ClanLib

GUI Resources

Component | Button | Frame | Image | InputBox | Label | ListBox | ProgressBar | RadioButton | ScrollBar | Window

GUI definition files (.xml)

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 tag, simply function as "sections". This means that the hierarchical structure of the GUI is directly readable from the GUI definition file. Let's look at a small example;

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:

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:

If you have RTTI enabled in your project, you can also use the following approach:


Methods for running a GUI and rendering game graphics

If you want to draw directly to the screen and run a GUI at the same time, there are two options available to you.

Option 1: Use gui.show()

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.

Option 2: Use the sig_paint event.

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:

All you need to do is create the "Game::OnRender" class (obviously replace "Game" with the name of your class).

Putting GUI definitions inside ClanLib resource files

Now that ClanLib uses XML for both the resources and the gui definitions, you can actually put them both into the same file.

And some code to load it:


Component options

The following section describes all the component attributes available for each component.


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:


Button

Tag name: <button>
Class name: CL_Button

Examples:


Frame

Tag name: <frame>
Class name: CL_Frame

Examples:


Image

Tag name: <image>
Class name: CL_Image

Example:


InputBox

Tag name: <inputbox>
Class name: CL_InputBox

Examples:


Label

Tag name: <label>
Class name: CL_Label

Example:


ListBox

Tag name: <listbox>
Class name: CL_ListBox

Example:


ProgressBar

Tag name: <progressbar>
Class name: CL_ProgressBar

Example:


RadioButton

Tag name: <radiobutton>
Class name: CL_RadioButton

Example:


ScrollBar

Tag name: <scrollbar>
Class name: CL_ScrollBar

Examples:


Window

Tag name: <window>
Class name: CL_Window

Example:

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