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Improve UI behavior in resizing in example 22.MaterialViewer
Also a bit better defaults for sizes and positions of nodes&camera git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6315 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -569,8 +569,10 @@ void CLightNodeControl::init(scene::ILightSceneNode* node, gui::IGUIEnvironment*
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if ( Initialized || !node || !guiEnv) // initializing twice or with invalid data not allowed
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if ( Initialized || !node || !guiEnv) // initializing twice or with invalid data not allowed
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return;
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return;
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guiEnv->addStaticText(description, core::rect<s32>(pos.X, pos.Y, pos.X+80, pos.Y+15), true, false, 0, -1, true);
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gui::IGUIStaticText* st = guiEnv->addStaticText(description, core::rect<s32>(pos.X, pos.Y, pos.X+80, pos.Y+15), true, false, 0, -1, true);
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st->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
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TypicalColorsControl = new CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, pos.Y+15), false, guiEnv->getRootGUIElement());
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TypicalColorsControl = new CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, pos.Y+15), false, guiEnv->getRootGUIElement());
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TypicalColorsControl->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
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const video::SLight & lightData = node->getLightData();
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const video::SLight & lightData = node->getLightData();
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TypicalColorsControl->setColorsToLightDataColors(lightData);
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TypicalColorsControl->setColorsToLightDataColors(lightData);
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Initialized = true;
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Initialized = true;
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@ -722,7 +724,7 @@ bool CApp::init(int argc, char *argv[])
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// a static camera
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// a static camera
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Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 30, -50),
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Camera = smgr->addCameraSceneNode (0, core::vector3df(0, 30, -50),
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core::vector3df(0, 10, 0),
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core::vector3df(0, 0, 0),
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-1);
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-1);
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setActiveMeshNodeType(ENT_CUBE);
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setActiveMeshNodeType(ENT_CUBE);
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@ -757,16 +759,20 @@ bool CApp::init(int argc, char *argv[])
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// Add a the mesh UI controls
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// Add a the mesh UI controls
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guiEnv->addStaticText(L"Mesh", core::rect<s32>(440, controlsTop, 520, controlsTop+15), true, false, 0, -1, true);
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gui::IGUIStaticText* stMesh = guiEnv->addStaticText(L"Mesh", core::rect<s32>(440, controlsTop, 520, controlsTop+15), true, false, 0, -1, true);
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stMesh->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
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ComboMeshType = guiEnv->addComboBox(core::rect<s32>(440, controlsTop+16, 520, controlsTop+30), 0, -1);
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ComboMeshType = guiEnv->addComboBox(core::rect<s32>(440, controlsTop+16, 520, controlsTop+30), 0, -1);
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ComboMeshType->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
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ComboMeshType->addItem(L"cube");
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ComboMeshType->addItem(L"cube");
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ComboMeshType->addItem(L"sphere");
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ComboMeshType->addItem(L"sphere");
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ControlVertexColors = new CColorControl( guiEnv, core::position2d<s32>(440, controlsTop+30), L"Vertex colors", guiEnv->getRootGUIElement());
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ControlVertexColors = new CColorControl( guiEnv, core::position2d<s32>(440, controlsTop+30), L"Vertex colors", guiEnv->getRootGUIElement());
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ControlVertexColors->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
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ControlVertexColors->setColor(irr::video::SColor(255,255,255,255));
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ControlVertexColors->setColor(irr::video::SColor(255,255,255,255));
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// Add a control for ambient light
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// Add a control for ambient light
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GlobalAmbient = new CColorControl( guiEnv, core::position2d<s32>(550, 300), L"Global ambient", guiEnv->getRootGUIElement());
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GlobalAmbient = new CColorControl( guiEnv, core::position2d<s32>(550, 300), L"Global ambient", guiEnv->getRootGUIElement());
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GlobalAmbient->setColor( smgr->getAmbientLight().toSColor() );
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GlobalAmbient->setColor( smgr->getAmbientLight().toSColor() );
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GlobalAmbient->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
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return true;
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return true;
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}
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}
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@ -1044,9 +1050,10 @@ void CApp::setActiveMeshNodeType(ENodeType nodeType)
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defaultMaterial.Shininess = 20.f;
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defaultMaterial.Shininess = 20.f;
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// add the nodes which are used to show the materials
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// add the nodes which are used to show the materials
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const irr::f32 size = 35.f;
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if ( nodeType == ENT_CUBE)
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if ( nodeType == ENT_CUBE)
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{
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{
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SceneNode = smgr->addCubeSceneNode (30.0f, 0, -1,
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SceneNode = smgr->addCubeSceneNode (size, 0, -1,
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core::vector3df(0, 0, 0),
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core::vector3df(0, 0, 0),
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core::vector3df(0.f, 45.f, 0.f),
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core::vector3df(0.f, 45.f, 0.f),
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core::vector3df(1.0f, 1.0f, 1.0f),
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core::vector3df(1.0f, 1.0f, 1.0f),
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@ -1060,7 +1067,7 @@ void CApp::setActiveMeshNodeType(ENodeType nodeType)
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}
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}
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else
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else
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{
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{
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SceneNode = smgr->addSphereSceneNode(30.f);
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SceneNode = smgr->addSphereSceneNode(size*0.5f);
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}
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}
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SceneNode->getMaterial(0) = defaultMaterial;
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SceneNode->getMaterial(0) = defaultMaterial;
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// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
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// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
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