/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Benjamin Knecht * Co-authors: * Fabian 'x3n' Landau * */ #include "CameraManager.h" #include #include #include #include #include #include "core/GameMode.h" #include "core/Iterator.h" #include "objects/worldentities/Camera.h" #include "objects/Scene.h" #include "tools/Shader.h" #include "util/String.h" #include "gui/GUIManager.h" namespace orxonox { CameraManager* CameraManager::singletonRef_s = 0; CameraManager::CameraManager(Ogre::Viewport* viewport) : viewport_(viewport) { assert(singletonRef_s == 0); singletonRef_s = this; this->fallbackCamera_ = 0; } CameraManager::~CameraManager() { assert(singletonRef_s != 0); singletonRef_s = 0; if (this->fallbackCamera_) this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_); } Camera* CameraManager::getActiveCamera() const { if (this->cameraList_.size() > 0) return this->cameraList_.front(); else return 0; } void CameraManager::requestFocus(Camera* camera) { if (!GameMode::showsGraphics()) return; // notify old camera (if it exists) if (this->cameraList_.size() > 0) this->cameraList_.front()->removeFocus(); else if (this->fallbackCamera_) { this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_); this->fallbackCamera_ = 0; } camera->setFocus(); // make sure we don't add it twice for (std::list::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it) if ((*it) == camera) return; // add to list this->cameraList_.push_front(camera); } void CameraManager::releaseFocus(Camera* camera) { if (!GameMode::showsGraphics()) return; // notify the cam of releasing the focus if (this->cameraList_.front() == camera) { camera->removeFocus(); this->cameraList_.pop_front(); // set new focus if possible if (this->cameraList_.size() > 0) this->cameraList_.front()->setFocus(); else { // there are no more cameras, create a fallback if (!this->fallbackCamera_) this->fallbackCamera_ = camera->getScene()->getSceneManager()->createCamera(getUniqueNumberString()); this->useCamera(this->fallbackCamera_); } } else { this->cameraList_.remove(camera); } } void CameraManager::useCamera(Ogre::Camera* camera) { // This workaround is needed to avoid weird behaviour with active compositors while // switching the camera (like freezing the image) // // Last known Ogre version needing this workaround: // 1.4.8 // deactivate all compositors { Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator(); while (iterator.hasMoreElements()) Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false); } this->viewport_->setCamera(camera); GUIManager::getInstance().setCamera(camera); // reactivate all visible compositors { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->updateVisibility(); } } }