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。
作者:viticm
出处: http://www.cnblogs.com/lianyue/