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source: code/branches/tutorial2/src/orxonox/CameraManager.cc @ 10256

Last change on this file since 10256 was 8079, checked in by landauf, 14 years ago

merged usability branch back to trunk

incomplete summary of the changes in this branch:

  • enhanced keyboard navigation in GUIs
  • implemented new graphics menu and changeable window size at runtime
  • added developer mode
  • HUD shows if game is paused, game pauses if ingame menu is opened
  • removed a few obsolete commands and hid some that are more for internal use
  • numpad works in console and gui
  • faster loading of level info
  • enhanced usage of compositors (Shader class)
  • improved camera handling, configurable FOV and aspect ratio
  • 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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