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 | * Benjamin Knecht |
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25 | * Co-authors: |
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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 | #include "GUIManager.h" |
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31 | |
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32 | #include <memory> |
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33 | extern "C" { |
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34 | #include <lua.h> |
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35 | } |
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36 | #include <CEGUIDefaultLogger.h> |
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37 | #include <CEGUIExceptions.h> |
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38 | #include <CEGUIInputEvent.h> |
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39 | #include <CEGUIMouseCursor.h> |
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40 | #include <CEGUIResourceProvider.h> |
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41 | #include <CEGUISystem.h> |
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42 | #include <ogreceguirenderer/OgreCEGUIRenderer.h> |
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43 | |
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44 | #include "SpecialConfig.h" // Configures the macro below |
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45 | #ifdef CEGUILUA_USE_INTERNAL_LIBRARY |
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46 | # include <ceguilua/CEGUILua.h> |
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47 | #else |
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48 | # include <CEGUILua.h> |
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49 | #endif |
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50 | |
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51 | #include "util/Clock.h" |
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52 | #include "util/Convert.h" |
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53 | #include "util/Debug.h" |
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54 | #include "util/Exception.h" |
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55 | #include "util/OrxAssert.h" |
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56 | #include "ConsoleCommand.h" |
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57 | #include "Core.h" |
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58 | #include "input/InputManager.h" |
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59 | #include "LuaState.h" |
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60 | #include "PathConfig.h" |
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61 | #include "Resource.h" |
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62 | |
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63 | namespace orxonox |
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64 | { |
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65 | class CEGUILogger : public CEGUI::DefaultLogger |
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66 | { |
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67 | public: |
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68 | void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard) |
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69 | { |
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70 | int orxonoxLevel = CEGUI::Standard; |
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71 | switch (level) |
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72 | { |
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73 | case CEGUI::Errors: orxonoxLevel = 1; break; |
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74 | case CEGUI::Warnings: orxonoxLevel = 2; break; |
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75 | case CEGUI::Standard: orxonoxLevel = 4; break; |
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76 | case CEGUI::Informative: orxonoxLevel = 5; break; |
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77 | case CEGUI::Insane: orxonoxLevel = 6; break; |
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78 | default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!"); |
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79 | } |
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80 | OutputHandler::getOutStream(orxonoxLevel) |
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81 | << "CEGUI: " << message << std::endl; |
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82 | |
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83 | CEGUI::DefaultLogger::logEvent(message, level); |
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84 | } |
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85 | }; |
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86 | |
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87 | static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button); |
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88 | |
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89 | GUIManager* GUIManager::singletonPtr_s = 0; |
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90 | |
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91 | SetConsoleCommandShortcut(GUIManager, showGUI).accessLevel(AccessLevel::User).defaultValue(1, false).defaultValue(2, true); |
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92 | SetConsoleCommandShortcut(GUIManager, hideGUI).accessLevel(AccessLevel::User); |
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93 | |
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94 | /** |
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95 | @brief |
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96 | Constructs the GUIManager by starting up CEGUI |
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97 | |
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98 | Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine. |
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99 | The log is set up and connected to the CEGUILogger. |
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100 | After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code. |
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101 | Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically). |
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102 | @param renderWindow |
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103 | Ogre's render window. Without this, the GUI cannot be displayed. |
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104 | @return true if success, otherwise false |
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105 | */ |
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106 | GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen) |
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107 | : renderWindow_(renderWindow) |
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108 | , resourceProvider_(0) |
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109 | , camera_(NULL) |
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110 | , bShowIngameGUI_(false) |
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111 | { |
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112 | using namespace CEGUI; |
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113 | |
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114 | COUT(3) << "Initialising CEGUI." << std::endl; |
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115 | |
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116 | // Note: No SceneManager specified yet |
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117 | guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000)); |
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118 | resourceProvider_ = guiRenderer_->createResourceProvider(); |
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119 | resourceProvider_->setDefaultResourceGroup("GUI"); |
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120 | |
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121 | // setup scripting |
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122 | luaState_.reset(new LuaState()); |
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123 | rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI"); |
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124 | // This is necessary to ensure that input events also use the right resource info when triggering lua functions |
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125 | luaState_->setDefaultResourceInfo(this->rootFileInfo_); |
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126 | scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState())); |
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127 | |
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128 | // Create our own logger to specify the filepath |
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129 | std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger()); |
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130 | ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log"); |
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131 | // set the log level according to ours (translate by subtracting 1) |
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132 | ceguiLogger->setLoggingLevel( |
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133 | static_cast<LoggingLevel>(OutputHandler::getInstance().getSoftDebugLevel("logFile") - 1)); |
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134 | this->ceguiLogger_ = ceguiLogger.release(); |
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135 | |
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136 | // create the CEGUI system singleton |
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137 | guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get())); |
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138 | |
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139 | // Initialise the basic Lua code |
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140 | this->luaState_->doFile("InitialiseGUI.lua", "GUI", false); |
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141 | |
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142 | // Align CEGUI mouse with OIS mouse |
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143 | guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second); |
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144 | |
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145 | // Hide the mouse cursor unless playing in full screen mode |
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146 | if (!bFullScreen) |
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147 | CEGUI::MouseCursor::getSingleton().hide(); |
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148 | } |
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149 | |
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150 | /** |
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151 | @brief |
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152 | Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules. |
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153 | */ |
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154 | GUIManager::~GUIManager() |
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155 | { |
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156 | } |
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157 | |
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158 | /** |
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159 | @brief |
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160 | used to tick the GUI |
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161 | @param time |
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162 | clock which provides time value for the GUI System |
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163 | |
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164 | Ticking the GUI means updating it with a certain regularity. |
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165 | The elapsed time since the last call is given in the time value provided by the clock. |
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166 | This time value is then used to provide a fluent animation of the GUI. |
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167 | */ |
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168 | void GUIManager::update(const Clock& time) |
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169 | { |
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170 | assert(guiSystem_); |
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171 | guiSystem_->injectTimePulse(time.getDeltaTime()); |
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172 | } |
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173 | |
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174 | /** |
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175 | @brief |
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176 | Tells the GUIManager which SceneManager to use |
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177 | @param camera |
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178 | The current camera on which the GUI should be displayed on. |
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179 | |
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180 | In fact the GUIManager needs the SceneManager and not the Camera to display the GUI. |
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181 | This means the GUI is not bound to a camera but rather to the SceneManager. |
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182 | Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera. |
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183 | */ |
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184 | void GUIManager::setCamera(Ogre::Camera* camera) |
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185 | { |
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186 | this->camera_ = camera; |
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187 | if (camera == NULL) |
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188 | this->guiRenderer_->setTargetSceneManager(0); |
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189 | else |
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190 | this->guiRenderer_->setTargetSceneManager(camera->getSceneManager()); |
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191 | } |
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192 | |
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193 | /** |
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194 | @brief |
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195 | Executes Lua code |
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196 | @param str |
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197 | reference to string object holding the Lua code which is to be executed |
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198 | |
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199 | This function gives total access to the GUI. You can execute ANY Lua code here. |
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200 | */ |
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201 | void GUIManager::executeCode(const std::string& str) |
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202 | { |
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203 | this->luaState_->doString(str, rootFileInfo_); |
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204 | } |
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205 | |
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206 | /** |
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207 | @brief |
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208 | Displays specified GUI on screen |
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209 | @param name |
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210 | The name of the GUI |
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211 | |
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212 | The function executes the Lua function with the same name in case the GUIManager is ready. |
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213 | For more details check out loadGUI_2.lua where the function presides. |
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214 | */ |
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215 | /*static*/ void GUIManager::showGUI(const std::string& name, bool hidePrevious, bool showCursor) |
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216 | { |
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217 | GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ")"); |
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218 | } |
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219 | |
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220 | /** |
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221 | @brief |
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222 | Hack-ish. Needed for GUIOverlay. |
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223 | */ |
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224 | void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious, bool showCursor) |
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225 | { |
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226 | this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")"); |
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227 | } |
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228 | |
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229 | /** |
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230 | @brief |
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231 | Hides specified GUI. |
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232 | @param name |
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233 | The name of the GUI. |
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234 | */ |
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235 | /*static*/ void GUIManager::hideGUI(const std::string& name) |
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236 | { |
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237 | GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")"); |
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238 | } |
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239 | |
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240 | void GUIManager::toggleIngameGUI() |
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241 | { |
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242 | if ( this->bShowIngameGUI_==false ) |
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243 | { |
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244 | GUIManager::showGUI("InGameMenu"); |
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245 | this->bShowIngameGUI_ = true; |
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246 | } |
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247 | else |
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248 | { |
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249 | GUIManager::hideGUI("InGameMenu"); |
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250 | this->bShowIngameGUI_ = false; |
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251 | } |
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252 | } |
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253 | |
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254 | void GUIManager::keyESC() |
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255 | { |
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256 | this->executeCode("keyESC()"); |
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257 | } |
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258 | |
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259 | void GUIManager::setBackground(const std::string& name) |
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260 | { |
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261 | this->executeCode("setBackground(\"" + name + "\")"); |
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262 | } |
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263 | |
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264 | void GUIManager::keyPressed(const KeyEvent& evt) |
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265 | { |
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266 | guiSystem_->injectKeyDown(evt.getKeyCode()); |
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267 | guiSystem_->injectChar(evt.getText()); |
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268 | } |
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269 | void GUIManager::keyReleased(const KeyEvent& evt) |
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270 | { |
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271 | guiSystem_->injectKeyUp(evt.getKeyCode()); |
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272 | } |
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273 | |
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274 | /** |
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275 | @brief |
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276 | Function receiving a mouse button pressed event. |
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277 | @param id |
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278 | ID of the mouse button which got pressed |
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279 | |
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280 | This function is inherited by MouseHandler and injects the event into CEGUI. |
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281 | It is for CEGUI to process the event. |
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282 | */ |
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283 | void GUIManager::buttonPressed(MouseButtonCode::ByEnum id) |
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284 | { |
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285 | try |
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286 | { |
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287 | guiSystem_->injectMouseButtonDown(convertButton(id)); |
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288 | } |
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289 | catch (CEGUI::ScriptException& ex) |
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290 | { |
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291 | // We simply ignore the exception and proceed |
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292 | COUT(1) << ex.getMessage() << std::endl; |
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293 | } |
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294 | } |
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295 | |
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296 | /** |
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297 | @brief |
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298 | Function receiving a mouse button released event. |
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299 | @param id |
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300 | ID of the mouse button which got released |
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301 | |
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302 | This function is inherited by MouseHandler and injects the event into CEGUI. |
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303 | It is for CEGUI to process the event. |
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304 | */ |
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305 | void GUIManager::buttonReleased(MouseButtonCode::ByEnum id) |
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306 | { |
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307 | try |
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308 | { |
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309 | guiSystem_->injectMouseButtonUp(convertButton(id)); |
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310 | } |
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311 | catch (CEGUI::ScriptException& ex) |
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312 | { |
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313 | // We simply ignore the exception and proceed |
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314 | COUT(1) << ex.getMessage() << std::endl; |
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315 | } |
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316 | } |
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317 | |
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318 | void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) |
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319 | { |
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320 | guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y)); |
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321 | } |
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322 | void GUIManager::mouseScrolled(int abs, int rel) |
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323 | { |
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324 | guiSystem_->injectMouseWheelChange(static_cast<float>(rel)); |
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325 | } |
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326 | |
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327 | /** |
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328 | @brief |
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329 | converts mouse event code to CEGUI event code |
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330 | @param button |
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331 | code of the mouse button as we use it in Orxonox |
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332 | @return |
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333 | code of the mouse button as it is used by CEGUI |
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334 | |
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335 | Simple conversion from mouse event code in Orxonox to the one used in CEGUI. |
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336 | */ |
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337 | static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button) |
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338 | { |
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339 | switch (button) |
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340 | { |
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341 | case MouseButtonCode::Left: |
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342 | return CEGUI::LeftButton; |
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343 | |
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344 | case MouseButtonCode::Right: |
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345 | return CEGUI::RightButton; |
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346 | |
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347 | case MouseButtonCode::Middle: |
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348 | return CEGUI::MiddleButton; |
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349 | |
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350 | case MouseButtonCode::Button3: |
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351 | return CEGUI::X1Button; |
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352 | |
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353 | case MouseButtonCode::Button4: |
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354 | return CEGUI::X2Button; |
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355 | |
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356 | default: |
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357 | return CEGUI::NoButton; |
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358 | } |
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359 | } |
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360 | } |
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