| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Benjamin Knecht | 
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| 24 | *   Co-authors: | 
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| 25 | *      Fabian 'x3n' Landau | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "CameraManager.h" | 
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| 30 |  | 
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| 31 | #include <OgreSceneManager.h> | 
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| 32 | #include <OgreViewport.h> | 
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| 33 | #include <OgreCompositorManager.h> | 
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| 34 |  | 
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| 35 | #include "util/StringUtils.h" | 
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| 36 | #include "core/GameMode.h" | 
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| 37 | #include "core/GraphicsManager.h" | 
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| 38 | #include "core/GUIManager.h" | 
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| 39 | #include "core/ObjectList.h" | 
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| 40 | #include "core/ScopedSingletonManager.h" | 
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| 41 | #include "tools/Shader.h" | 
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| 42 | #include "graphics/Camera.h" | 
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| 43 | #include "Scene.h" | 
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| 44 |  | 
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| 45 | namespace orxonox | 
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| 46 | { | 
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| 47 | CameraManager* CameraManager::singletonPtr_s = 0; | 
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| 48 | ManageScopedSingleton(CameraManager, ScopeID::Graphics, false); | 
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| 49 |  | 
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| 50 | CameraManager::CameraManager() | 
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| 51 | : viewport_(GraphicsManager::getInstance().getViewport()) | 
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| 52 | { | 
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| 53 | assert(GameMode::showsGraphics()); | 
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| 54 | } | 
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| 55 |  | 
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| 56 | CameraManager::~CameraManager() | 
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| 57 | { | 
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| 58 | GUIManager::getInstance().setCamera(0); | 
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| 59 | } | 
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| 60 |  | 
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| 61 | Camera* CameraManager::getActiveCamera() const | 
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| 62 | { | 
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| 63 | if (!this->cameraList_.empty()) | 
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| 64 | return this->cameraList_.front(); | 
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| 65 | else | 
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| 66 | return 0; | 
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| 67 | } | 
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| 68 |  | 
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| 69 | void CameraManager::requestFocus(Camera* camera) | 
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| 70 | { | 
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| 71 | // notify old camera (if it exists) | 
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| 72 | if (!this->cameraList_.empty()) | 
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| 73 | this->cameraList_.front()->removeFocus(); | 
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| 74 |  | 
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| 75 | camera->setFocus(); | 
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| 76 |  | 
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| 77 | // make sure we don't add it twice | 
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| 78 | for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end();) | 
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| 79 | if ((*it) == camera) | 
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| 80 | this->cameraList_.erase(it++); | 
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| 81 | else | 
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| 82 | ++it; | 
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| 83 | // add to list | 
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| 84 | this->cameraList_.push_front(camera); | 
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| 85 | } | 
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| 86 |  | 
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| 87 | void CameraManager::releaseFocus(Camera* camera) | 
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| 88 | { | 
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| 89 | // notify the cam of releasing the focus | 
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| 90 | if (!this->cameraList_.empty() && this->cameraList_.front() == camera) | 
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| 91 | { | 
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| 92 | camera->removeFocus(); | 
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| 93 | this->cameraList_.pop_front(); | 
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| 94 |  | 
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| 95 | // set new focus if possible | 
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| 96 | if (!this->cameraList_.empty()) | 
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| 97 | this->cameraList_.front()->setFocus(); | 
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| 98 | } | 
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| 99 | else | 
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| 100 | this->cameraList_.remove(camera); | 
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| 101 | } | 
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| 102 |  | 
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| 103 | void CameraManager::useCamera(Ogre::Camera* camera) | 
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| 104 | { | 
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| 105 | // This workaround is needed to avoid weird behaviour with active compositors while | 
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| 106 | // switching the camera (like freezing the image) | 
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| 107 | // | 
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| 108 | // Last known Ogre version needing this workaround: | 
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| 109 | // 1.4.8 | 
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| 110 |  | 
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| 111 | // deactivate all compositors | 
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| 112 | { | 
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| 113 | Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator(); | 
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| 114 | while (iterator.hasMoreElements()) | 
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| 115 | Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false); | 
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| 116 | } | 
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| 117 |  | 
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| 118 | this->viewport_->setCamera(camera); | 
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| 119 | GUIManager::getInstance().setCamera(camera); | 
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| 120 |  | 
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| 121 | // reactivate all visible compositors | 
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| 122 | { | 
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| 123 | for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it) | 
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| 124 | it->updateVisibility(); | 
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| 125 | } | 
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| 126 | } | 
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| 127 | } | 
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