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source: code/branches/sound6/src/orxonox/CameraManager.cc @ 8980

Last change on this file since 8980 was 7966, checked in by landauf, 14 years ago

some changes related to camera switching:

  • added ViewportEventListener (currently only listens to camera changes in a viewport)
  • Shader now correctly updates its visibility if the camera changes the scene
  • (the same lines of code also fix the weird Ogre behavior which was originally fixed in CameraManager)
  • GraphicsManager also updates the GUIManager's camera
  • if all cameras are destroyed, CameraManager now officially switches to NULL camera
  • Property svn:eol-style set to native
File size: 2.9 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
29#include "CameraManager.h"
30
31#include <cassert>
32
33#include <OgreSceneManager.h>
34#include <OgreViewport.h>
35#include <OgreCompositorManager.h>
36
37#include "util/ScopedSingletonManager.h"
38#include "core/GameMode.h"
39#include "core/GraphicsManager.h"
40#include "core/ObjectList.h"
41#include "tools/Shader.h"
42#include "graphics/Camera.h"
43
44namespace orxonox
45{
46    ManageScopedSingleton(CameraManager, ScopeID::Graphics, false);
47
48    CameraManager::CameraManager()
49    {
50        assert(GameMode::showsGraphics());
51    }
52
53    CameraManager::~CameraManager()
54    {
55    }
56
57    Camera* CameraManager::getActiveCamera() const
58    {
59        if (!this->cameraList_.empty())
60            return this->cameraList_.front();
61        else
62            return 0;
63    }
64
65    void CameraManager::requestFocus(Camera* camera)
66    {
67        // notify old camera (if it exists)
68        if (!this->cameraList_.empty())
69            this->cameraList_.front()->removeFocus();
70
71        camera->setFocus();
72
73        // make sure we don't add it twice
74        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end();)
75            if ((*it) == camera)
76                this->cameraList_.erase(it++);
77            else
78                ++it;
79        // add to list
80        this->cameraList_.push_front(camera);
81    }
82
83    void CameraManager::releaseFocus(Camera* camera)
84    {
85        // notify the cam of releasing the focus
86        if (!this->cameraList_.empty() && this->cameraList_.front() == camera)
87        {
88            camera->removeFocus();
89            this->cameraList_.pop_front();
90
91            // set new focus if possible
92            if (!this->cameraList_.empty())
93                this->cameraList_.front()->setFocus();
94            else
95                this->useCamera(NULL);
96        }
97        else
98            this->cameraList_.remove(camera);
99    }
100
101    void CameraManager::useCamera(Ogre::Camera* camera)
102    {
103        GraphicsManager::getInstance().setCamera(camera);
104    }
105}
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