[5746] | 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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[5748] | 32 | #include <CEGUIWindow.h> |
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| 33 | #include <CEGUIWindowManager.h> |
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[5746] | 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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[6417] | 79 | |
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[5746] | 80 | if(this->root_ != NULL) |
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[5929] | 81 | this->root_->destroy(); |
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[5746] | 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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[6945] | 103 | COUT(4) << "Updating QuestGUI..." << std::endl; |
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[5746] | 104 | |
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| 105 | this->clear(); //!< Clear the GUI. |
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[6417] | 106 | |
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[5746] | 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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[6746] | 111 | this->rootWindow_ = this->windowManager_->createWindow("MenuWidgets/ScrollablePane", "QuestGUI/Quests"); |
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[5746] | 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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[6417] | 118 | Quest* quest = it->second; |
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[5746] | 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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[6945] | 124 | COUT(4) << "Updating QuestGUI done." << std::endl; |
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[5746] | 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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[6945] | 133 | COUT(4) << "Clearing QuestGUI..." << std::endl; |
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[5746] | 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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[6417] | 138 | QuestGUINode* node = it->second; |
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[5746] | 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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[5929] | 148 | node->destroy(); |
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[5746] | 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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[6746] | 163 | The retreived window is of type "MenuWidgets/TabButton". |
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[5746] | 164 | @return |
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[6746] | 165 | Returns a CEGUI Window of type "MenuWidgets/TabButton". |
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[5746] | 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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[6746] | 179 | return this->windowManager_->createWindow("MenuWidgets/TabButton", stream.str()); |
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[5746] | 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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[6417] | 211 | QuestGUI* gui = it->second; |
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[5746] | 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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[6417] | 237 | |
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[5746] | 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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[6417] | 270 | return index; |
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[5746] | 271 | } |
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| 272 | |
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| 273 | } |
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| 274 | |
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