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 | /** |
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31 | @file |
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32 | @brief |
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33 | Implementation of the GUIManager class. |
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34 | */ |
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35 | |
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36 | #include "GUIManager.h" |
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37 | |
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38 | #include <memory> |
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39 | extern "C" { |
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40 | #include <lua.h> |
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41 | } |
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42 | #include <CEGUIDefaultLogger.h> |
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43 | #include <CEGUIExceptions.h> |
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44 | #include <CEGUIInputEvent.h> |
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45 | #include <CEGUIResourceProvider.h> |
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46 | #include <CEGUISystem.h> |
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47 | #include <ogreceguirenderer/OgreCEGUIRenderer.h> |
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48 | |
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49 | #include "SpecialConfig.h" // Configures the macro below |
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50 | #ifdef CEGUILUA_USE_INTERNAL_LIBRARY |
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51 | # include <ceguilua/CEGUILua.h> |
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52 | #else |
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53 | # include <CEGUILua.h> |
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54 | #endif |
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55 | |
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56 | #include "util/Debug.h" |
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57 | #include "util/Exception.h" |
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58 | #include "util/OrxAssert.h" |
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59 | #include "Core.h" |
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60 | #include "Clock.h" |
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61 | #include "LuaBind.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().setOutputLevel(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 | /** |
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92 | @brief |
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93 | Constructs the GUIManager by starting up CEGUI |
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94 | |
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95 | Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine. |
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96 | The log is set up and connected to the CEGUILogger. |
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97 | After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code. |
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98 | Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically). |
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99 | @param renderWindow |
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100 | Ogre's render window. Without this, the GUI cannot be displayed. |
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101 | @return true if success, otherwise false |
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102 | */ |
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103 | GUIManager::GUIManager(Ogre::RenderWindow* renderWindow) |
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104 | : renderWindow_(renderWindow) |
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105 | , resourceProvider_(0) |
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106 | { |
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107 | using namespace CEGUI; |
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108 | |
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109 | COUT(3) << "Initialising CEGUI." << std::endl; |
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110 | |
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111 | try |
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112 | { |
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113 | // Note: No SceneManager specified yet |
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114 | guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000)); |
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115 | resourceProvider_ = guiRenderer_->createResourceProvider(); |
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116 | resourceProvider_->setDefaultResourceGroup("GUI"); |
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117 | |
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118 | // setup scripting |
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119 | scriptModule_.reset(new LuaScriptModule()); |
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120 | luaState_ = scriptModule_->getLuaState(); |
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121 | |
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122 | // Create our own logger to specify the filepath |
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123 | std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger()); |
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124 | ceguiLogger->setLogFilename(Core::getLogPathString() + "cegui.log"); |
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125 | // set the log level according to ours (translate by subtracting 1) |
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126 | ceguiLogger->setLoggingLevel( |
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127 | static_cast<LoggingLevel>(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1)); |
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128 | this->ceguiLogger_ = ceguiLogger.release(); |
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129 | |
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130 | // create the CEGUI system singleton |
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131 | guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get())); |
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132 | |
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133 | // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place |
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134 | LuaBind::getInstance().openToluaInterfaces(this->luaState_); |
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135 | |
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136 | // initialise the basic lua code |
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137 | this->loadLuaCode(); |
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138 | } |
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139 | catch (CEGUI::Exception& ex) |
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140 | { |
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141 | #if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6 |
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142 | throw GeneralException(ex.getMessage().c_str()); |
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143 | #else |
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144 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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145 | ex.getFileName().c_str(), ex.getName().c_str()); |
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146 | #endif |
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147 | } |
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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 | Destructor of the GUIManager |
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153 | |
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154 | Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules. |
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155 | */ |
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156 | GUIManager::~GUIManager() |
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157 | { |
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158 | // destroy our own tolua interfaces |
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159 | LuaBind::getInstance().closeToluaInterfaces(this->luaState_); |
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160 | } |
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161 | |
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162 | /** |
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163 | @brief |
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164 | Calls main Lua script |
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165 | @todo |
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166 | This function calls the main Lua script for our GUI. |
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167 | |
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168 | Additionally we set the datapath variable in Lua. This is needed so Lua can access the data used for the GUI. |
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169 | */ |
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170 | void GUIManager::loadLuaCode() |
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171 | { |
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172 | // set datapath for GUI data |
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173 | lua_pushfstring(this->scriptModule_->getLuaState(), Core::getExternalMediaPathString().c_str()); |
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174 | lua_setglobal(this->scriptModule_->getLuaState(), "datapath"); |
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175 | // call main Lua script |
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176 | this->scriptModule_->executeScriptFile("loadGUI_3.lua", "GUI"); |
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177 | } |
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178 | |
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179 | /** |
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180 | @brief |
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181 | used to tick the GUI |
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182 | @param time |
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183 | clock which provides time value for the GUI System |
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184 | |
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185 | Ticking the GUI means updating it with a certain regularity. |
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186 | The elapsed time since the last call is given in the time value provided by the clock. |
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187 | This time value is then used to provide a fluent animation of the GUI. |
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188 | */ |
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189 | void GUIManager::update(const Clock& time) |
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190 | { |
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191 | assert(guiSystem_); |
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192 | guiSystem_->injectTimePulse(time.getDeltaTime()); |
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193 | } |
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194 | |
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195 | /** |
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196 | @brief |
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197 | Tells the GUIManager which SceneManager to use |
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198 | @param camera |
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199 | The current camera on which the GUI should be displayed on. |
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200 | |
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201 | In fact the GUIManager needs the SceneManager and not the Camera to display the GUI. |
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202 | This means the GUI is not bound to a camera but rather to the SceneManager. |
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203 | Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera. |
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204 | */ |
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205 | void GUIManager::setCamera(Ogre::Camera* camera) |
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206 | { |
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207 | if (camera == NULL) |
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208 | this->guiRenderer_->setTargetSceneManager(0); |
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209 | else |
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210 | this->guiRenderer_->setTargetSceneManager(camera->getSceneManager()); |
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211 | } |
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212 | |
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213 | /** |
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214 | @brief |
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215 | Executes Lua code |
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216 | @param str |
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217 | reference to string object holding the Lua code which is to be executed |
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218 | |
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219 | This function gives total access to the GUI. You can execute ANY Lua code here. |
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220 | */ |
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221 | void GUIManager::executeCode(const std::string& str) |
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222 | { |
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223 | try |
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224 | { |
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225 | this->scriptModule_->executeString(str); |
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226 | } |
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227 | catch (const CEGUI::Exception& ex) |
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228 | { |
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229 | COUT(2) << "CEGUI Error: \"" << ex.getMessage() << "\" while executing code \"" << str << "\"" << std::endl; |
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230 | } |
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231 | catch (...) |
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232 | { |
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233 | COUT(2) << "Couldn't execute GUI related Lua code due to unknown reasons." << std::endl; |
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234 | } |
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235 | } |
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236 | |
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237 | /** |
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238 | @brief |
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239 | Displays specified GUI on screen |
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240 | @param name |
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241 | The name of the GUI |
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242 | |
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243 | The function executes the Lua function with the same name in case the GUIManager is ready. |
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244 | For more details check out loadGUI_2.lua where the function presides. |
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245 | */ |
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246 | void GUIManager::showGUI(const std::string& name) |
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247 | { |
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248 | this->executeCode(std::string("showGUI(\"") + name + "\")"); |
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249 | } |
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250 | |
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251 | void GUIManager::keyPressed(const KeyEvent& evt) |
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252 | { |
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253 | guiSystem_->injectKeyDown(evt.getKeyCode()); |
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254 | guiSystem_->injectChar(evt.getText()); |
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255 | } |
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256 | void GUIManager::keyReleased(const KeyEvent& evt) |
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257 | { |
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258 | guiSystem_->injectKeyUp(evt.getKeyCode()); |
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259 | } |
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260 | |
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261 | /** |
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262 | @brief |
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263 | Function receiving a mouse button pressed event. |
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264 | @param id |
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265 | ID of the mouse button which got pressed |
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266 | |
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267 | This function is inherited by MouseHandler and injects the event into CEGUI. |
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268 | It is for CEGUI to process the event. |
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269 | */ |
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270 | void GUIManager::buttonPressed(MouseButtonCode::ByEnum id) |
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271 | { |
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272 | try |
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273 | { |
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274 | guiSystem_->injectMouseButtonDown(convertButton(id)); |
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275 | } |
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276 | catch (CEGUI::ScriptException& ex) |
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277 | { |
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278 | // We simply ignore the exception and proceed |
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279 | COUT(1) << ex.getMessage() << std::endl; |
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280 | } |
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281 | } |
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282 | |
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283 | /** |
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284 | @brief |
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285 | Function receiving a mouse button released event. |
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286 | @param id |
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287 | ID of the mouse button which got released |
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288 | |
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289 | This function is inherited by MouseHandler and injects the event into CEGUI. |
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290 | It is for CEGUI to process the event. |
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291 | */ |
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292 | void GUIManager::buttonReleased(MouseButtonCode::ByEnum id) |
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293 | { |
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294 | try |
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295 | { |
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296 | guiSystem_->injectMouseButtonUp(convertButton(id)); |
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297 | } |
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298 | catch (CEGUI::ScriptException& ex) |
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299 | { |
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300 | // We simply ignore the exception and proceed |
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301 | COUT(1) << ex.getMessage() << std::endl; |
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302 | } |
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303 | } |
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304 | |
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305 | void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) |
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306 | { |
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307 | guiSystem_->injectMouseMove(static_cast<float>(rel.x), static_cast<float>(rel.y)); |
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308 | } |
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309 | void GUIManager::mouseScrolled(int abs, int rel) |
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310 | { |
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311 | guiSystem_->injectMouseWheelChange(static_cast<float>(rel)); |
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312 | } |
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313 | |
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314 | /** |
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315 | @brief |
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316 | converts mouse event code to CEGUI event code |
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317 | @param button |
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318 | code of the mouse button as we use it in Orxonox |
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319 | @return |
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320 | code of the mouse button as it is used by CEGUI |
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321 | |
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322 | Simple convertion from mouse event code in Orxonox to the one used in CEGUI. |
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323 | */ |
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324 | static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button) |
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325 | { |
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326 | switch (button) |
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327 | { |
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328 | case MouseButtonCode::Left: |
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329 | return CEGUI::LeftButton; |
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330 | |
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331 | case MouseButtonCode::Right: |
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332 | return CEGUI::RightButton; |
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333 | |
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334 | case MouseButtonCode::Middle: |
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335 | return CEGUI::MiddleButton; |
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336 | |
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337 | case MouseButtonCode::Button3: |
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338 | return CEGUI::X1Button; |
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339 | |
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340 | case MouseButtonCode::Button4: |
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341 | return CEGUI::X2Button; |
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342 | |
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343 | default: |
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344 | return CEGUI::NoButton; |
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345 | } |
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346 | } |
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347 | } |
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