Component | Button | Frame | Image | InputBox | Label | ListBox | ProgressBar | RadioButton | ScrollBar | Window
Instead of hardcoding every GUI components by code, you can use a GUI definition file to define the placement,
attributes and hierarchy of GUI components. The GUI definition format looks a lot like the ClanLib resource
manager format, so if you're familiar with that, you should easily get acquainted with the GUI definition
format. GUI files do not have sections. Instead, components can contain child-components within a
<components> <window name="my_window" x="10" y="10" width="600" height="400" title="My Window" > <components> <button name="my_button" x="25" y="25" width="100" height="20" text="My Button" /> <label name="my_label" x="25" y="50" text="My label" /> </components> </window> </components>
A window named my_window is the top-level component here. As this component is at the top of the component hierarchy, the x, y position is directly mapped to the parent GUI item. Since this window has no GUI parent, the coordinates aremapped to your CL_DisplayWindow. Each sub-somponent's x/y values are relative to the current position of their parent. This means that my_button will always be offset (25, 25) pixels from the upper-left corner of the client area of the window, and that both my_button and my_label will be dragged along if my_window is moved. Width and height is not relative to any parents, and is measured in pixels also. However, all sub-components are clipped within the screen area of the parent.
Every component type recognize different sets of values in the .xml file. Some values are mandatory for a component (they have to exist in the .xml-file for the initialization to succeed), and some are optional, and have default values in case they don't exist. All component types require the 'x' and 'y' value, describing the position/offset of the component in question.
Note that all components need to be within a <components> tag. This goes for the root items, and also children of other components.
Example code to load a GUI definition file:
CL_ResourceManager resources("resources.xml"); CL_StyleManager_Silver style(&resources); CL_GUIManager gui(&style); CL_ComponentManager manager("mygui.xml", &gui); gui.run();
This code is fairly simple, but a few things need to be explained.
To access individual components from a definition file, you use the CL_ComponentManager::get_component function. Some examples:
// Hook up the button click signal to a function CL_Button *my_button = (CL_Button *) manager.get_component("my_button"); CL_Slot s = my_button->sig_clicked().connect(this, &App::on_button_clicked);
If you have RTTI enabled in your project, you can also use the following approach:
CL_Button *my_button; manager.get_component("my_button", &my_button);
If you want to draw directly to the screen and run a GUI at the same time, there are two options available to you.
Instead of calling "gui.run()" in the above example, you can simply call "gui.show()" every time the GUI needs to be drawn to the screen. It's up to you to decide how often to redraw the GUI. Calling "gui.show()" from within your own render loop is very easy to do, but is slow without code to detect when the GUI needs to be redrawn.
A sig_paint signal is emitted every time the GUI is redrawn. You can use this event to draw your own graphics before the GUI is drawn to the screen. Simply connect one of your own methods to the paint event:
CL_Slot m_slotOnPaint = gui.sig_paint().connect(this, &Game::OnRender);
All you need to do is create the "Game::OnRender" class (obviously replace "Game" with the name of your class).
Now that ClanLib uses XML for both the resources and the gui definitions, you can actually put them both into the same file.
<resources> <!-- Include all resources from the silver theme here too --> <surface name="button_up" file="resources/button_up.tga" /> <components name="gui"> <button x="10" y="190" surface_up="button_up" /> </components> </resources>
And some code to load it:
CL_ResourceManager resources("resources.xml"); CL_StyleManager_Silver style(&resources); CL_GUIManager gui(&style); CL_ComponentManager manager("gui", &resources, &gui); gui.run();
The following section describes all the component attributes available for each component.
This is the base class all other components inherit. So every other component has these basic attributes.
Tag name: <component>
Class name: CL_Component
Examples:
<component name="component1" x="10" y="10" width="100" height="20" /> <component name="component2" x="10" y="30" width="70" height="20" enabled="false" tab_id="3"/> <component name="component3" x="10" y="50" width="80" height="40" visible="false" />
Tag name: <button>
Class name: CL_Button
Examples:
<button name="button1" togglemode="true" x="10" y="10" width="100" height="20" text="Stick me!" /> <button name="button2" x="10" y="40" width="100" height="20" text="Press me!" /> <button name="button3" x="10" y="70" text="Auto size" />
Tag name: <frame>
Class name: CL_Frame
Examples:
<frame name="frame1" x="10" y="10" width="100" height="20" filled="true" /> <frame x="10" y="35" width="100" height="20" />
Tag name: <image>
Class name: CL_Image
Example:
Tag name: <inputbox>
Class name: CL_InputBox
Examples:
<inputbox name="inputbox1" x="10" y="10" width="100" height="20" text="Default value" /> <inputbox name="inputbox2" x="10" y="35" width="100" height="20" max_length="4" passwordmode="true" />
Tag name: <label>
Class name: CL_Label
Example:
<label x="10" y="10" width="100" height="20" text="Welcome to ClanGUI!" />
Tag name: <listbox>
Class name: CL_ListBox
Example:
<listbox name="listbox1" x="10" y="10" width="100" height="100"> <item value="Item 1" /> <item value="Item 2" /> <item value="Item 3" /> </listbox>
Tag name: <progressbar>
Class name: CL_ProgressBar
Example:
<progressbar name="progressbar1" x="10" y="10" width="100" height="20" steps="100" />
Tag name: <radiobutton>
Class name: CL_RadioButton
Example:
Tag name: <scrollbar>
Class name: CL_ScrollBar
Examples:
<scrollbar name="scrollbar1" x="160" y="10" width="20" height="220" min="0" orientation="ver" max="100" /> <scrollbar name="scrollbar2" x="10" y="230" width="150" height="20" min="0" max="10" orientation="hor" />
Tag name: <window>
Class name: CL_Window
Example:
<window name="window1" x="10" y="10" width="400" height="300" title="This is a window" />