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source: code/branches/rocket3/src/orxonox/overlays/OrxonoxOverlay.h @ 7144

Last change on this file since 7144 was 6753, checked in by rgrieder, 15 years ago

Some more hackery for the PlayerInfo↔GUIOverlay relation.
Seems to work now mostly. But I still get a segfault when I pick up the red one and the PickupInventory doesn't disappear with the "Back" button.

  • Property svn:eol-style set to native
File size: 9.5 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/Super.h"
45#include "core/WindowEventListener.h"
46
47namespace orxonox
48{
49    /**
50    @brief
51        Base class to display content directly onto the screen.
52        This is merely a wrapper of the Ogre::Overlay to implement more features and integrate it
53        in our class hierarchy for xml loading and config values.
54        The mentioned features are:
55        - Automatic positioning depending on the scale and the rotation angle.
56          You can specify a "pick point" relative to the overlay itself. This point will always be exactly
57          at the position (position_) of the overlay. That allows for margin/corner aligment.
58          It even works when a rotation angle is applied.
59        - Virtual methods for changedVisibilty() (BaseObject), angleChanged(), sizeCorrectionChanged(),
60          sizeChanged() and positionChanged(), that can be overridden by any derivative. This enables for
61          custom configurability of the size, position and rotation attributes. For intance, the HUDNavigation
62          should behave differently to sizeChanged() than a standard overlay.
63        - Console commands for scale, rotate and scroll (accessed by name)
64        - Standard Ogre::PanelOverlayElement for a background image (class doesn't have to be derived
65          only for displaying a picture).
66        - Reacts to changes of the window aspect
67        - Last but not least: On demand you can tell the overlay to automatically resale to correct for
68          aspect distortion. E.g. if you play 1024x768 you wouldn't want a round object to be oval.
69          Remark: This can (due to the Ogre::Overlay transformation order) only work for angle that are
70                  multiples of 90 degrees. But it's only a small drawback.
71    */
72    class _OrxonoxExport OrxonoxOverlay : public BaseObject, public WindowEventListener
73    {
74    public:
75        /**
76        @brief
77            Describes the rotational state of a an overlay.
78            Horizontal means 0/180 degrees, Vertical is 90/270 degrees
79            and Inbetween is everything else.
80        */
81        enum RotationState
82        {
83            Horizontal,
84            Vertical,
85            Inbetween
86        };
87
88    public:
89        OrxonoxOverlay(BaseObject* creator);
90        virtual ~OrxonoxOverlay();
91
92        virtual void XMLPort(Element& xmlElement, XMLPort::Mode mode);
93
94        virtual void changedName();
95
96        //! Shows the overlay with an detour to BaseObject::visibility_
97        void show() { this->setVisible(true); }
98        //! Hides the overlay with an detour to BaseObject::visibility_
99        void hide() { this->setVisible(false); }
100
101        /** Sets whether the aspect of the overlay is corrected.
102            This is for instance useful for round objects that should stay round no matter
103            what the screen resolution is. */
104        void setAspectCorrection(bool val)        { this->bCorrectAspect_ = val; this->sizeCorrectionChanged(); }
105        //! Returns whether the window aspect is corrected
106        bool getAspectCorrection() const          { return this->bCorrectAspect_; }
107
108        //! Sets the position of this overlay on the screen.
109        void setPosition(Vector2 pos)             { this->position_ = pos; this->positionChanged(); }
110
111        //! Returns the current position on the screen.
112        const Vector2& getPosition() const        { return this->position_; }
113
114        //! Scrolls the overlay. @param offset The offset given.
115        void scroll(const Vector2& offset)        { this->position_ += offset; this->positionChanged(); }
116
117        /** Sets the point in the overlay where to pick it when translating.
118            For instance setting it to (1.0,1.0) means that the lower right corner of the
119            overlay will be put at position_.
120            This primarily helps aligning an overlay to any corner/margin on the screen. */
121        void setPickPoint(const Vector2& position){ this->pickPoint_ = position; this->positionChanged(); }
122
123        //! Gets the pick point of this overlay. @see setPickPoint()
124        const Vector2& getPickPoint() const       { return this->pickPoint_; }
125
126        //! Sets the rotation angle applied to this overlay in degrees.
127        void setRotation(const Degree& angle)     { this->angle_ = angle; this->angleChanged(); }
128
129        //! Gets the rotation angle applied to this overlay in degrees.
130        const Degree& getRotation() const         { return this->angle_; }
131
132        //! Rotates the overlay by angle degrees.
133        void rotate(const Degree& angle)          { this->angle_ += angle; this->angleChanged(); }
134
135        //! Sets the size of this overlay.
136        void setSize(const Vector2& size)         { this->size_ = size; this->sizeChanged(); }
137
138        //! Gets the current size that was set (uncorrected)
139        const Vector2& getSize() const            { return this->size_; }
140
141        //! Gets the actual size of the overlay on the screen (corrected)
142        Vector2 getActualSize() const             { return this->size_ * this->sizeCorrection_; }
143
144        //! Gets the current size correction (default: 1.0, 1.0)
145        const Vector2& getSizeCorrection() const  { return this->sizeCorrection_; }
146
147        //! Scales the overlay by scale.
148        void scale(const Vector2& scale)          { this->size_ *= scale; this->sizeChanged(); }
149
150        //! ConsoleCommand: Accesses the overlay by its name and scales it.
151        static void scaleOverlay(const std::string& name, float scale);
152        //! ConsoleCommand: Accesses the overlay by its name and scrolls it.
153        static void scrollOverlay(const std::string& name, const Vector2& scroll);
154        static void toggleVisibility(const std::string& name);
155        //! ConsoleCommand: Accesses the overlay by its name and rotates it.
156        static void rotateOverlay(const std::string& name, const Degree& angle);
157
158        void setBackgroundMaterial(const std::string& material);
159        const std::string& getBackgroundMaterial() const;
160
161        void setBackgroundAlpha(float alpha);
162
163        virtual void changedVisibility();
164
165        inline void setOwner(BaseObject* owner)
166        {
167            if (this->owner_ != owner)
168            {
169                this->owner_ = owner;
170                this->changedOwner();
171            }
172        }
173        inline BaseObject* getOwner() const
174            { return this->owner_; }
175        virtual void changedOwner() {}
176
177        void setOverlayGroup(OverlayGroup* group);
178        inline OverlayGroup* getOverlayGroup() const
179            { return this->group_; }
180        virtual void changedOverlayGroup()
181            { this->changedVisibility(); }
182
183    protected:
184        virtual void angleChanged();
185        virtual void sizeCorrectionChanged();
186        virtual void sizeChanged();
187        virtual void positionChanged();
188
189        Ogre::Overlay* overlay_;                   //!< The overlay the entire class is about.
190        Ogre::PanelOverlayElement* background_;    //!< Background image (blank per default).
191
192        float windowAspectRatio_;                  //!< Screen.width / screen.height
193        bool bCorrectAspect_;                      //!< Whether or not to correct the size. @see setAspectCorrection()
194        Vector2 size_;                             //!< Internal size of the overlay.
195        Vector2 sizeCorrection_;                   //!< Value to correct the size because of the window aspect.
196        Vector2 position_;                         //!< Position of the pickPoint on the screen.
197        Vector2 pickPoint_;                        //!< Point on the overlay to pick when translating
198        Degree angle_;                             //!< Rotation angle of the overlay
199        RotationState rotState_;                   //!< horizontal, vertical or inbetween
200
201    private:
202        void windowResized(unsigned int newWidth, unsigned int newHeight);
203
204        static unsigned int hudOverlayCounter_s;   //!< Static counter for hud elements
205        /** Contains all the overlays in a map for quick access via console commands.
206            We could also use the ObjectList, but that doesn't guarantee XMLPort(.) was called and is slower. */
207        static std::map<std::string, OrxonoxOverlay*> overlays_s;
208        BaseObject* owner_;
209        OverlayGroup* group_;
210        Ogre::Pass* backgroundAlphaPass_;
211  };
212
213  SUPER_FUNCTION(6, OrxonoxOverlay, changedOwner, false);
214  SUPER_FUNCTION(7, OrxonoxOverlay, changedOverlayGroup, false);
215}
216
217#endif /* _OrxonoxOverlay_H__ */
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