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Ignore:
Timestamp:
Apr 8, 2009, 12:36:08 AM (16 years ago)
Author:
dafrick
Message:

Merging of the current QuestSystem branch.

Location:
code/branches/questsystem5
Files:
3 edited

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  • code/branches/questsystem5

  • code/branches/questsystem5/src/orxonox/gui/GUIManager.cc

    r2759 r2907  
    2222 *   Author:
    2323 *      Reto Grieder
     24 *      Benjamin Knecht
    2425 *   Co-authors:
    25  *      ...
     26 *
    2627 *
    2728 */
     
    3637#include "GUIManager.h"
    3738
    38 #include <boost/filesystem.hpp>
     39#include <boost/filesystem/path.hpp>
    3940#include <OgreRenderWindow.h>
    40 #include <OgreRoot.h>
    4141#include <CEGUI.h>
    4242#include <CEGUIDefaultLogger.h>
     
    5050
    5151#include "util/Exception.h"
    52 #include "core/input/InputManager.h"
    53 #include "core/input/SimpleInputState.h"
    5452#include "core/ConsoleCommand.h"
    5553#include "core/Core.h"
     54#include "core/Clock.h"
    5655#include "ToluaBindCore.h"
    5756#include "ToluaBindOrxonox.h"
     
    6362namespace orxonox
    6463{
    65     SetConsoleCommandShortcut(GUIManager, showGUI_s).keybindMode(KeybindMode::OnPress);
    66 
    6764    GUIManager* GUIManager::singletonRef_s = 0;
    6865
    6966    GUIManager::GUIManager()
    70         //: emptySceneManager_(0)
    71         : backgroundSceneManager_(0)
    72         //, emptyCamera_(0)
    73         , backgroundCamera_(0)
    74         //, viewport_(0)
    75         , renderWindow_(0)
     67        : renderWindow_(0)
    7668        , guiRenderer_(0)
    7769        , resourceProvider_(0)
     
    8476    }
    8577
     78    /**
     79    @brief
     80        Deconstructor of the GUIManager
     81
     82        Basically shuts down CEGUI and destroys the Lua engine and afterwards the interface to the Ogre engine.
     83    */
    8684    GUIManager::~GUIManager()
    8785    {
    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 
    10286        if (guiSystem_)
    10387            delete guiSystem_;
     
    11094                lua_pushnil(luaState_);
    11195                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..
    11696            delete scriptModule_;
    11797        }
     
    123103    }
    124104
     105    /**
     106    @brief
     107        Initialises the GUIManager by starting up CEGUI
     108    @param renderWindow
     109        Ogre's render window. Without this, the GUI cannot be displayed.
     110    @return true if success, otherwise false
     111
     112        Before this call the GUIManager won't do anything, but can be accessed.
     113
     114        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
     115        The log is set up and connected to the CEGUILogger.
     116        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
     117        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
     118    */
    125119    bool GUIManager::initialise(Ogre::RenderWindow* renderWindow)
    126120    {
     
    135129                renderWindow_ = renderWindow;
    136130
    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 
    144131                // Note: No SceneManager specified yet
    145                 this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_MAIN, true, 3000);
     132                this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, true, 3000);
    146133                this->resourceProvider_ = guiRenderer_->createResourceProvider();
    147134                this->resourceProvider_->setDefaultResourceGroup("GUI");
     
    166153                tolua_Orxonox_open(this->scriptModule_->getLuaState());
    167154
    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
     155                // initialise the basic lua code
     156                loadLuaCode();
    177157            }
    178158            catch (CEGUI::Exception& ex)
     
    192172    }
    193173
    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
     174    /**
     175    @brief
     176        Calls main Lua script
     177    @todo
     178        Replace loadGUI.lua with loadGUI_2.lua after merging this back to trunk.
     179        However CEGUI is able to execute a startup script. We could maybe put this call in this startup code.
     180
     181        This function calls the main Lua script for our GUI.
     182
     183        Additionally we set the datapath variable in Lua. This is needed so Lua can access the data used for the GUI.
     184    */
     185    void GUIManager::loadLuaCode()
     186    {
    218187        try
    219188        {
    220             this->scriptModule_->executeScriptFile("loadGUI.lua", "GUI");
     189            // call main Lua script
     190            this->scriptModule_->executeScriptFile("loadGUI_2.lua", "GUI");
     191            // set datapath for GUI data
     192            lua_pushfstring(this->scriptModule_->getLuaState(), Core::getMediaPathString().c_str());
     193            lua_setglobal(this->scriptModule_->getLuaState(), "datapath");
    221194        }
    222195        catch (CEGUI::Exception& ex)
     
    231204    }
    232205
    233     void GUIManager::showGUI(const std::string& name, Ogre::SceneManager* sceneManager)// bool showBackground)
     206    /**
     207    @brief
     208        used to tick the GUI
     209    @param time
     210        clock which provides time value for the GUI System
     211
     212        Ticking the GUI means updating it with a certain regularity.
     213        The elapsed time since the last call is given in the time value provided by the clock.
     214        This time value is then used to provide a fluent animation of the GUI.
     215    */
     216    void GUIManager::update(const Clock& time)
     217    {
     218        assert(guiSystem_);
     219        guiSystem_->injectTimePulse(time.getDeltaTime());
     220    }
     221
     222    /**
     223    @brief
     224        Executes Lua code
     225    @param str
     226        reference to string object holding the Lua code which is to be executed
     227
     228        This function gives total access to the GUI. You can execute ANY Lua code here.
     229    */
     230    void GUIManager::executeCode(const std::string& str)
     231    {
     232        try
     233        {
     234            this->scriptModule_->executeString(str);
     235        }
     236        catch (CEGUI::Exception& ex)
     237        {
     238            COUT(2) << "CEGUI Error: \"" << ex.getMessage() << "\" while executing code \"" << str << "\"" << std::endl;
     239        }
     240    }
     241
     242    /**
     243    @brief
     244        Tells the GUIManager which SceneManager to use
     245    @param camera
     246        The current camera on which the GUI should be displayed on.
     247
     248        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
     249        This means the GUI is not bound to a camera but rather to the SceneManager.
     250        Hidding the GUI when needed can therefore not be solved by just NOT setting the current camera.
     251    */
     252    void GUIManager::setCamera(Ogre::Camera* camera)
     253    {
     254        this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
     255    }
     256
     257    /**
     258    @brief
     259        Displays specified GUI on screen
     260    @param name
     261        The name of the GUI
     262
     263        The function executes the Lua function with the same name in case the GUIManager is ready.
     264        For more details check out loadGUI_2.lua where the function presides.
     265    */
     266    void GUIManager::showGUI(const std::string& name)
    234267    {
    235268        if (state_ != Uninitialised)
    236269        {
    237             if (state_ == OnDisplay)
    238                 hideGUI();
    239 
    240             COUT(3) << "Loading GUI " << name << std::endl;
     270            //COUT(3) << "Loading GUI " << name << std::endl;
    241271            try
    242272            {
    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;
     273                this->scriptModule_->executeString(std::string("showGUI(\"") + name + "\")");
    268274            }
    269275            catch (CEGUI::Exception& ex)
     
    282288    }
    283289
    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 
     290    /**
     291    @brief
     292        Function receiving a mouse button pressed event.
     293    @param id
     294        ID of the mouse button which got pressed
     295
     296        This function is inherited by MouseHandler and injects the event into CEGUI.
     297        It is for CEGUI to process the event.
     298    */
    294299    void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id)
    295300    {
     
    305310    }
    306311
     312    /**
     313    @brief
     314        Function receiving a mouse button released event.
     315    @param id
     316        ID of the mouse button which got released
     317
     318        This function is inherited by MouseHandler and injects the event into CEGUI.
     319        It is for CEGUI to process the event.
     320    */
    307321    void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id)
    308322    {
     
    318332    }
    319333
    320 
     334    /**
     335    @brief
     336        converts mouse event code to CEGUI event code
     337    @param button
     338        code of the mouse button as we use it in Orxonox
     339    @return
     340        code of the mouse button as it is used by CEGUI
     341
     342        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
     343     */
    321344    inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button)
    322345    {
  • code/branches/questsystem5/src/orxonox/gui/GUIManager.h

    r2710 r2907  
    2323 *      Reto Grieder
    2424 *   Co-authors:
    25  *      ...
     25 *      Benjamin Knecht
    2626 *
    2727 */
     
    4949{
    5050    /**
     51    @class GUIManager
    5152    @brief
    52         Provides a simple interface to CEGUI with tolua methods and console commands
     53        Provides a simple interface to CEGUI with tolua methods and console commands. It also acts as a key and mouse handler.
     54
     55        The GUIManager is a singleton and can be called anywhere when access on the GUI is needed.
     56        Creation of the GUIManager is therefore not possible and the cunstructor is private.
     57
     58        Since the GUI needs user input, the GUIManager implements the functions needed to act as a key and/or mouse handler.
     59        Those input events are then injected into CEGUI in Lua.
    5360    */
    5461    class _OrxonoxExport GUIManager
     
    5966// tolua_end
    6067    public:
     68        /**
     69        @enum State
     70            The current state of the GUIManager. There should maybe be more (or we can omit this totally).
     71        */
    6172        enum State
    6273        {
    63             Uninitialised,
    64             Ready,
    65             OnDisplay
     74            Uninitialised,  //!< Initial state of the GUIManager
     75            Ready,          //!< State after initialisation if ready
     76            OnDisplay       //!< State if GUI is displayed
    6677        };
    6778
     
    7081
    7182        bool initialise(Ogre::RenderWindow* renderWindow);
    72         void tick(float dt)
    73         {
    74             assert(guiSystem_);
    75             guiSystem_->injectTimePulse(dt);
    76         }
    77         void showGUI(const std::string& name, Ogre::SceneManager* sceneManager);// bool showBackground); // tolua_export
    78         void hideGUI(); // tolua_export
    7983
    80         Ogre::Camera* getCamera() { return this->backgroundCamera_; }
     84        void update(const Clock& time);
    8185
    82         static void showGUI_s(const std::string& name, Ogre::SceneManager* sceneManager)//bool showBackground)
    83         {
    84             getInstance().showGUI(name, sceneManager);
    85         }
     86        void showGUI(const std::string& name);
     87        void executeCode(const std::string& str);
     88
     89        void setCamera(Ogre::Camera* camera);
    8690
    8791        static GUIManager& getInstance()    { assert(singletonRef_s); return *singletonRef_s; } // tolua_export
     
    8993
    9094    private:
    91         GUIManager(const GUIManager& instance);
     95        GUIManager(const GUIManager& instance);                 //!< private constructor (this is a singleton class)
    9296
     97        void loadLuaCode();
     98
     99        // keyHandler functions
    93100        void keyPressed (const KeyEvent& evt)
    94         { guiSystem_->injectKeyDown(evt.key); guiSystem_->injectChar(evt.text); }
     101            { guiSystem_->injectKeyDown(evt.key); guiSystem_->injectChar(evt.text); }
    95102        void keyReleased(const KeyEvent& evt)
    96         { guiSystem_->injectKeyUp(evt.key); }
    97         void keyHeld    (const KeyEvent& evt)
    98         { }
     103            { guiSystem_->injectKeyUp(evt.key); }
     104        void keyHeld    (const KeyEvent& evt) { }
    99105
     106        // mouseHandler functions
    100107        void mouseButtonPressed (MouseButtonCode::ByEnum id);
    101108        void mouseButtonReleased(MouseButtonCode::ByEnum id);
    102         void mouseButtonHeld    (MouseButtonCode::ByEnum id)
    103         { }
     109        void mouseButtonHeld    (MouseButtonCode::ByEnum id) { }
    104110        void mouseMoved         (IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
    105         { guiSystem_->injectMouseMove(rel.x, rel.y); }
     111            { guiSystem_->injectMouseMove(rel.x, rel.y); }
    106112        void mouseScrolled      (int abs, int rel)
    107         { guiSystem_->injectMouseWheelChange(rel);}
     113            { guiSystem_->injectMouseWheelChange(rel);}
    108114
    109         void tickInput(float dt) { }
    110         void tickKey(float dt) { }
    111         void tickMouse(float dt) { }
    112 
    113         void loadScenes();
    114 
    115         //Ogre::SceneManager*       emptySceneManager_;
    116         Ogre::SceneManager*       backgroundSceneManager_;
    117         //Ogre::Camera*             emptyCamera_;
    118         Ogre::Camera*             backgroundCamera_;
    119         //Ogre::Viewport*           viewport_;
    120         Ogre::RenderWindow*       renderWindow_;
    121         CEGUI::OgreCEGUIRenderer* guiRenderer_;
    122         CEGUI::ResourceProvider*  resourceProvider_;
    123         CEGUI::LuaScriptModule*   scriptModule_;
    124         CEGUI::DefaultLogger*     ceguiLogger_;
    125         CEGUI::System*            guiSystem_;
    126         CEGUI::Imageset*          backgroundImage_;
    127         lua_State*                luaState_;
    128 
    129         State state_;
     115        void updateInput(float dt)  { }
     116        void updateKey  (float dt)  { }
     117        void updateMouse(float dt)  { }
    130118
    131119        static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
    132120
    133         static GUIManager*        singletonRef_s;
     121        Ogre::RenderWindow*         renderWindow_;      //!< Ogre's render window to give CEGUI access to it
     122        CEGUI::OgreCEGUIRenderer*   guiRenderer_;       //!< CEGUI's interface to the Ogre Engine
     123        CEGUI::ResourceProvider*    resourceProvider_;  //!< CEGUI's resource provider
     124        CEGUI::LuaScriptModule*     scriptModule_;      //!< CEGUI's script module to use Lua
     125        CEGUI::DefaultLogger*       ceguiLogger_;       //!< CEGUI's logger to be able to log CEGUI errors in our log
     126        CEGUI::System*              guiSystem_;         //!< CEGUI's main system
     127        lua_State*                  luaState_;          //!< Lua state, access point to the Lua engine
     128
     129        State                       state_;             //!< reflects state of the GUIManager
     130
     131        static GUIManager*          singletonRef_s;     //!< Singleton reference to GUIManager
    134132    }; // tolua_export
    135133} // tolua_export
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