[657] | 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) 2000-2005 The OGRE Team
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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 | */
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| 25 |
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| 26 | #ifndef __Overlay_H__
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| 27 | #define __Overlay_H__
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| 28 |
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| 29 | #include "OgrePrerequisites.h"
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| 30 | #include "OgreSceneNode.h"
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| 31 | #include "OgreIteratorWrappers.h"
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| 32 | #include "OgreMatrix4.h"
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| 33 |
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| 34 | namespace Ogre {
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| 35 |
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| 36 |
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| 37 | /** Represents a layer which is rendered on top of the 'normal' scene contents.
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| 38 | @remarks
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| 39 | An overlay is a container for visual components (2D and 3D) which will be
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| 40 | rendered after the main scene in order to composite heads-up-displays, menus
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| 41 | or other layers on top of the contents of the scene.
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| 42 | @par
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| 43 | An overlay always takes up the entire size of the viewport, although the
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| 44 | components attached to it do not have to. An overlay has no visual element
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| 45 | in itself, it it merely a container for visual elements.
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| 46 | @par
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| 47 | Overlays are created by calling OverlayManager::create, or by defining them
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| 48 | in special text scripts (.overlay files). As many overlays
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| 49 | as you like can be defined; after creation an overlay is hidden i.e. not
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| 50 | visible until you specifically enable it by calling 'show'. This allows you to have multiple
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| 51 | overlays predefined (menus etc) which you make visible only when you want.
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| 52 | It is possible to have multiple overlays enabled at once; in this case the
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| 53 | relative 'zorder' parameter of the overlays determine which one is displayed
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| 54 | on top.
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| 55 | @par
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| 56 | By default overlays are rendered into all viewports. This is fine when you only
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| 57 | have fullscreen viewports, but if you have picture-in-picture views, you probably
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| 58 | don't want the overlay displayed in the smaller viewports. You turn this off for
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| 59 | a specific viewport by calling the Viewport::setDisplayOverlays method.
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| 60 | */
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| 61 | class _OgreExport Overlay
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| 62 | {
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| 63 |
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| 64 | public:
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| 65 | typedef std::list<OverlayContainer*> OverlayContainerList;
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| 66 | protected:
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| 67 | String mName;
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| 68 | /// Internal root node, used as parent for 3D objects
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| 69 | SceneNode* mRootNode;
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| 70 | // 2D elements
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| 71 | // OverlayContainers, linked list for easy sorting by zorder later
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| 72 | // Not a map because sort can be saved since changes infrequent (unlike render queue)
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| 73 | OverlayContainerList m2DElements;
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| 74 |
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| 75 | // Degrees of rotation around center
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| 76 | Radian mRotate;
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| 77 | // Scroll values, offsets
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| 78 | Real mScrollX, mScrollY;
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| 79 | // Scale values
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| 80 | Real mScaleX, mScaleY;
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| 81 |
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| 82 | mutable Matrix4 mTransform;
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| 83 | mutable bool mTransformOutOfDate;
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| 84 | bool mTransformUpdated;
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| 85 | ulong mZOrder;
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| 86 | bool mVisible;
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| 87 | bool mInitialised;
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| 88 | String mOrigin;
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| 89 | /** Internal lazy update method. */
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| 90 | void updateTransform(void) const;
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| 91 | /** Internal method for initialising an overlay */
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| 92 | void initialise(void);
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| 93 |
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| 94 | public:
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| 95 | /// Constructor: do not call direct, use OverlayManager::create
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| 96 | Overlay(const String& name);
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| 97 | virtual ~Overlay();
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| 98 |
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| 99 |
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| 100 | OverlayContainer* getChild(const String& name);
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| 101 |
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| 102 | /** Gets the name of this overlay. */
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| 103 | const String& getName(void) const;
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| 104 | /** Alters the ZOrder of this overlay.
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| 105 | @remarks
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| 106 | Values between 0 and 650 are valid here.
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| 107 | */
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| 108 | void setZOrder(ushort zorder);
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| 109 | /** Gets the ZOrder of this overlay. */
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| 110 | ushort getZOrder(void) const;
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| 111 |
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| 112 | /** Gets whether the overlay is displayed or not. */
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| 113 | bool isVisible(void) const;
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| 114 |
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| 115 | /** Gets whether the overlay is initialised or not. */
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| 116 | bool isInitialised(void) const { return mInitialised; }
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| 117 |
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| 118 | /** Shows the overlay if it was hidden. */
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| 119 | void show(void);
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| 120 |
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| 121 | /** Hides the overlay if it was visible. */
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| 122 | void hide(void);
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| 123 |
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| 124 | /** Adds a 2D 'container' to the overlay.
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| 125 | @remarks
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| 126 | Containers are created and managed using the OverlayManager. A container
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| 127 | could be as simple as a square panel, or something more complex like
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| 128 | a grid or tree view. Containers group collections of other elements,
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| 129 | giving them a relative coordinate space and a common z-order.
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| 130 | If you want to attach a gui widget to an overlay, you have to do it via
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| 131 | a container.
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| 132 | @param cont Pointer to a container to add, created using OverlayManager.
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| 133 | */
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| 134 | void add2D(OverlayContainer* cont);
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| 135 |
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| 136 |
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| 137 | /** Removes a 2D container from the overlay.
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| 138 | @remarks
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| 139 | NOT FAST. Consider OverlayElement::hide.
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| 140 | */
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| 141 | void remove2D(OverlayContainer* cont);
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| 142 |
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| 143 | /** Adds a node capable of holding 3D objects to the overlay.
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| 144 | @remarks
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| 145 | Although overlays are traditionally associated with 2D elements, there
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| 146 | are reasons why you might want to attach 3D elements to the overlay too.
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| 147 | For example, if you wanted to have a 3D cockpit, which was overlaid with a
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| 148 | HUD, then you would create 2 overlays, one with a 3D object attached for the
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| 149 | cockpit, and one with the HUD elements attached (the zorder of the HUD
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| 150 | overlay would be higher than the cockpit to ensure it was always on top).
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| 151 | @par
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| 152 | A SceneNode can have nay number of 3D objects attached to it. SceneNodes
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| 153 | are usually created using SceneManager::createSceneNode, but in this case
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| 154 | you should create a standard SceneNode instance <b>manually</b>; this is
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| 155 | because these scene nodes are not managed by the SceneManager and some custom
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| 156 | SceneManager plugins will rely on specialist behaviour the overlay does not
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| 157 | support. By attaching a SceneNode to an overlay, you indicate that:<OL>
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| 158 | <LI>You want the contents of this node to only appear when the overlay is active</LI>
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| 159 | <LI>You want the node to inherit a coordinate space relative to the camera,
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| 160 | rather than relative to the root scene node</LI>
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| 161 | <LI>You want these objects to be rendered after the contents of the main scene
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| 162 | to ensure they are rendered on top</LI>
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| 163 | </OL>
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| 164 | One major consideration when using 3D objects in overlays is the behaviour of
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| 165 | the depth buffer. Overlays should use materials with depth checking off, to ensure
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| 166 | that their contents are always displayed on top of the main scene (to do
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| 167 | otherwise would result in objects 'poking through' the overlay). The problem
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| 168 | with using 3D objects is that if they are concave, or self-overlap, then you
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| 169 | can get artefacts because of the lack of depth buffer checking. So you should
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| 170 | ensure that any 3D objects you us in the overlay are convex, and don't overlap
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| 171 | each other. If they must overlap, split them up and put them in 2 overlays.
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| 172 | Alternatively, use a 2D element underneath them which will clear the depth buffer
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| 173 | values underneath ready for the 3D element to be rendered correctly.
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| 174 | */
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| 175 | void add3D(SceneNode* node);
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| 176 |
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| 177 | /** Removes a 3D element from the overlay. */
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| 178 | void remove3D(SceneNode* node);
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| 179 |
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| 180 | /** Clears the overlay of all attached items. */
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| 181 | void clear();
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| 182 |
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| 183 | /** Sets the scrolling factor of this overlay.
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| 184 | @remarks
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| 185 | You can use this to set an offset to be used to scroll an
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| 186 | overlay around the screen.
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| 187 | @param x Horizontal scroll value, where 0 = normal, -0.5 = scroll so that only
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| 188 | the right half the screen is visible etc
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| 189 | @param y Vertical scroll value, where 0 = normal, 0.5 = scroll down by half
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| 190 | a screen etc.
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| 191 | */
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| 192 | void setScroll(Real x, Real y);
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| 193 |
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| 194 | /** Gets the current X scroll value */
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| 195 | Real getScrollX(void) const;
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| 196 |
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| 197 | /** Gets the current Y scroll value */
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| 198 | Real getScrollY(void) const;
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| 199 |
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| 200 | /** Scrolls the overlay by the offsets provided.
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| 201 | @remarks
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| 202 | This method moves the overlay by the amounts provided. As with
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| 203 | other methods on this object, a full screen width / height is represented
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| 204 | by the value 1.0.
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| 205 | */
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| 206 | void scroll(Real xoff, Real yoff);
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| 207 |
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| 208 | /** Sets the rotation applied to this overlay.*/
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| 209 | void setRotate(const Radian& angle);
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| 210 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 211 | inline void setRotate(Real degrees) {
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| 212 | setRotate ( Angle(degrees) );
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| 213 | }
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| 214 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 215 |
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| 216 | /** Gets the rotation applied to this overlay, in degrees.*/
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| 217 | Radian getRotate(void) const { return mRotate; }
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| 218 |
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| 219 | /** Adds the passed in angle to the rotation applied to this overlay. */
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| 220 | void rotate(const Radian& angle);
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| 221 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 222 | inline void rotate(Real degrees) {
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| 223 | rotate ( Angle(degrees) );
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| 224 | }
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| 225 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 226 |
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| 227 | /** Sets the scaling factor of this overlay.
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| 228 | @remarks
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| 229 | You can use this to set an scale factor to be used to zoom an
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| 230 | overlay.
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| 231 | @param x Horizontal scale value, where 1.0 = normal, 0.5 = half size etc
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| 232 | @param y Vertical scale value, where 1.0 = normal, 0.5 = half size etc
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| 233 | */
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| 234 | void setScale(Real x, Real y);
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| 235 |
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| 236 | /** Gets the current X scale value */
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| 237 | Real getScaleX(void) const;
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| 238 |
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| 239 | /** Gets the current Y scale value */
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| 240 | Real getScaleY(void) const;
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| 241 |
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| 242 | /** Used to transform the overlay when scrolling, scaling etc. */
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| 243 | void _getWorldTransforms(Matrix4* xform) const;
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| 244 | /** @copydoc Renderable::getWorldOrientation */
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| 245 | const Quaternion& getWorldOrientation(void) const;
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| 246 | /** @copydoc Renderable::getWorldPosition */
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| 247 | const Vector3& getWorldPosition(void) const;
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| 248 |
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| 249 | /** Internal method to put the overlay contents onto the render queue. */
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| 250 | void _findVisibleObjects(Camera* cam, RenderQueue* queue);
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| 251 |
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| 252 | /** This returns a OverlayElement at position x,y. */
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| 253 | virtual OverlayElement* findElementAt(Real x, Real y);
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| 254 |
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| 255 | /** Returns an iterator over all 2D elements in this manager.
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| 256 | @remarks
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| 257 | VectorIterator is actually a too generic name, since it also works for lists.
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| 258 | */
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| 259 | typedef VectorIterator<OverlayContainerList> Overlay2DElementsIterator ;
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| 260 | Overlay2DElementsIterator get2DElementsIterator ()
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| 261 | {
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| 262 | return Overlay2DElementsIterator (m2DElements.begin(), m2DElements.end());
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| 263 | }
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| 264 | /** Get the origin of this overlay, e.g. a script file name.
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| 265 | @remarks
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| 266 | This property will only contain something if the creator of
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| 267 | this overlay chose to populate it. Script loaders are advised
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| 268 | to populate it.
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| 269 | */
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| 270 | const String& getOrigin(void) const { return mOrigin; }
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| 271 | /// Notify this overlay of it's origin
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| 272 | void _notifyOrigin(const String& origin) { mOrigin = origin; }
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| 273 |
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| 274 |
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| 275 | };
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| 276 |
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| 277 | }
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| 278 |
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| 279 |
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| 280 | #endif
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| 281 |
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