/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __OverlayManager_H__ #define __OverlayManager_H__ #include "OgreOverlayPrerequisites.h" #include "OgreSingleton.h" #include "OgreStringVector.h" #include "OgreScriptLoader.h" #include "OgreFrustum.h" #include "OgreScriptTranslator.h" namespace Ogre { class Overlay; class OverlayContainer; class OverlayElement; class OverlayElementFactory; template class MapIterator; /** \addtogroup Optional * @{ */ /** \addtogroup Overlays * @{ */ /** Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. Also manages the creation of OverlayContainers and OverlayElements, used for non-interactive 2D elements such as HUDs. */ class _OgreOverlayExport OverlayManager : public Singleton, public ScriptLoader, public OverlayAlloc { public: typedef std::map OverlayMap; typedef std::map ElementMap; typedef std::map FactoryMap; private: OverlayMap mOverlayMap; StringVector mScriptPatterns; int mLastViewportWidth, mLastViewportHeight; float mPixelRatio; bool parseChildren( DataStreamPtr& chunk, const String& line, int& l, Overlay* pOverlay, bool isTemplate, OverlayContainer* parent = NULL); FactoryMap mFactories; ElementMap mElements; typedef std::set LoadedScripts; LoadedScripts mLoadedScripts; std::unique_ptr mTranslatorManager; public: OverlayManager(); virtual ~OverlayManager(); /** Notifies that hardware resources were lost */ void _releaseManualHardwareResources(); /** Notifies that hardware resources should be restored */ void _restoreManualHardwareResources(); /// @copydoc ScriptLoader::getScriptPatterns const StringVector& getScriptPatterns(void) const override; /// @copydoc ScriptLoader::parseScript void parseScript(DataStreamPtr& stream, const String& groupName) override; /// @copydoc ScriptLoader::getLoadingOrder Real getLoadingOrder(void) const override; void addOverlay(Overlay* overlay); /** Create a new Overlay. */ Overlay* create(const String& name); /** Retrieve an Overlay by name. For example, one defined in some .overlay file. @return A pointer to the Overlay, or 0 if not found */ Overlay* getByName(const String& name); /** Destroys an existing overlay by name */ void destroy(const String& name); /** Destroys an existing overlay */ void destroy(Overlay* overlay); /** Destroys all existing overlays */ void destroyAll(void); typedef MapIterator OverlayMapIterator; OverlayMapIterator getOverlayIterator(void); /** Internal method for queueing the visible overlays for rendering. */ void _queueOverlaysForRendering(Camera* cam, RenderQueue* pQueue, Viewport *vp); /** Gets the height of the destination viewport in pixels. */ int getViewportHeight(void) const; /** Gets the width of the destination viewport in pixels. */ int getViewportWidth(void) const; Real getViewportAspectRatio(void) const; /** Sets the pixel ratio: how many viewport pixels represent a single overlay pixel (in one dimension). By default this is an 1:1 mapping. However on HiDPI screens you want to increase that to scale up your Overlay. @see RenderWindow::getViewPointToPixelScale */ void setPixelRatio(float ratio); float getPixelRatio() const; /** Creates a new OverlayElement of the type requested. The type of element to create is passed in as a string because this allows plugins to register new types of component. @param typeName The type of element to create. @param instanceName The name to give the new instance. */ OverlayElement* createOverlayElement(const String& typeName, const String& instanceName, bool = false); /** Gets a reference to an existing element. */ OverlayElement* getOverlayElement(const String& name, bool = false); /** Tests if an element exists. */ bool hasOverlayElement(const String& name, bool = false); /** Destroys a OverlayElement. Make sure you're not still using this in an Overlay. If in doubt, let OGRE destroy elements on shutdown. */ void destroyOverlayElement(const String& instanceName, bool = false); /** Destroys a OverlayElement. Make sure you're not still using this in an Overlay. If in doubt, let OGRE destroy elements on shutdown. */ void destroyOverlayElement(OverlayElement* pInstance, bool = false); /** Destroys all the OverlayElement created so far. Best to leave this to the engine to call internally, there should rarely be a need to call it yourself. */ void destroyAllOverlayElements(bool = false); /** Registers a new OverlayElementFactory with this manager. Should be used by plugins or other apps wishing to provide a new OverlayElement subclass. */ void addOverlayElementFactory(OverlayElementFactory* elemFactory); /** Get const access to the list of registered OverlayElement factories. */ const FactoryMap& getOverlayElementFactoryMap() const { return mFactories; } OverlayElement* createOverlayElementFromTemplate(const String& templateName, const String& typeName, const String& instanceName, bool = false); /** * Creates a new OverlayElement object from the specified template name. The new * object's name, and all of it's children, will be instanceName/orignalName. */ OverlayElement* cloneOverlayElementFromTemplate(const String& templateName, const String& instanceName); OverlayElement* createOverlayElementFromFactory(const String& typeName, const String& instanceName); /** Override standard Singleton retrieval. Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static OverlayManager& getSingleton(void); /// @copydoc Singleton::getSingleton() static OverlayManager* getSingletonPtr(void); }; /** @} */ /** @} */ } #endif