[1202] | 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 | * Benjamin Knecht |
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| 24 | * Co-authors: |
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[2073] | 25 | * Fabian 'x3n' Landau |
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[1202] | 26 | * |
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| 27 | */ |
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[1502] | 28 | #include "OrxonoxStableHeaders.h" |
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[2073] | 29 | #include "CameraManager.h" |
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[1502] | 30 | |
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[2662] | 31 | #include <OgreSceneManager.h> |
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[2023] | 32 | #include <OgreViewport.h> |
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[2662] | 33 | #include <OgreCamera.h> |
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| 34 | #include <OgreCompositorManager.h> |
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| 35 | #include <OgreResource.h> |
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[1202] | 36 | |
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[2896] | 37 | #include "core/GameMode.h" |
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[2662] | 38 | #include "core/Iterator.h" |
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[2027] | 39 | #include "objects/worldentities/Camera.h" |
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[2662] | 40 | #include "objects/Scene.h" |
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| 41 | #include "tools/Shader.h" |
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| 42 | #include "util/String.h" |
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[2896] | 43 | #include "gui/GUIManager.h" |
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[1202] | 44 | |
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[2019] | 45 | namespace orxonox |
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| 46 | { |
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[2073] | 47 | CameraManager* CameraManager::singletonRef_s = 0; |
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[2023] | 48 | |
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[2073] | 49 | CameraManager::CameraManager(Ogre::Viewport* viewport) |
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[2023] | 50 | : viewport_(viewport) |
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[2019] | 51 | { |
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[2023] | 52 | assert(singletonRef_s == 0); |
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| 53 | singletonRef_s = this; |
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[2662] | 54 | |
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| 55 | this->fallbackCamera_ = 0; |
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[2019] | 56 | } |
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[1202] | 57 | |
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[2073] | 58 | CameraManager::~CameraManager() |
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[2019] | 59 | { |
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[2023] | 60 | assert(singletonRef_s != 0); |
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| 61 | singletonRef_s = 0; |
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[2662] | 62 | |
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| 63 | if (this->fallbackCamera_) |
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| 64 | this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_); |
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[2019] | 65 | } |
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[1202] | 66 | |
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[2073] | 67 | Camera* CameraManager::getActiveCamera() const |
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[2019] | 68 | { |
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| 69 | if (this->cameraList_.size() > 0) |
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| 70 | return this->cameraList_.front(); |
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| 71 | else |
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| 72 | return 0; |
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| 73 | } |
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[1202] | 74 | |
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[2073] | 75 | void CameraManager::requestFocus(Camera* camera) |
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[2019] | 76 | { |
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[2896] | 77 | if (!GameMode::showsGraphics()) |
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[2019] | 78 | return; |
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| 79 | |
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| 80 | // notify old camera (if it exists) |
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| 81 | if (this->cameraList_.size() > 0) |
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| 82 | this->cameraList_.front()->removeFocus(); |
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[2662] | 83 | else if (this->fallbackCamera_) |
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| 84 | { |
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| 85 | this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_); |
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| 86 | this->fallbackCamera_ = 0; |
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| 87 | } |
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[2019] | 88 | |
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[2662] | 89 | camera->setFocus(); |
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[2064] | 90 | |
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[2662] | 91 | // make sure we don't add it twice |
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| 92 | for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it) |
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| 93 | if ((*it) == camera) |
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| 94 | return; |
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| 95 | |
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[2019] | 96 | // add to list |
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| 97 | this->cameraList_.push_front(camera); |
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[1202] | 98 | } |
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| 99 | |
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[2073] | 100 | void CameraManager::releaseFocus(Camera* camera) |
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[1202] | 101 | { |
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[2896] | 102 | if (!GameMode::showsGraphics()) |
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[2019] | 103 | return; |
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| 104 | |
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| 105 | // notify the cam of releasing the focus |
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| 106 | if (this->cameraList_.front() == camera) |
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| 107 | { |
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| 108 | camera->removeFocus(); |
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| 109 | this->cameraList_.pop_front(); |
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| 110 | |
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[2662] | 111 | // set new focus if possible |
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| 112 | if (this->cameraList_.size() > 0) |
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| 113 | this->cameraList_.front()->setFocus(); |
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| 114 | else |
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| 115 | { |
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| 116 | // there are no more cameras, create a fallback |
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| 117 | if (!this->fallbackCamera_) |
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| 118 | this->fallbackCamera_ = camera->getScene()->getSceneManager()->createCamera(getUniqueNumberString()); |
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| 119 | this->useCamera(this->fallbackCamera_); |
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| 120 | } |
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[2019] | 121 | } |
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| 122 | else |
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| 123 | { |
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| 124 | this->cameraList_.remove(camera); |
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| 125 | } |
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[1202] | 126 | } |
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[2662] | 127 | |
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| 128 | void CameraManager::useCamera(Ogre::Camera* camera) |
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| 129 | { |
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| 130 | // This workaround is needed to avoid weird behaviour with active compositors while |
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| 131 | // switching the camera (like freezing the image) |
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| 132 | // |
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| 133 | // Last known Ogre version needing this workaround: |
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| 134 | // 1.4.8 |
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| 135 | |
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| 136 | // deactivate all compositors |
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| 137 | { |
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| 138 | Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator(); |
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| 139 | while (iterator.hasMoreElements()) |
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| 140 | Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false); |
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| 141 | } |
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| 142 | |
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| 143 | this->viewport_->setCamera(camera); |
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[2896] | 144 | GUIManager::getInstance().setCamera(camera); |
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[2662] | 145 | |
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| 146 | // reactivate all visible compositors |
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| 147 | { |
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| 148 | for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it) |
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| 149 | it->updateVisibility(); |
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| 150 | } |
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| 151 | } |
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[1202] | 152 | } |
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