CEGUI笔记
开发环境:
CEGUI 0.74,OGRE 1.72
教程:
CEGUI and Ogre
http://www.ogre3d.org/tikiwiki/tiki-print.php?page_ref_id=262&page=Basic%20Tutorial%207#Initializing_CEGUI
The Beginners Guide to Getting CEGUI Rendering
http://www.cegui.org.uk/api_reference/rendering_tutorial.html
CEGUI使用的基本三步骤
- 创建CEGUI::Renderer对象.
- 创建CEGUI::System 对象(passing in the renderer created above).
- 在帧循环中调用CEGUI::System::renderGUI function to perform the rendering.
-
当然还需要做一些必要的初始化工作、与输入设备交互的准备工作
- The Beginners Guide to resource loading with ResourceProviders
- The Beginners Guide to Data Files and Defaults Initialisation
- The Beginners Guide to Injecting Inputs.
创建CEGUI::Renderer对象
为了创建CEGUI::Renderer对象,有两条路可以走:简单的和难的。A.简单:bootstrapSystem快速创建。这种方式同时创建了renderer和system
booststrapSystem代码
{
if (System::getSingletonPtr())
CEGUI_THROW(InvalidRequestException("OgreRenderer::bootstrapSystem: "
"CEGUI::System object is already initialised."));
OgreRenderer& renderer = create();
OgreResourceProvider& rp = createOgreResourceProvider();
OgreImageCodec& ic = createOgreImageCodec();
System::create(renderer, &rp, static_cast<XMLParser*>(0), &ic);
return renderer;
}
B.复杂:手动创建
如果不想使用bootstrapSystem创建对象,你可以手动创建。注意:如果已经使用了bootstrapSystem,则不能再手动创建。手动创建需要创建renderer和system。
1.创建CEGUI::Renderer对象
// window as the default output surface.
CEGUI::OgreRenderer & myRenderer = CEGUI::OgreRenderer::create();
2.创建CEGUI::System
system源码:
XMLParser * xmlParser, ImageCodec * imageCodec,
ScriptModule * scriptModule, const String & configFile,
const String & logFile)
{
return *new System(renderer, resourceProvider, xmlParser, imageCodec,
scriptModule, configFile, logFile);
}
可以发现system的创建函数就是完成system的构造。构造函数的第2个参数开始都带默认参数。
- 删除Renderer
- 取回Renderer
CEGUI::Renderer中竟然没有取回renderer的方法!跟踪代码后发现只有system唯一一处保存了renderer。那么当然的就可以这样取回renderer了:
CEGUI::Renderer * ceguiRenderer = sys.getRenderer( void );
渲染CEGUIUI
不同的渲染引擎方式都不一样,一般就是在帧渲染中调用渲染方法:
但是在Ogre中,CEGUI很巧妙的避免在帧渲染中手动添加代码,使用了监听者处理CEGUI渲染:
2 CEGUIOgreRenderer_d.dll ! CEGUI::OgreGUIFrameListener::frameRenderingQueued
3 OgreMain_d.dll ! Ogre::Root::_fireFrameRenderingQueued
4 OgreMain_d.dll ! Ogre::Root::_fireFrameRenderingQueued
5 OgreMain_d.dll ! Ogre::Root::_updateAllRenderTargets
6 OgreMain_d.dll ! Ogre::Root::renderOneFrame
7 OgreMain_d.dll ! Ogre::Root::startRendering
8
9 // !source code
10 bool OgreGUIFrameListener::frameRenderingQueued( const Ogre::FrameEvent & )
11 {
12 if (d_enabled)
13 System::getSingleton().renderGUI();
14
15 return true;
16}
那么cegui的帧监听者是如何创建的呢?
首先这个监听者是个静态对象,并且是用了全局唯一的方式声明。好像和单间模式的作用差不多。也许是作者的个人习惯吧。
// rendering process (as opposed to render queues previously)
static class OgreGUIFrameListener : public Ogre::FrameListener
{
public:
OgreGUIFrameListener();
void setCEGUIRenderEnabled(bool enabled);
bool isCEGUIRenderEnabled() const;
bool frameRenderingQueued(const Ogre::FrameEvent& evt);
private:
bool d_enabled;
} S_frameListener;
其次这个监听者是在bootstrapSystem中创建的,正好是在OgreRenderer创建的同时创建
CEGUIOgreRenderer_d.dll ! CEGUI::OgreRenderer::constructor_impl
CEGUIOgreRenderer_d.dll ! CEGUI::OgreRenderer::OgreRenderer
CEGUIOgreRenderer_d.dll ! CEGUI::OgreRenderer::create
CEGUIOgreRenderer_d.dll ! CEGUI::OgreRenderer::bootstrapSystem
// ! source code
void OgreRenderer::constructor_impl(Ogre::RenderTarget & target)
{
d_renderSystem = d_ogreRoot->getRenderSystem();
d_displaySize.d_width = target.getWidth();
d_displaySize.d_height = target.getHeight();
// create default target & rendering root (surface) that uses it
d_defaultTarget = new OgreWindowTarget(*this, *d_renderSystem, target);
d_defaultRoot = new RenderingRoot(*d_defaultTarget);
// hook into the rendering process
d_ogreRoot->addFrameListener(&S_frameListener);
}
至此cegui的帧渲染水落石出。
注入按键事件
// !按下 ,同事需要注入字符,以便于处理非英语国家的utf8字符
sys.injectK;
sys.injectChar(arg.text);
// ! 按键弹起
CEGUI::System::getSingleton().injectKeyUp(arg.key);
注入鼠标事件
code:
CEGUI::System::getSingleton().injectMouseButtonUp(convertButton(id));
CEGUI::System & sys = CEGUI::System::getSingleton().injectMouseMove(arg.state.X.rel, arg.state.Y.rel);
CEGUI::MouseButton convertButton(OIS::MouseButtonID buttonID)
{
switch (buttonID)
{
case OIS::MB_Left:
return CEGUI::LeftButton;
case OIS::MB_Right:
return CEGUI::RightButto case OIS::MB_Middle:
return CEGUI::MiddleButton;
default:
return CEGUI::LeftButton;
}
}
加载CEGUI编辑器产生的窗口
code:CEGUI::System::getSingleton().setGUISheet(guiRoot);
手动创建CEGUI窗口对象
code:CEGUI::WindowManager & wmgr = CEGUI::WindowManager::getSingleton();
CEGUI::Window * sheet = wmgr.createWindow( " DefaultWindow " , " CEGUIDemo/Sheet " );
// ! 创建一个窗口,此时并未接入sheet作为子窗口,所以并未展现
CEGUI::Window * quit = wmgr.createWindow( " TaharezLook/Button " , " CEGUIDemo/QuitButton " );
quit -> setText( " Quit " );
quit -> setSize(CEGUI::UVector2(CEGUI::UDim( 0.15 , 0 ), CEGUI::UDim( 0.05 , 0 )));
// ! 窗口加入sheet以便展现
sheet -> addChildWindow(quit);
CEGUI::System::getSingleton().setGUISheet(sheet);
// ! 以上创建的是一个按钮,名字为“Quit”,为了响应按钮按下消息,需要在框架中注册监听消息,链接监听回调
quit -> subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber( & BasicTutorial7::quit, this ));
渲染到纹理、画中画效果
code:Ogre::TexturePtr tex = mRoot -> getTextureManager() -> createManual(
" RTT " ,
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Ogre::TEX_TYPE_2D,
512 ,
512 ,
0 ,
Ogre::PF_R8G8B8,
Ogre::TU_RENDERTARGET);
Ogre::RenderTexture * rtex = tex -> getBuffer() -> getRenderTarget();
// ! 创建一个新的照相机和视口,记得关闭视口的一些特性例如Overlays,否则我们创建的CEGUI窗口和OGRE会出现重叠
Ogre::Camera * cam = mSceneMgr -> createCamera( " RTTCam " );
cam -> setPosition( 100 , - 100 , - 400 );
cam -> lookAt( 0 , 0 , - 300 );
Ogre::Viewport * v = rtex -> addViewport(cam);
v -> setOverlaysEnabled( false );
v -> setClearEveryFrame( true );
v -> setBackgroundColour(Ogre::ColourValue::Black);
// ! 从CEGUI引导对象创建CEGUI纹理
// ! mRenderer(类型为CEGUI::OgreRenderer*)正是第一部创建的CEGUI引导对象,
CEGUI::Texture & guiTex = mRenderer -> createTexture(tex);
// ! 创建CEGUI图像对象集。注意:与CEGUI窗口对象需要在窗口对象集(sheet)的管理下使用类似,图像对象也需要在图像对象集的管理下使用
CEGUI::Imageset & imageSet =
CEGUI::ImagesetManager::getSingleton().create( " RTTImageset " , guiTex);
imageSet.defineImage( " RTTImage " ,
CEGUI::Point( 0.0f , 0.0f ),
CEGUI::Size(guiTex.getSize().d_width,
guiTex.getSize().d_height),
CEGUI::Point( 0.0f , 0.0f ));
// ! 创建CEGUI窗口,之前已经介绍过,这里和它没有区别
CEGUI::Window * si = CEGUI::WindowManager::getSingleton().createWindow( " TaharezLook/StaticImage " , " RTTWindow " );
si -> setSize(CEGUI::UVector2(CEGUI::UDim( 0.5f , 0 ),
CEGUI::UDim( 0.4f , 0 )));
si -> setPosition(CEGUI::UVector2(CEGUI::UDim( 0.5f , 0 ),
CEGUI::UDim( 0.0f , 0 )));
// ! 指定窗口中展现的图片,取得图像对象依然必须经过图像集对象
si -> setProperty( " Image " , CEGUI::PropertyHelper::imageToString( & imageSet.getImage( " RTTImage " )));
// ! 将窗口加入窗口集(sheet),前面已经介绍过
sheet -> addChildWindow(si);
加载CEGUI资源
考察一个这样加载资源的过程:加载之前先设置schememanager的资源分组
在资源配置里这样设置:
FileSystem = .. / media / cegui / datafiles / schemes
则创建"taharezlook.scheme"的时候会在"...datafiles/schemes"中查找对应的文件。
代码分析:
call stack
CEGUIExpatParser_d.dll ! CEGUI::ExpatParser::parseXMLFile
CEGUIBase_d.dll ! CEGUI::Scheme_xmlHandler::Scheme_xmlHandler
CEGUIBase_d.dll ! CEGUI::NamedXMLResourceManager < CEGUI::Scheme,CEGUI::Scheme_xmlHandler > ::create
Tutorial7.exe ! Tutorial7::createScene
加载资源
2 RawDataContainer & output,
3 const String & resourceGroup)
4 {
5 String orpGroup;
6 if (resourceGroup.empty())
7 orpGroup = d_defaultResourceGroup.empty() ?
8 Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME.c_str() :
9 d_defaultResourceGroup;
10 else
11 orpGroup = resourceGroup;
12
13 Ogre::DataStreamPtr input = Ogre::ResourceGroupManager::getSingleton().
14 openResource(filename.c_str(), orpGroup.c_str());
15
16 if (input.isNull())
17 CEGUI_THROW(InvalidRequestException(
18 "OgreCEGUIResourceProvider::loadRawDataContainer: Unable to open "
19 "resource file '" + filename + "' in resource group '" + orpGroup +
20 "'."));
21
22 Ogre::String buf = input->getAsString();
23 const size_t memBuffSize = buf.length();
24
25 unsigned char* mem = new unsigned char[memBuffSize];
26 memcpy(mem, buf.c_str(), memBuffSize);
27
28 output.setData(mem);
29 output.setSize(memBuffSize);
30}
由此可见ceguiogrerenderer将cegui的资源加载与ogre链接起来了。
用std::string替换CEGUI::String
幸运的是cegui开发小组已经完成了这个小工作,不幸的是这项工作在cegui 0.8才会有。不过也可以自己手动修改。这个修改作为cegui 的一个issue发布了:Description | I have created a patch that allows CEGUI to use both the inbuilt utf32 String as well as std::string (with 8bit characters). std::string has lower memory requirements and can be (in very special circumstances) faster (easier pass by const reference, etc...). This is intended for library users not needing Unicode support (which I imagine is a large percentage). |
||||
Additional Information | This patch adds a configuration switch CEGUI_STRING_CLASS, three options are available: Unicode - utf32 inbuilt string - utf8 and utf32 support std::string - no unicode support std::string allocated with allocators - same but pass by reference can be harder but is allocated according to the allocator config This has not been committed yet! The only macro preprocessor if/ifdefs are in CEGUIString.h and CEGUIDefaultResourceProvider.h (in the Windows-only utf16 to utf8/char conversion functions). |
详情: 0000421: Configuration option to use std::string as CEGUI::String