khanat-code-old/code/ryzom/client/src/interface_v3/flying_text_manager.cpp
2013-02-14 09:53:06 -06:00

210 lines
6.2 KiB
C++

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