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 | const 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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