Click here to Skip to main content
65,938 articles
CodeProject is changing. Read more.
Articles
(untagged)

eGUI, a anmiated UI develop kit

0.00/5 (No votes)
16 Dec 2007 7  
A easy-to-use widget libary to develop the animation GUI based on Windows GDI
Screenshot -

Introduction

eGUI is a windows GDI based UI developer kit, which implement a Widget based on UI framework and much usefully function of bitmap opeartion like transparent, rotate , moving, zooming, also it include a effeciently dirty area management machnism to help the devloper easily develop advanced application.

Background

The eGUI is from the idea of I want to develop a Chinese GO game, but I found it is hard to use the windows GDI to develop such application maybe involved much Bitmap operation, so I decide to develop a new GUI libary for this purpose.

Using the code

eGUI include below basic classes: CWidget: which is base class of each UI widget. CContainerWidget: which is the container will be used to hold and display all kinds of widget. CDisplayManager: which keep the windows draw context, and will be used to draw on the screen,and also implement the dirty area management. CFrameSurface: which is used to implement many kinds of draw opeation like, text drawing, bitmap drawing, transparent drawing,also it will be used as surface during the animating. CAnimateEngine: which implement a engine to trigger the surface drawing. CAnimateThread: each widget animation will be handled by a Thread. CAnimateController: each animation will mapped to a animate controller for the actually animation calculation.

1. define the root container and display manage.
// will be used a a root container
CContainerWidget* m_pRootContainer;
// will be used a CDisplayManager
CDisplayManage* m_pDisplayManage;

2. Define a listener used to listen the animate event.
//event listener
ModelListener m_animateListener;
//event listener handler
static void HandleAnimateListener(void *pUserData, ModelEvent *pEvent);

3. Init the root container and displaymanger
int CwidgetExampleDlg::IniteGui(void)
{
//Start the animate Engine
StartAnimateEngine(30);
//Init the animate listener
m_animateListener.pfnListener = HandleAnimateListener;
m_animateListener.pListenerData=this;
m_animateListener.bEnableEventHandle=true;
CRect wrc;
GetWindowRect(&wrc);
//Create Display Manager
this->m_pDisplayManage=new CDisplayManage(this->m_hWnd,wrc.Width(),wrc.Height());
//Create RootContainer
this->m_pRootContainer=new CContainerWidget();
//Register Container
m_pDisplayManage->RegisterRootContainer(m_pRootContainer);
//set displaymanger
m_pRootContainer->SetDisplayManage(this->m_pDisplayManage);
//Set the position of widget
WRect rootRc;
CRECT_TO_WRECT(wrc,rootRc);
rootRc.x=0;
rootRc.y=0;
m_pRootContainer->SetRect(&rootRc,false);
CBackGroundWidget* pBkW=new CBackGroundWidget();
//insert wiget to RootContainer,
WRect rc;
m_pRootContainer->GetRect(&rc);
rc.x=0;
rc.y=0;
m_pRootContainer->InsertWidget(pBkW,Z_ORDER_BACKGROUND);
pBkW->SetRect(&rc);
pBkW->SetBackgroundColor(0x0);
//Draw RootContainer
m_pRootContainer->InvalidateContent(0);
return 0;
}
4. Hook the windows mouse, key, paint event to egui
BOOL CwidgetExampleDlg::PreTranslateMessage(MSG* pMsg)
{
if(pMsg->message == WM_KEYDOWN )
{ //(wParam), LOWORD(lParam), HIWORD(lParam)
WKEY_EVENT_T key_evt;
key_evt.key_code=pMsg->wParam;;
key_evt.rpt_cnt=LOWORD(pMsg->lParam);
key_evt.flag=HIWORD(pMsg->wParam);
m_pRootContainer->HandleEvent(KEY_EVENT_DOWN,(int)(&key_evt),0);
}
if( pMsg->message ==WM_KEYUP)
{
WKEY_EVENT_T key_evt;
key_evt.key_code=pMsg->wParam;;
key_evt.rpt_cnt=LOWORD(pMsg->lParam);
key_evt.flag=HIWORD(pMsg->wParam);
m_pRootContainer->HandleEvent(KEY_EVENT_UP,(int)(&key_evt),0);
}
if(pMsg->message==WM_LBUTTONUP)
{
WPoint ptScreen;
CPoint pt;
pt.x=pMsg->pt.x;
pt.y=pMsg->pt.y;
this->ScreenToClient(&pt);
ptScreen.x=pt.x;
ptScreen.y=pt.y;
m_pRootContainer->HandleEvent(MOUSE_LBUTTON_UP,(int)(&ptScreen),pMsg->lParam);
}
...
return CDialog::PreTranslateMessage(pMsg);
}
5. hook the paint event void CwidgetExampleDlg::OnPaint()
{
m_pRootContainer->InvalidateContent(0);
}

History

Initial version by XIAOWANG YANG

Reference

1. Daniel godson for his CEnBitmap implementation. 2.

License

This article has no explicit license attached to it but may contain usage terms in the article text or the download files themselves. If in doubt please contact the author via the discussion board below.

A list of licenses authors might use can be found here