1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4     (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
6 
7 Copyright (c) 2000-2014 Torus Knot Software Ltd
8 
9 Permission is hereby granted, free of charge, to any person obtaining a copy
10 of this software and associated documentation files (the "Software"), to deal
11 in the Software without restriction, including without limitation the rights
12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13 copies of the Software, and to permit persons to whom the Software is
14 furnished to do so, subject to the following conditions:
15 
16 The above copyright notice and this permission notice shall be included in
17 all copies or substantial portions of the Software.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25 THE SOFTWARE.
26 -----------------------------------------------------------------------------
27 */
28 
29 #ifndef __OverlaySystem_H__
30 #define __OverlaySystem_H__
31 
32 #include "OgreOverlayPrerequisites.h"
33 #include "OgreRenderQueueListener.h"
34 #include "OgreRenderSystem.h"
35 
36 #if OGRE_PROFILING
37 #include "OgreOverlayProfileSessionListener.h"
38 #endif
39 
40 namespace Ogre {
41     class OverlayManager;
42     class FontManager;
43 
44     /** \addtogroup Optional
45     *  @{
46     */
47     /** \addtogroup Overlays
48     *  @{
49     */
50     /** This class simplify initialization / finalization of the overlay system.
51         OGRE root did this steps before the overlay system transformed into a component.
52     @remarks
53         Before you create a concrete instance of the OverlaySystem the OGRE::Root must be created
54         but not initialized. In the ctor all relevant systems are created and registered. The dtor
55         must be called before you delete OGRE::Root.
56         To make the overlays visible (= render into your viewports) you have to register this
57         instance as a RenderQueueListener in your scenemanager(s).
58     */
59     class _OgreOverlayExport OverlaySystem
60         : public OverlayAlloc
61         , public Ogre::RenderQueueListener
62         , public Ogre::RenderSystem::Listener
63     {
64     public:
65         OverlaySystem();
66         virtual ~OverlaySystem();
67 
68         /// @see RenderQueueListener
69         virtual void renderQueueStarted(uint8 queueGroupId, const String& invocation,
70             bool& skipThisInvocation);
71 
72         /// @see RenderSystem::Listener
73         virtual void eventOccurred(const String& eventName, const NameValuePairList* parameters);
74 
75     private:
76         OverlayManager* mOverlayManager;
77         FontManager* mFontManager;
78 
79 #if OGRE_PROFILING
80         OverlayProfileSessionListener* mProfileListener;
81 #endif
82     };
83 
84 }
85 #endif
86