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source: code/trunk/src/modules/overlays/hud/HUDWeaponSystem.cc @ 11208

Last change on this file since 11208 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
RevLine 
[10688]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:
[10724]23 *      Fabien Vultier
[10688]24 *   Co-authors:
[10724]25 *      ...
[10688]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
[10721]47        weaponModeHUDSize_ = Vector2(0.0f,0.0f);
48        weaponModeHUDActualSize_ = Vector2(0.0f,0.0f);       
49
[10688]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
[10721]66        XMLPortParam(HUDWeaponSystem, "weaponModeHUDSize", setWeaponModeHUDSize, getWeaponModeHUDSize, xmlelement, mode);
[10688]67    }
68
69    void HUDWeaponSystem::positionChanged()
70    {
71        OrxonoxOverlay::positionChanged();
72
73        positionHUDChilds();
[10721]74    }
[10688]75
[10721]76    void HUDWeaponSystem::sizeChanged()
77    {
78        OrxonoxOverlay::sizeChanged();
79
80        weaponModeHUDActualSize_ = this->getActualSize();
81
82        positionHUDChilds();
83    }
84
[10688]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);
[10794]102
103        bool visible = this->isVisible();
104
[11071]105        for (HUDWeapon* hudWeapon : hudWeapons_)
[10794]106        {
[11071]107            hudWeapon->changedVisibility(); //inform all Child Overlays that our visibility has changed
108            hudWeapon->setVisible(visible);
[10794]109        }
[10688]110    }
111
112    void HUDWeaponSystem::changedName()
113    {
114        SUPER(HUDWeaponSystem, changedName);
115    } 
116
117    void HUDWeaponSystem::updateWeaponList()
118    {
[11071]119        if (owner_ == nullptr)
[10688]120        {
121            return;
122        }
123
124        weapons_.clear();
125
126        destroyHUDChilds();
127
[11071]128        if (owner_->getWeaponSystem())
[10688]129        {
[11071]130            const std::vector<WeaponPack*>& weaponPacks = owner_->getWeaponSystem()->getAllWeaponPacks();
131            for (WeaponPack* weaponPack : weaponPacks)
[10688]132            {
[11071]133                const std::vector<Weapon*>& weapons = weaponPack->getAllWeapons();
134                for (Weapon* weapon : weapons)
135                {
136                    this->weapons_.push_back(weapon);
137                }
[10688]138            }
[11071]139
140            createHUDChilds();
141            positionHUDChilds();
[10688]142        }
143    }
144
145    void HUDWeaponSystem::createHUDChilds()
146    {
[10721]147        int positionIndex = 0;
148
[11071]149        for (Weapon* weapon : weapons_)
[10688]150        {
[10721]151            HUDWeapon* hudWeapon = new HUDWeapon(this->getContext());
[10688]152            hudWeapon->setOwner(owner_);
[10721]153            hudWeapon->setOverlayGroup(this->getOverlayGroup());
[11044]154            hudWeapon->setVisible(this->isVisible());
[11071]155            hudWeapon->setWeapon(weapon);
[10721]156            hudWeapon->setAspectCorrection(false);
157            hudWeapon->setPickPoint(Vector2(0.0f,0.0f));
158
[10688]159            hudWeapons_.push_back(hudWeapon);
[10721]160
161            ++ positionIndex;
162        }
[10688]163    }     
164
165    void HUDWeaponSystem::positionHUDChilds()
166    {
167        int positionIndex = 0;
[10739]168        Vector2 offset = this->getPosition();
[10688]169
[11071]170        for (HUDWeapon* hudWeapon : hudWeapons_)
[10688]171        {
[11071]172            hudWeapon->setPositionOffset(offset);
173            hudWeapon->setWeaponIndex(positionIndex);
174            hudWeapon->setWeaponModeHUDActualSize(this->weaponModeHUDActualSize_);
[10688]175
176            ++ positionIndex;
[10721]177        }
[10688]178    } 
179
180    void HUDWeaponSystem::destroyHUDChilds()
181    {
[11071]182        for (HUDWeapon* hudWeapon : hudWeapons_)
[10688]183        {
[11071]184            hudWeapon->destroy();
[10688]185        } 
186
187        hudWeapons_.clear();     
[10721]188    }
[10688]189}
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