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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/crosshair.cc @ 10730

Last change on this file since 10730 was 10721, checked in by nicolasc, 18 years ago

bump, minor fixes

File size: 4.2 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "crosshair.h"
19
20#include "util/loading/load_param.h"
21#include "graphics_engine.h"
22#include "glincl.h"
23#include "state.h"
24#include "material.h"
25
26
27
28ObjectListDefinition(Crosshair);
29/**
30 * standart constructor
31 */
32Crosshair::Crosshair (const TiXmlElement* root)
33{
34  this->init();
35
36  if (root)
37    this->loadParams(root);
38  else
39    this->setTexture("textures/aim.png");
40}
41
42/**
43 * destroys a Crosshair
44*/
45Crosshair::~Crosshair ()
46{
47  if (this->material)
48  delete this->material;
49}
50
51/**
52 * initializes the Crosshair
53 */
54void Crosshair::init()
55{
56  this->registerObject(this, Crosshair::_objectList);
57  this->setName("Crosshair");
58
59  this->setLayer(E2D_LAYER_TOP);
60  this->setRotationSpeed(5);
61  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
62
63  this->setBindNode(this);
64  this->material = new Material;
65
66//   this->subscribeEvent(ES_GAME, EV_MOUSE_MOTION);
67
68  // center the mouse on the screen, and also hide the cursors
69/*  SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);*/
70//   GraphicsEngine::showMouse(false);
71//   SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
72}
73
74
75void Crosshair::loadParams(const TiXmlElement* root)
76{
77  PNode::loadParams(root);
78  EventListener::loadParams(root);
79
80  LoadParam(root, "texture", this->material, Material, setDiffuseMap)
81      .describe("the texture-file to load onto the Crosshair");
82
83  LoadParam(root, "size", this, Crosshair, setSize)
84      .describe("the size of the Crosshair in Pixels");
85
86  LoadParam(root, "rotation-speed", this, Crosshair, setRotationSpeed)
87      .describe("the Speed with which the Crosshair should rotate");
88}
89
90
91/**
92 * sets the size of the Crosshair.
93 * @param size the size in pixels
94 */
95void Crosshair::setSize(float size)
96{
97  this->setSize2D(size/2, size/2);
98}
99
100/**
101 * sets the material to load
102 * @param textureFile The texture-file to load onto the crosshair
103 */
104void Crosshair::setTexture(const std::string& textureFile)
105{
106  this->material->setDiffuseMap(textureFile);
107}
108
109/**
110 * processes the input
111 * @param event the Event coming as input
112 */
113void Crosshair::process(const Event &event)
114{
115  if  (event.type == EV_MOUSE_MOTION)
116  {
117    printf("Processing Crosshair Mouse Event\n");
118    this->setAbsCoor2D(event.x, event.y);
119  }
120}
121
122/**
123 * ticks the Crosshair
124 * @param dt the time to ticks
125 */
126void Crosshair::tick(float dt)
127{
128  // let the crosshair rotate
129  this->shiftDir2D(dt * rotationSpeed);
130
131/*
132  float z = 0.0f;
133  glReadPixels ((int)this->getAbsCoor2D().x,
134                 GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
135                 1,
136                 1,
137                 GL_DEPTH_COMPONENT,
138                 GL_FLOAT,
139                 &z);
140
141
142  GLdouble objX=.0, objY=.0, objZ=.0;
143  gluUnProject(this->getAbsCoor2D().x,
144               GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
145               .99,  // z
146               GraphicsEngine::modMat,
147               GraphicsEngine::projMat,
148               GraphicsEngine::viewPort,
149               &objX,
150               &objY,
151               &objZ );*/
152
153  //this->setAbsCoor(objX, objY, objZ);
154}
155
156/**
157 * draws the crosshair
158 */
159void Crosshair::draw() const
160{
161  glPushMatrix();
162  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
163
164  glRotatef(this->getAbsDir2D(), 0,0,1);
165  this->material->select();
166  glBegin(GL_TRIANGLE_STRIP);
167  glTexCoord2f(0, 0);
168  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
169  glTexCoord2f(1, 0);
170  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
171  glTexCoord2f(0, 1);
172  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
173  glTexCoord2f(1, 1);
174  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
175  glEnd();
176  glPopMatrix();
177}
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