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

时间:2022-04-30 03:52:38

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

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

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。