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source: code/trunk/src/orxonox/CameraManager.cc @ 3011

Last change on this file since 3011 was 2911, checked in by landauf, 16 years ago

Merged r1-2096 of questsystem5 back to trunk

I hope there weren't more "hidden merge changes" in r2909 than the one in OverlayGroup (removeElement) (and related to this the adjustments in NotificationQueue).

The corresponding media commit seems not yet to be done, but it doesn't break the build.

File size: 4.6 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 "OrxonoxStableHeaders.h"
29#include "CameraManager.h"
30
31#include <OgreSceneManager.h>
32#include <OgreViewport.h>
33#include <OgreCamera.h>
34#include <OgreCompositorManager.h>
35#include <OgreResource.h>
36
37#include "core/GameMode.h"
38#include "core/Iterator.h"
39#include "objects/worldentities/Camera.h"
40#include "objects/Scene.h"
41#include "tools/Shader.h"
42#include "util/String.h"
43#include "gui/GUIManager.h"
44
45namespace orxonox
46{
47    CameraManager* CameraManager::singletonRef_s = 0;
48
49    CameraManager::CameraManager(Ogre::Viewport* viewport)
50        : viewport_(viewport)
51    {
52        assert(singletonRef_s == 0);
53        singletonRef_s = this;
54
55        this->fallbackCamera_ = 0;
56    }
57
58    CameraManager::~CameraManager()
59    {
60        assert(singletonRef_s != 0);
61        singletonRef_s = 0;
62
63        if (this->fallbackCamera_)
64            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
65    }
66
67    Camera* CameraManager::getActiveCamera() const
68    {
69        if (this->cameraList_.size() > 0)
70            return this->cameraList_.front();
71        else
72            return 0;
73    }
74
75    void CameraManager::requestFocus(Camera* camera)
76    {
77        if (!GameMode::showsGraphics())
78            return;
79
80        // notify old camera (if it exists)
81        if (this->cameraList_.size() > 0)
82            this->cameraList_.front()->removeFocus();
83        else if (this->fallbackCamera_)
84        {
85            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
86            this->fallbackCamera_ = 0;
87        }
88
89        camera->setFocus();
90
91        // make sure we don't add it twice
92        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it)
93            if ((*it) == camera)
94                return;
95
96        // add to list
97        this->cameraList_.push_front(camera);
98    }
99
100    void CameraManager::releaseFocus(Camera* camera)
101    {
102        if (!GameMode::showsGraphics())
103            return;
104
105        // notify the cam of releasing the focus
106        if (this->cameraList_.front() == camera)
107        {
108            camera->removeFocus();
109            this->cameraList_.pop_front();
110
111            // set new focus if possible
112            if (this->cameraList_.size() > 0)
113                this->cameraList_.front()->setFocus();
114            else
115            {
116                // there are no more cameras, create a fallback
117                if (!this->fallbackCamera_)
118                    this->fallbackCamera_ = camera->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
119                this->useCamera(this->fallbackCamera_);
120            }
121        }
122        else
123        {
124            this->cameraList_.remove(camera);
125        }
126    }
127
128    void CameraManager::useCamera(Ogre::Camera* camera)
129    {
130        // This workaround is needed to avoid weird behaviour with active compositors while
131        // switching the camera (like freezing the image)
132        //
133        // Last known Ogre version needing this workaround:
134        // 1.4.8
135
136        // deactivate all compositors
137        {
138            Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator();
139            while (iterator.hasMoreElements())
140                Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false);
141        }
142
143        this->viewport_->setCamera(camera);
144        GUIManager::getInstance().setCamera(camera);
145
146        // reactivate all visible compositors
147        {
148            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
149                it->updateVisibility();
150        }
151    }
152}
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