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_WEAPON |
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17 | |
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18 | #include "crosshair.h" |
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19 | #include "event_handler.h" |
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20 | |
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21 | #include "util/loading/load_param.h" |
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22 | #include "graphics_engine.h" |
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23 | #include "glincl.h" |
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24 | #include "state.h" |
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25 | #include "material.h" |
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26 | |
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27 | using namespace std; |
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28 | |
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29 | |
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30 | /** |
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31 | * standart constructor |
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32 | */ |
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33 | Crosshair::Crosshair (const TiXmlElement* root) |
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34 | { |
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35 | this->init(); |
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36 | |
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37 | if (root) |
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38 | this->loadParams(root); |
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39 | else |
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40 | this->setTexture("maps/aim.png"); |
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41 | } |
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42 | |
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43 | /** |
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44 | * destroys a Crosshair |
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45 | */ |
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46 | Crosshair::~Crosshair () |
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47 | { |
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48 | if (this->material) |
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49 | delete this->material; |
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50 | } |
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51 | |
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52 | /** |
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53 | * initializes the Crosshair |
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54 | */ |
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55 | void Crosshair::init() |
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56 | { |
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57 | this->setClassID(CL_CROSSHAIR, "Crosshair"); |
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58 | this->setName("Crosshair"); |
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59 | |
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60 | this->setLayer(E2D_LAYER_TOP); |
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61 | this->setRotationSpeed(5); |
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62 | this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0); |
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63 | |
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64 | this->setBindNode(this); |
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65 | this->material = new Material; |
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66 | |
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67 | //EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); |
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68 | |
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69 | // center the mouse on the screen, and also hide the cursors |
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70 | /* SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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71 | GraphicsEngine::showMouse(false); |
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72 | SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);*/ |
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73 | } |
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74 | |
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75 | |
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76 | void Crosshair::loadParams(const TiXmlElement* root) |
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77 | { |
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78 | PNode::loadParams(root); |
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79 | EventListener::loadParams(root); |
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80 | |
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81 | LoadParam(root, "texture", this, Crosshair, setTexture) |
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82 | .describe("the texture-file to load onto the Crosshair"); |
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83 | |
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84 | LoadParam(root, "size", this, Crosshair, setSize) |
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85 | .describe("the size of the Crosshair in Pixels"); |
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86 | |
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87 | LoadParam(root, "rotation-speed", this, Crosshair, setRotationSpeed) |
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88 | .describe("the Speed with which the Crosshair should rotate"); |
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89 | } |
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90 | |
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91 | |
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92 | /** |
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93 | * sets the size of the Crosshair. |
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94 | * @param size the size in pixels |
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95 | */ |
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96 | void Crosshair::setSize(float size) |
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97 | { |
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98 | this->setSize2D(size/2, size/2); |
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99 | } |
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100 | |
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101 | /** |
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102 | * sets the material to load |
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103 | * @param textureFile The texture-file to load onto the crosshair |
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104 | */ |
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105 | void Crosshair::setTexture(const char* textureFile) |
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106 | { |
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107 | this->material->setDiffuseMap(textureFile); |
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108 | } |
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109 | |
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110 | /** |
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111 | * processes the input |
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112 | * @param event the Event coming as input |
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113 | */ |
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114 | void Crosshair::process(const Event &event) |
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115 | { |
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116 | if (event.type == EV_MOUSE_MOTION) |
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117 | { |
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118 | //this->setAbsCoor2D(event.x, event.y); |
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119 | } |
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120 | } |
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121 | |
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122 | /** |
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123 | * ticks the Crosshair |
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124 | * @param dt the time to ticks |
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125 | */ |
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126 | void Crosshair::tick(float dt) |
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127 | { |
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128 | // let the crosshair rotate |
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129 | this->shiftDir2D(dt * rotationSpeed); |
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130 | |
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131 | /* |
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132 | float z = 0.0f; |
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133 | glReadPixels ((int)this->getAbsCoor2D().x, |
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134 | GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1, |
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135 | 1, |
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136 | 1, |
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137 | GL_DEPTH_COMPONENT, |
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138 | GL_FLOAT, |
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139 | &z); |
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140 | |
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141 | |
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142 | GLdouble objX=.0, objY=.0, objZ=.0; |
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143 | gluUnProject(this->getAbsCoor2D().x, |
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144 | GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1, |
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145 | .99, // z |
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146 | GraphicsEngine::modMat, |
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147 | GraphicsEngine::projMat, |
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148 | GraphicsEngine::viewPort, |
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149 | &objX, |
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150 | &objY, |
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151 | &objZ );*/ |
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152 | |
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153 | //this->setAbsCoor(objX, objY, objZ); |
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154 | } |
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155 | |
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156 | /** |
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157 | * draws the crosshair |
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158 | */ |
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159 | void Crosshair::draw() const |
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160 | { |
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161 | glPushMatrix(); |
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162 | glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); |
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163 | |
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164 | glRotatef(this->getAbsDir2D(), 0,0,1); |
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165 | this->material->select(); |
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166 | glBegin(GL_TRIANGLE_STRIP); |
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167 | glTexCoord2f(0, 0); |
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168 | glVertex2f(-this->getSizeX2D(), -this->getSizeY2D()); |
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169 | glTexCoord2f(1, 0); |
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170 | glVertex2f(this->getSizeX2D(), -this->getSizeY2D()); |
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171 | glTexCoord2f(0, 1); |
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172 | glVertex2f(-this->getSizeX2D(), this->getSizeY2D()); |
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173 | glTexCoord2f(1, 1); |
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174 | glVertex2f(this->getSizeX2D(), this->getSizeY2D()); |
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175 | glEnd(); |
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176 | glPopMatrix(); |
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177 | } |
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