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source: code/branches/menu/src/libraries/core/GUIManager.h @ 6048

Last change on this file since 6048 was 6048, checked in by scheusso, 15 years ago

ESC handling in ingame menu: if theres already an opened GUI sheet then hide it, if not open the ingame menu
in mainmenu everything should remain the same

  • Property svn:eol-style set to native
File size: 5.0 KB
RevLine 
[1638]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
[3196]24 *      Benjamin Knecht
[1638]25 *   Co-authors:
[3196]26 *      ...
[1638]27 *
28 */
29
30#ifndef _GUIManager_H__
31#define _GUIManager_H__
32
[3346]33#include "CorePrereqs.h"
[3196]34
35#include <map>
[6024]36#include <set>
[3196]37#include <string>
[1638]38#include <CEGUIForwardRefs.h>
[3338]39#include <boost/scoped_ptr.hpp>
[5695]40#include <boost/shared_ptr.hpp>
[3196]41
42#include "util/OgreForwardRefs.h"
[3366]43#include "util/Singleton.h"
[3346]44#include "input/InputHandler.h"
[1638]45
[2710]46namespace orxonox
47{
[5693]48    class PlayerInfo; // Forward declaration
49
[1638]50    /**
[2896]51    @class GUIManager
[1638]52    @brief
[2896]53        Provides a simple interface to CEGUI with tolua methods and console commands. It also acts as a key and mouse handler.
54
55        The GUIManager is a singleton and can be called anywhere when access on the GUI is needed.
56        Creation of the GUIManager is therefore not possible and the cunstructor is private.
57
58        Since the GUI needs user input, the GUIManager implements the functions needed to act as a key and/or mouse handler.
59        Those input events are then injected into CEGUI in Lua.
[1638]60    */
[3366]61    class _CoreExport GUIManager : public Singleton<GUIManager>, public InputHandler
[1638]62    {
[3366]63        friend class Singleton<GUIManager>;
[1638]64    public:
[5695]65        GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen);
[1646]66        ~GUIManager();
67
[6024]68        void update(const Clock& time); 
[1640]69
[6032]70        static void showGUI(const std::string& name, bool hidePrevious=false, bool showCursor=true);
71        void showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious=false, bool showCursor=true);
[6024]72        static void hideGUI(const std::string& name);
[6048]73        void toggleIngameGUI();
74        void keyESC();
[6032]75        void setBackground(const std::string& name);
[1638]76
[2896]77        void setCamera(Ogre::Camera* camera);
[5929]78        Ogre::Camera* getCamera() { return this->camera_; }
[2896]79
[3366]80        static GUIManager* getInstancePtr() { return singletonPtr_s; }
[1646]81
[5693]82        inline void setPlayer(const std::string& guiname, PlayerInfo* player)
83            { this->players_[guiname] = player; }
84        inline PlayerInfo* getPlayer(const std::string& guiname) const
85            { std::map<std::string, PlayerInfo*>::const_iterator it = this->players_.find(guiname); return (it != this->players_.end()) ? it->second : 0; }
86
[1638]87    private:
[3339]88        GUIManager(const GUIManager& instance); //!< private and undefined copy c'tor (this is a singleton class)
[1638]89
[6024]90        std::set<std::string> showingGUIs_; //!< Keeps track of all the GUIs that are currently showing.
91
92        void executeCode(const std::string& str);
93
[2896]94        // keyHandler functions
[3196]95        void keyPressed (const KeyEvent& evt);
96        void keyReleased(const KeyEvent& evt);
[1638]97
[2896]98        // mouseHandler functions
[3327]99        void buttonPressed (MouseButtonCode::ByEnum id);
100        void buttonReleased(MouseButtonCode::ByEnum id);
101        void mouseMoved    (IntVector2 abs, IntVector2 rel, IntVector2 clippingSize);
102        void mouseScrolled (int abs, int rel);
[1638]103
[5695]104        scoped_ptr<CEGUI::OgreCEGUIRenderer> guiRenderer_;      //!< CEGUI's interface to the Ogre Engine
105        scoped_ptr<LuaState>                 luaState_;         //!< LuaState, access point to the Lua engine
106        scoped_ptr<CEGUI::LuaScriptModule>   scriptModule_;     //!< CEGUI's script module to use Lua
107        scoped_ptr<CEGUI::System>            guiSystem_;        //!< CEGUI's main system
108        shared_ptr<ResourceInfo>             rootFileInfo_;     //!< Resource information about the root script
109        Ogre::RenderWindow*                  renderWindow_;     //!< Ogre's render window to give CEGUI access to it
110        CEGUI::ResourceProvider*             resourceProvider_; //!< CEGUI's resource provider
111        CEGUI::Logger*                       ceguiLogger_;      //!< CEGUI's logger to be able to log CEGUI errors in our log
112        std::map<std::string, PlayerInfo*>   players_;          //!< Stores the player (owner) for each gui
[5929]113        Ogre::Camera*                        camera_;           //!< Camera used to render the scene with the GUI
[1638]114
[5695]115        static GUIManager*                   singletonPtr_s;    //!< Singleton reference to GUIManager
[6048]116        bool                                 bShowIngameGUI_;
[1638]117
[3339]118    };
119}
[1638]120
121#endif /* _GUIManager_H__ */
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