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