Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/menu/src/libraries/core/GUIManager.cc @ 6032

Last change on this file since 6032 was 6032, checked in by scheusso, 15 years ago

partially working hiding

  • Property svn:eol-style set to native
File size: 12.5 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/Convert.h"
53#include "util/Debug.h"
54#include "util/Exception.h"
55#include "util/OrxAssert.h"
56#include "ConsoleCommand.h"
57#include "Core.h"
58#include "input/InputManager.h"
59#include "LuaState.h"
60#include "PathConfig.h"
61#include "Resource.h"
62
63namespace orxonox
64{
65    class CEGUILogger : public CEGUI::DefaultLogger
66    {
67    public:
68        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
69        {
70            int orxonoxLevel = CEGUI::Standard;
71            switch (level)
72            {
73                case CEGUI::Errors:      orxonoxLevel = 1; break;
74                case CEGUI::Warnings:    orxonoxLevel = 2; break;
75                case CEGUI::Standard:    orxonoxLevel = 4; break;
76                case CEGUI::Informative: orxonoxLevel = 5; break;
77                case CEGUI::Insane:      orxonoxLevel = 6; break;
78                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
79            }
80            OutputHandler::getOutStream().setOutputLevel(orxonoxLevel)
81                << "CEGUI: " << message << std::endl;
82
83            CEGUI::DefaultLogger::logEvent(message, level);
84        }
85    };
86
87    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
88
89    GUIManager* GUIManager::singletonPtr_s = 0;
90
91    SetConsoleCommandShortcut(GUIManager, showGUI).accessLevel(AccessLevel::User).defaultValue(1, false).defaultValue(2, true);
92    SetConsoleCommandShortcut(GUIManager, hideGUI).accessLevel(AccessLevel::User);
93
94    /**
95    @brief
96        Constructs the GUIManager by starting up CEGUI
97
98        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
99        The log is set up and connected to the CEGUILogger.
100        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
101        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
102    @param renderWindow
103        Ogre's render window. Without this, the GUI cannot be displayed.
104    @return true if success, otherwise false
105    */
106    GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen)
107        : renderWindow_(renderWindow)
108        , resourceProvider_(0)
109        , camera_(NULL)
110    {
111        using namespace CEGUI;
112
113        COUT(3) << "Initialising CEGUI." << std::endl;
114
115        // Note: No SceneManager specified yet
116        guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
117        resourceProvider_ = guiRenderer_->createResourceProvider();
118        resourceProvider_->setDefaultResourceGroup("GUI");
119
120        // setup scripting
121        luaState_.reset(new LuaState());
122        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
123
124        // Create our own logger to specify the filepath
125        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
126        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
127        // set the log level according to ours (translate by subtracting 1)
128        ceguiLogger->setLoggingLevel(
129            static_cast<LoggingLevel>(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
130        this->ceguiLogger_ = ceguiLogger.release();
131
132        // create the CEGUI system singleton
133        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
134
135        // Initialise the basic lua code
136        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI");
137        this->luaState_->doFile("InitialiseGUI.lua", "GUI", false);
138
139        // Align CEGUI mouse with OIS mouse
140        guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second);
141
142        // Hide the mouse cursor unless playing in fullscreen mode
143        if (!bFullScreen)
144            CEGUI::MouseCursor::getSingleton().hide();
145    }
146
147    /**
148    @brief
149        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
150    */
151    GUIManager::~GUIManager()
152    {
153    }
154
155    /**
156    @brief
157        used to tick the GUI
158    @param time
159        clock which provides time value for the GUI System
160
161        Ticking the GUI means updating it with a certain regularity.
162        The elapsed time since the last call is given in the time value provided by the clock.
163        This time value is then used to provide a fluent animation of the GUI.
164    */
165    void GUIManager::update(const Clock& time)
166    {
167        assert(guiSystem_);
168        guiSystem_->injectTimePulse(time.getDeltaTime());
169    }
170
171    /**
172    @brief
173        Tells the GUIManager which SceneManager to use
174    @param camera
175        The current camera on which the GUI should be displayed on.
176
177        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
178        This means the GUI is not bound to a camera but rather to the SceneManager.
179        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
180    */
181    void GUIManager::setCamera(Ogre::Camera* camera)
182    {
183        this->camera_ = camera;
184        if (camera == NULL)
185            this->guiRenderer_->setTargetSceneManager(0);
186        else
187            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
188    }
189
190    /**
191    @brief
192        Executes Lua code
193    @param str
194        reference to string object holding the Lua code which is to be executed
195
196        This function gives total access to the GUI. You can execute ANY Lua code here.
197    */
198    void GUIManager::executeCode(const std::string& str)
199    {
200        this->luaState_->doString(str, rootFileInfo_);
201    }
202
203    /**
204    @brief
205        Displays specified GUI on screen
206    @param name
207        The name of the GUI
208
209        The function executes the Lua function with the same name in case the GUIManager is ready.
210        For more details check out loadGUI_2.lua where the function presides.
211    */
212    /*static*/ void GUIManager::showGUI(const std::string& name, bool hidePrevious, bool showCursor)
213    {
214        std::pair<std::set<std::string>::iterator,bool> result = GUIManager::getInstance().showingGUIs_.insert(name);
215        if(result.second == false) //!< GUI already showing.
216            return;
217        if(GUIManager::getInstance().showingGUIs_.size() == 1 && result.second == true) //!< If it's the first GUI.
218        {
219//             GUIManager::getInstance().executeCode("showCursor()");
220            InputManager::getInstance().enterState("guiMouseOnly");
221        }
222        COUT(0) << "showGUI" << endl;
223        GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ")");
224    }
225
226    /**
227    @brief
228        Hack-ish. Needed for GUIOverlay.
229    */
230    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious, bool showCursor)
231    {
232        std::pair<std::set<std::string>::iterator,bool> result = this->showingGUIs_.insert(name);
233        if(result.second == false) //!< GUI already showing.
234            return;
235        if(this->showingGUIs_.size() == 1 && result.second == true) //!< If it's the first GUI.
236        {
237            this->executeCode("showCursor()");
238            InputManager::getInstance().enterState("guiMouseOnly");
239        }
240        this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")");
241    }
242
243    /**
244    @brief
245        Hides specified GUI.
246    @param name
247        The name of the GUI.
248    */
249    /*static*/ void GUIManager::hideGUI(const std::string& name)
250    {
251        bool present = GUIManager::getInstance().showingGUIs_.erase(name);
252        if(!present) //!< If there was nothing to erase.
253            return;
254        GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")");
255        if(GUIManager::getInstance().showingGUIs_.size() == 0)
256        {
257            GUIManager::getInstance().executeCode("hideCursor()");
258            InputManager::getInstance().leaveState("guiMouseOnly");
259        }
260    }
261   
262    void GUIManager::setToggleMode(const bool& mode)
263    {
264        this->bToggleMode_ = mode;
265        this->executeCode("setToggleMode(" + multi_cast<std::string>(mode) + ")");
266    }
267   
268    void GUIManager::setBackground(const std::string& name)
269    {
270        this->executeCode("setBackground(\"" + name + "\")");
271    }
272
273    void GUIManager::keyPressed(const KeyEvent& evt)
274    {
275        guiSystem_->injectKeyDown(evt.getKeyCode());
276        guiSystem_->injectChar(evt.getText());
277    }
278    void GUIManager::keyReleased(const KeyEvent& evt)
279    {
280        guiSystem_->injectKeyUp(evt.getKeyCode());
281    }
282
283    /**
284    @brief
285        Function receiving a mouse button pressed event.
286    @param id
287        ID of the mouse button which got pressed
288
289        This function is inherited by MouseHandler and injects the event into CEGUI.
290        It is for CEGUI to process the event.
291    */
292    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
293    {
294        try
295        {
296            guiSystem_->injectMouseButtonDown(convertButton(id));
297        }
298        catch (CEGUI::ScriptException& ex)
299        {
300            // We simply ignore the exception and proceed
301            COUT(1) << ex.getMessage() << std::endl;
302        }
303    }
304
305    /**
306    @brief
307        Function receiving a mouse button released event.
308    @param id
309        ID of the mouse button which got released
310
311        This function is inherited by MouseHandler and injects the event into CEGUI.
312        It is for CEGUI to process the event.
313    */
314    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
315    {
316        try
317        {
318            guiSystem_->injectMouseButtonUp(convertButton(id));
319        }
320        catch (CEGUI::ScriptException& ex)
321        {
322            // We simply ignore the exception and proceed
323            COUT(1) << ex.getMessage() << std::endl;
324        }
325    }
326
327    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
328    {
329        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
330    }
331    void GUIManager::mouseScrolled(int abs, int rel)
332    {
333        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
334    }
335
336    /**
337    @brief
338        converts mouse event code to CEGUI event code
339    @param button
340        code of the mouse button as we use it in Orxonox
341    @return
342        code of the mouse button as it is used by CEGUI
343
344        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
345     */
346    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
347    {
348        switch (button)
349        {
350        case MouseButtonCode::Left:
351            return CEGUI::LeftButton;
352
353        case MouseButtonCode::Right:
354            return CEGUI::RightButton;
355
356        case MouseButtonCode::Middle:
357            return CEGUI::MiddleButton;
358
359        case MouseButtonCode::Button3:
360            return CEGUI::X1Button;
361
362        case MouseButtonCode::Button4:
363            return CEGUI::X2Button;
364
365        default:
366            return CEGUI::NoButton;
367        }
368    }
369}
Note: See TracBrowser for help on using the repository browser.