[5] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | |
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| 30 | #ifndef __Overlay_H__ |
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| 31 | #define __Overlay_H__ |
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| 32 | |
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| 33 | #include "OgrePrerequisites.h" |
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| 34 | #include "OgreSceneNode.h" |
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| 35 | #include "OgreIteratorWrappers.h" |
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| 36 | #include "OgreMatrix4.h" |
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| 37 | |
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| 38 | namespace Ogre { |
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| 39 | |
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| 40 | |
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| 41 | /** Represents a layer which is rendered on top of the 'normal' scene contents. |
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| 42 | @remarks |
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| 43 | An overlay is a container for visual components (2D and 3D) which will be |
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| 44 | rendered after the main scene in order to composite heads-up-displays, menus |
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| 45 | or other layers on top of the contents of the scene. |
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| 46 | @par |
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| 47 | An overlay always takes up the entire size of the viewport, although the |
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| 48 | components attached to it do not have to. An overlay has no visual element |
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| 49 | in itself, it it merely a container for visual elements. |
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| 50 | @par |
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| 51 | Overlays are created by calling OverlayManager::create, or by defining them |
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| 52 | in special text scripts (.overlay files). As many overlays |
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| 53 | as you like can be defined; after creation an overlay is hidden i.e. not |
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| 54 | visible until you specifically enable it by calling 'show'. This allows you to have multiple |
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| 55 | overlays predefined (menus etc) which you make visible only when you want. |
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| 56 | It is possible to have multiple overlays enabled at once; in this case the |
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| 57 | relative 'zorder' parameter of the overlays determine which one is displayed |
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| 58 | on top. |
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| 59 | @par |
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| 60 | By default overlays are rendered into all viewports. This is fine when you only |
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| 61 | have fullscreen viewports, but if you have picture-in-picture views, you probably |
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| 62 | don't want the overlay displayed in the smaller viewports. You turn this off for |
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| 63 | a specific viewport by calling the Viewport::setDisplayOverlays method. |
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| 64 | */ |
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| 65 | class _OgreExport Overlay |
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| 66 | { |
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| 67 | |
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| 68 | public: |
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| 69 | typedef std::list<OverlayContainer*> OverlayContainerList; |
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| 70 | protected: |
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| 71 | String mName; |
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| 72 | /// Internal root node, used as parent for 3D objects |
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| 73 | SceneNode* mRootNode; |
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| 74 | // 2D elements |
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| 75 | // OverlayContainers, linked list for easy sorting by zorder later |
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| 76 | // Not a map because sort can be saved since changes infrequent (unlike render queue) |
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| 77 | OverlayContainerList m2DElements; |
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| 78 | |
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| 79 | // Degrees of rotation around center |
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| 80 | Radian mRotate; |
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| 81 | // Scroll values, offsets |
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| 82 | Real mScrollX, mScrollY; |
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| 83 | // Scale values |
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| 84 | Real mScaleX, mScaleY; |
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| 85 | |
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| 86 | mutable Matrix4 mTransform; |
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| 87 | mutable bool mTransformOutOfDate; |
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| 88 | bool mTransformUpdated; |
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| 89 | ulong mZOrder; |
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| 90 | bool mVisible; |
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| 91 | bool mInitialised; |
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| 92 | String mOrigin; |
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| 93 | /** Internal lazy update method. */ |
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| 94 | void updateTransform(void) const; |
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| 95 | /** Internal method for initialising an overlay */ |
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| 96 | void initialise(void); |
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| 97 | |
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| 98 | public: |
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| 99 | /// Constructor: do not call direct, use OverlayManager::create |
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| 100 | Overlay(const String& name); |
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| 101 | virtual ~Overlay(); |
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| 102 | |
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| 103 | |
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| 104 | OverlayContainer* getChild(const String& name); |
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| 105 | |
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| 106 | /** Gets the name of this overlay. */ |
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| 107 | const String& getName(void) const; |
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| 108 | /** Alters the ZOrder of this overlay. |
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| 109 | @remarks |
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| 110 | Values between 0 and 650 are valid here. |
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| 111 | */ |
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| 112 | void setZOrder(ushort zorder); |
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| 113 | /** Gets the ZOrder of this overlay. */ |
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| 114 | ushort getZOrder(void) const; |
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| 115 | |
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| 116 | /** Gets whether the overlay is displayed or not. */ |
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| 117 | bool isVisible(void) const; |
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| 118 | |
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| 119 | /** Gets whether the overlay is initialised or not. */ |
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| 120 | bool isInitialised(void) const { return mInitialised; } |
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| 121 | |
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| 122 | /** Shows the overlay if it was hidden. */ |
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| 123 | void show(void); |
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| 124 | |
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| 125 | /** Hides the overlay if it was visible. */ |
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| 126 | void hide(void); |
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| 127 | |
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| 128 | /** Adds a 2D 'container' to the overlay. |
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| 129 | @remarks |
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| 130 | Containers are created and managed using the OverlayManager. A container |
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| 131 | could be as simple as a square panel, or something more complex like |
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| 132 | a grid or tree view. Containers group collections of other elements, |
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| 133 | giving them a relative coordinate space and a common z-order. |
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| 134 | If you want to attach a gui widget to an overlay, you have to do it via |
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| 135 | a container. |
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| 136 | @param cont Pointer to a container to add, created using OverlayManager. |
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| 137 | */ |
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| 138 | void add2D(OverlayContainer* cont); |
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| 139 | |
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| 140 | |
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| 141 | /** Removes a 2D container from the overlay. |
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| 142 | @remarks |
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| 143 | NOT FAST. Consider OverlayElement::hide. |
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| 144 | */ |
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| 145 | void remove2D(OverlayContainer* cont); |
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| 146 | |
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| 147 | /** Adds a node capable of holding 3D objects to the overlay. |
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| 148 | @remarks |
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| 149 | Although overlays are traditionally associated with 2D elements, there |
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| 150 | are reasons why you might want to attach 3D elements to the overlay too. |
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| 151 | For example, if you wanted to have a 3D cockpit, which was overlaid with a |
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| 152 | HUD, then you would create 2 overlays, one with a 3D object attached for the |
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| 153 | cockpit, and one with the HUD elements attached (the zorder of the HUD |
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| 154 | overlay would be higher than the cockpit to ensure it was always on top). |
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| 155 | @par |
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| 156 | A SceneNode can have any number of 3D objects attached to it. SceneNodes |
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| 157 | are usually created using SceneManager::createSceneNode, but in this case |
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| 158 | you should create a standard SceneNode instance <b>manually</b>; this is |
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| 159 | because these scene nodes are not managed by the SceneManager and some custom |
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| 160 | SceneManager plugins will rely on specialist behaviour the overlay does not |
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| 161 | support. By attaching a SceneNode to an overlay, you indicate that:<OL> |
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| 162 | <LI>You want the contents of this node to only appear when the overlay is active</LI> |
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| 163 | <LI>You want the node to inherit a coordinate space relative to the camera, |
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| 164 | rather than relative to the root scene node</LI> |
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| 165 | <LI>You want these objects to be rendered after the contents of the main scene |
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| 166 | to ensure they are rendered on top</LI> |
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| 167 | </OL> |
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| 168 | One major consideration when using 3D objects in overlays is the behaviour of |
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| 169 | the depth buffer. Overlays should use materials with depth checking off, to ensure |
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| 170 | that their contents are always displayed on top of the main scene (to do |
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| 171 | otherwise would result in objects 'poking through' the overlay). The problem |
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| 172 | with using 3D objects is that if they are concave, or self-overlap, then you |
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| 173 | can get artefacts because of the lack of depth buffer checking. So you should |
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| 174 | ensure that any 3D objects you us in the overlay are convex, and don't overlap |
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| 175 | each other. If they must overlap, split them up and put them in 2 overlays. |
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| 176 | Alternatively, use a 2D element underneath them which will clear the depth buffer |
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| 177 | values underneath ready for the 3D element to be rendered correctly. |
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| 178 | */ |
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| 179 | void add3D(SceneNode* node); |
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| 180 | |
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| 181 | /** Removes a 3D element from the overlay. */ |
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| 182 | void remove3D(SceneNode* node); |
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| 183 | |
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| 184 | /** Clears the overlay of all attached items. */ |
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| 185 | void clear(); |
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| 186 | |
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| 187 | /** Sets the scrolling factor of this overlay. |
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| 188 | @remarks |
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| 189 | You can use this to set an offset to be used to scroll an |
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| 190 | overlay around the screen. |
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| 191 | @param x Horizontal scroll value, where 0 = normal, -0.5 = scroll so that only |
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| 192 | the right half the screen is visible etc |
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| 193 | @param y Vertical scroll value, where 0 = normal, 0.5 = scroll down by half |
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| 194 | a screen etc. |
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| 195 | */ |
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| 196 | void setScroll(Real x, Real y); |
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| 197 | |
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| 198 | /** Gets the current X scroll value */ |
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| 199 | Real getScrollX(void) const; |
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| 200 | |
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| 201 | /** Gets the current Y scroll value */ |
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| 202 | Real getScrollY(void) const; |
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| 203 | |
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| 204 | /** Scrolls the overlay by the offsets provided. |
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| 205 | @remarks |
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| 206 | This method moves the overlay by the amounts provided. As with |
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| 207 | other methods on this object, a full screen width / height is represented |
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| 208 | by the value 1.0. |
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| 209 | */ |
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| 210 | void scroll(Real xoff, Real yoff); |
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| 211 | |
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| 212 | /** Sets the rotation applied to this overlay.*/ |
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| 213 | void setRotate(const Radian& angle); |
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| 214 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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| 215 | inline void setRotate(Real degrees) { |
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| 216 | setRotate ( Angle(degrees) ); |
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| 217 | } |
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| 218 | #endif//OGRE_FORCE_ANGLE_TYPES |
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| 219 | |
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| 220 | /** Gets the rotation applied to this overlay, in degrees.*/ |
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| 221 | const Radian &getRotate(void) const { return mRotate; } |
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| 222 | |
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| 223 | /** Adds the passed in angle to the rotation applied to this overlay. */ |
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| 224 | void rotate(const Radian& angle); |
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| 225 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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| 226 | inline void rotate(Real degrees) { |
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| 227 | rotate ( Angle(degrees) ); |
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| 228 | } |
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| 229 | #endif//OGRE_FORCE_ANGLE_TYPES |
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| 230 | |
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| 231 | /** Sets the scaling factor of this overlay. |
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| 232 | @remarks |
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| 233 | You can use this to set an scale factor to be used to zoom an |
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| 234 | overlay. |
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| 235 | @param x Horizontal scale value, where 1.0 = normal, 0.5 = half size etc |
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| 236 | @param y Vertical scale value, where 1.0 = normal, 0.5 = half size etc |
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| 237 | */ |
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| 238 | void setScale(Real x, Real y); |
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| 239 | |
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| 240 | /** Gets the current X scale value */ |
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| 241 | Real getScaleX(void) const; |
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| 242 | |
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| 243 | /** Gets the current Y scale value */ |
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| 244 | Real getScaleY(void) const; |
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| 245 | |
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| 246 | /** Used to transform the overlay when scrolling, scaling etc. */ |
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| 247 | void _getWorldTransforms(Matrix4* xform) const; |
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| 248 | /** @copydoc Renderable::getWorldOrientation */ |
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| 249 | const Quaternion& getWorldOrientation(void) const; |
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| 250 | /** @copydoc Renderable::getWorldPosition */ |
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| 251 | const Vector3& getWorldPosition(void) const; |
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| 252 | |
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| 253 | /** Internal method to put the overlay contents onto the render queue. */ |
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| 254 | void _findVisibleObjects(Camera* cam, RenderQueue* queue); |
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| 255 | |
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| 256 | /** This returns a OverlayElement at position x,y. */ |
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| 257 | virtual OverlayElement* findElementAt(Real x, Real y); |
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| 258 | |
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| 259 | /** Returns an iterator over all 2D elements in this manager. |
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| 260 | @remarks |
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| 261 | VectorIterator is actually a too generic name, since it also works for lists. |
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| 262 | */ |
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| 263 | typedef VectorIterator<OverlayContainerList> Overlay2DElementsIterator ; |
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| 264 | Overlay2DElementsIterator get2DElementsIterator () |
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| 265 | { |
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| 266 | return Overlay2DElementsIterator (m2DElements.begin(), m2DElements.end()); |
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| 267 | } |
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| 268 | /** Get the origin of this overlay, e.g. a script file name. |
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| 269 | @remarks |
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| 270 | This property will only contain something if the creator of |
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| 271 | this overlay chose to populate it. Script loaders are advised |
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| 272 | to populate it. |
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| 273 | */ |
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| 274 | const String& getOrigin(void) const { return mOrigin; } |
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| 275 | /// Notify this overlay of it's origin |
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| 276 | void _notifyOrigin(const String& origin) { mOrigin = origin; } |
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| 277 | |
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| 278 | |
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| 279 | }; |
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| 280 | |
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| 281 | } |
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| 282 | |
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| 283 | |
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| 284 | #endif |
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| 285 | |
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