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source: orxonox.OLD/branches/spaceshipcontrol/src/util/hud.cc @ 6694

Last change on this file since 6694 was 6671, checked in by bensch, 19 years ago

WeaponManger now handles Ammo.
If a Weapon has NO ammo then the Ammo will be infinite

File size: 3.7 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_
17
18#include "hud.h"
19
20#include "state.h"
21
22#include "world_entities/weapons/weapon_manager.h"
23
24using namespace std;
25
26
27/**
28 * standard constructor
29 * @todo this constructor is not jet implemented - do it
30*/
31Hud::Hud ()
32{
33  this->setClassID(CL_HUD, "Hud");
34
35  //this->setSize2D(
36  this->weaponManager = NULL;
37  this->energyWidget = NULL;
38  this->shieldWidget = NULL;
39  this->armorWidget = NULL;
40  this->resX = 1;
41  this->resY = 1;
42
43}
44
45
46/**
47 * standard deconstructor
48*/
49Hud::~Hud ()
50{
51  // delete what has to be deleted here
52}
53
54
55void Hud::loadParams(const TiXmlElement* root)
56{
57  Element2D::loadParams(root);
58}
59
60void Hud::setBackGround()
61{
62}
63
64void Hud::setEnergyWidget(GLGuiWidget* widget)
65{
66  // decopple old widget
67  if (this->energyWidget != NULL)
68  {
69    this->energyWidget->hide();
70  }
71
72  this->energyWidget = widget;
73  if (this->energyWidget != NULL)
74  {
75    this->energyWidget->show();
76  }
77
78  this->updateResolution();
79}
80
81void Hud::setShiledWidget(GLGuiWidget* widget)
82{
83}
84
85void Hud::setArmorWidget(GLGuiWidget* widget)
86{
87}
88
89void Hud::setWeaponManager(WeaponManager* weaponMan)
90{
91  if (this->weaponManager != NULL)
92  {
93    for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++)
94    {
95      Weapon* weapon = this->weaponManager->getWeapon(i);
96      if (weapon != NULL)
97      {
98        weapon->getEnergyWidget()->hide();
99        this->weaponsWidgets.remove(weapon->getEnergyWidget());
100      }
101    }
102  }
103
104  this->weaponManager = weaponMan;
105
106  this->updateWeaponManager();
107  this->updateResolution();
108}
109
110void Hud::updateWeaponManager()
111{
112  // hide all the Widgets
113  std::list<GLGuiWidget*>::iterator weaponWidget;
114  for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++)
115  {
116    (*weaponWidget)->hide();
117  }
118  this->weaponsWidgets.clear();
119
120  // add all that we need again.
121  if (this->weaponManager != NULL)
122    for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++)
123  {
124    Weapon* weapon = this->weaponManager->getWeapon(i);
125    if (weapon != NULL)
126    {
127      weapon->getEnergyWidget()->show();
128      this->weaponsWidgets.push_back(weapon->getEnergyWidget());
129    }
130  }
131  this->updateResolution();
132}
133
134void Hud::addWeaponWidget(GLGuiWidget* widget)
135{
136}
137
138void Hud::removeWeaponWidget(GLGuiWidget* widget)
139{
140}
141
142void Hud::updateResolution()
143{
144  this->resX = State::getResX();
145  this->resY = State::getResY();
146  if (this->energyWidget != NULL)
147  {
148    this->energyWidget->setAbsCoor2D(.02 * this->resX, .4 * this->resY);
149    this->energyWidget->setSize2D(.05 * this->resX, .55 * this->resY);
150  }
151
152  this->setSize2D(.2 * this->resX, this->resY);
153
154  std::list<GLGuiWidget*>::iterator weaponWidget;
155  float pos = .2;
156  bool test = true;
157  for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++, pos+=.03, test = !test)
158  {
159    if (test)
160    {
161      (*weaponWidget)->setSize2D(.02*this->resX, .2 *this->resY);
162      (*weaponWidget)->setAbsCoor2D(pos*this->resX, .75*this->resY);
163    }
164    else
165    {
166      (*weaponWidget)->setSize2D(.02*this->resX, .17*this->resY);
167      (*weaponWidget)->setAbsCoor2D((pos-.008)*this->resX, .75*this->resY);
168    }
169  }
170}
171
172
173void Hud::tick(float dt)
174{
175  if (this->resY != State::getResY() || this->resX != State::getResY())
176    this->updateResolution();
177}
178
179void Hud::draw() const
180{
181  GLGuiWidget::draw();
182}
183
184
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