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source: code/trunk/src/orxonox/gui/GUIManager.cc @ 2777

Last change on this file since 2777 was 2759, checked in by scheusso, 16 years ago

merged network branch (windows,multiplayer fixes) back to trunk

  • Property svn:eol-style set to native
File size: 11.9 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 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file
31    @brief
32        Implementation of the GUIManager class.
33*/
34
35#include "OrxonoxStableHeaders.h"
36#include "GUIManager.h"
37
38#include <boost/filesystem.hpp>
39#include <OgreRenderWindow.h>
40#include <OgreRoot.h>
41#include <CEGUI.h>
42#include <CEGUIDefaultLogger.h>
43#include <ogreceguirenderer/OgreCEGUIRenderer.h>
44#include "SpecialConfig.h" // Configures the macro below
45#ifdef CEGUILUA_USE_INTERNAL_LIBRARY
46#   include <ceguilua/CEGUILua.h>
47#else
48#   include <CEGUILua.h>
49#endif
50
51#include "util/Exception.h"
52#include "core/input/InputManager.h"
53#include "core/input/SimpleInputState.h"
54#include "core/ConsoleCommand.h"
55#include "core/Core.h"
56#include "ToluaBindCore.h"
57#include "ToluaBindOrxonox.h"
58
59extern "C" {
60#include <lua.h>
61}
62
63namespace orxonox
64{
65    SetConsoleCommandShortcut(GUIManager, showGUI_s).keybindMode(KeybindMode::OnPress);
66
67    GUIManager* GUIManager::singletonRef_s = 0;
68
69    GUIManager::GUIManager()
70        //: emptySceneManager_(0)
71        : backgroundSceneManager_(0)
72        //, emptyCamera_(0)
73        , backgroundCamera_(0)
74        //, viewport_(0)
75        , renderWindow_(0)
76        , guiRenderer_(0)
77        , resourceProvider_(0)
78        , scriptModule_(0)
79        , guiSystem_(0)
80        , state_(Uninitialised)
81    {
82        assert(singletonRef_s == 0);
83        singletonRef_s = this;
84    }
85
86    GUIManager::~GUIManager()
87    {
88        if (backgroundCamera_)
89            backgroundSceneManager_->destroyCamera(backgroundCamera_);
90
91        if (backgroundSceneManager_)
92        {
93            // We have to make sure the SceneManager is not anymore referenced.
94            // For the case that the target SceneManager was yet another one, it
95            // wouldn't matter anyway since this is the destructor.
96            guiRenderer_->setTargetSceneManager(0);
97            Ogre::Root::getSingleton().destroySceneManager(backgroundSceneManager_);
98        }
99
100        InputManager::getInstance().requestDestroyState("gui");
101
102        if (guiSystem_)
103            delete guiSystem_;
104
105        if (scriptModule_)
106        {
107            // destroy our own tolua interfaces
108                lua_pushnil(luaState_);
109                lua_setglobal(luaState_, "Orxonox");
110                lua_pushnil(luaState_);
111                lua_setglobal(luaState_, "Core");
112            // TODO: deleting the script module fails an assertion.
113            // However there is not much we can do about it since it occurs too when
114            // we don't open Core or Orxonox. Might be a CEGUI issue.
115            // The memory leak is not a problem anyway..
116            delete scriptModule_;
117        }
118
119        if (guiRenderer_)
120            delete guiRenderer_;
121
122        singletonRef_s = 0;
123    }
124
125    bool GUIManager::initialise(Ogre::RenderWindow* renderWindow)
126    {
127        using namespace CEGUI;
128        if (state_ == Uninitialised)
129        {
130            COUT(3) << "Initialising CEGUI." << std::endl;
131
132            try
133            {
134                // save the render window
135                renderWindow_ = renderWindow;
136
137                // Full screen viewport with Z order = 0 (top most). Don't yet feed a camera (so nothing gets rendered)
138                //this->viewport_ = renderWindow_->addViewport(0, 3);
139                //this->viewport_->setOverlaysEnabled(false);
140                //this->viewport_->setShadowsEnabled(false);
141                //this->viewport_->setSkiesEnabled(false);
142                //this->viewport_->setClearEveryFrame(false);
143
144                // Note: No SceneManager specified yet
145                this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_MAIN, true, 3000);
146                this->resourceProvider_ = guiRenderer_->createResourceProvider();
147                this->resourceProvider_->setDefaultResourceGroup("GUI");
148
149                // setup scripting
150                this->scriptModule_ = new LuaScriptModule();
151                this->luaState_ = this->scriptModule_->getLuaState();
152
153                // Create our own logger to specify the filepath
154                boost::filesystem::path ceguiLogFilepath(Core::getLogPath() / "cegui.log");
155                this->ceguiLogger_ = new DefaultLogger();
156                this->ceguiLogger_->setLogFilename(ceguiLogFilepath.string());
157                // set the log level according to ours (translate by subtracting 1)
158                this->ceguiLogger_->setLoggingLevel(
159                    (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
160
161                // create the CEGUI system singleton
162                this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_);
163
164                // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place
165                tolua_Core_open(this->scriptModule_->getLuaState());
166                tolua_Orxonox_open(this->scriptModule_->getLuaState());
167
168                // register us as input handler
169                SimpleInputState* state = InputManager::getInstance().createInputState<SimpleInputState>("gui", 30);
170                state->setHandler(this);
171                state->setJoyStickHandler(&InputManager::EMPTY_HANDLER);
172
173                // load the background scene
174                loadScenes();
175                //CEGUI::KeyEventArgs e;
176                //e.codepoint
177            }
178            catch (CEGUI::Exception& ex)
179            {
180#if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6
181                throw GeneralException(ex.getMessage().c_str());
182#else
183                throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
184                    ex.getFileName().c_str(), ex.getName().c_str());
185#endif
186            }
187
188            state_ = Ready;
189        }
190
191        return true;
192    }
193
194    void GUIManager::loadScenes()
195    {
196        // first of all, we need to have our own SceneManager for the GUI. The reason
197        // is that we might have multiple viewports when in play mode (e.g. the view of
198        // a camera fixed at the back of the ship). That forces us to create our own
199        // full screen viewport that is on top of all the others, but doesn't clear the
200        // port before rendering, so everything from the GUI gets on top eventually.
201        // But in order to realise that, we also need a SceneManager with an empty scene,
202        // because the SceneManager is responsible for the render queue.
203        //this->emptySceneManager_ = Ogre::Root::getSingleton()
204        //    .createSceneManager(Ogre::ST_GENERIC, "GUI/EmptySceneManager");
205
206        // we also need a camera or we won't see anything at all.
207        // The camera settings don't matter at all for an empty scene since the GUI
208        // gets rendered on top of the screen rather than into the scene.
209        //this->emptyCamera_ = this->emptySceneManager_->createCamera("GUI/EmptyCamera");
210
211        // Create another SceneManager that enables to display some 3D
212        // scene in the background of the main menu.
213        this->backgroundSceneManager_ = Ogre::Root::getSingleton()
214            .createSceneManager(Ogre::ST_GENERIC, "GUI/BackgroundSceneManager");
215        this->backgroundCamera_ = backgroundSceneManager_->createCamera("GUI/BackgroundCamera");
216
217        // TODO: create something 3D
218        try
219        {
220            this->scriptModule_->executeScriptFile("loadGUI.lua", "GUI");
221        }
222        catch (CEGUI::Exception& ex)
223        {
224#if CEGUI_VERSION_MINOR < 6
225            throw GeneralException(ex.getMessage().c_str());
226#else
227            throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
228                ex.getFileName().c_str(), ex.getName().c_str());
229#endif
230        }
231    }
232
233    void GUIManager::showGUI(const std::string& name, Ogre::SceneManager* sceneManager)// bool showBackground)
234    {
235        if (state_ != Uninitialised)
236        {
237            if (state_ == OnDisplay)
238                hideGUI();
239
240            COUT(3) << "Loading GUI " << name << std::endl;
241            try
242            {
243                if (!sceneManager)
244                {
245                    // currently, only an image is loaded. We could do 3D, see loadBackground.
246                    //this->viewport_->setClearEveryFrame(true);
247                    this->guiRenderer_->setTargetSceneManager(this->backgroundSceneManager_);
248                    //this->viewport_->setCamera(this->backgroundCamera_);
249
250                    lua_pushboolean(this->scriptModule_->getLuaState(), true);
251                    lua_setglobal(this->scriptModule_->getLuaState(), "showBackground");
252                }
253                else
254                {
255                    //this->viewport_->setClearEveryFrame(false);
256                    this->guiRenderer_->setTargetSceneManager(sceneManager);
257                    //this->viewport_->setCamera(this->emptyCamera_);
258
259                    lua_pushboolean(this->scriptModule_->getLuaState(), false);
260                    lua_setglobal(this->scriptModule_->getLuaState(), "showBackground");
261                }
262
263                this->scriptModule_->executeScriptGlobal("showMainMenu");
264
265                InputManager::getInstance().requestEnterState("gui");
266
267                this->state_ = OnDisplay;
268            }
269            catch (CEGUI::Exception& ex)
270            {
271                COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl;
272            }
273            catch (...)
274            {
275                COUT(2) << "Could show a menu due to unknown reasons." << std::endl;
276            }
277        }
278        else
279        {
280            COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl;
281        }
282    }
283
284    void GUIManager::hideGUI()
285    {
286        if (this->state_ != OnDisplay)
287            return;
288        //this->viewport_->setCamera(0);
289        this->guiRenderer_->setTargetSceneManager(0);
290        this->state_ = Ready;
291        InputManager::getInstance().requestLeaveState("gui");
292    }
293
294    void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id)
295    {
296        try
297        {
298            guiSystem_->injectMouseButtonDown(convertButton(id));
299        }
300        catch (CEGUI::ScriptException& ex)
301        {
302            // We simply ignore the exception and proceed
303            COUT(1) << ex.getMessage() << std::endl;
304        }
305    }
306
307    void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id)
308    {
309        try
310        {
311            guiSystem_->injectMouseButtonUp(convertButton(id));
312        }
313        catch (CEGUI::ScriptException& ex)
314        {
315            // We simply ignore the exception and proceed
316            COUT(1) << ex.getMessage() << std::endl;
317        }
318    }
319
320
321    inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button)
322    {
323        switch (button)
324        {
325        case MouseButtonCode::Left:
326            return CEGUI::LeftButton;
327
328        case MouseButtonCode::Right:
329            return CEGUI::RightButton;
330
331        case MouseButtonCode::Middle:
332            return CEGUI::MiddleButton;
333
334        case MouseButtonCode::Button3:
335            return CEGUI::X1Button;
336
337        case MouseButtonCode::Button4:
338            return CEGUI::X2Button;
339
340        default:
341            return CEGUI::NoButton;
342        }
343    }
344}
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