| 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 | *      Damian 'Mozork' Frick | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "QuestGUI.h" | 
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| 30 |  | 
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| 31 | #include <sstream> | 
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| 32 | #include <CEGUIWindow.h> | 
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| 33 | #include <CEGUIWindowManager.h> | 
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| 34 |  | 
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| 35 | #include "core/CoreIncludes.h" | 
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| 36 | #include "Quest.h" | 
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| 37 | #include "QuestHint.h" | 
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| 38 | #include "QuestItem.h" | 
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| 39 | #include "QuestGUINode.h" | 
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| 40 | #include "QuestManager.h" | 
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| 41 |  | 
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| 42 | namespace orxonox { | 
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| 43 |  | 
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| 44 | /** | 
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| 45 | @brief | 
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| 46 | Constructor. Registers and initializes the object. | 
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| 47 | @param | 
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| 48 | The player the GUI is for. | 
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| 49 | */ | 
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| 50 | QuestGUI::QuestGUI(PlayerInfo* player) | 
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| 51 | { | 
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| 52 | RegisterRootObject(QuestGUI); | 
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| 53 |  | 
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| 54 | this->player_ = player; | 
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| 55 | this->windowManager_ = CEGUI::WindowManager::getSingletonPtr(); //!< Get CEGUI WindowManager. | 
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| 56 | this->rootWindow_ = NULL; | 
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| 57 | this->root_ = new QuestGUINode(); //!< Create empty root node. | 
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| 58 |  | 
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| 59 | COUT(3) << "New QuestGUI created." << std::endl; | 
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| 60 | } | 
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| 61 |  | 
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| 62 | /** | 
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| 63 | @brief | 
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| 64 | Destructor. | 
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| 65 | */ | 
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| 66 | QuestGUI::~QuestGUI() | 
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| 67 | { | 
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| 68 | COUT(3) << "Destroying QuestGUI..." << std::endl; | 
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| 69 |  | 
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| 70 | this->clear(); //!< Clearing the GUI and in the process destroying all QuestGUINodes. | 
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| 71 |  | 
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| 72 | //! Destroying the windows in the this->windows_ list. | 
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| 73 | for(std::list<CEGUI::Window*>::iterator it = this->windows_.begin(); it != this->windows_.end(); it++) | 
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| 74 | { | 
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| 75 | if(*it != NULL) | 
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| 76 | (*it)->destroy(); | 
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| 77 | } | 
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| 78 | this->windows_.clear(); | 
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| 79 |  | 
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| 80 | if(this->root_ != NULL) | 
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| 81 | this->root_->destroy(); | 
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| 82 | } | 
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| 83 |  | 
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| 84 | /** | 
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| 85 | @brief | 
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| 86 | Get the root CEGUI Window of the GUI. | 
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| 87 | @return | 
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| 88 | Returns the root CEGUI Window of the GUI. | 
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| 89 | */ | 
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| 90 | CEGUI::Window* QuestGUI::getGUI(void) | 
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| 91 | { | 
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| 92 | this->update(); //!< Update the GUI. | 
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| 93 |  | 
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| 94 | return this->rootWindow_; | 
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| 95 | } | 
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| 96 |  | 
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| 97 | /** | 
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| 98 | @brief | 
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| 99 | Update the GUI. | 
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| 100 | */ | 
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| 101 | void QuestGUI::update(void) | 
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| 102 | { | 
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| 103 | COUT(3) << "Updating QuestGUI..." << std::endl; | 
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| 104 |  | 
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| 105 | this->clear(); //!< Clear the GUI. | 
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| 106 |  | 
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| 107 | int depth = 0; | 
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| 108 | int index = 0; | 
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| 109 |  | 
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| 110 | //! Create root window. | 
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| 111 | this->rootWindow_ = this->windowManager_->createWindow("TaharezLook/ScrollablePane", "QuestGUI/Quests"); | 
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| 112 | this->rootWindow_->setSize(CEGUI::UVector2(CEGUI::UDim(1, 0),CEGUI::UDim(1, 0))); | 
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| 113 |  | 
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| 114 | //! Iterate through all Quests. | 
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| 115 | std::map<std::string, Quest*> quests = QuestManager::getInstance().getQuests(); | 
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| 116 | for(std::map<std::string, Quest*>::iterator it = quests.begin(); it != quests.end(); it++) | 
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| 117 | { | 
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| 118 | Quest* quest = it->second; | 
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| 119 | if(quest->getParentQuest() == NULL && !quest->isInactive(this->player_)) //!< If the Quest isn't inactive and a root Quest (meaning it has no parent.), create a Node. | 
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| 120 | { | 
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| 121 | index = createNode(this->root_, quest, depth, index); | 
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| 122 | } | 
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| 123 | } | 
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| 124 | COUT(3) << "Updating QuestGUI done." << std::endl; | 
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| 125 | } | 
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| 126 |  | 
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| 127 | /** | 
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| 128 | @brief | 
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| 129 | Clear the QuestGUI. | 
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| 130 | */ | 
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| 131 | void QuestGUI::clear(void) | 
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| 132 | { | 
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| 133 | COUT(3) << "Clearing QuestGUI..." << std::endl; | 
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| 134 |  | 
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| 135 | //! Clear all nodes. | 
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| 136 | for(std::map<CEGUI::Window*, QuestGUINode*>::iterator it = this->nodes_.begin(); it != this->nodes_.end(); it++) | 
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| 137 | { | 
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| 138 | QuestGUINode* node = it->second; | 
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| 139 | if(node == NULL) | 
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| 140 | { | 
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| 141 | COUT(1) << "Node is NULL!"; | 
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| 142 | continue; | 
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| 143 | } | 
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| 144 | std::string* str = new std::string(); | 
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| 145 | node->getName(*str); | 
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| 146 | COUT(3) << "Clearing Node '" << *str << "' ..." << std::endl; | 
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| 147 | delete str; | 
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| 148 | node->destroy(); | 
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| 149 | } | 
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| 150 | this->nodes_.clear(); | 
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| 151 |  | 
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| 152 | //! Clear root window. | 
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| 153 | if(this->rootWindow_ != NULL) | 
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| 154 | this->rootWindow_->destroy(); | 
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| 155 |  | 
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| 156 | COUT(3) << "Clearing QuestGUI done." << std::endl; | 
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| 157 | } | 
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| 158 |  | 
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| 159 | /** | 
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| 160 | @brief | 
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| 161 | Get a CEGUI Window to use. | 
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| 162 | Windows that are no longer used are collected with giveWindow, and are given out again with getWindow, so save some time recreating new windows everytime. | 
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| 163 | The retreived window is of type "TaharezLook/TabButton". | 
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| 164 | @return | 
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| 165 | Returns a CEGUI Window of type "TaharezLook/TabButton". | 
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| 166 | */ | 
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| 167 | CEGUI::Window* QuestGUI::getWindow(void) | 
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| 168 | { | 
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| 169 | if(!this->windows_.empty()) //!< If there are windows in the list. | 
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| 170 | { | 
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| 171 | CEGUI::Window* window = this->windows_.back(); | 
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| 172 | this->windows_.pop_back(); | 
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| 173 | return window; | 
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| 174 | } | 
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| 175 |  | 
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| 176 | //!< Else create a new one. | 
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| 177 | std::ostringstream stream; | 
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| 178 | stream << "QuestGUI/Quests/EmptyWindows/" << this->windows_.size()+1; | 
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| 179 | return this->windowManager_->createWindow("TaharezLook/TabButton", stream.str()); | 
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| 180 | } | 
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| 181 |  | 
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| 182 | /** | 
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| 183 | @brief | 
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| 184 | Return a no longer needed CEGUI Window for reuse. | 
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| 185 | @param window | 
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| 186 | The CEGUI window ot be returned. | 
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| 187 | */ | 
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| 188 | void QuestGUI::giveWindow(CEGUI::Window* window) | 
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| 189 | { | 
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| 190 | if(window == NULL) | 
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| 191 | return; | 
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| 192 | this->windows_.push_back(window); | 
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| 193 | this->rootWindow_->removeChildWindow(window); //!< Remove the window as child of the rootWindow. | 
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| 194 | std::ostringstream stream; | 
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| 195 | stream << "QuestGUI/Quests/EmptyWindows/" << this->windows_.size(); | 
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| 196 | window->rename(stream.str()); | 
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| 197 | } | 
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| 198 |  | 
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| 199 | /** | 
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| 200 | @brief | 
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| 201 | Finde the QuestGUINode belonging to the input CEGUI Window. | 
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| 202 | @param window | 
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| 203 | A pointer to a CEGUI Window. | 
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| 204 | @return | 
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| 205 | A pointer to the QuestGUI Node belonging to the input CEGUI Window. | 
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| 206 | */ | 
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| 207 | /*static*/ QuestGUINode* QuestGUI::findNode(CEGUI::Window* window) | 
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| 208 | { | 
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| 209 | for(std::map<PlayerInfo*, QuestGUI*>::iterator it = QuestManager::getInstance().questGUIs_.begin(); it != QuestManager::getInstance().questGUIs_.end(); it++) | 
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| 210 | { | 
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| 211 | QuestGUI* gui = it->second; | 
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| 212 | std::map<CEGUI::Window*, QuestGUINode*>::iterator node = gui->nodes_.find(window); | 
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| 213 | if(node != gui->nodes_.end()) return node->second; | 
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| 214 | } | 
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| 215 | return NULL; | 
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| 216 | } | 
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| 217 |  | 
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| 218 | /** | 
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| 219 | @brief | 
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| 220 | Recursive method to create Nodes for all Quests an Hints the given Quest is a parent to. | 
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| 221 | @param parent | 
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| 222 | Pointer to the parent QuestGUINode. | 
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| 223 | @param item | 
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| 224 | The QuestItem the QuestGUINode is created for. | 
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| 225 | @param depth | 
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| 226 | Parameter to define how much the list item has to be indented. | 
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| 227 | @param index | 
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| 228 | "Counter" for Quests and Hints. | 
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| 229 | @return | 
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| 230 | Returns the index. | 
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| 231 | */ | 
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| 232 | int QuestGUI::createNode(QuestGUINode* parent, QuestItem* item, int depth, int index) | 
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| 233 | { | 
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| 234 | QuestGUINode* node = new QuestGUINode(this, parent, item, depth, index); //!< Create a new QuestGUINode. | 
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| 235 |  | 
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| 236 | this->nodes_.insert(std::pair<CEGUI::Window*, QuestGUINode*>(node->getWindow(),node)); //!< Insert the node and its window in the nodes_ map. | 
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| 237 |  | 
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| 238 | index++; | 
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| 239 |  | 
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| 240 | //! Check if the QuestItem is a Quest, if not (it's a QuestHint) it just returns. | 
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| 241 | Quest* quest = dynamic_cast<Quest*>(item); | 
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| 242 | if(quest == NULL) | 
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| 243 | return index; | 
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| 244 |  | 
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| 245 | //! Iterate through all subQuests. | 
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| 246 | std::list<Quest*> quests = quest->getSubQuestList(); | 
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| 247 | for(std::list<Quest*>::iterator it = quests.begin(); it != quests.end(); it++) | 
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| 248 | { | 
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| 249 | Quest* quest = *it; | 
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| 250 | if(!quest->isInactive(this->player_)) //!< Add node if the subQuest is not inactive. | 
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| 251 | { | 
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| 252 | index = createNode(node, quest, depth+1, index); | 
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| 253 | } | 
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| 254 | } | 
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| 255 |  | 
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| 256 | //! Iterate through all hints. | 
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| 257 | std::list<QuestHint*> hints = quest->getHintsList(); | 
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| 258 | int tempIndex = index; //!< Preserve the index, since for the hints we start anew with index 0. | 
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| 259 | index = 0; | 
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| 260 | for(std::list<QuestHint*>::iterator it = hints.begin(); it != hints.end(); it++) | 
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| 261 | { | 
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| 262 | QuestHint* hint = *it; | 
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| 263 | if(hint->isActive(this->player_)) //!< Add node if the hint is active. | 
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| 264 | { | 
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| 265 | index = createNode(node, hint, depth+1, index); | 
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| 266 | } | 
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| 267 | } | 
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| 268 | index = tempIndex; //!< Reset the index to the original level. | 
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| 269 |  | 
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| 270 | return index; | 
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| 271 | } | 
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| 272 |  | 
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| 273 | } | 
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| 274 |  | 
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