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source: code/trunk/src/orxonox/CameraManager.cc @ 3159

Last change on this file since 3159 was 3110, checked in by rgrieder, 15 years ago

Removed old msvc specific support for precompiled header files.

  • Property svn:eol-style set to native
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 "CameraManager.h"
29
30#include <OgreSceneManager.h>
31#include <OgreViewport.h>
32#include <OgreCamera.h>
33#include <OgreCompositorManager.h>
34#include <OgreResource.h>
35
36#include "core/GameMode.h"
37#include "core/Iterator.h"
38#include "objects/worldentities/Camera.h"
39#include "objects/Scene.h"
40#include "tools/Shader.h"
41#include "util/String.h"
42#include "gui/GUIManager.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 (!GameMode::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 (!GameMode::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        GUIManager::getInstance().setCamera(camera);
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    }
151}
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