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source: code/branches/resource/src/orxonox/CameraManager.cc @ 3722

Last change on this file since 3722 was 3366, checked in by rgrieder, 15 years ago

Derived all singletons implemented in a usual manner from orxonox::Singleton<T>.
This resolves inconsistencies with the singletonPtr_s variable in case of exceptions (asserts were being triggered then).
And while at it replaced singletonRef_s with singletonPtr_s for it to be less misleading (as fabian has already pointed out).

  • Property svn:eol-style set to native
File size: 4.4 KB
Line 
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:
25 *      Fabian 'x3n' Landau
26 *
27 */
28#include "CameraManager.h"
29
30#include <OgreSceneManager.h>
31#include <OgreViewport.h>
32#include <OgreCompositorManager.h>
33
34#include "util/StringUtils.h"
35#include "core/GameMode.h"
36#include "core/GUIManager.h"
37#include "core/ObjectList.h"
38#include "tools/Shader.h"
39#include "objects/worldentities/Camera.h"
40#include "objects/Scene.h"
41
42namespace orxonox
43{
44    CameraManager* CameraManager::singletonPtr_s = 0;
45
46    CameraManager::CameraManager(Ogre::Viewport* viewport)
47        : viewport_(viewport)
48    {
49        this->fallbackCamera_ = 0;
50    }
51
52    CameraManager::~CameraManager()
53    {
54        if (this->fallbackCamera_)
55            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
56    }
57
58    Camera* CameraManager::getActiveCamera() const
59    {
60        if (this->cameraList_.size() > 0)
61            return this->cameraList_.front();
62        else
63            return 0;
64    }
65
66    void CameraManager::requestFocus(Camera* camera)
67    {
68        if (!GameMode::showsGraphics())
69            return;
70
71        // notify old camera (if it exists)
72        if (this->cameraList_.size() > 0)
73            this->cameraList_.front()->removeFocus();
74        else if (this->fallbackCamera_)
75        {
76            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
77            this->fallbackCamera_ = 0;
78        }
79
80        camera->setFocus();
81
82        // make sure we don't add it twice
83        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it)
84            if ((*it) == camera)
85                return;
86
87        // add to list
88        this->cameraList_.push_front(camera);
89    }
90
91    void CameraManager::releaseFocus(Camera* camera)
92    {
93        if (!GameMode::showsGraphics())
94            return;
95
96        // notify the cam of releasing the focus
97        if (this->cameraList_.front() == camera)
98        {
99            camera->removeFocus();
100            this->cameraList_.pop_front();
101
102            // set new focus if possible
103            if (this->cameraList_.size() > 0)
104                this->cameraList_.front()->setFocus();
105            else
106            {
107                // there are no more cameras, create a fallback
108                if (!this->fallbackCamera_)
109                    this->fallbackCamera_ = camera->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
110                this->useCamera(this->fallbackCamera_);
111            }
112        }
113        else
114        {
115            this->cameraList_.remove(camera);
116        }
117    }
118
119    void CameraManager::useCamera(Ogre::Camera* camera)
120    {
121        // This workaround is needed to avoid weird behaviour with active compositors while
122        // switching the camera (like freezing the image)
123        //
124        // Last known Ogre version needing this workaround:
125        // 1.4.8
126
127        // deactivate all compositors
128        {
129            Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator();
130            while (iterator.hasMoreElements())
131                Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false);
132        }
133
134        this->viewport_->setCamera(camera);
135        GUIManager::getInstance().setCamera(camera);
136
137        // reactivate all visible compositors
138        {
139            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
140                it->updateVisibility();
141        }
142    }
143}
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