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
This commit is contained in:
cutealien 2022-03-24 21:32:12 +00:00
parent 3f13323e60
commit f013a95a0e

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