| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Reto Grieder | 
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| 24 |  *      Benjamin Knecht | 
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| 25 |  *   Co-authors: | 
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| 26 |  *      ... | 
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| 27 |  * | 
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| 28 |  */ | 
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| 29 |  | 
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| 30 | #include "GUIManager.h" | 
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| 31 |  | 
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| 32 | #include <memory> | 
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| 33 | extern "C" { | 
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| 34 | #include <lua.h> | 
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| 35 | } | 
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| 36 | #include <CEGUIDefaultLogger.h> | 
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| 37 | #include <CEGUIExceptions.h> | 
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| 38 | #include <CEGUIInputEvent.h> | 
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| 39 | #include <CEGUIMouseCursor.h> | 
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| 40 | #include <CEGUIResourceProvider.h> | 
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| 41 | #include <CEGUISystem.h> | 
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| 42 | #include <ogreceguirenderer/OgreCEGUIRenderer.h> | 
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| 43 |  | 
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| 44 | #include "SpecialConfig.h" // Configures the macro below | 
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| 45 | #ifdef CEGUILUA_USE_INTERNAL_LIBRARY | 
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| 46 | #   include <ceguilua/CEGUILua.h> | 
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| 47 | #else | 
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| 48 | #   include <CEGUILua.h> | 
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| 49 | #endif | 
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| 50 |  | 
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| 51 | #include "util/Clock.h" | 
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| 52 | #include "util/Convert.h" | 
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| 53 | #include "util/Debug.h" | 
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| 54 | #include "util/Exception.h" | 
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| 55 | #include "util/OrxAssert.h" | 
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| 56 | #include "ConsoleCommand.h" | 
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| 57 | #include "Core.h" | 
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| 58 | #include "input/InputManager.h" | 
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| 59 | #include "LuaState.h" | 
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| 60 | #include "PathConfig.h" | 
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| 61 | #include "Resource.h" | 
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| 62 |  | 
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| 63 | namespace orxonox | 
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| 64 | { | 
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| 65 |     class CEGUILogger : public CEGUI::DefaultLogger | 
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| 66 |     { | 
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| 67 |     public: | 
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| 68 |         void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard) | 
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| 69 |         { | 
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| 70 |             int orxonoxLevel = CEGUI::Standard; | 
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| 71 |             switch (level) | 
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| 72 |             { | 
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| 73 |                 case CEGUI::Errors:      orxonoxLevel = 1; break; | 
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| 74 |                 case CEGUI::Warnings:    orxonoxLevel = 2; break; | 
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| 75 |                 case CEGUI::Standard:    orxonoxLevel = 4; break; | 
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| 76 |                 case CEGUI::Informative: orxonoxLevel = 5; break; | 
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| 77 |                 case CEGUI::Insane:      orxonoxLevel = 6; break; | 
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| 78 |                 default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!"); | 
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| 79 |             } | 
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| 80 |             OutputHandler::getOutStream(orxonoxLevel) | 
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| 81 |                 << "CEGUI: " << message << std::endl; | 
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| 82 |  | 
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| 83 |             CEGUI::DefaultLogger::logEvent(message, level); | 
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| 84 |         } | 
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| 85 |     }; | 
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| 86 |  | 
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| 87 |     static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button); | 
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| 88 |  | 
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| 89 |     GUIManager* GUIManager::singletonPtr_s = 0; | 
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| 90 |  | 
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| 91 |     SetConsoleCommandShortcut(GUIManager, showGUI).accessLevel(AccessLevel::User).defaultValue(1, false).defaultValue(2, true); | 
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| 92 |     SetConsoleCommandShortcut(GUIManager, hideGUI).accessLevel(AccessLevel::User); | 
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| 93 |  | 
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| 94 |     /** | 
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| 95 |     @brief | 
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| 96 |         Constructs the GUIManager by starting up CEGUI | 
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| 97 |  | 
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| 98 |         Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine. | 
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| 99 |         The log is set up and connected to the CEGUILogger. | 
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| 100 |         After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code. | 
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| 101 |         Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically). | 
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| 102 |     @param renderWindow | 
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| 103 |         Ogre's render window. Without this, the GUI cannot be displayed. | 
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| 104 |     @return true if success, otherwise false | 
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| 105 |     */ | 
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| 106 |     GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen) | 
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| 107 |         : renderWindow_(renderWindow) | 
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| 108 |         , resourceProvider_(0) | 
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| 109 |         , camera_(NULL) | 
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| 110 |         , bShowIngameGUI_(false) | 
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| 111 |     { | 
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| 112 |         using namespace CEGUI; | 
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| 113 |  | 
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| 114 |         COUT(3) << "Initialising CEGUI." << std::endl; | 
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| 115 |  | 
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| 116 |         // Note: No SceneManager specified yet | 
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| 117 |         guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000)); | 
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| 118 |         resourceProvider_ = guiRenderer_->createResourceProvider(); | 
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| 119 |         resourceProvider_->setDefaultResourceGroup("GUI"); | 
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| 120 |  | 
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| 121 |         // setup scripting | 
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| 122 |         luaState_.reset(new LuaState()); | 
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| 123 |         rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI"); | 
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| 124 |         // This is necessary to ensure that input events also use the right resource info when triggering lua functions | 
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| 125 |         luaState_->setDefaultResourceInfo(this->rootFileInfo_); | 
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| 126 |         scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState())); | 
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| 127 |  | 
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| 128 |         // Create our own logger to specify the filepath | 
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| 129 |         std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger()); | 
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| 130 |         ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log"); | 
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| 131 |         // set the log level according to ours (translate by subtracting 1) | 
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| 132 |         ceguiLogger->setLoggingLevel( | 
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| 133 |             static_cast<LoggingLevel>(OutputHandler::getInstance().getSoftDebugLevel("logFile") - 1)); | 
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| 134 |         this->ceguiLogger_ = ceguiLogger.release(); | 
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| 135 |  | 
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| 136 |         // create the CEGUI system singleton | 
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| 137 |         guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get())); | 
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| 138 |  | 
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| 139 |         // Initialise the basic Lua code | 
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| 140 |         this->luaState_->doFile("InitialiseGUI.lua", "GUI", false); | 
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| 141 |  | 
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| 142 |         // Align CEGUI mouse with OIS mouse | 
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| 143 |         guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second); | 
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| 144 |  | 
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| 145 |         // Hide the mouse cursor unless playing in full screen mode | 
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| 146 |         if (!bFullScreen) | 
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| 147 |             CEGUI::MouseCursor::getSingleton().hide(); | 
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| 148 |     } | 
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| 149 |  | 
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| 150 |     /** | 
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| 151 |     @brief | 
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| 152 |         Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules. | 
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| 153 |     */ | 
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| 154 |     GUIManager::~GUIManager() | 
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| 155 |     { | 
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| 156 |     } | 
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| 157 |  | 
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| 158 |     /** | 
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| 159 |     @brief | 
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| 160 |         used to tick the GUI | 
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| 161 |     @param time | 
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| 162 |         clock which provides time value for the GUI System | 
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| 163 |  | 
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| 164 |         Ticking the GUI means updating it with a certain regularity. | 
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| 165 |         The elapsed time since the last call is given in the time value provided by the clock. | 
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| 166 |         This time value is then used to provide a fluent animation of the GUI. | 
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| 167 |     */ | 
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| 168 |     void GUIManager::update(const Clock& time) | 
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| 169 |     { | 
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| 170 |         assert(guiSystem_); | 
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| 171 |         guiSystem_->injectTimePulse(time.getDeltaTime()); | 
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| 172 |     } | 
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| 173 |  | 
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| 174 |     /** | 
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| 175 |     @brief | 
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| 176 |         Tells the GUIManager which SceneManager to use | 
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| 177 |     @param camera | 
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| 178 |         The current camera on which the GUI should be displayed on. | 
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| 179 |  | 
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| 180 |         In fact the GUIManager needs the SceneManager and not the Camera to display the GUI. | 
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| 181 |         This means the GUI is not bound to a camera but rather to the SceneManager. | 
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| 182 |         Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera. | 
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| 183 |     */ | 
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| 184 |     void GUIManager::setCamera(Ogre::Camera* camera) | 
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| 185 |     { | 
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| 186 |         this->camera_ = camera; | 
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| 187 |         if (camera == NULL) | 
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| 188 |             this->guiRenderer_->setTargetSceneManager(0); | 
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| 189 |         else | 
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| 190 |             this->guiRenderer_->setTargetSceneManager(camera->getSceneManager()); | 
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| 191 |     } | 
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| 192 |  | 
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| 193 |     /** | 
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| 194 |     @brief | 
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| 195 |         Executes Lua code | 
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| 196 |     @param str | 
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| 197 |         reference to string object holding the Lua code which is to be executed | 
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| 198 |  | 
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| 199 |         This function gives total access to the GUI. You can execute ANY Lua code here. | 
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| 200 |     */ | 
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| 201 |     void GUIManager::executeCode(const std::string& str) | 
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| 202 |     { | 
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| 203 |         this->luaState_->doString(str, rootFileInfo_); | 
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| 204 |     } | 
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| 205 |  | 
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| 206 |     /** | 
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| 207 |     @brief | 
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| 208 |         Displays specified GUI on screen | 
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| 209 |     @param name | 
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| 210 |         The name of the GUI | 
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| 211 |  | 
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| 212 |         The function executes the Lua function with the same name in case the GUIManager is ready. | 
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| 213 |         For more details check out loadGUI_2.lua where the function presides. | 
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| 214 |     */ | 
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| 215 |     /*static*/ void GUIManager::showGUI(const std::string& name, bool hidePrevious, bool showCursor) | 
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| 216 |     { | 
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| 217 |         GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ")"); | 
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| 218 |     } | 
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| 219 |  | 
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| 220 |     /** | 
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| 221 |     @brief | 
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| 222 |         Hack-ish. Needed for GUIOverlay. | 
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| 223 |     */ | 
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| 224 |     void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious, bool showCursor) | 
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| 225 |     { | 
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| 226 |         this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")"); | 
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| 227 |     } | 
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| 228 |  | 
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| 229 |     /** | 
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| 230 |     @brief | 
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| 231 |         Hides specified GUI. | 
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| 232 |     @param name | 
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| 233 |         The name of the GUI. | 
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| 234 |     */ | 
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| 235 |     /*static*/ void GUIManager::hideGUI(const std::string& name) | 
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| 236 |     { | 
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| 237 |         GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")"); | 
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| 238 |     } | 
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| 239 |  | 
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| 240 |     void GUIManager::toggleIngameGUI() | 
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| 241 |     { | 
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| 242 |         if ( this->bShowIngameGUI_==false ) | 
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| 243 |         { | 
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| 244 |             GUIManager::showGUI("InGameMenu"); | 
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| 245 |             this->bShowIngameGUI_ = true; | 
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| 246 |         } | 
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| 247 |         else | 
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| 248 |         { | 
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| 249 |             GUIManager::hideGUI("InGameMenu"); | 
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| 250 |             this->bShowIngameGUI_ = false; | 
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| 251 |         } | 
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| 252 |     } | 
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| 253 |      | 
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| 254 |     void GUIManager::keyESC() | 
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| 255 |     { | 
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| 256 |         this->executeCode("keyESC()"); | 
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| 257 |     } | 
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| 258 |      | 
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| 259 |     void GUIManager::setBackground(const std::string& name) | 
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| 260 |     { | 
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| 261 |         this->executeCode("setBackground(\"" + name + "\")"); | 
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| 262 |     } | 
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| 263 |  | 
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| 264 |     void GUIManager::keyPressed(const KeyEvent& evt) | 
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| 265 |     { | 
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| 266 |         guiSystem_->injectKeyDown(evt.getKeyCode()); | 
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| 267 |         guiSystem_->injectChar(evt.getText()); | 
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| 268 |     } | 
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| 269 |     void GUIManager::keyReleased(const KeyEvent& evt) | 
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| 270 |     { | 
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| 271 |         guiSystem_->injectKeyUp(evt.getKeyCode()); | 
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| 272 |     } | 
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| 273 |  | 
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| 274 |     /** | 
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| 275 |     @brief | 
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| 276 |         Function receiving a mouse button pressed event. | 
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| 277 |     @param id | 
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| 278 |         ID of the mouse button which got pressed | 
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| 279 |  | 
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| 280 |         This function is inherited by MouseHandler and injects the event into CEGUI. | 
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| 281 |         It is for CEGUI to process the event. | 
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| 282 |     */ | 
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| 283 |     void GUIManager::buttonPressed(MouseButtonCode::ByEnum id) | 
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| 284 |     { | 
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| 285 |         try | 
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| 286 |         { | 
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| 287 |             guiSystem_->injectMouseButtonDown(convertButton(id)); | 
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| 288 |         } | 
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| 289 |         catch (CEGUI::ScriptException& ex) | 
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| 290 |         { | 
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| 291 |             // We simply ignore the exception and proceed | 
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| 292 |             COUT(1) << ex.getMessage() << std::endl; | 
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| 293 |         } | 
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| 294 |     } | 
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| 295 |  | 
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| 296 |     /** | 
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| 297 |     @brief | 
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| 298 |         Function receiving a mouse button released event. | 
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| 299 |     @param id | 
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| 300 |         ID of the mouse button which got released | 
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| 301 |  | 
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| 302 |         This function is inherited by MouseHandler and injects the event into CEGUI. | 
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| 303 |         It is for CEGUI to process the event. | 
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| 304 |     */ | 
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| 305 |     void GUIManager::buttonReleased(MouseButtonCode::ByEnum id) | 
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| 306 |     { | 
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| 307 |         try | 
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| 308 |         { | 
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| 309 |             guiSystem_->injectMouseButtonUp(convertButton(id)); | 
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| 310 |         } | 
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| 311 |         catch (CEGUI::ScriptException& ex) | 
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| 312 |         { | 
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| 313 |             // We simply ignore the exception and proceed | 
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| 314 |             COUT(1) << ex.getMessage() << std::endl; | 
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| 315 |         } | 
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| 316 |     } | 
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| 317 |  | 
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| 318 |     void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) | 
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| 319 |     { | 
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| 320 |         guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y)); | 
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| 321 |     } | 
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| 322 |     void GUIManager::mouseScrolled(int abs, int rel) | 
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| 323 |     { | 
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| 324 |         guiSystem_->injectMouseWheelChange(static_cast<float>(rel)); | 
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| 325 |     } | 
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| 326 |  | 
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| 327 |     /** | 
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| 328 |     @brief | 
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| 329 |         converts mouse event code to CEGUI event code | 
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| 330 |     @param button | 
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| 331 |         code of the mouse button as we use it in Orxonox | 
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| 332 |     @return | 
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| 333 |         code of the mouse button as it is used by CEGUI | 
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| 334 |  | 
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| 335 |         Simple conversion from mouse event code in Orxonox to the one used in CEGUI. | 
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| 336 |      */ | 
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| 337 |     static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button) | 
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| 338 |     { | 
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| 339 |         switch (button) | 
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| 340 |         { | 
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| 341 |         case MouseButtonCode::Left: | 
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| 342 |             return CEGUI::LeftButton; | 
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| 343 |  | 
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| 344 |         case MouseButtonCode::Right: | 
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| 345 |             return CEGUI::RightButton; | 
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| 346 |  | 
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| 347 |         case MouseButtonCode::Middle: | 
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| 348 |             return CEGUI::MiddleButton; | 
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| 349 |  | 
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| 350 |         case MouseButtonCode::Button3: | 
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| 351 |             return CEGUI::X1Button; | 
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| 352 |  | 
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| 353 |         case MouseButtonCode::Button4: | 
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| 354 |             return CEGUI::X2Button; | 
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| 355 |  | 
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| 356 |         default: | 
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| 357 |             return CEGUI::NoButton; | 
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| 358 |         } | 
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| 359 |     } | 
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| 360 | } | 
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