// Ryzom - MMORPG Framework // 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 . #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 > templateParams; templateParams.push_back (std::pair("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(groupInfo); gi.ViewText= dynamic_cast(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); }