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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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210 lines
6.2 KiB
C++
210 lines
6.2 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "flying_text_manager.h"
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#include "interface_manager.h"
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#include "group_in_scene.h"
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#include "nel/gui/view_text.h"
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using namespace std;
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using namespace NLMISC;
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// 500 seems to add at max 200Ko in memory (estimation done with the WindowTaskManager, so not really accurate)
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const uint MaxFlyingText= 500;
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// ***************************************************************************
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CFlyingTextManager::CFlyingTextManager()
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{
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_CharacterWindowOffsetX= 0;
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}
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// ***************************************************************************
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CFlyingTextManager::~CFlyingTextManager()
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{
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// must have been released
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nlassert(_InScenePool.empty() && _InSceneCurrent.empty());
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}
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// ***************************************************************************
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void CFlyingTextManager::initInGame()
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{
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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nlassert (pIM);
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// must have been released
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nlassert(_InScenePool.empty() && _InSceneCurrent.empty());
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// get the root ptr
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_Root= "ui:interface";
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// create all
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_InScenePool.reserve(MaxFlyingText);
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for(uint i=0;i<MaxFlyingText;i++)
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{
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// create the in scene group
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string id = "in_scene_flying_text_"+toString (i);
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std::vector<std::pair<std::string,std::string> > templateParams;
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templateParams.push_back (std::pair<std::string,std::string>("id", id));
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CInterfaceGroup *groupInfo = CWidgetManager::getInstance()->getParser()->createGroupInstance ("in_scene_flying_text",
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"ui:interface", templateParams);
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// if ok
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if(groupInfo)
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{
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CGroupInfo gi;
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gi.GroupInScene= dynamic_cast<CGroupInScene*>(groupInfo);
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gi.ViewText= dynamic_cast<CViewText*>(groupInfo->getView("text"));
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// if ok append, else delete and abort
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if(gi.GroupInScene && gi.GroupInScene)
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{
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_InScenePool.push_back(gi);
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/* don't link to the interface now. Prefer do this to avoid big number of window to parse
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each frame for nothing because they are hid.
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This save 1ms per frame for 1000 window created but not displayed....
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NB: the cost of link/unlink instead of a setActive() is negligible in effect
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*/
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gi.GroupInScene->setActive(true);
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nlassert(gi.GroupInScene->getParent()==NULL);
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}
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else
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{
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delete groupInfo;
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}
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}
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}
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// misc
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fromString(CWidgetManager::getInstance()->getParser()->getDefine("in_scene_flying_char_offsetx"), _CharacterWindowOffsetX);
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}
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// ***************************************************************************
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void CFlyingTextManager::releaseInGame()
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{
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// **** unlink all nodes from interface
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TInSceneCurrentMap::iterator it= _InSceneCurrent.begin();
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for(;it!=_InSceneCurrent.end();it++)
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{
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it->second.UsedThisFrame= false;
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}
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releaseNotUsedFlyingText();
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nlassert(_InSceneCurrent.empty());
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// **** delete the pool
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for(uint i=0;i<_InScenePool.size();i++)
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{
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// since unlinked from window list and group list, just delete
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delete _InScenePool[i].GroupInScene;
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}
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_InScenePool.clear();
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}
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// ***************************************************************************
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void CFlyingTextManager::addFlyingText(void *key, const ucstring &text, const NLMISC::CVector &pos, CRGBA color, float scale, sint offsetX)
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{
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// key exist in the map?
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TInSceneCurrentMap::iterator it= _InSceneCurrent.find(key);
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// no, try to allocate a new entry
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if(it==_InSceneCurrent.end())
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{
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// no more free group, abort
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if(_InScenePool.empty())
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return;
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// else take an entry
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it= _InSceneCurrent.insert(make_pair(key, _InScenePool.back())).first;
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// and no more free
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_InScenePool.pop_back();
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// link to interface
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linkToInterface(it->second);
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}
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// this entry is used
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CGroupInfo &gi= it->second;
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gi.UsedThisFrame= true;
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// update infos
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gi.ViewText->setText(text);
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gi.ViewText->setColor(color);
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gi.GroupInScene->Position= pos;
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gi.GroupInScene->Scale= scale;
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gi.GroupInScene->setOffsetX(offsetX);
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}
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// ***************************************************************************
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void CFlyingTextManager::releaseNotUsedFlyingText()
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{
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// for all elements of inscene current
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TInSceneCurrentMap::iterator it= _InSceneCurrent.begin();
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for(;it!=_InSceneCurrent.end();)
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{
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// if used this frame, don't remove
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if(it->second.UsedThisFrame)
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{
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it->second.UsedThisFrame= false;
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it++;
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}
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// else new free slot
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else
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{
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// erase from interface
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unlinkToInterface(it->second);
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// back to pool
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_InScenePool.push_back(it->second);
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// erase from map
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TInSceneCurrentMap::iterator itTmp= it++;
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_InSceneCurrent.erase(itTmp);
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}
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}
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}
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// ***************************************************************************
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void CFlyingTextManager::linkToInterface(CGroupInfo &gi)
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{
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if(!_Root)
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return;
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// should not be linked
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nlassert(gi.GroupInScene->getParent()==NULL);
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// add to group and window list
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CInterfaceManager *pIM= CInterfaceManager::getInstance();
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CWidgetManager::getInstance()->addWindowToMasterGroup("ui:interface", gi.GroupInScene);
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gi.GroupInScene->setParent(_Root);
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_Root->addGroup (gi.GroupInScene);
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}
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// ***************************************************************************
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void CFlyingTextManager::unlinkToInterface(CGroupInfo &gi)
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{
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if(!_Root)
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return;
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// should be linked
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nlassert(gi.GroupInScene->getParent()!=NULL);
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// remove from group and window list
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CInterfaceManager *pIM= CInterfaceManager::getInstance();
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CWidgetManager::getInstance()->unMakeWindow(gi.GroupInScene);
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// remove but don't delete
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gi.GroupInScene->getParent()->delGroup(gi.GroupInScene, true);
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gi.GroupInScene->setParent(NULL);
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}
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