Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/presentation2/src/libraries/core/GUIManager.cc @ 6261

Last change on this file since 6261 was 6214, checked in by scheusso, 14 years ago

a small fix in IOConsole
some changes in GUI-system and preparation for keybindings menu
fix in menu handling

  • Property svn:eol-style set to native
File size: 11.7 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 "LuaState.h"
59#include "PathConfig.h"
60#include "Resource.h"
61
62namespace orxonox
63{
64    static void key_esc()
65        { GUIManager::getInstance().keyESC(); }
66    SetConsoleCommandShortcutExternAlias(key_esc, "keyESC");
67   
68    class CEGUILogger : public CEGUI::DefaultLogger
69    {
70    public:
71        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
72        {
73            int orxonoxLevel = CEGUI::Standard;
74            switch (level)
75            {
76                case CEGUI::Errors:      orxonoxLevel = 1; break;
77                case CEGUI::Warnings:    orxonoxLevel = 2; break;
78                case CEGUI::Standard:    orxonoxLevel = 4; break;
79                case CEGUI::Informative: orxonoxLevel = 5; break;
80                case CEGUI::Insane:      orxonoxLevel = 6; break;
81                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
82            }
83            OutputHandler::getOutStream(orxonoxLevel)
84                << "CEGUI: " << message << std::endl;
85
86            CEGUI::DefaultLogger::logEvent(message, level);
87        }
88    };
89
90    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
91
92    GUIManager* GUIManager::singletonPtr_s = 0;
93
94    SetConsoleCommandShortcut(GUIManager, showGUI).accessLevel(AccessLevel::User).defaultValue(1, false).defaultValue(2, true);
95    SetConsoleCommandShortcut(GUIManager, hideGUI).accessLevel(AccessLevel::User);
96
97    /**
98    @brief
99        Constructs the GUIManager by starting up CEGUI
100
101        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
102        The log is set up and connected to the CEGUILogger.
103        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
104        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
105    @param renderWindow
106        Ogre's render window. Without this, the GUI cannot be displayed.
107    @return true if success, otherwise false
108    */
109    GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen)
110        : renderWindow_(renderWindow)
111        , resourceProvider_(0)
112        , camera_(NULL)
113        , bShowIngameGUI_(false)
114    {
115        using namespace CEGUI;
116
117        COUT(3) << "Initialising CEGUI." << std::endl;
118
119        // Note: No SceneManager specified yet
120        guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
121        resourceProvider_ = guiRenderer_->createResourceProvider();
122        resourceProvider_->setDefaultResourceGroup("GUI");
123
124        // setup scripting
125        luaState_.reset(new LuaState());
126        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua", "GUI");
127        // This is necessary to ensure that input events also use the right resource info when triggering lua functions
128        luaState_->setDefaultResourceInfo(this->rootFileInfo_);
129        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
130
131        // Create our own logger to specify the filepath
132        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
133        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
134        // set the log level according to ours (translate by subtracting 1)
135        ceguiLogger->setLoggingLevel(
136            static_cast<LoggingLevel>(OutputHandler::getInstance().getSoftDebugLevel("logFile") - 1));
137        this->ceguiLogger_ = ceguiLogger.release();
138
139        // create the CEGUI system singleton
140        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
141
142        // Initialise the basic Lua code
143        this->luaState_->doFile("InitialiseGUI.lua", "GUI", false);
144
145        // Align CEGUI mouse with OIS mouse
146        guiSystem_->injectMousePosition(mousePosition.first, mousePosition.second);
147
148        // Hide the mouse cursor unless playing in full screen mode
149        if (!bFullScreen)
150            CEGUI::MouseCursor::getSingleton().hide();
151    }
152
153    /**
154    @brief
155        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
156    */
157    GUIManager::~GUIManager()
158    {
159    }
160
161    /**
162    @brief
163        used to tick the GUI
164    @param time
165        clock which provides time value for the GUI System
166
167        Ticking the GUI means updating it with a certain regularity.
168        The elapsed time since the last call is given in the time value provided by the clock.
169        This time value is then used to provide a fluent animation of the GUI.
170    */
171    void GUIManager::preUpdate(const Clock& time)
172    {
173        assert(guiSystem_);
174        guiSystem_->injectTimePulse(time.getDeltaTime());
175    }
176
177    /**
178    @brief
179        Tells the GUIManager which SceneManager to use
180    @param camera
181        The current camera on which the GUI should be displayed on.
182
183        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
184        This means the GUI is not bound to a camera but rather to the SceneManager.
185        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
186    */
187    void GUIManager::setCamera(Ogre::Camera* camera)
188    {
189        this->camera_ = camera;
190        if (camera == NULL)
191            this->guiRenderer_->setTargetSceneManager(0);
192        else
193            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
194    }
195
196    /**
197    @brief
198        Executes Lua code
199    @param str
200        reference to string object holding the Lua code which is to be executed
201
202        This function gives total access to the GUI. You can execute ANY Lua code here.
203    */
204    void GUIManager::executeCode(const std::string& str)
205    {
206        this->luaState_->doString(str, rootFileInfo_);
207    }
208
209    /**
210    @brief
211        Displays specified GUI on screen
212    @param name
213        The name of the GUI
214
215        The function executes the Lua function with the same name in case the GUIManager is ready.
216        For more details check out loadGUI_2.lua where the function presides.
217    */
218    /*static*/ void GUIManager::showGUI(const std::string& name, bool hidePrevious, bool showCursor)
219    {
220        GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ")");
221    }
222
223    /**
224    @brief
225        Hack-ish. Needed for GUIOverlay.
226    */
227    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious, bool showCursor)
228    {
229        this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")");
230    }
231
232    /**
233    @brief
234        Hides specified GUI.
235    @param name
236        The name of the GUI.
237    */
238    /*static*/ void GUIManager::hideGUI(const std::string& name)
239    {
240        GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")");
241    }
242
243    void GUIManager::toggleIngameGUI()
244    {
245        if ( this->bShowIngameGUI_==false )
246        {
247            GUIManager::showGUI("InGameMenu");
248            this->bShowIngameGUI_ = true;
249        }
250        else
251        {
252            GUIManager::hideGUI("InGameMenu");
253            this->bShowIngameGUI_ = false;
254        }
255    }
256   
257    void GUIManager::keyESC()
258    {
259        this->executeCode("keyESC()");
260    }
261   
262    void GUIManager::setBackground(const std::string& name)
263    {
264        this->executeCode("setBackground(\"" + name + "\")");
265    }
266
267    void GUIManager::keyPressed(const KeyEvent& evt)
268    {
269        guiSystem_->injectKeyDown(evt.getKeyCode());
270        guiSystem_->injectChar(evt.getText());
271    }
272    void GUIManager::keyReleased(const KeyEvent& evt)
273    {
274        guiSystem_->injectKeyUp(evt.getKeyCode());
275    }
276
277    /**
278    @brief
279        Function receiving a mouse button pressed event.
280    @param id
281        ID of the mouse button which got pressed
282
283        This function is inherited by MouseHandler and injects the event into CEGUI.
284        It is for CEGUI to process the event.
285    */
286    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
287    {
288        try
289        {
290            guiSystem_->injectMouseButtonDown(convertButton(id));
291        }
292        catch (CEGUI::ScriptException& ex)
293        {
294            // We simply ignore the exception and proceed
295            COUT(1) << ex.getMessage() << std::endl;
296        }
297    }
298
299    /**
300    @brief
301        Function receiving a mouse button released event.
302    @param id
303        ID of the mouse button which got released
304
305        This function is inherited by MouseHandler and injects the event into CEGUI.
306        It is for CEGUI to process the event.
307    */
308    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
309    {
310        try
311        {
312            guiSystem_->injectMouseButtonUp(convertButton(id));
313        }
314        catch (CEGUI::ScriptException& ex)
315        {
316            // We simply ignore the exception and proceed
317            COUT(1) << ex.getMessage() << std::endl;
318        }
319    }
320
321    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
322    {
323        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
324    }
325    void GUIManager::mouseScrolled(int abs, int rel)
326    {
327        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
328    }
329
330    /**
331    @brief
332        converts mouse event code to CEGUI event code
333    @param button
334        code of the mouse button as we use it in Orxonox
335    @return
336        code of the mouse button as it is used by CEGUI
337
338        Simple conversion from mouse event code in Orxonox to the one used in CEGUI.
339     */
340    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
341    {
342        switch (button)
343        {
344        case MouseButtonCode::Left:
345            return CEGUI::LeftButton;
346
347        case MouseButtonCode::Right:
348            return CEGUI::RightButton;
349
350        case MouseButtonCode::Middle:
351            return CEGUI::MiddleButton;
352
353        case MouseButtonCode::Button3:
354            return CEGUI::X1Button;
355
356        case MouseButtonCode::Button4:
357            return CEGUI::X2Button;
358
359        default:
360            return CEGUI::NoButton;
361        }
362    }
363}
Note: See TracBrowser for help on using the repository browser.