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source: code/branches/core5/src/libraries/core/GUIManager.cc @ 5896

Last change on this file since 5896 was 5855, checked in by rgrieder, 15 years ago

Moved Clock from core to util (used in Scope anyway).

  • Property svn:eol-style set to native
File size: 9.8 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 *      Benjamin Knecht
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "GUIManager.h"
31
32#include <memory>
33extern "C" {
34#include <lua.h>
35}
36#include <CEGUIDefaultLogger.h>
37#include <CEGUIExceptions.h>
38#include <CEGUIInputEvent.h>
39#include <CEGUIMouseCursor.h>
40#include <CEGUIResourceProvider.h>
41#include <CEGUISystem.h>
42#include <ogreceguirenderer/OgreCEGUIRenderer.h>
43
44#include "SpecialConfig.h" // Configures the macro below
45#ifdef CEGUILUA_USE_INTERNAL_LIBRARY
46#   include <ceguilua/CEGUILua.h>
47#else
48#   include <CEGUILua.h>
49#endif
50
51#include "util/Clock.h"
52#include "util/Debug.h"
53#include "util/Exception.h"
54#include "util/OrxAssert.h"
55#include "Core.h"
56#include "LuaState.h"
57#include "PathConfig.h"
58#include "Resource.h"
59
60namespace orxonox
61{
62    class CEGUILogger : public CEGUI::DefaultLogger
63    {
64    public:
65        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
66        {
67            int orxonoxLevel = CEGUI::Standard;
68            switch (level)
69            {
70                case CEGUI::Errors:      orxonoxLevel = 1; break;
71                case CEGUI::Warnings:    orxonoxLevel = 2; break;
72                case CEGUI::Standard:    orxonoxLevel = 4; break;
73                case CEGUI::Informative: orxonoxLevel = 5; break;
74                case CEGUI::Insane:      orxonoxLevel = 6; break;
75                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
76            }
77            OutputHandler::getOutStream().setOutputLevel(orxonoxLevel)
78                << "CEGUI: " << message << std::endl;
79
80            CEGUI::DefaultLogger::logEvent(message, level);
81        }
82    };
83
84    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
85
86    GUIManager* GUIManager::singletonPtr_s = 0;
87
88    /**
89    @brief
90        Constructs the GUIManager by starting up CEGUI
91
92        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
93        The log is set up and connected to the CEGUILogger.
94        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
95        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
96    @param renderWindow
97        Ogre's render window. Without this, the GUI cannot be displayed.
98    @return true if success, otherwise false
99    */
100    GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen)
101        : renderWindow_(renderWindow)
102        , resourceProvider_(0)
103    {
104        using namespace CEGUI;
105
106        COUT(3) << "Initialising CEGUI." << std::endl;
107
108        // Note: No SceneManager specified yet
109        guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
110        resourceProvider_ = guiRenderer_->createResourceProvider();
111        resourceProvider_->setDefaultResourceGroup("GUI");
112
113        // setup scripting
114        luaState_.reset(new LuaState());
115        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
116
117        // Create our own logger to specify the filepath
118        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
119        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
120        // set the log level according to ours (translate by subtracting 1)
121        ceguiLogger->setLoggingLevel(
122            static_cast<LoggingLevel>(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
123        this->ceguiLogger_ = ceguiLogger.release();
124
125        // create the CEGUI system singleton
126        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
127
128        // Initialise the basic lua code
129        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI");
130        this->luaState_->doFile("InitialiseGUI.lua", "GUI", false);
131
132        // Align CEGUI mouse with OIS mouse
133        guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second);
134
135        // Hide the mouse cursor unless playing in fullscreen mode
136        if (!bFullScreen)
137            CEGUI::MouseCursor::getSingleton().hide();
138    }
139
140    /**
141    @brief
142        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
143    */
144    GUIManager::~GUIManager()
145    {
146    }
147
148    /**
149    @brief
150        used to tick the GUI
151    @param time
152        clock which provides time value for the GUI System
153
154        Ticking the GUI means updating it with a certain regularity.
155        The elapsed time since the last call is given in the time value provided by the clock.
156        This time value is then used to provide a fluent animation of the GUI.
157    */
158    void GUIManager::update(const Clock& time)
159    {
160        assert(guiSystem_);
161        guiSystem_->injectTimePulse(time.getDeltaTime());
162    }
163
164    /**
165    @brief
166        Tells the GUIManager which SceneManager to use
167    @param camera
168        The current camera on which the GUI should be displayed on.
169
170        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
171        This means the GUI is not bound to a camera but rather to the SceneManager.
172        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
173    */
174    void GUIManager::setCamera(Ogre::Camera* camera)
175    {
176        if (camera == NULL)
177            this->guiRenderer_->setTargetSceneManager(0);
178        else
179            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
180    }
181
182    /**
183    @brief
184        Executes Lua code
185    @param str
186        reference to string object holding the Lua code which is to be executed
187
188        This function gives total access to the GUI. You can execute ANY Lua code here.
189    */
190    void GUIManager::executeCode(const std::string& str)
191    {
192        this->luaState_->doString(str, rootFileInfo_);
193    }
194
195    /**
196    @brief
197        Displays specified GUI on screen
198    @param name
199        The name of the GUI
200
201        The function executes the Lua function with the same name in case the GUIManager is ready.
202        For more details check out loadGUI_2.lua where the function presides.
203    */
204    void GUIManager::showGUI(const std::string& name)
205    {
206        this->luaState_->doString("showGUI(\"" + name + "\")", rootFileInfo_);
207    }
208
209    void GUIManager::keyPressed(const KeyEvent& evt)
210    {
211        guiSystem_->injectKeyDown(evt.getKeyCode());
212        guiSystem_->injectChar(evt.getText());
213    }
214    void GUIManager::keyReleased(const KeyEvent& evt)
215    {
216        guiSystem_->injectKeyUp(evt.getKeyCode());
217    }
218
219    /**
220    @brief
221        Function receiving a mouse button pressed event.
222    @param id
223        ID of the mouse button which got pressed
224
225        This function is inherited by MouseHandler and injects the event into CEGUI.
226        It is for CEGUI to process the event.
227    */
228    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
229    {
230        try
231        {
232            guiSystem_->injectMouseButtonDown(convertButton(id));
233        }
234        catch (CEGUI::ScriptException& ex)
235        {
236            // We simply ignore the exception and proceed
237            COUT(1) << ex.getMessage() << std::endl;
238        }
239    }
240
241    /**
242    @brief
243        Function receiving a mouse button released event.
244    @param id
245        ID of the mouse button which got released
246
247        This function is inherited by MouseHandler and injects the event into CEGUI.
248        It is for CEGUI to process the event.
249    */
250    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
251    {
252        try
253        {
254            guiSystem_->injectMouseButtonUp(convertButton(id));
255        }
256        catch (CEGUI::ScriptException& ex)
257        {
258            // We simply ignore the exception and proceed
259            COUT(1) << ex.getMessage() << std::endl;
260        }
261    }
262
263    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
264    {
265        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
266    }
267    void GUIManager::mouseScrolled(int abs, int rel)
268    {
269        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
270    }
271
272    /**
273    @brief
274        converts mouse event code to CEGUI event code
275    @param button
276        code of the mouse button as we use it in Orxonox
277    @return
278        code of the mouse button as it is used by CEGUI
279
280        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
281     */
282    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
283    {
284        switch (button)
285        {
286        case MouseButtonCode::Left:
287            return CEGUI::LeftButton;
288
289        case MouseButtonCode::Right:
290            return CEGUI::RightButton;
291
292        case MouseButtonCode::Middle:
293            return CEGUI::MiddleButton;
294
295        case MouseButtonCode::Button3:
296            return CEGUI::X1Button;
297
298        case MouseButtonCode::Button4:
299            return CEGUI::X2Button;
300
301        default:
302            return CEGUI::NoButton;
303        }
304    }
305}
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