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source: downloads/OgreMain/include/OgreOverlayManager.h @ 1

Last change on this file since 1 was 1, checked in by landauf, 17 years ago
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __OverlayManager_H__
30#define __OverlayManager_H__
31
32#include "OgrePrerequisites.h"
33#include "OgreSingleton.h"
34#include "OgreStringVector.h"
35#include "OgreOverlay.h"
36#include "OgreScriptLoader.h"
37
38namespace Ogre {
39
40    /** Manages Overlay objects, parsing them from .overlay files and
41        storing a lookup library of them. Alo manages the creation of
42                OverlayContainers and OverlayElements, used for non-interactive 2D
43                elements such as HUDs.
44    */
45    class _OgreExport OverlayManager : public Singleton<OverlayManager>, public ScriptLoader
46    {
47    public:
48        typedef std::map<String, Overlay*> OverlayMap;
49                typedef std::map<String, OverlayElement*> ElementMap;
50    protected:
51        OverlayMap mOverlayMap;
52        StringVector mScriptPatterns;
53
54        void parseNewElement( DataStreamPtr& chunk, String& elemType, String& elemName, 
55            bool isContainer, Overlay* pOverlay, bool isTemplate, String templateName = String(""), OverlayContainer* container = 0);
56        void parseAttrib( const String& line, Overlay* pOverlay);
57        void parseElementAttrib( const String& line, Overlay* pOverlay, OverlayElement* pElement );
58        void skipToNextCloseBrace(DataStreamPtr& chunk);
59        void skipToNextOpenBrace(DataStreamPtr& chunk);
60       
61        int mLastViewportWidth, mLastViewportHeight;
62        bool mViewportDimensionsChanged;
63
64            bool parseChildren( DataStreamPtr& chunk, const String& line,
65            Overlay* pOverlay, bool isTemplate, OverlayContainer* parent = NULL);
66
67                typedef std::map<String, OverlayElementFactory*> FactoryMap;
68                FactoryMap mFactories;
69
70                ElementMap mInstances;
71                ElementMap mTemplates;
72
73                typedef std::set<String> LoadedScripts;
74                LoadedScripts mLoadedScripts;
75
76
77
78
79                ElementMap& getElementMap(bool isTemplate);
80
81                OverlayElement* createOverlayElementImpl(const String& typeName, const String& instanceName, ElementMap& elementMap);
82
83                OverlayElement* getOverlayElementImpl(const String& name, ElementMap& elementMap);
84
85                void destroyOverlayElementImpl(const String& instanceName, ElementMap& elementMap);
86
87                void destroyOverlayElementImpl(OverlayElement* pInstance, ElementMap& elementMap);
88
89                void destroyAllOverlayElementsImpl(ElementMap& elementMap);
90
91    public:
92        OverlayManager();
93        virtual ~OverlayManager();
94
95        /// @copydoc ScriptLoader::getScriptPatterns
96        const StringVector& getScriptPatterns(void) const;
97        /// @copydoc ScriptLoader::parseScript
98        void parseScript(DataStreamPtr& stream, const String& groupName);
99        /// @copydoc ScriptLoader::getLoadingOrder
100        Real getLoadingOrder(void) const;
101
102        /** Create a new Overlay. */
103        Overlay* create(const String& name);
104        /** Retrieve an Overlay by name
105        @returns A pointer to the Overlay, or 0 if not found
106        */
107        Overlay* getByName(const String& name);
108        /** Destroys an existing overlay by name */
109        void destroy(const String& name);
110        /** Destroys an existing overlay */
111        void destroy(Overlay* overlay);
112        /** Destroys all existing overlays */
113        void destroyAll(void);
114        typedef MapIterator<OverlayMap> OverlayMapIterator;
115        OverlayMapIterator getOverlayIterator(void);
116
117        /** Internal method for queueing the visible overlays for rendering. */
118        void _queueOverlaysForRendering(Camera* cam, RenderQueue* pQueue, Viewport *vp);
119
120        /** Method for determining if the viewport has changed dimensions.
121        @remarks This is used by pixel-based OverlayElements to work out if they need to
122            reclaculate their sizes.
123        */
124        bool hasViewportChanged(void) const;
125
126        /** Gets the height of the destination viewport in pixels. */
127        int getViewportHeight(void) const;
128       
129        /** Gets the width of the destination viewport in pixels. */
130        int getViewportWidth(void) const;
131        Real getViewportAspectRatio(void) const;
132
133
134                /** Creates a new OverlayElement of the type requested.
135                @remarks
136                The type of element to create is passed in as a string because this
137                allows plugins to register new types of component.
138                @param typeName The type of element to create.
139                @param instanceName The name to give the new instance.
140                */
141                OverlayElement* createOverlayElement(const String& typeName, const String& instanceName, bool isTemplate = false);
142
143                /** Gets a reference to an existing element. */
144                OverlayElement* getOverlayElement(const String& name, bool isTemplate = false);
145
146                /** Destroys a OverlayElement.
147                @remarks
148                Make sure you're not still using this in an Overlay. If in
149                doubt, let OGRE destroy elements on shutdown.
150                */
151                void destroyOverlayElement(const String& instanceName, bool isTemplate = false);
152
153                /** Destroys a OverlayElement.
154                @remarks
155                Make sure you're not still using this in an Overlay. If in
156                doubt, let OGRE destroy elements on shutdown.
157                */
158                void destroyOverlayElement(OverlayElement* pInstance, bool isTemplate = false);
159
160                /** Destroys all the OverlayElement  created so far.
161                @remarks
162                Best to leave this to the engine to call internally, there
163                should rarely be a need to call it yourself.
164                */
165                void destroyAllOverlayElements(bool isTemplate = false);
166
167                /** Registers a new OverlayElementFactory with this manager.
168                @remarks
169                Should be used by plugins or other apps wishing to provide
170                a new OverlayElement subclass.
171                */
172                void addOverlayElementFactory(OverlayElementFactory* elemFactory);
173
174                OverlayElement* createOverlayElementFromTemplate(const String& templateName, const String& typeName, const String& instanceName, bool isTemplate = false);
175                /**
176                *  @remarks
177                *  Creates a new OverlayElement object from the specified template name.  The new
178                *  object's name, and all of it's children, will be instanceName/orignalName.
179                */
180                OverlayElement* cloneOverlayElementFromTemplate(const String& templateName, const String& instanceName);
181
182                OverlayElement* createOverlayElementFromFactory(const String& typeName, const String& instanceName);
183
184                typedef MapIterator<ElementMap> TemplateIterator;
185                /** Returns an iterator over all templates in this manager.*/
186                TemplateIterator getTemplateIterator ()
187                {
188                        return TemplateIterator (mTemplates.begin (), mTemplates.end ()) ;
189                }
190                /* Returns whether the Element with the given name is a Template */
191                bool isTemplate (String strName) const {
192                        return (mTemplates.find (strName) != mTemplates.end()) ;
193                }
194
195
196        /** Override standard Singleton retrieval.
197        @remarks
198        Why do we do this? Well, it's because the Singleton
199        implementation is in a .h file, which means it gets compiled
200        into anybody who includes it. This is needed for the
201        Singleton template to work, but we actually only want it
202        compiled into the implementation of the class based on the
203        Singleton, not all of them. If we don't change this, we get
204        link errors when trying to use the Singleton-based class from
205        an outside dll.
206        @par
207        This method just delegates to the template version anyway,
208        but the implementation stays in this single compilation unit,
209        preventing link errors.
210        */
211        static OverlayManager& getSingleton(void);
212        /** Override standard Singleton retrieval.
213        @remarks
214        Why do we do this? Well, it's because the Singleton
215        implementation is in a .h file, which means it gets compiled
216        into anybody who includes it. This is needed for the
217        Singleton template to work, but we actually only want it
218        compiled into the implementation of the class based on the
219        Singleton, not all of them. If we don't change this, we get
220        link errors when trying to use the Singleton-based class from
221        an outside dll.
222        @par
223        This method just delegates to the template version anyway,
224        but the implementation stays in this single compilation unit,
225        preventing link errors.
226        */
227        static OverlayManager* getSingletonPtr(void);
228    };
229
230
231
232}
233
234
235#endif
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