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source: code/branches/ingamemenu/src/libraries/core/GUIManager.cc @ 6020

Last change on this file since 6020 was 6020, checked in by scheusso, 15 years ago

fixed an issue with the OS/CEGUI mouse pointer

  • Property svn:eol-style set to native
File size: 11.9 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 *      Benjamin Knecht
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "GUIManager.h"
31
32#include <memory>
33extern "C" {
34#include <lua.h>
35}
36#include <CEGUIDefaultLogger.h>
37#include <CEGUIExceptions.h>
38#include <CEGUIInputEvent.h>
39#include <CEGUIMouseCursor.h>
40#include <CEGUIResourceProvider.h>
41#include <CEGUISystem.h>
42#include <ogreceguirenderer/OgreCEGUIRenderer.h>
43
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/Clock.h"
52#include "util/Debug.h"
53#include "util/Exception.h"
54#include "util/OrxAssert.h"
55#include "ConsoleCommand.h"
56#include "Core.h"
57#include "input/InputManager.h"
58#include "LuaState.h"
59#include "PathConfig.h"
60#include "Resource.h"
61
62namespace orxonox
63{
64    class CEGUILogger : public CEGUI::DefaultLogger
65    {
66    public:
67        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
68        {
69            int orxonoxLevel = CEGUI::Standard;
70            switch (level)
71            {
72                case CEGUI::Errors:      orxonoxLevel = 1; break;
73                case CEGUI::Warnings:    orxonoxLevel = 2; break;
74                case CEGUI::Standard:    orxonoxLevel = 4; break;
75                case CEGUI::Informative: orxonoxLevel = 5; break;
76                case CEGUI::Insane:      orxonoxLevel = 6; break;
77                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
78            }
79            OutputHandler::getOutStream().setOutputLevel(orxonoxLevel)
80                << "CEGUI: " << message << std::endl;
81
82            CEGUI::DefaultLogger::logEvent(message, level);
83        }
84    };
85
86    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
87
88    GUIManager* GUIManager::singletonPtr_s = 0;
89
90    SetConsoleCommandShortcut(GUIManager, showGUI).accessLevel(AccessLevel::User);
91    SetConsoleCommandShortcut(GUIManager, hideGUI).accessLevel(AccessLevel::User);
92
93    /**
94    @brief
95        Constructs the GUIManager by starting up CEGUI
96
97        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
98        The log is set up and connected to the CEGUILogger.
99        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
100        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
101    @param renderWindow
102        Ogre's render window. Without this, the GUI cannot be displayed.
103    @return true if success, otherwise false
104    */
105    GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen)
106        : renderWindow_(renderWindow)
107        , resourceProvider_(0)
108        , camera_(NULL)
109    {
110        using namespace CEGUI;
111
112        COUT(3) << "Initialising CEGUI." << std::endl;
113
114        // Note: No SceneManager specified yet
115        guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
116        resourceProvider_ = guiRenderer_->createResourceProvider();
117        resourceProvider_->setDefaultResourceGroup("GUI");
118
119        // setup scripting
120        luaState_.reset(new LuaState());
121        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
122
123        // Create our own logger to specify the filepath
124        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
125        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
126        // set the log level according to ours (translate by subtracting 1)
127        ceguiLogger->setLoggingLevel(
128            static_cast<LoggingLevel>(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
129        this->ceguiLogger_ = ceguiLogger.release();
130
131        // create the CEGUI system singleton
132        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
133
134        // Initialise the basic lua code
135        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI");
136        this->luaState_->doFile("InitialiseGUI.lua", "GUI", false);
137
138        // Align CEGUI mouse with OIS mouse
139        guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second);
140
141        // Hide the mouse cursor unless playing in fullscreen mode
142        if (!bFullScreen)
143            CEGUI::MouseCursor::getSingleton().hide();
144    }
145
146    /**
147    @brief
148        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
149    */
150    GUIManager::~GUIManager()
151    {
152    }
153
154    /**
155    @brief
156        used to tick the GUI
157    @param time
158        clock which provides time value for the GUI System
159
160        Ticking the GUI means updating it with a certain regularity.
161        The elapsed time since the last call is given in the time value provided by the clock.
162        This time value is then used to provide a fluent animation of the GUI.
163    */
164    void GUIManager::update(const Clock& time)
165    {
166        assert(guiSystem_);
167        guiSystem_->injectTimePulse(time.getDeltaTime());
168    }
169
170    /**
171    @brief
172        Tells the GUIManager which SceneManager to use
173    @param camera
174        The current camera on which the GUI should be displayed on.
175
176        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
177        This means the GUI is not bound to a camera but rather to the SceneManager.
178        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
179    */
180    void GUIManager::setCamera(Ogre::Camera* camera)
181    {
182        this->camera_ = camera;
183        if (camera == NULL)
184            this->guiRenderer_->setTargetSceneManager(0);
185        else
186            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
187    }
188
189    /**
190    @brief
191        Executes Lua code
192    @param str
193        reference to string object holding the Lua code which is to be executed
194
195        This function gives total access to the GUI. You can execute ANY Lua code here.
196    */
197    void GUIManager::executeCode(const std::string& str)
198    {
199        this->luaState_->doString(str, rootFileInfo_);
200    }
201
202    /**
203    @brief
204        Displays specified GUI on screen
205    @param name
206        The name of the GUI
207
208        The function executes the Lua function with the same name in case the GUIManager is ready.
209        For more details check out loadGUI_2.lua where the function presides.
210    */
211    /*static*/ void GUIManager::showGUI(const std::string& name)
212    {
213        std::pair<std::set<std::string>::iterator,bool> result = GUIManager::getInstance().showingGUIs_.insert(name);
214        if(result.second == false) //!< GUI already showing.
215            return;
216        if(GUIManager::getInstance().showingGUIs_.size() == 1 && result.second == true) //!< If it's the first GUI.
217        {
218            GUIManager::getInstance().executeCode("showCursor()");
219            InputManager::getInstance().enterState("guiMouseOnly");
220        }
221        GUIManager::getInstance().executeCode("showGUI(\"" + name + "\")");
222    }
223
224    /**
225    @brief
226        Hack-ish. Needed for GUIOverlay.
227    */
228    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr)
229    {
230        std::pair<std::set<std::string>::iterator,bool> result = this->showingGUIs_.insert(name);
231        if(result.second == false) //!< GUI already showing.
232            return;
233        if(this->showingGUIs_.size() == 1 && result.second == true) //!< If it's the first GUI.
234        {
235            this->executeCode("showCursor()");
236            InputManager::getInstance().enterState("guiMouseOnly");
237        }
238        this->executeCode("showGUI(\"" + name + "\", " + ptr + ")");
239    }
240
241    /**
242    @brief
243        Hides specified GUI.
244    @param name
245        The name of the GUI.
246    */
247    /*static*/ void GUIManager::hideGUI(const std::string& name)
248    {
249        bool present = GUIManager::getInstance().showingGUIs_.erase(name);
250        if(!present) //!< If there was nothing to erase.
251            return;
252        GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")");
253        if(GUIManager::getInstance().showingGUIs_.size() == 0)
254        {
255            GUIManager::getInstance().executeCode("hideCursor()");
256            InputManager::getInstance().leaveState("guiMouseOnly");
257        }
258    }
259
260    /*static*/ void GUIManager::hideCursor()
261    {
262        GUIManager::getInstance().executeCode("hideCursor()");
263    }
264
265    void GUIManager::keyPressed(const KeyEvent& evt)
266    {
267        guiSystem_->injectKeyDown(evt.getKeyCode());
268        guiSystem_->injectChar(evt.getText());
269    }
270    void GUIManager::keyReleased(const KeyEvent& evt)
271    {
272        guiSystem_->injectKeyUp(evt.getKeyCode());
273    }
274
275    /**
276    @brief
277        Function receiving a mouse button pressed event.
278    @param id
279        ID of the mouse button which got pressed
280
281        This function is inherited by MouseHandler and injects the event into CEGUI.
282        It is for CEGUI to process the event.
283    */
284    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
285    {
286        try
287        {
288            guiSystem_->injectMouseButtonDown(convertButton(id));
289        }
290        catch (CEGUI::ScriptException& ex)
291        {
292            // We simply ignore the exception and proceed
293            COUT(1) << ex.getMessage() << std::endl;
294        }
295    }
296
297    /**
298    @brief
299        Function receiving a mouse button released event.
300    @param id
301        ID of the mouse button which got released
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::buttonReleased(MouseButtonCode::ByEnum id)
307    {
308        try
309        {
310            guiSystem_->injectMouseButtonUp(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    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
320    {
321        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
322    }
323    void GUIManager::mouseScrolled(int abs, int rel)
324    {
325        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
326    }
327
328    /**
329    @brief
330        converts mouse event code to CEGUI event code
331    @param button
332        code of the mouse button as we use it in Orxonox
333    @return
334        code of the mouse button as it is used by CEGUI
335
336        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
337     */
338    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
339    {
340        switch (button)
341        {
342        case MouseButtonCode::Left:
343            return CEGUI::LeftButton;
344
345        case MouseButtonCode::Right:
346            return CEGUI::RightButton;
347
348        case MouseButtonCode::Middle:
349            return CEGUI::MiddleButton;
350
351        case MouseButtonCode::Button3:
352            return CEGUI::X1Button;
353
354        case MouseButtonCode::Button4:
355            return CEGUI::X2Button;
356
357        default:
358            return CEGUI::NoButton;
359        }
360    }
361}
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