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source: orxonox.OLD/branches/volumetric_fog/src/world_entities/weapons/crosshair.cc

Last change on this file was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 4.1 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("maps/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    //this->setAbsCoor2D(event.x, event.y);
118  }
119}
120
121/**
122 * ticks the Crosshair
123 * @param dt the time to ticks
124 */
125void Crosshair::tick(float dt)
126{
127  // let the crosshair rotate
128  this->shiftDir2D(dt * rotationSpeed);
129
130/*
131  float z = 0.0f;
132  glReadPixels ((int)this->getAbsCoor2D().x,
133                 GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
134                 1,
135                 1,
136                 GL_DEPTH_COMPONENT,
137                 GL_FLOAT,
138                 &z);
139
140
141  GLdouble objX=.0, objY=.0, objZ=.0;
142  gluUnProject(this->getAbsCoor2D().x,
143               GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
144               .99,  // z
145               GraphicsEngine::modMat,
146               GraphicsEngine::projMat,
147               GraphicsEngine::viewPort,
148               &objX,
149               &objY,
150               &objZ );*/
151
152  //this->setAbsCoor(objX, objY, objZ);
153}
154
155/**
156 * draws the crosshair
157 */
158void Crosshair::draw() const
159{
160  glPushMatrix();
161  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
162
163  glRotatef(this->getAbsDir2D(), 0,0,1);
164  this->material->select();
165  glBegin(GL_TRIANGLE_STRIP);
166  glTexCoord2f(0, 0);
167  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
168  glTexCoord2f(1, 0);
169  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
170  glTexCoord2f(0, 1);
171  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
172  glTexCoord2f(1, 1);
173  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
174  glEnd();
175  glPopMatrix();
176}
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