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source: code/branches/pch/src/orxonox/gui/GUIManager.cc @ 3175

Last change on this file since 3175 was 3153, checked in by rgrieder, 15 years ago

Small fixes.

  • Property svn:eol-style set to native
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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/**
31@file
32@brief
33    Implementation of the GUIManager class.
34*/
35
36#include "GUIManager.h"
37
38extern "C" {
39#include <lua.h>
40}
41#include <CEGUIDefaultLogger.h>
42#include <CEGUIExceptions.h>
43#include <CEGUIInputEvent.h>
44#include <CEGUIResourceProvider.h>
45#include <CEGUISystem.h>
46#include <ogreceguirenderer/OgreCEGUIRenderer.h>
47
48#include "SpecialConfig.h" // Configures the macro below
49#ifdef CEGUILUA_USE_INTERNAL_LIBRARY
50#   include <ceguilua/CEGUILua.h>
51#else
52#   include <CEGUILua.h>
53#endif
54
55#include "util/Exception.h"
56#include "core/Core.h"
57#include "core/Clock.h"
58#include "ToluaBindCore.h"
59#include "ToluaBindOrxonox.h"
60#include "core/Loader.h"
61
62namespace orxonox
63{
64    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
65    GUIManager* GUIManager::singletonRef_s = 0;
66
67    GUIManager::GUIManager()
68        : renderWindow_(0)
69        , guiRenderer_(0)
70        , resourceProvider_(0)
71        , scriptModule_(0)
72        , guiSystem_(0)
73        , state_(Uninitialised)
74    {
75        assert(singletonRef_s == 0);
76        singletonRef_s = this;
77    }
78
79    /**
80    @brief
81        Deconstructor of the GUIManager
82
83        Basically shuts down CEGUI and destroys the Lua engine and afterwards the interface to the Ogre engine.
84    */
85    GUIManager::~GUIManager()
86    {
87        if (guiSystem_)
88            delete guiSystem_;
89
90        if (scriptModule_)
91        {
92            // destroy our own tolua interfaces
93            lua_pushnil(luaState_);
94            lua_setglobal(luaState_, "Orxonox");
95            lua_pushnil(luaState_);
96            lua_setglobal(luaState_, "Core");
97            delete scriptModule_;
98        }
99
100        if (guiRenderer_)
101            delete guiRenderer_;
102
103        singletonRef_s = 0;
104    }
105
106    /**
107    @brief
108        Initialises the GUIManager by starting up CEGUI
109    @param renderWindow
110        Ogre's render window. Without this, the GUI cannot be displayed.
111    @return true if success, otherwise false
112
113        Before this call the GUIManager won't do anything, but can be accessed.
114
115        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
116        The log is set up and connected to the CEGUILogger.
117        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
118        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
119    */
120    bool GUIManager::initialise(Ogre::RenderWindow* renderWindow)
121    {
122        using namespace CEGUI;
123        if (state_ == Uninitialised)
124        {
125            COUT(3) << "Initialising CEGUI." << std::endl;
126
127            try
128            {
129                // save the render window
130                renderWindow_ = renderWindow;
131
132                // Note: No SceneManager specified yet
133                this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, true, 3000);
134                this->resourceProvider_ = guiRenderer_->createResourceProvider();
135                this->resourceProvider_->setDefaultResourceGroup("GUI");
136
137                // setup scripting
138                this->scriptModule_ = new LuaScriptModule();
139                this->luaState_ = this->scriptModule_->getLuaState();
140
141                // Create our own logger to specify the filepath
142                this->ceguiLogger_ = new DefaultLogger();
143                this->ceguiLogger_->setLogFilename(Core::getLogPathString() + "cegui.log");
144                // set the log level according to ours (translate by subtracting 1)
145                this->ceguiLogger_->setLoggingLevel(
146                    (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
147
148                // create the CEGUI system singleton
149                this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_);
150
151                // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place
152                tolua_Core_open(this->scriptModule_->getLuaState());
153                tolua_Orxonox_open(this->scriptModule_->getLuaState());
154
155                // initialise the basic lua code
156                loadLuaCode();
157            }
158            catch (CEGUI::Exception& ex)
159            {
160#if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6
161                throw GeneralException(ex.getMessage().c_str());
162#else
163                throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
164                    ex.getFileName().c_str(), ex.getName().c_str());
165#endif
166            }
167
168            state_ = Ready;
169        }
170
171        return true;
172    }
173
174    /**
175    @brief
176        Calls main Lua script
177    @todo
178        Replace loadGUI.lua with loadGUI_2.lua after merging this back to trunk.
179        However CEGUI is able to execute a startup script. We could maybe put this call in this startup code.
180
181        This function calls the main Lua script for our GUI.
182
183        Additionally we set the datapath variable in Lua. This is needed so Lua can access the data used for the GUI.
184    */
185    void GUIManager::loadLuaCode()
186    {
187        try
188        {
189            // set datapath for GUI data
190            lua_pushfstring(this->scriptModule_->getLuaState(), Core::getMediaPathString().c_str());
191            lua_setglobal(this->scriptModule_->getLuaState(), "datapath");
192            // call main Lua script
193            this->scriptModule_->executeScriptFile("loadGUI_3.lua", "GUI");
194        }
195        catch (CEGUI::Exception& ex)
196        {
197#if CEGUI_VERSION_MINOR < 6
198            throw GeneralException(ex.getMessage().c_str());
199#else
200            throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
201                ex.getFileName().c_str(), ex.getName().c_str());
202#endif
203        }
204    }
205
206    /**
207    @brief
208        used to tick the GUI
209    @param time
210        clock which provides time value for the GUI System
211
212        Ticking the GUI means updating it with a certain regularity.
213        The elapsed time since the last call is given in the time value provided by the clock.
214        This time value is then used to provide a fluent animation of the GUI.
215    */
216    void GUIManager::update(const Clock& time)
217    {
218        assert(guiSystem_);
219        guiSystem_->injectTimePulse(time.getDeltaTime());
220    }
221
222    /**
223    @brief
224        Executes Lua code
225    @param str
226        reference to string object holding the Lua code which is to be executed
227
228        This function gives total access to the GUI. You can execute ANY Lua code here.
229    */
230    void GUIManager::executeCode(const std::string& str)
231    {
232        try
233        {
234            this->scriptModule_->executeString(str);
235        }
236        catch (CEGUI::Exception& ex)
237        {
238            COUT(2) << "CEGUI Error: \"" << ex.getMessage() << "\" while executing code \"" << str << "\"" << std::endl;
239        }
240    }
241
242    /**
243
244    */
245    void GUIManager::getLevelList()
246    {
247        lua_State* L = this->scriptModule_->getLuaState();
248        lua_newtable(L);
249
250        std::vector<std::string> list = Loader::getLevelList();
251
252        int j = 1;
253        for (std::vector<std::string>::iterator i = list.begin(); i != list.end(); i++)
254        {
255            lua_pushnumber(L,j);
256            lua_pushstring(L,i->c_str());
257            lua_settable(L,-3);
258            j++;
259        }
260        lua_setglobal(L, "levellist");
261    }
262
263    /**
264    @brief
265        Registers a GUIOverlay with the GUIManager so that the GUIOverlay can be accessed by it's name through the GUIManager.
266    @param name
267        The name of the GUI.
268    @param overlay
269        A pointer to the GUIOverlay of the GUI.
270    @return
271        Returns false if the Overlay was already present.
272    */
273    bool GUIManager::registerOverlay(const std::string& name, GUIOverlay* overlay)
274    {
275        return (this->guiOverlays_.insert(std::pair<std::string, GUIOverlay*>(name, overlay))).second;
276    }
277
278    /**
279    @brief
280        Get the GUIOverlay of the GUI with the given name.
281    @param name
282        The name of the GUI.
283    @return
284        Returns a pointer to the GUIOverlay.
285    */
286    GUIOverlay* GUIManager::getOverlay(const std::string& name)
287    {
288        return (this->guiOverlays_.find(name))->second;
289    }
290
291    /**
292    @brief
293        Tells the GUIManager which SceneManager to use
294    @param camera
295        The current camera on which the GUI should be displayed on.
296
297        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
298        This means the GUI is not bound to a camera but rather to the SceneManager.
299        Hidding the GUI when needed can therefore not be solved by just NOT setting the current camera.
300    */
301    void GUIManager::setCamera(Ogre::Camera* camera)
302    {
303        if (camera == NULL)
304            this->guiRenderer_->setTargetSceneManager(0);
305        else
306            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
307    }
308
309    /**
310    @brief
311        Displays specified GUI on screen
312    @param name
313        The name of the GUI
314
315        The function executes the Lua function with the same name in case the GUIManager is ready.
316        For more details check out loadGUI_2.lua where the function presides.
317    */
318    void GUIManager::showGUI(const std::string& name)
319    {
320        if (state_ != Uninitialised)
321        {
322            //COUT(3) << "Loading GUI " << name << std::endl;
323            try
324            {
325                this->scriptModule_->executeString(std::string("showGUI(\"") + name + "\")");
326            }
327            catch (CEGUI::Exception& ex)
328            {
329                COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl;
330            }
331            catch (...)
332            {
333                COUT(2) << "Could show a menu due to unknown reasons." << std::endl;
334            }
335        }
336        else
337        {
338            COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl;
339        }
340    }
341
342    void GUIManager::keyPressed(const KeyEvent& evt)
343    {
344        guiSystem_->injectKeyDown(evt.key); guiSystem_->injectChar(evt.text);
345    }
346    void GUIManager::keyReleased(const KeyEvent& evt)
347    {
348        guiSystem_->injectKeyUp(evt.key);
349    }
350
351    /**
352    @brief
353        Function receiving a mouse button pressed event.
354    @param id
355        ID of the mouse button which got pressed
356
357        This function is inherited by MouseHandler and injects the event into CEGUI.
358        It is for CEGUI to process the event.
359    */
360    void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id)
361    {
362        try
363        {
364            guiSystem_->injectMouseButtonDown(convertButton(id));
365        }
366        catch (CEGUI::ScriptException& ex)
367        {
368            // We simply ignore the exception and proceed
369            COUT(1) << ex.getMessage() << std::endl;
370        }
371    }
372
373    /**
374    @brief
375        Function receiving a mouse button released event.
376    @param id
377        ID of the mouse button which got released
378
379        This function is inherited by MouseHandler and injects the event into CEGUI.
380        It is for CEGUI to process the event.
381    */
382    void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id)
383    {
384        try
385        {
386            guiSystem_->injectMouseButtonUp(convertButton(id));
387        }
388        catch (CEGUI::ScriptException& ex)
389        {
390            // We simply ignore the exception and proceed
391            COUT(1) << ex.getMessage() << std::endl;
392        }
393    }
394
395    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
396    {
397        guiSystem_->injectMouseMove(rel.x, rel.y);
398    }
399    void GUIManager::mouseScrolled(int abs, int rel)
400    {
401        guiSystem_->injectMouseWheelChange(rel);
402    }
403
404    /**
405    @brief
406        converts mouse event code to CEGUI event code
407    @param button
408        code of the mouse button as we use it in Orxonox
409    @return
410        code of the mouse button as it is used by CEGUI
411
412        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
413     */
414    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
415    {
416        switch (button)
417        {
418        case MouseButtonCode::Left:
419            return CEGUI::LeftButton;
420
421        case MouseButtonCode::Right:
422            return CEGUI::RightButton;
423
424        case MouseButtonCode::Middle:
425            return CEGUI::MiddleButton;
426
427        case MouseButtonCode::Button3:
428            return CEGUI::X1Button;
429
430        case MouseButtonCode::Button4:
431            return CEGUI::X2Button;
432
433        default:
434            return CEGUI::NoButton;
435        }
436    }
437}
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