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source: code/branches/gui/src/orxonox/gui/GUIManager.cc @ 2875

Last change on this file since 2875 was 2875, checked in by bknecht, 15 years ago

(Doxygen) Documentation added for GUIManager and some GameState classes.

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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/**
31    @file
32    @brief
33        Implementation of the GUIManager class.
34*/
35
36#include "OrxonoxStableHeaders.h"
37#include "GUIManager.h"
38
39#include <boost/filesystem/path.hpp>
40#include <OgreRenderWindow.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/ConsoleCommand.h"
53#include "core/Core.h"
54#include "core/Clock.h"
55#include "ToluaBindCore.h"
56#include "ToluaBindOrxonox.h"
57
58extern "C" {
59#include <lua.h>
60}
61
62namespace orxonox
63{
64    GUIManager* GUIManager::singletonRef_s = 0;
65
66    GUIManager::GUIManager()
67        : renderWindow_(0)
68        , guiRenderer_(0)
69        , resourceProvider_(0)
70        , scriptModule_(0)
71        , guiSystem_(0)
72        , state_(Uninitialised)
73    {
74        assert(singletonRef_s == 0);
75        singletonRef_s = this;
76    }
77
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    */
84    GUIManager::~GUIManager()
85    {
86        if (guiSystem_)
87            delete guiSystem_;
88
89        if (scriptModule_)
90        {
91            // destroy our own tolua interfaces
92                lua_pushnil(luaState_);
93                lua_setglobal(luaState_, "Orxonox");
94                lua_pushnil(luaState_);
95                lua_setglobal(luaState_, "Core");
96            delete scriptModule_;
97        }
98
99        if (guiRenderer_)
100            delete guiRenderer_;
101
102        singletonRef_s = 0;
103    }
104
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    */
119    bool GUIManager::initialise(Ogre::RenderWindow* renderWindow)
120    {
121        using namespace CEGUI;
122        if (state_ == Uninitialised)
123        {
124            COUT(3) << "Initialising CEGUI." << std::endl;
125
126            try
127            {
128                // save the render window
129                renderWindow_ = renderWindow;
130
131                // Note: No SceneManager specified yet
132                this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, true, 3000);
133                this->resourceProvider_ = guiRenderer_->createResourceProvider();
134                this->resourceProvider_->setDefaultResourceGroup("GUI");
135
136                // setup scripting
137                this->scriptModule_ = new LuaScriptModule();
138                this->luaState_ = this->scriptModule_->getLuaState();
139
140                // Create our own logger to specify the filepath
141                boost::filesystem::path ceguiLogFilepath(Core::getLogPath() / "cegui.log");
142                this->ceguiLogger_ = new DefaultLogger();
143                this->ceguiLogger_->setLogFilename(ceguiLogFilepath.string());
144                // set the log level according to ours (translate by subtracting 1)
145                this->ceguiLogger_->setLoggingLevel(
146                    (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
147
148                // create the CEGUI system singleton
149                this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_);
150
151                // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place
152                tolua_Core_open(this->scriptModule_->getLuaState());
153                tolua_Orxonox_open(this->scriptModule_->getLuaState());
154
155                // initialise the basic lua code
156                loadLuaCode();
157            }
158            catch (CEGUI::Exception& ex)
159            {
160#if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6
161                throw GeneralException(ex.getMessage().c_str());
162#else
163                throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
164                    ex.getFileName().c_str(), ex.getName().c_str());
165#endif
166            }
167
168            state_ = Ready;
169        }
170
171        return true;
172    }
173
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    {
187        try
188        {
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");
194        }
195        catch (CEGUI::Exception& ex)
196        {
197#if CEGUI_VERSION_MINOR < 6
198            throw GeneralException(ex.getMessage().c_str());
199#else
200            throw GeneralException(ex.getMessage().c_str(), ex.getLine(),
201                ex.getFileName().c_str(), ex.getName().c_str());
202#endif
203        }
204    }
205
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        this->scriptModule_->executeString(str);
233    }
234
235    /**
236    @brief
237        Tells the GUIManager which SceneManager to use
238    @param camera
239        The current camera on which the GUI should be displayed on.
240
241        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
242        This means the GUI is not bound to a camera but rather to the SceneManager.
243        Hidding the GUI when needed can therefore not be solved by just NOT setting the current camera.
244    */
245    void GUIManager::setCamera(Ogre::Camera* camera)
246    {
247        this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
248    }
249
250    /**
251    @brief
252        Debug function to give CEGUI the possibility to output on our console
253    @param
254        String to be displaed in CEGUI's name
255
256        This function should be removed as it only provides a quick (and dirty) possibility to access the output on the console.
257        CEGUI's output should be put into the cegui.log using the CEGUI Logger.
258    */
259    void GUIManager::testOutput(std::string& str)
260    {
261        COUT(0) << "*** CEGUI: " << str << std::endl;
262    }
263
264    /**
265    @brief
266        Displays specified GUI on screen
267    @param name
268        The name of the GUI
269
270        The function executes the Lua function with the same name in case the GUIManager is ready.
271        For more details check out loadGUI_2.lua where the function presides.
272    */
273    void GUIManager::showGUI(const std::string& name)
274    {
275        if (state_ != Uninitialised)
276        {
277            //COUT(3) << "Loading GUI " << name << std::endl;
278            try
279            {
280                this->scriptModule_->executeString(std::string("showGUI(\"") + name + "\")");
281            }
282            catch (CEGUI::Exception& ex)
283            {
284                COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl;
285            }
286            catch (...)
287            {
288                COUT(2) << "Could show a menu due to unknown reasons." << std::endl;
289            }
290        }
291        else
292        {
293            COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl;
294        }
295    }
296
297    /**
298    @brief
299        Function receiving a mouse button pressed event.
300    @param id
301        ID of the mouse button which got pressed
302
303        This function is inherited by MouseHandler and injects the event into CEGUI.
304        It is for CEGUI to process the event.
305    */
306    void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id)
307    {
308        try
309        {
310            guiSystem_->injectMouseButtonDown(convertButton(id));
311        }
312        catch (CEGUI::ScriptException& ex)
313        {
314            // We simply ignore the exception and proceed
315            COUT(1) << ex.getMessage() << std::endl;
316        }
317    }
318
319    /**
320    @brief
321        Function receiving a mouse button released event.
322    @param id
323        ID of the mouse button which got released
324
325        This function is inherited by MouseHandler and injects the event into CEGUI.
326        It is for CEGUI to process the event.
327    */
328    void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id)
329    {
330        try
331        {
332            guiSystem_->injectMouseButtonUp(convertButton(id));
333        }
334        catch (CEGUI::ScriptException& ex)
335        {
336            // We simply ignore the exception and proceed
337            COUT(1) << ex.getMessage() << std::endl;
338        }
339    }
340
341    /**
342    @brief
343        converts mouse event code to CEGUI event code
344    @param button
345        code of the mouse button as we use it in Orxonox
346    @return
347        code of the mouse button as it is used by CEGUI
348
349        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
350     */
351    inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button)
352    {
353        switch (button)
354        {
355        case MouseButtonCode::Left:
356            return CEGUI::LeftButton;
357
358        case MouseButtonCode::Right:
359            return CEGUI::RightButton;
360
361        case MouseButtonCode::Middle:
362            return CEGUI::MiddleButton;
363
364        case MouseButtonCode::Button3:
365            return CEGUI::X1Button;
366
367        case MouseButtonCode::Button4:
368            return CEGUI::X2Button;
369
370        default:
371            return CEGUI::NoButton;
372        }
373    }
374}
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