1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief |
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32 | Implementation of the GUIManager class. |
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33 | */ |
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34 | |
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35 | #include "OrxonoxStableHeaders.h" |
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36 | #include "GUIManager.h" |
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37 | |
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38 | #include <boost/filesystem.hpp> |
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39 | #include <OgreRenderWindow.h> |
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40 | #include <OgreRoot.h> |
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41 | #include <CEGUI.h> |
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42 | #include <CEGUIDefaultLogger.h> |
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43 | #include <ogreceguirenderer/OgreCEGUIRenderer.h> |
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44 | #ifdef CEGUILUA_USE_INTERNAL_LIBRARY |
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45 | # include <ceguilua/CEGUILua.h> |
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46 | #else |
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47 | # include <CEGUILua.h> |
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48 | #endif |
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49 | |
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50 | #include "util/Exception.h" |
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51 | #include "core/input/InputManager.h" |
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52 | #include "core/input/SimpleInputState.h" |
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53 | #include "core/ConsoleCommand.h" |
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54 | #include "core/Core.h" |
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55 | #include "ToluaBindCore.h" |
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56 | #include "ToluaBindOrxonox.h" |
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57 | |
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58 | extern "C" { |
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59 | #include <lua.h> |
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60 | } |
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61 | |
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62 | namespace orxonox |
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63 | { |
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64 | SetConsoleCommandShortcut(GUIManager, showGUI_s).keybindMode(KeybindMode::OnPress); |
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65 | |
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66 | GUIManager* GUIManager::singletonRef_s = 0; |
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67 | |
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68 | GUIManager::GUIManager() |
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69 | //: emptySceneManager_(0) |
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70 | : backgroundSceneManager_(0) |
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71 | //, emptyCamera_(0) |
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72 | , backgroundCamera_(0) |
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73 | //, viewport_(0) |
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74 | , renderWindow_(0) |
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75 | , guiRenderer_(0) |
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76 | , resourceProvider_(0) |
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77 | , scriptModule_(0) |
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78 | , guiSystem_(0) |
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79 | , state_(Uninitialised) |
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80 | { |
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81 | assert(singletonRef_s == 0); |
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82 | singletonRef_s = this; |
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83 | } |
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84 | |
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85 | GUIManager::~GUIManager() |
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86 | { |
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87 | if (backgroundCamera_) |
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88 | backgroundSceneManager_->destroyCamera(backgroundCamera_); |
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89 | |
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90 | if (backgroundSceneManager_) |
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91 | { |
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92 | // We have to make sure the SceneManager is not anymore referenced. |
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93 | // For the case that the target SceneManager was yet another one, it |
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94 | // wouldn't matter anyway since this is the destructor. |
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95 | guiRenderer_->setTargetSceneManager(0); |
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96 | Ogre::Root::getSingleton().destroySceneManager(backgroundSceneManager_); |
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97 | } |
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98 | |
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99 | InputManager::getInstance().requestDestroyState("gui"); |
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100 | |
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101 | if (guiSystem_) |
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102 | delete guiSystem_; |
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103 | |
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104 | if (scriptModule_) |
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105 | { |
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106 | // destroy our own tolua interfaces |
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107 | lua_pushnil(luaState_); |
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108 | lua_setglobal(luaState_, "Orxonox"); |
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109 | lua_pushnil(luaState_); |
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110 | lua_setglobal(luaState_, "Core"); |
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111 | // TODO: deleting the script module fails an assertion. |
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112 | // However there is not much we can do about it since it occurs too when |
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113 | // we don't open Core or Orxonox. Might be a CEGUI issue. |
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114 | // The memory leak is not a problem anyway.. |
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115 | delete scriptModule_; |
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116 | } |
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117 | |
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118 | if (guiRenderer_) |
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119 | delete guiRenderer_; |
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120 | |
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121 | singletonRef_s = 0; |
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122 | } |
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123 | |
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124 | bool GUIManager::initialise(Ogre::RenderWindow* renderWindow) |
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125 | { |
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126 | using namespace CEGUI; |
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127 | if (state_ == Uninitialised) |
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128 | { |
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129 | COUT(3) << "Initialising CEGUI." << std::endl; |
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130 | |
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131 | try |
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132 | { |
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133 | // save the render window |
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134 | renderWindow_ = renderWindow; |
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135 | |
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136 | // Full screen viewport with Z order = 0 (top most). Don't yet feed a camera (so nothing gets rendered) |
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137 | //this->viewport_ = renderWindow_->addViewport(0, 3); |
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138 | //this->viewport_->setOverlaysEnabled(false); |
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139 | //this->viewport_->setShadowsEnabled(false); |
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140 | //this->viewport_->setSkiesEnabled(false); |
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141 | //this->viewport_->setClearEveryFrame(false); |
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142 | |
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143 | // Note: No SceneManager specified yet |
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144 | this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_MAIN, true, 3000); |
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145 | this->resourceProvider_ = guiRenderer_->createResourceProvider(); |
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146 | this->resourceProvider_->setDefaultResourceGroup("GUI"); |
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147 | |
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148 | // setup scripting |
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149 | this->scriptModule_ = new LuaScriptModule(); |
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150 | this->luaState_ = this->scriptModule_->getLuaState(); |
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151 | |
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152 | // Create our own logger to specify the filepath |
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153 | boost::filesystem::path ceguiLogFilepath(Core::getLogPath() + "cegui.log"); |
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154 | this->ceguiLogger_ = new DefaultLogger(); |
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155 | this->ceguiLogger_->setLogFilename(ceguiLogFilepath.file_string()); |
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156 | // set the log level according to ours (translate by subtracting 1) |
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157 | this->ceguiLogger_->setLoggingLevel( |
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158 | (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1)); |
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159 | |
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160 | // create the CEGUI system singleton |
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161 | this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_); |
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162 | |
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163 | // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place |
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164 | tolua_Core_open(this->scriptModule_->getLuaState()); |
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165 | tolua_Orxonox_open(this->scriptModule_->getLuaState()); |
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166 | |
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167 | // register us as input handler |
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168 | SimpleInputState* state = InputManager::getInstance().createInputState<SimpleInputState>("gui", 30); |
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169 | state->setHandler(this); |
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170 | state->setJoyStickHandler(&InputManager::EMPTY_HANDLER); |
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171 | |
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172 | // load the background scene |
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173 | loadScenes(); |
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174 | //CEGUI::KeyEventArgs e; |
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175 | //e.codepoint |
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176 | } |
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177 | catch (CEGUI::Exception& ex) |
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178 | { |
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179 | #if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6 |
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180 | throw GeneralException(ex.getMessage().c_str()); |
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181 | #else |
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182 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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183 | ex.getFileName().c_str(), ex.getName().c_str()); |
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184 | #endif |
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185 | } |
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186 | |
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187 | state_ = Ready; |
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188 | } |
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189 | |
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190 | return true; |
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191 | } |
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192 | |
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193 | void GUIManager::loadScenes() |
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194 | { |
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195 | // first of all, we need to have our own SceneManager for the GUI. The reason |
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196 | // is that we might have multiple viewports when in play mode (e.g. the view of |
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197 | // a camera fixed at the back of the ship). That forces us to create our own |
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198 | // full screen viewport that is on top of all the others, but doesn't clear the |
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199 | // port before rendering, so everything from the GUI gets on top eventually. |
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200 | // But in order to realise that, we also need a SceneManager with an empty scene, |
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201 | // because the SceneManager is responsible for the render queue. |
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202 | //this->emptySceneManager_ = Ogre::Root::getSingleton() |
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203 | // .createSceneManager(Ogre::ST_GENERIC, "GUI/EmptySceneManager"); |
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204 | |
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205 | // we also need a camera or we won't see anything at all. |
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206 | // The camera settings don't matter at all for an empty scene since the GUI |
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207 | // gets rendered on top of the screen rather than into the scene. |
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208 | //this->emptyCamera_ = this->emptySceneManager_->createCamera("GUI/EmptyCamera"); |
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209 | |
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210 | // Create another SceneManager that enables to display some 3D |
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211 | // scene in the background of the main menu. |
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212 | this->backgroundSceneManager_ = Ogre::Root::getSingleton() |
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213 | .createSceneManager(Ogre::ST_GENERIC, "GUI/BackgroundSceneManager"); |
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214 | this->backgroundCamera_ = backgroundSceneManager_->createCamera("GUI/BackgroundCamera"); |
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215 | |
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216 | // TODO: create something 3D |
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217 | try |
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218 | { |
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219 | this->scriptModule_->executeScriptFile("loadGUI.lua", "GUI"); |
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220 | } |
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221 | catch (CEGUI::Exception& ex) |
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222 | { |
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223 | #if CEGUI_VERSION_MINOR < 6 |
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224 | throw GeneralException(ex.getMessage().c_str()); |
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225 | #else |
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226 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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227 | ex.getFileName().c_str(), ex.getName().c_str()); |
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228 | #endif |
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229 | } |
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230 | } |
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231 | |
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232 | void GUIManager::showGUI(const std::string& name, Ogre::SceneManager* sceneManager)// bool showBackground) |
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233 | { |
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234 | if (state_ != Uninitialised) |
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235 | { |
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236 | if (state_ == OnDisplay) |
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237 | hideGUI(); |
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238 | |
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239 | COUT(3) << "Loading GUI " << name << std::endl; |
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240 | try |
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241 | { |
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242 | if (!sceneManager) |
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243 | { |
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244 | // currently, only an image is loaded. We could do 3D, see loadBackground. |
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245 | //this->viewport_->setClearEveryFrame(true); |
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246 | this->guiRenderer_->setTargetSceneManager(this->backgroundSceneManager_); |
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247 | //this->viewport_->setCamera(this->backgroundCamera_); |
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248 | |
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249 | lua_pushboolean(this->scriptModule_->getLuaState(), true); |
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250 | lua_setglobal(this->scriptModule_->getLuaState(), "showBackground"); |
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251 | } |
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252 | else |
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253 | { |
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254 | //this->viewport_->setClearEveryFrame(false); |
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255 | this->guiRenderer_->setTargetSceneManager(sceneManager); |
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256 | //this->viewport_->setCamera(this->emptyCamera_); |
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257 | |
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258 | lua_pushboolean(this->scriptModule_->getLuaState(), false); |
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259 | lua_setglobal(this->scriptModule_->getLuaState(), "showBackground"); |
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260 | } |
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261 | |
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262 | this->scriptModule_->executeScriptGlobal("showMainMenu"); |
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263 | |
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264 | InputManager::getInstance().requestEnterState("gui"); |
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265 | |
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266 | this->state_ = OnDisplay; |
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267 | } |
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268 | catch (CEGUI::Exception& ex) |
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269 | { |
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270 | COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl; |
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271 | } |
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272 | catch (...) |
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273 | { |
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274 | COUT(2) << "Could show a menu due to unknown reasons." << std::endl; |
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275 | } |
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276 | } |
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277 | else |
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278 | { |
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279 | COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl; |
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280 | } |
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281 | } |
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282 | |
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283 | void GUIManager::hideGUI() |
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284 | { |
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285 | if (this->state_ != OnDisplay) |
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286 | return; |
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287 | //this->viewport_->setCamera(0); |
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288 | this->guiRenderer_->setTargetSceneManager(0); |
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289 | this->state_ = Ready; |
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290 | InputManager::getInstance().requestLeaveState("gui"); |
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291 | } |
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292 | |
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293 | void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id) |
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294 | { |
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295 | try |
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296 | { |
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297 | guiSystem_->injectMouseButtonDown(convertButton(id)); |
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298 | } |
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299 | catch (CEGUI::ScriptException& ex) |
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300 | { |
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301 | // We simply ignore the exception and proceed |
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302 | COUT(1) << ex.getMessage() << std::endl; |
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303 | } |
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304 | } |
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305 | |
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306 | void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id) |
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307 | { |
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308 | try |
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309 | { |
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310 | guiSystem_->injectMouseButtonUp(convertButton(id)); |
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311 | } |
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312 | catch (CEGUI::ScriptException& ex) |
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313 | { |
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314 | // We simply ignore the exception and proceed |
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315 | COUT(1) << ex.getMessage() << std::endl; |
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316 | } |
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317 | } |
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318 | |
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319 | |
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320 | inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button) |
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321 | { |
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322 | switch (button) |
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323 | { |
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324 | case MouseButtonCode::Left: |
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325 | return CEGUI::LeftButton; |
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326 | |
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327 | case MouseButtonCode::Right: |
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328 | return CEGUI::RightButton; |
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329 | |
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330 | case MouseButtonCode::Middle: |
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331 | return CEGUI::MiddleButton; |
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332 | |
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333 | case MouseButtonCode::Button3: |
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334 | return CEGUI::X1Button; |
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335 | |
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336 | case MouseButtonCode::Button4: |
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337 | return CEGUI::X2Button; |
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338 | |
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339 | default: |
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340 | return CEGUI::NoButton; |
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341 | } |
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342 | } |
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343 | } |
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