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source: code/branches/presentation2/src/libraries/core/GUIManager.cc @ 6194

Last change on this file since 6194 was 6190, checked in by rgrieder, 15 years ago

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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#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 "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(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).defaultValue(1, false).defaultValue(2, true);
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        , bShowIngameGUI_(false)
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        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI");
123        // This is necessary to ensure that input events also use the right resource info when triggering lua functions
124        luaState_->setDefaultResourceInfo(this->rootFileInfo_);
125        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
126
127        // Create our own logger to specify the filepath
128        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
129        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
130        // set the log level according to ours (translate by subtracting 1)
131        ceguiLogger->setLoggingLevel(
132            static_cast<LoggingLevel>(OutputHandler::getInstance().getSoftDebugLevel("logFile") - 1));
133        this->ceguiLogger_ = ceguiLogger.release();
134
135        // create the CEGUI system singleton
136        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
137
138        // Initialise the basic Lua code
139        this->luaState_->doFile("InitialiseGUI.lua", "GUI", false);
140
141        // Align CEGUI mouse with OIS mouse
142        guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second);
143
144        // Hide the mouse cursor unless playing in full screen mode
145        if (!bFullScreen)
146            CEGUI::MouseCursor::getSingleton().hide();
147    }
148
149    /**
150    @brief
151        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
152    */
153    GUIManager::~GUIManager()
154    {
155    }
156
157    /**
158    @brief
159        used to tick the GUI
160    @param time
161        clock which provides time value for the GUI System
162
163        Ticking the GUI means updating it with a certain regularity.
164        The elapsed time since the last call is given in the time value provided by the clock.
165        This time value is then used to provide a fluent animation of the GUI.
166    */
167    void GUIManager::preUpdate(const Clock& time)
168    {
169        assert(guiSystem_);
170        guiSystem_->injectTimePulse(time.getDeltaTime());
171    }
172
173    /**
174    @brief
175        Tells the GUIManager which SceneManager to use
176    @param camera
177        The current camera on which the GUI should be displayed on.
178
179        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
180        This means the GUI is not bound to a camera but rather to the SceneManager.
181        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
182    */
183    void GUIManager::setCamera(Ogre::Camera* camera)
184    {
185        this->camera_ = camera;
186        if (camera == NULL)
187            this->guiRenderer_->setTargetSceneManager(0);
188        else
189            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
190    }
191
192    /**
193    @brief
194        Executes Lua code
195    @param str
196        reference to string object holding the Lua code which is to be executed
197
198        This function gives total access to the GUI. You can execute ANY Lua code here.
199    */
200    void GUIManager::executeCode(const std::string& str)
201    {
202        this->luaState_->doString(str, rootFileInfo_);
203    }
204
205    /**
206    @brief
207        Displays specified GUI on screen
208    @param name
209        The name of the GUI
210
211        The function executes the Lua function with the same name in case the GUIManager is ready.
212        For more details check out loadGUI_2.lua where the function presides.
213    */
214    /*static*/ void GUIManager::showGUI(const std::string& name, bool hidePrevious, bool showCursor)
215    {
216        GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ")");
217    }
218
219    /**
220    @brief
221        Hack-ish. Needed for GUIOverlay.
222    */
223    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious, bool showCursor)
224    {
225        this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")");
226    }
227
228    /**
229    @brief
230        Hides specified GUI.
231    @param name
232        The name of the GUI.
233    */
234    /*static*/ void GUIManager::hideGUI(const std::string& name)
235    {
236        GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")");
237    }
238
239    void GUIManager::toggleIngameGUI()
240    {
241        if ( this->bShowIngameGUI_==false )
242        {
243            GUIManager::showGUI("InGameMenu");
244            this->bShowIngameGUI_ = true;
245        }
246        else
247        {
248            GUIManager::hideGUI("InGameMenu");
249            this->bShowIngameGUI_ = false;
250        }
251    }
252   
253    void GUIManager::keyESC()
254    {
255        this->executeCode("keyESC()");
256    }
257   
258    void GUIManager::setBackground(const std::string& name)
259    {
260        this->executeCode("setBackground(\"" + name + "\")");
261    }
262
263    void GUIManager::keyPressed(const KeyEvent& evt)
264    {
265        guiSystem_->injectKeyDown(evt.getKeyCode());
266        guiSystem_->injectChar(evt.getText());
267    }
268    void GUIManager::keyReleased(const KeyEvent& evt)
269    {
270        guiSystem_->injectKeyUp(evt.getKeyCode());
271    }
272
273    /**
274    @brief
275        Function receiving a mouse button pressed event.
276    @param id
277        ID of the mouse button which got pressed
278
279        This function is inherited by MouseHandler and injects the event into CEGUI.
280        It is for CEGUI to process the event.
281    */
282    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
283    {
284        try
285        {
286            guiSystem_->injectMouseButtonDown(convertButton(id));
287        }
288        catch (CEGUI::ScriptException& ex)
289        {
290            // We simply ignore the exception and proceed
291            COUT(1) << ex.getMessage() << std::endl;
292        }
293    }
294
295    /**
296    @brief
297        Function receiving a mouse button released event.
298    @param id
299        ID of the mouse button which got released
300
301        This function is inherited by MouseHandler and injects the event into CEGUI.
302        It is for CEGUI to process the event.
303    */
304    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
305    {
306        try
307        {
308            guiSystem_->injectMouseButtonUp(convertButton(id));
309        }
310        catch (CEGUI::ScriptException& ex)
311        {
312            // We simply ignore the exception and proceed
313            COUT(1) << ex.getMessage() << std::endl;
314        }
315    }
316
317    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
318    {
319        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
320    }
321    void GUIManager::mouseScrolled(int abs, int rel)
322    {
323        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
324    }
325
326    /**
327    @brief
328        converts mouse event code to CEGUI event code
329    @param button
330        code of the mouse button as we use it in Orxonox
331    @return
332        code of the mouse button as it is used by CEGUI
333
334        Simple conversion from mouse event code in Orxonox to the one used in CEGUI.
335     */
336    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
337    {
338        switch (button)
339        {
340        case MouseButtonCode::Left:
341            return CEGUI::LeftButton;
342
343        case MouseButtonCode::Right:
344            return CEGUI::RightButton;
345
346        case MouseButtonCode::Middle:
347            return CEGUI::MiddleButton;
348
349        case MouseButtonCode::Button3:
350            return CEGUI::X1Button;
351
352        case MouseButtonCode::Button4:
353            return CEGUI::X2Button;
354
355        default:
356            return CEGUI::NoButton;
357        }
358    }
359}
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