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source: code/branches/presentation2/src/libraries/core/GUIManager.cc @ 6140

Last change on this file since 6140 was 6105, checked in by rgrieder, 15 years ago

Merged console branch back to trunk.

  • 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#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/Debug.h"
53#include "util/Exception.h"
54#include "util/OrxAssert.h"
55#include "LuaState.h"
56#include "PathConfig.h"
57#include "Resource.h"
58
59namespace orxonox
60{
61    class CEGUILogger : public CEGUI::DefaultLogger
62    {
63    public:
64        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
65        {
66            int orxonoxLevel = CEGUI::Standard;
67            switch (level)
68            {
69                case CEGUI::Errors:      orxonoxLevel = 1; break;
70                case CEGUI::Warnings:    orxonoxLevel = 2; break;
71                case CEGUI::Standard:    orxonoxLevel = 4; break;
72                case CEGUI::Informative: orxonoxLevel = 5; break;
73                case CEGUI::Insane:      orxonoxLevel = 6; break;
74                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
75            }
76            OutputHandler::getOutStream(orxonoxLevel)
77                << "CEGUI: " << message << std::endl;
78
79            CEGUI::DefaultLogger::logEvent(message, level);
80        }
81    };
82
83    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
84
85    GUIManager* GUIManager::singletonPtr_s = 0;
86
87    /**
88    @brief
89        Constructs the GUIManager by starting up CEGUI
90
91        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
92        The log is set up and connected to the CEGUILogger.
93        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
94        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
95    @param renderWindow
96        Ogre's render window. Without this, the GUI cannot be displayed.
97    @return true if success, otherwise false
98    */
99    GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen)
100        : renderWindow_(renderWindow)
101        , resourceProvider_(0)
102        , camera_(NULL)
103    {
104        using namespace CEGUI;
105
106        COUT(3) << "Initialising CEGUI." << std::endl;
107
108        // Note: No SceneManager specified yet
109        guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
110        resourceProvider_ = guiRenderer_->createResourceProvider();
111        resourceProvider_->setDefaultResourceGroup("GUI");
112
113        // setup scripting
114        luaState_.reset(new LuaState());
115        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
116
117        // Create our own logger to specify the filepath
118        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
119        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
120        // set the log level according to ours (translate by subtracting 1)
121        ceguiLogger->setLoggingLevel(
122            static_cast<LoggingLevel>(OutputHandler::getInstance().getSoftDebugLevel("logFile") - 1));
123        this->ceguiLogger_ = ceguiLogger.release();
124
125        // create the CEGUI system singleton
126        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
127
128        // Initialise the basic Lua code
129        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI");
130        this->luaState_->doFile("InitialiseGUI.lua", "GUI", false);
131
132        // Align CEGUI mouse with OIS mouse
133        guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second);
134
135        // Hide the mouse cursor unless playing in full screen mode
136        if (!bFullScreen)
137            CEGUI::MouseCursor::getSingleton().hide();
138    }
139
140    /**
141    @brief
142        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
143    */
144    GUIManager::~GUIManager()
145    {
146    }
147
148    /**
149    @brief
150        used to tick the GUI
151    @param time
152        clock which provides time value for the GUI System
153
154        Ticking the GUI means updating it with a certain regularity.
155        The elapsed time since the last call is given in the time value provided by the clock.
156        This time value is then used to provide a fluent animation of the GUI.
157    */
158    void GUIManager::update(const Clock& time)
159    {
160        assert(guiSystem_);
161        guiSystem_->injectTimePulse(time.getDeltaTime());
162    }
163
164    /**
165    @brief
166        Tells the GUIManager which SceneManager to use
167    @param camera
168        The current camera on which the GUI should be displayed on.
169
170        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
171        This means the GUI is not bound to a camera but rather to the SceneManager.
172        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
173    */
174    void GUIManager::setCamera(Ogre::Camera* camera)
175    {
176        this->camera_ = camera;
177        if (camera == NULL)
178            this->guiRenderer_->setTargetSceneManager(0);
179        else
180            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
181    }
182
183    /**
184    @brief
185        Executes Lua code
186    @param str
187        reference to string object holding the Lua code which is to be executed
188
189        This function gives total access to the GUI. You can execute ANY Lua code here.
190    */
191    void GUIManager::executeCode(const std::string& str)
192    {
193        this->luaState_->doString(str, rootFileInfo_);
194    }
195
196    /**
197    @brief
198        Displays specified GUI on screen
199    @param name
200        The name of the GUI
201
202        The function executes the Lua function with the same name in case the GUIManager is ready.
203        For more details check out loadGUI_2.lua where the function presides.
204    */
205    void GUIManager::showGUI(const std::string& name)
206    {
207        this->luaState_->doString("showGUI(\"" + name + "\")", rootFileInfo_);
208    }
209
210    void GUIManager::keyPressed(const KeyEvent& evt)
211    {
212        guiSystem_->injectKeyDown(evt.getKeyCode());
213        guiSystem_->injectChar(evt.getText());
214    }
215    void GUIManager::keyReleased(const KeyEvent& evt)
216    {
217        guiSystem_->injectKeyUp(evt.getKeyCode());
218    }
219
220    /**
221    @brief
222        Function receiving a mouse button pressed event.
223    @param id
224        ID of the mouse button which got pressed
225
226        This function is inherited by MouseHandler and injects the event into CEGUI.
227        It is for CEGUI to process the event.
228    */
229    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
230    {
231        try
232        {
233            guiSystem_->injectMouseButtonDown(convertButton(id));
234        }
235        catch (CEGUI::ScriptException& ex)
236        {
237            // We simply ignore the exception and proceed
238            COUT(1) << ex.getMessage() << std::endl;
239        }
240    }
241
242    /**
243    @brief
244        Function receiving a mouse button released event.
245    @param id
246        ID of the mouse button which got released
247
248        This function is inherited by MouseHandler and injects the event into CEGUI.
249        It is for CEGUI to process the event.
250    */
251    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
252    {
253        try
254        {
255            guiSystem_->injectMouseButtonUp(convertButton(id));
256        }
257        catch (CEGUI::ScriptException& ex)
258        {
259            // We simply ignore the exception and proceed
260            COUT(1) << ex.getMessage() << std::endl;
261        }
262    }
263
264    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
265    {
266        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
267    }
268    void GUIManager::mouseScrolled(int abs, int rel)
269    {
270        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
271    }
272
273    /**
274    @brief
275        converts mouse event code to CEGUI event code
276    @param button
277        code of the mouse button as we use it in Orxonox
278    @return
279        code of the mouse button as it is used by CEGUI
280
281        Simple conversion from mouse event code in Orxonox to the one used in CEGUI.
282     */
283    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
284    {
285        switch (button)
286        {
287        case MouseButtonCode::Left:
288            return CEGUI::LeftButton;
289
290        case MouseButtonCode::Right:
291            return CEGUI::RightButton;
292
293        case MouseButtonCode::Middle:
294            return CEGUI::MiddleButton;
295
296        case MouseButtonCode::Button3:
297            return CEGUI::X1Button;
298
299        case MouseButtonCode::Button4:
300            return CEGUI::X2Button;
301
302        default:
303            return CEGUI::NoButton;
304        }
305    }
306}
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