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source: code/branches/buildsystem/src/orxonox/gui/GUIManager.cc @ 2087

Last change on this file since 2087 was 1975, checked in by adrfried, 16 years ago

lua removed and using extern one

  • Property svn:eol-style set to native
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file
31    @brief
32        Implementation of the GUIManager class.
33*/
34
35#include "OrxonoxStableHeaders.h"
36#include "GUIManager.h"
37
38#include <OgreRenderWindow.h>
39#include <OgreRoot.h>
40#include <CEGUI.h>
41#include <CEGUILua.h>
42#include "util/Exception.h"
43#include "core/input/InputManager.h"
44#include "core/input/SimpleInputState.h"
45#include "../core/tolua_bind.h"
46#include "core/ConsoleCommand.h"
47#include "core/Core.h"
48#include "tolua_bind.h"
49#include "GraphicsEngine.h"
50#include "OgreCEGUIRenderer.h"
51
52extern "C" {
53#include "lua.h"
54}
55
56namespace orxonox
57{
58    SetConsoleCommandShortcut(GUIManager, showGUI_s).keybindMode(KeybindMode::OnPress);
59
60    GUIManager* GUIManager::singletonRef_s = 0;
61
62    GUIManager::GUIManager()
63        //: emptySceneManager_(0)
64        : backgroundSceneManager_(0)
65        //, emptyCamera_(0)
66        , backgroundCamera_(0)
67        //, viewport_(0)
68        , renderWindow_(0)
69        , guiRenderer_(0)
70        , resourceProvider_(0)
71        , scriptModule_(0)
72        , guiSystem_(0)
73        , state_(Uninitialised)
74    {
75        assert(singletonRef_s == 0);
76        singletonRef_s = this;
77    }
78
79    GUIManager::~GUIManager()
80    {
81        if (backgroundCamera_)
82            backgroundSceneManager_->destroyCamera(backgroundCamera_);
83
84        if (backgroundSceneManager_)
85        {
86            // We have to make sure the SceneManager is not anymore referenced.
87            // For the case that the target SceneManager was yet another one, it
88            // wouldn't matter anyway since this is the destructor.
89            guiRenderer_->setTargetSceneManager(0);
90            Ogre::Root::getSingleton().destroySceneManager(backgroundSceneManager_);
91        }
92
93        InputManager::getInstance().requestDestroyState("gui");
94
95        if (guiSystem_)
96            delete guiSystem_;
97
98        if (scriptModule_)
99        {
100            // destroy our own tolua interfaces
101                //lua_pushnil(luaState_);
102                //lua_setglobal(luaState_, "Orxonox");
103                //lua_pushnil(luaState_);
104                //lua_setglobal(luaState_, "Core");
105            // TODO: deleting the script module fails an assertation.
106            // However there is not much we can do about it since it occurs too when
107            // we don't open Core or Orxonox. Might be a CEGUI issue.
108            // The memory leak is not a problem anyway..
109            //delete scriptModule_;
110        }
111
112        if (guiRenderer_)
113            delete guiRenderer_;
114
115        singletonRef_s = 0;
116    }
117
118    bool GUIManager::initialise(Ogre::RenderWindow* renderWindow)
119    {
120        using namespace CEGUI;
121        if (state_ == Uninitialised)
122        {
123            COUT(3) << "Initialising CEGUI." << std::endl;
124
125            try
126            {
127                // save the render window
128                renderWindow_ = renderWindow;
129
130                // Full screen viewport with Z order = 0 (top most). Don't yet feed a camera (so nothing gets rendered)
131                //this->viewport_ = renderWindow_->addViewport(0, 3);
132                //this->viewport_->setOverlaysEnabled(false);
133                //this->viewport_->setShadowsEnabled(false);
134                //this->viewport_->setSkiesEnabled(false);
135                //this->viewport_->setClearEveryFrame(false);
136
137                // Note: No SceneManager specified yet
138                this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_MAIN, true, 3000);
139                this->resourceProvider_ = guiRenderer_->createResourceProvider();
140                this->resourceProvider_->setDefaultResourceGroup("GUI");
141
142                // setup scripting
143                this->scriptModule_ = new LuaScriptModule();
144                this->luaState_ = this->scriptModule_->getLuaState();
145
146                // create the CEGUI system singleton
147                this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_);
148
149                // set the log level according to ours (translate by subtracting 1)
150                Logger::getSingleton().setLoggingLevel(
151                    (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
152
153                // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place
154                tolua_Core_open(this->scriptModule_->getLuaState());
155                tolua_Orxonox_open(this->scriptModule_->getLuaState());
156
157                // register us as input handler
158                SimpleInputState* state = InputManager::getInstance().createInputState<SimpleInputState>("gui", 30);
159                state->setHandler(this);
160                state->setJoyStickHandler(new EmptyHandler());
161
162                // load the background scene
163                loadScenes();
164                //CEGUI::KeyEventArgs e;
165                //e.codepoint
166            }
167            catch (CEGUI::Exception& ex)
168            {
169#if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6
170                throw GeneralException(ex.getMessage().c_str());
171#else
172                throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
173                    ex.getFileName().c_str(), ex.getName().c_str());
174#endif
175            }
176
177            state_ = Ready;
178        }
179
180        return true;
181    }
182
183    void GUIManager::loadScenes()
184    {
185        // first of all, we need to have our own SceneManager for the GUI. The reason
186        // is that we might have multiple viewports when in play mode (e.g. the view of
187        // a camera fixed at the back of the ship). That forces us to create our own
188        // full screen viewport that is on top of all the others, but doesn't clear the
189        // port before rendering, so everything from the GUI gets on top eventually.
190        // But in order to realise that, we also need a SceneManager with an empty scene,
191        // because the SceneManager is responsible for the render queue.
192        //this->emptySceneManager_ = Ogre::Root::getSingleton()
193        //    .createSceneManager(Ogre::ST_GENERIC, "GUI/EmptySceneManager");
194
195        // we also need a camera or we won't see anything at all.
196        // The camera settings don't matter at all for an empty scene since the GUI
197        // gets rendered on top of the screen rather than into the scene.
198        //this->emptyCamera_ = this->emptySceneManager_->createCamera("GUI/EmptyCamera");
199
200        // Create another SceneManager that enables to display some 3D
201        // scene in the background of the main menu.
202        this->backgroundSceneManager_ = Ogre::Root::getSingleton()
203            .createSceneManager(Ogre::ST_GENERIC, "GUI/BackgroundSceneManager");
204        this->backgroundCamera_ = backgroundSceneManager_->createCamera("GUI/BackgroundCamera");
205
206        // TODO: create something 3D
207        try
208        {
209            this->scriptModule_->executeScriptFile("loadGUI.lua", "GUI");
210        }
211        catch (CEGUI::Exception& ex)
212        {
213#if CEGUI_VERSION_MINOR < 6
214            throw GeneralException(ex.getMessage().c_str());
215#else
216            throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
217                ex.getFileName().c_str(), ex.getName().c_str());
218#endif
219        }
220    }
221
222    void GUIManager::showGUI(const std::string& name, Ogre::SceneManager* sceneManager)// bool showBackground)
223    {
224        if (state_ != Uninitialised)
225        {
226            if (state_ == OnDisplay)
227                hideGUI();
228
229            COUT(3) << "Loading GUI " << name << std::endl;
230            try
231            {
232                if (!sceneManager)
233                {
234                    // currently, only an image is loaded. We could do 3D, see loadBackground.
235                    //this->viewport_->setClearEveryFrame(true);
236                    this->guiRenderer_->setTargetSceneManager(this->backgroundSceneManager_);
237                    //this->viewport_->setCamera(this->backgroundCamera_);
238
239                    lua_pushboolean(this->scriptModule_->getLuaState(), true);
240                    lua_setglobal(this->scriptModule_->getLuaState(), "showBackground");
241                }
242                else
243                {
244                    //this->viewport_->setClearEveryFrame(false);
245                    this->guiRenderer_->setTargetSceneManager(sceneManager);
246                    //this->viewport_->setCamera(this->emptyCamera_);
247
248                    lua_pushboolean(this->scriptModule_->getLuaState(), false);
249                    lua_setglobal(this->scriptModule_->getLuaState(), "showBackground");
250                }
251
252                this->scriptModule_->executeScriptGlobal("showMainMenu");
253
254                InputManager::getInstance().requestEnterState("gui");
255
256                this->state_ = OnDisplay;
257            }
258            catch (CEGUI::Exception& ex)
259            {
260                COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl;
261            }
262            catch (...)
263            {
264                COUT(2) << "Could show a menu due to unknown reasons." << std::endl;
265            }
266        }
267        else
268        {
269            COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl;
270        }
271    }
272
273    void GUIManager::hideGUI()
274    {
275        if (this->state_ != OnDisplay)
276            return;
277        //this->viewport_->setCamera(0);
278        this->guiRenderer_->setTargetSceneManager(0);
279        this->state_ = Ready;
280        InputManager::getInstance().requestLeaveState("gui");
281    }
282
283    void GUIManager::mouseButtonPressed(MouseButton::Enum id)
284    {
285        try
286        {
287            guiSystem_->injectMouseButtonDown(convertButton(id));
288        }
289        catch (CEGUI::ScriptException& ex)
290        {
291            // We simply ignore the exception and proceed
292            COUT(1) << ex.getMessage() << std::endl;
293        }
294    }
295
296    void GUIManager::mouseButtonReleased(MouseButton::Enum id)
297    {
298        try
299        {
300            guiSystem_->injectMouseButtonUp(convertButton(id));
301        }
302        catch (CEGUI::ScriptException& ex)
303        {
304            // We simply ignore the exception and proceed
305            COUT(1) << ex.getMessage() << std::endl;
306        }
307    }
308
309
310    inline CEGUI::MouseButton GUIManager::convertButton(MouseButton::Enum button)
311    {
312        switch (button)
313        {
314        case MouseButton::Left:
315            return CEGUI::LeftButton;
316
317        case MouseButton::Right:
318            return CEGUI::RightButton;
319
320        case MouseButton::Middle:
321            return CEGUI::MiddleButton;
322
323        case MouseButton::Button3:
324            return CEGUI::X1Button;
325
326        case MouseButton::Button4:
327            return CEGUI::X2Button;
328
329        default:
330            return CEGUI::NoButton;
331        }
332    }
333}
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