| 9 | #include <cstdint> |
| 10 | |
| 11 | int main() { |
| 12 | // Create the main SFML window |
| 13 | sf::RenderWindow app_window( sf::VideoMode( { 800, 600 } ), "SFGUI Table Example", sf::Style::Titlebar | sf::Style::Close ); |
| 14 | |
| 15 | // We have to do this because we don't use SFML to draw. |
| 16 | app_window.resetGLStates(); |
| 17 | |
| 18 | // Create an SFGUI. This is required before doing anything with SFGUI. |
| 19 | sfg::SFGUI sfgui; |
| 20 | |
| 21 | // Create our main SFGUI window |
| 22 | auto window = sfg::Window::Create(); |
| 23 | window->SetTitle( "Title" ); |
| 24 | |
| 25 | // Create our table. |
| 26 | auto table = sfg::Table::Create(); |
| 27 | |
| 28 | // Some demonstration buttons ;) |
| 29 | auto foo = sfg::Button::Create( "Foo" ); |
| 30 | auto bar = sfg::Button::Create( "Bar" ); |
| 31 | auto baz = sfg::Button::Create( "Baz" ); |
| 32 | auto column_span = sfg::Button::Create( "Column Span" ); |
| 33 | auto row_span = sfg::Button::Create( "Row Span" ); |
| 34 | |
| 35 | // Attach a widget to the table. |
| 36 | // The first parameter is the widget to attach. |
| 37 | // |
| 38 | // The second parameter tells the table how to place the widget. |
| 39 | // It is a 4-tuple (ignore the fact that it is a rect) containing |
| 40 | // in order: column index, row index, column span, row span. |
| 41 | // ( 0, 0, 1, 1 ) would mean 0th column, 0th row, occupy 1 column and 1 row. |
| 42 | // |
| 43 | // Similar to boxes you have optional packing options such as FILL and EXPAND. |
| 44 | // With tables you have 2 directions to pack, the first is the horizontal |
| 45 | // packing options and the second the vertical packing options. |
| 46 | // |
| 47 | // The last option is the padding you want to apply to the cell. |
| 48 | table->Attach( foo, sf::Rect<std::uint32_t>( { 0, 0 }, { 1, 1 } ), sfg::Table::FILL | sfg::Table::EXPAND, sfg::Table::FILL, sf::Vector2f( 10.f, 10.f ) ); |
| 49 | |
| 50 | // Do the same for the other 4 widgets. |
| 51 | table->Attach( bar, sf::Rect<std::uint32_t>( { 0, 1 }, { 1, 1 } ), sfg::Table::FILL | sfg::Table::EXPAND, sfg::Table::FILL, sf::Vector2f( 10.f, 10.f ) ); |
| 52 | table->Attach( baz, sf::Rect<std::uint32_t>( { 0, 2 }, { 1, 1 } ), sfg::Table::FILL | sfg::Table::EXPAND, sfg::Table::FILL, sf::Vector2f( 10.f, 10.f ) ); |
| 53 | table->Attach( column_span, sf::Rect<std::uint32_t>( { 0, 3 }, { 2, 1 } ), sfg::Table::FILL | sfg::Table::EXPAND, sfg::Table::FILL, sf::Vector2f( 10.f, 10.f ) ); |
| 54 | table->Attach( row_span, sf::Rect<std::uint32_t>( { 1, 0 }, { 1, 3 } ), sfg::Table::FILL | sfg::Table::EXPAND, sfg::Table::FILL, sf::Vector2f( 10.f, 10.f ) ); |
| 55 | |
| 56 | // Because we told our cells to only expand horizontally, |
| 57 | // they will only resize if the size of the window changes horizontally. |
| 58 | |
| 59 | // Add our table to the window |
| 60 | window->Add( table ); |
| 61 | |
| 62 | // Start the game loop |
| 63 | while ( app_window.isOpen() ) { |
| 64 | // Process events |
| 65 | while ( const std::optional event = app_window.pollEvent() ) { |
| 66 | // Handle events |
| 67 | window->HandleEvent( *event ); |
| 68 | |