1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489
|
/***********************************************************************
filename: CEGuiOpenGLBaseApplication.cpp
created: 24/9/2004
author: Paul D Turner
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2008 Paul D Turner & The CEGUI Development Team
*
* 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 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.
***************************************************************************/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#if defined(__linux__) || defined(__FreeBSD__) || defined(__NetBSD__) || defined(__HAIKU__) || defined(__FreeBSD_kernel__)
# include <unistd.h>
#endif
// this controls conditional compile of file for Apple
#include "CEGUISamplesConfig.h"
#ifdef CEGUI_SAMPLES_USE_OPENGL
#include "CEGuiOpenGLBaseApplication.h"
#include "RendererModules/OpenGL/CEGUIOpenGLRenderer.h"
#include "CEGuiSample.h"
#include "CEGUI.h"
#include "CEGUIRenderingRoot.h"
#include "CEGUIGeometryBuffer.h"
#ifdef __APPLE__
#include <GLUT/glut.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#ifdef __MINGW32__
#define GLUT_DISABLE_ATEXIT_HACK
#endif
#include <GL/glut.h>
#ifdef __FREEGLUT_STD_H__
# include <GL/freeglut_ext.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include <stdexcept>
#ifdef _MSC_VER
# if defined(DEBUG) || defined (_DEBUG)
# if defined(CEGUI_STATIC)
# pragma comment (lib, "CEGUIOpenGLRenderer_Static_d.lib")
# else
# pragma comment (lib, "CEGUIOpenGLRenderer_d.lib")
# endif
# else
# if defined(CEGUI_STATIC)
# pragma comment (lib, "CEGUIOpenGLRenderer_Static.lib")
# else
# pragma comment (lib, "CEGUIOpenGLRenderer.lib")
# endif
# endif
#endif
/*************************************************************************
Simple key-map used to translate glut special keys to CEGUI keys.
See: CEGuiOpenGLBaseApplication::keySpecial method.
*************************************************************************/
struct GlutKeyMapping
{
int glutKey;
CEGUI::uint ceguiKey;
};
GlutKeyMapping specialKeyMap[] =
{
{GLUT_KEY_F1, CEGUI::Key::F1},
{GLUT_KEY_F2, CEGUI::Key::F2},
{GLUT_KEY_F3, CEGUI::Key::F3},
{GLUT_KEY_F4, CEGUI::Key::F4},
{GLUT_KEY_F5, CEGUI::Key::F5},
{GLUT_KEY_F6, CEGUI::Key::F6},
{GLUT_KEY_F7, CEGUI::Key::F7},
{GLUT_KEY_F8, CEGUI::Key::F8},
{GLUT_KEY_F9, CEGUI::Key::F9},
{GLUT_KEY_F10, CEGUI::Key::F10},
{GLUT_KEY_F11, CEGUI::Key::F11},
{GLUT_KEY_F12, CEGUI::Key::F12},
{GLUT_KEY_LEFT, CEGUI::Key::ArrowLeft},
{GLUT_KEY_UP, CEGUI::Key::ArrowUp},
{GLUT_KEY_RIGHT, CEGUI::Key::ArrowRight},
{GLUT_KEY_DOWN, CEGUI::Key::ArrowDown},
{GLUT_KEY_PAGE_UP, CEGUI::Key::PageUp},
{GLUT_KEY_PAGE_DOWN, CEGUI::Key::PageDown},
{GLUT_KEY_HOME, CEGUI::Key::Home},
{GLUT_KEY_END, CEGUI::Key::End},
{GLUT_KEY_INSERT, CEGUI::Key::Insert},
{-1, 0}
};
/*************************************************************************
Static Data
*************************************************************************/
bool CEGuiOpenGLBaseApplication::d_quitFlag = false;
int CEGuiOpenGLBaseApplication::d_lastFrameTime = 0;
int CEGuiOpenGLBaseApplication::d_modifiers = 0;
int CEGuiOpenGLBaseApplication::d_fps_lastTime = 0;
int CEGuiOpenGLBaseApplication::d_fps_frames = 0;
int CEGuiOpenGLBaseApplication::d_fps_value = 0;
char CEGuiOpenGLBaseApplication::d_fps_textbuff[16];
CEGUI::GeometryBuffer* CEGuiOpenGLBaseApplication::d_logo_geometry = 0;
/*************************************************************************
Constructor.
*************************************************************************/
CEGuiOpenGLBaseApplication::CEGuiOpenGLBaseApplication()
{
// fake args for glutInit
int argc = 1;
const char* argv = "SampleApp";
// Do GLUT init
glutInit(&argc, (char**)&argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowSize(800, 600);
glutInitWindowPosition(100, 100);
glutCreateWindow("Crazy Eddie's GUI Mk-2 - Sample Application");
glutSetCursor(GLUT_CURSOR_NONE);
d_renderer = &CEGUI::OpenGLRenderer::bootstrapSystem();
glutDisplayFunc(&CEGuiOpenGLBaseApplication::drawFrame);
glutReshapeFunc(&CEGuiOpenGLBaseApplication::reshape);
glutMotionFunc(&CEGuiOpenGLBaseApplication::mouseMotion);
glutPassiveMotionFunc(&CEGuiOpenGLBaseApplication::mouseMotion);
glutMouseFunc(&CEGuiOpenGLBaseApplication::mouseButton);
glutKeyboardFunc(&CEGuiOpenGLBaseApplication::keyChar);
glutSpecialFunc(&CEGuiOpenGLBaseApplication::keySpecial);
#ifdef __FREEGLUT_EXT_H__
glutMouseWheelFunc(&CEGuiOpenGLBaseApplication::handleMouseWheel_freeglut);
#endif
// Set the clear color
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
initialiseResourceGroupDirectories();
initialiseDefaultResourceGroups();
// setup required to do direct rendering of FPS value
const CEGUI::Rect scrn(CEGUI::Vector2(0, 0), d_renderer->getDisplaySize());
d_fps_geometry = &d_renderer->createGeometryBuffer();
d_fps_geometry->setClippingRegion(scrn);
// setup for logo
CEGUI::ImagesetManager::getSingleton().
createFromImageFile("cegui_logo", "logo.png", "imagesets");
d_logo_geometry = &d_renderer->createGeometryBuffer();
d_logo_geometry->setClippingRegion(scrn);
d_logo_geometry->setPivot(CEGUI::Vector3(50, 34.75f, 0));
d_logo_geometry->setTranslation(CEGUI::Vector3(10, 520, 0));
CEGUI::ImagesetManager::getSingleton().get("cegui_logo").
getImage("full_image").draw(*d_logo_geometry, CEGUI::Rect(0, 0, 100, 69.5f), 0);
// clearing this queue actually makes sure it's created(!)
d_renderer->getDefaultRenderingRoot().clearGeometry(CEGUI::RQ_OVERLAY);
// subscribe handler to render overlay items
d_renderer->getDefaultRenderingRoot().
subscribeEvent(CEGUI::RenderingSurface::EventRenderQueueStarted,
CEGUI::Event::Subscriber(&CEGuiOpenGLBaseApplication::overlayHandler,
this));
}
/*************************************************************************
Destructor.
*************************************************************************/
CEGuiOpenGLBaseApplication::~CEGuiOpenGLBaseApplication()
{
CEGUI::OpenGLRenderer::destroySystem();
}
bool CEGuiOpenGLBaseApplication::overlayHandler(const CEGUI::EventArgs& args)
{
using namespace CEGUI;
if (static_cast<const RenderQueueEventArgs&>(args).queueID != RQ_OVERLAY)
return false;
// render FPS:
Font* fnt = System::getSingleton().getDefaultFont();
if (fnt)
{
d_fps_geometry->reset();
fnt->drawText(*d_fps_geometry, d_fps_textbuff, Vector2(0, 0), 0,
colour(0xFFFFFFFF));
d_fps_geometry->draw();
}
d_logo_geometry->draw();
return true;
}
/*************************************************************************
Start the base application
*************************************************************************/
bool CEGuiOpenGLBaseApplication::execute(CEGuiSample* sampleApp)
{
sampleApp->initialiseSample();
// set starting time
d_fps_lastTime = d_lastFrameTime = glutGet(GLUT_ELAPSED_TIME);
glutMainLoop();
return true;
}
/*************************************************************************
Performs any required cleanup of the base application system.
*************************************************************************/
void CEGuiOpenGLBaseApplication::cleanup()
{
// nothing to do here.
}
/*************************************************************************
Set whether the app should quit
*************************************************************************/
void CEGuiOpenGLBaseApplication::setQuitting(bool quit)
{
d_quitFlag = quit;
}
/*************************************************************************
Is this app quitting
*************************************************************************/
bool CEGuiOpenGLBaseApplication::isQuitting() const
{
return d_quitFlag;
}
/*************************************************************************
Does whatever is required in one single frame
*************************************************************************/
void CEGuiOpenGLBaseApplication::drawFrame(void)
{
CEGUI::System& guiSystem = CEGUI::System::getSingleton();
// do time based updates
int thisTime = glutGet(GLUT_ELAPSED_TIME);
float elapsed = static_cast<float>(thisTime - d_lastFrameTime);
d_lastFrameTime = thisTime;
// inject the time pulse
guiSystem.injectTimePulse(elapsed / 1000.0f);
// update fps fields
doFPSUpdate();
// update logo rotation
static float rot = 0.0f;
d_logo_geometry->setRotation(CEGUI::Vector3(rot, 0, 0));
rot += 180.0f * (elapsed / 1000.0f);
if (rot > 360.0f)
rot -= 360.0f;
// do rendering for this frame.
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
guiSystem.renderGUI();
glutPostRedisplay();
glutSwapBuffers();
// here we check the 'quitting' state and cleanup as required.
// this is probably not the best way to do this, but since we're
// using glut, and glutMainLoop can never return, we need some
// way of checking when to exit. And this is it...
if (d_quitFlag)
{
CEGUI::OpenGLRenderer::destroySystem();
// exit
exit(0);
}
}
void CEGuiOpenGLBaseApplication::reshape(int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 50.0);
glMatrixMode(GL_MODELVIEW);
CEGUI::System::getSingleton().
notifyDisplaySizeChanged(CEGUI::Size((float)w,(float)h));
}
void CEGuiOpenGLBaseApplication::mouseMotion(int x, int y)
{
CEGUI::System::getSingleton().injectMousePosition(x, y);
}
void CEGuiOpenGLBaseApplication::mouseButton(int button, int state, int /*x*/, int /*y*/)
{
switch(button)
{
case GLUT_LEFT_BUTTON:
if (state == GLUT_UP)
{
CEGUI::System::getSingleton().injectMouseButtonUp(CEGUI::LeftButton);
}
else
{
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::LeftButton);
}
break;
case GLUT_RIGHT_BUTTON:
if (state == GLUT_UP)
{
CEGUI::System::getSingleton().injectMouseButtonUp(CEGUI::RightButton);
}
else
{
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::RightButton);
}
break;
case GLUT_MIDDLE_BUTTON:
if (state == GLUT_UP)
{
CEGUI::System::getSingleton().injectMouseButtonUp(CEGUI::MiddleButton);
}
else
{
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::MiddleButton);
}
break;
}
}
void CEGuiOpenGLBaseApplication::keyChar(unsigned char key, int /*x*/, int /*y*/)
{
handleModifierKeys();
// extract some keys may be handled via key code and generate those too
switch (key)
{
case 0x08: // backspace
CEGUI::System::getSingleton().injectKeyDown(CEGUI::Key::Backspace);
break;
case 0x7F: // delete
CEGUI::System::getSingleton().injectKeyDown(CEGUI::Key::Delete);
break;
case 0x1B: // Escape
d_quitFlag = true;
break;
case 0x0D: // CR (Return)
CEGUI::System::getSingleton().injectKeyDown(CEGUI::Key::Return);
break;
default:
// inject Character code
CEGUI::System::getSingleton().injectChar(static_cast<CEGUI::utf32>(key));
break;
}
}
void CEGuiOpenGLBaseApplication::keySpecial(int key, int /*x*/, int /*y*/)
{
handleModifierKeys();
GlutKeyMapping* mapping = specialKeyMap;
while (mapping->glutKey != -1)
{
if (mapping->glutKey == key)
{
CEGUI::System::getSingleton().injectKeyDown(mapping->ceguiKey);
return;
}
++mapping;
}
}
void CEGuiOpenGLBaseApplication::handleModifierKeys(void)
{
int mods = glutGetModifiers();
CEGUI::System& cesys = CEGUI::System::getSingleton();
bool shift = mods&GLUT_ACTIVE_SHIFT;
bool ctrl = mods&GLUT_ACTIVE_CTRL;
bool alt = mods&GLUT_ACTIVE_ALT;
// shift
if (shift != bool(d_modifiers&GLUT_ACTIVE_SHIFT))
{
CEGUI::Key::Scan sc = CEGUI::Key::LeftShift;
if (shift)
{
cesys.injectKeyDown(sc);
}
else
{
cesys.injectKeyUp(sc);
}
}
// control
if (ctrl != bool(d_modifiers&GLUT_ACTIVE_CTRL))
{
CEGUI::Key::Scan sc = CEGUI::Key::LeftControl;
if (shift)
{
cesys.injectKeyDown(sc);
}
else
{
cesys.injectKeyUp(sc);
}
}
// alt
if (alt != bool(d_modifiers&GLUT_ACTIVE_ALT))
{
CEGUI::Key::Scan sc = CEGUI::Key::LeftAlt;
if (shift)
{
cesys.injectKeyDown(sc);
}
else
{
cesys.injectKeyUp(sc);
}
}
d_modifiers = mods;
}
void CEGuiOpenGLBaseApplication::doFPSUpdate()
{
// another frame
++d_fps_frames;
// has at least a second passed since we last updated the text?
if (d_lastFrameTime - d_fps_lastTime >= 1000)
{
// update FPS text to output
sprintf(d_fps_textbuff , "FPS: %d", d_fps_frames);
// reset counter
d_fps_frames = 0;
// update timer
d_fps_lastTime = d_lastFrameTime;
}
}
// FreeGLUT supports wheel events
void CEGuiOpenGLBaseApplication::handleMouseWheel_freeglut(int wheel, int dir, int /*x*/, int /*y*/)
{
if (wheel == 0)
{
CEGUI::System::getSingleton().injectMouseWheelChange((float)dir);
}
}
#endif
|