Difference between revisions of "Adding a dialog"
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{{OSWikiLearnBox|parent=Viewer architecture}} | |||
Windows and dialogs in Second Life are implemented as LLFloater objects. The class hierarchy is: | Windows and dialogs in Second Life are implemented as LLFloater objects. The class hierarchy is: | ||
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A basic floater header looks like this: | A basic floater header looks like this: | ||
<pre> | |||
#include "llfloater.h" | |||
class LLFloaterFoo : public LLFloater | |||
{ | |||
public: | |||
LLFloaterFoo(); | |||
// by convention, this shows the floater and does instance management | |||
static void show(void*); | |||
private: | |||
// when a line editor loses keyboard focus, it is committed. | |||
// commit callbacks are named onCommitWidgetName by convention. | |||
void onCommitBaz(LLUICtrl* ctrl, void *userdata); | |||
// by convention, button callbacks are named onClickButtonLabel | |||
void onClickHippo(void* userdata); | |||
// no pointers to widgets here - they are referenced by name | |||
}; | |||
The XML data definition should look like this: | The XML data definition should look like this: | ||
Line 80: | Line 81: | ||
</text> | </text> | ||
<!-- | |||
Line editor names end in _edit by convention. | |||
mouse_opaque means it blocks mouse clicks, rather than passing on to underlying view | |||
max_length is in bytes, not Unicode characters | |||
--> | |||
<line_editor | |||
name="baz_edit" | |||
width="120" | |||
height="20" | |||
left="10" | |||
bottom_delta="-30" | |||
follows="left|bottom" | |||
hidden="false" | |||
mouse_opaque="true" | |||
max_length="31" | |||
font="SansSerif" | |||
bevel_style="in" | |||
border_style="line" | |||
border_thickness="1" | |||
select_all_on_focus_received="true" | |||
/> | |||
<!-- | <!-- | ||
Line 96: | Line 119: | ||
width="100" | width="100" | ||
height="20" | height="20" | ||
follows=" | follows="bottom|left" | ||
/> | /> | ||
</floater> | </floater> | ||
</pre> | </pre> | ||
The C++ code for this floater looks like: | |||
<pre> | |||
#include "llviewerprecompiledheaders.h" // must be first include | |||
#include "llfloaterfoo.h" | |||
#include "llvieweruictrlfactory.h" // builds floaters from XML | |||
LLFloaterFoo::LLFloaterFoo() | |||
: LLFloater("floater_foo") | |||
{ | |||
gUICtrlFactory->buildFloater(this, "floater_foo.xml"); | |||
childSetCommitCallback("baz_edit", onCommitBaz, this); | |||
childSetAction("hippo_btn", onClickHippo, this); | |||
setDefaultBtn("hippo_btn"); | |||
} | |||
// static | |||
void LLFloaterFoo::show(void*) | |||
{ | |||
LLFloaterFoo* self = new LLFloaterFoo(); | |||
self->open(); | |||
} | |||
// static | |||
void LLFloaterFoo::onCommitBaz(LLUICtrl* ctrl, void* userdata) | |||
{ | |||
LLFloaterFoo* self = (LLFloaterFoo*)userdata; | |||
LLString text = self->childGetText("baz_edit"); | |||
llinfos << "baz contains: " << text << llendl; | |||
} | |||
// static | |||
void LLFloaterFoo::onClickHippo(void* userdata) | |||
{ | |||
LLFloaterFoo* self = (LLFloaterFoo*)userdata; | |||
llinfos << "Hippo! from " << self->getName() << llendl; | |||
} | |||
</pre> | |||
Finally, to test out this floater you'll need to add a menu item that calls the show() method. See [Adding a menu item]. |
Revision as of 12:09, 3 November 2006
Windows and dialogs in Second Life are implemented as LLFloater objects. The class hierarchy is:
LLFloaterFoo - a "foo" dialog LLFloater - generic window or dialog with close box, minimize box, etc. LLPanel - rectangular area with dark background, has functions like childSetText(), childGetValue() LLUICtrl - any widget that can take keyboard focus LLView - base class, container for UI widget children
Create a new C++ header and source file to hold your new class. By convention these are called llfloaterfoo.h and .cpp. Place them in the newview directory.
You'll also need a new XML description file. These are found in the indra/newview/skins/xui/en-us directory. It's easiest to copy an existing file and modify it. Name the new file floater_foo.xml.
Important - Second Life UI uses OpenGL coordinates, so 0,0 is at the bottom left corner.
Let's make a floater that has a text label "bar", a text line input field "baz", and a button "hippo".
A basic floater header looks like this:
#include "llfloater.h" class LLFloaterFoo : public LLFloater { public: LLFloaterFoo(); // by convention, this shows the floater and does instance management static void show(void*); private: // when a line editor loses keyboard focus, it is committed. // commit callbacks are named onCommitWidgetName by convention. void onCommitBaz(LLUICtrl* ctrl, void *userdata); // by convention, button callbacks are named onClickButtonLabel void onClickHippo(void* userdata); // no pointers to widgets here - they are referenced by name }; The XML data definition should look like this: <pre> <?xml version="1.0" encoding="utf-8" standalone="yes"?> <!-- All our XML is utf-8 encoded. --> <!-- Floaters can optionally have their titlebar drag handle on the left. If so, the title is not visible. When a floater is resizable, a min_width and min_height must be specified. --> <floater name="foo_floater" title="Foo" can_resize="true" can_minimize="true" can_close="true" can_drag_on_left="false" width="275" height="250" min_width="80" min_height="220" > <!-- By convention text fields are suffixed with _text. Common fonts include SansSerif and SansSerifSmall. See LLFontGL::fontFromName for more. Positions may be in absolute coordinates or as deltas. bottom_delta = -40 indicates 40 pixels from the top edge. follows indicates how the widget should move when the container is resized. --> <text name="bar_text" font="SansSerifSmall" left="10" bottom_delta="-40" width="260" height="16" follows="left|top" > bar is a generic programming identifier </text> <!-- Line editor names end in _edit by convention. mouse_opaque means it blocks mouse clicks, rather than passing on to underlying view max_length is in bytes, not Unicode characters --> <line_editor name="baz_edit" width="120" height="20" left="10" bottom_delta="-30" follows="left|bottom" hidden="false" mouse_opaque="true" max_length="31" font="SansSerif" bevel_style="in" border_style="line" border_thickness="1" select_all_on_focus_received="true" /> <!-- Buttons are suffixed with _btn by convention. Note there is no association with a callback function here - it must be connected in the C++ code. bottom_delta here means from the TOP of the last widget, not the bottom. --> <button name="hippo_btn" label="Hippo" font="SansSerifSmall" left="10" bottom_delta="-25" width="100" height="20" follows="bottom|left" /> </floater>
The C++ code for this floater looks like:
#include "llviewerprecompiledheaders.h" // must be first include #include "llfloaterfoo.h" #include "llvieweruictrlfactory.h" // builds floaters from XML LLFloaterFoo::LLFloaterFoo() : LLFloater("floater_foo") { gUICtrlFactory->buildFloater(this, "floater_foo.xml"); childSetCommitCallback("baz_edit", onCommitBaz, this); childSetAction("hippo_btn", onClickHippo, this); setDefaultBtn("hippo_btn"); } // static void LLFloaterFoo::show(void*) { LLFloaterFoo* self = new LLFloaterFoo(); self->open(); } // static void LLFloaterFoo::onCommitBaz(LLUICtrl* ctrl, void* userdata) { LLFloaterFoo* self = (LLFloaterFoo*)userdata; LLString text = self->childGetText("baz_edit"); llinfos << "baz contains: " << text << llendl; } // static void LLFloaterFoo::onClickHippo(void* userdata) { LLFloaterFoo* self = (LLFloaterFoo*)userdata; llinfos << "Hippo! from " << self->getName() << llendl; }
Finally, to test out this floater you'll need to add a menu item that calls the show() method. See [Adding a menu item].