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
??
?????? 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。
?????? CEGUI是一个兼容OpenGL、DirectX的优秀开源GUI库,关于她的介绍以及如何在Direct3D中使用她,可以参考
http://blog.csdn.net/Lodger007/archive/2007/07/02/1675141.aspx一文。Lua是一种强大的脚本语言,她使用栈作为数据接口,能够很容易地与其它语言交互,关于她的介绍可以参考
http://www.lua.org/,以及笔者以前翻译的三篇系列文章:Lua入门(
http://blog.csdn.net/Lodger007/archive/2006/06/26/836466.aspx)、调用Lua函数(
http://blog.csdn.net/Lodger007/archive/2006/06/26/836897.aspx)、在Lua中调用C++函数(
http://blog.csdn.net/Lodger007/archive/2006/06/26/837349.aspx)。
?????? 在实现中,作为UI组件管理器的GUISystem是一个单件,这样,你能够很方便地在任何地方使用其全局唯一的对象。下面是Singleton和GUISystem的实现代码:


/**/
///?Singleton.h


#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;

????}

}
;


/**/
///?GUISystem


#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?
"
GUISystem.h
"

#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:

--?Scene?GUI

sui1?
=
?{
"
SystemUI
"
,
"
SmallMapUI
"
,
"
ChatUI
"
}

sui2?
=
?{
"
ChatUI
"
}

sui3?
=
?{
"
SmallMapUI
"
}

??????? 下面是Lua脚本解析类,也是一个Singleton:

#pragma
?once


#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

}
;
?


/**/
///?LuaScriptSystem.cpp


#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:


/**/
///?UIObject.h


#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:
