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commandergenius/project/jni/application/guichan-xml/sdlguiexample.cpp

269 lines
5.9 KiB
C++

/**
* SDL Hello World example for Guichan.
*/
// Include all necessary headers.
#include <iostream>
#include <guichan.hpp>
#include <guichan/sdl.hpp>
#include <SDL/SDL.h>
//#include <android/log.h>
#include "xmlgui.h"
/*
* Common stuff we need
*/
bool running = true;
/*
* SDL Stuff we need
*/
SDL_Surface* screen;
SDL_Event event;
/*
* Guichan SDL stuff we need
*/
gcn::SDLInput* input; // Input driver
gcn::SDLGraphics* graphics; // Graphics driver
gcn::SDLImageLoader* imageLoader; // For loading images
/*
* Guichan stuff we need
*/
gcn::Gui* gui; // A Gui object - binds it all together
gcn::Container* top; // A top container
gcn::ImageFont* font; // A font
//XmlGui stuff
XmlGui *xmlgui = new XmlGui();
/**
* Initializes the Hello World
*/
void init()
{
/*
* Here we initialize SDL as we would do with any SDL application.
*/
SDL_Init(SDL_INIT_VIDEO);
screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE);
// We want unicode
SDL_EnableUNICODE(1);
// We want to enable key repeat
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
// Enable Android multitouch
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
SDL_JoystickOpen(0);
/*
* Now it's time for Guichan SDL stuff
*/
imageLoader = new gcn::SDLImageLoader();
// The ImageLoader in use is static and must be set to be
// able to load images
gcn::Image::setImageLoader(imageLoader);
graphics = new gcn::SDLGraphics();
// Set the target for the graphics object to be the screen.
// In other words, we will draw to the screen.
// Note, any surface will do, it doesn't have to be the screen.
graphics->setTarget(screen);
input = new gcn::SDLInput();
/*
* Last but not least it's time to initialize and create the gui
* with Guichan stuff.
*/
gui = new gcn::Gui();
// Set gui to use the SDLGraphics object.
gui->setGraphics(graphics);
// Set gui to use the SDLInput object
gui->setInput(input);
// Set the top container
gui->setTop(top);
// Load the image font.
font = new gcn::ImageFont("fixedfont.bmp", " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789");
// The global font is static and must be set.
gcn::Widget::setGlobalFont(font);
xmlgui = new XmlGui();
xmlgui->parse("gui.xml");
gui->setTop(xmlgui->getWidget("top"));
}
/**
* Halts the application
*/
void halt()
{
/*
* Destroy Guichan stuff
*/
delete xmlgui;
delete font;
delete top;
delete gui;
/*
* Destroy Guichan SDL stuff
*/
delete input;
delete graphics;
delete imageLoader;
/*
* Destroy SDL stuff
*/
SDL_Quit();
}
/**
* Checks input. On escape halt the application.
*/
void checkInput()
{
/*
* Poll SDL events
*/
while(SDL_PollEvent(&event))
{
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.sym == SDLK_ESCAPE)
{
running = false;
}
if (event.key.keysym.sym == SDLK_f)
{
if (event.key.keysym.mod & KMOD_CTRL)
{
// Works with X11 only
SDL_WM_ToggleFullScreen(screen);
}
}
}
else if(event.type == SDL_QUIT)
{
running = false;
}
/*
* Now that we are done polling and using SDL events we pass
* the leftovers to the SDLInput object to later be handled by
* the Gui. (This example doesn't require us to do this 'cause a
* label doesn't use input. But will do it anyway to show how to
* set up an SDL application with Guichan.)
*/
if (event.type == SDL_MOUSEMOTION ||
event.type == SDL_MOUSEBUTTONDOWN ||
event.type == SDL_MOUSEBUTTONUP)
{
// Filter emulated mouse events for Guichan, we wand absolute input
}
else
{
// Convert multitouch event to SDL mouse event
static int x = 0, y = 0, buttons = 0;
SDL_Event event2;
memcpy(&event2, &event, sizeof(event));
if (event.type == SDL_JOYBALLMOTION &&
event.jball.which == 0 &&
event.jball.ball == 0)
{
event2.type = SDL_MOUSEMOTION;
event2.motion.which = 0;
event2.motion.state = buttons;
event2.motion.xrel = event.jball.xrel - x;
event2.motion.yrel = event.jball.yrel - y;
x = event.jball.xrel;
y = event.jball.yrel;
event2.motion.x = x;
event2.motion.y = y;
//__android_log_print(ANDROID_LOG_INFO, "GUICHAN","Mouse motion %d %d btns %d", x, y, buttons);
if (buttons == 0)
{
// Push mouse motion event first, then button down event
input->pushInput(event2);
buttons = SDL_BUTTON_LMASK;
event2.type = SDL_MOUSEBUTTONDOWN;
event2.button.which = 0;
event2.button.button = SDL_BUTTON_LEFT;
event2.button.state = SDL_PRESSED;
event2.button.x = x;
event2.button.y = y;
//__android_log_print(ANDROID_LOG_INFO, "GUICHAN","Mouse button %d coords %d %d", buttons, x, y);
}
}
if (event.type == SDL_JOYBUTTONUP &&
event.jbutton.which == 0 &&
event.jbutton.button == 0)
{
// Do not push button down event here, because we need mouse motion event first
buttons = 0;
event2.type = SDL_MOUSEBUTTONUP;
event2.button.which = 0;
event2.button.button = SDL_BUTTON_LEFT;
event2.button.state = SDL_RELEASED;
event2.button.x = x;
event2.button.y = y;
//__android_log_print(ANDROID_LOG_INFO, "GUICHAN","Mouse button %d coords %d %d", buttons, x, y);
}
input->pushInput(event2);
}
}
}
/**
* Runs the application
*/
void run()
{
while(running)
{
// Poll input
checkInput();
// Let the gui perform it's logic (like handle input)
gui->logic();
// Draw the gui
gui->draw();
// Update the screen
SDL_Flip(screen);
}
}
int main(int argc, char **argv)
{
try
{
init();
run();
halt();
}
/*
* Catch all Guichan exceptions
*/
catch (gcn::Exception e)
{
std::cerr << e.getMessage() << std::endl;
return 1;
}
/*
* Catch all Std exceptions
*/
catch (std::exception e)
{
std::cerr << "Std exception: " << e.what() << std::endl;
return 1;
}
/*
* Catch all Unknown exceptions
*/
catch (...)
{
std::cerr << "Unknown exception" << std::endl;
return 1;
}
return 0;
}