[1638] | 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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[2896] | 24 | * Benjamin Knecht |
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[1638] | 25 | * Co-authors: |
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| 26 | * |
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[2896] | 27 | * |
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[1638] | 28 | */ |
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| 29 | |
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| 30 | /** |
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| 31 | @file |
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[1653] | 32 | @brief |
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| 33 | Implementation of the GUIManager class. |
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[1638] | 34 | */ |
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| 35 | |
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| 36 | #include "OrxonoxStableHeaders.h" |
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| 37 | #include "GUIManager.h" |
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| 38 | |
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[2896] | 39 | #include <boost/filesystem/path.hpp> |
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[1638] | 40 | #include <OgreRenderWindow.h> |
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| 41 | #include <CEGUI.h> |
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[2710] | 42 | #include <CEGUIDefaultLogger.h> |
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| 43 | #include <ogreceguirenderer/OgreCEGUIRenderer.h> |
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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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[1764] | 51 | #include "util/Exception.h" |
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[1638] | 52 | #include "core/ConsoleCommand.h" |
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| 53 | #include "core/Core.h" |
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[2896] | 54 | #include "core/Clock.h" |
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[2710] | 55 | #include "ToluaBindCore.h" |
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| 56 | #include "ToluaBindOrxonox.h" |
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[3008] | 57 | #include "core/Loader.h" |
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[1638] | 58 | |
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[2710] | 59 | extern "C" { |
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| 60 | #include <lua.h> |
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| 61 | } |
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[1638] | 62 | |
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| 63 | namespace orxonox |
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| 64 | { |
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[1646] | 65 | GUIManager* GUIManager::singletonRef_s = 0; |
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| 66 | |
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[1638] | 67 | GUIManager::GUIManager() |
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[2896] | 68 | : renderWindow_(0) |
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[1638] | 69 | , guiRenderer_(0) |
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| 70 | , resourceProvider_(0) |
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| 71 | , scriptModule_(0) |
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| 72 | , guiSystem_(0) |
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| 73 | , state_(Uninitialised) |
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| 74 | { |
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[1646] | 75 | assert(singletonRef_s == 0); |
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| 76 | singletonRef_s = this; |
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[1638] | 77 | } |
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| 78 | |
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[2896] | 79 | /** |
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| 80 | @brief |
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| 81 | Deconstructor of the GUIManager |
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| 82 | |
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| 83 | Basically shuts down CEGUI and destroys the Lua engine and afterwards the interface to the Ogre engine. |
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| 84 | */ |
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[1638] | 85 | GUIManager::~GUIManager() |
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| 86 | { |
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[1646] | 87 | if (guiSystem_) |
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| 88 | delete guiSystem_; |
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| 89 | |
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| 90 | if (scriptModule_) |
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| 91 | { |
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| 92 | // destroy our own tolua interfaces |
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[2662] | 93 | lua_pushnil(luaState_); |
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| 94 | lua_setglobal(luaState_, "Orxonox"); |
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| 95 | lua_pushnil(luaState_); |
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| 96 | lua_setglobal(luaState_, "Core"); |
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| 97 | delete scriptModule_; |
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[1646] | 98 | } |
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| 99 | |
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| 100 | if (guiRenderer_) |
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| 101 | delete guiRenderer_; |
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| 102 | |
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| 103 | singletonRef_s = 0; |
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[1638] | 104 | } |
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| 105 | |
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[2896] | 106 | /** |
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| 107 | @brief |
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| 108 | Initialises the GUIManager by starting up CEGUI |
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| 109 | @param renderWindow |
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| 110 | Ogre's render window. Without this, the GUI cannot be displayed. |
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| 111 | @return true if success, otherwise false |
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| 112 | |
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| 113 | Before this call the GUIManager won't do anything, but can be accessed. |
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| 114 | |
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| 115 | Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine. |
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| 116 | The log is set up and connected to the CEGUILogger. |
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| 117 | After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code. |
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| 118 | Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically). |
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| 119 | */ |
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[1686] | 120 | bool GUIManager::initialise(Ogre::RenderWindow* renderWindow) |
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[1638] | 121 | { |
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| 122 | using namespace CEGUI; |
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| 123 | if (state_ == Uninitialised) |
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| 124 | { |
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[1776] | 125 | COUT(3) << "Initialising CEGUI." << std::endl; |
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[1638] | 126 | |
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| 127 | try |
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| 128 | { |
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[1686] | 129 | // save the render window |
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| 130 | renderWindow_ = renderWindow; |
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[1638] | 131 | |
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| 132 | // Note: No SceneManager specified yet |
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[2896] | 133 | this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, true, 3000); |
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[1638] | 134 | this->resourceProvider_ = guiRenderer_->createResourceProvider(); |
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| 135 | this->resourceProvider_->setDefaultResourceGroup("GUI"); |
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[1776] | 136 | |
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[1638] | 137 | // setup scripting |
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| 138 | this->scriptModule_ = new LuaScriptModule(); |
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[1646] | 139 | this->luaState_ = this->scriptModule_->getLuaState(); |
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[1638] | 140 | |
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[2710] | 141 | // Create our own logger to specify the filepath |
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| 142 | boost::filesystem::path ceguiLogFilepath(Core::getLogPath() / "cegui.log"); |
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| 143 | this->ceguiLogger_ = new DefaultLogger(); |
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[2759] | 144 | this->ceguiLogger_->setLogFilename(ceguiLogFilepath.string()); |
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[2710] | 145 | // set the log level according to ours (translate by subtracting 1) |
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| 146 | this->ceguiLogger_->setLoggingLevel( |
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| 147 | (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1)); |
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| 148 | |
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[1638] | 149 | // create the CEGUI system singleton |
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| 150 | this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_); |
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[1776] | 151 | |
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[1638] | 152 | // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place |
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| 153 | tolua_Core_open(this->scriptModule_->getLuaState()); |
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| 154 | tolua_Orxonox_open(this->scriptModule_->getLuaState()); |
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| 155 | |
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[2896] | 156 | // initialise the basic lua code |
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| 157 | loadLuaCode(); |
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[1638] | 158 | } |
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| 159 | catch (CEGUI::Exception& ex) |
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| 160 | { |
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[1653] | 161 | #if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6 |
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[1645] | 162 | throw GeneralException(ex.getMessage().c_str()); |
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| 163 | #else |
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[1638] | 164 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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| 165 | ex.getFileName().c_str(), ex.getName().c_str()); |
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[1645] | 166 | #endif |
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[1638] | 167 | } |
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| 168 | |
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| 169 | state_ = Ready; |
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| 170 | } |
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[1776] | 171 | |
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[1638] | 172 | return true; |
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| 173 | } |
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| 174 | |
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[2896] | 175 | /** |
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| 176 | @brief |
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| 177 | Calls main Lua script |
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| 178 | @todo |
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| 179 | Replace loadGUI.lua with loadGUI_2.lua after merging this back to trunk. |
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| 180 | However CEGUI is able to execute a startup script. We could maybe put this call in this startup code. |
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| 181 | |
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| 182 | This function calls the main Lua script for our GUI. |
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| 183 | |
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| 184 | 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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| 185 | */ |
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| 186 | void GUIManager::loadLuaCode() |
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[2790] | 187 | { |
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[2896] | 188 | try |
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[2790] | 189 | { |
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[2896] | 190 | // set datapath for GUI data |
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| 191 | lua_pushfstring(this->scriptModule_->getLuaState(), Core::getMediaPathString().c_str()); |
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| 192 | lua_setglobal(this->scriptModule_->getLuaState(), "datapath"); |
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[2957] | 193 | // call main Lua script |
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| 194 | this->scriptModule_->executeScriptFile("loadGUI_3.lua", "GUI"); |
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[2896] | 195 | } |
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| 196 | catch (CEGUI::Exception& ex) |
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| 197 | { |
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[2790] | 198 | #if CEGUI_VERSION_MINOR < 6 |
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[2896] | 199 | throw GeneralException(ex.getMessage().c_str()); |
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[2790] | 200 | #else |
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[2896] | 201 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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| 202 | ex.getFileName().c_str(), ex.getName().c_str()); |
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[2790] | 203 | #endif |
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| 204 | } |
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| 205 | } |
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| 206 | |
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[2896] | 207 | /** |
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| 208 | @brief |
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| 209 | used to tick the GUI |
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| 210 | @param time |
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| 211 | clock which provides time value for the GUI System |
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| 212 | |
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| 213 | Ticking the GUI means updating it with a certain regularity. |
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| 214 | The elapsed time since the last call is given in the time value provided by the clock. |
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| 215 | This time value is then used to provide a fluent animation of the GUI. |
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| 216 | */ |
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| 217 | void GUIManager::update(const Clock& time) |
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[1638] | 218 | { |
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[2896] | 219 | assert(guiSystem_); |
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| 220 | guiSystem_->injectTimePulse(time.getDeltaTime()); |
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| 221 | } |
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[1638] | 222 | |
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[2896] | 223 | /** |
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| 224 | @brief |
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| 225 | Executes Lua code |
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| 226 | @param str |
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| 227 | reference to string object holding the Lua code which is to be executed |
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[1638] | 228 | |
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[2896] | 229 | This function gives total access to the GUI. You can execute ANY Lua code here. |
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| 230 | */ |
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| 231 | void GUIManager::executeCode(const std::string& str) |
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| 232 | { |
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[1638] | 233 | try |
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| 234 | { |
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[2896] | 235 | this->scriptModule_->executeString(str); |
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[1638] | 236 | } |
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| 237 | catch (CEGUI::Exception& ex) |
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| 238 | { |
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[2896] | 239 | COUT(2) << "CEGUI Error: \"" << ex.getMessage() << "\" while executing code \"" << str << "\"" << std::endl; |
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[1638] | 240 | } |
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| 241 | } |
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| 242 | |
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[2896] | 243 | /** |
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[3008] | 244 | |
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| 245 | */ |
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| 246 | void GUIManager::getLevelList() |
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| 247 | { |
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| 248 | lua_State* L = this->scriptModule_->getLuaState(); |
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| 249 | lua_newtable(L); |
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| 250 | |
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| 251 | std::vector<std::string> list = Loader::getLevelList(); |
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| 252 | |
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| 253 | int j = 1; |
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| 254 | for (std::vector<std::string>::iterator i = list.begin(); i != list.end(); i++) |
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| 255 | { |
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| 256 | lua_pushnumber(L,j); |
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| 257 | lua_pushstring(L,i->c_str()); |
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| 258 | lua_settable(L,-3); |
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| 259 | j++; |
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| 260 | } |
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| 261 | lua_setglobal(L, "levellist"); |
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| 262 | } |
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| 263 | |
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| 264 | /** |
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[2896] | 265 | @brief |
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[2963] | 266 | Registers a GUIOverlay with the GUIManager so that the GUIOverlay can be accessed by it's name through the GUIManager. |
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| 267 | @param name |
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| 268 | The name of the GUI. |
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| 269 | @param overlay |
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| 270 | A pointer to the GUIOverlay of the GUI. |
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| 271 | @return |
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| 272 | Returns false if the Overlay was already present. |
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| 273 | */ |
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| 274 | bool GUIManager::registerOverlay(std::string name, GUIOverlay* overlay) |
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| 275 | { |
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| 276 | return (this->guiOverlays_.insert(std::pair<std::string, GUIOverlay*>(name, overlay))).second; |
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| 277 | } |
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| 278 | |
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| 279 | /** |
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| 280 | @brief |
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| 281 | Get the GUIOverlay of the GUI with the given name. |
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| 282 | @param name |
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| 283 | The name of the GUI. |
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| 284 | @return |
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| 285 | Returns a pointer to the GUIOverlay. |
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| 286 | */ |
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| 287 | GUIOverlay* GUIManager::getOverlay(std::string name) |
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| 288 | { |
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| 289 | return (this->guiOverlays_.find(name))->second; |
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| 290 | } |
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| 291 | |
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| 292 | /** |
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| 293 | @brief |
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[2896] | 294 | Tells the GUIManager which SceneManager to use |
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| 295 | @param camera |
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| 296 | The current camera on which the GUI should be displayed on. |
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| 297 | |
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| 298 | In fact the GUIManager needs the SceneManager and not the Camera to display the GUI. |
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| 299 | This means the GUI is not bound to a camera but rather to the SceneManager. |
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| 300 | Hidding the GUI when needed can therefore not be solved by just NOT setting the current camera. |
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| 301 | */ |
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| 302 | void GUIManager::setCamera(Ogre::Camera* camera) |
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[1638] | 303 | { |
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[2927] | 304 | if (camera == NULL) |
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| 305 | this->guiRenderer_->setTargetSceneManager(0); |
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| 306 | else |
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| 307 | this->guiRenderer_->setTargetSceneManager(camera->getSceneManager()); |
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[2896] | 308 | } |
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| 309 | |
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| 310 | /** |
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| 311 | @brief |
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| 312 | Displays specified GUI on screen |
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| 313 | @param name |
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| 314 | The name of the GUI |
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| 315 | |
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| 316 | The function executes the Lua function with the same name in case the GUIManager is ready. |
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| 317 | For more details check out loadGUI_2.lua where the function presides. |
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| 318 | */ |
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| 319 | void GUIManager::showGUI(const std::string& name) |
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| 320 | { |
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[1638] | 321 | if (state_ != Uninitialised) |
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| 322 | { |
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[2896] | 323 | //COUT(3) << "Loading GUI " << name << std::endl; |
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[1638] | 324 | try |
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| 325 | { |
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[2896] | 326 | this->scriptModule_->executeString(std::string("showGUI(\"") + name + "\")"); |
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[1638] | 327 | } |
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| 328 | catch (CEGUI::Exception& ex) |
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| 329 | { |
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| 330 | COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl; |
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| 331 | } |
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| 332 | catch (...) |
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| 333 | { |
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| 334 | COUT(2) << "Could show a menu due to unknown reasons." << std::endl; |
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| 335 | } |
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| 336 | } |
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| 337 | else |
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| 338 | { |
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| 339 | COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl; |
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| 340 | } |
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| 341 | } |
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| 342 | |
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[2896] | 343 | /** |
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| 344 | @brief |
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| 345 | Function receiving a mouse button pressed event. |
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| 346 | @param id |
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| 347 | ID of the mouse button which got pressed |
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[1638] | 348 | |
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[2896] | 349 | This function is inherited by MouseHandler and injects the event into CEGUI. |
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| 350 | It is for CEGUI to process the event. |
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| 351 | */ |
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[1887] | 352 | void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id) |
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[1638] | 353 | { |
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| 354 | try |
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| 355 | { |
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| 356 | guiSystem_->injectMouseButtonDown(convertButton(id)); |
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| 357 | } |
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| 358 | catch (CEGUI::ScriptException& ex) |
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| 359 | { |
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| 360 | // We simply ignore the exception and proceed |
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| 361 | COUT(1) << ex.getMessage() << std::endl; |
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| 362 | } |
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| 363 | } |
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| 364 | |
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[2896] | 365 | /** |
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| 366 | @brief |
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| 367 | Function receiving a mouse button released event. |
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| 368 | @param id |
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| 369 | ID of the mouse button which got released |
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| 370 | |
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| 371 | This function is inherited by MouseHandler and injects the event into CEGUI. |
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| 372 | It is for CEGUI to process the event. |
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| 373 | */ |
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[1887] | 374 | void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id) |
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[1638] | 375 | { |
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| 376 | try |
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| 377 | { |
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| 378 | guiSystem_->injectMouseButtonUp(convertButton(id)); |
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| 379 | } |
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| 380 | catch (CEGUI::ScriptException& ex) |
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| 381 | { |
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| 382 | // We simply ignore the exception and proceed |
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| 383 | COUT(1) << ex.getMessage() << std::endl; |
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| 384 | } |
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| 385 | } |
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| 386 | |
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[2896] | 387 | /** |
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| 388 | @brief |
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| 389 | converts mouse event code to CEGUI event code |
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| 390 | @param button |
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| 391 | code of the mouse button as we use it in Orxonox |
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| 392 | @return |
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| 393 | code of the mouse button as it is used by CEGUI |
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[1638] | 394 | |
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[2896] | 395 | Simple convertion from mouse event code in Orxonox to the one used in CEGUI. |
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| 396 | */ |
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[1887] | 397 | inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button) |
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[1638] | 398 | { |
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| 399 | switch (button) |
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| 400 | { |
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[1887] | 401 | case MouseButtonCode::Left: |
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[1638] | 402 | return CEGUI::LeftButton; |
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| 403 | |
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[1887] | 404 | case MouseButtonCode::Right: |
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[1638] | 405 | return CEGUI::RightButton; |
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| 406 | |
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[1887] | 407 | case MouseButtonCode::Middle: |
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[1638] | 408 | return CEGUI::MiddleButton; |
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| 409 | |
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[1887] | 410 | case MouseButtonCode::Button3: |
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[1638] | 411 | return CEGUI::X1Button; |
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| 412 | |
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[1887] | 413 | case MouseButtonCode::Button4: |
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[1638] | 414 | return CEGUI::X2Button; |
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| 415 | |
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| 416 | default: |
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| 417 | return CEGUI::NoButton; |
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| 418 | } |
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| 419 | } |
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| 420 | } |
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