This tutorial shows how to use the built in User Interface of the Irrlicht Engine. It will give a brief overview and show how to create and use windows, buttons, scroll bars, static texts, and list boxes.
As always, we include the header files, and use the irrlicht namespaces. We also store a pointer to the Irrlicht device, a counter variable for changing the creation position of a window, and a pointer to a listbox.
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#endif
struct SAppContext
{
IrrlichtDevice *device;
IGUIListBox* listbox;
};
enum
{
GUI_ID_QUIT_BUTTON = 101,
GUI_ID_NEW_WINDOW_BUTTON,
GUI_ID_FILE_OPEN_BUTTON,
GUI_ID_TRANSPARENCY_SCROLL_BAR
};
Main header file of the irrlicht, the only file needed to include.
Everything in the Irrlicht Engine can be found in this namespace.
signed int s32
32 bit signed variable.
Set the skin transparency by changing the alpha values of all skin-colors
{
{
}
}
A skin modifies the look of the GUI elements.
virtual void setColor(EGUI_DEFAULT_COLOR which, video::SColor newColor)=0
sets a default color
virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const =0
returns default color
void setAlpha(u32 a)
Sets the alpha component of the Color.
EGUI_DEFAULT_COLOR
Enumeration for skin colors.
The Event Receiver is not only capable of getting keyboard and mouse input events, but also events of the graphical user interface (gui). There are events for almost everything: Button click, Listbox selection change, events that say that a element was hovered and so on. To be able to react to some of these events, we create an event receiver. We only react to gui events, and if it's such an event, we get the id of the caller (the gui element which caused the event) and get the pointer to the gui environment.
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(SAppContext & context) : Context(context) { }
virtual bool OnEvent(const SEvent& event)
{
{
s32 id =
event.GUIEvent.Caller->getID();
IGUIEnvironment* env = Context.device->getGUIEnvironment();
switch(event.GUIEvent.EventType)
{
@ EET_GUI_EVENT
An event of the graphical user interface.
If a scrollbar changed its scroll position, and it is 'our' scrollbar (the one with id GUI_ID_TRANSPARENCY_SCROLL_BAR), then we change the transparency of all gui elements. This is a very easy task: There is a skin object, in which all color settings are stored. We simply go through all colors stored in the skin and change their alpha value.
if (id == GUI_ID_TRANSPARENCY_SCROLL_BAR)
{
s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
setSkinTransparency(pos, env->getSkin());
}
break;
@ EGET_SCROLL_BAR_CHANGED
A scrollbar has changed its position.
If a button was clicked, it could be one of 'our' three buttons. If it is the first, we shut down the engine. If it is the second, we create a little window with some text on it. We also add a string to the list box to log what happened. And if it is the third button, we create a file open dialog, and add also this as string to the list box. That's all for the event receiver.
switch(id)
{
case GUI_ID_QUIT_BUTTON:
Context.device->closeDevice();
return true;
case GUI_ID_NEW_WINDOW_BUTTON:
{
Context.listbox->addItem(L"Window created");
Context.counter += 30;
if (Context.counter > 200)
Context.counter = 0;
IGUIWindow* window = env->addWindow(
rect<s32>(100 + Context.counter, 100 + Context.counter, 300 + Context.counter, 200 + Context.counter),
false,
L"Test window");
env->addStaticText(L"Please close me",
rect<s32>(35,35,140,50),
true,
false,
window);
}
return true;
case GUI_ID_FILE_OPEN_BUTTON:
Context.listbox->addItem(L"File open");
env->addFileOpenDialog(L"Please choose a file.", true, 0, -1, true);
return true;
default:
return false;
}
break;
{
IGUIFileOpenDialog* dialog =
(IGUIFileOpenDialog*)event.GUIEvent.Caller;
Context.listbox->addItem(dialog->getFileName());
}
break;
default:
break;
}
}
return false;
}
private:
SAppContext & Context;
};
@ EGET_BUTTON_CLICKED
A button was clicked.
@ EGET_FILE_SELECTED
A file has been selected in the file dialog.
Ok, now for the more interesting part. First, create the Irrlicht device. As in some examples before, we ask the user which driver he wants to use for this example:
int main()
{
return 1;
IrrlichtDevice * device =
createDevice(driverType, core::dimension2d<u32>(640, 480));
if (device == 0)
return 1;
E_DRIVER_TYPE
An enum for all types of drivers the Irrlicht Engine supports.
@ EDT_COUNT
No driver, just for counting the elements.
IRRLICHT_API IrrlichtDevice *IRRCALLCONV createDevice(video::E_DRIVER_TYPE deviceType=video::EDT_SOFTWARE, const core::dimension2d< u32 > &windowSize=(core::dimension2d< u32 >(640, 480)), u32 bits=16, bool fullscreen=false, bool stencilbuffer=false, bool vsync=false, IEventReceiver *receiver=0)
Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.
The creation was successful, now we set the event receiver and store pointers to the driver and to the gui environment.
device->setWindowCaption(L"Irrlicht Engine - User Interface Demo");
device->setResizable(true);
video::IVideoDriver* driver = device->getVideoDriver();
IGUIEnvironment* env = device->getGUIEnvironment();
To make the font a little bit nicer, we load an external font and set it as the new default font in the skin. To keep the standard font for tool tip text, we set it to the built-in font.
IGUISkin* skin = env->getSkin();
IGUIFont* font = env->
getFont(
"../../media/fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);
virtual IGUIFont * getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const =0
returns the default font
@ EGDF_TOOLTIP
Font for tooltips.
We add three buttons. The first one closes the engine. The second creates a window and the third opens a file open dialog. The third parameter is the id of the button, with which we can easily identify the button in the event receiver.
env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_QUIT_BUTTON,
L"Quit", L"Exits Program");
env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_NEW_WINDOW_BUTTON,
L"New Window", L"Launches a new Window");
env->addButton(rect<s32>(10,320,110,320 + 32), 0, GUI_ID_FILE_OPEN_BUTTON,
L"File Open", L"Opens a file");
Now, we add a static text and a scrollbar, which modifies the transparency of all gui elements. We set the maximum value of the scrollbar to 255, because that's the maximal value for a color value. Then we create an other static text and a list box.
env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true);
IGUIScrollBar* scrollbar = env->addScrollBar(true,
rect<s32>(150, 45, 350, 60), 0, GUI_ID_TRANSPARENCY_SCROLL_BAR);
scrollbar->setMax(255);
scrollbar->setPos(255);
setSkinTransparency( scrollbar->getPos(), env->getSkin());
scrollbar->setPos(env->getSkin()->getColor(
EGDC_WINDOW).getAlpha());
env->addStaticText(L"Logging ListBox:", rect<s32>(50,110,250,130), true);
IGUIListBox * listbox = env->addListBox(rect<s32>(50, 140, 250, 210));
env->addEditBox(L"Editable Text", rect<s32>(350, 80, 550, 100));
SAppContext context;
context.device = device;
context.counter = 0;
context.listbox = listbox;
MyEventReceiver receiver(context);
device->setEventReceiver(&receiver);
@ EGDC_WINDOW
Window background.
And at last, we create a nice Irrlicht Engine logo in the top left corner.
env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"),
position2d<int>(10,10));
That's all, we only have to draw everything.
while(device->run() && driver)
if (device->isWindowActive())
{
driver->beginScene(true, true, SColor(0,200,200,200));
env->drawAll();
driver->endScene();
}
device->drop();
return 0;
}