• MMORPG大型游戏设计与开发(客户端架构 part10 of vegine)


    界面是游戏中必不可少的一部分,就算你进入游戏没有看到什么UI窗口,你也不必着急,因为多多少少都会有隐藏着的界面等你去体验。一个好的UI大部分应该归功于设计的人与提供美术支持的人员,因为他们是直接设计UI的人,而程序只提供一些显示的功能支持。本次用到的UI渲染为开源的CEGUI,想必很多做游戏的朋友都能耳熟能详了吧。好了,就让我们看看在本次设计中用到了那些与UI有光的方法吧。

    CODE

      模块ui 文件creature_headboard.h --对象头顶板UI

    /**
     * PAP Engine ( -- )
     * $Id system.h
     * @link -- for the canonical source repository
     * @copyright Copyright (c) 2013-2014 viticm( viticm@126.com )
     * @license
     * @user viticm<viticm@126.com/viticm.ti@gmail.com>
     * @date 2014-3-21 12:05:53
     * @uses vengine ui system module
     */
    #ifndef VENGINE_UI_SYSTEM_H_
    #define VENGINE_UI_SYSTEM_H_
    
    #include "vengine/config.h"
    #include "vengine/game/itemtransfer_system.h"
    #include "vengine/ui/creature_headboard.h"
    
    namespace vengine_ui {
    
    typedef enum {
      kTalkTemplateNobody,
      kTalkTemplateOther,
      kTalkTemplateSelf,
      kTalkTemplateMax
    } talktemplate_enum;
    
    typedef enum {
      kFilterTypeNone, //无类型
      kFilterTypeChat, //聊天
      kFilterTypeRole, //角色创建
      kFilterTypeName, //命名
      kFilterTypeStall, //摆摊
      kFilterTypeMax
    } filtertype_enum;
    
    typedef enum {
      kFilterLevelNoMatch, //忽略
      kFilterLevelPartMatch, //部分匹配
      kFilterLevelFullMatch, //完全匹配
      kFilterLevelMax
    } filterlevel_enum;
    
    //static
    const uint16_t kHelpStringMax = 200;
    static const char* kHelpStringKey = "help"; //this if have problem 
                                                //then change it to macros
    
    //interface for ui system
    class VENGINE_API System : public vengine_kernel::Node{ 
    
    VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_ui_System);
    
     public:
       virtual void on_windowsize_change(uint32_t message,
                                         WPARAM wparam, 
                                         LPARAM lparam) = 0; //窗口大小改变事件
       virtual void injectinput() = 0; //如果事件结果为true则获取了输入
       virtual bool messageprocess(HWND hwnd, 
                                   uint32_t message, 
                                   WPARAM wparam, 
                                   LPARAM lparam) = 0; //文字输入消息
       virtual bool is_mousehover() = 0; //鼠标是否在UI上空
       //鼠标是否在聊天板上空
       virtual bool is_mousehover_chatboard(int64_t x, int64_t y) = 0; 
       //获得聊天信息里的超链接信息
       virtual STRING get_chatboard_hyplink_content(int64_t x, int64_t y) = 0;
       //创建一个新的角色信息板
       virtual CreatureHeadBoard* create_creature_headboard() = 0;
       //添加一个新的被击中信息框
       virtual void add_behit_board(bool _double, 
                                    const char* info, 
                                    float startx, 
                                    float starty, 
                                    uint8_t type = 0, 
                                    uint8_t movetype = 0) = 0;
       virtual bool is_windowshow(const char* name, 
                                  const char* childname = NULL) = 0;
       virtual bool close_allwindow() = 0;
       //通知UI创建一组UI显示模型
       virtual void fakeobject_show(const char* windowname, const char* name) = 0;
       //知UI销毁一组UI显示模型
       virtual void fakeobject_destroy(const char* windowname, 
                                       const char* name) = 0;
       
       //debugs
     public:
       virtual void debug_push_chatstring(const char* name, 
                                          const char* message) = 0;
       virtual void debug_save_fonttexture() = 0;
    
     public:
       virtual void change_dragflag(bool flag) = 0;
       virtual bool is_dragend() = 0;
    
     public:
       //逻辑层添加系统通知信息
       virtual STRING parsestring_varparam(const char* id, ...) = 0;
       virtual void parsestring_nocolor(const STRING& in, 
                                        STRING& out, 
                                        bool control = false) = 0;
       virtual STRING parsestring_nocolor_varparam(const char* id, ...) = 0;
       virtual STRING parsestring_no_varparam(const char* id) = 0;
       virtual STRING parsestring_nocolor_no_varparam(const char* id) = 0;
    
       //聊天模板字串的取得
       virtual STRING get_talktemplate(const STRING& key, uint16_t index) = 0;
       virtual STRING modify_chattemplate(const STRING& temp, 
                                          const STRING& talker, 
                                          const STRING& target) = 0;
       virtual STRING get_talkrand_helpmessage() = 0; //聊天随机提示消息
       //查看当前获取输入的EditBox
       virtual bool is_IME_editbox_active(const char* windowname) = 0;
       virtual int32_t get_current_IMEstate() = 0; //获取当前输入法状态
       virtual STRING get_IME_editbox_string(const char* name) = 0; //获得输入内容
    
       //传入一个物品信息
       virtual bool inject_iteminfo(
           vengine_game::ItemTransferSystem::element_t* element) = 0;
    
       virtual void on_pushescape() = 0;
       virtual bool is_paopao_active() = 0;
       virtual uint32_t lumination_ogrecolor(uint32_t ogrecolor, 
                                             int32_t lumination) = 0;
       virtual int32_t ogrecolor_lumination(uint32_t ogrecolor) = 0;
    
       //过滤字符串中的非法敏感字符
       virtual bool check_stringfilter(
           const STRING& in, 
           const filtertype_enum type = kFilterTypeNone) = 0;
       virtual bool check_stringcode(const STRING& in, STRING& out) = 0;
       //完全匹配过滤
       virtual bool check_string_fullcompare(const STRING& in, 
                                             const STRING& filtertype = "all", 
                                             bool use_alltable = true) = 0;
       virtual STRING get_debugstring() = 0;
    
       //取当前的鼠标下面的窗口
       virtual void openwindow(const STRING& name) = 0;
       virtual void closewindow(const STRING& name) = 0;
       virtual void togglewindow(const STRING& name) =0;
    
       virtual bool has_inputfocus() = 0;
    
       //加聊天信息(提高显示聊天信息的效率)
       virtual bool add_chathistory_message(int32_t id,
                                            const char* windowname, 
                                            const char* message, 
                                            int32_t type = -1, 
                                            uint32_t disappeartime = 0) = 0;
       virtual void replacestring_usefilter(
           const STRING& in, 
           STRING& out, 
           filtertype_enum filtertype = kFilterTypeChat) = 0;
       virtual STRING check_stringvalid(const char* string) = 0;
       virtual bool reload_windowscript(const STRING& windowname) = 0;
       virtual void uirender_toggleshow() = 0;
    };
    
    
    }; //namespace vengine_ui
    
    #endif //VENGINE_UI_SYSTEM_H_

      模块ui 文件system.h

    /**
     * PAP Engine ( -- )
     * $Id system.h
     * @link -- for the canonical source repository
     * @copyright Copyright (c) 2013-2014 viticm( viticm@126.com )
     * @license
     * @user viticm<viticm@126.com/viticm.ti@gmail.com>
     * @date 2014-3-21 12:05:53
     * @uses vengine ui system module
     */
    #ifndef VENGINE_UI_SYSTEM_H_
    #define VENGINE_UI_SYSTEM_H_
    
    #include "vengine/config.h"
    #include "vengine/game/itemtransfer_system.h"
    #include "vengine/ui/creature_headboard.h"
    
    namespace vengine_ui {
    
    typedef enum {
      kTalkTemplateNobody,
      kTalkTemplateOther,
      kTalkTemplateSelf,
      kTalkTemplateMax
    } talktemplate_enum;
    
    typedef enum {
      kFilterTypeNone, //无类型
      kFilterTypeChat, //聊天
      kFilterTypeRole, //角色创建
      kFilterTypeName, //命名
      kFilterTypeStall, //摆摊
      kFilterTypeMax
    } filtertype_enum;
    
    typedef enum {
      kFilterLevelNoMatch, //忽略
      kFilterLevelPartMatch, //部分匹配
      kFilterLevelFullMatch, //完全匹配
      kFilterLevelMax
    } filterlevel_enum;
    
    //static
    const uint16_t kHelpStringMax = 200;
    static const char* kHelpStringKey = "help"; //this if have problem 
                                                //then change it to macros
    
    //interface for ui system
    class VENGINE_API System : public vengine_kernel::Node{ 
    
    VENGINE_KERNEL_DECLARE_DYNAMIC(vengine_ui_System);
    
     public:
       virtual void on_windowsize_change(uint32_t message,
                                         WPARAM wparam, 
                                         LPARAM lparam) = 0; //窗口大小改变事件
       virtual void injectinput() = 0; //如果事件结果为true则获取了输入
       virtual bool messageprocess(HWND hwnd, 
                                   uint32_t message, 
                                   WPARAM wparam, 
                                   LPARAM lparam) = 0; //文字输入消息
       virtual bool is_mousehover() = 0; //鼠标是否在UI上空
       //鼠标是否在聊天板上空
       virtual bool is_mousehover_chatboard(int64_t x, int64_t y) = 0; 
       //获得聊天信息里的超链接信息
       virtual STRING get_chatboard_hyplink_content(int64_t x, int64_t y) = 0;
       //创建一个新的角色信息板
       virtual CreatureHeadBoard* create_creature_headboard() = 0;
       //添加一个新的被击中信息框
       virtual void add_behit_board(bool _double, 
                                    const char* info, 
                                    float startx, 
                                    float starty, 
                                    uint8_t type = 0, 
                                    uint8_t movetype = 0) = 0;
       virtual bool is_windowshow(const char* name, 
                                  const char* childname = NULL) = 0;
       virtual bool close_allwindow() = 0;
       //通知UI创建一组UI显示模型
       virtual void fakeobject_show(const char* windowname, const char* name) = 0;
       //知UI销毁一组UI显示模型
       virtual void fakeobject_destroy(const char* windowname, 
                                       const char* name) = 0;
       
       //debugs
     public:
       virtual void debug_push_chatstring(const char* name, 
                                          const char* message) = 0;
       virtual void debug_save_fonttexture() = 0;
    
     public:
       virtual void change_dragflag(bool flag) = 0;
       virtual bool is_dragend() = 0;
    
     public:
       //逻辑层添加系统通知信息
       virtual STRING parsestring_varparam(const char* id, ...) = 0;
       virtual void parsestring_nocolor(const STRING& in, 
                                        STRING& out, 
                                        bool control = false) = 0;
       virtual STRING parsestring_nocolor_varparam(const char* id, ...) = 0;
       virtual STRING parsestring_no_varparam(const char* id) = 0;
       virtual STRING parsestring_nocolor_no_varparam(const char* id) = 0;
    
       //聊天模板字串的取得
       virtual STRING get_talktemplate(const STRING& key, uint16_t index) = 0;
       virtual STRING modify_chattemplate(const STRING& temp, 
                                          const STRING& talker, 
                                          const STRING& target) = 0;
       virtual STRING get_talkrand_helpmessage() = 0; //聊天随机提示消息
       //查看当前获取输入的EditBox
       virtual bool is_IME_editbox_active(const char* windowname) = 0;
       virtual int32_t get_current_IMEstate() = 0; //获取当前输入法状态
       virtual STRING get_IME_editbox_string(const char* name) = 0; //获得输入内容
    
       //传入一个物品信息
       virtual bool inject_iteminfo(
           vengine_game::ItemTransferSystem::element_t* element) = 0;
    
       virtual void on_pushescape() = 0;
       virtual bool is_paopao_active() = 0;
       virtual uint32_t lumination_ogrecolor(uint32_t ogrecolor, 
                                             int32_t lumination) = 0;
       virtual int32_t ogrecolor_lumination(uint32_t ogrecolor) = 0;
    
       //过滤字符串中的非法敏感字符
       virtual bool check_stringfilter(
           const STRING& in, 
           const filtertype_enum type = kFilterTypeNone) = 0;
       virtual bool check_stringcode(const STRING& in, STRING& out) = 0;
       //完全匹配过滤
       virtual bool check_string_fullcompare(const STRING& in, 
                                             const STRING& filtertype = "all", 
                                             bool use_alltable = true) = 0;
       virtual STRING get_debugstring() = 0;
    
       //取当前的鼠标下面的窗口
       virtual void openwindow(const STRING& name) = 0;
       virtual void closewindow(const STRING& name) = 0;
       virtual void togglewindow(const STRING& name) =0;
    
       virtual bool has_inputfocus() = 0;
    
       //加聊天信息(提高显示聊天信息的效率)
       virtual bool add_chathistory_message(int32_t id,
                                            const char* windowname, 
                                            const char* message, 
                                            int32_t type = -1, 
                                            uint32_t disappeartime = 0) = 0;
       virtual void replacestring_usefilter(
           const STRING& in, 
           STRING& out, 
           filtertype_enum filtertype = kFilterTypeChat) = 0;
       virtual STRING check_stringvalid(const char* string) = 0;
       virtual bool reload_windowscript(const STRING& windowname) = 0;
       virtual void uirender_toggleshow() = 0;
    };
    
    
    }; //namespace vengine_ui
    
    #endif //VENGINE_UI_SYSTEM_H_

    SIMPLE

      天龙八部的UI

    总结

      因为是接口所以只提供了核心的管理方法,UI是个比较繁琐的模块,一般都是配合脚本一起使用,CEGUI自己就集成了脚本绑定,有了解的应该知道。在这里我不再多讲UI的什么知识,希望大家看一下注释的每条方法的用处。UI模块有单独的一个库vgui(微gui)来控制,咱们到时候再详细探讨这里面的问题。下节讲的是声音模块。

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  • 原文地址:https://www.cnblogs.com/lianyue/p/3912223.html
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