dlib/examples/gui_api_ex.cpp

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