前面我们已经学了CEGUI怎样嵌入到场景中,这节我们要做的是副窗口,什么意思?大家想想网游中游戏界面右上角的小地图就知道了,先看效果:
注意:项目文件的分层,前面已经讲过,再次强调,千万不要学教程中,一股脑儿全堆一个文件中,具体的说明在代码注释中
Headfile.h
#ifndef HEADFILE_H
#define HEADFILE_H
//CEGUI包含文件
#include <CEGUI/CEGUI.h>
#include <CEGUI/CEGUIImageset.h>
#include <CEGUI/CEGUISystem.h>
#include <CEGUI/CEGUILogger.h>
#include <CEGUI/CEGUISchemeManager.h>
#include <CEGUI/CEGUIWindowManager.h>
#include <CEGUI/CEGUIWindow.h>
#include <CEGUI/elements/CEGUIPushButton.h>
#include "OgreCEGUIRenderer.h"
#include "OgreCEGUIResourceProvider.h"
//regular mem handler
#include "ExampleApplication.h"
// OIS输入输出系统头文件
#include <OIS/OIS.h>
using namespace OIS;
//本项目文件
#include "FrameListener.h"
#include "ExampleApp.h"
#endif
ExampleApp.h
#ifndef EXAMPLEAPP_H
#define EXAMPLEAPP_H
#include "Headfile.h"
class TutorialApplication : public ExampleApplication
{
private:
CEGUI::OgreCEGUIRenderer* mGUIRenderer;
CEGUI::System* mGUISystem;
public:
TutorialApplication();
~TutorialApplication();
protected:
void createScene(void);
void createFrameListener(void);
};
#endif
FrameListener.h
#ifndef FRAMELISTENER_H
#define FRAMELISTENER_H
#include "Headfile.h"
class GuiFrameListener : public ExampleFrameListener, public OIS::MouseListener, public OIS::KeyListener
{
private:
bool mContinue;
public:
GuiFrameListener(RenderWindow* win, Camera* cam);
bool frameStarted(const FrameEvent &evt);
bool quit(const CEGUI::EventArgs &e);
// MouseListener
bool mouseMoved(const OIS::MouseEvent &arg);
bool mousePressed(const OIS::MouseEvent &arg, OIS::MouseButtonID id);
bool mouseReleased(const OIS::MouseEvent &arg, OIS::MouseButtonID id);
// KeyListener
bool keyPressed(const OIS::KeyEvent &arg);
bool keyReleased(const OIS::KeyEvent &arg);
};
#endif
Main.cpp
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "ExampleApp.h"
#include "windows.h"
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
#else
int main(int argc, char **argv)
#endif
{
// Create application object
TutorialApplication app;
try {
app.go();
} catch( Ogre::Exception& e ) {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK |
MB_ICONERROR | MB_TASKMODAL);
#else
fprintf(stderr, "An exception has occured: %s\n",e.getFullDescription().c_str());
#endif
}
return 0;
}
ExampleApp.cpp
#include "ExampleApp.h"
TutorialApplication::TutorialApplication()
: mGUIRenderer(0),
mGUISystem(0)
{
}
TutorialApplication::~TutorialApplication()
{
if(mGUISystem)
{
delete mGUISystem;
mGUISystem = 0;
}
if(mGUIRenderer)
{
delete mGUIRenderer;
mGUIRenderer = 0;
}
}
void TutorialApplication::createScene(void)
{
//初始化CEGUI
mGUIRenderer = new CEGUI::OgreCEGUIRenderer(mWindow, Ogre::RENDER_QUEUE_OVERLAY, false, 3000, mSceneMgr);
mGUISystem = new CEGUI::System(mGUIRenderer);
//设置主题(皮肤)、鼠标样式、字体
CEGUI::SchemeManager::getSingleton().loadScheme((CEGUI::utf8*)"TaharezLookSkin.scheme");
mGUISystem->setDefaultMouseCursor((CEGUI::utf8*)"TaharezLook", (CEGUI::utf8*)"MouseArrow");
mGUISystem->setDefaultFont((CEGUI::utf8*)"BlueHighway-12");
//手动创建部件——创建一个"Quit"退出按钮
CEGUI::WindowManager *win = CEGUI::WindowManager::getSingletonPtr();
CEGUI::Window *sheet = win->createWindow("DefaultGUISheet", "CEGUIDemo/Sheet");
CEGUI::Window *quit = win->createWindow("TaharezLook/Button", "CEGUIDemo/QuitButton");
quit->setText("Quit");
quit->setSize(CEGUI::UVector2(CEGUI::UDim(0.15, 0), CEGUI::UDim(0.05, 0)));
sheet->addChildWindow(quit);
mGUISystem->setGUISheet(sheet);
//创建一个能看见的场景
mSceneMgr->setAmbientLight(ColourValue(1, 1, 1));
mSceneMgr->setSkyDome(true, "Examples/CloudySky", 5, 8);
Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(0, 0, -300));
headNode->attachObject(ogreHead);
//用RenderSystem::createRenderTexture函数创建一个纹理
RenderTexture *tex= mRoot->getTextureManager()->createManual("RttTex", "Default",
TEX_TYPE_2D, 400, 400, 0, PF_R8G8B8, TU_RENDERTARGET)->getBuffer()->getRenderTarget();
//我们改变了一些视口设置,包括关闭Overlays。
//这是非常重要的,否则你会看见CEGUI与Ogre在小窗口里面重叠在一起。
//最后效果很好 我们可以用这种方法做副摄像机 或者做游戏中的小地图。
Camera *cam = mSceneMgr->createCamera("RttCam");
cam->setPosition(100, -100, -400);
cam->lookAt(0, 0, -300);
Viewport *v = tex->addViewport(cam);
v->setOverlaysEnabled(false);
v->setClearEveryFrame(true);
v->setBackgroundColour(ColourValue::Black);
CEGUI::Texture *cTex = mGUIRenderer->createTexture((CEGUI::utf8*)"RttTex");
CEGUI::Imageset *imageSet = CEGUI::ImagesetManager::getSingleton().createImageset((CEGUI::utf8*)"RttImageset", cTex);
imageSet->defineImage((CEGUI::utf8*)"RttImage",
CEGUI::Point(0.0f, 0.0f),
CEGUI::Size(cTex->getWidth(),
cTex->getHeight()),
CEGUI::Point(0.0f,0.0f));
CEGUI::Window *si = win->createWindow((CEGUI::utf8*)"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, 0)));
si->setProperty("Image", CEGUI::PropertyHelper::imageToString(&imageSet->getImage((CEGUI::utf8*)"RttImage")));
sheet->addChildWindow(si);
}
void TutorialApplication::createFrameListener(void)
{
mFrameListener = new GuiFrameListener(mWindow, mCamera);
mFrameListener->showDebugOverlay(true);
mRoot->addFrameListener(mFrameListener);
}
FrameListener.cpp
#include "Headfile.h"
#include "FrameListener.h"
//鼠标转换事件
CEGUI::MouseButton convertButton(OIS::MouseButtonID buttonID)
{
switch (buttonID)
{
case OIS::MB_Left:
return CEGUI::LeftButton;
case OIS::MB_Right:
return CEGUI::RightButton;
case OIS::MB_Middle:
return CEGUI::MiddleButton;
default:
return CEGUI::LeftButton;
}
}
GuiFrameListener::GuiFrameListener(RenderWindow* win, Camera* cam)
: ExampleFrameListener(win, cam, true, true)
{
mContinue = true;
mMouse->setEventCallback(this);
mKeyboard->setEventCallback(this);
//添加鼠标事件“关闭”
CEGUI::WindowManager *wmgr = CEGUI::WindowManager::getSingletonPtr();
CEGUI::Window *quit = wmgr->getWindow((CEGUI::utf8*)"CEGUIDemo/QuitButton");
quit->subscribeEvent(CEGUI::PushButton::EventClicked,
CEGUI::Event::Subscriber(&GuiFrameListener::quit, this));
}
bool GuiFrameListener::frameStarted(const FrameEvent &evt)
{
mKeyboard->capture();
mMouse->capture();
return mContinue && !mKeyboard->isKeyDown(OIS::KC_ESCAPE);
}
bool GuiFrameListener::quit(const CEGUI::EventArgs &e)
{
mContinue = false;
return true;
}
bool GuiFrameListener::mouseMoved(const OIS::MouseEvent &arg)
{
//注入鼠标事件
CEGUI::System::getSingleton().injectMouseMove(arg.state.X.rel, arg.state.Y.rel);
return true;
}
bool GuiFrameListener::mousePressed(const OIS::MouseEvent &arg, OIS::MouseButtonID id)
{
CEGUI::System::getSingleton().injectMouseButtonDown(convertButton(id));
return true;
}
bool GuiFrameListener::mouseReleased(const OIS::MouseEvent &arg, OIS::MouseButtonID id)
{
CEGUI::System::getSingleton().injectMouseButtonUp(convertButton(id));
return true;
}
bool GuiFrameListener::keyPressed(const OIS::KeyEvent &arg)
{
//注入键盘事件
CEGUI::System *sys = CEGUI::System::getSingletonPtr();
sys->injectKeyDown(arg.key);
sys->injectChar(arg.text);
return true;
}
bool GuiFrameListener::keyReleased(const OIS::KeyEvent &arg)
{
CEGUI::System::getSingleton().injectKeyUp(arg.key);
return true;
}