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source: code/branches/core5/src/orxonox/CameraManager.cc @ 5867

Last change on this file since 5867 was 5867, checked in by rgrieder, 15 years ago

Modified Scoped Singleton concept: Derive from Singleton normally, but place an important pre-main() instruction in the source file: ManageScopedSingleton(className, scope) (it's a macro).
This causes the Singleton to be created and destroyed with the Scope. Thus if a Singleton c'tor throws, it is much easier to react accordingly.

  • Property svn:eol-style set to native
File size: 4.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Benjamin Knecht
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "CameraManager.h"
30
31#include <OgreSceneManager.h>
32#include <OgreViewport.h>
33#include <OgreCompositorManager.h>
34
35#include "util/StringUtils.h"
36#include "core/GameMode.h"
37#include "core/GraphicsManager.h"
38#include "core/GUIManager.h"
39#include "core/ObjectList.h"
40#include "core/ScopedSingletonManager.h"
41#include "tools/Shader.h"
42#include "graphics/Camera.h"
43#include "Scene.h"
44
45namespace orxonox
46{
47    ManageScopedSingleton(CameraManager, ScopeID::Graphics);
48    CameraManager* CameraManager::singletonPtr_s = 0;
49
50    CameraManager::CameraManager()
51        : viewport_(GraphicsManager::getInstance().getViewport())
52    {
53        this->fallbackCamera_ = 0;
54    }
55
56    CameraManager::~CameraManager()
57    {
58        if (this->fallbackCamera_)
59            this->fallbackCameraScene_->getSceneManager()->destroyCamera(this->fallbackCamera_);
60        GUIManager::getInstance().setCamera(0);
61    }
62
63    Camera* CameraManager::getActiveCamera() const
64    {
65        if (this->cameraList_.size() > 0)
66            return this->cameraList_.front();
67        else
68            return 0;
69    }
70
71    void CameraManager::requestFocus(Camera* camera)
72    {
73        if (!GameMode::showsGraphics())
74            return;
75
76        // notify old camera (if it exists)
77        if (this->cameraList_.size() > 0)
78            this->cameraList_.front()->removeFocus();
79        else if (this->fallbackCamera_)
80        {
81            this->fallbackCameraScene_->getSceneManager()->destroyCamera(this->fallbackCamera_);
82            this->fallbackCamera_ = 0;
83        }
84
85        camera->setFocus();
86
87        // make sure we don't add it twice
88        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it)
89            if ((*it) == camera)
90                return;
91
92        // add to list
93        this->cameraList_.push_front(camera);
94    }
95
96    void CameraManager::releaseFocus(Camera* camera)
97    {
98        if (!GameMode::showsGraphics())
99            return;
100
101        // notify the cam of releasing the focus
102        if (this->cameraList_.front() == camera)
103        {
104            camera->removeFocus();
105            this->cameraList_.pop_front();
106
107            // set new focus if possible
108            if (this->cameraList_.size() > 0)
109                this->cameraList_.front()->setFocus();
110            else
111            {
112                // there are no more cameras, create a fallback
113                if (!this->fallbackCamera_)
114                {
115                    this->fallbackCameraScene_ = camera->getScene();
116                    this->fallbackCamera_ = this->fallbackCameraScene_->getSceneManager()->createCamera(getUniqueNumberString());
117                }
118                this->useCamera(this->fallbackCamera_);
119            }
120        }
121        else
122        {
123            this->cameraList_.remove(camera);
124        }
125    }
126
127    void CameraManager::useCamera(Ogre::Camera* camera)
128    {
129        // This workaround is needed to avoid weird behaviour with active compositors while
130        // switching the camera (like freezing the image)
131        //
132        // Last known Ogre version needing this workaround:
133        // 1.4.8
134
135        // deactivate all compositors
136        {
137            Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator();
138            while (iterator.hasMoreElements())
139                Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false);
140        }
141
142        this->viewport_->setCamera(camera);
143        GUIManager::getInstance().setCamera(camera);
144
145        // reactivate all visible compositors
146        {
147            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
148                it->updateVisibility();
149        }
150    }
151}
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