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