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source: code/branches/tutorial6/src/modules/overlays/hud/HUDWeaponSystem.cc @ 12412

Last change on this file since 12412 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 4.9 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 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "HUDWeaponSystem.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33#include "weaponsystem/WeaponSystem.h"
34#include "weaponsystem/WeaponPack.h"
35#include "weaponsystem/Weapon.h"
36#include "util/Convert.h"
37#include "core/class/Super.h"
38
39namespace orxonox
40{
41    RegisterClass(HUDWeaponSystem);
42
43    HUDWeaponSystem::HUDWeaponSystem(Context* context) : OrxonoxOverlay(context)
44    {
45        RegisterObject(HUDWeaponSystem);
46
47        weaponModeHUDSize_ = Vector2(0.0f,0.0f);
48        weaponModeHUDActualSize_ = Vector2(0.0f,0.0f);       
49
50        weapons_.clear();
51        hudWeapons_.clear();
52    }
53
54    HUDWeaponSystem::~HUDWeaponSystem()
55    {
56        if (this->isInitialized())
57        {
58            destroyHUDChilds();
59        }
60    }
61
62    void HUDWeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
63    {
64        SUPER(HUDWeaponSystem, XMLPort, xmlelement, mode);
65
66        XMLPortParam(HUDWeaponSystem, "weaponModeHUDSize", setWeaponModeHUDSize, getWeaponModeHUDSize, xmlelement, mode);
67    }
68
69    void HUDWeaponSystem::positionChanged()
70    {
71        OrxonoxOverlay::positionChanged();
72
73        positionHUDChilds();
74    }
75
76    void HUDWeaponSystem::sizeChanged()
77    {
78        OrxonoxOverlay::sizeChanged();
79
80        weaponModeHUDActualSize_ = this->getActualSize();
81
82        positionHUDChilds();
83    }
84
85    void HUDWeaponSystem::changedOwner()
86    {
87        SUPER(HUDWeaponSystem, changedOwner);
88
89        this->owner_ = orxonox_cast<Pawn*>(this->getOwner());
90
91        updateWeaponList();
92    }
93
94    void HUDWeaponSystem::changedOverlayGroup()
95    {
96        SUPER(HUDWeaponSystem, changedOverlayGroup);
97    }   
98
99    void HUDWeaponSystem::changedVisibility()
100    {
101        SUPER(HUDWeaponSystem, changedVisibility);
102
103        bool visible = this->isVisible();
104
105        for (HUDWeapon* hudWeapon : hudWeapons_)
106        {
107            hudWeapon->changedVisibility(); //inform all Child Overlays that our visibility has changed
108            hudWeapon->setVisible(visible);
109        }
110    }
111
112    void HUDWeaponSystem::changedName()
113    {
114        SUPER(HUDWeaponSystem, changedName);
115    } 
116
117    void HUDWeaponSystem::updateWeaponList()
118    {
119        if (owner_ == nullptr)
120        {
121            return;
122        }
123
124        weapons_.clear();
125
126        destroyHUDChilds();
127
128        if (owner_->getWeaponSystem())
129        {
130            const std::vector<WeaponPack*>& weaponPacks = owner_->getWeaponSystem()->getAllWeaponPacks();
131            for (WeaponPack* weaponPack : weaponPacks)
132            {
133                const std::vector<Weapon*>& weapons = weaponPack->getAllWeapons();
134                for (Weapon* weapon : weapons)
135                {
136                    this->weapons_.push_back(weapon);
137                }
138            }
139
140            createHUDChilds();
141            positionHUDChilds();
142        }
143    }
144
145    void HUDWeaponSystem::createHUDChilds()
146    {
147        int positionIndex = 0;
148
149        for (Weapon* weapon : weapons_)
150        {
151            HUDWeapon* hudWeapon = new HUDWeapon(this->getContext());
152            hudWeapon->setOwner(owner_);
153            hudWeapon->setOverlayGroup(this->getOverlayGroup());
154            hudWeapon->setVisible(this->isVisible());
155            hudWeapon->setWeapon(weapon);
156            hudWeapon->setAspectCorrection(false);
157            hudWeapon->setPickPoint(Vector2(0.0f,0.0f));
158
159            hudWeapons_.push_back(hudWeapon);
160
161            ++ positionIndex;
162        }
163    }     
164
165    void HUDWeaponSystem::positionHUDChilds()
166    {
167        int positionIndex = 0;
168        Vector2 offset = this->getPosition();
169
170        for (HUDWeapon* hudWeapon : hudWeapons_)
171        {
172            hudWeapon->setPositionOffset(offset);
173            hudWeapon->setWeaponIndex(positionIndex);
174            hudWeapon->setWeaponModeHUDActualSize(this->weaponModeHUDActualSize_);
175
176            ++ positionIndex;
177        }
178    } 
179
180    void HUDWeaponSystem::destroyHUDChilds()
181    {
182        for (HUDWeapon* hudWeapon : hudWeapons_)
183        {
184            hudWeapon->destroy();
185        } 
186
187        hudWeapons_.clear();     
188    }
189}
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