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
CEGUI::OgreRenderer
&
myRenderer
=
CEGUI::OgreRenderer::bootstrapSystem();
booststrapSystem代码
OgreRenderer
&
OgreRenderer::bootstrapSystem()
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{
if (System::getSingletonPtr())
CEGUI_THROW(InvalidRequestException("OgreRenderer::bootstrapSystem: "
"CEGUI::System object is already initialised."));
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OgreRenderer& renderer = create();
OgreResourceProvider& rp = createOgreResourceProvider();
OgreImageCodec& ic = createOgreImageCodec();
System::create(renderer, &rp, static_cast<XMLParser*>(0), &ic);
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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
//
Create an OgreRenderer object that uses the default Ogre rendering
//
window as the default output surface.
CEGUI::OgreRenderer
&
myRenderer
=
CEGUI::OgreRenderer::create();
2.创建CEGUI::System
CEGUI::System::create( myRenderer );
system源码:
System
&
System::create(Renderer
&
renderer, ResourceProvider
*
resourceProvider,
XMLParser
*
xmlParser, ImageCodec
*
imageCodec,
ScriptModule
*
scriptModule,
const
String
&
configFile,
const
String
&
logFile)
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{
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
CEGUI::OgreRenderer::destroySystem();
- 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::System
&
sys
=
CEGUI::System::getSingleton();
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:
System::getSingleton().renderGUI();
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:
1
//
! call stack
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
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9
//
!source code
10
bool
OgreGUIFrameListener::frameRenderingQueued(
const
Ogre::FrameEvent
&
)
11
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{
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。
//
Internal Ogre::FrameListener based class. This is how we noew hook into the
//
rendering process (as opposed to render queues previously)
static
class
OgreGUIFrameListener :
public
Ogre::FrameListener
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{
public:
OgreGUIFrameListener();
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void setCEGUIRenderEnabled(bool enabled);
bool isCEGUIRenderEnabled() const;
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bool frameRenderingQueued(const Ogre::FrameEvent& evt);
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private:
bool d_enabled;
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}
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
//
! call stack
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
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//
! source code
void
OgreRenderer::constructor_impl(Ogre::RenderTarget
&
target)
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{
d_renderSystem = d_ogreRoot->getRenderSystem();
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d_displaySize.d_width = target.getWidth();
d_displaySize.d_height = target.getHeight();
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// create default target & rendering root (surface) that uses it
d_defaultTarget = new OgreWindowTarget(*this, *d_renderSystem, target);
d_defaultRoot = new RenderingRoot(*d_defaultTarget);
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// 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
CEGUI::System
&
sys
=
CEGUI::System::getSingleton();
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//
!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);
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//
! 按键弹起
CEGUI::System::getSingleton().injectKeyUp(arg.key);
注入鼠标事件
code:
CEGUI::System::getSingleton().injectMouseButtonDown(convertButton(id));

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::Window
*
guiRoot
=
CEGUI::WindowManager::getSingleton().loadWindowLayout(
"
TextDemo.layout
"
);
CEGUI::System::getSingleton().setGUISheet(guiRoot);
手动创建CEGUI窗口对象
code:
//
! 必须使用框架提供的管理器,窗口必须作为sheet的子窗口出现
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:
//
! 创建自定义纹理对象
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:
CEGUI::SchemeManager::getSingleton().create(
"
TaharezLook.scheme
"
);
加载之前先设置schememanager的资源分组
CEGUI::Scheme::setDefaultResourceGroup(
"
Schemes
"
);
在资源配置里这样设置:
[Schemes]
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
CEGUIOgreRenderer_d.dll
!
CEGUI::OgreResourceProvider::loadRawDataContainer
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
1
void
OgreResourceProvider::loadRawDataContainer(
const
String
&
filename,
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
若干不胜其烦的小失误
大小写敏感---这个小错误让偶跟踪了一个多小时cegui源码,谁会想到是拼写错误呢