Added CodeEditor project to be able to test comfortably the UICodeEditor and the TextDocument.

Renamed Window::setCaption to Window::setTitle.
Several fixes in TextDocument.
This commit is contained in:
Martín Lucas Golini
2020-05-24 04:14:52 -03:00
parent 94a2e4a0c3
commit 2c05f3f579
21 changed files with 495 additions and 90 deletions

View File

@@ -129,7 +129,7 @@ void demo1Create() {
createJointAndBody();
mWindow->setCaption( "eepp - Physics - Logo Smash" );
mWindow->setTitle( "eepp - Physics - Logo Smash" );
mSpace = Physics::Space::New();
mSpace->setIterations( 1 );
@@ -184,7 +184,7 @@ void demo2Create() {
createJointAndBody();
mWindow->setCaption( "eepp - Physics - Pyramid Stack" );
mWindow->setTitle( "eepp - Physics - Pyramid Stack" );
Shape::resetShapeIdCounter();
@@ -313,7 +313,7 @@ void demo3Create() {
createJointAndBody();
mWindow->setCaption( "eepp - Physics - Sensor" );
mWindow->setTitle( "eepp - Physics - Sensor" );
Shape::resetShapeIdCounter();
@@ -478,7 +478,7 @@ void demo4Create() {
createJointAndBody();
mWindow->setCaption( "eepp - Physics - Sticky collisions using the Arbiter data pointer." );
mWindow->setTitle( "eepp - Physics - Sticky collisions using the Arbiter data pointer." );
mSpace = Space::New();
mSpace->setIterations( 10 );

View File

@@ -30,21 +30,14 @@ void mainLoop() {
}
EE_MAIN_FUNC int main( int, char** ) {
Display* currentDisplay = Engine::instance()->getDisplayManager()->getDisplayIndex( 0 );
Float pixelDensity = currentDisplay->getPixelDensity();
win = Engine::instance()->createWindow( WindowSettings( 1024, 768, "eepp - UI Hello World" ),
win = Engine::instance()->createWindow( WindowSettings( 640, 480, "eepp - UI Hello World" ),
ContextSettings( true ) );
if ( win->isOpen() ) {
PixelDensity::setPixelDensity( eemax( win->getScale(), pixelDensity ) );
// Load a font to use as the default font in our UI.
FontTrueType* font =
FontTrueType::New( "NotoSans-Regular", "assets/fonts/NotoSans-Regular.ttf" );
FontTrueType::New( "monospace", "assets/fonts/DejaVuSansMono.ttf" );
// Create a new scene node to add our widgets.
UISceneNode* uiSceneNode = UISceneNode::New();
@@ -68,11 +61,6 @@ EE_MAIN_FUNC int main( int, char** ) {
layout_width="match_parent"
layout_height="wrap_content"
text="Hello, I am a PushButton" />
<CodeEditor id="code_edit"
layout_width="match_parent"
layout_height="0dp"
layout_weight="1"
/>
</LinearLayout>
)xml";
uiSceneNode->loadLayoutFromString( layout );
@@ -95,16 +83,6 @@ EE_MAIN_FUNC int main( int, char** ) {
}
)css" );
UICodeEditor* codeEditor = uiSceneNode->find<UICodeEditor>( "code_edit" );
codeEditor->setFontSize( 11 )
//->loadFromFile( "../docs/articles/cssspecification.md" );
//->loadFromFile( "assets/ui/breeze.css" );
->loadFromFile( "assets/layouts/test_widgets.xml" );
//->loadFromFile( "../src/eepp/ui/doc/textdocument.cpp" );
//->loadFromFile( "../premake5.lua" );
//->loadFromFile( "eepp-UIEditor-debug.js" );
//->loadFromFile( "../docs/doxyrest/sphinx/doxyrest.py" );
//->loadFromFile( "../projects/emscripten/make.sh" );
win->runMainLoop( &mainLoop );
}