[5746] | 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 | * Damian 'Mozork' Frick |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "QuestGUI.h" |
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| 30 | |
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| 31 | #include <sstream> |
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| 32 | |
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| 33 | #include "core/CoreIncludes.h" |
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| 34 | #include "core/GUIManager.h" |
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| 35 | #include "infos/PlayerInfo.h" |
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| 36 | #include "Quest.h" |
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| 37 | #include "QuestHint.h" |
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| 38 | #include "QuestDescription.h" //Debug |
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| 39 | #include "QuestItem.h" |
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| 40 | #include "QuestGUINode.h" |
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| 41 | #include "QuestManager.h" |
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| 42 | |
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| 43 | #include <CEGUIWindow.h> |
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| 44 | #include <CEGUIWindowManager.h> |
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| 45 | |
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| 46 | namespace orxonox { |
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| 47 | |
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| 48 | /** |
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| 49 | @brief |
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| 50 | Constructor. Registers and initializes the object. |
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| 51 | @param |
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| 52 | The player the GUI is for. |
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| 53 | */ |
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| 54 | QuestGUI::QuestGUI(PlayerInfo* player) |
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| 55 | { |
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| 56 | RegisterRootObject(QuestGUI); |
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| 57 | |
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| 58 | this->player_ = player; |
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| 59 | this->windowManager_ = CEGUI::WindowManager::getSingletonPtr(); //!< Get CEGUI WindowManager. |
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| 60 | this->rootWindow_ = NULL; |
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| 61 | this->root_ = new QuestGUINode(); //!< Create empty root node. |
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| 62 | |
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| 63 | COUT(3) << "New QuestGUI created." << std::endl; |
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| 64 | } |
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| 65 | |
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| 66 | /** |
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| 67 | @brief |
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| 68 | Destructor. |
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| 69 | */ |
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| 70 | QuestGUI::~QuestGUI() |
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| 71 | { |
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| 72 | COUT(3) << "Destroying QuestGUI..." << std::endl; |
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| 73 | |
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| 74 | this->clear(); //!< Clearing the GUI and in the process destroying all QuestGUINodes. |
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| 75 | |
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| 76 | //! Destroying the windows in the this->windows_ list. |
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| 77 | for(std::list<CEGUI::Window*>::iterator it = this->windows_.begin(); it != this->windows_.end(); it++) |
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| 78 | { |
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| 79 | if(*it != NULL) |
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| 80 | (*it)->destroy(); |
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| 81 | } |
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| 82 | this->windows_.clear(); |
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| 83 | |
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| 84 | if(this->root_ != NULL) |
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| 85 | delete this->root_; |
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| 86 | } |
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| 87 | |
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| 88 | /** |
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| 89 | @brief |
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| 90 | Get the root CEGUI Window of the GUI. |
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| 91 | @return |
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| 92 | Returns the root CEGUI Window of the GUI. |
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| 93 | */ |
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| 94 | CEGUI::Window* QuestGUI::getGUI(void) |
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| 95 | { |
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| 96 | this->update(); //!< Update the GUI. |
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| 97 | |
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| 98 | return this->rootWindow_; |
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| 99 | } |
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| 100 | |
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| 101 | /** |
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| 102 | @brief |
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| 103 | Update the GUI. |
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| 104 | */ |
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| 105 | void QuestGUI::update(void) |
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| 106 | { |
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| 107 | COUT(3) << "Updating QuestGUI..." << std::endl; |
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| 108 | |
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| 109 | this->clear(); //!< Clear the GUI. |
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| 110 | |
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| 111 | int depth = 0; |
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| 112 | int index = 0; |
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| 113 | |
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| 114 | //! Create root window. |
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| 115 | this->rootWindow_ = this->windowManager_->createWindow("TaharezLook/ScrollablePane", "QuestGUI/Quests"); |
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| 116 | this->rootWindow_->setSize(CEGUI::UVector2(CEGUI::UDim(1, 0),CEGUI::UDim(1, 0))); |
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| 117 | |
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| 118 | //! Iterate through all Quests. |
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| 119 | std::map<std::string, Quest*> quests = QuestManager::getInstance().getQuests(); |
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| 120 | for(std::map<std::string, Quest*>::iterator it = quests.begin(); it != quests.end(); it++) |
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| 121 | { |
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| 122 | Quest* quest = (*it).second; |
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| 123 | 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. |
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| 124 | { |
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| 125 | index = createNode(this->root_, quest, depth, index); |
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| 126 | } |
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| 127 | } |
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| 128 | COUT(3) << "Updating QuestGUI done." << std::endl; |
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| 129 | } |
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| 130 | |
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| 131 | /** |
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| 132 | @brief |
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| 133 | Clear the QuestGUI. |
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| 134 | */ |
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| 135 | void QuestGUI::clear(void) |
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| 136 | { |
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| 137 | COUT(3) << "Clearing QuestGUI..." << std::endl; |
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| 138 | |
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| 139 | //! Clear all nodes. |
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| 140 | for(std::map<CEGUI::Window*, QuestGUINode*>::iterator it = this->nodes_.begin(); it != this->nodes_.end(); it++) |
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| 141 | { |
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| 142 | QuestGUINode* node = (*it).second; |
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| 143 | if(node == NULL) |
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| 144 | { |
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| 145 | COUT(1) << "Node is NULL!"; |
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| 146 | continue; |
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| 147 | } |
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| 148 | std::string* str = new std::string(); |
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| 149 | node->getName(*str); |
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| 150 | COUT(3) << "Clearing Node '" << *str << "' ..." << std::endl; |
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| 151 | delete str; |
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| 152 | delete node; |
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| 153 | } |
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| 154 | this->nodes_.clear(); |
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| 155 | |
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| 156 | //! Clear root window. |
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| 157 | if(this->rootWindow_ != NULL) |
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| 158 | this->rootWindow_->destroy(); |
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| 159 | |
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| 160 | COUT(3) << "Clearing QuestGUI done." << std::endl; |
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| 161 | } |
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| 162 | |
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| 163 | /** |
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| 164 | @brief |
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| 165 | Get a CEGUI Window to use. |
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| 166 | 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. |
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| 167 | The retreived window is of type "TaharezLook/TabButton". |
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| 168 | @return |
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| 169 | Returns a CEGUI Window of type "TaharezLook/TabButton". |
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| 170 | */ |
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| 171 | CEGUI::Window* QuestGUI::getWindow(void) |
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| 172 | { |
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| 173 | if(!this->windows_.empty()) //!< If there are windows in the list. |
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| 174 | { |
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| 175 | CEGUI::Window* window = this->windows_.back(); |
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| 176 | this->windows_.pop_back(); |
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| 177 | return window; |
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| 178 | } |
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| 179 | |
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| 180 | //!< Else create a new one. |
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| 181 | std::ostringstream stream; |
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| 182 | stream << "QuestGUI/Quests/EmptyWindows/" << this->windows_.size()+1; |
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| 183 | return this->windowManager_->createWindow("TaharezLook/TabButton", stream.str()); |
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| 184 | } |
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| 185 | |
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| 186 | /** |
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| 187 | @brief |
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| 188 | Return a no longer needed CEGUI Window for reuse. |
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| 189 | @param window |
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| 190 | The CEGUI window ot be returned. |
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| 191 | */ |
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| 192 | void QuestGUI::giveWindow(CEGUI::Window* window) |
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| 193 | { |
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| 194 | if(window == NULL) |
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| 195 | return; |
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| 196 | this->windows_.push_back(window); |
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| 197 | this->rootWindow_->removeChildWindow(window); //!< Remove the window as child of the rootWindow. |
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| 198 | std::ostringstream stream; |
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| 199 | stream << "QuestGUI/Quests/EmptyWindows/" << this->windows_.size(); |
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| 200 | window->rename(stream.str()); |
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| 201 | } |
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| 202 | |
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| 203 | /** |
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| 204 | @brief |
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| 205 | Finde the QuestGUINode belonging to the input CEGUI Window. |
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| 206 | @param window |
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| 207 | A pointer to a CEGUI Window. |
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| 208 | @return |
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| 209 | A pointer to the QuestGUI Node belonging to the input CEGUI Window. |
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| 210 | */ |
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| 211 | /*static*/ QuestGUINode* QuestGUI::findNode(CEGUI::Window* window) |
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| 212 | { |
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| 213 | for(std::map<PlayerInfo*, QuestGUI*>::iterator it = QuestManager::getInstance().questGUIs_.begin(); it != QuestManager::getInstance().questGUIs_.end(); it++) |
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| 214 | { |
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| 215 | QuestGUI* gui = (*it).second; |
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| 216 | std::map<CEGUI::Window*, QuestGUINode*>::iterator node = gui->nodes_.find(window); |
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| 217 | if(node != gui->nodes_.end()) return node->second; |
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| 218 | } |
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| 219 | return NULL; |
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| 220 | } |
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| 221 | |
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| 222 | /** |
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| 223 | @brief |
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| 224 | Recursive method to create Nodes for all Quests an Hints the given Quest is a parent to. |
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| 225 | @param parent |
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| 226 | Pointer to the parent QuestGUINode. |
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| 227 | @param item |
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| 228 | The QuestItem the QuestGUINode is created for. |
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| 229 | @param depth |
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| 230 | Parameter to define how much the list item has to be indented. |
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| 231 | @param index |
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| 232 | "Counter" for Quests and Hints. |
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| 233 | @return |
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| 234 | Returns the index. |
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| 235 | */ |
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| 236 | int QuestGUI::createNode(QuestGUINode* parent, QuestItem* item, int depth, int index) |
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| 237 | { |
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| 238 | QuestGUINode* node = new QuestGUINode(this, parent, item, depth, index); //!< Create a new QuestGUINode. |
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| 239 | |
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| 240 | this->nodes_.insert(std::pair<CEGUI::Window*, QuestGUINode*>(node->getWindow(),node)); //!< Insert the node and its window in the nodes_ map. |
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| 241 | |
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| 242 | index++; |
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| 243 | |
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| 244 | //! Check if the QuestItem is a Quest, if not (it's a QuestHint) it just returns. |
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| 245 | Quest* quest = dynamic_cast<Quest*>(item); |
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| 246 | if(quest == NULL) |
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| 247 | return index; |
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| 248 | |
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| 249 | //! Iterate through all subQuests. |
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| 250 | std::list<Quest*> quests = quest->getSubQuestList(); |
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| 251 | for(std::list<Quest*>::iterator it = quests.begin(); it != quests.end(); it++) |
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| 252 | { |
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| 253 | Quest* quest = *it; |
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| 254 | if(!quest->isInactive(this->player_)) //!< Add node if the subQuest is not inactive. |
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| 255 | { |
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| 256 | index = createNode(node, quest, depth+1, index); |
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| 257 | } |
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| 258 | } |
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| 259 | |
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| 260 | //! Iterate through all hints. |
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| 261 | std::list<QuestHint*> hints = quest->getHintsList(); |
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| 262 | int tempIndex = index; //!< Preserve the index, since for the hints we start anew with index 0. |
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| 263 | index = 0; |
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| 264 | for(std::list<QuestHint*>::iterator it = hints.begin(); it != hints.end(); it++) |
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| 265 | { |
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| 266 | QuestHint* hint = *it; |
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| 267 | if(hint->isActive(this->player_)) //!< Add node if the hint is active. |
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| 268 | { |
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| 269 | index = createNode(node, hint, depth+1, index); |
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| 270 | } |
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| 271 | } |
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| 272 | index = tempIndex; //!< Reset the index to the original level. |
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| 273 | |
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| 274 | return index; |
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| 275 | } |
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| 276 | |
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| 277 | } |
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| 278 | |
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