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