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source: code/branches/presentation2/src/libraries/core/GUIManager.cc @ 6166

Last change on this file since 6166 was 6156, checked in by scheusso, 15 years ago

cleanup in GUIManager
most functionality now in lua

  • Property svn:eol-style set to native
File size: 11.6 KB
Line 
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(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>(OutputHandler::getInstance().getSoftDebugLevel("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 full screen 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        GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ")");
218    }
219
220    /**
221    @brief
222        Hack-ish. Needed for GUIOverlay.
223    */
224    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious, bool showCursor)
225    {
226        this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")");
227    }
228
229    /**
230    @brief
231        Hides specified GUI.
232    @param name
233        The name of the GUI.
234    */
235    /*static*/ void GUIManager::hideGUI(const std::string& name)
236    {
237        GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")");
238    }
239
240    void GUIManager::toggleIngameGUI()
241    {
242        if ( this->bShowIngameGUI_==false )
243        {
244            GUIManager::showGUI("InGameMenu");
245            this->bShowIngameGUI_ = true;
246        }
247        else
248        {
249            GUIManager::hideGUI("InGameMenu");
250            this->bShowIngameGUI_ = false;
251        }
252    }
253   
254    void GUIManager::keyESC()
255    {
256        this->executeCode("keyESC()");
257    }
258   
259    void GUIManager::setBackground(const std::string& name)
260    {
261        this->executeCode("setBackground(\"" + name + "\")");
262    }
263
264    void GUIManager::keyPressed(const KeyEvent& evt)
265    {
266        guiSystem_->injectKeyDown(evt.getKeyCode());
267        guiSystem_->injectChar(evt.getText());
268    }
269    void GUIManager::keyReleased(const KeyEvent& evt)
270    {
271        guiSystem_->injectKeyUp(evt.getKeyCode());
272    }
273
274    /**
275    @brief
276        Function receiving a mouse button pressed event.
277    @param id
278        ID of the mouse button which got pressed
279
280        This function is inherited by MouseHandler and injects the event into CEGUI.
281        It is for CEGUI to process the event.
282    */
283    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
284    {
285        try
286        {
287            guiSystem_->injectMouseButtonDown(convertButton(id));
288        }
289        catch (CEGUI::ScriptException& ex)
290        {
291            // We simply ignore the exception and proceed
292            COUT(1) << ex.getMessage() << std::endl;
293        }
294    }
295
296    /**
297    @brief
298        Function receiving a mouse button released event.
299    @param id
300        ID of the mouse button which got released
301
302        This function is inherited by MouseHandler and injects the event into CEGUI.
303        It is for CEGUI to process the event.
304    */
305    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
306    {
307        try
308        {
309            guiSystem_->injectMouseButtonUp(convertButton(id));
310        }
311        catch (CEGUI::ScriptException& ex)
312        {
313            // We simply ignore the exception and proceed
314            COUT(1) << ex.getMessage() << std::endl;
315        }
316    }
317
318    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
319    {
320        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
321    }
322    void GUIManager::mouseScrolled(int abs, int rel)
323    {
324        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
325    }
326
327    /**
328    @brief
329        converts mouse event code to CEGUI event code
330    @param button
331        code of the mouse button as we use it in Orxonox
332    @return
333        code of the mouse button as it is used by CEGUI
334
335        Simple conversion from mouse event code in Orxonox to the one used in CEGUI.
336     */
337    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
338    {
339        switch (button)
340        {
341        case MouseButtonCode::Left:
342            return CEGUI::LeftButton;
343
344        case MouseButtonCode::Right:
345            return CEGUI::RightButton;
346
347        case MouseButtonCode::Middle:
348            return CEGUI::MiddleButton;
349
350        case MouseButtonCode::Button3:
351            return CEGUI::X1Button;
352
353        case MouseButtonCode::Button4:
354            return CEGUI::X2Button;
355
356        default:
357            return CEGUI::NoButton;
358        }
359    }
360}
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