MyGUI_Orge官网教程_2.快速在工程中使用MyGUI

-1.工程配置:

包含目录: 
(PathToMyGUI)\MyGUIEngine\include 
(PathToMyGUI)\Platforms\Ogre\OgrePlatform\include 

库目录:
(PathToMyGUI)\lib\Release 
(PathToMyGUI)\lib\Debug 

附加连接依赖库
MyGUIEngine.lib MyGUI.OgrePlatform.lib or MyGUIEngine_d.lib MyGUI.OgrePlatform_d.lib


下面是MyGUI 3.0+快速开始指南

拷贝MyGUI_Media目录,然后在ogre的resources.cfg中添加该目录。

编译MyGUI,并把MyGUIEngine_d.dll拷贝的你程序的工作目录,并添加MyGUIEngine_d.lib到工程设置的附加依赖库。

你也需要编译MyGUI.OgrePlatform作为MyGUI库到ogre渲染引擎的一个接口,并添加MyGUI.OgrePlatform_d.lib到附加依赖库。

If MyGUI was built as a static library, freetype####(_d).lib is also required (#### - your freetype version).

Code

includes:
你需要添加包含目录,并在源文件里添加下面包含:

#include "MyGUI.h"
#include "MyGUI_OgrePlatform.h"


在你初始化GUI前,确定创建了 一个视口viewport。因为这将被送到OgrePlatform类来存储它,之后调用initialize的时候用。

declaration:

MyGUI::Gui* mGUI;

 
initialisation:

MyGUI::OgrePlatform* mPlatform = new MyGUI::OgrePlatform();
mPlatform->initialise(mWindow, mSceneManager); // mWindow is Ogre::RenderWindow*, mSceneManager is Ogre::SceneManager*
mGUI = new MyGUI::Gui();
mGUI->initialise();

Info Note: 确定在ogre的ResourceManager中初始化它的资源组resource group(或调用initializeResourceGroups如果你不关心资源组)后再初始化MyGUI。否则MyGUI不会显示任何东西,尽管MyGUI.log会显示所有的xml文件都找到了且工作正常。

mouse and keyboard input:

class CLASS_NAME : public OIS::MouseListener , public OIS::KeyListener
 
bool CLASS_NAME::mouseMoved( const OIS::MouseEvent &arg )
{
    MyGUI::InputManager::getInstance().injectMouseMove(arg.state.X.abs, arg.state.Y.abs, arg.state.Z.abs);
    //...
}
 
bool CLASS_NAME::mousePressed( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
{
    MyGUI::InputManager::getInstance().injectMousePress(arg.state.X.abs, arg.state.Y.abs, MyGUI::MouseButton::Enum(id));
    //...
}
 
bool CLASS_NAME::mouseReleased( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
{
    MyGUI::InputManager::getInstance().injectMouseRelease(arg.state.X.abs, arg.state.Y.abs, MyGUI::MouseButton::Enum(id));
    //...
}
 
bool CLASS_NAME::keyPressed( const OIS::KeyEvent &arg )
{
    MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::Enum(arg.key), arg.text);
    //...
}
 
bool CLASS_NAME::keyReleased( const OIS::KeyEvent &arg )
{
    MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(arg.key));
    //...
}

Info Note: For those who have used previous versions of MyGUI: you don't need to call injectFrameEntered every frame in MyGUI 3.0+ (the renderer does this now.)

Info Note: 如果你不能在渲染区域移动你的鼠标,你可能需要添加下面的代码到你的程序初始化处(也要到你的“窗口改变大小事件resize”的回调函数去):

If you can't move your cursor all over the rendering area, you may need to add the following code to your app's initialization (and also to your "window resize event" callback):

const OIS::MouseState &mouseState = mMouse->getMouseState(); // mMouse is type of OIS::Mouse*
mouseState.width = 1024; // your rendering area width
mouseState.height = 768; // your rendering area height

 
create button and set callback:

MyGUI::ButtonPtr button = mGUI->createWidget<MyGUI::Button>("Button", 10, 10, 300, 26, MyGUI::Align::Default, "Main");
button->setCaption("exit");
// set callback
button->eventMouseButtonClick += MyGUI::newDelegate(CLASS_POINTER, &CLASS_NAME::METHOD_NAME); // CLASS_POINTER is pointer to instance of a CLASS_NAME (usually '''this''')
// or
//button->eventMouseButtonClick += MyGUI::newDelegate(STATIC_METHOD_NAME);
//button->eventMouseButtonClick += MyGUI::newDelegate(GLOBAL_FUNC_NAME);

Another way of creating button and setting callback:
In sample.layout:

<?xml version="1.0" encoding="UTF-8"?>
 
<MyGUI type="Layout">
 
    <Widget type="Button" skin="Button" position="10 10 300 26" align="Default" layer="Main" name="MyFirstButton" >
        <Property key="Widget_Caption" value="exit" />
    </Widget>
 
</MyGUI>

code:

// load layout
MyGUI::LayoutManager::getInstance().loadLayout("sample.layout");
//MyGUI::LayerManager::getInstancePtr()->resizeView(MyGUI::RenderManager::getInstancePtr()->getViewSize()); //Uncomment this line if you want to align worked immediately after loading layout
// set callback
MyGUI::ButtonPtr button = mGUI->findWidget<MyGUI::Button>("MyFirstButton");
button->eventMouseButtonClick += MyGUI::newDelegate(CLASS_POINTER, &CLASS_NAME::METHOD_NAME); // CLASS_POINTER is pointer to CLASS_NAME ('''this''')
// or
//button->eventMouseButtonClick += MyGUI::newDelegate(STATIC_METHOD_NAME);
//button->eventMouseButtonClick += MyGUI::newDelegate(GLOBAL_FUNC_NAME);

method signature for eventMouseButtonClick:

void CLASS_NAME::METHOD_NAME(MyGUI::WidgetPtr _sender)
{
   //...
}
 
void CLASS_NAME::STATIC_METHOD_NAME(MyGUI::WidgetPtr _sender)
{
    //...
}
 
void GLOBAL_FUNC_NAME(MyGUI::WidgetPtr _sender)
{
    //...
}

destruction:

mGUI->shutdown();
delete mGUI;
mGUI = 0;   
mPlatform->shutdown();
delete mPlatform;
mPlatform = 0;

后记:

用最新版有问题的,看看这个链接吧:http://blog.csdn.net/augusdi/article/details/8868917

配套测试代码:http://download.csdn.net/detail/adfansong/5960819


  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值