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Messages - Maksat

#16
Help requests / Re: ComboBox and State pattern
14 March 2019, 09:44:02
Thank you!
#17
Help requests / Re: ComboBox and State pattern
13 March 2019, 06:09:51
Why not make an item selection and call a binded function after releasing the mouse button? For example, if you hold down the mouse button on the list of items and move the mouse over them, the items will be selected immediately after the mouse overlaps the element. This may not be convenient if it is binded to a heavy function, and you did not plan to select this element. Selecting an item after releasing the mouse button would solve this problem. And mine, by the way, too =)

here is example code
Code (cpp) Select

int main()
{
sf::RenderWindow window(sf::VideoMode(800, 600), "TGUI window");
window.setFramerateLimit(60);

tgui::Gui gui(window);

try
{
tgui::Theme theme{ "../themes/Black.txt" };

gui.add(tgui::Picture::create("../RedBackground.jpg"));

auto label = tgui::Label::create();
label->setRenderer(theme.getRenderer("Label"));
label->setText("Hold down the mouse button on list box and move the mouse over items");
label->setPosition(70, 30);
label->setTextSize(18);
gui.add(label);

label = tgui::Label::create();
label->setRenderer(theme.getRenderer("Label"));
label->setText("ComboBox");
label->setPosition(150, 80);
label->setTextSize(18);
gui.add(label);

auto comboBox = tgui::ComboBox::create();
comboBox->setRenderer(theme.getRenderer("ComboBox"));
comboBox->setSize(200, 21);
comboBox->setPosition(150, 100);
comboBox->connect("ItemSelected", []() { cout << "Item selected" << endl; });
comboBox->addItem("Item 1");
comboBox->addItem("Item 2");
comboBox->addItem("Item 3");
comboBox->addItem("Item 4");
comboBox->addItem("Item 5");
comboBox->addItem("Item 6");
comboBox->setSelectedItem("Item 2");
gui.add(comboBox);


label = tgui::Label::create();
label->setRenderer(theme.getRenderer("Label"));
label->setText("ComboBox with heavy functions");
label->setPosition(450, 80);
label->setTextSize(18);
gui.add(label);

comboBox = tgui::ComboBox::create();
comboBox->setRenderer(theme.getRenderer("ComboBox"));
comboBox->setSize(200, 21);
comboBox->setPosition(450, 100);
comboBox->connect("ItemSelected", []() {this_thread::sleep_for(500ms); cout << "hard work done" << endl; });
comboBox->addItem("Item 1");
comboBox->addItem("Item 2");
comboBox->addItem("Item 3");
comboBox->addItem("Item 4");
comboBox->addItem("Item 5");
comboBox->addItem("Item 6");
comboBox->setSelectedItem("Item 2");
gui.add(comboBox);


auto button = tgui::Button::create();
button->setRenderer(theme.getRenderer("Button"));
button->setPosition(window.getSize().x - 115.f, window.getSize().y - 50.f);
button->setText("Exit");
button->setSize(100, 40);
button->connect("pressed", [&]() { window.close(); });
gui.add(button);
}
catch (const tgui::Exception& e)
{
std::cerr << "TGUI Exception: " << e.what() << std::endl;
return EXIT_FAILURE;
}

while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();

gui.handleEvent(event);
}

window.clear();
gui.draw();
window.display();
}

return EXIT_SUCCESS;
}
#18
Help requests / Re: ComboBox and State pattern
13 March 2019, 04:48:08
I don't use gui in B state. How can I use same gui for both states? Static gui object in BaseWindow? Is it ok to create static gui objects? As I know, nothing good wil come if you create static SFML objects.
#19
Help requests / ComboBox and State pattern
12 March 2019, 15:10:31
Hi! Here is a little example of how I implement State pattern in my program to manage windows. When I click ComboBox item, contex changes its state from Awindow to Bwindow, which will draw loading animationw while loading some resources and return back to A state. The problem is that when I press mouse button, contex changes it's state to B immediadetly and A state does not have time to accept the mouseButtonReleased event. So when contex returned back to the state A, the ComboBox will think that I'm still holding mouse button. How can I solve this problem?
Code (cpp) Select
class BaseWindow;
class myRWindow : public sf::RenderWindow
{
BaseWindow * state;
public:
void changeState(BaseWindow *st) { state = st; }
void handleEvent(Event *event) { state->handleEvent(event); }
void drawCurrentState() { state->draw(); };
};

class BaseWindow
{
public:
virtual void draw() = 0;
virtual void handleEvent(sf::Event *) = 0;
protected:
myRWindow *contex;
};

class WindowStateA : public BaseWindow
{
private:
tgui::Gui gui;

void onComboBoxItemSelected(tgui::Widget::Ptr, const sf::String&)
{
/* --- */
WindowStateB *windB = WindowStateB::getInstance();
contex->changeState(windB);
windB->doSomethingAndReturn(this);
};
public:
virtual void draw();
virtual void handleEvent(sf::Event & ev) { gui.handleEvent(ev); };

};

class WindowStateB : public BaseWindow
{
public:
void doSomethingAndReturn(BaseWindow * wst) // and return to window
{
auto contWind = contex;
auto changeState = [contWind, wst]() {contWind->changeState(wst); };
/* --- */
// working in another thread while showong animation. After finishing work  changeState will be called
/* --- */
}

virtual void draw();
virtual void handleEvent(sf::Event & ev);

};
#20
Thank you very much!
#21
Quote from: texus on 10 March 2019, 11:54:38
What should the function do exactly? Place some text in the ComboBox when none of its items are selected yet?
Yes
#22
I'm making music game which uses MIDI ports. If users were using some port(port 1) and it becomes unavailable, I want to let them know, which port they were using last time
this example I made in Photoshop
https://www.dropbox.com/s/f4fpmsm2lmn1gfm/ComboBox.png?dl=0
#23
Hi everyone!
Is it possible to set a different color to specific items? I want to add item with grey color, which will mean that the item is not available.

Or how can I hide selected item from items list? Or is there any function like tgui::EditBox::setDefaultText? sorry for my bad English=)