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source: code/branches/pickups2/src/orxonox/CameraManager.cc @ 3002

Last change on this file since 3002 was 2917, checked in by landauf, 16 years ago

merged pickup into pickup2

File size: 4.6 KB
RevLine 
[1202]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:
[2073]25 *      Fabian 'x3n' Landau
[1202]26 *
27 */
[1502]28#include "OrxonoxStableHeaders.h"
[2073]29#include "CameraManager.h"
[1502]30
[2662]31#include <OgreSceneManager.h>
[2023]32#include <OgreViewport.h>
[2662]33#include <OgreCamera.h>
34#include <OgreCompositorManager.h>
35#include <OgreResource.h>
[1202]36
[2896]37#include "core/GameMode.h"
[2662]38#include "core/Iterator.h"
[2027]39#include "objects/worldentities/Camera.h"
[2662]40#include "objects/Scene.h"
41#include "tools/Shader.h"
42#include "util/String.h"
[2896]43#include "gui/GUIManager.h"
[1202]44
[2019]45namespace orxonox
46{
[2073]47    CameraManager* CameraManager::singletonRef_s = 0;
[2023]48
[2073]49    CameraManager::CameraManager(Ogre::Viewport* viewport)
[2023]50        : viewport_(viewport)
[2019]51    {
[2023]52        assert(singletonRef_s == 0);
53        singletonRef_s = this;
[2662]54
55        this->fallbackCamera_ = 0;
[2019]56    }
[1202]57
[2073]58    CameraManager::~CameraManager()
[2019]59    {
[2023]60        assert(singletonRef_s != 0);
61        singletonRef_s = 0;
[2662]62
63        if (this->fallbackCamera_)
64            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
[2019]65    }
[1202]66
[2073]67    Camera* CameraManager::getActiveCamera() const
[2019]68    {
69        if (this->cameraList_.size() > 0)
70            return this->cameraList_.front();
71        else
72            return 0;
73    }
[1202]74
[2073]75    void CameraManager::requestFocus(Camera* camera)
[2019]76    {
[2896]77        if (!GameMode::showsGraphics())
[2019]78            return;
79
80        // notify old camera (if it exists)
81        if (this->cameraList_.size() > 0)
82            this->cameraList_.front()->removeFocus();
[2662]83        else if (this->fallbackCamera_)
84        {
85            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
86            this->fallbackCamera_ = 0;
87        }
[2019]88
[2662]89        camera->setFocus();
[2064]90
[2662]91        // make sure we don't add it twice
92        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it)
93            if ((*it) == camera)
94                return;
95
[2019]96        // add to list
97        this->cameraList_.push_front(camera);
[1202]98    }
99
[2073]100    void CameraManager::releaseFocus(Camera* camera)
[1202]101    {
[2896]102        if (!GameMode::showsGraphics())
[2019]103            return;
104
105        // notify the cam of releasing the focus
106        if (this->cameraList_.front() == camera)
107        {
108            camera->removeFocus();
109            this->cameraList_.pop_front();
110
[2662]111            // set new focus if possible
112            if (this->cameraList_.size() > 0)
113                this->cameraList_.front()->setFocus();
114            else
115            {
116                // there are no more cameras, create a fallback
117                if (!this->fallbackCamera_)
118                    this->fallbackCamera_ = camera->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
119                this->useCamera(this->fallbackCamera_);
120            }
[2019]121        }
122        else
123        {
124            this->cameraList_.remove(camera);
125        }
[1202]126    }
[2662]127
128    void CameraManager::useCamera(Ogre::Camera* camera)
129    {
130        // This workaround is needed to avoid weird behaviour with active compositors while
131        // switching the camera (like freezing the image)
132        //
133        // Last known Ogre version needing this workaround:
134        // 1.4.8
135
136        // deactivate all compositors
137        {
138            Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator();
139            while (iterator.hasMoreElements())
140                Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false);
141        }
142
143        this->viewport_->setCamera(camera);
[2896]144        GUIManager::getInstance().setCamera(camera);
[2662]145
146        // reactivate all visible compositors
147        {
148            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
149                it->updateVisibility();
150        }
151    }
[1202]152}
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