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source: code/branches/presentation/src/libraries/core/GUIManager.cc @ 7794

Last change on this file since 7794 was 7760, checked in by dafrick, 14 years ago

Making the GUI scheme configurable through a config value.

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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 <boost/bind.hpp>
33#include <memory>
34extern "C" {
35#include <lua.h>
36}
37#include <CEGUIDefaultLogger.h>
38#include <CEGUIExceptions.h>
39#include <CEGUIInputEvent.h>
40#include <CEGUIMouseCursor.h>
41#include <CEGUIResourceProvider.h>
42#include <CEGUISystem.h>
43#include <CEGUIWindow.h>
44#include <CEGUIWindowManager.h>
45#include <elements/CEGUIListbox.h>
46#include <elements/CEGUIListboxItem.h>
47#include <ogreceguirenderer/OgreCEGUIRenderer.h>
48
49#include "SpecialConfig.h" // Configures the macro below
50#ifdef CEGUILUA_USE_INTERNAL_LIBRARY
51#   include <ceguilua/CEGUILua.h>
52#else
53#   include <CEGUILua.h>
54#endif
55
56#include "util/Clock.h"
57#include "util/Convert.h"
58#include "util/Debug.h"
59#include "util/Exception.h"
60#include "util/OrxAssert.h"
61#include "ConfigValueIncludes.h"
62#include "Core.h"
63#include "CoreIncludes.h"
64#include "GraphicsManager.h"
65#include "LuaState.h"
66#include "PathConfig.h"
67#include "Resource.h"
68#include "command/ConsoleCommand.h"
69#include "input/InputManager.h"
70#include "input/InputState.h"
71#include "input/KeyBinderManager.h"
72
73namespace orxonox
74{
75    static void key_esc()
76        { GUIManager::getInstance().keyESC(); }
77    SetConsoleCommand("keyESC", &key_esc);
78
79    class CEGUILogger : public CEGUI::DefaultLogger
80    {
81    public:
82        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
83        {
84            int orxonoxLevel = CEGUI::Standard;
85            switch (level)
86            {
87                case CEGUI::Errors:      orxonoxLevel = 1; break;
88                case CEGUI::Warnings:    orxonoxLevel = 2; break;
89                case CEGUI::Standard:    orxonoxLevel = 4; break;
90                case CEGUI::Informative: orxonoxLevel = 5; break;
91                case CEGUI::Insane:      orxonoxLevel = 6; break;
92                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
93            }
94            OutputHandler::getOutStream(orxonoxLevel)
95                << "CEGUI: " << message << std::endl;
96
97            CEGUI::DefaultLogger::logEvent(message, level);
98        }
99    };
100
101    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
102
103    GUIManager* GUIManager::singletonPtr_s = 0;
104    /*static*/ const std::string GUIManager::defaultScheme_ = "TaharezGreen";
105
106    SetConsoleCommand("showGUI", &GUIManager::showGUI).defaultValue(1, false).defaultValue(2, false);
107    SetConsoleCommand("hideGUI", &GUIManager::hideGUI);
108
109    /**
110    @brief
111        Constructs the GUIManager by starting up CEGUI
112
113        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
114        The log is set up and connected to the CEGUILogger.
115        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
116        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
117    @return true if success, otherwise false
118    */
119    GUIManager::GUIManager(const std::pair<int, int>& mousePosition)
120        : resourceProvider_(NULL)
121        , camera_(NULL)
122    {
123        RegisterRootObject(GUIManager);
124        this->setConfigValues();
125
126        using namespace CEGUI;
127
128        COUT(3) << "Initialising CEGUI." << std::endl;
129
130        // Note: No SceneManager specified yet
131        guiRenderer_.reset(new OgreCEGUIRenderer(GraphicsManager::getInstance().getRenderWindow(), Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
132        resourceProvider_ = guiRenderer_->createResourceProvider();
133        resourceProvider_->setDefaultResourceGroup("General");
134
135        // Setup scripting
136        luaState_.reset(new LuaState());
137        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua");
138        // This is necessary to ensure that input events also use the right resource info when triggering lua functions
139        luaState_->setDefaultResourceInfo(this->rootFileInfo_);
140        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
141        scriptModule_->setDefaultPCallErrorHandler(LuaState::ERROR_HANDLER_NAME);
142
143        // Create our own logger to specify the filepath
144        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
145        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
146        // set the log level according to ours (translate by subtracting 1)
147        ceguiLogger->setLoggingLevel(
148            static_cast<LoggingLevel>(OutputHandler::getInstance().getSoftDebugLevel("logFile") - 1));
149        this->ceguiLogger_ = ceguiLogger.release();
150
151        // Create the CEGUI system singleton
152        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
153
154        // Align CEGUI mouse with OIS mouse
155        guiSystem_->injectMousePosition((float)mousePosition.first, (float)mousePosition.second);
156
157        // Initialise the Lua framework and load the schemes
158        this->luaState_->doFile("InitialiseGUI.lua");
159
160        // Create the root nodes
161        this->rootWindow_ = CEGUI::WindowManager::getSingleton().createWindow("MenuWidgets/StaticImage", "AbsoluteRootWindow");
162        this->rootWindow_->setProperty("FrameEnabled", "False");
163        this->hudRootWindow_ = CEGUI::WindowManager::getSingleton().createWindow("DefaultWindow", "HUDRootWindow");
164        this->menuRootWindow_ = CEGUI::WindowManager::getSingleton().createWindow("DefaultWindow", "MenuRootWindow");
165        // And connect them
166        CEGUI::System::getSingleton().setGUISheet(this->rootWindow_);
167        this->rootWindow_->addChildWindow(this->hudRootWindow_);
168        this->rootWindow_->addChildWindow(this->menuRootWindow_);
169
170        // No background to start with (sets the alpha value to 0)
171        this->setBackgroundImage("");
172
173        // Set up the sheet manager in the Lua framework
174        this->luaState_->doFile("SheetManager.lua");
175    }
176
177    /**
178    @brief
179        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
180    */
181    GUIManager::~GUIManager()
182    {
183    }
184
185    void GUIManager::setConfigValues(void)
186    {
187        SetConfigValue(guiScheme_, GUIManager::defaultScheme_) .description("Changes the current GUI scheme.") .callback(this, &GUIManager::changedGUIScheme);
188    }
189
190    void GUIManager::changedGUIScheme(void)
191    {
192       
193    }
194
195    /**
196    @brief
197        used to tick the GUI
198    @param time
199        clock which provides time value for the GUI System
200
201        Ticking the GUI means updating it with a certain regularity.
202        The elapsed time since the last call is given in the time value provided by the clock.
203        This time value is then used to provide a fluent animation of the GUI.
204    */
205    void GUIManager::preUpdate(const Clock& time)
206    {
207        assert(guiSystem_);
208        this->protectedCall(boost::bind(&CEGUI::System::injectTimePulse, _1, time.getDeltaTime()));
209    }
210
211    /**
212    @brief
213        Tells the GUIManager which SceneManager to use
214    @param camera
215        The current camera on which the GUI should be displayed on.
216
217        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
218        This means the GUI is not bound to a camera but rather to the SceneManager.
219        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
220    */
221    void GUIManager::setCamera(Ogre::Camera* camera)
222    {
223        this->camera_ = camera;
224        if (camera == NULL)
225            this->guiRenderer_->setTargetSceneManager(0);
226        else
227            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
228    }
229
230    /**
231    @brief
232        Executes Lua code
233    @param str
234        reference to string object holding the Lua code which is to be executed
235    */
236    void GUIManager::executeCode(const std::string& str)
237    {
238        this->luaState_->doString(str, rootFileInfo_);
239    }
240
241    /** Loads a GUI sheet by Lua script
242    @param name
243        The name of the GUI (like the script name, but without the extension)
244    */
245    void GUIManager::loadGUI(const std::string& name)
246    {
247        this->executeCode("loadSheet(\"" + name + "\")");
248    }
249
250    /**
251    @brief
252        Displays specified GUI on screen
253    @param name
254        The name of the GUI
255    @param bHidePrevious
256        If true all displayed GUIs on the stack, that are below this GUI are hidden.
257    @param bNoInput
258        If true the GUI is transparent to input.
259
260        The function executes the Lua function with the same name in case the GUIManager is ready.
261    */
262    /*static*/ void GUIManager::showGUI(const std::string& name, bool bHidePrevious, bool bNoInput)
263    {
264        GUIManager::getInstance().executeCode("showMenuSheet(\"" + name + "\", " + multi_cast<std::string>(bHidePrevious) + ", " + multi_cast<std::string>(bNoInput) + ")");
265    }
266
267    /**
268    @brief
269        Hack-ish. Needed for GUIOverlay.
270    */
271    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool bHidePrevious, bool bNoInput)
272    {
273        this->executeCode("showMenuSheet(\"" + name + "\", " + multi_cast<std::string>(bHidePrevious) + ", " + multi_cast<std::string>(bNoInput) + ", " + ptr + ")");
274    }
275
276    /**
277    @brief
278        Hides specified GUI.
279    @param name
280        The name of the GUI.
281    */
282    /*static*/ void GUIManager::hideGUI(const std::string& name)
283    {
284        GUIManager::getInstance().executeCode("hideMenuSheet(\"" + name + "\")");
285    }
286
287    const std::string& GUIManager::createInputState(const std::string& name, TriBool::Value showCursor, TriBool::Value useKeyboard, bool bBlockJoyStick)
288    {
289        InputState* state = InputManager::getInstance().createInputState(name);
290
291        /* Table that maps isFullScreen() and showCursor to mouseExclusive
292        isFullscreen / showCursor | True  | False | Dontcare
293        ----------------------------------------------------
294        true                      | True  | True  | Dontcare
295        ----------------------------------------------------
296        false                     | False | True  | Dontcare
297        */
298        if (showCursor == TriBool::Dontcare)
299            state->setMouseExclusive(TriBool::Dontcare);
300        else if (GraphicsManager::getInstance().isFullScreen() || showCursor == TriBool::False)
301            state->setMouseExclusive(TriBool::True);
302        else
303            state->setMouseExclusive(TriBool::False);
304
305        if (showCursor == TriBool::True)
306            state->setMouseHandler(this);
307        else if (showCursor == TriBool::False)
308            state->setMouseHandler(&InputHandler::EMPTY);
309
310        if (useKeyboard == TriBool::True)
311            state->setKeyHandler(this);
312        else if (useKeyboard == TriBool::False)
313            state->setKeyHandler(&InputHandler::EMPTY);
314
315        if (bBlockJoyStick)
316            state->setJoyStickHandler(&InputHandler::EMPTY);
317
318        return state->getName();
319    }
320
321    void GUIManager::keyESC()
322    {
323        this->executeCode("keyESC()");
324    }
325
326    void GUIManager::setBackgroundImage(const std::string& imageSet, const std::string imageName)
327    {
328        if (imageSet.empty() || imageName.empty())
329            this->setBackgroundImage("");
330        else
331            this->setBackgroundImage("set: " + imageSet + " image: " + imageName);
332    }
333
334    void GUIManager::setBackgroundImage(const std::string& image)
335    {
336        if (image.empty())
337            this->rootWindow_->setProperty("Alpha", "0.0");
338        else
339            this->rootWindow_->setProperty("Alpha", "1.0");
340        this->rootWindow_->setProperty("Image", image);
341    }
342
343    void GUIManager::buttonPressed(const KeyEvent& evt)
344    {
345        this->protectedCall(boost::bind(&CEGUI::System::injectKeyDown, _1, evt.getKeyCode()));
346        this->protectedCall(boost::bind(&CEGUI::System::injectChar, _1, evt.getText()));
347    }
348
349    void GUIManager::buttonReleased(const KeyEvent& evt)
350    {
351        this->protectedCall(boost::bind(&CEGUI::System::injectKeyUp, _1, evt.getKeyCode()));
352    }
353
354    /**
355    @brief
356        Function receiving a mouse button pressed event.
357    @param id
358        ID of the mouse button which got pressed
359
360        This function is inherited by MouseHandler and injects the event into CEGUI.
361        It is for CEGUI to process the event.
362    */
363    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
364    {
365        this->protectedCall(boost::bind(&CEGUI::System::injectMouseButtonDown, _1, convertButton(id)));
366    }
367
368    /**
369    @brief
370        Function receiving a mouse button released event.
371    @param id
372        ID of the mouse button which got released
373
374        This function is inherited by MouseHandler and injects the event into CEGUI.
375        It is for CEGUI to process the event.
376    */
377    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
378    {
379        this->protectedCall(boost::bind(&CEGUI::System::injectMouseButtonUp, _1, convertButton(id)));
380    }
381
382    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
383    {
384        this->protectedCall(boost::bind(&CEGUI::System::injectMousePosition, _1, (float)abs.x, (float)abs.y));
385    }
386
387    void GUIManager::mouseScrolled(int abs, int rel)
388    {
389        this->protectedCall(boost::bind(&CEGUI::System::injectMouseWheelChange, _1, (float)rel));
390    }
391
392    /**
393    @brief
394        converts mouse event code to CEGUI event code
395    @param button
396        code of the mouse button as we use it in Orxonox
397    @return
398        code of the mouse button as it is used by CEGUI
399
400        Simple conversion from mouse event code in Orxonox to the one used in CEGUI.
401     */
402    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
403    {
404        switch (button)
405        {
406        case MouseButtonCode::Left:
407            return CEGUI::LeftButton;
408
409        case MouseButtonCode::Right:
410            return CEGUI::RightButton;
411
412        case MouseButtonCode::Middle:
413            return CEGUI::MiddleButton;
414
415        case MouseButtonCode::Button3:
416            return CEGUI::X1Button;
417
418        case MouseButtonCode::Button4:
419            return CEGUI::X2Button;
420
421        default:
422            return CEGUI::NoButton;
423        }
424    }
425
426    /** Executes a CEGUI function normally, but catches CEGUI::ScriptException.
427        When a ScriptException occurs, the error message will be displayed and
428        the program carries on.
429    @remarks
430        The exception behaviour may pose problems if the code is not written
431        exception-safe (and you can forget about that in Lua). The program might
432        be left in an undefined state. But otherwise one script error would
433        terminate the whole program...
434    @note
435        Your life gets easier if you use boost::bind to create the object/function.
436    @param function
437        Any callable object/function that takes this->guiSystem_ as its only parameter.
438    @return
439        True if input was handled, false otherwise. A caught exception yields true.
440    */
441    template <typename FunctionType>
442    bool GUIManager::protectedCall(FunctionType function)
443    {
444        try
445        {
446            return function(this->guiSystem_);
447        }
448        catch (CEGUI::ScriptException& ex)
449        {
450            // Display the error and proceed. See @remarks why this can be dangerous.
451            COUT(1) << ex.getMessage() << std::endl;
452            return true;
453        }
454    }
455
456    /**
457    @brief
458        Subscribe the input function to the input event for the input window.
459        This is a helper to be used in lua, because subscribeScriptedEvent() doesn't work in lua.
460    @param window
461        The window for which the event is subscribed.
462    @param event
463        The type of event to which we subscribe.
464    @param function
465        The function that is called when the event occurs.
466    */
467    void GUIManager::subscribeEventHelper(CEGUI::Window* window, const std::string& event, const std::string& function)
468    {
469        window->subscribeScriptedEvent(event, function);
470    }
471
472    /**
473    @brief
474        Set the input tooltip text for the input ListboxItem.
475    @param item
476        The ListboxItem for which the tooltip should be set.
477    @param tooltip
478        The tooltip text that should be set.
479    */
480    void GUIManager::setTooltipTextHelper(CEGUI::ListboxItem* item, const std::string& tooltip)
481    {
482        item->setTooltipText(tooltip);
483    }
484
485    /**
486    @brief
487        Set whether the tooltips for the input Listbox are enabled.
488    @param listbox
489        The Listbox for which to enable (or disable) tooltips.
490    @param enabled
491        Whether to enable or disabel the tooltips.
492    */
493    void GUIManager::setItemTooltipsEnabledHelper(CEGUI::Listbox* listbox, bool enabled)
494    {
495        listbox->setItemTooltipsEnabled(enabled);
496    }
497
498}
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