24-08-2015, 11:40 AM
Tutorial 24: CursorControl
Mostriamo come modificare il cursore del mouse e offriamo alcune utili funzioni per crearne di nuovi.
Possiamo anche usare l'esempio per fare sperimentare la manipolazione de mouse in generale.
La struttura permette l'esecuzione ritardata di alcune azioni.
Aggiungiamo un altra icona che l'utente può cliccare e selezionare come cursore futuro.
Qui creiamo un cursore da uno sprite
Funzione di aiuto, serve a mostrare gli eventi passandoli in una stringw che vedremo
Funzione di aiuto, per mostrare tutti gli stati del mouse in una stringw che vedremo
Il tipico event receiver.
Sostituisco l'icona del cursore esistente con un'altra icona. L'utente deve selezionarli entrambe, l'icona da cambiare e quella nuova.
Qui sostituiamo le icone.
E mostriamo l'icona.
Mostriamo quale cursore ha scelto l'utente
Qui impostiamo il nuovo cursore per essere usato nella nostra finestra.
Usiamo diversi files con immagini come frame per le animazioni nelle icone come cursori.
Le immagini in questi file devono essere tutte della stessa dimensione.
In caso di successo ritorniamo l'indice dello sprite Return sprite altrimenti -1
Creiamo una icone non animata dalla posizione e dal file forniti e lo mettiamo nell'archivio degli sprite.
Potremo usare queste icone come cursori in seguito.
Create sprites which then can be used as cursor icons.
Versione pdf scaricabile da QUI
Mostriamo come modificare il cursore del mouse e offriamo alcune utili funzioni per crearne di nuovi.
Possiamo anche usare l'esempio per fare sperimentare la manipolazione de mouse in generale.
Codice PHP:
#include <irrlicht.h>
#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,
};
Codice PHP:
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);
}
}
Codice PHP:
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 )
{
Codice PHP:
Device->getCursorControl()->addIcon(sprite);
// ... e lo aggiungo alla listbox per la scelta dei cursori.
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<TimerAction> TimerActions;
bool SimulateBadFps;
array<SCursorSprite> Sprites;
};
Codice PHP:
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;
}
}
Codice PHP:
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");
}
Codice PHP:
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 )
{
Codice PHP:
s32 selectedCursor = Context.CursorBox->getSelected();
s32 selectedSprite = Context.SpriteBox->getSelected();
if ( selectedCursor >= 0 && selectedSprite >= 0 )
{
Codice PHP:
Context.Device->getCursorControl()->changeIcon((ECURSOR_ICON)selectedCursor, Context.Sprites[selectedSprite] );
Codice PHP:
Context.Device->getCursorControl()->setActiveIcon( ECURSOR_ICON(selectedCursor) );
}
}
}
break;
case EGET_LISTBOX_CHANGED:
case EGET_LISTBOX_SELECTED_AGAIN:
{
if ( event.GUIEvent.Caller == Context.CursorBox )
{
Codice PHP:
s32 selected = Context.CursorBox->getSelected();
if ( selected >= 0 )
{
Codice PHP:
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;
};
Le immagini in questi file devono essere tutte della stessa dimensione.
In caso di successo ritorniamo l'indice dello sprite Return sprite altrimenti -1
Codice PHP:
s32 AddAnimatedIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver,
const io::path& file, const array< rect<s32> >& rects, u32 frameTime )
{
if ( !spriteBank || !driver || !rects.size() )
return -1;
video::ITexture * tex = driver->getTexture( file );
if ( tex )
{
array< rect<s32> >& 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;
}
Potremo usare queste icone come cursori in seguito.
Codice PHP:
s32 AddIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const io::path& file, const core::rect<s32>& rect )
{
if ( !spriteBank || !driver )
return -1;
video::ITexture * tex = driver->getTexture( file );
if ( tex )
{
core::array< core::rect<irr::s32> >& 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<u32>(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<s32>( 410, 20, 560, 40 ), 0, -1, L"set visible (delayed)" );
context.ButtonSetInvisible = env->addButton( rect<s32>( 410, 50, 560, 70 ), 0, -1, L"set invisible (delayed)" );
context.ButtonSimulateBadFps = env->addButton( rect<s32>( 410, 80, 560, 100 ), 0, -1, L"simulate bad FPS" );
context.ButtonSimulateBadFps->setIsPushButton(true);
context.ButtonChangeIcon = env->addButton( rect<s32>( 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());
}
Codice PHP:
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; // lo sprite + informazioni aggiuntive per il cursore
spriteBw.SpriteId = AddAnimatedIconToSpriteBank( SpriteBankIcons, driver, files, 200 );
spriteBw.SpriteBank = SpriteBankIcons;
spriteBw.HotSpot = position2d<s32>(7,7);
context.addIcon(L"crosshair_bw", spriteBw);
// create one animated icon from one file
array< rect<s32> > iconRects;
iconRects.push_back( rect<s32>(0,0, 16, 16) );
iconRects.push_back( rect<s32>(16,0, 32, 16) );
iconRects.push_back( rect<s32>(0,16, 16, 32) );
iconRects.push_back( rect<s32>(0,16, 16, 32) );
iconRects.push_back( rect<s32>(16,0, 32, 16) );
SCursorSprite spriteCol; // lo sprite + informazioni aggiuntive per il cursore
spriteCol.SpriteId = AddAnimatedIconToSpriteBank( SpriteBankIcons, driver, io::path("../../media/icon_crosshairs16x16col.png"), iconRects, 200 );
spriteCol.HotSpot = position2d<s32>(7,7);
spriteCol.SpriteBank = SpriteBankIcons;
context.addIcon(L"crosshair_colored", spriteCol);
// Creo alcune icone non animate
rect<s32> rectIcon;
SCursorSprite spriteNonAnimated(SpriteBankIcons, 0, position2d<s32>(7,7));
rectIcon = rect<s32>(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<s32>(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<s32>(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();
// disegno lo sprite personalizzato con le funzioni di Irrlicht functions per confrontare.
//Dovrebbe assomigliare al cursore.
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();
}
// Simuliamo un cattivo fps per capire se il supporto hardware dei cursori funziona o no.
//Se funziona il cursore si muoverà normalmente, altrimenti lo aggiorniamo ogni 2 fps .
if ( context.SimulateBadFps )
{
device->sleep(500); // 2 fps
}
else
{
device->sleep(10);
}
}
device->drop();
return 0;
}