/* * 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 "core/GameMode.h" #include "core/GraphicsManager.h" #include "core/object/ObjectList.h" #include "core/singleton/ScopedSingletonIncludes.h" #include "tools/Shader.h" #include "graphics/Camera.h" namespace orxonox { ManageScopedSingleton(CameraManager, ScopeID::GRAPHICS, false); CameraManager::CameraManager() { assert(GameMode::showsGraphics()); } CameraManager::~CameraManager() { } Camera* CameraManager::getActiveCamera() const { if (!this->cameraList_.empty()) return this->cameraList_.front(); else return nullptr; } void CameraManager::requestFocus(Camera* camera) { // notify old camera (if it exists) if (!this->cameraList_.empty()) this->cameraList_.front()->removeFocus(); camera->setFocus(); // make sure we don't add it twice for (std::list::iterator it = this->cameraList_.begin(); it != this->cameraList_.end();) if ((*it) == camera) this->cameraList_.erase(it++); else ++it; // add to list this->cameraList_.push_front(camera); } void CameraManager::releaseFocus(Camera* camera) { // notify the cam of releasing the focus if (!this->cameraList_.empty() && this->cameraList_.front() == camera) { camera->removeFocus(); this->cameraList_.pop_front(); // set new focus if possible if (!this->cameraList_.empty()) this->cameraList_.front()->setFocus(); else this->useCamera(nullptr); } else this->cameraList_.remove(camera); } void CameraManager::useCamera(Ogre::Camera* camera) { GraphicsManager::getInstance().setCamera(camera); } }