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source: code/trunk/src/orxonox/CameraManager.cc @ 3131

Last change on this file since 3131 was 3110, checked in by rgrieder, 16 years ago

Removed old msvc specific support for precompiled header files.

  • Property svn:eol-style set to native
File size: 4.6 KB
RevLine 
[1202]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:
[2073]25 *      Fabian 'x3n' Landau
[1202]26 *
27 */
[2073]28#include "CameraManager.h"
[1502]29
[2662]30#include <OgreSceneManager.h>
[2023]31#include <OgreViewport.h>
[2662]32#include <OgreCamera.h>
33#include <OgreCompositorManager.h>
34#include <OgreResource.h>
[1202]35
[2896]36#include "core/GameMode.h"
[2662]37#include "core/Iterator.h"
[2027]38#include "objects/worldentities/Camera.h"
[2662]39#include "objects/Scene.h"
40#include "tools/Shader.h"
41#include "util/String.h"
[2896]42#include "gui/GUIManager.h"
[1202]43
[2019]44namespace orxonox
45{
[2073]46    CameraManager* CameraManager::singletonRef_s = 0;
[2023]47
[2073]48    CameraManager::CameraManager(Ogre::Viewport* viewport)
[2023]49        : viewport_(viewport)
[2019]50    {
[2023]51        assert(singletonRef_s == 0);
52        singletonRef_s = this;
[2662]53
54        this->fallbackCamera_ = 0;
[2019]55    }
[1202]56
[2073]57    CameraManager::~CameraManager()
[2019]58    {
[2023]59        assert(singletonRef_s != 0);
60        singletonRef_s = 0;
[2662]61
62        if (this->fallbackCamera_)
63            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
[2019]64    }
[1202]65
[2073]66    Camera* CameraManager::getActiveCamera() const
[2019]67    {
68        if (this->cameraList_.size() > 0)
69            return this->cameraList_.front();
70        else
71            return 0;
72    }
[1202]73
[2073]74    void CameraManager::requestFocus(Camera* camera)
[2019]75    {
[2896]76        if (!GameMode::showsGraphics())
[2019]77            return;
78
79        // notify old camera (if it exists)
80        if (this->cameraList_.size() > 0)
81            this->cameraList_.front()->removeFocus();
[2662]82        else if (this->fallbackCamera_)
83        {
84            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
85            this->fallbackCamera_ = 0;
86        }
[2019]87
[2662]88        camera->setFocus();
[2064]89
[2662]90        // make sure we don't add it twice
91        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it)
92            if ((*it) == camera)
93                return;
94
[2019]95        // add to list
96        this->cameraList_.push_front(camera);
[1202]97    }
98
[2073]99    void CameraManager::releaseFocus(Camera* camera)
[1202]100    {
[2896]101        if (!GameMode::showsGraphics())
[2019]102            return;
103
104        // notify the cam of releasing the focus
105        if (this->cameraList_.front() == camera)
106        {
107            camera->removeFocus();
108            this->cameraList_.pop_front();
109
[2662]110            // set new focus if possible
111            if (this->cameraList_.size() > 0)
112                this->cameraList_.front()->setFocus();
113            else
114            {
115                // there are no more cameras, create a fallback
116                if (!this->fallbackCamera_)
117                    this->fallbackCamera_ = camera->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
118                this->useCamera(this->fallbackCamera_);
119            }
[2019]120        }
121        else
122        {
123            this->cameraList_.remove(camera);
124        }
[1202]125    }
[2662]126
127    void CameraManager::useCamera(Ogre::Camera* camera)
128    {
129        // This workaround is needed to avoid weird behaviour with active compositors while
130        // switching the camera (like freezing the image)
131        //
132        // Last known Ogre version needing this workaround:
133        // 1.4.8
134
135        // deactivate all compositors
136        {
137            Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator();
138            while (iterator.hasMoreElements())
139                Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false);
140        }
141
142        this->viewport_->setCamera(camera);
[2896]143        GUIManager::getInstance().setCamera(camera);
[2662]144
145        // reactivate all visible compositors
146        {
147            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
148                it->updateVisibility();
149        }
150    }
[1202]151}
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