http://blog.csdn.net/pizi0475
痞子龙3D编程
CEGuiDrawable.h
#pragma once
#include <osg/Drawable>
class CEGuiDrawable :
public osg::Drawable
{
public:
CEGuiDrawable();
CEGuiDrawable(const CEGuiDrawable& drawable,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY):
Drawable(drawable,copyop) {}
META_Object(osg,CEGuiDrawable);
//初始话CEGUI,添加所需要的资源以及设定相关的属性
void InitCEGUI();
//这个函数在基类Drawable里是一个纯虚函数,实现OpenGL渲染时必须重写
void drawImplementation(osg::RenderInfo& renderInfo) const;
protected:
//析构函数。在结束时释放资源
virtual ~CEGuiDrawable();
unsigned int m_activeContextID;
};
CEGuiDrawable.cpp
#include "StdAfx.h"
#include "CEGuiDrawable.h"
#include "CEGuiEventCallback.h"
CEGuiDrawable::CEGuiDrawable()
{
setSupportsDisplayList(false);
setEventCallback(new CEGuiEventCallback());
new CEGUI::System( new CEGUI::OpenGLRenderer(0));
m_activeContextID = 0;
}
void CEGuiDrawable::drawImplementation(osg::RenderInfo& renderInfo) const
{
osg::State& state = *renderInfo.getState();
if (state.getContextID()!=m_activeContextID) return;
glPushAttrib(GL_ALL_ATTRIB_BITS);
state.disableAllVertexArrays();
//在每帧渲染后调用
CEGUI::System::getSingleton().renderGUI();
glPopAttrib();
state.checkGLErrors("CEGuiDrawable::drawImplementation");
}
void CEGuiDrawable::InitCEGUI()
{
using namespace CEGUI;
// initialise the required dirs for the DefaultResourceProvider
DefaultResourceProvider* rp = static_cast<DefaultResourceProvider*>
(System::getSingleton().getResourceProvider());
//注意:这里要修改为下载的CEGUI界面文件对应的目录
rp->setResourceGroupDirectory("schemes", "datafiles/schemes/");
rp->setResourceGroupDirectory("imagesets", "datafiles/imagesets/");
rp->setResourceGroupDirectory("fonts", "datafiles/fonts/");
rp->setResourceGroupDirectory("layouts", "datafiles/layouts/");
rp->setResourceGroupDirectory("looknfeels", "datafiles/looknfeel/");
rp->setResourceGroupDirectory("lua_scripts", "datafiles/lua_scripts/");
// set the default resource groups to be used
Imageset::setDefaultResourceGroup("imagesets");
Font::setDefaultResourceGroup("fonts");
Scheme::setDefaultResourceGroup("schemes");
WidgetLookManager::setDefaultResourceGroup("looknfeels");
WindowManager::setDefaultResourceGroup("layouts");
ScriptModule::setDefaultResourceGroup("lua_scripts");
// we will make use of the WindowManager.
WindowManager& winMgr = WindowManager::getSingleton();
// load scheme and set up defaults
SchemeManager::getSingleton().loadScheme("TaharezLook.scheme");
System::getSingleton().setDefaultMouseCursor("TaharezLook", "MouseArrow");
if(!FontManager::getSingleton().isFontPresent("Commonwealth-10"))
FontManager::getSingleton().createFont("Commonwealth-10.font");
// create root window
DefaultWindow* root = (DefaultWindow*)winMgr.createWindow("DefaultWindow", "Root");
// set root as the active GUI sheet
System::getSingleton().setGUISheet(root);
// create a FrameWindow for the test
FrameWindow* wnd = (FrameWindow*)winMgr.createWindow("TaharezLook/FrameWindow", "TestWindow");
// add the frame window to the root
root->addChildWindow(wnd);
// set window initial position and size
wnd->setPosition(UVector2(cegui_reldim(0.25f), cegui_reldim( 0.25f)));
wnd->setSize(UVector2(cegui_reldim(0.5f), cegui_reldim( 0.5f)));
// set window text
wnd->setText("UIAE Demo Window");
}
CEGuiDrawable::~CEGuiDrawable()
{
// delete CEGUI??
}
CEGuiEventCallback.h
#pragma once
class CEGuiEventCallback :
public osgGA::GUIEventHandler
{
public:
CEGuiEventCallback(void);
~CEGuiEventCallback(void);
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa, osg::Object* obj, osg::NodeVisitor* nv);
};
CEGuiEventCallback.cpp
#include "StdAfx.h"
#include "CEGuiEventCallback.h"
#include "CEGuiDrawable.h"
CEGuiEventCallback::CEGuiEventCallback(void)
{
}
CEGuiEventCallback::~CEGuiEventCallback(void)
{
}
bool CEGuiEventCallback::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa, osg::Object* obj, osg::NodeVisitor* nv)
{
osgGA::EventVisitor* ev = dynamic_cast<osgGA::EventVisitor*>(nv);
CEGuiDrawable* cd = dynamic_cast<CEGuiDrawable*>(obj);
if (!ev || !cd) return false;
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::DRAG):
case(osgGA::GUIEventAdapter::MOVE):
CEGUI::System::getSingleton().injectMousePosition(ea.getX(),ea.getY());
return true;
case(osgGA::GUIEventAdapter::PUSH):
{
CEGUI::System::getSingleton().injectMousePosition(ea.getX(), ea.getY());
if (ea.getButton() == osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON) // left
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::LeftButton);
else if (ea.getButton() == osgGA::GUIEventAdapter::MIDDLE_MOUSE_BUTTON) // middle
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::MiddleButton);
else if (ea.getButton() == osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON) // right
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::RightButton);
return true;
}
case(osgGA::GUIEventAdapter::RELEASE):
{
CEGUI::System::getSingleton().injectMousePosition(ea.getX(), ea.getY());
if (ea.getButton() == osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON) // left
CEGUI::System::getSingleton().injectMouseButtonUp(CEGUI::LeftButton);
else if (ea.getButton() == osgGA::GUIEventAdapter::MIDDLE_MOUSE_BUTTON) // middle
CEGUI::System::getSingleton().injectMouseButtonUp(CEGUI::MiddleButton);
else if (ea.getButton() == osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON) // right
CEGUI::System::getSingleton().injectMouseButtonUp(CEGUI::RightButton);
return true;
}
case(osgGA::GUIEventAdapter::DOUBLECLICK):
{
// do we need to do something special here to handle double click??? Will just assume button down for now.
CEGUI::System::getSingleton().injectMousePosition(ea.getX(), ea.getY());
if (ea.getButton() == osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON) // left
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::LeftButton);
else if (ea.getButton() == osgGA::GUIEventAdapter::MIDDLE_MOUSE_BUTTON) // middle
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::MiddleButton);
else if (ea.getButton() == osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON) // right
CEGUI::System::getSingleton().injectMouseButtonDown(CEGUI::RightButton);
return true;
}
case(osgGA::GUIEventAdapter::KEYDOWN):
CEGUI::System::getSingleton().injectKeyDown( static_cast<CEGUI::uint>(ea.getKey()) );
CEGUI::System::getSingleton().injectChar( static_cast<CEGUI::utf32>( ea.getKey() ) );
return true;
case(osgGA::GUIEventAdapter::KEYUP):
CEGUI::System::getSingleton().injectKeyUp( static_cast<CEGUI::uint>(ea.getKey()) );
return true;
default:
break;
}
return false;
}
main.CPP
// OsgCeguiFirst.cpp : 定义控制台应用程序的入口点。
//
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgViewer/Viewer>
#include <osg/CoordinateSystemNode>
#include <osgGA/GUIEventAdapter>
#include <CEGUI.h>
#include <CEGUISystem.h>
#include <RendererModules/OpenGLGUIRenderer/openglrenderer.h>
#include <CEGUIScriptModule.h>
#include <CEGUIFontManager.h>
#include <CEGUISchemeManager.h>
#include <CEGUIWindowManager.h>
#include <CEGUIExceptions.h>
#include <CEGUIImagesetManager.h>
#include <CEGUIFontManager.h>
#include <CEGUIDefaultResourceProvider.h>
#include "stdafx.h"
#include "CEGuiDrawable.h"
using namespace osg;
using namespace osgDB;
using namespace osgViewer;
int _tmain(int argc, _TCHAR* argv[])
{
//创建OSG场景的根结点
osg::ref_ptr<osg::Group> rootNode = new osg::Group;
osgViewer::Viewer viewer;
//此句比较关键。因为CEGUI只支持单线程,所以必须在构建CEGuiDrawable类的对象之前调用此句,不然就
//会出现OpenGL资源正在使用中,无法获取的问题。
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
//下面两句代码也很关键。其作用是初始化OpenGL环境,如果没有这两句运行后界面将无法显示
viewer.realize();
viewer.getCamera()->getGraphicsContext()->makeCurrent();
osg::Geode *ceguiGeode = new osg::Geode;
CEGuiDrawable *cd = new CEGuiDrawable();
cd->InitCEGUI();
ceguiGeode->addDrawable(cd);
osg::Node *model = osgDB::readNodeFile("glider.osg");
rootNode->addChild(ceguiGeode);
rootNode->addChild(model);
viewer.setSceneData(rootNode.get());
viewer.run();
}