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source: code/branches/menuanimations/src/libraries/core/GUIManager.cc @ 6445

Last change on this file since 6445 was 6051, checked in by rgrieder, 15 years ago

Fix for the resource group problem in the GUIManager. This should fix the lua require function (though I could not test it).

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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        , bShowIngameGUI_(false)
111    {
112        using namespace CEGUI;
113
114        COUT(3) << "Initialising CEGUI." << std::endl;
115
116        // Note: No SceneManager specified yet
117        guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
118        resourceProvider_ = guiRenderer_->createResourceProvider();
119        resourceProvider_->setDefaultResourceGroup("GUI");
120
121        // setup scripting
122        luaState_.reset(new LuaState());
123        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI");
124        // This is necessary to ensure that input events also use the right resource info when triggering lua functions
125        luaState_->setDefaultResourceInfo(this->rootFileInfo_);
126        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
127
128        // Create our own logger to specify the filepath
129        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
130        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
131        // set the log level according to ours (translate by subtracting 1)
132        ceguiLogger->setLoggingLevel(
133            static_cast<LoggingLevel>(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
134        this->ceguiLogger_ = ceguiLogger.release();
135
136        // create the CEGUI system singleton
137        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
138
139        // Initialise the basic lua code
140        this->luaState_->doFile("InitialiseGUI.lua", "GUI", false);
141
142        // Align CEGUI mouse with OIS mouse
143        guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second);
144
145        // Hide the mouse cursor unless playing in fullscreen mode
146        if (!bFullScreen)
147            CEGUI::MouseCursor::getSingleton().hide();
148    }
149
150    /**
151    @brief
152        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
153    */
154    GUIManager::~GUIManager()
155    {
156    }
157
158    /**
159    @brief
160        used to tick the GUI
161    @param time
162        clock which provides time value for the GUI System
163
164        Ticking the GUI means updating it with a certain regularity.
165        The elapsed time since the last call is given in the time value provided by the clock.
166        This time value is then used to provide a fluent animation of the GUI.
167    */
168    void GUIManager::update(const Clock& time)
169    {
170        assert(guiSystem_);
171        guiSystem_->injectTimePulse(time.getDeltaTime());
172    }
173
174    /**
175    @brief
176        Tells the GUIManager which SceneManager to use
177    @param camera
178        The current camera on which the GUI should be displayed on.
179
180        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
181        This means the GUI is not bound to a camera but rather to the SceneManager.
182        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
183    */
184    void GUIManager::setCamera(Ogre::Camera* camera)
185    {
186        this->camera_ = camera;
187        if (camera == NULL)
188            this->guiRenderer_->setTargetSceneManager(0);
189        else
190            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
191    }
192
193    /**
194    @brief
195        Executes Lua code
196    @param str
197        reference to string object holding the Lua code which is to be executed
198
199        This function gives total access to the GUI. You can execute ANY Lua code here.
200    */
201    void GUIManager::executeCode(const std::string& str)
202    {
203        this->luaState_->doString(str, rootFileInfo_);
204    }
205
206    /**
207    @brief
208        Displays specified GUI on screen
209    @param name
210        The name of the GUI
211
212        The function executes the Lua function with the same name in case the GUIManager is ready.
213        For more details check out loadGUI_2.lua where the function presides.
214    */
215    /*static*/ void GUIManager::showGUI(const std::string& name, bool hidePrevious, bool showCursor)
216    {
217        std::pair<std::set<std::string>::iterator,bool> result = GUIManager::getInstance().showingGUIs_.insert(name);
218        if(GUIManager::getInstance().showingGUIs_.size() == 1 && result.second == true) //!< If it's the first GUI.
219        {
220            InputManager::getInstance().enterState("guiMouseOnly");
221        }
222        GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ")");
223    }
224
225    /**
226    @brief
227        Hack-ish. Needed for GUIOverlay.
228    */
229    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious, bool showCursor)
230    {
231        std::pair<std::set<std::string>::iterator,bool> result = this->showingGUIs_.insert(name);
232        if(this->showingGUIs_.size() == 1 && result.second == true) //!< If it's the first GUI.
233        {
234            this->executeCode("showCursor()");
235            InputManager::getInstance().enterState("guiMouseOnly");
236        }
237        this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")");
238    }
239
240    /**
241    @brief
242        Hides specified GUI.
243    @param name
244        The name of the GUI.
245    */
246    /*static*/ void GUIManager::hideGUI(const std::string& name)
247    {
248        GUIManager::getInstance().showingGUIs_.erase(name);
249        GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")");
250        if(GUIManager::getInstance().showingGUIs_.size() == 0)
251        {
252            GUIManager::getInstance().executeCode("hideCursor()");
253            InputManager::getInstance().leaveState("guiMouseOnly");
254        }
255    }
256
257    void GUIManager::toggleIngameGUI()
258    {
259        if ( this->bShowIngameGUI_==false )
260        {
261            GUIManager::showGUI("InGameMenu");
262            this->bShowIngameGUI_ = true;
263        }
264        else
265        {
266            GUIManager::hideGUI("InGameMenu");
267            this->bShowIngameGUI_ = false;
268        }
269    }
270   
271    void GUIManager::keyESC()
272    {
273        if( this->showingGUIs_.size() == 0 )
274            this->showGUI("InGameMenu");
275        else
276            this->executeCode("keyESC()");
277    }
278   
279    void GUIManager::setBackground(const std::string& name)
280    {
281        this->executeCode("setBackground(\"" + name + "\")");
282    }
283
284    void GUIManager::keyPressed(const KeyEvent& evt)
285    {
286        guiSystem_->injectKeyDown(evt.getKeyCode());
287        guiSystem_->injectChar(evt.getText());
288    }
289    void GUIManager::keyReleased(const KeyEvent& evt)
290    {
291        guiSystem_->injectKeyUp(evt.getKeyCode());
292    }
293
294    /**
295    @brief
296        Function receiving a mouse button pressed event.
297    @param id
298        ID of the mouse button which got pressed
299
300        This function is inherited by MouseHandler and injects the event into CEGUI.
301        It is for CEGUI to process the event.
302    */
303    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
304    {
305        try
306        {
307            guiSystem_->injectMouseButtonDown(convertButton(id));
308        }
309        catch (CEGUI::ScriptException& ex)
310        {
311            // We simply ignore the exception and proceed
312            COUT(1) << ex.getMessage() << std::endl;
313        }
314    }
315
316    /**
317    @brief
318        Function receiving a mouse button released event.
319    @param id
320        ID of the mouse button which got released
321
322        This function is inherited by MouseHandler and injects the event into CEGUI.
323        It is for CEGUI to process the event.
324    */
325    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
326    {
327        try
328        {
329            guiSystem_->injectMouseButtonUp(convertButton(id));
330        }
331        catch (CEGUI::ScriptException& ex)
332        {
333            // We simply ignore the exception and proceed
334            COUT(1) << ex.getMessage() << std::endl;
335        }
336    }
337
338    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
339    {
340        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
341    }
342    void GUIManager::mouseScrolled(int abs, int rel)
343    {
344        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
345    }
346
347    /**
348    @brief
349        converts mouse event code to CEGUI event code
350    @param button
351        code of the mouse button as we use it in Orxonox
352    @return
353        code of the mouse button as it is used by CEGUI
354
355        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
356     */
357    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
358    {
359        switch (button)
360        {
361        case MouseButtonCode::Left:
362            return CEGUI::LeftButton;
363
364        case MouseButtonCode::Right:
365            return CEGUI::RightButton;
366
367        case MouseButtonCode::Middle:
368            return CEGUI::MiddleButton;
369
370        case MouseButtonCode::Button3:
371            return CEGUI::X1Button;
372
373        case MouseButtonCode::Button4:
374            return CEGUI::X2Button;
375
376        default:
377            return CEGUI::NoButton;
378        }
379    }
380}
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