/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "stdneb.h" #include "guiserver.h" #include "graphicsystem/GraphicSystem.h" #include "addons/myguiplatforms/include/MyGUI_GenesisPlatform.h" #include "basegamefeature/managers/timesource.h" #include "guifeature/gui.h" #include "guifeature/guiscene.h" #include "foundation/io/ioserver.h" namespace App { __ImplementClass(App::GUIServer, 'GUIS', Core::RefCounted); __ImplementImageSingleton(App::GUIServer); using namespace MyGUI; GUIServer::GUIServer() :m_gui(NULL) ,m_platform(NULL) ,m_visible(true) ,m_opened(false) ,m_targetWindow(NULL) ,m_coreFile(GUI_ROOT_CONFIG) { __ConstructImageSingleton; } GUIServer::~GUIServer() { Close(); __DestructImageSingleton; } bool GUIServer::IsOpen() { return (NULL != m_platform) && (NULL != m_gui); } void GUIServer::SetLogDir(const Util::String& dir) { m_logDir = dir; } void GUIServer::SetCoreFile(const Util::String& core) { m_coreFile = core; } void GUIServer::AddMediaLocaltion(const Util::String& path) { GenesisGuiGlobal::pushMediaLocation(path.AsCharPtr()); } void GUIServer::SetTargetWindow(Graphic::ViewPortWindow* vpw) { m_targetWindow = vpw; OnWindowResized(); if (m_guiScene) { m_guiScene->SetTargetWindow(vpw); } } void GUIServer::Open() { _initMyGUI(); _initScript(); m_opened = true; } void GUIServer::OnFrame() { _beforeDraw(); } Graphic::MaterialInstance* GUIServer::GetGuiMaterial() const { if (m_platform) { return m_platform->getRenderManagerPtr()->getMaterial()->GetHandle().get_unsafe(); } return NULL; } void GUIServer::Close() { if (m_opened) { if (m_gui) { m_gui->shutdown(); n_delete(m_gui); m_gui = NULL; } if (m_platform) { m_platform->shutdown(); n_delete(m_platform); m_platform = NULL; } if (m_guiScene) { m_guiScene->Destroy(); n_delete(m_guiScene); m_guiScene = NULL; } m_targetWindow = NULL; m_opened = false; } } void GUIServer::OnWindowResized() { n_assert(IsOpen()); MyGUI::IntSize size = GUIServer::GetScreenSize(); m_platform->getRenderManagerPtr()->windowResized(size.width, size.height); m_guiRoot.WinSizeChange(); } void GUIServer::OnDeviceReseted() { n_assert(IsOpen()); MyGUI::IntSize size = GUIServer::GetScreenSize(); m_platform->getRenderManagerPtr()->deviceReseted(size.width, size.height); } void GUIServer::InitGuiRootScript() { m_guiRoot.InitGuiScript(); } void GUIServer::ExitGuiScript() { m_guiRoot.ExitGuiScript(); ForceDestroyGuiScript(); } void GUIServer::ForceDestroyGuiScript() { m_guiRoot.Destroy(); m_guiEvent.Destroy(); } MyGUI::IntSize GUIServer::GetScreenSize() const { const Graphic::ViewPortWindow* vpw = m_targetWindow; if (NULL == vpw) { vpw = Graphic::GraphicSystem::Instance()->GetMainViewPortWindow(); } const RenderBase::DisplayMode& dm = vpw->GetDisplayMode(); return MyGUI::IntSize(dm.GetWidth(), dm.GetHeight());//s } void GUIServer::SetResolution(const MyGUI::IntSize& size) { MyGUI::IntSize buffer = GUIServer::GetScreenSize(); MyGUI::GenesisRenderManager::getInstancePtr()->setResolution(size.width, size.height, buffer.width, buffer.height); } const MyGUI::IntSize& GUIServer::GetResolution() { return MyGUI::GenesisRenderManager::getInstancePtr()->getResolution(); } bool GUIServer::AutoResolutionWidth() { return MyGUI::GenesisRenderManager::getInstancePtr()->autoResolutionWidth(); } bool GUIServer::AutoResolutionHeight() { return MyGUI::GenesisRenderManager::getInstancePtr()->autoResolutionHeight(); } bool GUIServer::StartTick(bool start) { //也可以注册到,MyGUI::Gui::getInstance().eventFrameStart //不过那个计时器是独立的和我们的引擎的计时器无关。 if (start) { eventBeforeDrawUI += Delegates::newDelegate(&m_guiRoot, &GuiRoot::Tick); } else { eventBeforeDrawUI -= Delegates::newDelegate(&m_guiRoot, &GuiRoot::Tick); } return true; } MyGUI::KeyCode GUIServer::KeyCodeWJtoMyGUI(Input::InputKey::Code key) { // the input type match below , some of them are commented // because we can't match the same in mygui, If anyone needed, recommented is OK MyGUI::KeyCode mygui_key = MyGUI::KeyCode::None; switch (key) { case Input::InputKey::Back: mygui_key = MyGUI::KeyCode::Backspace; break; case Input::InputKey::Tab: mygui_key = MyGUI::KeyCode::Tab; break; //case Input::InputKey::Clear: mygui_key = MyGUI::KeyCode::clear; break; case Input::InputKey::Return: mygui_key = MyGUI::KeyCode::Return; break; case Input::InputKey::Shift: mygui_key = MyGUI::KeyCode::LeftShift; break;//?????????????? case Input::InputKey::Control: mygui_key = MyGUI::KeyCode::LeftControl; break;//?????????????? //case Input::InputKey::Menu: mygui_key = MyGUI::KeyCode::AppMenu; break;//?????????????? case Input::InputKey::Pause: mygui_key = MyGUI::KeyCode::Pause; break; case Input::InputKey::Capital: mygui_key = MyGUI::KeyCode::Capital; break; case Input::InputKey::Escape: mygui_key = MyGUI::KeyCode::Escape; break; case Input::InputKey::Convert: mygui_key = MyGUI::KeyCode::Convert; break; case Input::InputKey::NonConvert: mygui_key = MyGUI::KeyCode::NoConvert; break; //case Input::InputKey::Accept: mygui_key = MyGUI::KeyCode::acce; break; //case Input::InputKey::ModeChange: mygui_key = MyGUI::KeyCode::; break; case Input::InputKey::Space: mygui_key = MyGUI::KeyCode::Space; break; //case Input::InputKey::Prior: mygui_key = MyGUI::KeyCode::; break; case Input::InputKey::Next: mygui_key = MyGUI::KeyCode::NextTrack; break; case Input::InputKey::End: mygui_key = MyGUI::KeyCode::End; break; case Input::InputKey::Home: mygui_key = MyGUI::KeyCode::Home; break; case Input::InputKey::Left: mygui_key = MyGUI::KeyCode::ArrowLeft; break; case Input::InputKey::Right: mygui_key = MyGUI::KeyCode::ArrowRight; break; case Input::InputKey::Up: mygui_key = MyGUI::KeyCode::ArrowUp; break; case Input::InputKey::Down: mygui_key = MyGUI::KeyCode::ArrowDown; break; //case Input::InputKey::Select: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::Print: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::Execute: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::Snapshot: mygui_key = MyGUI::KeyCode:; break; case Input::InputKey::Insert: mygui_key = MyGUI::KeyCode::Insert; break; case Input::InputKey::Delete: mygui_key = MyGUI::KeyCode::Delete; break; //case Input::InputKey::Help: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::LeftWindows: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::RightWindows: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::Apps: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::Sleep: mygui_key = MyGUI::KeyCode:; break; case Input::InputKey::NumPad0: mygui_key = MyGUI::KeyCode::Numpad0; break; case Input::InputKey::NumPad1: mygui_key = MyGUI::KeyCode::Numpad1; break; case Input::InputKey::NumPad2: mygui_key = MyGUI::KeyCode::Numpad2; break; case Input::InputKey::NumPad3: mygui_key = MyGUI::KeyCode::Numpad3; break; case Input::InputKey::NumPad4: mygui_key = MyGUI::KeyCode::Numpad4; break; case Input::InputKey::NumPad5: mygui_key = MyGUI::KeyCode::Numpad5; break; case Input::InputKey::NumPad6: mygui_key = MyGUI::KeyCode::Numpad6; break; case Input::InputKey::NumPad7: mygui_key = MyGUI::KeyCode::Numpad7; break; case Input::InputKey::NumPad8: mygui_key = MyGUI::KeyCode::Numpad8; break; case Input::InputKey::NumPad9: mygui_key = MyGUI::KeyCode::Numpad9; break; case Input::InputKey::Multiply: mygui_key = MyGUI::KeyCode::Multiply; break; case Input::InputKey::Add: mygui_key = MyGUI::KeyCode::Add; break; case Input::InputKey::Subtract: mygui_key = MyGUI::KeyCode::Subtract; break; //case Input::InputKey::Separator: mygui_key = MyGUI::KeyCode::separator; break; case Input::InputKey::Decimal: mygui_key = MyGUI::KeyCode::Decimal; break; case Input::InputKey::Divide: mygui_key = MyGUI::KeyCode::Divide; break; case Input::InputKey::F1: mygui_key = MyGUI::KeyCode::F1; break; case Input::InputKey::F2: mygui_key = MyGUI::KeyCode::F2; break; case Input::InputKey::F3: mygui_key = MyGUI::KeyCode::F3; break; case Input::InputKey::F4: mygui_key = MyGUI::KeyCode::F4; break; case Input::InputKey::F5: mygui_key = MyGUI::KeyCode::F5; break; case Input::InputKey::F6: mygui_key = MyGUI::KeyCode::F6; break; case Input::InputKey::F7: mygui_key = MyGUI::KeyCode::F7; break; case Input::InputKey::F8: mygui_key = MyGUI::KeyCode::F8; break; case Input::InputKey::F9: mygui_key = MyGUI::KeyCode::F9; break; case Input::InputKey::F10: mygui_key = MyGUI::KeyCode::F10; break; case Input::InputKey::F11: mygui_key = MyGUI::KeyCode::F11; break; case Input::InputKey::F12: mygui_key = MyGUI::KeyCode::F12; break; case Input::InputKey::F13: mygui_key = MyGUI::KeyCode::F13; break; case Input::InputKey::F14: mygui_key = MyGUI::KeyCode::F14; break; case Input::InputKey::F15: mygui_key = MyGUI::KeyCode::F15; break; //case Input::InputKey::F16: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::F17: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::F18: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::F19: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::F20: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::F21: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::F22: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::F23: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::F24: mygui_key = MyGUI::KeyCode:; break; case Input::InputKey::NumLock: mygui_key = MyGUI::KeyCode::NumLock; break; //case Input::InputKey::Scroll: mygui_key = MyGUI::KeyCode::Scroll; break; case Input::InputKey::Semicolon: mygui_key = MyGUI::KeyCode::Semicolon; break; case Input::InputKey::Slash: mygui_key = MyGUI::KeyCode::Slash; break; case Input::InputKey::Tilde: mygui_key = MyGUI::KeyCode::Grave; break; case Input::InputKey::LeftBracket: mygui_key = MyGUI::KeyCode::LeftBracket; break; case Input::InputKey::RightBracket: mygui_key = MyGUI::KeyCode::RightBracket; break; case Input::InputKey::BackSlash: mygui_key = MyGUI::KeyCode::Backslash; break; case Input::InputKey::Quote: mygui_key = MyGUI::KeyCode::Apostrophe; break; case Input::InputKey::Comma: mygui_key = MyGUI::KeyCode::Comma; break; case Input::InputKey::Underbar: mygui_key = MyGUI::KeyCode::Minus; break; case Input::InputKey::Period: mygui_key = MyGUI::KeyCode::Period; break; case Input::InputKey::Equality: mygui_key = MyGUI::KeyCode::Equals; break; case Input::InputKey::LeftShift: mygui_key = MyGUI::KeyCode::LeftShift; break; case Input::InputKey::RightShift: mygui_key = MyGUI::KeyCode::RightShift; break; case Input::InputKey::LeftControl: mygui_key = MyGUI::KeyCode::LeftControl; break; case Input::InputKey::RightControl: mygui_key = MyGUI::KeyCode::RightControl; break; //case Input::InputKey::LeftMenu: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::RightMenu: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::BrowserBack: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::BrowserForward: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::BrowserRefresh: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::BrowserStop: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::BrowserSearch: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::BrowserFavorites: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::BrowserHome: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::VolumeMute: mygui_key = MyGUI::KeyCode::; break; case Input::InputKey::VolumeDown: mygui_key = MyGUI::KeyCode::VolumeDown; break; case Input::InputKey::VolumeUp: mygui_key = MyGUI::KeyCode::VolumeUp; break; //case Input::InputKey::MediaNextTrack: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::MediaPrevTrack: mygui_key = MyGUI::KeyCode:; break; case Input::InputKey::MediaStop: mygui_key = MyGUI::KeyCode::MediaStop; break; case Input::InputKey::MediaPlayPause: mygui_key = MyGUI::KeyCode::PlayPause; break;//?????????????? //case Input::InputKey::LaunchMail: mygui_key = MyGUI::KeyCode::; break; //case Input::InputKey::LaunchMediaSelect: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::LaunchApp1: mygui_key = MyGUI::KeyCode:; break; //case Input::InputKey::LaunchApp2: mygui_key = MyGUI::KeyCode:; break; case Input::InputKey::Key0: mygui_key = MyGUI::KeyCode::Zero; break; case Input::InputKey::Key1: mygui_key = MyGUI::KeyCode::One; break; case Input::InputKey::Key2: mygui_key = MyGUI::KeyCode::Two; break; case Input::InputKey::Key3: mygui_key = MyGUI::KeyCode::Three; break; case Input::InputKey::Key4: mygui_key = MyGUI::KeyCode::Four; break; case Input::InputKey::Key5: mygui_key = MyGUI::KeyCode::Five; break; case Input::InputKey::Key6: mygui_key = MyGUI::KeyCode::Six; break; case Input::InputKey::Key7: mygui_key = MyGUI::KeyCode::Seven; break; case Input::InputKey::Key8: mygui_key = MyGUI::KeyCode::Eight; break; case Input::InputKey::Key9: mygui_key = MyGUI::KeyCode::Nine; break; case Input::InputKey::A: mygui_key = MyGUI::KeyCode::A; break; case Input::InputKey::B: mygui_key = MyGUI::KeyCode::B; break; case Input::InputKey::C: mygui_key = MyGUI::KeyCode::C; break; case Input::InputKey::D: mygui_key = MyGUI::KeyCode::D; break; case Input::InputKey::E: mygui_key = MyGUI::KeyCode::E; break; case Input::InputKey::F: mygui_key = MyGUI::KeyCode::F; break; case Input::InputKey::G: mygui_key = MyGUI::KeyCode::G; break; case Input::InputKey::H: mygui_key = MyGUI::KeyCode::H; break; case Input::InputKey::I: mygui_key = MyGUI::KeyCode::I; break; case Input::InputKey::J: mygui_key = MyGUI::KeyCode::J; break; case Input::InputKey::K: mygui_key = MyGUI::KeyCode::K; break; case Input::InputKey::L: mygui_key = MyGUI::KeyCode::L; break; case Input::InputKey::M: mygui_key = MyGUI::KeyCode::M; break; case Input::InputKey::N: mygui_key = MyGUI::KeyCode::N; break; case Input::InputKey::O: mygui_key = MyGUI::KeyCode::O; break; case Input::InputKey::P: mygui_key = MyGUI::KeyCode::P; break; case Input::InputKey::Q: mygui_key = MyGUI::KeyCode::Q; break; case Input::InputKey::R: mygui_key = MyGUI::KeyCode::R; break; case Input::InputKey::S: mygui_key = MyGUI::KeyCode::S; break; case Input::InputKey::T: mygui_key = MyGUI::KeyCode::T; break; case Input::InputKey::U: mygui_key = MyGUI::KeyCode::U; break; case Input::InputKey::V: mygui_key = MyGUI::KeyCode::V; break; case Input::InputKey::W: mygui_key = MyGUI::KeyCode::W; break; case Input::InputKey::X: mygui_key = MyGUI::KeyCode::X; break; case Input::InputKey::Y: mygui_key = MyGUI::KeyCode::Y; break; case Input::InputKey::Z: mygui_key = MyGUI::KeyCode::Z; break; default: mygui_key = MyGUI::KeyCode::None; break; } return mygui_key; } MyGUI::MouseButton GUIServer::MouseButtonToMyGUI(Input::InputMouseButton::Code btn) { switch(btn) { case Input::InputMouseButton::LeftButton: return MyGUI::MouseButton::Left; case Input::InputMouseButton::RightButton: return MyGUI::MouseButton::Right; case Input::InputMouseButton::MiddleButton: return MyGUI::MouseButton::Middle; default: return MyGUI::MouseButton::None; } } void GUIServer::_initMyGUI() { n_assert(NULL == m_platform); n_assert(NULL == m_gui); m_platform = n_new(GenesisPlatform); std::string uilog; #ifdef __WIN32__ if (m_logDir.Length()) { uilog = m_logDir.AsCharPtr(); uilog += "\\gui.log"; } #endif MyGUI::IntSize buffer = GUIServer::GetScreenSize(); m_platform->initialise(buffer.width, buffer.height, "General", uilog); m_gui = n_new(Gui); m_gui->initialise(m_coreFile.AsCharPtr()); MyGUI::PointerManager::getInstance().setVisible(false); m_guiScene = n_new(GuiScene); m_guiScene->Setup(); } void GUIServer::_initScript() { m_guiRoot.Init(); m_guiEvent.Init(); } void GUIServer::_renderUI() { if (GetVisible()) { Graphic::ViewPortWindow* vpw = m_targetWindow; if (NULL == vpw) { vpw = Graphic::GraphicSystem::Instance()->GetMainViewPortWindow(); } if (vpw->GetNeedUpdate()) { //Graphic::GraphicSystem::Instance()->_SetBackBuffer(vpw); m_platform->getRenderManagerPtr()->renderGUI((float)App::GameTime::Instance()->GetFrameTime()); } } } void GUIServer::_beforeDraw() { eventBeforeDrawUI((void*)Instance()); } }