[1638] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Reto Grieder |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file |
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[1653] | 31 | @brief |
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| 32 | Implementation of the GUIManager class. |
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[1638] | 33 | */ |
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| 34 | |
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| 35 | #include "OrxonoxStableHeaders.h" |
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| 36 | #include "GUIManager.h" |
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| 37 | |
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| 38 | #include <OgreRenderWindow.h> |
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| 39 | #include <OgreRoot.h> |
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| 40 | #include <CEGUI.h> |
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[1810] | 41 | #include "ceguilua/CEGUILua.h" |
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[1764] | 42 | #include "util/Exception.h" |
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[1638] | 43 | #include "core/input/InputManager.h" |
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| 44 | #include "core/input/SimpleInputState.h" |
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| 45 | #include "core/tolua/tolua_bind.h" |
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| 46 | #include "core/ConsoleCommand.h" |
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| 47 | #include "core/Core.h" |
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| 48 | #include "tolua/tolua_bind.h" |
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[1659] | 49 | #include "OgreCEGUIRenderer.h" |
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[1638] | 50 | |
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[1810] | 51 | #include "lua/lua.hpp" |
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[1638] | 52 | |
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| 53 | namespace orxonox |
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| 54 | { |
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[1755] | 55 | SetConsoleCommandShortcut(GUIManager, showGUI_s).keybindMode(KeybindMode::OnPress); |
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[1638] | 56 | |
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[1646] | 57 | GUIManager* GUIManager::singletonRef_s = 0; |
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| 58 | |
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[1638] | 59 | GUIManager::GUIManager() |
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[1640] | 60 | //: emptySceneManager_(0) |
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| 61 | : backgroundSceneManager_(0) |
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| 62 | //, emptyCamera_(0) |
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[1638] | 63 | , backgroundCamera_(0) |
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[1640] | 64 | //, viewport_(0) |
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[1638] | 65 | , renderWindow_(0) |
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| 66 | , guiRenderer_(0) |
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| 67 | , resourceProvider_(0) |
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| 68 | , scriptModule_(0) |
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| 69 | , guiSystem_(0) |
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| 70 | , state_(Uninitialised) |
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| 71 | { |
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[1646] | 72 | assert(singletonRef_s == 0); |
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| 73 | singletonRef_s = this; |
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[1638] | 74 | } |
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| 75 | |
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| 76 | GUIManager::~GUIManager() |
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| 77 | { |
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[1646] | 78 | if (backgroundCamera_) |
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| 79 | backgroundSceneManager_->destroyCamera(backgroundCamera_); |
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| 80 | |
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| 81 | if (backgroundSceneManager_) |
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[1661] | 82 | { |
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| 83 | // We have to make sure the SceneManager is not anymore referenced. |
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| 84 | // For the case that the target SceneManager was yet another one, it |
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| 85 | // wouldn't matter anyway since this is the destructor. |
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| 86 | guiRenderer_->setTargetSceneManager(0); |
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[1646] | 87 | Ogre::Root::getSingleton().destroySceneManager(backgroundSceneManager_); |
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[1661] | 88 | } |
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[1646] | 89 | |
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[1670] | 90 | InputManager::getInstance().requestDestroyState("gui"); |
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[1646] | 91 | |
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| 92 | if (guiSystem_) |
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| 93 | delete guiSystem_; |
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| 94 | |
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| 95 | if (scriptModule_) |
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| 96 | { |
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| 97 | // destroy our own tolua interfaces |
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| 98 | //lua_pushnil(luaState_); |
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| 99 | //lua_setglobal(luaState_, "Orxonox"); |
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| 100 | //lua_pushnil(luaState_); |
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| 101 | //lua_setglobal(luaState_, "Core"); |
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| 102 | // TODO: deleting the script module fails an assertation. |
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| 103 | // However there is not much we can do about it since it occurs too when |
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| 104 | // we don't open Core or Orxonox. Might be a CEGUI issue. |
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| 105 | // The memory leak is not a problem anyway.. |
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| 106 | //delete scriptModule_; |
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| 107 | } |
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| 108 | |
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| 109 | if (guiRenderer_) |
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| 110 | delete guiRenderer_; |
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| 111 | |
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| 112 | singletonRef_s = 0; |
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[1638] | 113 | } |
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| 114 | |
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[1686] | 115 | bool GUIManager::initialise(Ogre::RenderWindow* renderWindow) |
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[1638] | 116 | { |
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| 117 | using namespace CEGUI; |
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| 118 | if (state_ == Uninitialised) |
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| 119 | { |
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[1776] | 120 | COUT(3) << "Initialising CEGUI." << std::endl; |
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[1638] | 121 | |
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| 122 | try |
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| 123 | { |
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[1686] | 124 | // save the render window |
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| 125 | renderWindow_ = renderWindow; |
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[1638] | 126 | |
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| 127 | // Full screen viewport with Z order = 0 (top most). Don't yet feed a camera (so nothing gets rendered) |
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[1640] | 128 | //this->viewport_ = renderWindow_->addViewport(0, 3); |
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| 129 | //this->viewport_->setOverlaysEnabled(false); |
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| 130 | //this->viewport_->setShadowsEnabled(false); |
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| 131 | //this->viewport_->setSkiesEnabled(false); |
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| 132 | //this->viewport_->setClearEveryFrame(false); |
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[1638] | 133 | |
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| 134 | // Note: No SceneManager specified yet |
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| 135 | this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_MAIN, true, 3000); |
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| 136 | this->resourceProvider_ = guiRenderer_->createResourceProvider(); |
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| 137 | this->resourceProvider_->setDefaultResourceGroup("GUI"); |
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[1776] | 138 | |
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[1638] | 139 | // setup scripting |
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| 140 | this->scriptModule_ = new LuaScriptModule(); |
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[1646] | 141 | this->luaState_ = this->scriptModule_->getLuaState(); |
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[1638] | 142 | |
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| 143 | // create the CEGUI system singleton |
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| 144 | this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_); |
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[1776] | 145 | |
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[1638] | 146 | // set the log level according to ours (translate by subtracting 1) |
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| 147 | Logger::getSingleton().setLoggingLevel( |
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| 148 | (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1)); |
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[1776] | 149 | |
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[1638] | 150 | // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place |
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| 151 | tolua_Core_open(this->scriptModule_->getLuaState()); |
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| 152 | tolua_Orxonox_open(this->scriptModule_->getLuaState()); |
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| 153 | |
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| 154 | // register us as input handler |
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[1653] | 155 | SimpleInputState* state = InputManager::getInstance().createInputState<SimpleInputState>("gui", 30); |
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[1638] | 156 | state->setHandler(this); |
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[1878] | 157 | state->setJoyStickHandler(&InputManager::EMPTY_HANDLER); |
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[1638] | 158 | |
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| 159 | // load the background scene |
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| 160 | loadScenes(); |
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[1662] | 161 | //CEGUI::KeyEventArgs e; |
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| 162 | //e.codepoint |
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[1638] | 163 | } |
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| 164 | catch (CEGUI::Exception& ex) |
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| 165 | { |
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[1653] | 166 | #if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6 |
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[1645] | 167 | throw GeneralException(ex.getMessage().c_str()); |
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| 168 | #else |
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[1638] | 169 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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| 170 | ex.getFileName().c_str(), ex.getName().c_str()); |
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[1645] | 171 | #endif |
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[1638] | 172 | } |
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| 173 | |
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| 174 | state_ = Ready; |
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| 175 | } |
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[1776] | 176 | |
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[1638] | 177 | return true; |
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| 178 | } |
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| 179 | |
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| 180 | void GUIManager::loadScenes() |
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| 181 | { |
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| 182 | // first of all, we need to have our own SceneManager for the GUI. The reason |
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| 183 | // is that we might have multiple viewports when in play mode (e.g. the view of |
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| 184 | // a camera fixed at the back of the ship). That forces us to create our own |
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| 185 | // full screen viewport that is on top of all the others, but doesn't clear the |
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| 186 | // port before rendering, so everything from the GUI gets on top eventually. |
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| 187 | // But in order to realise that, we also need a SceneManager with an empty scene, |
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| 188 | // because the SceneManager is responsible for the render queue. |
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[1640] | 189 | //this->emptySceneManager_ = Ogre::Root::getSingleton() |
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| 190 | // .createSceneManager(Ogre::ST_GENERIC, "GUI/EmptySceneManager"); |
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[1638] | 191 | |
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| 192 | // we also need a camera or we won't see anything at all. |
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| 193 | // The camera settings don't matter at all for an empty scene since the GUI |
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| 194 | // gets rendered on top of the screen rather than into the scene. |
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[1640] | 195 | //this->emptyCamera_ = this->emptySceneManager_->createCamera("GUI/EmptyCamera"); |
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[1638] | 196 | |
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| 197 | // Create another SceneManager that enables to display some 3D |
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| 198 | // scene in the background of the main menu. |
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| 199 | this->backgroundSceneManager_ = Ogre::Root::getSingleton() |
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| 200 | .createSceneManager(Ogre::ST_GENERIC, "GUI/BackgroundSceneManager"); |
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| 201 | this->backgroundCamera_ = backgroundSceneManager_->createCamera("GUI/BackgroundCamera"); |
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| 202 | |
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| 203 | // TODO: create something 3D |
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| 204 | try |
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| 205 | { |
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| 206 | this->scriptModule_->executeScriptFile("loadGUI.lua", "GUI"); |
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| 207 | } |
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| 208 | catch (CEGUI::Exception& ex) |
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| 209 | { |
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[1645] | 210 | #if CEGUI_VERSION_MINOR < 6 |
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| 211 | throw GeneralException(ex.getMessage().c_str()); |
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| 212 | #else |
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[1638] | 213 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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| 214 | ex.getFileName().c_str(), ex.getName().c_str()); |
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[1645] | 215 | #endif |
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[1638] | 216 | } |
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| 217 | } |
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| 218 | |
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[1640] | 219 | void GUIManager::showGUI(const std::string& name, Ogre::SceneManager* sceneManager)// bool showBackground) |
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[1638] | 220 | { |
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| 221 | if (state_ != Uninitialised) |
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| 222 | { |
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| 223 | if (state_ == OnDisplay) |
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[1661] | 224 | hideGUI(); |
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[1638] | 225 | |
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| 226 | COUT(3) << "Loading GUI " << name << std::endl; |
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| 227 | try |
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| 228 | { |
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[1640] | 229 | if (!sceneManager) |
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[1638] | 230 | { |
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| 231 | // currently, only an image is loaded. We could do 3D, see loadBackground. |
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[1640] | 232 | //this->viewport_->setClearEveryFrame(true); |
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[1638] | 233 | this->guiRenderer_->setTargetSceneManager(this->backgroundSceneManager_); |
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[1640] | 234 | //this->viewport_->setCamera(this->backgroundCamera_); |
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[1638] | 235 | |
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| 236 | lua_pushboolean(this->scriptModule_->getLuaState(), true); |
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| 237 | lua_setglobal(this->scriptModule_->getLuaState(), "showBackground"); |
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| 238 | } |
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| 239 | else |
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| 240 | { |
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[1640] | 241 | //this->viewport_->setClearEveryFrame(false); |
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| 242 | this->guiRenderer_->setTargetSceneManager(sceneManager); |
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| 243 | //this->viewport_->setCamera(this->emptyCamera_); |
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[1638] | 244 | |
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| 245 | lua_pushboolean(this->scriptModule_->getLuaState(), false); |
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| 246 | lua_setglobal(this->scriptModule_->getLuaState(), "showBackground"); |
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| 247 | } |
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| 248 | |
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| 249 | this->scriptModule_->executeScriptGlobal("showMainMenu"); |
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| 250 | |
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[1642] | 251 | InputManager::getInstance().requestEnterState("gui"); |
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[1638] | 252 | |
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| 253 | this->state_ = OnDisplay; |
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| 254 | } |
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| 255 | catch (CEGUI::Exception& ex) |
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| 256 | { |
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| 257 | COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl; |
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| 258 | } |
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| 259 | catch (...) |
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| 260 | { |
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| 261 | COUT(2) << "Could show a menu due to unknown reasons." << std::endl; |
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| 262 | } |
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| 263 | } |
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| 264 | else |
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| 265 | { |
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| 266 | COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl; |
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| 267 | } |
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| 268 | } |
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| 269 | |
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[1661] | 270 | void GUIManager::hideGUI() |
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[1638] | 271 | { |
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| 272 | if (this->state_ != OnDisplay) |
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| 273 | return; |
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[1640] | 274 | //this->viewport_->setCamera(0); |
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| 275 | this->guiRenderer_->setTargetSceneManager(0); |
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[1638] | 276 | this->state_ = Ready; |
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[1642] | 277 | InputManager::getInstance().requestLeaveState("gui"); |
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[1638] | 278 | } |
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| 279 | |
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[1887] | 280 | void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id) |
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[1638] | 281 | { |
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| 282 | try |
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| 283 | { |
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| 284 | guiSystem_->injectMouseButtonDown(convertButton(id)); |
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| 285 | } |
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| 286 | catch (CEGUI::ScriptException& ex) |
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| 287 | { |
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| 288 | // We simply ignore the exception and proceed |
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| 289 | COUT(1) << ex.getMessage() << std::endl; |
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| 290 | } |
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| 291 | } |
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| 292 | |
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[1887] | 293 | void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id) |
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[1638] | 294 | { |
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| 295 | try |
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| 296 | { |
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| 297 | guiSystem_->injectMouseButtonUp(convertButton(id)); |
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| 298 | } |
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| 299 | catch (CEGUI::ScriptException& ex) |
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| 300 | { |
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| 301 | // We simply ignore the exception and proceed |
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| 302 | COUT(1) << ex.getMessage() << std::endl; |
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| 303 | } |
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| 304 | } |
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| 305 | |
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| 306 | |
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[1887] | 307 | inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button) |
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[1638] | 308 | { |
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| 309 | switch (button) |
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| 310 | { |
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[1887] | 311 | case MouseButtonCode::Left: |
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[1638] | 312 | return CEGUI::LeftButton; |
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| 313 | |
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[1887] | 314 | case MouseButtonCode::Right: |
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[1638] | 315 | return CEGUI::RightButton; |
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| 316 | |
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[1887] | 317 | case MouseButtonCode::Middle: |
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[1638] | 318 | return CEGUI::MiddleButton; |
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| 319 | |
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[1887] | 320 | case MouseButtonCode::Button3: |
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[1638] | 321 | return CEGUI::X1Button; |
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| 322 | |
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[1887] | 323 | case MouseButtonCode::Button4: |
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[1638] | 324 | return CEGUI::X2Button; |
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| 325 | |
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| 326 | default: |
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| 327 | return CEGUI::NoButton; |
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| 328 | } |
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| 329 | } |
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| 330 | } |
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