| 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 | /** |
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| 31 | @file |
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| 32 | @brief |
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| 33 | Implementation of the GUIManager class. |
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| 34 | */ |
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| 35 | |
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| 36 | #include "OrxonoxStableHeaders.h" |
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| 37 | #include "GUIManager.h" |
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| 38 | |
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| 39 | #include <boost/filesystem/path.hpp> |
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| 40 | #include <OgreRenderWindow.h> |
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| 41 | #include <CEGUI.h> |
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| 42 | #include <CEGUIDefaultLogger.h> |
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| 43 | #include <ogreceguirenderer/OgreCEGUIRenderer.h> |
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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/Exception.h" |
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| 52 | #include "core/ConsoleCommand.h" |
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| 53 | #include "core/Core.h" |
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| 54 | #include "core/Clock.h" |
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| 55 | #include "ToluaBindCore.h" |
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| 56 | #include "ToluaBindOrxonox.h" |
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| 57 | |
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| 58 | extern "C" { |
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| 59 | #include <lua.h> |
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| 60 | } |
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| 61 | |
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| 62 | namespace orxonox |
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| 63 | { |
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| 64 | GUIManager* GUIManager::singletonRef_s = 0; |
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| 65 | |
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| 66 | GUIManager::GUIManager() |
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| 67 | : renderWindow_(0) |
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| 68 | , guiRenderer_(0) |
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| 69 | , resourceProvider_(0) |
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| 70 | , scriptModule_(0) |
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| 71 | , guiSystem_(0) |
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| 72 | , state_(Uninitialised) |
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| 73 | { |
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| 74 | assert(singletonRef_s == 0); |
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| 75 | singletonRef_s = this; |
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| 76 | } |
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| 77 | |
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| 78 | /** |
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| 79 | @brief |
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| 80 | Deconstructor of the GUIManager |
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| 81 | |
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| 82 | Basically shuts down CEGUI and destroys the Lua engine and afterwards the interface to the Ogre engine. |
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| 83 | */ |
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| 84 | GUIManager::~GUIManager() |
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| 85 | { |
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| 86 | if (guiSystem_) |
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| 87 | delete guiSystem_; |
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| 88 | |
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| 89 | if (scriptModule_) |
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| 90 | { |
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| 91 | // destroy our own tolua interfaces |
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| 92 | lua_pushnil(luaState_); |
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| 93 | lua_setglobal(luaState_, "Orxonox"); |
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| 94 | lua_pushnil(luaState_); |
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| 95 | lua_setglobal(luaState_, "Core"); |
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| 96 | delete scriptModule_; |
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| 97 | } |
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| 98 | |
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| 99 | if (guiRenderer_) |
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| 100 | delete guiRenderer_; |
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| 101 | |
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| 102 | singletonRef_s = 0; |
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| 103 | } |
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| 104 | |
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| 105 | /** |
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| 106 | @brief |
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| 107 | Initialises the GUIManager by starting up CEGUI |
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| 108 | @param renderWindow |
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| 109 | Ogre's render window. Without this, the GUI cannot be displayed. |
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| 110 | @return true if success, otherwise false |
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| 111 | |
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| 112 | Before this call the GUIManager won't do anything, but can be accessed. |
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| 113 | |
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| 114 | Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine. |
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| 115 | The log is set up and connected to the CEGUILogger. |
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| 116 | After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code. |
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| 117 | Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically). |
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| 118 | */ |
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| 119 | bool GUIManager::initialise(Ogre::RenderWindow* renderWindow) |
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| 120 | { |
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| 121 | using namespace CEGUI; |
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| 122 | if (state_ == Uninitialised) |
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| 123 | { |
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| 124 | COUT(3) << "Initialising CEGUI." << std::endl; |
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| 125 | |
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| 126 | try |
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| 127 | { |
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| 128 | // save the render window |
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| 129 | renderWindow_ = renderWindow; |
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| 130 | |
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| 131 | // Note: No SceneManager specified yet |
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| 132 | this->guiRenderer_ = new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, true, 3000); |
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| 133 | this->resourceProvider_ = guiRenderer_->createResourceProvider(); |
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| 134 | this->resourceProvider_->setDefaultResourceGroup("GUI"); |
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| 135 | |
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| 136 | // setup scripting |
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| 137 | this->scriptModule_ = new LuaScriptModule(); |
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| 138 | this->luaState_ = this->scriptModule_->getLuaState(); |
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| 139 | |
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| 140 | // Create our own logger to specify the filepath |
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| 141 | boost::filesystem::path ceguiLogFilepath(Core::getLogPath() / "cegui.log"); |
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| 142 | this->ceguiLogger_ = new DefaultLogger(); |
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| 143 | this->ceguiLogger_->setLogFilename(ceguiLogFilepath.string()); |
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| 144 | // set the log level according to ours (translate by subtracting 1) |
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| 145 | this->ceguiLogger_->setLoggingLevel( |
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| 146 | (LoggingLevel)(Core::getSoftDebugLevel(OutputHandler::LD_Logfile) - 1)); |
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| 147 | |
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| 148 | // create the CEGUI system singleton |
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| 149 | this->guiSystem_ = new System(this->guiRenderer_, this->resourceProvider_, 0, this->scriptModule_); |
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| 150 | |
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| 151 | // do this after 'new CEGUI::Sytem' because that creates the lua state in the first place |
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| 152 | tolua_Core_open(this->scriptModule_->getLuaState()); |
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| 153 | tolua_Orxonox_open(this->scriptModule_->getLuaState()); |
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| 154 | |
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| 155 | // initialise the basic lua code |
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| 156 | loadLuaCode(); |
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| 157 | } |
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| 158 | catch (CEGUI::Exception& ex) |
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| 159 | { |
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| 160 | #if CEGUI_VERSION_MAJOR == 0 && CEGUI_VERSION_MINOR < 6 |
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| 161 | throw GeneralException(ex.getMessage().c_str()); |
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| 162 | #else |
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| 163 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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| 164 | ex.getFileName().c_str(), ex.getName().c_str()); |
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| 165 | #endif |
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| 166 | } |
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| 167 | |
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| 168 | state_ = Ready; |
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| 169 | } |
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| 170 | |
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| 171 | return true; |
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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 | Calls main Lua script |
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| 177 | @todo |
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| 178 | Replace loadGUI.lua with loadGUI_2.lua after merging this back to trunk. |
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| 179 | However CEGUI is able to execute a startup script. We could maybe put this call in this startup code. |
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| 180 | |
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| 181 | This function calls the main Lua script for our GUI. |
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| 182 | |
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| 183 | Additionally we set the datapath variable in Lua. This is needed so Lua can access the data used for the GUI. |
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| 184 | */ |
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| 185 | void GUIManager::loadLuaCode() |
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| 186 | { |
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| 187 | try |
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| 188 | { |
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| 189 | // set datapath for GUI data |
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| 190 | lua_pushfstring(this->scriptModule_->getLuaState(), Core::getMediaPathString().c_str()); |
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| 191 | lua_setglobal(this->scriptModule_->getLuaState(), "datapath"); |
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| 192 | // call main Lua script |
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| 193 | this->scriptModule_->executeScriptFile("loadGUI_3.lua", "GUI"); |
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| 194 | } |
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| 195 | catch (CEGUI::Exception& ex) |
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| 196 | { |
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| 197 | #if CEGUI_VERSION_MINOR < 6 |
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| 198 | throw GeneralException(ex.getMessage().c_str()); |
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| 199 | #else |
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| 200 | throw GeneralException(ex.getMessage().c_str(), ex.getLine(), |
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| 201 | ex.getFileName().c_str(), ex.getName().c_str()); |
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| 202 | #endif |
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| 203 | } |
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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 | used to tick the GUI |
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| 209 | @param time |
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| 210 | clock which provides time value for the GUI System |
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| 211 | |
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| 212 | Ticking the GUI means updating it with a certain regularity. |
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| 213 | The elapsed time since the last call is given in the time value provided by the clock. |
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| 214 | This time value is then used to provide a fluent animation of the GUI. |
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| 215 | */ |
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| 216 | void GUIManager::update(const Clock& time) |
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| 217 | { |
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| 218 | assert(guiSystem_); |
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| 219 | guiSystem_->injectTimePulse(time.getDeltaTime()); |
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| 220 | } |
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| 221 | |
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| 222 | /** |
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| 223 | @brief |
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| 224 | Executes Lua code |
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| 225 | @param str |
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| 226 | reference to string object holding the Lua code which is to be executed |
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| 227 | |
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| 228 | This function gives total access to the GUI. You can execute ANY Lua code here. |
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| 229 | */ |
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| 230 | void GUIManager::executeCode(const std::string& str) |
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| 231 | { |
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| 232 | try |
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| 233 | { |
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| 234 | this->scriptModule_->executeString(str); |
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| 235 | } |
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| 236 | catch (CEGUI::Exception& ex) |
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| 237 | { |
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| 238 | COUT(2) << "CEGUI Error: \"" << ex.getMessage() << "\" while executing code \"" << str << "\"" << std::endl; |
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| 239 | } |
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| 240 | } |
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| 241 | |
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| 242 | /** |
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| 243 | @brief |
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| 244 | Registers a GUIOverlay with the GUIManager so that the GUIOverlay can be accessed by it's name through the GUIManager. |
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| 245 | @param name |
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| 246 | The name of the GUI. |
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| 247 | @param overlay |
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| 248 | A pointer to the GUIOverlay of the GUI. |
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| 249 | @return |
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| 250 | Returns false if the Overlay was already present. |
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| 251 | */ |
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| 252 | bool GUIManager::registerOverlay(std::string name, GUIOverlay* overlay) |
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| 253 | { |
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| 254 | return (this->guiOverlays_.insert(std::pair<std::string, GUIOverlay*>(name, overlay))).second; |
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| 255 | } |
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| 256 | |
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| 257 | /** |
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| 258 | @brief |
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| 259 | Get the GUIOverlay of the GUI with the given name. |
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| 260 | @param name |
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| 261 | The name of the GUI. |
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| 262 | @return |
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| 263 | Returns a pointer to the GUIOverlay. |
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| 264 | */ |
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| 265 | GUIOverlay* GUIManager::getOverlay(std::string name) |
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| 266 | { |
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| 267 | return (this->guiOverlays_.find(name))->second; |
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| 268 | } |
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| 269 | |
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| 270 | /** |
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| 271 | @brief |
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| 272 | Tells the GUIManager which SceneManager to use |
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| 273 | @param camera |
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| 274 | The current camera on which the GUI should be displayed on. |
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| 275 | |
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| 276 | In fact the GUIManager needs the SceneManager and not the Camera to display the GUI. |
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| 277 | This means the GUI is not bound to a camera but rather to the SceneManager. |
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| 278 | Hidding the GUI when needed can therefore not be solved by just NOT setting the current camera. |
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| 279 | */ |
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| 280 | void GUIManager::setCamera(Ogre::Camera* camera) |
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| 281 | { |
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| 282 | if (camera == NULL) |
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| 283 | this->guiRenderer_->setTargetSceneManager(0); |
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| 284 | else |
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| 285 | this->guiRenderer_->setTargetSceneManager(camera->getSceneManager()); |
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| 286 | } |
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| 287 | |
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| 288 | /** |
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| 289 | @brief |
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| 290 | Displays specified GUI on screen |
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| 291 | @param name |
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| 292 | The name of the GUI |
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| 293 | |
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| 294 | The function executes the Lua function with the same name in case the GUIManager is ready. |
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| 295 | For more details check out loadGUI_2.lua where the function presides. |
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| 296 | */ |
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| 297 | void GUIManager::showGUI(const std::string& name) |
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| 298 | { |
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| 299 | if (state_ != Uninitialised) |
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| 300 | { |
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| 301 | //COUT(3) << "Loading GUI " << name << std::endl; |
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| 302 | try |
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| 303 | { |
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| 304 | this->scriptModule_->executeString(std::string("showGUI(\"") + name + "\")"); |
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| 305 | } |
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| 306 | catch (CEGUI::Exception& ex) |
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| 307 | { |
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| 308 | COUT(2) << "Error while executing lua script. Message:\n" << ex.getMessage() << std::endl; |
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| 309 | } |
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| 310 | catch (...) |
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| 311 | { |
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| 312 | COUT(2) << "Could show a menu due to unknown reasons." << std::endl; |
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| 313 | } |
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| 314 | } |
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| 315 | else |
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| 316 | { |
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| 317 | COUT(2) << "Warning: GUI Manager not yet initialised, cannot load a GUI" << std::endl; |
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| 318 | } |
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| 319 | } |
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| 320 | |
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| 321 | /** |
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| 322 | @brief |
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| 323 | Function receiving a mouse button pressed event. |
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| 324 | @param id |
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| 325 | ID of the mouse button which got pressed |
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| 326 | |
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| 327 | This function is inherited by MouseHandler and injects the event into CEGUI. |
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| 328 | It is for CEGUI to process the event. |
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| 329 | */ |
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| 330 | void GUIManager::mouseButtonPressed(MouseButtonCode::ByEnum id) |
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| 331 | { |
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| 332 | try |
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| 333 | { |
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| 334 | guiSystem_->injectMouseButtonDown(convertButton(id)); |
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| 335 | } |
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| 336 | catch (CEGUI::ScriptException& ex) |
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| 337 | { |
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| 338 | // We simply ignore the exception and proceed |
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| 339 | COUT(1) << ex.getMessage() << std::endl; |
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| 340 | } |
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| 341 | } |
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| 342 | |
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| 343 | /** |
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| 344 | @brief |
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| 345 | Function receiving a mouse button released event. |
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| 346 | @param id |
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| 347 | ID of the mouse button which got released |
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| 348 | |
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| 349 | This function is inherited by MouseHandler and injects the event into CEGUI. |
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| 350 | It is for CEGUI to process the event. |
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| 351 | */ |
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| 352 | void GUIManager::mouseButtonReleased(MouseButtonCode::ByEnum id) |
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| 353 | { |
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| 354 | try |
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| 355 | { |
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| 356 | guiSystem_->injectMouseButtonUp(convertButton(id)); |
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| 357 | } |
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| 358 | catch (CEGUI::ScriptException& ex) |
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| 359 | { |
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| 360 | // We simply ignore the exception and proceed |
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| 361 | COUT(1) << ex.getMessage() << std::endl; |
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| 362 | } |
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| 363 | } |
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| 364 | |
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| 365 | /** |
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| 366 | @brief |
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| 367 | converts mouse event code to CEGUI event code |
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| 368 | @param button |
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| 369 | code of the mouse button as we use it in Orxonox |
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| 370 | @return |
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| 371 | code of the mouse button as it is used by CEGUI |
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| 372 | |
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| 373 | Simple convertion from mouse event code in Orxonox to the one used in CEGUI. |
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| 374 | */ |
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| 375 | inline CEGUI::MouseButton GUIManager::convertButton(MouseButtonCode::ByEnum button) |
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| 376 | { |
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| 377 | switch (button) |
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| 378 | { |
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| 379 | case MouseButtonCode::Left: |
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| 380 | return CEGUI::LeftButton; |
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| 381 | |
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| 382 | case MouseButtonCode::Right: |
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| 383 | return CEGUI::RightButton; |
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| 384 | |
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| 385 | case MouseButtonCode::Middle: |
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| 386 | return CEGUI::MiddleButton; |
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| 387 | |
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| 388 | case MouseButtonCode::Button3: |
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| 389 | return CEGUI::X1Button; |
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| 390 | |
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| 391 | case MouseButtonCode::Button4: |
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| 392 | return CEGUI::X2Button; |
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| 393 | |
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| 394 | default: |
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| 395 | return CEGUI::NoButton; |
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| 396 | } |
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| 397 | } |
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| 398 | } |
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