??
?????? 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:

(编辑:李大同)
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