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source: code/branches/resource3/src/core/GUIManager.cc @ 5673

Last change on this file since 5673 was 3370, checked in by rgrieder, 15 years ago

Merged resource branch back to the trunk. Changes:

  • Automated graphics loading by evaluating whether a GameState requires it
  • Using native Tcl library (x3n)

Windows users: Update your dependency package!

  • Property svn:eol-style set to native
File size: 11.0 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/**
31@file
32@brief
33    Implementation of the GUIManager class.
34*/
35
36#include "GUIManager.h"
37
38#include <memory>
39extern "C" {
40#include <lua.h>
41}
42#include <CEGUIDefaultLogger.h>
43#include <CEGUIExceptions.h>
44#include <CEGUIInputEvent.h>
45#include <CEGUIResourceProvider.h>
46#include <CEGUISystem.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/Debug.h"
57#include "util/Exception.h"
58#include "util/OrxAssert.h"
59#include "Core.h"
60#include "Clock.h"
61#include "LuaBind.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().setOutputLevel(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    /**
92    @brief
93        Constructs the GUIManager by starting up CEGUI
94
95        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
96        The log is set up and connected to the CEGUILogger.
97        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
98        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
99    @param renderWindow
100        Ogre's render window. Without this, the GUI cannot be displayed.
101    @return true if success, otherwise false
102    */
103    GUIManager::GUIManager(Ogre::RenderWindow* renderWindow)
104        : renderWindow_(renderWindow)
105        , resourceProvider_(0)
106    {
107        using namespace CEGUI;
108
109        COUT(3) << "Initialising CEGUI." << std::endl;
110
111        try
112        {
113            // Note: No SceneManager specified yet
114            guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
115            resourceProvider_ = guiRenderer_->createResourceProvider();
116            resourceProvider_->setDefaultResourceGroup("GUI");
117
118            // setup scripting
119            scriptModule_.reset(new LuaScriptModule());
120            luaState_ = scriptModule_->getLuaState();
121
122            // Create our own logger to specify the filepath
123            std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
124            ceguiLogger->setLogFilename(Core::getLogPathString() + "cegui.log");
125            // set the log level according to ours (translate by subtracting 1)
126            ceguiLogger->setLoggingLevel(
127                static_cast<LoggingLevel>(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
128            this->ceguiLogger_ = ceguiLogger.release();
129
130            // create the CEGUI system singleton
131            guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
132
133            // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place
134            LuaBind::getInstance().openToluaInterfaces(this->luaState_);
135
136            // initialise the basic lua code
137            this->loadLuaCode();
138        }
139        catch (CEGUI::Exception& ex)
140        {
141#if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6
142            throw GeneralException(ex.getMessage().c_str());
143#else
144            throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
145                ex.getFileName().c_str(), ex.getName().c_str());
146#endif
147        }
148    }
149
150    /**
151    @brief
152        Destructor of the GUIManager
153
154        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
155    */
156    GUIManager::~GUIManager()
157    {
158        // destroy our own tolua interfaces
159        LuaBind::getInstance().closeToluaInterfaces(this->luaState_);
160    }
161
162    /**
163    @brief
164        Calls main Lua script
165    @todo
166        This function calls the main Lua script for our GUI.
167
168        Additionally we set the datapath variable in Lua. This is needed so Lua can access the data used for the GUI.
169    */
170    void GUIManager::loadLuaCode()
171    {
172        // set datapath for GUI data
173        lua_pushfstring(this->scriptModule_->getLuaState(), Core::getMediaPathString().c_str());
174        lua_setglobal(this->scriptModule_->getLuaState(), "datapath");
175        // call main Lua script
176        this->scriptModule_->executeScriptFile("loadGUI_3.lua", "GUI");
177    }
178
179    /**
180    @brief
181        used to tick the GUI
182    @param time
183        clock which provides time value for the GUI System
184
185        Ticking the GUI means updating it with a certain regularity.
186        The elapsed time since the last call is given in the time value provided by the clock.
187        This time value is then used to provide a fluent animation of the GUI.
188    */
189    void GUIManager::update(const Clock& time)
190    {
191        assert(guiSystem_);
192        guiSystem_->injectTimePulse(time.getDeltaTime());
193    }
194
195    /**
196    @brief
197        Tells the GUIManager which SceneManager to use
198    @param camera
199        The current camera on which the GUI should be displayed on.
200
201        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
202        This means the GUI is not bound to a camera but rather to the SceneManager.
203        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
204    */
205    void GUIManager::setCamera(Ogre::Camera* camera)
206    {
207        if (camera == NULL)
208            this->guiRenderer_->setTargetSceneManager(0);
209        else
210            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
211    }
212
213    /**
214    @brief
215        Executes Lua code
216    @param str
217        reference to string object holding the Lua code which is to be executed
218
219        This function gives total access to the GUI. You can execute ANY Lua code here.
220    */
221    void GUIManager::executeCode(const std::string& str)
222    {
223        try
224        {
225            this->scriptModule_->executeString(str);
226        }
227        catch (const CEGUI::Exception& ex)
228        {
229            COUT(2) << "CEGUI Error: \"" << ex.getMessage() << "\" while executing code \"" << str << "\"" << std::endl;
230        }
231        catch (...)
232        {
233            COUT(2) << "Couldn't execute GUI related Lua code due to unknown reasons." << std::endl;
234        }
235    }
236
237    /**
238    @brief
239        Displays specified GUI on screen
240    @param name
241        The name of the GUI
242
243        The function executes the Lua function with the same name in case the GUIManager is ready.
244        For more details check out loadGUI_2.lua where the function presides.
245    */
246    void GUIManager::showGUI(const std::string& name)
247    {
248        this->executeCode(std::string("showGUI(\"") + name + "\")");
249    }
250
251    void GUIManager::keyPressed(const KeyEvent& evt)
252    {
253        guiSystem_->injectKeyDown(evt.getKeyCode());
254        guiSystem_->injectChar(evt.getText());
255    }
256    void GUIManager::keyReleased(const KeyEvent& evt)
257    {
258        guiSystem_->injectKeyUp(evt.getKeyCode());
259    }
260
261    /**
262    @brief
263        Function receiving a mouse button pressed event.
264    @param id
265        ID of the mouse button which got pressed
266
267        This function is inherited by MouseHandler and injects the event into CEGUI.
268        It is for CEGUI to process the event.
269    */
270    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
271    {
272        try
273        {
274            guiSystem_->injectMouseButtonDown(convertButton(id));
275        }
276        catch (CEGUI::ScriptException& ex)
277        {
278            // We simply ignore the exception and proceed
279            COUT(1) << ex.getMessage() << std::endl;
280        }
281    }
282
283    /**
284    @brief
285        Function receiving a mouse button released event.
286    @param id
287        ID of the mouse button which got released
288
289        This function is inherited by MouseHandler and injects the event into CEGUI.
290        It is for CEGUI to process the event.
291    */
292    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
293    {
294        try
295        {
296            guiSystem_->injectMouseButtonUp(convertButton(id));
297        }
298        catch (CEGUI::ScriptException& ex)
299        {
300            // We simply ignore the exception and proceed
301            COUT(1) << ex.getMessage() << std::endl;
302        }
303    }
304
305    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
306    {
307        guiSystem_->injectMouseMove(static_cast<float>(rel.x), static_cast<float>(rel.y));
308    }
309    void GUIManager::mouseScrolled(int abs, int rel)
310    {
311        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
312    }
313
314    /**
315    @brief
316        converts mouse event code to CEGUI event code
317    @param button
318        code of the mouse button as we use it in Orxonox
319    @return
320        code of the mouse button as it is used by CEGUI
321
322        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
323     */
324    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
325    {
326        switch (button)
327        {
328        case MouseButtonCode::Left:
329            return CEGUI::LeftButton;
330
331        case MouseButtonCode::Right:
332            return CEGUI::RightButton;
333
334        case MouseButtonCode::Middle:
335            return CEGUI::MiddleButton;
336
337        case MouseButtonCode::Button3:
338            return CEGUI::X1Button;
339
340        case MouseButtonCode::Button4:
341            return CEGUI::X2Button;
342
343        default:
344            return CEGUI::NoButton;
345        }
346    }
347}
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