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source: code/branches/consolecommands2/src/orxonox/overlays/OrxonoxOverlay.h @ 6852

Last change on this file since 6852 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 9.4 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief Declaration of the OrxonoxOverlay class.
32*/
33
34#ifndef _OrxonoxOverlay_H__
35#define _OrxonoxOverlay_H__
36
37#include "OrxonoxPrereqs.h"
38
39#include <string>
40
41#include "util/Math.h"
42#include "util/OgreForwardRefs.h"
43#include "core/BaseObject.h"
44#include "core/WindowEventListener.h"
45
46namespace orxonox
47{
48    /**
49    @brief
50        Base class to display content directly onto the screen.
51        This is merely a wrapper of the Ogre::Overlay to implement more features and integrate it
52        in our class hierarchy for xml loading and config values.
53        The mentioned features are:
54        - Automatic positioning depending on the scale and the rotation angle.
55          You can specify a "pick point" relative to the overlay itself. This point will always be exactly
56          at the position (position_) of the overlay. That allows for margin/corner aligment.
57          It even works when a rotation angle is applied.
58        - Virtual methods for changedVisibilty() (BaseObject), angleChanged(), sizeCorrectionChanged(),
59          sizeChanged() and positionChanged(), that can be overridden by any derivative. This enables for
60          custom configurability of the size, position and rotation attributes. For intance, the HUDNavigation
61          should behave differently to sizeChanged() than a standard overlay.
62        - Console commands for scale, rotate and scroll (accessed by name)
63        - Standard Ogre::PanelOverlayElement for a background image (class doesn't have to be derived
64          only for displaying a picture).
65        - Reacts to changes of the window aspect
66        - Last but not least: On demand you can tell the overlay to automatically resale to correct for
67          aspect distortion. E.g. if you play 1024x768 you wouldn't want a round object to be oval.
68          Remark: This can (due to the Ogre::Overlay transformation order) only work for angle that are
69                  multiples of 90 degrees. But it's only a small drawback.
70    */
71    class _OrxonoxExport OrxonoxOverlay : public BaseObject, public WindowEventListener
72    {
73    public:
74        /**
75        @brief
76            Describes the rotational state of a an overlay.
77            Horizontal means 0/180 degrees, Vertical is 90/270 degrees
78            and Inbetween is everything else.
79        */
80        enum RotationState
81        {
82            Horizontal,
83            Vertical,
84            Inbetween
85        };
86
87    public:
88        OrxonoxOverlay(BaseObject* creator);
89        virtual ~OrxonoxOverlay();
90
91        virtual void XMLPort(Element& xmlElement, XMLPort::Mode mode);
92
93        virtual void changedName();
94
95        //! Shows the overlay with an detour to BaseObject::visibility_
96        void show() { this->setVisible(true); }
97        //! Hides the overlay with an detour to BaseObject::visibility_
98        void hide() { this->setVisible(false); }
99
100        /** Sets whether the aspect of the overlay is corrected.
101            This is for instance useful for round objects that should stay round no matter
102            what the screen resolution is. */
103        void setAspectCorrection(bool val)        { this->bCorrectAspect_ = val; this->sizeCorrectionChanged(); }
104        //! Returns whether the window aspect is corrected
105        bool getAspectCorrection() const          { return this->bCorrectAspect_; }
106
107        //! Sets the position of this overlay on the screen.
108        void setPosition(Vector2 pos)             { this->position_ = pos; this->positionChanged(); }
109
110        //! Returns the current position on the screen.
111        const Vector2& getPosition() const        { return this->position_; }
112
113        //! Scrolls the overlay. @param offset The offset given.
114        void scroll(const Vector2& offset)        { this->position_ += offset; this->positionChanged(); }
115
116        /** Sets the point in the overlay where to pick it when translating.
117            For instance setting it to (1.0,1.0) means that the lower right corner of the
118            overlay will be put at position_.
119            This primarily helps aligning an overlay to any corner/margin on the screen. */
120        void setPickPoint(const Vector2& position){ this->pickPoint_ = position; this->positionChanged(); }
121
122        //! Gets the pick point of this overlay. @see setPickPoint()
123        const Vector2& getPickPoint() const       { return this->pickPoint_; }
124
125        //! Sets the rotation angle applied to this overlay in degrees.
126        void setRotation(const Degree& angle)     { this->angle_ = angle; this->angleChanged(); }
127
128        //! Gets the rotation angle applied to this overlay in degrees.
129        const Degree& getRotation() const         { return this->angle_; }
130
131        //! Rotates the overlay by angle degrees.
132        void rotate(const Degree& angle)          { this->angle_ += angle; this->angleChanged(); }
133
134        //! Sets the size of this overlay.
135        void setSize(const Vector2& size)         { this->size_ = size; this->sizeChanged(); }
136
137        //! Gets the current size that was set (uncorrected)
138        const Vector2& getSize() const            { return this->size_; }
139
140        //! Gets the actual size of the overlay on the screen (corrected)
141        Vector2 getActualSize() const             { return this->size_ * this->sizeCorrection_; }
142
143        //! Gets the current size correction (default: 1.0, 1.0)
144        const Vector2& getSizeCorrection() const  { return this->sizeCorrection_; }
145
146        //! Scales the overlay by scale.
147        void scale(const Vector2& scale)          { this->size_ *= scale; this->sizeChanged(); }
148
149        //! ConsoleCommand: Accesses the overlay by its name and scales it.
150        static void scaleOverlay(const std::string& name, float scale);
151        //! ConsoleCommand: Accesses the overlay by its name and scrolls it.
152        static void scrollOverlay(const std::string& name, const Vector2& scroll);
153        static void toggleVisibility(const std::string& name);
154        //! ConsoleCommand: Accesses the overlay by its name and rotates it.
155        static void rotateOverlay(const std::string& name, const Degree& angle);
156
157        void setBackgroundMaterial(const std::string& material);
158        const std::string& getBackgroundMaterial() const;
159
160        void setBackgroundAlpha(float alpha);
161
162        virtual void changedVisibility();
163
164        inline void setOwner(BaseObject* owner)
165        {
166            if (this->owner_ != owner)
167            {
168                this->owner_ = owner;
169                this->changedOwner();
170            }
171        }
172        inline BaseObject* getOwner() const
173            { return this->owner_; }
174        virtual void changedOwner() {}
175
176        void setOverlayGroup(OverlayGroup* group);
177        inline OverlayGroup* getOverlayGroup() const
178            { return this->group_; }
179        virtual void changedOverlayGroup()
180            { this->changedVisibility(); }
181
182    protected:
183        virtual void angleChanged();
184        virtual void sizeCorrectionChanged();
185        virtual void sizeChanged();
186        virtual void positionChanged();
187
188        Ogre::Overlay* overlay_;                   //!< The overlay the entire class is about.
189        Ogre::PanelOverlayElement* background_;    //!< Background image (blank per default).
190
191        float windowAspectRatio_;                  //!< Screen.width / screen.height
192        bool bCorrectAspect_;                      //!< Whether or not to correct the size. @see setAspectCorrection()
193        Vector2 size_;                             //!< Internal size of the overlay.
194        Vector2 sizeCorrection_;                   //!< Value to correct the size because of the window aspect.
195        Vector2 position_;                         //!< Position of the pickPoint on the screen.
196        Vector2 pickPoint_;                        //!< Point on the overlay to pick when translating
197        Degree angle_;                             //!< Rotation angle of the overlay
198        RotationState rotState_;                   //!< horizontal, vertical or inbetween
199
200    private:
201        void windowResized(unsigned int newWidth, unsigned int newHeight);
202
203        static unsigned int hudOverlayCounter_s;   //!< Static counter for hud elements
204        /** Contains all the overlays in a map for quick access via console commands.
205            We could also use the ObjectList, but that doesn't guarantee XMLPort(.) was called and is slower. */
206        static std::map<std::string, OrxonoxOverlay*> overlays_s;
207        BaseObject* owner_;
208        OverlayGroup* group_;
209        Ogre::Pass* backgroundAlphaPass_;
210  };
211
212  SUPER_FUNCTION(6, OrxonoxOverlay, changedOwner, false);
213  SUPER_FUNCTION(7, OrxonoxOverlay, changedOverlayGroup, false);
214}
215
216#endif /* _OrxonoxOverlay_H__ */
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