| 1 | /* | 
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| 2 | ----------------------------------------------------------------------------- | 
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| 3 | This source file is part of OGRE | 
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| 4 |     (Object-oriented Graphics Rendering Engine) | 
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| 5 | For the latest info, see http://www.ogre3d.org/ | 
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| 6 |  | 
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd | 
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| 8 | Also see acknowledgements in Readme.html | 
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| 9 |  | 
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| 10 | This program is free software; you can redistribute it and/or modify it under | 
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software | 
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| 12 | Foundation; either version 2 of the License, or (at your option) any later | 
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| 13 | version. | 
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| 14 |  | 
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT | 
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS | 
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. | 
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| 18 |  | 
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| 19 | You should have received a copy of the GNU Lesser General Public License along with | 
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple | 
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to | 
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| 22 | http://www.gnu.org/copyleft/lesser.txt. | 
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| 23 |  | 
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| 24 | You may alternatively use this source under the terms of a specific version of | 
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from | 
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| 26 | Torus Knot Software Ltd. | 
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| 27 | ----------------------------------------------------------------------------- | 
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| 28 | */ | 
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| 29 |  | 
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| 30 | #ifndef __Overlay_H__ | 
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| 31 | #define __Overlay_H__ | 
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| 32 |  | 
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| 33 | #include "OgrePrerequisites.h" | 
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| 34 | #include "OgreSceneNode.h" | 
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| 35 | #include "OgreIteratorWrappers.h" | 
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| 36 | #include "OgreMatrix4.h" | 
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| 37 |  | 
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| 38 | namespace Ogre { | 
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| 39 |  | 
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| 40 |  | 
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| 41 |     /** Represents a layer which is rendered on top of the 'normal' scene contents. | 
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| 42 |     @remarks | 
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| 43 |         An overlay is a container for visual components (2D and 3D) which will be  | 
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| 44 |         rendered after the main scene in order to composite heads-up-displays, menus | 
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| 45 |         or other layers on top of the contents of the scene. | 
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| 46 |     @par | 
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| 47 |         An overlay always takes up the entire size of the viewport, although the  | 
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| 48 |         components attached to it do not have to. An overlay has no visual element | 
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| 49 |         in itself, it it merely a container for visual elements. | 
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| 50 |     @par | 
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| 51 |         Overlays are created by calling OverlayManager::create, or by defining them | 
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| 52 |         in special text scripts (.overlay files). As many overlays | 
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| 53 |         as you like can be defined; after creation an overlay is hidden i.e. not | 
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| 54 |         visible until you specifically enable it by calling 'show'. This allows you to have multiple | 
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| 55 |         overlays predefined (menus etc) which you make visible only when you want. | 
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| 56 |         It is possible to have multiple overlays enabled at once; in this case the | 
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| 57 |         relative 'zorder' parameter of the overlays determine which one is displayed | 
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| 58 |         on top. | 
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| 59 |     @par | 
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| 60 |         By default overlays are rendered into all viewports. This is fine when you only | 
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| 61 |         have fullscreen viewports, but if you have picture-in-picture views, you probably | 
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| 62 |         don't want the overlay displayed in the smaller viewports. You turn this off for  | 
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| 63 |         a specific viewport by calling the Viewport::setDisplayOverlays method. | 
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| 64 |     */ | 
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| 65 |     class _OgreExport Overlay  | 
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| 66 |     { | 
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| 67 |  | 
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| 68 |     public: | 
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| 69 |               typedef std::list<OverlayContainer*> OverlayContainerList; | 
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| 70 |     protected: | 
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| 71 |         String mName; | 
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| 72 |         /// Internal root node, used as parent for 3D objects | 
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| 73 |         SceneNode* mRootNode; | 
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| 74 |         // 2D elements | 
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| 75 |         // OverlayContainers, linked list for easy sorting by zorder later | 
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| 76 |         // Not a map because sort can be saved since changes infrequent (unlike render queue) | 
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| 77 |         OverlayContainerList m2DElements; | 
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| 78 |  | 
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| 79 |         // Degrees of rotation around center | 
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| 80 |         Radian mRotate; | 
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| 81 |         // Scroll values, offsets | 
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| 82 |         Real mScrollX, mScrollY; | 
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| 83 |         // Scale values | 
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| 84 |         Real mScaleX, mScaleY; | 
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| 85 |  | 
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| 86 |         mutable Matrix4 mTransform; | 
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| 87 |         mutable bool mTransformOutOfDate; | 
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| 88 |         bool mTransformUpdated; | 
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| 89 |         ulong mZOrder; | 
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| 90 |         bool mVisible; | 
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| 91 |                 bool mInitialised; | 
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| 92 |                 String mOrigin; | 
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| 93 |         /** Internal lazy update method. */ | 
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| 94 |         void updateTransform(void) const; | 
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| 95 |                 /** Internal method for initialising an overlay */ | 
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| 96 |                 void initialise(void); | 
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| 97 |  | 
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| 98 |     public: | 
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| 99 |         /// Constructor: do not call direct, use OverlayManager::create | 
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| 100 |         Overlay(const String& name); | 
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| 101 |         virtual ~Overlay(); | 
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| 102 |  | 
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| 103 |  | 
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| 104 |             OverlayContainer* getChild(const String& name); | 
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| 105 |  | 
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| 106 |         /** Gets the name of this overlay. */ | 
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| 107 |         const String& getName(void) const; | 
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| 108 |         /** Alters the ZOrder of this overlay.  | 
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| 109 |         @remarks | 
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| 110 |             Values between 0 and 650 are valid here. | 
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| 111 |         */ | 
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| 112 |         void setZOrder(ushort zorder); | 
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| 113 |         /** Gets the ZOrder of this overlay. */ | 
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| 114 |         ushort getZOrder(void) const; | 
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| 115 |  | 
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| 116 |         /** Gets whether the overlay is displayed or not. */ | 
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| 117 |         bool isVisible(void) const; | 
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| 118 |  | 
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| 119 |                 /** Gets whether the overlay is initialised or not. */ | 
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| 120 |                 bool isInitialised(void) const { return mInitialised; } | 
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| 121 |  | 
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| 122 |                 /** Shows the overlay if it was hidden. */ | 
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| 123 |         void show(void); | 
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| 124 |  | 
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| 125 |         /** Hides the overlay if it was visible. */ | 
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| 126 |         void hide(void); | 
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| 127 |  | 
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| 128 |         /** Adds a 2D 'container' to the overlay. | 
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| 129 |         @remarks | 
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| 130 |             Containers are created and managed using the OverlayManager. A container | 
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| 131 |             could be as simple as a square panel, or something more complex like | 
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| 132 |             a grid or tree view. Containers group collections of other elements, | 
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| 133 |             giving them a relative coordinate space and a common z-order. | 
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| 134 |             If you want to attach a gui widget to an overlay, you have to do it via | 
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| 135 |             a container. | 
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| 136 |         @param cont Pointer to a container to add, created using OverlayManager. | 
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| 137 |         */ | 
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| 138 |         void add2D(OverlayContainer* cont); | 
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| 139 |  | 
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| 140 |  | 
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| 141 |         /** Removes a 2D container from the overlay.  | 
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| 142 |         @remarks | 
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| 143 |             NOT FAST. Consider OverlayElement::hide. | 
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| 144 |         */ | 
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| 145 |         void remove2D(OverlayContainer* cont); | 
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| 146 |  | 
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| 147 |         /** Adds a node capable of holding 3D objects to the overlay. | 
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| 148 |         @remarks     | 
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| 149 |             Although overlays are traditionally associated with 2D elements, there  | 
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| 150 |             are reasons why you might want to attach 3D elements to the overlay too. | 
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| 151 |             For example, if you wanted to have a 3D cockpit, which was overlaid with a | 
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| 152 |             HUD, then you would create 2 overlays, one with a 3D object attached for the | 
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| 153 |             cockpit, and one with the HUD elements attached (the zorder of the HUD  | 
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| 154 |             overlay would be higher than the cockpit to ensure it was always on top). | 
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| 155 |         @par     | 
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| 156 |             A SceneNode can have any number of 3D objects attached to it. SceneNodes | 
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| 157 |             are usually created using SceneManager::createSceneNode, but in this case | 
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| 158 |                         you should create a standard SceneNode instance <b>manually</b>; this is | 
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| 159 |                         because these scene nodes are not managed by the SceneManager and some custom | 
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| 160 |                         SceneManager plugins will rely on specialist behaviour the overlay does not | 
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| 161 |                         support. By attaching a SceneNode to an overlay, you indicate that:<OL> | 
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| 162 |             <LI>You want the contents of this node to only appear when the overlay is active</LI> | 
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| 163 |             <LI>You want the node to inherit a coordinate space relative to the camera, | 
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| 164 |                 rather than relative to the root scene node</LI> | 
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| 165 |             <LI>You want these objects to be rendered after the contents of the main scene | 
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| 166 |                 to ensure they are rendered on top</LI> | 
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| 167 |             </OL> | 
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| 168 |             One major consideration when using 3D objects in overlays is the behaviour of  | 
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| 169 |             the depth buffer. Overlays should use materials with depth checking off, to ensure | 
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| 170 |             that their contents are always displayed on top of the main scene (to do  | 
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| 171 |             otherwise would result in objects 'poking through' the overlay). The problem | 
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| 172 |             with using 3D objects is that if they are concave, or self-overlap, then you | 
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| 173 |             can get artefacts because of the lack of depth buffer checking. So you should  | 
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| 174 |             ensure that any 3D objects you us in the overlay are convex, and don't overlap | 
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| 175 |             each other. If they must overlap, split them up and put them in 2 overlays. | 
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| 176 |                         Alternatively, use a 2D element underneath them which will clear the depth buffer | 
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| 177 |                         values underneath ready for the 3D element to be rendered correctly. | 
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| 178 |         */ | 
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| 179 |         void add3D(SceneNode* node); | 
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| 180 |  | 
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| 181 |         /** Removes a 3D element from the overlay. */ | 
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| 182 |         void remove3D(SceneNode* node); | 
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| 183 |  | 
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| 184 |         /** Clears the overlay of all attached items. */ | 
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| 185 |         void clear(); | 
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| 186 |  | 
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| 187 |         /** Sets the scrolling factor of this overlay. | 
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| 188 |         @remarks | 
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| 189 |             You can use this to set an offset to be used to scroll an  | 
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| 190 |             overlay around the screen. | 
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| 191 |         @param x Horizontal scroll value, where 0 = normal, -0.5 = scroll so that only | 
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| 192 |             the right half the screen is visible etc | 
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| 193 |         @param y Vertical scroll value, where 0 = normal, 0.5 = scroll down by half  | 
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| 194 |             a screen etc. | 
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| 195 |         */ | 
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| 196 |         void setScroll(Real x, Real y); | 
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| 197 |  | 
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| 198 |         /** Gets the current X scroll value */ | 
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| 199 |         Real getScrollX(void) const; | 
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| 200 |  | 
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| 201 |         /** Gets the current Y scroll value */ | 
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| 202 |         Real getScrollY(void) const; | 
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| 203 |  | 
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| 204 |         /** Scrolls the overlay by the offsets provided. | 
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| 205 |         @remarks | 
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| 206 |             This method moves the overlay by the amounts provided. As with | 
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| 207 |             other methods on this object, a full screen width / height is represented | 
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| 208 |             by the value 1.0. | 
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| 209 |         */ | 
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| 210 |         void scroll(Real xoff, Real yoff); | 
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| 211 |  | 
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| 212 |         /** Sets the rotation applied to this overlay.*/ | 
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| 213 |         void setRotate(const Radian& angle); | 
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| 214 | #ifndef OGRE_FORCE_ANGLE_TYPES | 
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| 215 |         inline void setRotate(Real degrees) { | 
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| 216 |                         setRotate ( Angle(degrees) ); | 
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| 217 |                 } | 
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| 218 | #endif//OGRE_FORCE_ANGLE_TYPES | 
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| 219 |  | 
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| 220 |         /** Gets the rotation applied to this overlay, in degrees.*/ | 
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| 221 |         const Radian &getRotate(void) const { return mRotate; } | 
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| 222 |  | 
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| 223 |         /** Adds the passed in angle to the rotation applied to this overlay. */ | 
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| 224 |         void rotate(const Radian& angle); | 
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| 225 | #ifndef OGRE_FORCE_ANGLE_TYPES | 
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| 226 |                 inline void rotate(Real degrees) { | 
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| 227 |                         rotate ( Angle(degrees) ); | 
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| 228 |                 } | 
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| 229 | #endif//OGRE_FORCE_ANGLE_TYPES | 
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| 230 |  | 
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| 231 |         /** Sets the scaling factor of this overlay. | 
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| 232 |         @remarks | 
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| 233 |             You can use this to set an scale factor to be used to zoom an  | 
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| 234 |             overlay. | 
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| 235 |         @param x Horizontal scale value, where 1.0 = normal, 0.5 = half size etc | 
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| 236 |         @param y Vertical scale value, where 1.0 = normal, 0.5 = half size etc | 
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| 237 |         */ | 
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| 238 |         void setScale(Real x, Real y); | 
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| 239 |  | 
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| 240 |         /** Gets the current X scale value */ | 
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| 241 |         Real getScaleX(void) const; | 
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| 242 |  | 
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| 243 |         /** Gets the current Y scale value */ | 
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| 244 |         Real getScaleY(void) const; | 
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| 245 |  | 
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| 246 |         /** Used to transform the overlay when scrolling, scaling etc. */ | 
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| 247 |         void _getWorldTransforms(Matrix4* xform) const; | 
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| 248 |         /** @copydoc Renderable::getWorldOrientation */ | 
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| 249 |         const Quaternion& getWorldOrientation(void) const; | 
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| 250 |         /** @copydoc Renderable::getWorldPosition */ | 
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| 251 |         const Vector3& getWorldPosition(void) const; | 
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| 252 |  | 
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| 253 |         /** Internal method to put the overlay contents onto the render queue. */ | 
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| 254 |         void _findVisibleObjects(Camera* cam, RenderQueue* queue); | 
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| 255 |  | 
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| 256 |         /** This returns a OverlayElement at position x,y. */ | 
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| 257 |                 virtual OverlayElement* findElementAt(Real x, Real y); | 
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| 258 |  | 
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| 259 |         /** Returns an iterator over all 2D elements in this manager. | 
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| 260 |         @remarks | 
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| 261 |             VectorIterator is actually a too generic name, since it also works for lists. | 
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| 262 |         */ | 
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| 263 |         typedef VectorIterator<OverlayContainerList> Overlay2DElementsIterator ; | 
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| 264 |         Overlay2DElementsIterator get2DElementsIterator () | 
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| 265 |         { | 
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| 266 |             return Overlay2DElementsIterator (m2DElements.begin(), m2DElements.end()); | 
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| 267 |         } | 
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| 268 |                 /** Get the origin of this overlay, e.g. a script file name. | 
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| 269 |                 @remarks | 
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| 270 |                         This property will only contain something if the creator of | 
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| 271 |                         this overlay chose to populate it. Script loaders are advised | 
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| 272 |                         to populate it. | 
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| 273 |                 */ | 
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| 274 |                 const String& getOrigin(void) const { return mOrigin; } | 
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| 275 |                 /// Notify this overlay of it's origin | 
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| 276 |                 void _notifyOrigin(const String& origin) { mOrigin = origin; } | 
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| 277 |  | 
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| 278 |  | 
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| 279 |     }; | 
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| 280 |  | 
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| 281 | } | 
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| 282 |  | 
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| 283 |  | 
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| 284 | #endif | 
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| 285 |  | 
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