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source: code/branches/resource/src/orxonox/CameraManager.cc @ 3356

Last change on this file since 3356 was 3346, checked in by rgrieder, 15 years ago

Moved GraphicsManager and GUIManager to the core. Almost no actual code changes though, just moving (here was that Map-hack I had to move to GSGraphics).

  • Property svn:eol-style set to native
File size: 4.5 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::singletonRef_s = 0;
45
46    CameraManager::CameraManager(Ogre::Viewport* viewport)
47        : viewport_(viewport)
48    {
49        assert(singletonRef_s == 0);
50        singletonRef_s = this;
51
52        this->fallbackCamera_ = 0;
53    }
54
55    CameraManager::~CameraManager()
56    {
57        assert(singletonRef_s != 0);
58        singletonRef_s = 0;
59
60        if (this->fallbackCamera_)
61            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
62    }
63
64    Camera* CameraManager::getActiveCamera() const
65    {
66        if (this->cameraList_.size() > 0)
67            return this->cameraList_.front();
68        else
69            return 0;
70    }
71
72    void CameraManager::requestFocus(Camera* camera)
73    {
74        if (!GameMode::showsGraphics())
75            return;
76
77        // notify old camera (if it exists)
78        if (this->cameraList_.size() > 0)
79            this->cameraList_.front()->removeFocus();
80        else if (this->fallbackCamera_)
81        {
82            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
83            this->fallbackCamera_ = 0;
84        }
85
86        camera->setFocus();
87
88        // make sure we don't add it twice
89        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it)
90            if ((*it) == camera)
91                return;
92
93        // add to list
94        this->cameraList_.push_front(camera);
95    }
96
97    void CameraManager::releaseFocus(Camera* camera)
98    {
99        if (!GameMode::showsGraphics())
100            return;
101
102        // notify the cam of releasing the focus
103        if (this->cameraList_.front() == camera)
104        {
105            camera->removeFocus();
106            this->cameraList_.pop_front();
107
108            // set new focus if possible
109            if (this->cameraList_.size() > 0)
110                this->cameraList_.front()->setFocus();
111            else
112            {
113                // there are no more cameras, create a fallback
114                if (!this->fallbackCamera_)
115                    this->fallbackCamera_ = camera->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
116                this->useCamera(this->fallbackCamera_);
117            }
118        }
119        else
120        {
121            this->cameraList_.remove(camera);
122        }
123    }
124
125    void CameraManager::useCamera(Ogre::Camera* camera)
126    {
127        // This workaround is needed to avoid weird behaviour with active compositors while
128        // switching the camera (like freezing the image)
129        //
130        // Last known Ogre version needing this workaround:
131        // 1.4.8
132
133        // deactivate all compositors
134        {
135            Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator();
136            while (iterator.hasMoreElements())
137                Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false);
138        }
139
140        this->viewport_->setCamera(camera);
141        GUIManager::getInstance().setCamera(camera);
142
143        // reactivate all visible compositors
144        {
145            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
146                it->updateVisibility();
147        }
148    }
149}
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