/usr/include/OGRE/OgreOverlay.h is in libogre-dev 1.7.4-3.
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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2011 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 __Overlay_H__
#define __Overlay_H__
#include "OgrePrerequisites.h"
#include "OgreSceneNode.h"
#include "OgreIteratorWrappers.h"
#include "OgreMatrix4.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup Overlays
* @{
*/
/** Represents a layer which is rendered on top of the 'normal' scene contents.
@remarks
An overlay is a container for visual components (2D and 3D) which will be
rendered after the main scene in order to composite heads-up-displays, menus
or other layers on top of the contents of the scene.
@par
An overlay always takes up the entire size of the viewport, although the
components attached to it do not have to. An overlay has no visual element
in itself, it it merely a container for visual elements.
@par
Overlays are created by calling OverlayManager::create, or by defining them
in special text scripts (.overlay files). As many overlays
as you like can be defined; after creation an overlay is hidden i.e. not
visible until you specifically enable it by calling 'show'. This allows you to have multiple
overlays predefined (menus etc) which you make visible only when you want.
It is possible to have multiple overlays enabled at once; in this case the
relative 'zorder' parameter of the overlays determine which one is displayed
on top.
@par
By default overlays are rendered into all viewports. This is fine when you only
have fullscreen viewports, but if you have picture-in-picture views, you probably
don't want the overlay displayed in the smaller viewports. You turn this off for
a specific viewport by calling the Viewport::setDisplayOverlays method.
*/
class _OgreExport Overlay : public OverlayAlloc
{
public:
typedef list<OverlayContainer*>::type OverlayContainerList;
protected:
String mName;
/// Internal root node, used as parent for 3D objects
SceneNode* mRootNode;
// 2D elements
// OverlayContainers, linked list for easy sorting by zorder later
// Not a map because sort can be saved since changes infrequent (unlike render queue)
OverlayContainerList m2DElements;
// Degrees of rotation around center
Radian mRotate;
// Scroll values, offsets
Real mScrollX, mScrollY;
// Scale values
Real mScaleX, mScaleY;
mutable Matrix4 mTransform;
mutable bool mTransformOutOfDate;
bool mTransformUpdated;
ulong mZOrder;
bool mVisible;
bool mInitialised;
String mOrigin;
/** Internal lazy update method. */
void updateTransform(void) const;
/** Internal method for initialising an overlay */
void initialise(void);
/** Internal method for updating container elements' Z-ordering */
void assignZOrders(void);
public:
/// Constructor: do not call direct, use OverlayManager::create
Overlay(const String& name);
virtual ~Overlay();
OverlayContainer* getChild(const String& name);
/** Gets the name of this overlay. */
const String& getName(void) const;
/** Alters the ZOrder of this overlay.
@remarks
Values between 0 and 650 are valid here.
*/
void setZOrder(ushort zorder);
/** Gets the ZOrder of this overlay. */
ushort getZOrder(void) const;
/** Gets whether the overlay is displayed or not. */
bool isVisible(void) const;
/** Gets whether the overlay is initialised or not. */
bool isInitialised(void) const { return mInitialised; }
/** Shows the overlay if it was hidden. */
void show(void);
/** Hides the overlay if it was visible. */
void hide(void);
/** Adds a 2D 'container' to the overlay.
@remarks
Containers are created and managed using the OverlayManager. A container
could be as simple as a square panel, or something more complex like
a grid or tree view. Containers group collections of other elements,
giving them a relative coordinate space and a common z-order.
If you want to attach a GUI widget to an overlay, you have to do it via
a container.
@param cont Pointer to a container to add, created using OverlayManager.
*/
void add2D(OverlayContainer* cont);
/** Removes a 2D container from the overlay.
@remarks
NOT FAST. Consider OverlayElement::hide.
*/
void remove2D(OverlayContainer* cont);
/** Adds a node capable of holding 3D objects to the overlay.
@remarks
Although overlays are traditionally associated with 2D elements, there
are reasons why you might want to attach 3D elements to the overlay too.
For example, if you wanted to have a 3D cockpit, which was overlaid with a
HUD, then you would create 2 overlays, one with a 3D object attached for the
cockpit, and one with the HUD elements attached (the zorder of the HUD
overlay would be higher than the cockpit to ensure it was always on top).
@par
A SceneNode can have any number of 3D objects attached to it. SceneNodes
are usually created using SceneManager::createSceneNode, but in this case
you should create a standard SceneNode instance <b>manually</b>; this is
because these scene nodes are not managed by the SceneManager and some custom
SceneManager plugins will rely on specialist behaviour the overlay does not
support. By attaching a SceneNode to an overlay, you indicate that:<OL>
<LI>You want the contents of this node to only appear when the overlay is active</LI>
<LI>You want the node to inherit a coordinate space relative to the camera,
rather than relative to the root scene node</LI>
<LI>You want these objects to be rendered after the contents of the main scene
to ensure they are rendered on top</LI>
</OL>
One major consideration when using 3D objects in overlays is the behaviour of
the depth buffer. Overlays should use materials with depth checking off, to ensure
that their contents are always displayed on top of the main scene (to do
otherwise would result in objects 'poking through' the overlay). The problem
with using 3D objects is that if they are concave, or self-overlap, then you
can get artefacts because of the lack of depth buffer checking. So you should
ensure that any 3D objects you us in the overlay are convex, and don't overlap
each other. If they must overlap, split them up and put them in 2 overlays.
Alternatively, use a 2D element underneath them which will clear the depth buffer
values underneath ready for the 3D element to be rendered correctly.
*/
void add3D(SceneNode* node);
/** Removes a 3D element from the overlay. */
void remove3D(SceneNode* node);
/** Clears the overlay of all attached items. */
void clear();
/** Sets the scrolling factor of this overlay.
@remarks
You can use this to set an offset to be used to scroll an
overlay around the screen.
@param x Horizontal scroll value, where 0 = normal, -0.5 = scroll so that only
the right half the screen is visible etc
@param y Vertical scroll value, where 0 = normal, 0.5 = scroll down by half
a screen etc.
*/
void setScroll(Real x, Real y);
/** Gets the current X scroll value */
Real getScrollX(void) const;
/** Gets the current Y scroll value */
Real getScrollY(void) const;
/** Scrolls the overlay by the offsets provided.
@remarks
This method moves the overlay by the amounts provided. As with
other methods on this object, a full screen width / height is represented
by the value 1.0.
*/
void scroll(Real xoff, Real yoff);
/** Sets the rotation applied to this overlay.*/
void setRotate(const Radian& angle);
/** Gets the rotation applied to this overlay, in degrees.*/
const Radian &getRotate(void) const { return mRotate; }
/** Adds the passed in angle to the rotation applied to this overlay. */
void rotate(const Radian& angle);
/** Sets the scaling factor of this overlay.
@remarks
You can use this to set an scale factor to be used to zoom an
overlay.
@param x Horizontal scale value, where 1.0 = normal, 0.5 = half size etc
@param y Vertical scale value, where 1.0 = normal, 0.5 = half size etc
*/
void setScale(Real x, Real y);
/** Gets the current X scale value */
Real getScaleX(void) const;
/** Gets the current Y scale value */
Real getScaleY(void) const;
/** Used to transform the overlay when scrolling, scaling etc. */
void _getWorldTransforms(Matrix4* xform) const;
/** Internal method to put the overlay contents onto the render queue. */
void _findVisibleObjects(Camera* cam, RenderQueue* queue);
/** This returns a OverlayElement at position x,y. */
virtual OverlayElement* findElementAt(Real x, Real y);
/** Returns an iterator over all 2D elements in this manager.
@remarks
VectorIterator is actually a too generic name, since it also works for lists.
*/
typedef VectorIterator<OverlayContainerList> Overlay2DElementsIterator ;
Overlay2DElementsIterator get2DElementsIterator ()
{
return Overlay2DElementsIterator (m2DElements.begin(), m2DElements.end());
}
/** Get the origin of this overlay, e.g. a script file name.
@remarks
This property will only contain something if the creator of
this overlay chose to populate it. Script loaders are advised
to populate it.
*/
const String& getOrigin(void) const { return mOrigin; }
/// Notify this overlay of it's origin
void _notifyOrigin(const String& origin) { mOrigin = origin; }
};
/** @} */
/** @} */
}
#endif
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