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OpenGL window, event, and gui routines

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readme.markdown

Currently requires 2.061-head to compile on Windows (due to Optlink bug)

This repo contains routines for creating and managing windows, handling window events, loading and rendering truetype fonts using freetype, and drawing GUI elements in openGL.

There is a screenshot on the wiki https://github.com/callumenator/glui/wiki.

Windows:

Create a window:

Window("window1",/** handle for the window, so we can look for it later **/       
       WindowState(0,0,500,500) /** window start position and dimensions **
       Flag!"Create".yes, /** create the window if the handle does not exist (this is true by default) **//
       Flag!"Show".yes /** show the window (also true by default) **/ );
Window("window1").makeCurrent(); /// make this the current window **/
Window().setTitle("GLUI"); /// Window(), called without a handle, returns the current window **/

Windows are created with openGL render contexts (using the old way of creating contexts, I haven't updated to openGL 3.0 yet...). Multiple windows can be created, and they will all share the same context.

Events:

The Window class has a PrioritySignal, which is the same as the phobos Signal mixin except it allows listeners to connect with a specified priority, so some listeners will receive events before others with lower priority. To receive events, you need a class with an event handler (really you need a delegate):

class Handler
{  
   int handleEvent(Event event)
   {
      /// do stuff here
      return 0; /// returning -1 for exampe will stop other listeners from getting events
   }
}
Handler hnd = new Handler();
Window().event.connect(&hnd.handleEvent, PRIORITY.NORMAL);
Window().poll(); 

Polling needs to happen recurrently of course. If you are using the widget code, then the WidgetRoot class will take care of polling automatically (and will also put the thread to sleep if the polling frequency is too high).

Widgets

See example.d for widgets usage. Currently there are plain window widgets (a box with a background and a border, can be textured with a jpg or png image), text widgets (editable or not, with selectable fonts), scroll widgets (for scroll bars, which can fade in and out when hovered), and tree widgets. Again, see the example.d for usage.

Note that this code is very preliminary, and constantly changing.

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