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source: code/trunk/src/orxonox/CameraManager.cc @ 2732

Last change on this file since 2732 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

File size: 4.5 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/Core.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
44namespace orxonox
45{
46    CameraManager* CameraManager::singletonRef_s = 0;
47
48    CameraManager::CameraManager(Ogre::Viewport* viewport)
49        : viewport_(viewport)
50    {
51        assert(singletonRef_s == 0);
52        singletonRef_s = this;
53
54        this->fallbackCamera_ = 0;
55    }
56
57    CameraManager::~CameraManager()
58    {
59        assert(singletonRef_s != 0);
60        singletonRef_s = 0;
61
62        if (this->fallbackCamera_)
63            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
64    }
65
66    Camera* CameraManager::getActiveCamera() const
67    {
68        if (this->cameraList_.size() > 0)
69            return this->cameraList_.front();
70        else
71            return 0;
72    }
73
74    void CameraManager::requestFocus(Camera* camera)
75    {
76        if (!Core::showsGraphics())
77            return;
78
79        // notify old camera (if it exists)
80        if (this->cameraList_.size() > 0)
81            this->cameraList_.front()->removeFocus();
82        else if (this->fallbackCamera_)
83        {
84            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
85            this->fallbackCamera_ = 0;
86        }
87
88        camera->setFocus();
89
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
95        // add to list
96        this->cameraList_.push_front(camera);
97    }
98
99    void CameraManager::releaseFocus(Camera* camera)
100    {
101        if (!Core::showsGraphics())
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
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            }
120        }
121        else
122        {
123            this->cameraList_.remove(camera);
124        }
125    }
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);
143
144        // reactivate all visible compositors
145        {
146            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
147                it->updateVisibility();
148        }
149    }
150}
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