[1809] | 1 | /*
|
---|
| 2 | -----------------------------------------------------------------------------
|
---|
| 3 | This source file is part of OGRE
|
---|
| 4 | (Object-oriented Graphics Rendering Engine)
|
---|
| 5 | For the latest info, see http://www.ogre3d.org/
|
---|
| 6 |
|
---|
| 7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
| 8 | Also see acknowledgements in Readme.html
|
---|
| 9 |
|
---|
| 10 | This program is free software; you can redistribute it and/or modify it under
|
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
| 13 | version.
|
---|
| 14 |
|
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
| 18 |
|
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
| 23 | -----------------------------------------------------------------------------
|
---|
| 24 | */
|
---|
| 25 |
|
---|
| 26 | #ifndef __Overlay_H__
|
---|
| 27 | #define __Overlay_H__
|
---|
| 28 |
|
---|
| 29 | #include "OgrePrerequisites.h"
|
---|
| 30 | #include "OgreSceneNode.h"
|
---|
| 31 | #include "OgreIteratorWrappers.h"
|
---|
| 32 | #include "OgreMatrix4.h"
|
---|
| 33 |
|
---|
| 34 | namespace Ogre {
|
---|
| 35 |
|
---|
| 36 |
|
---|
| 37 | /** Represents a layer which is rendered on top of the 'normal' scene contents.
|
---|
| 38 | @remarks
|
---|
| 39 | An overlay is a container for visual components (2D and 3D) which will be
|
---|
| 40 | rendered after the main scene in order to composite heads-up-displays, menus
|
---|
| 41 | or other layers on top of the contents of the scene.
|
---|
| 42 | @par
|
---|
| 43 | An overlay always takes up the entire size of the viewport, although the
|
---|
| 44 | components attached to it do not have to. An overlay has no visual element
|
---|
| 45 | in itself, it it merely a container for visual elements.
|
---|
| 46 | @par
|
---|
| 47 | Overlays are created by calling OverlayManager::create, or by defining them
|
---|
| 48 | in special text scripts (.overlay files). As many overlays
|
---|
| 49 | as you like can be defined; after creation an overlay is hidden i.e. not
|
---|
| 50 | visible until you specifically enable it by calling 'show'. This allows you to have multiple
|
---|
| 51 | overlays predefined (menus etc) which you make visible only when you want.
|
---|
| 52 | It is possible to have multiple overlays enabled at once; in this case the
|
---|
| 53 | relative 'zorder' parameter of the overlays determine which one is displayed
|
---|
| 54 | on top.
|
---|
| 55 | @par
|
---|
| 56 | By default overlays are rendered into all viewports. This is fine when you only
|
---|
| 57 | have fullscreen viewports, but if you have picture-in-picture views, you probably
|
---|
| 58 | don't want the overlay displayed in the smaller viewports. You turn this off for
|
---|
| 59 | a specific viewport by calling the Viewport::setDisplayOverlays method.
|
---|
| 60 | */
|
---|
| 61 | class _OgreExport Overlay
|
---|
| 62 | {
|
---|
| 63 |
|
---|
| 64 | public:
|
---|
| 65 | typedef std::list<OverlayContainer*> OverlayContainerList;
|
---|
| 66 | protected:
|
---|
| 67 | String mName;
|
---|
| 68 | /// Internal root node, used as parent for 3D objects
|
---|
| 69 | SceneNode* mRootNode;
|
---|
| 70 | // 2D elements
|
---|
| 71 | // OverlayContainers, linked list for easy sorting by zorder later
|
---|
| 72 | // Not a map because sort can be saved since changes infrequent (unlike render queue)
|
---|
| 73 | OverlayContainerList m2DElements;
|
---|
| 74 |
|
---|
| 75 | // Degrees of rotation around center
|
---|
| 76 | Radian mRotate;
|
---|
| 77 | // Scroll values, offsets
|
---|
| 78 | Real mScrollX, mScrollY;
|
---|
| 79 | // Scale values
|
---|
| 80 | Real mScaleX, mScaleY;
|
---|
| 81 |
|
---|
| 82 | mutable Matrix4 mTransform;
|
---|
| 83 | mutable bool mTransformOutOfDate;
|
---|
| 84 | bool mTransformUpdated;
|
---|
| 85 | ulong mZOrder;
|
---|
| 86 | bool mVisible;
|
---|
| 87 | bool mInitialised;
|
---|
| 88 | String mOrigin;
|
---|
| 89 | /** Internal lazy update method. */
|
---|
| 90 | void updateTransform(void) const;
|
---|
| 91 | /** Internal method for initialising an overlay */
|
---|
| 92 | void initialise(void);
|
---|
| 93 |
|
---|
| 94 | public:
|
---|
| 95 | /// Constructor: do not call direct, use OverlayManager::create
|
---|
| 96 | Overlay(const String& name);
|
---|
| 97 | virtual ~Overlay();
|
---|
| 98 |
|
---|
| 99 |
|
---|
| 100 | OverlayContainer* getChild(const String& name);
|
---|
| 101 |
|
---|
| 102 | /** Gets the name of this overlay. */
|
---|
| 103 | const String& getName(void) const;
|
---|
| 104 | /** Alters the ZOrder of this overlay.
|
---|
| 105 | @remarks
|
---|
| 106 | Values between 0 and 650 are valid here.
|
---|
| 107 | */
|
---|
| 108 | void setZOrder(ushort zorder);
|
---|
| 109 | /** Gets the ZOrder of this overlay. */
|
---|
| 110 | ushort getZOrder(void) const;
|
---|
| 111 |
|
---|
| 112 | /** Gets whether the overlay is displayed or not. */
|
---|
| 113 | bool isVisible(void) const;
|
---|
| 114 |
|
---|
| 115 | /** Gets whether the overlay is initialised or not. */
|
---|
| 116 | bool isInitialised(void) const { return mInitialised; }
|
---|
| 117 |
|
---|
| 118 | /** Shows the overlay if it was hidden. */
|
---|
| 119 | void show(void);
|
---|
| 120 |
|
---|
| 121 | /** Hides the overlay if it was visible. */
|
---|
| 122 | void hide(void);
|
---|
| 123 |
|
---|
| 124 | /** Adds a 2D 'container' to the overlay.
|
---|
| 125 | @remarks
|
---|
| 126 | Containers are created and managed using the OverlayManager. A container
|
---|
| 127 | could be as simple as a square panel, or something more complex like
|
---|
| 128 | a grid or tree view. Containers group collections of other elements,
|
---|
| 129 | giving them a relative coordinate space and a common z-order.
|
---|
| 130 | If you want to attach a gui widget to an overlay, you have to do it via
|
---|
| 131 | a container.
|
---|
| 132 | @param cont Pointer to a container to add, created using OverlayManager.
|
---|
| 133 | */
|
---|
| 134 | void add2D(OverlayContainer* cont);
|
---|
| 135 |
|
---|
| 136 |
|
---|
| 137 | /** Removes a 2D container from the overlay.
|
---|
| 138 | @remarks
|
---|
| 139 | NOT FAST. Consider OverlayElement::hide.
|
---|
| 140 | */
|
---|
| 141 | void remove2D(OverlayContainer* cont);
|
---|
| 142 |
|
---|
| 143 | /** Adds a node capable of holding 3D objects to the overlay.
|
---|
| 144 | @remarks
|
---|
| 145 | Although overlays are traditionally associated with 2D elements, there
|
---|
| 146 | are reasons why you might want to attach 3D elements to the overlay too.
|
---|
| 147 | For example, if you wanted to have a 3D cockpit, which was overlaid with a
|
---|
| 148 | HUD, then you would create 2 overlays, one with a 3D object attached for the
|
---|
| 149 | cockpit, and one with the HUD elements attached (the zorder of the HUD
|
---|
| 150 | overlay would be higher than the cockpit to ensure it was always on top).
|
---|
| 151 | @par
|
---|
| 152 | A SceneNode can have any number of 3D objects attached to it. SceneNodes
|
---|
| 153 | are usually created using SceneManager::createSceneNode, but in this case
|
---|
| 154 | you should create a standard SceneNode instance <b>manually</b>; this is
|
---|
| 155 | because these scene nodes are not managed by the SceneManager and some custom
|
---|
| 156 | SceneManager plugins will rely on specialist behaviour the overlay does not
|
---|
| 157 | support. By attaching a SceneNode to an overlay, you indicate that:<OL>
|
---|
| 158 | <LI>You want the contents of this node to only appear when the overlay is active</LI>
|
---|
| 159 | <LI>You want the node to inherit a coordinate space relative to the camera,
|
---|
| 160 | rather than relative to the root scene node</LI>
|
---|
| 161 | <LI>You want these objects to be rendered after the contents of the main scene
|
---|
| 162 | to ensure they are rendered on top</LI>
|
---|
| 163 | </OL>
|
---|
| 164 | One major consideration when using 3D objects in overlays is the behaviour of
|
---|
| 165 | the depth buffer. Overlays should use materials with depth checking off, to ensure
|
---|
| 166 | that their contents are always displayed on top of the main scene (to do
|
---|
| 167 | otherwise would result in objects 'poking through' the overlay). The problem
|
---|
| 168 | with using 3D objects is that if they are concave, or self-overlap, then you
|
---|
| 169 | can get artefacts because of the lack of depth buffer checking. So you should
|
---|
| 170 | ensure that any 3D objects you us in the overlay are convex, and don't overlap
|
---|
| 171 | each other. If they must overlap, split them up and put them in 2 overlays.
|
---|
| 172 | Alternatively, use a 2D element underneath them which will clear the depth buffer
|
---|
| 173 | values underneath ready for the 3D element to be rendered correctly.
|
---|
| 174 | */
|
---|
| 175 | void add3D(SceneNode* node);
|
---|
| 176 |
|
---|
| 177 | /** Removes a 3D element from the overlay. */
|
---|
| 178 | void remove3D(SceneNode* node);
|
---|
| 179 |
|
---|
| 180 | /** Clears the overlay of all attached items. */
|
---|
| 181 | void clear();
|
---|
| 182 |
|
---|
| 183 | /** Sets the scrolling factor of this overlay.
|
---|
| 184 | @remarks
|
---|
| 185 | You can use this to set an offset to be used to scroll an
|
---|
| 186 | overlay around the screen.
|
---|
| 187 | @param x Horizontal scroll value, where 0 = normal, -0.5 = scroll so that only
|
---|
| 188 | the right half the screen is visible etc
|
---|
| 189 | @param y Vertical scroll value, where 0 = normal, 0.5 = scroll down by half
|
---|
| 190 | a screen etc.
|
---|
| 191 | */
|
---|
| 192 | void setScroll(Real x, Real y);
|
---|
| 193 |
|
---|
| 194 | /** Gets the current X scroll value */
|
---|
| 195 | Real getScrollX(void) const;
|
---|
| 196 |
|
---|
| 197 | /** Gets the current Y scroll value */
|
---|
| 198 | Real getScrollY(void) const;
|
---|
| 199 |
|
---|
| 200 | /** Scrolls the overlay by the offsets provided.
|
---|
| 201 | @remarks
|
---|
| 202 | This method moves the overlay by the amounts provided. As with
|
---|
| 203 | other methods on this object, a full screen width / height is represented
|
---|
| 204 | by the value 1.0.
|
---|
| 205 | */
|
---|
| 206 | void scroll(Real xoff, Real yoff);
|
---|
| 207 |
|
---|
| 208 | /** Sets the rotation applied to this overlay.*/
|
---|
| 209 | void setRotate(const Radian& angle);
|
---|
| 210 | #ifndef OGRE_FORCE_ANGLE_TYPES
|
---|
| 211 | inline void setRotate(Real degrees) {
|
---|
| 212 | setRotate ( Angle(degrees) );
|
---|
| 213 | }
|
---|
| 214 | #endif//OGRE_FORCE_ANGLE_TYPES
|
---|
| 215 |
|
---|
| 216 | /** Gets the rotation applied to this overlay, in degrees.*/
|
---|
| 217 | const Radian &getRotate(void) const { return mRotate; }
|
---|
| 218 |
|
---|
| 219 | /** Adds the passed in angle to the rotation applied to this overlay. */
|
---|
| 220 | void rotate(const Radian& angle);
|
---|
| 221 | #ifndef OGRE_FORCE_ANGLE_TYPES
|
---|
| 222 | inline void rotate(Real degrees) {
|
---|
| 223 | rotate ( Angle(degrees) );
|
---|
| 224 | }
|
---|
| 225 | #endif//OGRE_FORCE_ANGLE_TYPES
|
---|
| 226 |
|
---|
| 227 | /** Sets the scaling factor of this overlay.
|
---|
| 228 | @remarks
|
---|
| 229 | You can use this to set an scale factor to be used to zoom an
|
---|
| 230 | overlay.
|
---|
| 231 | @param x Horizontal scale value, where 1.0 = normal, 0.5 = half size etc
|
---|
| 232 | @param y Vertical scale value, where 1.0 = normal, 0.5 = half size etc
|
---|
| 233 | */
|
---|
| 234 | void setScale(Real x, Real y);
|
---|
| 235 |
|
---|
| 236 | /** Gets the current X scale value */
|
---|
| 237 | Real getScaleX(void) const;
|
---|
| 238 |
|
---|
| 239 | /** Gets the current Y scale value */
|
---|
| 240 | Real getScaleY(void) const;
|
---|
| 241 |
|
---|
| 242 | /** Used to transform the overlay when scrolling, scaling etc. */
|
---|
| 243 | void _getWorldTransforms(Matrix4* xform) const;
|
---|
| 244 | /** @copydoc Renderable::getWorldOrientation */
|
---|
| 245 | const Quaternion& getWorldOrientation(void) const;
|
---|
| 246 | /** @copydoc Renderable::getWorldPosition */
|
---|
| 247 | const Vector3& getWorldPosition(void) const;
|
---|
| 248 |
|
---|
| 249 | /** Internal method to put the overlay contents onto the render queue. */
|
---|
| 250 | void _findVisibleObjects(Camera* cam, RenderQueue* queue);
|
---|
| 251 |
|
---|
| 252 | /** This returns a OverlayElement at position x,y. */
|
---|
| 253 | virtual OverlayElement* findElementAt(Real x, Real y);
|
---|
| 254 |
|
---|
| 255 | /** Returns an iterator over all 2D elements in this manager.
|
---|
| 256 | @remarks
|
---|
| 257 | VectorIterator is actually a too generic name, since it also works for lists.
|
---|
| 258 | */
|
---|
| 259 | typedef VectorIterator<OverlayContainerList> Overlay2DElementsIterator ;
|
---|
| 260 | Overlay2DElementsIterator get2DElementsIterator ()
|
---|
| 261 | {
|
---|
| 262 | return Overlay2DElementsIterator (m2DElements.begin(), m2DElements.end());
|
---|
| 263 | }
|
---|
| 264 | /** Get the origin of this overlay, e.g. a script file name.
|
---|
| 265 | @remarks
|
---|
| 266 | This property will only contain something if the creator of
|
---|
| 267 | this overlay chose to populate it. Script loaders are advised
|
---|
| 268 | to populate it.
|
---|
| 269 | */
|
---|
| 270 | const String& getOrigin(void) const { return mOrigin; }
|
---|
| 271 | /// Notify this overlay of it's origin
|
---|
| 272 | void _notifyOrigin(const String& origin) { mOrigin = origin; }
|
---|
| 273 |
|
---|
| 274 |
|
---|
| 275 | };
|
---|
| 276 |
|
---|
| 277 | }
|
---|
| 278 |
|
---|
| 279 |
|
---|
| 280 | #endif
|
---|
| 281 |
|
---|