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> |
---|
32 | #include <CEGUIWindow.h> |
---|
33 | #include <CEGUIWindowManager.h> |
---|
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 | |
---|
42 | namespace 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(); |
---|
79 | |
---|
80 | if(this->root_ != NULL) |
---|
81 | this->root_->destroy(); |
---|
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(4) << "Updating QuestGUI..." << std::endl; |
---|
104 | |
---|
105 | this->clear(); //!< Clear the GUI. |
---|
106 | |
---|
107 | int depth = 0; |
---|
108 | int index = 0; |
---|
109 | |
---|
110 | //! Create root window. |
---|
111 | this->rootWindow_ = this->windowManager_->createWindow("MenuWidgets/ScrollablePane", "QuestGUI/Quests"); |
---|
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 | { |
---|
118 | Quest* quest = it->second; |
---|
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(4) << "Updating QuestGUI done." << std::endl; |
---|
125 | } |
---|
126 | |
---|
127 | /** |
---|
128 | @brief |
---|
129 | Clear the QuestGUI. |
---|
130 | */ |
---|
131 | void QuestGUI::clear(void) |
---|
132 | { |
---|
133 | COUT(4) << "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 | { |
---|
138 | QuestGUINode* node = it->second; |
---|
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; |
---|
148 | node->destroy(); |
---|
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. |
---|
163 | The retreived window is of type "MenuWidgets/TabButton". |
---|
164 | @return |
---|
165 | Returns a CEGUI Window of type "MenuWidgets/TabButton". |
---|
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; |
---|
179 | return this->windowManager_->createWindow("MenuWidgets/TabButton", stream.str()); |
---|
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 | { |
---|
211 | QuestGUI* gui = it->second; |
---|
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. |
---|
237 | |
---|
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 | |
---|
270 | return index; |
---|
271 | } |
---|
272 | |
---|
273 | } |
---|
274 | |
---|