From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../examples/24.CursorControl/main.cpp | 563 +++++++++++++++++++++ 1 file changed, 563 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/examples/24.CursorControl/main.cpp (limited to 'src/others/irrlicht-1.8.1/examples/24.CursorControl/main.cpp') diff --git a/src/others/irrlicht-1.8.1/examples/24.CursorControl/main.cpp b/src/others/irrlicht-1.8.1/examples/24.CursorControl/main.cpp new file mode 100644 index 0000000..ff7c16f --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/24.CursorControl/main.cpp @@ -0,0 +1,563 @@ +/** Example 024 CursorControl + +Show how to modify cursors and offer some useful tool-functions for creating cursors. +It can also be used for experiments with the mouse in general. +*/ + +#include +#include "driverChoice.h" + +using namespace irr; +using namespace core; +using namespace scene; +using namespace video; +using namespace io; +using namespace gui; + +#ifdef _IRR_WINDOWS_ +#pragma comment(lib, "Irrlicht.lib") +#endif + +const int DELAY_TIME = 3000; + +enum ETimerAction +{ + ETA_MOUSE_VISIBLE, + ETA_MOUSE_INVISIBLE, +}; + +/* + Structure to allow delayed execution of some actions. +*/ +struct TimerAction +{ + u32 TargetTime; + ETimerAction Action; +}; + +/* +*/ +struct SAppContext +{ + SAppContext() + : Device(0), InfoStatic(0), EventBox(0), CursorBox(0), SpriteBox(0) + , ButtonSetVisible(0), ButtonSetInvisible(0), ButtonSimulateBadFps(0) + , ButtonChangeIcon(0) + , SimulateBadFps(false) + { + } + + void update() + { + if (!Device) + return; + u32 timeNow = Device->getTimer()->getTime(); + for ( u32 i=0; i < TimerActions.size(); ++i ) + { + if ( timeNow >= TimerActions[i].TargetTime ) + { + runTimerAction(TimerActions[i]); + TimerActions.erase(i); + } + else + { + ++i; + } + } + } + + void runTimerAction(const TimerAction& action) + { + if (ETA_MOUSE_VISIBLE == action.Action) + { + Device->getCursorControl()->setVisible(true); + ButtonSetVisible->setEnabled(true); + } + else if ( ETA_MOUSE_INVISIBLE == action.Action) + { + Device->getCursorControl()->setVisible(false); + ButtonSetInvisible->setEnabled(true); + } + } + + /* + Add another icon which the user can click and select as cursor later on. + */ + void addIcon(const stringw& name, const SCursorSprite &sprite, bool addCursor=true) + { + // Sprites are just icons - not yet cursors. They can be displayed by Irrlicht sprite functions and be used to create cursors. + SpriteBox->addItem(name.c_str(), sprite.SpriteId); + Sprites.push_back(sprite); + + // create the cursor together with the icon? + if ( addCursor ) + { + /* Here we create a hardware cursor from a sprite */ + Device->getCursorControl()->addIcon(sprite); + + // ... and add it to the cursors selection listbox to the other system cursors. + CursorBox->addItem(name.c_str()); + } + } + + IrrlichtDevice * Device; + gui::IGUIStaticText * InfoStatic; + gui::IGUIListBox * EventBox; + gui::IGUIListBox * CursorBox; + gui::IGUIListBox * SpriteBox; + gui::IGUIButton * ButtonSetVisible; + gui::IGUIButton * ButtonSetInvisible; + gui::IGUIButton * ButtonSimulateBadFps; + gui::IGUIButton * ButtonChangeIcon; + array TimerActions; + bool SimulateBadFps; + array Sprites; +}; + +/* + Helper function to print mouse event names into a stringw +*/ +void PrintMouseEventName(const SEvent& event, stringw &result) +{ + switch ( event.MouseInput.Event ) + { + case EMIE_LMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_LMOUSE_PRESSED_DOWN"); break; + case EMIE_RMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_RMOUSE_PRESSED_DOWN"); break; + case EMIE_MMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_MMOUSE_PRESSED_DOWN"); break; + case EMIE_LMOUSE_LEFT_UP: result += stringw(L"EMIE_LMOUSE_LEFT_UP"); break; + case EMIE_RMOUSE_LEFT_UP: result += stringw(L"EMIE_RMOUSE_LEFT_UP"); break; + case EMIE_MMOUSE_LEFT_UP: result += stringw(L"EMIE_MMOUSE_LEFT_UP"); break; + case EMIE_MOUSE_MOVED: result += stringw(L"EMIE_MOUSE_MOVED"); break; + case EMIE_MOUSE_WHEEL: result += stringw(L"EMIE_MOUSE_WHEEL"); break; + case EMIE_LMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_LMOUSE_DOUBLE_CLICK"); break; + case EMIE_RMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_RMOUSE_DOUBLE_CLICK"); break; + case EMIE_MMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_MMOUSE_DOUBLE_CLICK"); break; + case EMIE_LMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_LMOUSE_TRIPLE_CLICK"); break; + case EMIE_RMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_RMOUSE_TRIPLE_CLICK"); break; + case EMIE_MMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_MMOUSE_TRIPLE_CLICK"); break; + default: + break; + } +} + +/* + Helper function to print all the state information which get from a mouse-event into a stringw +*/ +void PrintMouseState(const SEvent& event, stringw &result) +{ + result += stringw(L"X: "); + result += stringw(event.MouseInput.X); + result += stringw(L"\n"); + + result += stringw(L"Y: "); + result += stringw(event.MouseInput.Y); + result += stringw(L"\n"); + + + result += stringw(L"Wheel: "); + result += stringw(event.MouseInput.Wheel); + result += stringw(L"\n"); + + result += stringw(L"Shift: "); + if ( event.MouseInput.Shift ) + result += stringw(L"true\n"); + else + result += stringw(L"false\n"); + + result += stringw(L"Control: "); + if ( event.MouseInput.Control ) + result += stringw(L"true\n"); + else + result += stringw(L"false\n"); + + result += stringw(L"ButtonStates: "); + result += stringw(event.MouseInput.ButtonStates); + result += stringw(L"\n"); + + result += stringw(L"isLeftPressed: "); + if ( event.MouseInput.isLeftPressed() ) + result += stringw(L"true\n"); + else + result += stringw(L"false\n"); + + result += stringw(L"isRightPressed: "); + if ( event.MouseInput.isRightPressed() ) + result += stringw(L"true\n"); + else + result += stringw(L"false\n"); + + result += stringw(L"isMiddlePressed: "); + if ( event.MouseInput.isMiddlePressed() ) + result += stringw(L"true\n"); + else + result += stringw(L"false\n"); + + result += stringw(L"Event: "); + + PrintMouseEventName(event, result); + + result += stringw(L"\n"); +} + +/* + A typical event receiver. +*/ +class MyEventReceiver : public IEventReceiver +{ +public: + MyEventReceiver(SAppContext & context) : Context(context) { } + + virtual bool OnEvent(const SEvent& event) + { + if (event.EventType == EET_GUI_EVENT ) + { + switch ( event.GUIEvent.EventType ) + { + case EGET_BUTTON_CLICKED: + { + u32 timeNow = Context.Device->getTimer()->getTime(); + TimerAction action; + action.TargetTime = timeNow + DELAY_TIME; + if ( event.GUIEvent.Caller == Context.ButtonSetVisible ) + { + action.Action = ETA_MOUSE_VISIBLE; + Context.TimerActions.push_back(action); + Context.ButtonSetVisible->setEnabled(false); + } + else if ( event.GUIEvent.Caller == Context.ButtonSetInvisible ) + { + action.Action = ETA_MOUSE_INVISIBLE; + Context.TimerActions.push_back(action); + Context.ButtonSetInvisible->setEnabled(false); + } + else if ( event.GUIEvent.Caller == Context.ButtonSimulateBadFps ) + { + Context.SimulateBadFps = Context.ButtonSimulateBadFps->isPressed(); + } + else if ( event.GUIEvent.Caller == Context.ButtonChangeIcon ) + { + /* + Replace an existing cursor icon by another icon. + The user has to select both - the icon which should be replaced and the icon which will replace it. + */ + s32 selectedCursor = Context.CursorBox->getSelected(); + s32 selectedSprite = Context.SpriteBox->getSelected(); + if ( selectedCursor >= 0 && selectedSprite >= 0 ) + { + /* + This does replace the icon. + */ + Context.Device->getCursorControl()->changeIcon((ECURSOR_ICON)selectedCursor, Context.Sprites[selectedSprite] ); + + /* + Do also show the new icon. + */ + Context.Device->getCursorControl()->setActiveIcon( ECURSOR_ICON(selectedCursor) ); + } + } + } + break; + case EGET_LISTBOX_CHANGED: + case EGET_LISTBOX_SELECTED_AGAIN: + { + if ( event.GUIEvent.Caller == Context.CursorBox ) + { + /* + Find out which cursor the user selected + */ + s32 selected = Context.CursorBox->getSelected(); + if ( selected >= 0 ) + { + /* + Here we set the new cursor icon which will now be used within our window. + */ + Context.Device->getCursorControl()->setActiveIcon( ECURSOR_ICON(selected) ); + } + } + } + break; + default: + break; + } + } + + if (event.EventType == EET_MOUSE_INPUT_EVENT) + { + stringw infoText; + PrintMouseState(event, infoText); + Context.InfoStatic->setText(infoText.c_str()); + if ( event.MouseInput.Event != EMIE_MOUSE_MOVED && event.MouseInput.Event != EMIE_MOUSE_WHEEL ) // no spam + { + infoText = L""; + PrintMouseEventName(event, infoText); + Context.EventBox->insertItem(0, infoText.c_str(), -1); + } + } + + return false; + } + +private: + SAppContext & Context; +}; + +/* + Use several imagefiles as animation frames for a sprite which can be used as cursor icon. + The images in those files all need to have the same size. + Return sprite index on success or -1 on failure +*/ +s32 AddAnimatedIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const array< io::path >& files, u32 frameTime ) +{ + if ( !spriteBank || !driver || !files.size() ) + return -1; + + video::ITexture * tex = driver->getTexture( files[0] ); + if ( tex ) + { + array< rect >& spritePositions = spriteBank->getPositions(); + u32 idxRect = spritePositions.size(); + spritePositions.push_back( rect(0,0, tex->getSize().Width, tex->getSize().Height) ); + + SGUISprite sprite; + sprite.frameTime = frameTime; + + array< SGUISprite >& sprites = spriteBank->getSprites(); + u32 startIdx = spriteBank->getTextureCount(); + for ( u32 f=0; f < files.size(); ++f ) + { + tex = driver->getTexture( files[f] ); + if ( tex ) + { + spriteBank->addTexture( driver->getTexture(files[f]) ); + gui::SGUISpriteFrame frame; + frame.rectNumber = idxRect; + frame.textureNumber = startIdx+f; + sprite.Frames.push_back( frame ); + } + } + + sprites.push_back( sprite ); + return sprites.size()-1; + } + + return -1; +} + +/* + Use several images within one imagefile as animation frames for a sprite which can be used as cursor icon + The sizes of the icons within that file all need to have the same size + Return sprite index on success or -1 on failure +*/ +s32 AddAnimatedIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const io::path& file, const array< rect >& rects, u32 frameTime ) +{ + if ( !spriteBank || !driver || !rects.size() ) + return -1; + + video::ITexture * tex = driver->getTexture( file ); + if ( tex ) + { + array< rect >& spritePositions = spriteBank->getPositions(); + u32 idxRect = spritePositions.size(); + u32 idxTex = spriteBank->getTextureCount(); + spriteBank->addTexture( tex ); + + SGUISprite sprite; + sprite.frameTime = frameTime; + + array< SGUISprite >& sprites = spriteBank->getSprites(); + for ( u32 i=0; i < rects.size(); ++i ) + { + spritePositions.push_back( rects[i] ); + + gui::SGUISpriteFrame frame; + frame.rectNumber = idxRect+i; + frame.textureNumber = idxTex; + sprite.Frames.push_back( frame ); + } + + sprites.push_back( sprite ); + return sprites.size()-1; + } + + return -1; +} + +/* + Create a non-animated icon from the given file and position and put it into the spritebank. + We can use this icon later on in a cursor. +*/ +s32 AddIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const io::path& file, const core::rect& rect ) +{ + if ( !spriteBank || !driver ) + return -1; + + video::ITexture * tex = driver->getTexture( file ); + if ( tex ) + { + core::array< core::rect >& spritePositions = spriteBank->getPositions(); + spritePositions.push_back( rect ); + array< SGUISprite >& sprites = spriteBank->getSprites(); + spriteBank->addTexture( tex ); + + gui::SGUISpriteFrame frame; + frame.rectNumber = spritePositions.size()-1; + frame.textureNumber = spriteBank->getTextureCount()-1; + + SGUISprite sprite; + sprite.frameTime = 0; + sprite.Frames.push_back( frame ); + + sprites.push_back( sprite ); + + return sprites.size()-1; + } + + return -1; +} + +int main() +{ + video::E_DRIVER_TYPE driverType = driverChoiceConsole(); + if (driverType==video::EDT_COUNT) + return 1; + + IrrlichtDevice * device = createDevice(driverType, dimension2d(640, 480)); + if (device == 0) + return 1; // could not create selected driver. + + // It's sometimes of interest to know how the mouse behaves after a resize + device->setResizable(true); + + device->setWindowCaption(L"Cursor control - Irrlicht engine tutorial"); + video::IVideoDriver* driver = device->getVideoDriver(); + IGUIEnvironment* env = device->getGUIEnvironment(); + + gui::IGUISpriteBank * SpriteBankIcons; + + SAppContext context; + context.Device = device; + + rect< s32 > rectInfoStatic(10,10, 200, 200); + env->addStaticText (L"Cursor state information", rectInfoStatic, true, true); + rectInfoStatic.UpperLeftCorner += dimension2di(0, 15); + context.InfoStatic = env->addStaticText (L"", rectInfoStatic, true, true); + rect< s32 > rectEventBox(10,210, 200, 400); + env->addStaticText (L"click events (new on top)", rectEventBox, true, true); + rectEventBox.UpperLeftCorner += dimension2di(0, 15); + context.EventBox = env->addListBox(rectEventBox); + rect< s32 > rectCursorBox(210,10, 400, 250); + env->addStaticText (L"cursors, click to set the active one", rectCursorBox, true, true); + rectCursorBox.UpperLeftCorner += dimension2di(0, 15); + context.CursorBox = env->addListBox(rectCursorBox); + rect< s32 > rectSpriteBox(210,260, 400, 400); + env->addStaticText (L"sprites", rectSpriteBox, true, true); + rectSpriteBox.UpperLeftCorner += dimension2di(0, 15); + context.SpriteBox = env->addListBox(rectSpriteBox); + + context.ButtonSetVisible = env->addButton( rect( 410, 20, 560, 40 ), 0, -1, L"set visible (delayed)" ); + context.ButtonSetInvisible = env->addButton( rect( 410, 50, 560, 70 ), 0, -1, L"set invisible (delayed)" ); + context.ButtonSimulateBadFps = env->addButton( rect( 410, 80, 560, 100 ), 0, -1, L"simulate bad FPS" ); + context.ButtonSimulateBadFps->setIsPushButton(true); + context.ButtonChangeIcon = env->addButton( rect( 410, 140, 560, 160 ), 0, -1, L"replace cursor icon\n(cursor+sprite must be selected)" ); + + // set the names for all the system cursors + for ( int i=0; i < (int)gui::ECI_COUNT; ++i ) + { + context.CursorBox->addItem(stringw( GUICursorIconNames[i] ).c_str()); + } + + /* + Create sprites which then can be used as cursor icons. + */ + SpriteBankIcons = env->addEmptySpriteBank(io::path("cursor_icons")); + context.SpriteBox->setSpriteBank(SpriteBankIcons); + + // create one animated icon from several files + array< io::path > files; + files.push_back( io::path("../../media/icon_crosshairs16x16bw1.png") ); + files.push_back( io::path("../../media/icon_crosshairs16x16bw2.png") ); + files.push_back( io::path("../../media/icon_crosshairs16x16bw3.png") ); + files.push_back( io::path("../../media/icon_crosshairs16x16bw3.png") ); + files.push_back( io::path("../../media/icon_crosshairs16x16bw2.png") ); + SCursorSprite spriteBw; // the sprite + some additional information needed for cursors + spriteBw.SpriteId = AddAnimatedIconToSpriteBank( SpriteBankIcons, driver, files, 200 ); + spriteBw.SpriteBank = SpriteBankIcons; + spriteBw.HotSpot = position2d(7,7); + context.addIcon(L"crosshair_bw", spriteBw); + + // create one animated icon from one file + array< rect > iconRects; + iconRects.push_back( rect(0,0, 16, 16) ); + iconRects.push_back( rect(16,0, 32, 16) ); + iconRects.push_back( rect(0,16, 16, 32) ); + iconRects.push_back( rect(0,16, 16, 32) ); + iconRects.push_back( rect(16,0, 32, 16) ); + SCursorSprite spriteCol; // the sprite + some additional information needed for cursors + spriteCol.SpriteId = AddAnimatedIconToSpriteBank( SpriteBankIcons, driver, io::path("../../media/icon_crosshairs16x16col.png"), iconRects, 200 ); + spriteCol.HotSpot = position2d(7,7); + spriteCol.SpriteBank = SpriteBankIcons; + context.addIcon(L"crosshair_colored", spriteCol); + + // Create some non-animated icons + rect rectIcon; + SCursorSprite spriteNonAnimated(SpriteBankIcons, 0, position2d(7,7)); + + rectIcon = rect(0,0, 16, 16); + spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path("../../media/icon_crosshairs16x16col.png"), rectIcon ); + context.addIcon(L"crosshair_col1", spriteNonAnimated, false); + + rectIcon = rect(16,0, 32, 16); + spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path("../../media/icon_crosshairs16x16col.png"), rectIcon ); + context.addIcon(L"crosshair_col2", spriteNonAnimated, false); + + rectIcon = rect(0,16, 16, 32); + spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path("../../media/icon_crosshairs16x16col.png"), rectIcon ); + context.addIcon(L"crosshair_col3", spriteNonAnimated, false); + + + MyEventReceiver receiver(context); + device->setEventReceiver(&receiver); + + while(device->run() && driver) + { + // if (device->isWindowActive()) + { + u32 realTimeNow = device->getTimer()->getRealTime(); + + context.update(); + + driver->beginScene(true, true, SColor(0,200,200,200)); + + env->drawAll(); + + // draw custom sprite with Irrlicht functions for comparison. It should usually look the same as the cursors. + if ( context.SpriteBox ) + { + s32 selectedSprite = context.SpriteBox->getSelected(); + if ( selectedSprite >= 0 && context.Sprites[selectedSprite].SpriteId >= 0 ) + { + SpriteBankIcons->draw2DSprite(u32(context.Sprites[selectedSprite].SpriteId), position2di(580, 140), 0, video::SColor(255, 255, 255, 255), 0, realTimeNow); + } + } + + driver->endScene(); + } + + // By simulating bad fps we can find out if hardware-support for cursors works or not. If it works the cursor will move as usual,while it otherwise will just update with 2 fps now. + if ( context.SimulateBadFps ) + { + device->sleep(500); // 2 fps + } + else + { + device->sleep(10); + } + } + + device->drop(); + + return 0; +} + +/* +**/ -- cgit v1.1