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