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source: code/branches/ingamemenu/src/libraries/core/GUIManager.cc @ 6023

Last change on this file since 6023 was 6023, checked in by scheusso, 15 years ago

clean cursor handling in GUIManager/lua code
change in output level of lua error messages

  • Property svn:eol-style set to native
File size: 12.0 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/Convert.h"
53#include "util/Debug.h"
54#include "util/Exception.h"
55#include "util/OrxAssert.h"
56#include "ConsoleCommand.h"
57#include "Core.h"
58#include "input/InputManager.h"
59#include "LuaState.h"
60#include "PathConfig.h"
61#include "Resource.h"
62
63namespace orxonox
64{
65    class CEGUILogger : public CEGUI::DefaultLogger
66    {
67    public:
68        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
69        {
70            int orxonoxLevel = CEGUI::Standard;
71            switch (level)
72            {
73                case CEGUI::Errors:      orxonoxLevel = 1; break;
74                case CEGUI::Warnings:    orxonoxLevel = 2; break;
75                case CEGUI::Standard:    orxonoxLevel = 4; break;
76                case CEGUI::Informative: orxonoxLevel = 5; break;
77                case CEGUI::Insane:      orxonoxLevel = 6; break;
78                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
79            }
80            OutputHandler::getOutStream().setOutputLevel(orxonoxLevel)
81                << "CEGUI: " << message << std::endl;
82
83            CEGUI::DefaultLogger::logEvent(message, level);
84        }
85    };
86
87    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
88
89    GUIManager* GUIManager::singletonPtr_s = 0;
90
91    SetConsoleCommandShortcut(GUIManager, showGUI).accessLevel(AccessLevel::User).defaultValue(1, true);
92    SetConsoleCommandShortcut(GUIManager, hideGUI).accessLevel(AccessLevel::User);
93
94    /**
95    @brief
96        Constructs the GUIManager by starting up CEGUI
97
98        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
99        The log is set up and connected to the CEGUILogger.
100        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
101        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
102    @param renderWindow
103        Ogre's render window. Without this, the GUI cannot be displayed.
104    @return true if success, otherwise false
105    */
106    GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen)
107        : renderWindow_(renderWindow)
108        , resourceProvider_(0)
109        , camera_(NULL)
110    {
111        using namespace CEGUI;
112
113        COUT(3) << "Initialising CEGUI." << std::endl;
114
115        // Note: No SceneManager specified yet
116        guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
117        resourceProvider_ = guiRenderer_->createResourceProvider();
118        resourceProvider_->setDefaultResourceGroup("GUI");
119
120        // setup scripting
121        luaState_.reset(new LuaState());
122        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
123
124        // Create our own logger to specify the filepath
125        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
126        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
127        // set the log level according to ours (translate by subtracting 1)
128        ceguiLogger->setLoggingLevel(
129            static_cast<LoggingLevel>(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1));
130        this->ceguiLogger_ = ceguiLogger.release();
131
132        // create the CEGUI system singleton
133        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
134
135        // Initialise the basic lua code
136        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI");
137        this->luaState_->doFile("InitialiseGUI.lua", "GUI", false);
138
139        // Align CEGUI mouse with OIS mouse
140        guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second);
141
142        // Hide the mouse cursor unless playing in fullscreen mode
143        if (!bFullScreen)
144            CEGUI::MouseCursor::getSingleton().hide();
145    }
146
147    /**
148    @brief
149        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
150    */
151    GUIManager::~GUIManager()
152    {
153    }
154
155    /**
156    @brief
157        used to tick the GUI
158    @param time
159        clock which provides time value for the GUI System
160
161        Ticking the GUI means updating it with a certain regularity.
162        The elapsed time since the last call is given in the time value provided by the clock.
163        This time value is then used to provide a fluent animation of the GUI.
164    */
165    void GUIManager::update(const Clock& time)
166    {
167        assert(guiSystem_);
168        guiSystem_->injectTimePulse(time.getDeltaTime());
169    }
170
171    /**
172    @brief
173        Tells the GUIManager which SceneManager to use
174    @param camera
175        The current camera on which the GUI should be displayed on.
176
177        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
178        This means the GUI is not bound to a camera but rather to the SceneManager.
179        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
180    */
181    void GUIManager::setCamera(Ogre::Camera* camera)
182    {
183        this->camera_ = camera;
184        if (camera == NULL)
185            this->guiRenderer_->setTargetSceneManager(0);
186        else
187            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
188    }
189
190    /**
191    @brief
192        Executes Lua code
193    @param str
194        reference to string object holding the Lua code which is to be executed
195
196        This function gives total access to the GUI. You can execute ANY Lua code here.
197    */
198    void GUIManager::executeCode(const std::string& str)
199    {
200        this->luaState_->doString(str, rootFileInfo_);
201    }
202
203    /**
204    @brief
205        Displays specified GUI on screen
206    @param name
207        The name of the GUI
208
209        The function executes the Lua function with the same name in case the GUIManager is ready.
210        For more details check out loadGUI_2.lua where the function presides.
211    */
212    /*static*/ void GUIManager::showGUI(const std::string& name, bool showCursor)
213    {
214        std::pair<std::set<std::string>::iterator,bool> result = GUIManager::getInstance().showingGUIs_.insert(name);
215        if(result.second == false) //!< GUI already showing.
216            return;
217        if(GUIManager::getInstance().showingGUIs_.size() == 1 && result.second == true) //!< If it's the first GUI.
218        {
219//             GUIManager::getInstance().executeCode("showCursor()");
220            InputManager::getInstance().enterState("guiMouseOnly");
221        }
222        GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(showCursor) + ")");
223    }
224
225    /**
226    @brief
227        Hack-ish. Needed for GUIOverlay.
228    */
229    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool showCursor)
230    {
231        std::pair<std::set<std::string>::iterator,bool> result = this->showingGUIs_.insert(name);
232        if(result.second == false) //!< GUI already showing.
233            return;
234        if(this->showingGUIs_.size() == 1 && result.second == true) //!< If it's the first GUI.
235        {
236            this->executeCode("showCursor()");
237            InputManager::getInstance().enterState("guiMouseOnly");
238        }
239        this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")");
240    }
241
242    /**
243    @brief
244        Hides specified GUI.
245    @param name
246        The name of the GUI.
247    */
248    /*static*/ void GUIManager::hideGUI(const std::string& name)
249    {
250        bool present = GUIManager::getInstance().showingGUIs_.erase(name);
251        if(!present) //!< If there was nothing to erase.
252            return;
253        GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")");
254        if(GUIManager::getInstance().showingGUIs_.size() == 0)
255        {
256            GUIManager::getInstance().executeCode("hideCursor()");
257            InputManager::getInstance().leaveState("guiMouseOnly");
258        }
259    }
260
261    void GUIManager::keyPressed(const KeyEvent& evt)
262    {
263        guiSystem_->injectKeyDown(evt.getKeyCode());
264        guiSystem_->injectChar(evt.getText());
265    }
266    void GUIManager::keyReleased(const KeyEvent& evt)
267    {
268        guiSystem_->injectKeyUp(evt.getKeyCode());
269    }
270
271    /**
272    @brief
273        Function receiving a mouse button pressed event.
274    @param id
275        ID of the mouse button which got pressed
276
277        This function is inherited by MouseHandler and injects the event into CEGUI.
278        It is for CEGUI to process the event.
279    */
280    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
281    {
282        try
283        {
284            guiSystem_->injectMouseButtonDown(convertButton(id));
285        }
286        catch (CEGUI::ScriptException& ex)
287        {
288            // We simply ignore the exception and proceed
289            COUT(1) << ex.getMessage() << std::endl;
290        }
291    }
292
293    /**
294    @brief
295        Function receiving a mouse button released event.
296    @param id
297        ID of the mouse button which got released
298
299        This function is inherited by MouseHandler and injects the event into CEGUI.
300        It is for CEGUI to process the event.
301    */
302    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
303    {
304        try
305        {
306            guiSystem_->injectMouseButtonUp(convertButton(id));
307        }
308        catch (CEGUI::ScriptException& ex)
309        {
310            // We simply ignore the exception and proceed
311            COUT(1) << ex.getMessage() << std::endl;
312        }
313    }
314
315    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
316    {
317        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
318    }
319    void GUIManager::mouseScrolled(int abs, int rel)
320    {
321        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
322    }
323
324    /**
325    @brief
326        converts mouse event code to CEGUI event code
327    @param button
328        code of the mouse button as we use it in Orxonox
329    @return
330        code of the mouse button as it is used by CEGUI
331
332        Simple convertion from mouse event code in Orxonox to the one used in CEGUI.
333     */
334    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
335    {
336        switch (button)
337        {
338        case MouseButtonCode::Left:
339            return CEGUI::LeftButton;
340
341        case MouseButtonCode::Right:
342            return CEGUI::RightButton;
343
344        case MouseButtonCode::Middle:
345            return CEGUI::MiddleButton;
346
347        case MouseButtonCode::Button3:
348            return CEGUI::X1Button;
349
350        case MouseButtonCode::Button4:
351            return CEGUI::X2Button;
352
353        default:
354            return CEGUI::NoButton;
355        }
356    }
357}
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