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source: code/branches/main_reto_vs05/src/ogre_control.cc @ 161

Last change on this file since 161 was 161, checked in by rgrieder, 16 years ago
  • added namespace Orxonox to every file
    • removed all the "using namespace Ogre" in the header files
  • cleaned up with the includes: attempt to include as little as possible to reduce compile time.
    • created a header file: orxonox_prerequisites.h
    • used OgrePrerequisites in the header files
    • avoided including "Ogre.h", using separate files instead
  • created empty class: AmmunitionDump
File size: 5.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software: you can redistribute it and/or modify
8 *   it under the terms of the GNU General Public License as published by
9 *   the Free Software Foundation, either version 3 of the License, or
10 *   (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program.  If not, see <http://www.gnu.org/licenses/>.
19 *
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OgrePlatform.h"
29#include "OgreRoot.h"
30#include "OgreRenderWindow.h"
31#include "OgreString.h"
32#include "OgreConfigFile.h"
33
34#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
35  #include <CoreFoundation/CoreFoundation.h>
36#endif
37
38#include "ogre_control.h"
39
40
41namespace Orxonox {
42  using namespace Ogre;
43
44  /**
45  * Ogre control class.
46  * This is merely a convenient way to handle Ogre. It only holds the Root
47  * object and the render Window. These are the objects, that are independant
48  * of the game state (playing, menu browsing, loading, etc.).
49  * This class could easily be merged into the Orxnox class.
50  */
51
52
53  /**
54  * Provide support for mac users.
55  */
56  #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
57  // This function will locate the path to our application on OS X,
58  // unlike windows you can not rely on the curent working directory
59  // for locating your configuration files and resources.
60  std::string macBundlePath()
61  {
62          char path[1024];
63          CFBundleRef mainBundle = CFBundleGetMainBundle();
64          assert(mainBundle);
65
66          CFURLRef mainBundleURL = CFBundleCopyBundleURL(mainBundle);
67          assert(mainBundleURL);
68
69          CFStringRef cfStringRef =
70          CFURLCopyFileSystemPath( mainBundleURL, kCFURLPOSIXPathStyle);
71          assert(cfStringRef);
72
73          CFStringGetCString(cfStringRef, path, 1024, kCFStringEncodingASCII);
74
75          CFRelease(mainBundleURL);
76          CFRelease(cfStringRef);
77
78          return std::string(path);
79  }
80  #endif
81
82
83  /**
84  * Constructor that determines the resource path platform dependant.
85  */
86  OgreControl::OgreControl() : root_(0)
87  {
88          // Provide a nice cross platform solution for locating the configuration
89          // files. On windows files are searched for in the current working
90    // directory, on OS X however you must provide the full path, the helper
91    // function macBundlePath does this for us.
92  #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
93          resourcePath_ = macBundlePath() + "/Contents/Resources/";
94  #else
95          resourcePath_ = "";
96  #endif
97  }
98
99
100  /**
101  * Standard Destructor.
102  */
103  OgreControl::~OgreControl()
104  {
105          if (root_)
106                  delete root_;
107  }
108
109
110  /* Sets up Ogre.
111  * First, the Root object is being created, then the resources are defined
112  * (not loaded!). And last but not least, the render settings (like resolution
113  * or AA level) are prompted to the user.
114  */
115  bool OgreControl::initialise(void)
116  {
117          String pluginsPath;
118          // only use plugins.cfg if not static
119  #ifndef OGRE_STATIC_LIB
120          pluginsPath = resourcePath_ + "plugins.cfg";
121  #endif
122
123          root_ = new Root(pluginsPath, 
124                  resourcePath_ + "ogre.cfg", resourcePath_ + "Ogre.log");
125
126          setupResources();
127
128          if (!configure())
129                  return false;
130
131          return true;
132  }
133
134
135  /**
136  * Defines the source of the resources.
137  */
138  void OgreControl::setupResources(void)
139  {
140          // Load resource paths from config file
141          ConfigFile cf;
142          cf.load(resourcePath_ + "resources.cfg");
143
144          // Go through all sections & settings in the file
145          ConfigFile::SectionIterator seci = cf.getSectionIterator();
146
147          String secName, typeName, archName;
148          while (seci.hasMoreElements())
149          {
150                  secName = seci.peekNextKey();
151                  ConfigFile::SettingsMultiMap *settings = seci.getNext();
152                  ConfigFile::SettingsMultiMap::iterator i;
153                  for (i = settings->begin(); i != settings->end(); ++i)
154                  {
155                          typeName = i->first;
156                          archName = i->second;
157  #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
158                          // OS X does not set the working directory relative to the app,
159                          // In order to make things portable on OS X we need to provide
160                          // the loading with it's own bundle path location
161                          ResourceGroupManager::getSingleton().addResourceLocation(
162                                  String(macBundlePath() + "/" + archName), typeName, secName);
163  #else
164                          ResourceGroupManager::getSingleton().addResourceLocation(
165                                  archName, typeName, secName);
166  #endif
167                  }
168          }
169  }
170
171
172  /**
173  * Prompts a setting window for the render engine if that has not already
174  * been done.
175  * The method also calls the root initialiser in order to get a render window.
176  */
177  bool OgreControl::configure(void)
178  {
179          // Show the configuration dialog and initialise the system
180          // You can skip this and use root.restoreConfig() to load configuration
181          // settings if you were sure there are valid ones saved in ogre.cfg
182          if(!root_->restoreConfig() && !root_->showConfigDialog())
183                  return false;
184
185          // user clicked OK so initialise
186          // Here we choose to let the system create a default
187    // rendering window by passing 'true'
188          root_->saveConfig();
189          window_ = root_->initialise(true);
190          return true;
191  }
192
193
194  /**
195  * Returns the root object.
196  * @return Root object.
197  */
198  Root* OgreControl::getRoot(void)
199  {
200          return root_;
201  }
202
203
204  /**
205  * Returns the render window.
206  * @return Render window.
207  */
208  RenderWindow* OgreControl::getRenderWindow(void)
209  {
210          return window_;
211  }
212
213
214  /**
215  * Returns the resource path.
216  * @return Resource path.
217  */
218  Ogre::String OgreControl::getResourcePath(void)
219  {
220          return resourcePath_;
221  }
222
223}
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