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source: code/branches/gamestates3/src/orxonox/CameraManager.cc @ 8895

Last change on this file since 8895 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 3.9 KB
Line 
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 *      Benjamin Knecht
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "CameraManager.h"
30
31#include <OgreSceneManager.h>
32#include <OgreViewport.h>
33#include <OgreCompositorManager.h>
34
35#include "util/StringUtils.h"
36#include "core/GameMode.h"
37#include "core/GraphicsManager.h"
38#include "core/GUIManager.h"
39#include "core/ObjectList.h"
40#include "core/ScopedSingletonManager.h"
41#include "tools/Shader.h"
42#include "graphics/Camera.h"
43#include "Scene.h"
44
45namespace orxonox
46{
47    ManageScopedSingleton(CameraManager, ScopeID::Graphics, false);
48
49    CameraManager::CameraManager()
50        : viewport_(GraphicsManager::getInstance().getViewport())
51    {
52        assert(GameMode::showsGraphics());
53    }
54
55    CameraManager::~CameraManager()
56    {
57        GUIManager::getInstance().setCamera(0);
58    }
59
60    Camera* CameraManager::getActiveCamera() const
61    {
62        if (!this->cameraList_.empty())
63            return this->cameraList_.front();
64        else
65            return 0;
66    }
67
68    void CameraManager::requestFocus(Camera* camera)
69    {
70        // notify old camera (if it exists)
71        if (!this->cameraList_.empty())
72            this->cameraList_.front()->removeFocus();
73
74        camera->setFocus();
75
76        // make sure we don't add it twice
77        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end();)
78            if ((*it) == camera)
79                this->cameraList_.erase(it++);
80            else
81                ++it;
82        // add to list
83        this->cameraList_.push_front(camera);
84    }
85
86    void CameraManager::releaseFocus(Camera* camera)
87    {
88        // notify the cam of releasing the focus
89        if (!this->cameraList_.empty() && this->cameraList_.front() == camera)
90        {
91            camera->removeFocus();
92            this->cameraList_.pop_front();
93
94            // set new focus if possible
95            if (!this->cameraList_.empty())
96                this->cameraList_.front()->setFocus();
97        }
98        else
99            this->cameraList_.remove(camera);
100    }
101
102    void CameraManager::useCamera(Ogre::Camera* camera)
103    {
104        // This workaround is needed to avoid weird behaviour with active compositors while
105        // switching the camera (like freezing the image)
106        //
107        // Last known Ogre version needing this workaround:
108        // 1.4.8
109
110        // deactivate all compositors
111        {
112            Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator();
113            while (iterator.hasMoreElements())
114                Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false);
115        }
116
117        this->viewport_->setCamera(camera);
118        GUIManager::getInstance().setCamera(camera);
119
120        // reactivate all visible compositors
121        {
122            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
123                it->updateVisibility();
124        }
125    }
126}
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