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source: code/branches/buildsystem3/src/orxonox/gui/GUIManager.cc @ 2693

Last change on this file since 2693 was 2687, checked in by rgrieder, 16 years ago

Installation paths should be relative when using in C++ code if they're actually relative.
This ensures copy & paste installations under windows. For Unix it is only useful when installation to an arbitrary folder instead of /usr
(also resolves a problem the with tcl lib path; Apparently Tcl cannot cope with spaces in the path (and neither "\") so C:/Program Files/ was not working at all)

  • boost::filesystem::path::native_file_string is depricated, using file_string now.
  • Property svn:eol-style set to native
File size: 11.8 KB
Line 
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 <boost/filesystem.hpp>
39#include <OgreRenderWindow.h>
40#include <OgreRoot.h>
41#include <CEGUI.h>
42#include <CEGUIDefaultLogger.h>
43#include <ogreceguirenderer/OgreCEGUIRenderer.h>
44#ifdef CEGUILUA_USE_INTERNAL_LIBRARY
45#   include <ceguilua/CEGUILua.h>
46#else
47#   include <CEGUILua.h>
48#endif
49
50#include "util/Exception.h"
51#include "core/input/InputManager.h"
52#include "core/input/SimpleInputState.h"
53#include "core/ConsoleCommand.h"
54#include "core/Core.h"
55#include "ToluaBindCore.h"
56#include "ToluaBindOrxonox.h"
57
58extern "C" {
59#include <lua.h>
60}
61
62namespace orxonox
63{
64    SetConsoleCommandShortcut(GUIManager, showGUI_s).keybindMode(KeybindMode::OnPress);
65
66    GUIManager* GUIManager::singletonRef_s = 0;
67
68    GUIManager::GUIManager()
69        //: emptySceneManager_(0)
70        : backgroundSceneManager_(0)
71        //, emptyCamera_(0)
72        , backgroundCamera_(0)
73        //, viewport_(0)
74        , renderWindow_(0)
75        , guiRenderer_(0)
76        , resourceProvider_(0)
77        , scriptModule_(0)
78        , guiSystem_(0)
79        , state_(Uninitialised)
80    {
81        assert(singletonRef_s == 0);
82        singletonRef_s = this;
83    }
84
85    GUIManager::~GUIManager()
86    {
87        if (backgroundCamera_)
88            backgroundSceneManager_->destroyCamera(backgroundCamera_);
89
90        if (backgroundSceneManager_)
91        {
92            // We have to make sure the SceneManager is not anymore referenced.
93            // For the case that the target SceneManager was yet another one, it
94            // wouldn't matter anyway since this is the destructor.
95            guiRenderer_->setTargetSceneManager(0);
96            Ogre::Root::getSingleton().destroySceneManager(backgroundSceneManager_);
97        }
98
99        InputManager::getInstance().requestDestroyState("gui");
100
101        if (guiSystem_)
102            delete guiSystem_;
103
104        if (scriptModule_)
105        {
106            // destroy our own tolua interfaces
107                lua_pushnil(luaState_);
108                lua_setglobal(luaState_, "Orxonox");
109                lua_pushnil(luaState_);
110                lua_setglobal(luaState_, "Core");
111            // TODO: deleting the script module fails an assertion.
112            // However there is not much we can do about it since it occurs too when
113            // we don't open Core or Orxonox. Might be a CEGUI issue.
114            // The memory leak is not a problem anyway..
115            delete scriptModule_;
116        }
117
118        if (guiRenderer_)
119            delete guiRenderer_;
120
121        singletonRef_s = 0;
122    }
123
124    bool GUIManager::initialise(Ogre::RenderWindow* renderWindow)
125    {
126        using namespace CEGUI;
127        if (state_ == Uninitialised)
128        {
129            COUT(3) << "Initialising CEGUI." << std::endl;
130
131            try
132            {
133                // save the render window
134                renderWindow_ = renderWindow;
135
136                // Full screen viewport with Z order = 0 (top most). Don't yet feed a camera (so nothing gets rendered)
137                //this->viewport_ = renderWindow_->addViewport(0, 3);
138                //this->viewport_->setOverlaysEnabled(false);
139                //this->viewport_->setShadowsEnabled(false);
140                //this->viewport_->setSkiesEnabled(false);
141                //this->viewport_->setClearEveryFrame(false);
142
143                // Note: No SceneManager specified yet
144                this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_MAIN, true, 3000);
145                this->resourceProvider_ = guiRenderer_->createResourceProvider();
146                this->resourceProvider_->setDefaultResourceGroup("GUI");
147
148                // setup scripting
149                this->scriptModule_ = new LuaScriptModule();
150                this->luaState_ = this->scriptModule_->getLuaState();
151
152                // Create our own logger to specify the filepath
153                boost::filesystem::path ceguiLogFilepath(Core::getLogPath() + "cegui.log");
154                this->ceguiLogger_ = new DefaultLogger();
155                this->ceguiLogger_->setLogFilename(ceguiLogFilepath.file_string());
156                // set the log level according to ours (translate by subtracting 1)
157                this->ceguiLogger_->setLoggingLevel(
158                    (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
159
160                // create the CEGUI system singleton
161                this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_);
162
163                // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place
164                tolua_Core_open(this->scriptModule_->getLuaState());
165                tolua_Orxonox_open(this->scriptModule_->getLuaState());
166
167                // register us as input handler
168                SimpleInputState* state = InputManager::getInstance().createInputState<SimpleInputState>("gui", 30);
169                state->setHandler(this);
170                state->setJoyStickHandler(&InputManager::EMPTY_HANDLER);
171
172                // load the background scene
173                loadScenes();
174                //CEGUI::KeyEventArgs e;
175                //e.codepoint
176            }
177            catch (CEGUI::Exception& ex)
178            {
179#if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6
180                throw GeneralException(ex.getMessage().c_str());
181#else
182                throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
183                    ex.getFileName().c_str(), ex.getName().c_str());
184#endif
185            }
186
187            state_ = Ready;
188        }
189
190        return true;
191    }
192
193    void GUIManager::loadScenes()
194    {
195        // first of all, we need to have our own SceneManager for the GUI. The reason
196        // is that we might have multiple viewports when in play mode (e.g. the view of
197        // a camera fixed at the back of the ship). That forces us to create our own
198        // full screen viewport that is on top of all the others, but doesn't clear the
199        // port before rendering, so everything from the GUI gets on top eventually.
200        // But in order to realise that, we also need a SceneManager with an empty scene,
201        // because the SceneManager is responsible for the render queue.
202        //this->emptySceneManager_ = Ogre::Root::getSingleton()
203        //    .createSceneManager(Ogre::ST_GENERIC, "GUI/EmptySceneManager");
204
205        // we also need a camera or we won't see anything at all.
206        // The camera settings don't matter at all for an empty scene since the GUI
207        // gets rendered on top of the screen rather than into the scene.
208        //this->emptyCamera_ = this->emptySceneManager_->createCamera("GUI/EmptyCamera");
209
210        // Create another SceneManager that enables to display some 3D
211        // scene in the background of the main menu.
212        this->backgroundSceneManager_ = Ogre::Root::getSingleton()
213            .createSceneManager(Ogre::ST_GENERIC, "GUI/BackgroundSceneManager");
214        this->backgroundCamera_ = backgroundSceneManager_->createCamera("GUI/BackgroundCamera");
215
216        // TODO: create something 3D
217        try
218        {
219            this->scriptModule_->executeScriptFile("loadGUI.lua", "GUI");
220        }
221        catch (CEGUI::Exception& ex)
222        {
223#if CEGUI_VERSION_MINOR < 6
224            throw GeneralException(ex.getMessage().c_str());
225#else
226            throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
227                ex.getFileName().c_str(), ex.getName().c_str());
228#endif
229        }
230    }
231
232    void GUIManager::showGUI(const std::string& name, Ogre::SceneManager* sceneManager)// bool showBackground)
233    {
234        if (state_ != Uninitialised)
235        {
236            if (state_ == OnDisplay)
237                hideGUI();
238
239            COUT(3) << "Loading GUI " << name << std::endl;
240            try
241            {
242                if (!sceneManager)
243                {
244                    // currently, only an image is loaded. We could do 3D, see loadBackground.
245                    //this->viewport_->setClearEveryFrame(true);
246                    this->guiRenderer_->setTargetSceneManager(this->backgroundSceneManager_);
247                    //this->viewport_->setCamera(this->backgroundCamera_);
248
249                    lua_pushboolean(this->scriptModule_->getLuaState(), true);
250                    lua_setglobal(this->scriptModule_->getLuaState(), "showBackground");
251                }
252                else
253                {
254                    //this->viewport_->setClearEveryFrame(false);
255                    this->guiRenderer_->setTargetSceneManager(sceneManager);
256                    //this->viewport_->setCamera(this->emptyCamera_);
257
258                    lua_pushboolean(this->scriptModule_->getLuaState(), false);
259                    lua_setglobal(this->scriptModule_->getLuaState(), "showBackground");
260                }
261
262                this->scriptModule_->executeScriptGlobal("showMainMenu");
263
264                InputManager::getInstance().requestEnterState("gui");
265
266                this->state_ = OnDisplay;
267            }
268            catch (CEGUI::Exception& ex)
269            {
270                COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl;
271            }
272            catch (...)
273            {
274                COUT(2) << "Could show a menu due to unknown reasons." << std::endl;
275            }
276        }
277        else
278        {
279            COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl;
280        }
281    }
282
283    void GUIManager::hideGUI()
284    {
285        if (this->state_ != OnDisplay)
286            return;
287        //this->viewport_->setCamera(0);
288        this->guiRenderer_->setTargetSceneManager(0);
289        this->state_ = Ready;
290        InputManager::getInstance().requestLeaveState("gui");
291    }
292
293    void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id)
294    {
295        try
296        {
297            guiSystem_->injectMouseButtonDown(convertButton(id));
298        }
299        catch (CEGUI::ScriptException& ex)
300        {
301            // We simply ignore the exception and proceed
302            COUT(1) << ex.getMessage() << std::endl;
303        }
304    }
305
306    void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id)
307    {
308        try
309        {
310            guiSystem_->injectMouseButtonUp(convertButton(id));
311        }
312        catch (CEGUI::ScriptException& ex)
313        {
314            // We simply ignore the exception and proceed
315            COUT(1) << ex.getMessage() << std::endl;
316        }
317    }
318
319
320    inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button)
321    {
322        switch (button)
323        {
324        case MouseButtonCode::Left:
325            return CEGUI::LeftButton;
326
327        case MouseButtonCode::Right:
328            return CEGUI::RightButton;
329
330        case MouseButtonCode::Middle:
331            return CEGUI::MiddleButton;
332
333        case MouseButtonCode::Button3:
334            return CEGUI::X1Button;
335
336        case MouseButtonCode::Button4:
337            return CEGUI::X2Button;
338
339        default:
340            return CEGUI::NoButton;
341        }
342    }
343}
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