1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
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17 | |
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18 | #include "hud.h" |
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19 | |
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20 | #include "state.h" |
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21 | |
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22 | #include "world_entities/weapons/weapon_manager.h" |
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23 | |
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24 | using namespace std; |
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25 | |
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26 | |
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27 | /** |
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28 | * standard constructor |
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29 | * @todo this constructor is not jet implemented - do it |
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30 | */ |
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31 | Hud::Hud () |
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32 | { |
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33 | this->setClassID(CL_HUD, "Hud"); |
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34 | |
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35 | //this->setSize2D( |
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36 | this->weaponManager = NULL; |
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37 | this->energyWidget = NULL; |
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38 | this->shieldWidget = NULL; |
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39 | this->armorWidget = NULL; |
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40 | this->resX = 1; |
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41 | this->resY = 1; |
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42 | |
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43 | } |
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44 | |
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45 | |
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46 | /** |
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47 | * standard deconstructor |
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48 | */ |
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49 | Hud::~Hud () |
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50 | { |
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51 | // delete what has to be deleted here |
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52 | } |
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53 | |
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54 | |
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55 | void Hud::loadParams(const TiXmlElement* root) |
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56 | { |
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57 | } |
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58 | |
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59 | void Hud::setBackGround() |
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60 | { |
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61 | } |
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62 | |
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63 | void Hud::setEnergyWidget(GLGuiWidget* widget) |
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64 | { |
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65 | // decopple old widget |
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66 | if (this->energyWidget != NULL) |
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67 | { |
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68 | this->energyWidget->hide(); |
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69 | } |
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70 | |
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71 | this->energyWidget = widget; |
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72 | if (this->energyWidget != NULL) |
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73 | { |
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74 | this->energyWidget->show(); |
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75 | } |
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76 | |
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77 | this->updateResolution(); |
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78 | } |
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79 | |
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80 | void Hud::setShiledWidget(GLGuiWidget* widget) |
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81 | { |
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82 | } |
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83 | |
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84 | void Hud::setArmorWidget(GLGuiWidget* widget) |
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85 | { |
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86 | } |
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87 | |
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88 | void Hud::setWeaponManager(WeaponManager* weaponMan) |
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89 | { |
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90 | if (this->weaponManager != NULL) |
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91 | { |
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92 | for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++) |
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93 | { |
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94 | Weapon* weapon = this->weaponManager->getWeapon(i); |
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95 | if (weapon != NULL) |
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96 | { |
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97 | weapon->getEnergyWidget()->hide(); |
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98 | this->weaponsWidgets.remove(weapon->getEnergyWidget()); |
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99 | } |
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100 | } |
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101 | } |
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102 | |
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103 | this->weaponManager = weaponMan; |
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104 | |
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105 | this->updateWeaponManager(); |
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106 | this->updateResolution(); |
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107 | } |
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108 | |
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109 | void Hud::updateWeaponManager() |
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110 | { |
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111 | // hide all the Widgets |
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112 | std::list<GLGuiWidget*>::iterator weaponWidget; |
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113 | for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++) |
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114 | { |
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115 | (*weaponWidget)->hide(); |
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116 | } |
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117 | this->weaponsWidgets.clear(); |
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118 | |
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119 | // add all that we need again. |
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120 | if (this->weaponManager != NULL) |
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121 | for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++) |
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122 | { |
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123 | Weapon* weapon = this->weaponManager->getWeapon(i); |
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124 | if (weapon != NULL) |
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125 | { |
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126 | weapon->getEnergyWidget()->show(); |
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127 | weapon->getLoadedEnergyWidget()->show(); |
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128 | this->weaponsWidgets.push_back(weapon->getEnergyWidget()); |
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129 | this->weaponsWidgets.push_back(weapon->getLoadedEnergyWidget()); |
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130 | } |
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131 | } |
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132 | this->updateResolution(); |
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133 | } |
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134 | |
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135 | void Hud::addWeaponWidget(GLGuiWidget* widget) |
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136 | { |
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137 | } |
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138 | |
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139 | void Hud::removeWeaponWidget(GLGuiWidget* widget) |
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140 | { |
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141 | } |
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142 | |
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143 | void Hud::updateResolution() |
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144 | { |
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145 | this->resX = State::getResX(); |
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146 | this->resY = State::getResY(); |
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147 | if (this->energyWidget != NULL) |
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148 | { |
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149 | this->energyWidget->setAbsCoor2D(.02 * this->resX, .4 * this->resY); |
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150 | this->energyWidget->setSize2D(.05 * this->resX, .55 * this->resY); |
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151 | } |
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152 | |
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153 | this->setSize2D(.2 * this->resX, this->resY); |
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154 | |
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155 | std::list<GLGuiWidget*>::iterator weaponWidget; |
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156 | float pos = .2; |
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157 | bool test = true; |
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158 | for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++, pos+=.03, test = !test) |
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159 | { |
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160 | if (test) |
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161 | { |
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162 | (*weaponWidget)->setSize2D(.02*this->resX, .2 *this->resY); |
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163 | (*weaponWidget)->setAbsCoor2D(pos*this->resX, .75*this->resY); |
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164 | } |
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165 | else |
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166 | { |
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167 | (*weaponWidget)->setSize2D(.02*this->resX, .17*this->resY); |
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168 | (*weaponWidget)->setAbsCoor2D((pos-.008)*this->resX, .75*this->resY); |
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169 | } |
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170 | } |
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171 | } |
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172 | |
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173 | |
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174 | void Hud::tick(float dt) |
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175 | { |
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176 | if (this->resY != State::getResY() || this->resX != State::getResY()) |
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177 | this->updateResolution(); |
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178 | } |
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179 | |
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180 | void Hud::draw() const |
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181 | { |
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182 | GLGuiWidget::draw(); |
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183 | } |
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184 | |
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185 | |
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