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