mirror of https://github.com/davisking/dlib.git
242 lines
7.9 KiB
C++
242 lines
7.9 KiB
C++
// The contents of this file are in the public domain. See LICENSE_FOR_EXAMPLE_PROGRAMS.txt
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/*
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This is an example illustrating the use of the gui api from the dlib C++ Library.
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This is a pretty simple example. It makes a window with a user
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defined widget (a draggable colored box) and a button. You can drag the
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box around or click the button which increments a counter.
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*/
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#include "dlib/gui_widgets.h"
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#include <sstream>
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#include <string>
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using namespace std;
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using namespace dlib;
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// ----------------------------------------------------------------------------
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class color_box : public draggable
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{
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/*
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Here I am defining a custom drawable widget that is a colored box that
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you can drag around on the screen. draggable is a special kind of drawable
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object that, as the name implies, is draggable by the user via the mouse.
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To make my color_box draggable all I need to do is inherit from draggable.
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*/
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unsigned char red, green,blue;
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public:
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color_box (
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drawable_window& w,
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rectangle area,
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unsigned char red_,
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unsigned char green_,
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unsigned char blue_
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) :
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draggable(w),
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red(red_),
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green(green_),
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blue(blue_)
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{
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rect = area;
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set_draggable_area(rectangle(10,10,400,400));
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// Whenever you make your own drawable widget (or inherit from any drawable widget
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// or interface such as draggable) you have to remember to call this function to
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// enable the events. The idea here is that you can perform whatever setup you
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// need to do to get your object into a valid state without needing to worry about
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// event handlers triggering before you are ready.
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enable_events();
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}
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~color_box (
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)
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{
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// Disable all further events for this drawable object. We have to do this
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// because we don't want any events (like draw()) coming to this object while or
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// after it has been destructed.
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disable_events();
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// Tell the parent window to redraw its area that previously contained this
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// drawable object.
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parent.invalidate_rectangle(rect);
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}
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private:
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void draw (
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const canvas& c
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) const
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{
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// The canvas is an object that represents a part of the parent window
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// that needs to be redrawn.
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// The first thing I usually do is check if the draw call is for part
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// of the window that overlaps with my widget. We don't have to do this
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// but it is usually good to do as a speed hack. Also, the reason
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// I don't have it set to only give you draw calls when it does indeed
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// overlap is because you might want to do some drawing outside of your
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// widget's rectangle. But usually you don't want to do that :)
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rectangle area = c.intersect(rect);
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if (area.is_empty() == true)
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return;
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// This simple widget is just going to draw a box on the screen.
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fill_rect(c,rect,rgb_pixel(red,green,blue));
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}
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};
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// ----------------------------------------------------------------------------
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class win : public drawable_window
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{
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/*
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Here I am going to define our window. In general, you can define as
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many window types as you like and make as many instances of them as you want.
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In this example I am only making one though.
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*/
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public:
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win(
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) : // All widgets take their parent window as an argument to their constructor.
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c(*this),
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b(*this),
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cb(*this,rectangle(100,100,200,200),0,0,255), // the color_box will be blue and 101 pixels wide and tall
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mbar(*this)
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{
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// tell our button to put itself at the position (10,60).
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b.set_pos(10,60);
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b.set_name("button");
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// lets put the label 5 pixels below the button
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c.set_pos(b.left(),b.bottom()+5);
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// set which function should get called when the button gets clicked. In this case we want
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// the on_button_clicked member to be called on *this.
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b.set_click_handler(*this,&win::on_button_clicked);
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// Alternatively, if you have a compiler which supports the lambda functions from the
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// new C++ standard then you can use a lambda function instead of telling the click
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// handler to call one of the member functions. So for example, you could do this
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// instead (uncomment the code if you have C++0x support):
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/*
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b.set_click_handler([&](){
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++counter;
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ostringstream sout;
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sout << "Counter: " << counter;
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c.set_text(sout.str());
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});
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*/
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// In general, all the functions which register events can take either member
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// functions or lambda functions.
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// Lets also make a simple menu bar.
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// First we say how many menus we want in our menu bar. In this example we only want 1.
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mbar.set_number_of_menus(1);
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// Now we set the name of our menu. The 'M' means that the M in Menu will be underlined
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// and the user will be able to select it by hitting alt+M
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mbar.set_menu_name(0,"Menu",'M');
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// Now we add some items to the menu. Note that items in a menu are listed in the
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// order in which they were added.
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// First lets make a menu item that does the same thing as our button does when it is clicked.
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// Again, the 'C' means the C in Click is underlined in the menu.
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mbar.menu(0).add_menu_item(menu_item_text("Click Button!",*this,&win::on_button_clicked,'C'));
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// lets add a separator (i.e. a horizontal separating line) to the menu
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mbar.menu(0).add_menu_item(menu_item_separator());
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// Now lets make a menu item that calls show_about when the user selects it.
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mbar.menu(0).add_menu_item(menu_item_text("About",*this,&win::show_about,'A'));
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// set the size of this window
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set_size(430,380);
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counter = 0;
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set_title("dlib gui example");
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show();
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}
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~win(
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)
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{
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// You should always call close_window() in the destructor of window
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// objects to ensure that no events will be sent to this window while
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// it is being destructed.
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close_window();
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}
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private:
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void on_button_clicked (
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)
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{
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// when someone clicks our button it will increment the counter and
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// display it in our label c.
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++counter;
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ostringstream sout;
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sout << "counter: " << counter;
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c.set_text(sout.str());
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}
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void show_about(
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)
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{
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message_box("About","This is a dlib gui example program");
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}
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unsigned long counter;
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label c;
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button b;
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color_box cb;
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menu_bar mbar;
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};
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// ----------------------------------------------------------------------------
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int main()
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{
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// create our window
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win my_window;
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// wait until the user closes this window before we let the program
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// terminate.
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my_window.wait_until_closed();
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return 0;
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}
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// ----------------------------------------------------------------------------
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// If you use main() as your entry point when building a program on MS Windows then
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// there will be a black console window associated with your application. If you
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// want your application to not have this console window then you need to build
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// using the WinMain() entry point as shown below and also set your compiler to
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// produce a "Windows" project instead of a "Console" project. In visual studio
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// this can be accomplished by going to project->properties->general configuration->
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// Linker->System->SubSystem and selecting Windows instead of Console.
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//
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#ifdef WIN32
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int WINAPI WinMain (
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HINSTANCE,
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HINSTANCE,
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PSTR cmds,
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int
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)
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{
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return main();
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}
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#endif
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// ----------------------------------------------------------------------------
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