利用CEGUI+Lua实现灵活的游戏UI框架
新一篇: 游戏创造一种电影体验,很难吗? | 旧一篇: 基于组件方式的游戏UI架构设计
<script>function StorePage(){d=document;t=d.selection?(d.selection.type!='None'?d.selection.createRange().text:''):(d.getSelection?d.getSelection():'');void(keyit=window.open('http://www.365key.com/storeit.aspx?t='+escape(d.title)+'&u='+escape(d.location.href)+'&c='+escape(t),'keyit','scrollbars=no,width=475,height=575,left=75,top=20,status=no,resizable=yes'));keyit.focus();}</script> 在上一篇文章中,介绍了一种基于组件方式的游戏UI架构设计方案,在这里,笔者将介绍如何利用CEGUI和Lua来实现这种灵活的框架。#pragma once
#define SINGLETON(class_name)
friend class Singleton < class_name > ;
private :
class_name() {}
~ class_name() {}
class_name( const class_name & );
class_name & operator = ( const class_name & );
#define SINGLETON2(class_name)
friend class Singleton < class_name > ;
private :
class_name( const class_name & );
class_name & operator = ( const class_name & );
template < typename T > class Singleton
{
protected:
Singleton() {}
virtual ~Singleton() {}
Singleton(const Singleton< T >&) {}
Singleton< T >& operator = (const Singleton< T >&) {}
public:
static T& GetSingleton()
{
static T _singleton;
return _singleton;
}
} ;
#pragma once
#include " Singleton.h "
#include " UIObject.h "
#include < CEGUI.h >
#include < RendererModules / directx9GUIRenderer / d3d9renderer.h >
#include < map >
#include < set >
class GUISystem : public Singleton < GUISystem >
{
SINGLETON( GUISystem )
private:
std::map<std::string , UIObject*> _UIMap; /// 游戏中需要用到的所有UI对象
typedef std::map<std::string , UIObject*>::iterator MapIter;
std::set<UIObject*> _curUIList; /// 当前场景中使用的UI对象列表
CEGUI::DirectX9Renderer* _pCEGUIRender; /// CEGUI Render
CEGUI::Window* _pGameGUI; /// 顶层UI
private:
/** 载入所有UI对象 */
void LoadAllUI();
/** 从脚本中读入场景UI */
void ReadFromScript(const std::string& id);
public:
/** 初始化GUI系统 **/
bool Initialize(LPDIRECT3DDEVICE9 pD3DDevice);
/** 得到当前需要的UI对象 */
void LoadCurUI(int sceneId);
/** 得到当前场景所需的UI对象 */
std::set<UIObject*>& GetCurUIList();
/** 得到UI对象 */
UIObject* GetUIObject(const std::string id);
} ;
这里需要说明一下,_pGameGUI的作用。CEGUI是以树形结构来管理每个UI部件的,所以在游戏场景中,我们需要这么一个根节点,_pGameGUI就是这个根的指针,也可以理解为顶层容器。如果你对CEGUI::DirectX9Render的使用有疑问,请参考在DirectX 3D中使用CEGUI一文,在此就不再迭述。下面是GUISystem.cpp代码:
#include " ChatUI.h "
#include " SystemUI.h "
#include " SmallMapUI.h "
#include < CEGUIDefaultResourceProvider.h >
#include " LuaScriptSystem.h "
bool GUISystem::Initialize(LPDIRECT3DDEVICE9 pD3DDevice)
{
_pCEGUIRender = new CEGUI::DirectX9Renderer(pD3DDevice , 0);
new CEGUI::System(_pCEGUIRender);
/// 初始化GUI资源的缺省路径
CEGUI::DefaultResourceProvider* rp = static_cast<CEGUI::DefaultResourceProvider*>
(CEGUI::System::getSingleton().getResourceProvider());
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/");
/// 设置使用的缺省资源
CEGUI::Imageset::setDefaultResourceGroup("imagesets");
CEGUI::Font::setDefaultResourceGroup("fonts");
CEGUI::Scheme::setDefaultResourceGroup("schemes");
CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels");
CEGUI::WindowManager::setDefaultResourceGroup("layouts");
/// 设置GUI
/// 得到GUI样式的图片集
CEGUI::Imageset* taharezlookImage;
try{
taharezlookImage = CEGUI::ImagesetManager::getSingleton().createImageset("Vanilla.imageset");
}catch (CEGUI::Exception& exc)
{
AfxMessageBox(exc.getMessage().c_str());
}
/// 设置鼠标图标
CEGUI::System::getSingleton().setDefaultMouseCursor(&taharezlookImage->getImage("MouseArrow"));
/// 设置字体
CEGUI::FontManager::getSingleton().createFont("simfang.font");
/// 设置GUI皮肤
CEGUI::WidgetLookManager::getSingleton().parseLookNFeelSpecification("Vanilla.looknfeel");
/// 载入GUI规划
CEGUI::SchemeManager::getSingleton().loadScheme("VanillaSkin.scheme");
/// 得到窗口管理单件
CEGUI::WindowManager& winMgr = CEGUI::WindowManager::getSingleton();
/// 创建顶层UI
_pGameGUI = winMgr.createWindow("DefaultWindow", "root_ui");
/// 设置GUI的Sheet(Sheet是CEGUI中窗口的容器)
CEGUI::System::getSingleton().setGUISheet(_pGameGUI);
/// 从GUISystem中载入所有场景UI
LoadAllUI();
return true;
}
void GUISystem::LoadAllUI()
{
/// 生成所有的UI对象,并放入映射表中
UIObject* pUIObject = new ChatUI;
_UIMap.insert(make_pair(pUIObject->GetID() , pUIObject));
pUIObject = new SystemUI;
_UIMap.insert(make_pair(pUIObject->GetID() , pUIObject));
pUIObject = new SmallMapUI;
_UIMap.insert(make_pair(pUIObject->GetID() , pUIObject));
}
void GUISystem::LoadCurUI( int sceneId)
{
/// 从顶层UI中移除所有UI 先清空当前UI列表
typedef std::set<UIObject*>::iterator Iter;
std::set< UIObject* >::iterator iter = _curUIList.begin();
for( ; iter != _curUIList.end() ; ++iter)
_pGameGUI->removeChildWindow((*iter)->GetWnd());
/// 从脚本中载入场景UI数据
std::ostringstream sid;
sid << "sui" << sceneId;
ReadFromScript(sid.str());
/// 加入场景UI
for(iter = _curUIList.begin() ; iter != _curUIList.end() ; ++iter)
_pGameGUI->addChildWindow((*iter)->InitUI());
}
void GUISystem::ReadFromScript( const std:: string & id)
{
/// 从Lua脚本中载入当前场景需要的UI,存入_curUIList中
LuaScriptSystem::GetSingleton().LoadScript("./script/sui.lua");
const char* pStr = NULL;
int i = 1;
pStr = LuaScriptSystem::GetSingleton().GetValue(id.c_str() , i++);
while(pStr)
{
_curUIList.insert(_UIMap[pStr]);
pStr = LuaScriptSystem::GetSingleton().GetValue("sui1" , i++);
}
}
std:: set < UIObject *>& GUISystem::GetCurUIList()
{
return _curUIList;
}
UIObject * GUISystem::GetUIObject( const std:: string id)
{
MapIter iter = _UIMap.find(id);
if(iter != _UIMap.end())
return iter->second;
else
return NULL;
}
其中,GUISystem::ReadFromScript作用是从Lua脚本中读取当前场景对应的UI组件名。之所以采用Lua作为数据脚本,是因为其自身就为实现数据脚本提供了很好的支持,需要编写的解析代码与采用xml、ini相比会少很多。本例利用了Lua中的数组来存储UI组建名,是Lua作为数据脚本一个不错的示例:
sui1 = { " SystemUI " , " SmallMapUI " , " ChatUI " }
sui2 = { " ChatUI " }
sui3 = { " SmallMapUI " }
下面是Lua脚本解析类,也是一个Singleton:
#include " Singleton.h "
#include < lua.hpp >
class LuaScriptSystem : public Singleton < LuaScriptSystem >
{
SINGLETON2(LuaScriptSystem)
private:
LuaScriptSystem();
~LuaScriptSystem();
public:
bool LoadScript(char* filename);
const char* GetValue(const char* id , int index);
private:
lua_State* _pLuaVM; /// Lua状态对象指针
} ;
#include " LuaScriptSystem.h "
LuaScriptSystem::LuaScriptSystem()
{
/// 初始化lua
_pLuaVM = lua_open();
}
bool LuaScriptSystem::LoadScript( char * filename)
{
if(luaL_dofile(_pLuaVM , filename))
return false;
return true;
}
const char * LuaScriptSystem::GetValue( const char * id , int index)
{
const char* pstr = NULL;
lua_getglobal(_pLuaVM , id); /// 得到配置实体
lua_rawgeti(_pLuaVM , -1 , index);
if(lua_isstring(_pLuaVM , -1))
pstr = lua_tostring(_pLuaVM , -1);
lua_pop(_pLuaVM , 2);
return pstr;
}
LuaScriptSystem:: ~ LuaScriptSystem()
{
/// 关闭lua
lua_close(_pLuaVM);
}
Lua与外界的交流需要依靠解释器维护的栈来实现,这一点对于使用Lua的开发者应该铭记于心。在GetValue中,利用lua_getglobal来得到lua脚本中全局变量,如"sui1",此时,栈顶(用索引-1来表示)就应该保存着该全局变量。利用lua_rawgeti传入数组位于栈的索引(-1),以及数组索引(index从1开始),就能够得到对应索引的值,结果自然也是放在栈中,想想push一下,现在栈顶应该保存着结果了,最后用lua_tostring来得到。
在这个示例中,我们引入了三个UI组件,分别是ChatUI、SmallMapUI和SystemUI,对应聊天框、小地图、系统按钮条。为了演示它们之间的交互,我们规定ChatUI受SystemUI中Chat按钮的影响,可以让其显示或者隐藏,同时,SmallMapUI能够接受鼠标点击,并在ChatUI的文本框中显示一些点击信息。当然,这三个UI组件还必须对应着CEGUI的三个layout脚本文件。下面是它们的实现代码:
#pragma once
#include < CEGUI.h >
class UIObject
{
protected:
std::string _id;
CEGUI::Window* _pWnd;
public:
UIObject(void) : _pWnd(NULL) {}
virtual ~UIObject(void) {}
const std::string& GetID() const {return _id;}
CEGUI::Window* GetWnd() const {return _pWnd;}
virtual CEGUI::Window* InitUI() = 0;
} ;
/// ChatUI.h
#pragma once
#include " uiobject.h "
class ChatUI : public UIObject
{
public:
ChatUI(void);
~ChatUI(void);
CEGUI::Window* InitUI();
} ;
/// ChatUI.cpp
#include " chatui.h "
using namespace CEGUI;
ChatUI::ChatUI( void )
{
_id = "ChatUI";
}
ChatUI:: ~ ChatUI( void )
{
}
Window * ChatUI::InitUI()
{
/// 简单载入,没有消息处理
if( NULL == _pWnd)
_pWnd = WindowManager::getSingleton().loadWindowLayout("ChatUI.layout");
/// 先隐藏聊天框
_pWnd->hide();
return _pWnd;
}
/// SmallMapUI.h
#pragma once
#include " uiobject.h "
class SmallMapUI : public UIObject
{
public:
SmallMapUI(void);
~SmallMapUI(void);
CEGUI::Window* InitUI();
/** 在小地图上点击的消息响应函数 */
bool Click(const CEGUI::EventArgs& e);
} ;
/// SmallMapUI.cpp
#include " smallmapui.h "
#include " GUISystem.h "
using namespace CEGUI;
SmallMapUI::SmallMapUI( void )
{
_id = "SmallMapUI";
}
SmallMapUI:: ~ SmallMapUI( void )
{
}
Window * SmallMapUI::InitUI()
{
/// 简单载入,只处理在静态二维地图上点击左键
if( NULL == _pWnd )
{
_pWnd = WindowManager::getSingleton().loadWindowLayout("SmallMapUI.layout");
/// 载入一幅静态地图
ImagesetManager::getSingleton().createImagesetFromImageFile("SmallMap", "ZoneMap.jpg");
_pWnd->getChild("SmallMapUI/StaticImage")->setProperty("Image", "set:SmallMap image:full_image");
/// 处理鼠标点击事件
_pWnd->getChild("SmallMapUI/StaticImage")->subscribeEvent(
CEGUI::Window::EventMouseButtonDown,
CEGUI::Event::Subscriber(&SmallMapUI::Click , this));
}
return _pWnd;
}
bool SmallMapUI::Click( const CEGUI::EventArgs & e)
{
char text[100];
sprintf(text , "你点击了地图,坐标为(%.1f , %.1f)" , static_cast<const MouseEventArgs&>(e).position.d_x , static_cast<const MouseEventArgs&>(e).position.d_x);
/// 通过CEGUI直接访问聊天框
WindowManager::getSingleton().getWindow("ChatUI/MsgBox")->setText((utf8*)text);
return true;
}
/// SystemUI.h
#pragma once
#include " uiobject.h "
class SystemUI : public UIObject
{
public:
SystemUI(void);
~SystemUI(void);
CEGUI::Window* InitUI();
bool SystemUI::OnChatBtn(const CEGUI::EventArgs& e);
bool SystemUI::OnExitBtn(const CEGUI::EventArgs& e);
} ;
/// SystemUI.cpp
#include " SystemUI.h "
#include " GUISystem.h "
SystemUI::SystemUI( void )
{
_id = "SystemUI";
}
SystemUI:: ~ SystemUI( void )
{
}
CEGUI::Window * SystemUI::InitUI()
{
if( NULL == _pWnd)
{
_pWnd = CEGUI::WindowManager::getSingleton().loadWindowLayout("SystemUI.layout");
/// 处理ChatBtn消息
_pWnd->getChild("SystemUI/ChatBtn")->subscribeEvent(
CEGUI::Window::EventMouseButtonDown,
CEGUI::Event::Subscriber(&SystemUI::OnChatBtn , this));
/// 处理ExitBtn消息
_pWnd->getChild("SystemUI/ExitBtn")->subscribeEvent(
CEGUI::Window::EventMouseButtonDown,
CEGUI::Event::Subscriber(&SystemUI::OnExitBtn , this));
}
return _pWnd;
}
bool SystemUI::OnChatBtn( const CEGUI::EventArgs & e)
{
/// 显示聊天框
UIObject* pUIObj = GUISystem::GetSingleton().GetUIObject("ChatUI");
if(!pUIObj)
return false;
CEGUI::Window* pWnd = pUIObj->GetWnd();
if(pWnd)
{
pWnd->isVisible() ? pWnd->hide() : pWnd->show();
}
return true;
}
bool SystemUI::OnExitBtn( const CEGUI::EventArgs & e)
{
/// 简单地退出
::exit(0);
return true;
}
在使用CEGUILayoutEditor创建layout脚本时,你不能创建一个满屏的DefaultWindow,那样会让造成不能相应其他窗口的问题。但通常Editor会为我们默认创建它,这不要紧,你只需要在保存的layout文件中删除那个顶层的满屏window就可以了。
下面是程序的运行结果: