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source: code/branches/gamestates2/src/libraries/core/GUIManager.cc @ 6740

Last change on this file since 6740 was 6740, checked in by rgrieder, 14 years ago

Trivial bug fix.

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *      Benjamin Knecht
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "GUIManager.h"
31
32#include <boost/bind.hpp>
33#include <memory>
34extern "C" {
35#include <lua.h>
36}
37#include <CEGUIDefaultLogger.h>
38#include <CEGUIExceptions.h>
39#include <CEGUIInputEvent.h>
40#include <CEGUIMouseCursor.h>
41#include <CEGUIResourceProvider.h>
42#include <CEGUISystem.h>
43#include <CEGUIWindow.h>
44#include <CEGUIWindowManager.h>
45#include <ogreceguirenderer/OgreCEGUIRenderer.h>
46
47#include "SpecialConfig.h" // Configures the macro below
48#ifdef CEGUILUA_USE_INTERNAL_LIBRARY
49#   include <ceguilua/CEGUILua.h>
50#else
51#   include <CEGUILua.h>
52#endif
53
54#include "util/Clock.h"
55#include "util/Convert.h"
56#include "util/Debug.h"
57#include "util/Exception.h"
58#include "util/OrxAssert.h"
59#include "ConsoleCommand.h"
60#include "Core.h"
61#include "GraphicsManager.h"
62#include "LuaState.h"
63#include "PathConfig.h"
64#include "Resource.h"
65#include "input/InputManager.h"
66#include "input/InputState.h"
67#include "input/KeyBinderManager.h"
68
69namespace orxonox
70{
71    static void key_esc()
72        { GUIManager::getInstance().keyESC(); }
73    SetConsoleCommandShortcutExternAlias(key_esc, "keyESC");
74
75    class CEGUILogger : public CEGUI::DefaultLogger
76    {
77    public:
78        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
79        {
80            int orxonoxLevel = CEGUI::Standard;
81            switch (level)
82            {
83                case CEGUI::Errors:      orxonoxLevel = 1; break;
84                case CEGUI::Warnings:    orxonoxLevel = 2; break;
85                case CEGUI::Standard:    orxonoxLevel = 4; break;
86                case CEGUI::Informative: orxonoxLevel = 5; break;
87                case CEGUI::Insane:      orxonoxLevel = 6; break;
88                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
89            }
90            OutputHandler::getOutStream(orxonoxLevel)
91                << "CEGUI: " << message << std::endl;
92
93            CEGUI::DefaultLogger::logEvent(message, level);
94        }
95    };
96
97    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
98
99    GUIManager* GUIManager::singletonPtr_s = 0;
100
101    SetConsoleCommandShortcut(GUIManager, showGUI).accessLevel(AccessLevel::User).defaultValue(1, false).defaultValue(2, true);
102    SetConsoleCommandShortcut(GUIManager, hideGUI).accessLevel(AccessLevel::User);
103
104    /**
105    @brief
106        Constructs the GUIManager by starting up CEGUI
107
108        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
109        The log is set up and connected to the CEGUILogger.
110        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
111        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
112    @param renderWindow
113        Ogre's render window. Without this, the GUI cannot be displayed.
114    @return true if success, otherwise false
115    */
116    GUIManager::GUIManager(const std::pair<int, int>& mousePosition)
117        : resourceProvider_(NULL)
118        , camera_(NULL)
119    {
120        using namespace CEGUI;
121
122        COUT(3) << "Initialising CEGUI." << std::endl;
123
124        // Note: No SceneManager specified yet
125        guiRenderer_.reset(new OgreCEGUIRenderer(GraphicsManager::getInstance().getRenderWindow(), Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
126        resourceProvider_ = guiRenderer_->createResourceProvider();
127        resourceProvider_->setDefaultResourceGroup("GUI");
128
129        // setup scripting
130        luaState_.reset(new LuaState());
131        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua");
132        // This is necessary to ensure that input events also use the right resource info when triggering lua functions
133        luaState_->setDefaultResourceInfo(this->rootFileInfo_);
134        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
135
136        // Create our own logger to specify the filepath
137        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
138        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
139        // set the log level according to ours (translate by subtracting 1)
140        ceguiLogger->setLoggingLevel(
141            static_cast<LoggingLevel>(OutputHandler::getInstance().getSoftDebugLevel("logFile") - 1));
142        this->ceguiLogger_ = ceguiLogger.release();
143
144        // create the CEGUI system singleton
145        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
146
147        // Align CEGUI mouse with OIS mouse
148        guiSystem_->injectMousePosition((float)mousePosition.first, (float)mousePosition.second);
149
150        // Initialise the Lua framework and load the schemes
151        this->luaState_->doFile("InitialiseGUI.lua");
152
153        // Create the root nodes
154        this->rootWindow_ = CEGUI::WindowManager::getSingleton().createWindow("MenuWidgets/StaticImage", "AbsoluteRootWindow");
155        this->rootWindow_->setProperty("FrameEnabled", "False");
156        this->hudRootWindow_ = CEGUI::WindowManager::getSingleton().createWindow("DefaultWindow", "HUDRootWindow");
157        this->menuRootWindow_ = CEGUI::WindowManager::getSingleton().createWindow("DefaultWindow", "MenuRootWindow");
158        // And connect them
159        CEGUI::System::getSingleton().setGUISheet(this->rootWindow_);
160        this->rootWindow_->addChildWindow(this->hudRootWindow_);
161        this->rootWindow_->addChildWindow(this->menuRootWindow_);
162
163        // Set up the sheet manager in the Lua framework
164        this->luaState_->doFile("SheetManager.lua");
165    }
166
167    /**
168    @brief
169        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
170    */
171    GUIManager::~GUIManager()
172    {
173    }
174
175    /**
176    @brief
177        used to tick the GUI
178    @param time
179        clock which provides time value for the GUI System
180
181        Ticking the GUI means updating it with a certain regularity.
182        The elapsed time since the last call is given in the time value provided by the clock.
183        This time value is then used to provide a fluent animation of the GUI.
184    */
185    void GUIManager::preUpdate(const Clock& time)
186    {
187        assert(guiSystem_);
188        this->protectedCall(boost::bind(&CEGUI::System::injectTimePulse, _1, time.getDeltaTime()));
189    }
190
191    /**
192    @brief
193        Tells the GUIManager which SceneManager to use
194    @param camera
195        The current camera on which the GUI should be displayed on.
196
197        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
198        This means the GUI is not bound to a camera but rather to the SceneManager.
199        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
200    */
201    void GUIManager::setCamera(Ogre::Camera* camera)
202    {
203        this->camera_ = camera;
204        if (camera == NULL)
205            this->guiRenderer_->setTargetSceneManager(0);
206        else
207            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
208    }
209
210    /**
211    @brief
212        Executes Lua code
213    @param str
214        reference to string object holding the Lua code which is to be executed
215    */
216    void GUIManager::executeCode(const std::string& str)
217    {
218        this->luaState_->doString(str, rootFileInfo_);
219    }
220
221    /** Loads a GUI sheet by Lua script
222    @param name
223        The name of the GUI (like the script name, but without the extension)
224    */
225    void GUIManager::loadGUI(const std::string& name)
226    {
227        this->executeCode("loadSheet(\"" + name + "\")");
228    }
229
230    /**
231    @brief
232        Displays specified GUI on screen
233    @param name
234        The name of the GUI
235
236        The function executes the Lua function with the same name in case the GUIManager is ready.
237    */
238    /*static*/ void GUIManager::showGUI(const std::string& name, bool bHidePrevious)
239    {
240        GUIManager::getInstance().executeCode("showMenuSheet(\"" + name + "\", " + multi_cast<std::string>(bHidePrevious) + ")");
241    }
242
243    /**
244    @brief
245        Hack-ish. Needed for GUIOverlay.
246    */
247    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool bHidePrevious)
248    {
249        this->executeCode("showMenuSheet(\"" + name + "\", " + multi_cast<std::string>(bHidePrevious) + ", " + ptr + ")");
250    }
251
252    /**
253    @brief
254        Hides specified GUI.
255    @param name
256        The name of the GUI.
257    */
258    /*static*/ void GUIManager::hideGUI(const std::string& name)
259    {
260        GUIManager::getInstance().executeCode("hideMenuSheet(\"" + name + "\")");
261    }
262
263    const std::string& GUIManager::createInputState(const std::string& name, TriBool::Value showCursor, TriBool::Value useKeyboard, bool bBlockJoyStick)
264    {
265        InputState* state = InputManager::getInstance().createInputState(name);
266
267        /* Table that maps isFullScreen() and showCursor to mouseExclusive
268        isFullscreen / showCursor | True  | False | Dontcare
269        ----------------------------------------------------
270        true                      | True  | True  | Dontcare
271        ----------------------------------------------------
272        false                     | False | True  | Dontcare
273        */
274        if (showCursor == TriBool::Dontcare)
275            state->setMouseExclusive(TriBool::Dontcare);
276        else if (GraphicsManager::getInstance().isFullScreen() || showCursor == TriBool::False)
277            state->setMouseExclusive(TriBool::True);
278        else
279            state->setMouseExclusive(TriBool::False);
280
281        if (showCursor == TriBool::True)
282            state->setMouseHandler(this);
283        else if (showCursor == TriBool::False)
284            state->setMouseHandler(&InputHandler::EMPTY);
285
286        if (useKeyboard == TriBool::True)
287            state->setKeyHandler(this);
288        else if (useKeyboard == TriBool::False)
289            state->setKeyHandler(&InputHandler::EMPTY);
290
291        if (bBlockJoyStick)
292            state->setJoyStickHandler(&InputHandler::EMPTY);
293
294        return state->getName();
295    }
296
297    void GUIManager::keyESC()
298    {
299        this->executeCode("keyESC()");
300    }
301
302    void GUIManager::setBackgroundImage(const std::string& imageSet, const std::string imageName)
303    {
304        if (imageSet.empty() || imageName.empty())
305            this->setBackgroundImage("");
306        else
307            this->setBackgroundImage("set: " + imageSet + " image: " + imageName);
308    }
309
310    void GUIManager::setBackgroundImage(const std::string& image)
311    {
312        if (image.empty())
313            this->rootWindow_->setProperty("Alpha", "0.0");
314        else
315            this->rootWindow_->setProperty("Alpha", "1.0");
316        this->rootWindow_->setProperty("Image", image);
317    }
318
319    void GUIManager::keyPressed(const KeyEvent& evt)
320    {
321        this->protectedCall(boost::bind(&CEGUI::System::injectKeyDown, _1, evt.getKeyCode()));
322        this->protectedCall(boost::bind(&CEGUI::System::injectChar, _1, evt.getText()));
323    }
324
325    void GUIManager::keyReleased(const KeyEvent& evt)
326    {
327        this->protectedCall(boost::bind(&CEGUI::System::injectKeyUp, _1, evt.getKeyCode()));
328    }
329
330    /**
331    @brief
332        Function receiving a mouse button pressed event.
333    @param id
334        ID of the mouse button which got pressed
335
336        This function is inherited by MouseHandler and injects the event into CEGUI.
337        It is for CEGUI to process the event.
338    */
339    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
340    {
341        this->protectedCall(boost::bind(&CEGUI::System::injectMouseButtonDown, _1, convertButton(id)));
342    }
343
344    /**
345    @brief
346        Function receiving a mouse button released event.
347    @param id
348        ID of the mouse button which got released
349
350        This function is inherited by MouseHandler and injects the event into CEGUI.
351        It is for CEGUI to process the event.
352    */
353    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
354    {
355        this->protectedCall(boost::bind(&CEGUI::System::injectMouseButtonUp, _1, convertButton(id)));
356    }
357
358    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
359    {
360        this->protectedCall(boost::bind(&CEGUI::System::injectMousePosition, _1, (float)abs.x, (float)abs.y));
361    }
362
363    void GUIManager::mouseScrolled(int abs, int rel)
364    {
365        this->protectedCall(boost::bind(&CEGUI::System::injectMouseWheelChange, _1, (float)rel));
366    }
367
368    /**
369    @brief
370        converts mouse event code to CEGUI event code
371    @param button
372        code of the mouse button as we use it in Orxonox
373    @return
374        code of the mouse button as it is used by CEGUI
375
376        Simple conversion from mouse event code in Orxonox to the one used in CEGUI.
377     */
378    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
379    {
380        switch (button)
381        {
382        case MouseButtonCode::Left:
383            return CEGUI::LeftButton;
384
385        case MouseButtonCode::Right:
386            return CEGUI::RightButton;
387
388        case MouseButtonCode::Middle:
389            return CEGUI::MiddleButton;
390
391        case MouseButtonCode::Button3:
392            return CEGUI::X1Button;
393
394        case MouseButtonCode::Button4:
395            return CEGUI::X2Button;
396
397        default:
398            return CEGUI::NoButton;
399        }
400    }
401
402    /** Executes a CEGUI function normally, but catches CEGUI::ScriptException.
403        When a ScriptException occurs, the error message will be displayed and
404        the program carries on.
405    @remarks
406        The exception behaviour may pose problems if the code is not written
407        exception-safe (and you can forget about that in Lua). The program might
408        be left in an undefined state. But otherwise one script error would
409        terminate the whole program...
410    @note
411        Your life gets easier if you use boost::bind to create the object/function.
412    @param function
413        Any callable object/function that takes this->guiSystem_ as its only parameter.
414    @return
415        True if input was handled, false otherwise. A caught exception yields true.
416    */
417    template <typename FunctionType>
418    bool GUIManager::protectedCall(FunctionType function)
419    {
420        try
421        {
422            return function(this->guiSystem_);
423        }
424        catch (CEGUI::ScriptException& ex)
425        {
426            // Display the error and proceed. See @remarks why this can be dangerous.
427            COUT(1) << ex.getMessage() << std::endl;
428            return true;
429        }
430    }
431
432    void GUIManager::subscribeEventHelper(CEGUI::Window* window, const std::string& event, const std::string& function)
433    {
434        window->subscribeScriptedEvent(event, function);
435    }
436}
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