursorImage" Value="set:TaharezLook image:MouseEsWeCursor" />
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseTarget" />
<Property Name="NESWSizingCursorImage" Value="set:TaharezLook image:MouseNeSwCursor" />
<Property Name="NSSizingCursorImage" Value="set:TaharezLook image:MouseNoSoCursor" />
<Property Name="NWSESizingCursorImage" Value="set:TaharezLook image:MouseNwSeCursor" />
<Property Name="Text" Value="Toolbar" />
<Property Name="TitlebarEnabled" Value="False" />
<Property Name="TitlebarFont" Value="Commonwealth-10" />
<Property Name="UnifiedAreaRect" Value="{{0.248750,0.000000},{0.010001,0.000000},{0.568749,0.000000},{0.081667,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
<Window Type="TaharezLook/Button" Name="Toolbar_btnSimpleWindow" >
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseArrow" />
<Property Name="Text" Value="Simple Window" />
<Property Name="UnifiedAreaRect" Value="{{0.065103,0.000000},{0.227595,0.000000},{0.475554,0.000000},{0.686899,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
<Window Type="TaharezLook/Button" Name="Toolbar_btnSimpleDialog" >
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseArrow" />
<Property Name="Text" Value="Simple Dialog" />
<Property Name="UnifiedAreaRect" Value="{{0.538253,0.000000},{0.227595,0.000000},{0.948703,0.000000},{0.686899,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
</Window>
<Window Type="TaharezLook/FrameWindow" Name="winSimpleWindow" >
<Property Name="CaptionColour" Value="00FFFFFF" />
<Property Name="EWSizingCursorImage" Value="set:TaharezLook image:MouseEsWeCursor" />
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseTarget" />
<Property Name="NESWSizingCursorImage" Value="set:TaharezLook image:MouseNeSwCursor" />
<Property Name="NSSizingCursorImage" Value="set:TaharezLook image:MouseNoSoCursor" />
<Property Name="NWSESizingCursorImage" Value="set:TaharezLook image:MouseNwSeCursor" />
<Property Name="Text" Value="Simple Window" />
<Property Name="TitlebarEnabled" Value="True" />
<Property Name="TitlebarFont" Value="Commonwealth-10" />
<Property Name="UnifiedAreaRect" Value="{{0.005000,0.000000},{0.168333,0.000000},{0.420000,0.000000},{0.511666,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
<Window Type="TaharezLook/Button" Name="SimpleWindow_btnClose" >
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseArrow" />
<Property Name="Text" Value="Close" />
<Property Name="UnifiedAreaRect" Value="{{0.688554,0.000000},{0.804855,0.000000},{0.938554,0.000000},{0.943204,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
<Window Type="TaharezLook/StaticText" Name="SimpleWindow_lblValue" >
<Property Name="BackgroundImage" Value="set:TaharezLook image:StaticBackdrop" />
<Property Name="BottomFrameImage" Value="set:TaharezLook image:StaticBottom" />
<Property Name="BottomLeftFrameImage" Value="set:TaharezLook image:StaticBottomLeft" />
<Property Name="BottomRightFrameImage" Value="set:TaharezLook image:StaticBottomRight" />
<Property Name="Font" Value="Commonwealth-10" />
<Property Name="LeftFrameImage" Value="set:TaharezLook image:StaticLeft" />
<Property Name="RightFrameImage" Value="set:TaharezLook image:StaticRight" />
<Property Name="Text" Value="Value:" />
<Property Name="TopFrameImage" Value="set:TaharezLook image:StaticTop" />
<Property Name="TopLeftFrameImage" Value="set:TaharezLook image:StaticTopLeft" />
<Property Name="TopRightFrameImage" Value="set:TaharezLook image:StaticTopRight" />
<Property Name="UnifiedAreaRect" Value="{{0.455591,0.000000},{0.430746,0.000000},{0.606068,0.000000},{0.569095,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
<Window Type="TaharezLook/Editbox" Name="SimpleWindow_edtValue" >
<Property Name="Font" Value="Commonwealth-10" />
<Property Name="MaxTextLength" Value="1073741823" />
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseTextBar" />
<Property Name="UnifiedAreaRect" Value="{{0.618241,0.000000},{0.430746,0.000000},{0.970525,0.000000},{0.569095,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
</Window>
<Window Type="TaharezLook/FrameWindow" Name="dlgSimpleDialog" >
<Property Name="CaptionColour" Value="00FFFFFF" />
<Property Name="EWSizingCursorImage" Value="set:TaharezLook image:MouseEsWeCursor" />
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseTarget" />
<Property Name="NESWSizingCursorImage" Value="set:TaharezLook image:MouseNeSwCursor" />
<Property Name="NSSizingCursorImage" Value="set:TaharezLook image:MouseNoSoCursor" />
<Property Name="NWSESizingCursorImage" Value="set:TaharezLook image:MouseNwSeCursor" />
<Property Name="Text" Value="Simple Dialog" />
<Property Name="TitlebarEnabled" Value="True" />
<Property Name="TitlebarFont" Value="Commonwealth-10" />
<Property Name="UnifiedAreaRect" Value="{{0.436250,0.000000},{0.165000,0.000000},{0.916249,0.000000},{0.508333,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
<Window Type="TaharezLook/Button" Name="SimpleDialog_btnOk" >
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseArrow" />
<Property Name="Text" Value="Ok" />
<Property Name="UnifiedAreaRect" Value="{{0.173754,0.000000},{0.804855,0.000000},{0.423754,0.000000},{0.943204,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
<Window Type="TaharezLook/Button" Name="SimpleDialog_btnCancel" >
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseArrow" />
<Property Name="Text" Value="Cancel" />
<Property Name="UnifiedAreaRect" Value="{{0.451828,0.000000},{0.804855,0.000000},{0.701828,0.000000},{0.943204,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
<Window Type="TaharezLook/Button" Name="SimpleDialog_btnApply" >
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseArrow" />
<Property Name="Text" Value="Apply" />
<Property Name="UnifiedAreaRect" Value="{{0.731230,0.000000},{0.804855,0.000000},{0.981230,0.000000},{0.943204,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
<Window Type="TaharezLook/Editbox" Name="SimpleDialog_edtValue" >
<Property Name="Font" Value="Commonwealth-10" />
<Property Name="MaxTextLength" Value="1073741823" />
<Property Name="MouseCursorImage" Value="set:TaharezLook image:MouseTextBar" />
<Property Name="UnifiedAreaRect" Value="{{0.626093,0.000000},{0.418446,0.000000},{0.971449,0.000000},{0.556795,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
<Window Type="TaharezLook/StaticText" Name="SimpleDialog_lblValue" >
<Property Name="BackgroundImage" Value="set:TaharezLook image:StaticBackdrop" />
<Property Name="BottomFrameImage" Value="set:TaharezLook image:StaticBottom" />
<Property Name="BottomLeftFrameImage" Value="set:TaharezLook image:StaticBottomLeft" />
<Property Name="BottomRightFrameImage" Value="set:TaharezLook image:StaticBottomRight" />
<Property Name="LeftFrameImage" Value="set:TaharezLook image:StaticLeft" />
<Property Name="RightFrameImage" Value="set:TaharezLook image:StaticRight" />
<Property Name="Text" Value="Value:" />
<Property Name="TopFrameImage" Value="set:TaharezLook image:StaticTop" />
<Property Name="TopLeftFrameImage" Value="set:TaharezLook image:StaticTopLeft" />
<Property Name="TopRightFrameImage" Value="set:TaharezLook image:StaticTopRight" />
<Property Name="UnifiedAreaRect" Value="{{0.482291,0.000000},{0.418446,0.000000},{0.617709,0.000000},{0.556795,0.000000}}" />
<Property Name="UnifiedMaxSize" Value="{{1.000000,0.000000},{1.000000,0.000000}}" />
</Window>
</Window>
</Window>
</GUILayout>


main.cpp

#if defined( __WIN32__ ) || defined( _WIN32 )
	#define WIN32_LEAN_AND_MEAN
	#define NOMINMAX
	#include "windows.h"
#endif

#include "WindowingSystemDemo.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
{
    DemoSample app;
    return app.run();
}