| [1202] | 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 | *      Benjamin Knecht | 
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|  | 24 | *   Co-authors: | 
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| [2073] | 25 | *      Fabian 'x3n' Landau | 
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| [1202] | 26 | * | 
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|  | 27 | */ | 
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| [5929] | 28 |  | 
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| [2073] | 29 | #include "CameraManager.h" | 
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| [1502] | 30 |  | 
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| [2662] | 31 | #include <OgreSceneManager.h> | 
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| [2023] | 32 | #include <OgreViewport.h> | 
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| [2662] | 33 | #include <OgreCompositorManager.h> | 
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| [1202] | 34 |  | 
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| [3280] | 35 | #include "util/StringUtils.h" | 
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| [2896] | 36 | #include "core/GameMode.h" | 
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| [5929] | 37 | #include "core/GraphicsManager.h" | 
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| [3370] | 38 | #include "core/GUIManager.h" | 
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| [3196] | 39 | #include "core/ObjectList.h" | 
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| [5929] | 40 | #include "core/ScopedSingletonManager.h" | 
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| [3196] | 41 | #include "tools/Shader.h" | 
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| [5738] | 42 | #include "graphics/Camera.h" | 
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|  | 43 | #include "Scene.h" | 
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| [1202] | 44 |  | 
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| [2019] | 45 | namespace orxonox | 
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|  | 46 | { | 
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| [5929] | 47 | ManageScopedSingleton(CameraManager, ScopeID::Graphics, false); | 
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| [2023] | 48 |  | 
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| [5929] | 49 | CameraManager::CameraManager() | 
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|  | 50 | : viewport_(GraphicsManager::getInstance().getViewport()) | 
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| [2019] | 51 | { | 
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| [5929] | 52 | assert(GameMode::showsGraphics()); | 
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| [2019] | 53 | } | 
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| [1202] | 54 |  | 
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| [2073] | 55 | CameraManager::~CameraManager() | 
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| [2019] | 56 | { | 
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| [5929] | 57 | GUIManager::getInstance().setCamera(0); | 
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| [2019] | 58 | } | 
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| [1202] | 59 |  | 
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| [2073] | 60 | Camera* CameraManager::getActiveCamera() const | 
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| [2019] | 61 | { | 
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| [5929] | 62 | if (!this->cameraList_.empty()) | 
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| [2019] | 63 | return this->cameraList_.front(); | 
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|  | 64 | else | 
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|  | 65 | return 0; | 
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|  | 66 | } | 
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| [1202] | 67 |  | 
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| [2073] | 68 | void CameraManager::requestFocus(Camera* camera) | 
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| [2019] | 69 | { | 
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|  | 70 | // notify old camera (if it exists) | 
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| [5929] | 71 | if (!this->cameraList_.empty()) | 
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| [2019] | 72 | this->cameraList_.front()->removeFocus(); | 
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|  | 73 |  | 
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| [2662] | 74 | camera->setFocus(); | 
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| [2064] | 75 |  | 
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| [2662] | 76 | // make sure we don't add it twice | 
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| [5929] | 77 | for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end();) | 
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| [2662] | 78 | if ((*it) == camera) | 
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| [5929] | 79 | this->cameraList_.erase(it++); | 
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|  | 80 | else | 
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|  | 81 | ++it; | 
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| [2019] | 82 | // add to list | 
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|  | 83 | this->cameraList_.push_front(camera); | 
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| [1202] | 84 | } | 
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|  | 85 |  | 
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| [2073] | 86 | void CameraManager::releaseFocus(Camera* camera) | 
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| [1202] | 87 | { | 
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| [2019] | 88 | // notify the cam of releasing the focus | 
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| [5929] | 89 | if (!this->cameraList_.empty() && this->cameraList_.front() == camera) | 
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| [2019] | 90 | { | 
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|  | 91 | camera->removeFocus(); | 
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|  | 92 | this->cameraList_.pop_front(); | 
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|  | 93 |  | 
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| [2662] | 94 | // set new focus if possible | 
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| [5929] | 95 | if (!this->cameraList_.empty()) | 
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| [2662] | 96 | this->cameraList_.front()->setFocus(); | 
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| [2019] | 97 | } | 
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|  | 98 | else | 
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|  | 99 | this->cameraList_.remove(camera); | 
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| [1202] | 100 | } | 
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| [2662] | 101 |  | 
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|  | 102 | void CameraManager::useCamera(Ogre::Camera* camera) | 
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|  | 103 | { | 
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|  | 104 | // This workaround is needed to avoid weird behaviour with active compositors while | 
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|  | 105 | // switching the camera (like freezing the image) | 
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|  | 106 | // | 
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|  | 107 | // Last known Ogre version needing this workaround: | 
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|  | 108 | // 1.4.8 | 
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|  | 109 |  | 
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|  | 110 | // deactivate all compositors | 
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|  | 111 | { | 
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|  | 112 | Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator(); | 
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|  | 113 | while (iterator.hasMoreElements()) | 
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|  | 114 | Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false); | 
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|  | 115 | } | 
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|  | 116 |  | 
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|  | 117 | this->viewport_->setCamera(camera); | 
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| [2896] | 118 | GUIManager::getInstance().setCamera(camera); | 
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| [2662] | 119 |  | 
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|  | 120 | // reactivate all visible compositors | 
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|  | 121 | { | 
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|  | 122 | for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it) | 
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|  | 123 | it->updateVisibility(); | 
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|  | 124 | } | 
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|  | 125 | } | 
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| [1202] | 126 | } | 
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