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source: code/branches/gamestates2/src/modules/questsystem/QuestGUI.cc @ 7142

Last change on this file since 7142 was 6595, checked in by rgrieder, 15 years ago

Merged remaining revisions from gamestate to gamestates2.

  • Property svn:eol-style set to native
File size: 8.7 KB
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[5746]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Damian 'Mozork' Frick
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "QuestGUI.h"
30
31#include <sstream>
[5748]32#include <CEGUIWindow.h>
33#include <CEGUIWindowManager.h>
[5746]34
35#include "core/CoreIncludes.h"
36#include "Quest.h"
37#include "QuestHint.h"
38#include "QuestItem.h"
39#include "QuestGUINode.h"
40#include "QuestManager.h"
41
42namespace orxonox {
43
44    /**
45    @brief
46        Constructor. Registers and initializes the object.
47    @param
48        The player the GUI is for.
49    */
50    QuestGUI::QuestGUI(PlayerInfo* player)
51    {
52        RegisterRootObject(QuestGUI);
53
54        this->player_ = player;
55        this->windowManager_ = CEGUI::WindowManager::getSingletonPtr(); //!< Get CEGUI WindowManager.
56        this->rootWindow_ = NULL;
57        this->root_ = new QuestGUINode(); //!< Create empty root node.
58
59        COUT(3) << "New QuestGUI created." << std::endl;
60    }
61
62    /**
63    @brief
64        Destructor.
65    */
66    QuestGUI::~QuestGUI()
67    {
68        COUT(3) << "Destroying QuestGUI..." << std::endl;
69
70        this->clear(); //!< Clearing the GUI and in the process destroying all QuestGUINodes.
71
72        //! Destroying the windows in the this->windows_ list.
73        for(std::list<CEGUI::Window*>::iterator it = this->windows_.begin(); it != this->windows_.end(); it++)
74        {
75            if(*it != NULL)
76                (*it)->destroy();
77        }
78        this->windows_.clear();
[6417]79
[5746]80        if(this->root_ != NULL)
[5929]81            this->root_->destroy();
[5746]82    }
83
84    /**
85    @brief
86        Get the root CEGUI Window of the GUI.
87    @return
88        Returns the root CEGUI Window of the GUI.
89    */
90    CEGUI::Window* QuestGUI::getGUI(void)
91    {
92        this->update(); //!< Update the GUI.
93
94        return this->rootWindow_;
95    }
96
97    /**
98    @brief
99        Update the GUI.
100    */
101    void QuestGUI::update(void)
102    {
103        COUT(3) << "Updating QuestGUI..." << std::endl;
104
105        this->clear(); //!< Clear the GUI.
[6417]106
[5746]107        int depth = 0;
108        int index = 0;
109
110        //! Create root window.
[6595]111        this->rootWindow_ = this->windowManager_->createWindow("MenuWidgets/ScrollablePane", "QuestGUI/Quests");
[5746]112        this->rootWindow_->setSize(CEGUI::UVector2(CEGUI::UDim(1, 0),CEGUI::UDim(1, 0)));
113
114        //! Iterate through all Quests.
115        std::map<std::string, Quest*> quests = QuestManager::getInstance().getQuests();
116        for(std::map<std::string, Quest*>::iterator it = quests.begin(); it != quests.end(); it++)
117        {
[6417]118            Quest* quest = it->second;
[5746]119            if(quest->getParentQuest() == NULL && !quest->isInactive(this->player_)) //!< If the Quest isn't inactive and a root Quest (meaning it has no parent.), create a Node.
120            {
121                index = createNode(this->root_, quest, depth, index);
122            }
123        }
124        COUT(3) << "Updating QuestGUI done." << std::endl;
125    }
126
127    /**
128    @brief
129        Clear the QuestGUI.
130    */
131    void QuestGUI::clear(void)
132    {
133        COUT(3) << "Clearing QuestGUI..." << std::endl;
134
135        //! Clear all nodes.
136        for(std::map<CEGUI::Window*, QuestGUINode*>::iterator it = this->nodes_.begin(); it != this->nodes_.end(); it++)
137        {
[6417]138            QuestGUINode* node = it->second;
[5746]139            if(node == NULL)
140            {
141                COUT(1) << "Node is NULL!";
142                continue;
143            }
144            std::string* str = new std::string();
145            node->getName(*str);
146            COUT(3) << "Clearing Node '" << *str << "' ..." << std::endl;
147            delete str;
[5929]148            node->destroy();
[5746]149        }
150        this->nodes_.clear();
151
152        //! Clear root window.
153        if(this->rootWindow_ != NULL)
154            this->rootWindow_->destroy();
155
156        COUT(3) << "Clearing QuestGUI done." << std::endl;
157    }
158
159    /**
160    @brief
161        Get a CEGUI Window to use.
162        Windows that are no longer used are collected with giveWindow, and are given out again with getWindow, so save some time recreating new windows everytime.
[6595]163        The retreived window is of type "MenuWidgets/TabButton".
[5746]164    @return
[6595]165        Returns a CEGUI Window of type "MenuWidgets/TabButton".
[5746]166    */
167    CEGUI::Window* QuestGUI::getWindow(void)
168    {
169        if(!this->windows_.empty()) //!< If there are windows in the list.
170        {
171            CEGUI::Window* window = this->windows_.back();
172            this->windows_.pop_back();
173            return window;
174        }
175
176        //!< Else create a new one.
177        std::ostringstream stream;
178        stream << "QuestGUI/Quests/EmptyWindows/" << this->windows_.size()+1;
[6595]179        return this->windowManager_->createWindow("MenuWidgets/TabButton", stream.str());
[5746]180    }
181
182    /**
183    @brief
184        Return a no longer needed CEGUI Window for reuse.
185    @param window
186        The CEGUI window ot be returned.
187    */
188    void QuestGUI::giveWindow(CEGUI::Window* window)
189    {
190        if(window == NULL)
191            return;
192        this->windows_.push_back(window);
193        this->rootWindow_->removeChildWindow(window); //!< Remove the window as child of the rootWindow.
194        std::ostringstream stream;
195        stream << "QuestGUI/Quests/EmptyWindows/" << this->windows_.size();
196        window->rename(stream.str());
197    }
198
199    /**
200    @brief
201        Finde the QuestGUINode belonging to the input CEGUI Window.
202    @param window
203        A pointer to a CEGUI Window.
204    @return
205        A pointer to the QuestGUI Node belonging to the input CEGUI Window.
206    */
207    /*static*/ QuestGUINode* QuestGUI::findNode(CEGUI::Window* window)
208    {
209        for(std::map<PlayerInfo*, QuestGUI*>::iterator it = QuestManager::getInstance().questGUIs_.begin(); it != QuestManager::getInstance().questGUIs_.end(); it++)
210        {
[6417]211            QuestGUI* gui = it->second;
[5746]212            std::map<CEGUI::Window*, QuestGUINode*>::iterator node = gui->nodes_.find(window);
213            if(node != gui->nodes_.end()) return node->second;
214        }
215        return NULL;
216    }
217
218    /**
219    @brief
220        Recursive method to create Nodes for all Quests an Hints the given Quest is a parent to.
221    @param parent
222        Pointer to the parent QuestGUINode.
223    @param item
224        The QuestItem the QuestGUINode is created for.
225    @param depth
226        Parameter to define how much the list item has to be indented.
227    @param index
228        "Counter" for Quests and Hints.
229    @return
230        Returns the index.
231    */
232    int QuestGUI::createNode(QuestGUINode* parent, QuestItem* item, int depth, int index)
233    {
234        QuestGUINode* node = new QuestGUINode(this, parent, item, depth, index); //!< Create a new QuestGUINode.
235
236        this->nodes_.insert(std::pair<CEGUI::Window*, QuestGUINode*>(node->getWindow(),node)); //!< Insert the node and its window in the nodes_ map.
[6417]237
[5746]238        index++;
239
240        //! Check if the QuestItem is a Quest, if not (it's a QuestHint) it just returns.
241        Quest* quest = dynamic_cast<Quest*>(item);
242        if(quest == NULL)
243          return index;
244
245        //! Iterate through all subQuests.
246        std::list<Quest*> quests = quest->getSubQuestList();
247        for(std::list<Quest*>::iterator it = quests.begin(); it != quests.end(); it++)
248        {
249            Quest* quest = *it;
250            if(!quest->isInactive(this->player_)) //!< Add node if the subQuest is not inactive.
251            {
252                index = createNode(node, quest, depth+1, index);
253            }
254        }
255
256        //! Iterate through all hints.
257        std::list<QuestHint*> hints = quest->getHintsList();
258        int tempIndex = index; //!< Preserve the index, since for the hints we start anew with index 0.
259        index = 0;
260        for(std::list<QuestHint*>::iterator it = hints.begin(); it != hints.end(); it++)
261        {
262            QuestHint* hint = *it;
263            if(hint->isActive(this->player_)) //!< Add node if the hint is active.
264            {
265                index = createNode(node, hint, depth+1, index);
266            }
267        }
268        index = tempIndex; //!< Reset the index to the original level.
269
[6417]270        return index;
[5746]271    }
272
273}
274
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