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source: code/branches/gui/src/orxonox/gui/GUIManager.cc @ 2814

Last change on this file since 2814 was 2814, checked in by rgrieder, 15 years ago

InputManager upgrade number one: InputState priorities are managed automatically. However you can still use the enum in InputManager.h and get yourself a high priority.
High priorities are only to be used for special cases like calibrator, console or detector.
All other states are simply pushed onto the normal stack.

  • Property svn:eol-style set to native
File size: 13.6 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, toggleGUI).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_OVERLAY, 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");
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::loadScene(const std::string& name)
195    {
196        if (name.compare("IngameMenu") == 0)
197        {
198            try
199            {
200                /*this->scriptModule_ = new LuaScriptModule();
201                this->luaState_ = this->scriptModule_->getLuaState();
202                this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_);
203                tolua_Core_open(this->scriptModule_->getLuaState());
204                tolua_Orxonox_open(this->scriptModule_->getLuaState());
205                */
206                this->scriptModule_->executeScriptFile("loadGUI.lua", "GUI");
207            }
208            catch (CEGUI::Exception& ex)
209            {
210#if CEGUI_VERSION_MINOR < 6
211                throw GeneralException(ex.getMessage().c_str());
212#else
213                throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
214                                       ex.getFileName().c_str(), ex.getName().c_str());
215#endif
216            }
217        }
218        else
219        {
220            loadScenes();
221        }
222    }
223
224    void GUIManager::loadScenes()
225    {
226        // first of all, we need to have our own SceneManager for the GUI. The reason
227        // is that we might have multiple viewports when in play mode (e.g. the view of
228        // a camera fixed at the back of the ship). That forces us to create our own
229        // full screen viewport that is on top of all the others, but doesn't clear the
230        // port before rendering, so everything from the GUI gets on top eventually.
231        // But in order to realise that, we also need a SceneManager with an empty scene,
232        // because the SceneManager is responsible for the render queue.
233        //this->emptySceneManager_ = Ogre::Root::getSingleton()
234        //    .createSceneManager(Ogre::ST_GENERIC, "GUI/EmptySceneManager");
235
236        // we also need a camera or we won't see anything at all.
237        // The camera settings don't matter at all for an empty scene since the GUI
238        // gets rendered on top of the screen rather than into the scene.
239        //this->emptyCamera_ = this->emptySceneManager_->createCamera("GUI/EmptyCamera");
240
241        // Create another SceneManager that enables to display some 3D
242        // scene in the background of the main menu.
243        this->backgroundSceneManager_ = Ogre::Root::getSingleton()
244            .createSceneManager(Ogre::ST_GENERIC, "GUI/BackgroundSceneManager");
245        this->backgroundCamera_ = backgroundSceneManager_->createCamera("GUI/BackgroundCamera");
246
247        // TODO: create something 3D
248        try
249        {
250            this->scriptModule_->executeScriptFile("loadGUI.lua", "GUI");
251        }
252        catch (CEGUI::Exception& ex)
253        {
254#if CEGUI_VERSION_MINOR < 6
255            throw GeneralException(ex.getMessage().c_str());
256#else
257            throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
258                ex.getFileName().c_str(), ex.getName().c_str());
259#endif
260        }
261    }
262
263    void GUIManager::toggleGUI()
264    {
265        //COUT(0) << "********* TOGGLE TOGGLE **********" << std::endl;
266        getInstance().scriptModule_->executeScriptGlobal("toggleGUI");
267    }
268
269    void GUIManager::showGUI(const std::string& name, Ogre::SceneManager* sceneManager)// bool showBackground)
270    {
271        if (state_ != Uninitialised)
272        {
273            if (state_ == OnDisplay)
274                hideGUI();
275
276            COUT(3) << "Loading GUI " << name << std::endl;
277            try
278            {
279                // COUT (0) << "************* sceneManager: " << sceneManager << std::endl;
280                if (!sceneManager)
281                {
282                    // currently, only an image is loaded. We could do 3D, see loadBackground.
283                    //this->viewport_->setClearEveryFrame(true);
284                    this->guiRenderer_->setTargetSceneManager(this->backgroundSceneManager_);
285                    //this->viewport_->setCamera(this->backgroundCamera_);
286
287                    lua_pushboolean(this->scriptModule_->getLuaState(), true);
288                    lua_setglobal(this->scriptModule_->getLuaState(), "showBackground");
289                }
290                else
291                {
292                    //this->viewport_->setClearEveryFrame(false);
293                    this->guiRenderer_->setTargetSceneManager(sceneManager);
294                    currentSceneManager_ = sceneManager;
295                    //this->viewport_->setCamera(this->emptyCamera_);
296
297                    lua_pushboolean(this->scriptModule_->getLuaState(), false);
298                    lua_setglobal(this->scriptModule_->getLuaState(), "showBackground");
299                }
300
301                this->scriptModule_->executeScriptGlobal("showMainMenu");
302
303                InputManager::getInstance().requestEnterState("gui");
304
305                this->state_ = OnDisplay;
306            }
307            catch (CEGUI::Exception& ex)
308            {
309                COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl;
310            }
311            catch (...)
312            {
313                COUT(2) << "Could show a menu due to unknown reasons." << std::endl;
314            }
315        }
316        else
317        {
318            COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl;
319        }
320    }
321
322    void GUIManager::testFct()
323    {
324        //COUT(0) << "**** " << currentSceneManager_ << std::endl;
325        this->showGUI("IngameMenu", currentSceneManager_);
326    }
327
328    void GUIManager::testOutput(const std::string& str)
329    {
330        COUT(0) << "***" << str << "***" << std::endl;
331    }
332
333    void GUIManager::hideGUI()
334    {
335        if (this->state_ != OnDisplay)
336            return;
337        //this->viewport_->setCamera(0);
338        // has no effect since you cannot assign 0 as SceneManager
339        //this->guiRenderer_->setTargetSceneManager(0);
340        this->state_ = Ready;
341        InputManager::getInstance().requestLeaveState("gui");
342    }
343
344    void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id)
345    {
346        try
347        {
348            guiSystem_->injectMouseButtonDown(convertButton(id));
349        }
350        catch (CEGUI::ScriptException& ex)
351        {
352            // We simply ignore the exception and proceed
353            COUT(1) << ex.getMessage() << std::endl;
354        }
355    }
356
357    void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id)
358    {
359        try
360        {
361            guiSystem_->injectMouseButtonUp(convertButton(id));
362        }
363        catch (CEGUI::ScriptException& ex)
364        {
365            // We simply ignore the exception and proceed
366            COUT(1) << ex.getMessage() << std::endl;
367        }
368    }
369
370
371    inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button)
372    {
373        switch (button)
374        {
375        case MouseButtonCode::Left:
376            return CEGUI::LeftButton;
377
378        case MouseButtonCode::Right:
379            return CEGUI::RightButton;
380
381        case MouseButtonCode::Middle:
382            return CEGUI::MiddleButton;
383
384        case MouseButtonCode::Button3:
385            return CEGUI::X1Button;
386
387        case MouseButtonCode::Button4:
388            return CEGUI::X2Button;
389
390        default:
391            return CEGUI::NoButton;
392        }
393    }
394}
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