/* * ORXONOX - the hottest 3D action shooter ever to exist * * * 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 3 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, see . * * * Author: * Reto Grieder * Co-authors: * ... * */ /** * Ogre control class. * This is merely a convenient way to handle Ogre. It only holds the Root * object and the render Window. These are the objects, that are independant * of the game state (playing, menu browsing, loading, etc.). * This class could easily be merged into the Orxnox class. */ #include "ogre_control.h" /** * Provide support for mac users. */ #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE // This function will locate the path to our application on OS X, // unlike windows you can not rely on the curent working directory // for locating your configuration files and resources. std::string macBundlePath() { char path[1024]; CFBundleRef mainBundle = CFBundleGetMainBundle(); assert(mainBundle); CFURLRef mainBundleURL = CFBundleCopyBundleURL(mainBundle); assert(mainBundleURL); CFStringRef cfStringRef = CFURLCopyFileSystemPath( mainBundleURL, kCFURLPOSIXPathStyle); assert(cfStringRef); CFStringGetCString(cfStringRef, path, 1024, kCFStringEncodingASCII); CFRelease(mainBundleURL); CFRelease(cfStringRef); return std::string(path); } #endif /** * Constructor that determines the resource path platform dependant. */ OgreControl::OgreControl() : root_(0) { // Provide a nice cross platform solution for locating the configuration // files. On windows files are searched for in the current working // directory, on OS X however you must provide the full path, the helper // function macBundlePath does this for us. #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE resourcePath_ = macBundlePath() + "/Contents/Resources/"; #else resourcePath_ = ""; #endif } /** * Standard Destructor. */ OgreControl::~OgreControl() { if (root_) delete root_; } /* Sets up Ogre. * First, the Root object is being created, then the resources are defined * (not loaded!). And last but not least, the render settings (like resolution * or AA level) are prompted to the user. */ bool OgreControl::initialise(void) { String pluginsPath; // only use plugins.cfg if not static #ifndef OGRE_STATIC_LIB pluginsPath = resourcePath_ + "plugins.cfg"; #endif root_ = new Root(pluginsPath, resourcePath_ + "ogre.cfg", resourcePath_ + "Ogre.log"); setupResources(); if (!configure()) return false; return true; } /** * Defines the source of the resources. */ void OgreControl::setupResources(void) { // Load resource paths from config file ConfigFile cf; cf.load(resourcePath_ + "resources.cfg"); // Go through all sections & settings in the file ConfigFile::SectionIterator seci = cf.getSectionIterator(); String secName, typeName, archName; while (seci.hasMoreElements()) { secName = seci.peekNextKey(); ConfigFile::SettingsMultiMap *settings = seci.getNext(); ConfigFile::SettingsMultiMap::iterator i; for (i = settings->begin(); i != settings->end(); ++i) { typeName = i->first; archName = i->second; #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE // OS X does not set the working directory relative to the app, // In order to make things portable on OS X we need to provide // the loading with it's own bundle path location ResourceGroupManager::getSingleton().addResourceLocation( String(macBundlePath() + "/" + archName), typeName, secName); #else ResourceGroupManager::getSingleton().addResourceLocation( archName, typeName, secName); #endif } } } /** * Prompts a setting window for the render engine if that has not already * been done. * The method also calls the root initialiser in order to get a render window. */ bool OgreControl::configure(void) { // Show the configuration dialog and initialise the system // You can skip this and use root.restoreConfig() to load configuration // settings if you were sure there are valid ones saved in ogre.cfg if(!root_->restoreConfig() && !root_->showConfigDialog()) return false; // user clicked OK so initialise // Here we choose to let the system create a default // rendering window by passing 'true' root_->saveConfig(); window_ = root_->initialise(true); return true; } /** * Returns the root object. * @return Root object. */ Root* OgreControl::getRoot(void) { return root_; } /** * Returns the render window. * @return Render window. */ RenderWindow* OgreControl::getRenderWindow(void) { return window_; } /** * Returns the resource path. * @return Resource path. */ Ogre::String OgreControl::getResourcePath(void) { return resourcePath_; }