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source: code/branches/gamestate/src/libraries/core/GUIManager.h @ 6625

Last change on this file since 6625 was 6537, checked in by rgrieder, 15 years ago

Linked every GUI sheet to exactly one InputState.
Also added util/TriBool that has states {true, false, Dontcare}.

  • Property svn:eol-style set to native
File size: 5.3 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#ifndef _GUIManager_H__
31#define _GUIManager_H__
32
33#include "CorePrereqs.h"
34
35#include <map>
36#include <set>
37#include <string>
38#include <CEGUIForwardRefs.h>
39#include <boost/scoped_ptr.hpp>
40#include <boost/shared_ptr.hpp>
41
42#include "util/OgreForwardRefs.h"
43#include "util/TriBool.h"
44#include "util/Singleton.h"
45#include "input/InputHandler.h"
46
47// Tolua includes (have to be relative to the current directory)
48/*
49$cfile "../util/TriBool.h" // tolua_export
50*/
51
52namespace orxonox // tolua_export
53{ // tolua_export
54    class PlayerInfo; // Forward declaration
55
56    /**
57    @class GUIManager
58    @brief
59        Provides a simple interface to CEGUI with tolua methods and console commands. It also acts as a key and mouse handler.
60
61        The GUIManager is a singleton and can be called anywhere when access on the GUI is needed.
62
63        Since the GUI needs user input, the GUIManager implements the functions needed to act as a key and/or mouse handler.
64        Those input events are then injected into CEGUI in Lua.
65    */
66    class _CoreExport GUIManager // tolua_export
67        : public Singleton<GUIManager>, public InputHandler
68    { // tolua_export
69        friend class Singleton<GUIManager>;
70    public:
71        GUIManager(const std::pair<int, int>& mousePosition);
72        ~GUIManager();
73
74        void preUpdate(const Clock& time);
75
76        void loadGUI(const std::string& name);
77        static void showGUI(const std::string& name, bool hidePrevious=false, bool showCursor=true);
78        void showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious=false, bool showCursor=true);
79        static void hideGUI(const std::string& name);
80        void keyESC();
81        void setBackground(const std::string& name);
82
83        const std::string& createInputState(const std::string& name, TriBool::Value showMouse = TriBool::True, TriBool::Value useKeyboard = TriBool::True, bool bBlockJoyStick = false); // tolua_export
84
85        void setCamera(Ogre::Camera* camera);
86        Ogre::Camera* getCamera() { return this->camera_; }
87
88        inline void setPlayer(const std::string& guiname, PlayerInfo* player)
89            { this->players_[guiname] = player; }
90        inline PlayerInfo* getPlayer(const std::string& guiname) const
91            { std::map<std::string, PlayerInfo*>::const_iterator it = this->players_.find(guiname); return (it != this->players_.end()) ? it->second : 0; }
92
93        // TODO: Temporary hack because the tolua exported CEGUI method does not seem to work
94        static void subscribeEventHelper(CEGUI::Window* window, const std::string& event, const std::string& function); //tolua_export
95
96        static GUIManager& getInstance() { return Singleton<GUIManager>::getInstance(); } // tolua_export
97
98    private:
99        GUIManager(const GUIManager& instance); //!< private and undefined copy c'tor (this is a singleton class)
100
101        void executeCode(const std::string& str);
102
103        // keyHandler functions
104        void keyPressed (const KeyEvent& evt);
105        void keyReleased(const KeyEvent& evt);
106
107        // mouseHandler functions
108        void buttonPressed (MouseButtonCode::ByEnum id);
109        void buttonReleased(MouseButtonCode::ByEnum id);
110        void mouseMoved    (IntVector2 abs, IntVector2 rel, IntVector2 clippingSize);
111        void mouseScrolled (int abs, int rel);
112        scoped_ptr<CEGUI::OgreCEGUIRenderer> guiRenderer_;      //!< CEGUI's interface to the Ogre Engine
113        scoped_ptr<LuaState>                 luaState_;         //!< LuaState, access point to the Lua engine
114        scoped_ptr<CEGUI::LuaScriptModule>   scriptModule_;     //!< CEGUI's script module to use Lua
115        scoped_ptr<CEGUI::System>            guiSystem_;        //!< CEGUI's main system
116        shared_ptr<ResourceInfo>             rootFileInfo_;     //!< Resource information about the root script
117        CEGUI::ResourceProvider*             resourceProvider_; //!< CEGUI's resource provider
118        CEGUI::Logger*                       ceguiLogger_;      //!< CEGUI's logger to be able to log CEGUI errors in our log
119        std::map<std::string, PlayerInfo*>   players_;          //!< Stores the player (owner) for each GUI
120        Ogre::Camera*                        camera_;           //!< Camera used to render the scene with the GUI
121
122        static GUIManager*                   singletonPtr_s;    //!< Singleton reference to GUIManager
123
124    }; // tolua_export
125} // tolua_export
126
127#endif /* _GUIManager_H__ */
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