VS2010+OSG3.2+CEGUI0.8.4环境下实现简单的HelloWorld程序

VS2010+OSG3.2+CEGUI0.8.4环境下实现简单的HelloWorld程序

写文章之前必须要先吐槽一下CEGUI的兼容性,好多函数改了名称换了命名空间,以致于花了好长时间查看自带的Demo文件以及帮助文档,不过最终还是搞出来了,现将整个流程编写如下。

1.首先创建工程之前必须先链接OSG以及CEGUI的开发库,根据自身配置路径进行设置,现将本人设置路径贴出来以供参考,如下:

包含目录:

   E:\OSG\include

   F:\CEGUI\cegui-0.8.4\cegui\include

   F:\CEGUI\cegui-0.8.4\dependencies\include

   F:\CEGUI\cegui-0.8.4\samples_framework\include

库目录:

   E:\OSG\lib

   F:\CEGUI\cegui-0.8.4\lib

   F:\CEGUI\cegui-0.8.4\dependencies\lib\dynamic

   F:\CEGUI\cegui-0.8.4\dependencies\lib\static

附加依赖项:

   OpenThreadsd.lib
   osgd.lib
   osgDBd.lib
   osgUtild.lib
   osgGAd.lib
   osgViewerd.lib
   osgTextd.lib
   osgWidgetd.lib
   CEGUIBase-0_d.lib
   CEGUIOpenGLRenderer-0_d.lib
   glew.lib
   glu.lib
   opengl.lib
2.创建CEGUIDrawable,实现对CEGUI的渲染。
#pragma once
#include <osg/Drawable>
#include <osg/RenderInfo>
#include <CEGUI/CEGUI.h>
#include <CEGUI/System.h>
#include <CEGUI/DefaultResourceProvider.h>
#include <CEGUI/RendererModules/OpenGL/GL.h>
#include <CEGUI/RendererModules/OpenGL/GLRenderer.h>
#include <CEGUI/Scheme.h>
#include <CEGUI/SchemeManager.h>
#include <CEGUI/Font.h>
#include <CEGUI/FontManager.h>
#include <CEGUI/Image.h>
#include <CEGUI/ImageManager.h>
#include <CEGUI/Window.h>
#include <CEGUI/WindowManager.h>
#include <CEGUI/WindowRenderer.h>  
#include "CEGUIEventCallback.h"
    
     
class CEGUIDrawable : public osg::Drawable
{
public:
	CEGUIDrawable(void);
	~CEGUIDrawable(void);
public:
	CEGUIDrawable(const CEGUIDrawable&drawable,const osg::CopyOp   &copyop=osg::CopyOp::SHALLOW_COPY):Drawable(drawable,copyop){}
	META_Object(osg,CEGUIDrawable);

	void InitCEGUI();  //初始化CEGUI,添加所需要的资源以及设定相关属性
	void drawImplementation(osg::RenderInfo& renderInfo) const;

	//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

};

 

#include "StdAfx.h"
#include "CEGUIDrawable.h"


CEGUIDrawable::CEGUIDrawable(void)
{
     setSupportsDisplayList(false);//CEGUI仅支持单线程,必须进行设置才能渲染
     CEGUI::OpenGLRenderer& myRenderer =CEGUI::OpenGLRenderer::create();
     myRenderer.enableExtraStateSettings(true);//必须进行设置才能让字体显示
     setEventCallback(new CEGUIEventCallback);//事件处理函数
     CEGUI::System::create(myRenderer);
    
     CEGUI::DefaultResourceProvider* rp = static_cast(CEGUI::System::getSingleton().getResourceProvider());
     rp->setResourceGroupDirectory("schemes", "F:\\CEGUI\\cegui-0.8.4\\datafiles\\schemes");
     rp->setResourceGroupDirectory("imagesets", "F:\\CEGUI\\cegui-0.8.4\\datafiles\\imagesets");
     rp->setResourceGroupDirectory("fonts", "F:\\CEGUI\\cegui-0.8.4\\datafiles\\fonts");
     rp->setResourceGroupDirectory("layouts", "F:\\CEGUI\\cegui-0.8.4\\datafiles\\layouts");
     rp->setResourceGroupDirectory("looknfeels", "F:\\CEGUI\\cegui-0.8.4\\datafiles\\looknfeel");
     rp->setResourceGroupDirectory("lua_scripts", "F:\\CEGUI\\cegui-0.8.4\\datafiles\\lua_scripts");
     // This is only really needed if you are using Xerces and need to specify the schemas location
     rp->setResourceGroupDirectory("schemas", "F:\\CEGUI\\cegui-0.8.4\\datafiles\\xml_schemas");
    
     CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets");
     CEGUI::Font::setDefaultResourceGroup("fonts");
     CEGUI::Scheme::setDefaultResourceGroup("schemes");
     CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels");
     CEGUI::WindowManager::setDefaultResourceGroup("layouts");
     CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts");
    
     CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser();
     if (parser->isPropertyPresent("SchemaDefaultResourceGroup"))
     	parser->setProperty("SchemaDefaultResourceGroup", "schemas");

}


CEGUIDrawable::~CEGUIDrawable(void)
{
}

void CEGUIDrawable::InitCEGUI()
{
     using namespace CEGUI;
     CEGUI::SchemeManager::getSingleton().createFromFile( "TaharezLook.scheme" );
     CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage( "TaharezLook/MouseArrow" );
     Font& defaultFont = FontManager::getSingleton().createFromFile("DejaVuSans-10.font");
     System::getSingleton().getDefaultGUIContext().setDefaultFont(&defaultFont);
    
     WindowManager& wmgr = WindowManager::getSingleton();
     Window* myRoot = (Window* )wmgr.createWindow( "DefaultWindow", "root" );
     System::getSingleton().getDefaultGUIContext().setRootWindow( myRoot );
     FrameWindow* fWnd = static_cast<FrameWindow* >(wmgr.createWindow( "TaharezLook/FrameWindow", "testWindow" ));
     myRoot->addChild( fWnd );
     fWnd->setPosition( UVector2(UDim( 0.25f,0.0f),UDim(0.25f,0.0f)));
     fWnd->setSize(USize(UDim(0.5f, 0.0f), UDim(0.5f,0.0f)));
     fWnd->setText( "Hello World!");
}

void CEGUIDrawable::drawImplementation(osg::RenderInfo& renderInfo) const
{
     CEGUI::System::getSingleton().renderAllGUIContexts();
}
3.编写CEGUIEventCallback,实现对CEGUI的事件处理
#pragma once
#include <osgGA/GUIActionAdapter>
#include <osgGA/GUIEventAdapter>
#include <osgGA/GUIEventHandler>
#include <CEGUI/System.h>
#include <CEGUI/GUIContext.h>

class CEGUIEventCallback : public osgGA::GUIEventHandler
{
public:
	CEGUIEventCallback();
	~CEGUIEventCallback(void);
public:
	virtual bool handle(const osgGA::GUIEventAdapter &ea,osgGA::GUIActionAdapter &aa);
};

 
#include "StdAfx.h"
#include "CEGUIEventCallback.h"


CEGUIEventCallback::CEGUIEventCallback()
{
}

CEGUIEventCallback::~CEGUIEventCallback(void)
{
}

bool CEGUIEventCallback::handle(const osgGA::GUIEventAdapter &ea,osgGA::GUIActionAdapter &aa)
{
	switch(ea.getEventType())
	{
	case osgGA::GUIEventAdapter::DRAG:
	case osgGA::GUIEventAdapter::MOVE:
		{
			CEGUI::System::getSingleton().getDefaultGUIContext().injectMousePosition(ea.getX(),900-ea.getY());

			//CEGUI的坐标系统跟OSG坐标系统是不一样的,如果是全屏的话,CEGUI中的0在OSG中是900(以1440*900为例),所以需要进行调整,以便CEGUI与OSG屏幕一致
			return false;
		}
	case osgGA::GUIEventAdapter::PUSH:
		{
			CEGUI::System::getSingleton().getDefaultGUIContext().injectMousePosition(ea.getX(),900-ea.getY());

			//CEGUI的坐标系统跟OSG坐标系统是不一样的,如果是全屏的话,CEGUI中的0在OSG中是900(以1440*900为例),所以需要进行调整,以便CEGUI与OSG屏幕一致
			if (ea.getButton()==osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON)
			{
				CEGUI::System::getSingleton().getDefaultGUIContext().injectMouseButtonDown(CEGUI::LeftButton);

			}
			else
			{
			}
			return false;
		}
	case osgGA::GUIEventAdapter::RELEASE:
		{
			CEGUI::System::getSingleton().getDefaultGUIContext().injectMousePosition(ea.getX(),900-ea.getY());

			//CEGUI的坐标系统跟OSG坐标系统是不一样的,如果是全屏的话,CEGUI中的0在OSG中是900(以1440*900为例),所以需要进行调整,以便CEGUI与OSG屏幕一致
			if (ea.getButton()==osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON)
			{
				CEGUI::System::getSingleton().getDefaultGUIContext().injectMouseButtonUp(CEGUI::LeftButton);
			}
			else
			{
			}
			return false;
		}
	}
	return false;
}
4.编写main函数,实现窗口渲染
#include "stdafx.h"
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include "CEGUIDrawable.h"

int _tmain(int argc, _TCHAR* argv[])
{
    osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer;
     viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded); //CEGUI仅支持单线程,必须进行设置
     viewer->realize(); //CEGUI仅支持单线程,必须进行设置
     viewer->getCamera()->getGraphicsContext()->makeCurrent(); //CEGUI仅支持单线程,必须进行设置

     osg::ref_ptr<osg::Geode> geode = new osg::Geode;
     osg::ref_ptr<CEGUIDrawable> cd = new CEGUIDrawable;
     geode->addDrawable(ceguiDrawable);
     ceguiDrawable->InitCEGUI();
     osg::ref_ptr<osg::Group> group = new osg::Group;
     group->addChild(geode);
     group->addChild(osgDB::readNodeFile("glider.osg"));
     viewer->setSceneData(group);
     return viewer->run();
}

原文出处:

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