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source: orxonox.OLD/branches/qt_gui/src/world_entities/weapons/crosshair.cc @ 7438

Last change on this file since 7438 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

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#include "event_handler.h"
20
21#include "util/loading/load_param.h"
22#include "graphics_engine.h"
23#include "glincl.h"
24#include "state.h"
25#include "material.h"
26
27using namespace std;
28
29
30/**
31 * standart constructor
32 */
33Crosshair::Crosshair (const TiXmlElement* root)
34{
35  this->init();
36
37  if (root)
38    this->loadParams(root);
39  else
40    this->setTexture("maps/aim.png");
41}
42
43/**
44 * destroys a Crosshair
45*/
46Crosshair::~Crosshair ()
47{
48  if (this->material)
49  delete this->material;
50}
51
52/**
53 * initializes the Crosshair
54 */
55void Crosshair::init()
56{
57  this->setClassID(CL_CROSSHAIR, "Crosshair");
58  this->setName("Crosshair");
59
60  this->setLayer(E2D_LAYER_TOP);
61  this->setRotationSpeed(5);
62  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
63
64  this->setBindNode(this);
65  this->material = new Material;
66
67  //EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION);
68
69  // center the mouse on the screen, and also hide the cursors
70  /*  SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
71  GraphicsEngine::showMouse(false);
72  SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);*/
73}
74
75
76void Crosshair::loadParams(const TiXmlElement* root)
77{
78  PNode::loadParams(root);
79  EventListener::loadParams(root);
80
81  LoadParam(root, "texture", this->material, Material, setDiffuseMap)
82      .describe("the texture-file to load onto the Crosshair");
83
84  LoadParam(root, "size", this, Crosshair, setSize)
85      .describe("the size of the Crosshair in Pixels");
86
87  LoadParam(root, "rotation-speed", this, Crosshair, setRotationSpeed)
88      .describe("the Speed with which the Crosshair should rotate");
89}
90
91
92/**
93 * sets the size of the Crosshair.
94 * @param size the size in pixels
95 */
96void Crosshair::setSize(float size)
97{
98  this->setSize2D(size/2, size/2);
99}
100
101/**
102 * sets the material to load
103 * @param textureFile The texture-file to load onto the crosshair
104 */
105void Crosshair::setTexture(const std::string& textureFile)
106{
107  this->material->setDiffuseMap(textureFile);
108}
109
110/**
111 * processes the input
112 * @param event the Event coming as input
113 */
114void Crosshair::process(const Event &event)
115{
116  if  (event.type == EV_MOUSE_MOTION)
117  {
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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