1 | /*! |
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2 | * @file hud.h |
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3 | * @brief Definition of the ingame HUD. |
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4 | */ |
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5 | |
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6 | #ifndef _HUD_H |
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7 | #define _HUD_H |
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8 | |
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9 | #include "element_2d.h" |
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10 | #include "event_listener.h" |
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11 | #include "glgui_box.h" |
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12 | #include "elements/glgui_energywidgetvertical.h" |
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13 | |
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14 | |
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15 | // FORWARD DECLARATION |
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16 | class WeaponManager; |
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17 | namespace OrxGui { |
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18 | class GLGuiWidget; |
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19 | class GLGuiNotifier; |
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20 | class GLGuiInputLine; |
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21 | class GLGuiRadar; |
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22 | } |
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23 | |
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24 | //! A class that renders a HUD (Heads Up Display for User Information). |
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25 | class Hud : public Element2D, public EventListener |
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26 | { |
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27 | ObjectListDeclaration(Hud); |
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28 | |
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29 | public: |
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30 | Hud(); |
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31 | virtual ~Hud(); |
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32 | |
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33 | |
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34 | virtual void loadParams(const TiXmlElement* root); |
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35 | |
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36 | void notifyUser(const std::string& message); |
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37 | |
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38 | |
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39 | void setBackGround(); |
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40 | void setEnergyWidget(OrxGui::GLGuiWidget* widget); |
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41 | void setShieldWidget(OrxGui::GLGuiWidget* widget); |
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42 | void setArmorWidget(OrxGui::GLGuiWidget* widget); |
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43 | inline OrxGui::GLGuiWidget* getEnergyWidget() {return this->energyWidget;}; |
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44 | inline OrxGui::GLGuiWidget* getShieldWidget() {return this->shieldWidget;}; |
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45 | inline OrxGui::GLGuiWidget* getArmorWidget() {return this->armorWidget;}; |
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46 | |
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47 | void setWeaponManager(WeaponManager* weaponMan, WeaponManager* weaponManSec = NULL); |
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48 | inline void setRadarCenterNode(PNode* node) {this->radarCenterNode = node;}; |
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49 | |
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50 | void addWeaponWidget(OrxGui::GLGuiWidget* widget); |
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51 | void removeWeaponWidget(OrxGui::GLGuiWidget* widget); |
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52 | |
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53 | OrxGui::GLGuiRadar* radar() const { return _radar; }; |
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54 | |
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55 | void updateWeaponManager(); |
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56 | //void clearWeaponManager(); |
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57 | |
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58 | inline void setOverlayPercentage(int perc) |
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59 | { |
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60 | if (perc > 100) perc = 100; |
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61 | else if (perc < 0) perc = 0; |
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62 | |
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63 | this->overlayPercentage = perc; |
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64 | updateResolution(); |
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65 | }; |
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66 | |
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67 | inline void setOverlayActive(bool b) |
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68 | { |
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69 | overlayActive = b; |
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70 | updateResolution(); |
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71 | }; |
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72 | |
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73 | void draw() const; |
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74 | virtual void process(const Event &event); |
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75 | |
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76 | |
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77 | private: |
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78 | void updateResolution(); |
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79 | //void createShipValuesBox(); |
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80 | |
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81 | private: |
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82 | unsigned int resX; |
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83 | unsigned int resY; |
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84 | |
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85 | float travelZoneWidth; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1; |
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86 | |
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87 | OrxGui::GLGuiWidget* energyWidget; |
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88 | OrxGui::GLGuiWidget* shieldWidget; |
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89 | OrxGui::GLGuiWidget* armorWidget; |
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90 | |
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91 | OrxGui::GLGuiNotifier* notifier; |
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92 | OrxGui::GLGuiInputLine* inputLine; |
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93 | OrxGui::GLGuiRadar* _radar; |
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94 | PNode* radarCenterNode; |
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95 | |
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96 | OrxGui::GLGuiWidget* rightRect; |
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97 | OrxGui::GLGuiWidget* leftRect; |
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98 | bool overlayActive; |
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99 | int overlayPercentage; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1; |
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100 | |
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101 | WeaponManager* weaponManager; |
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102 | WeaponManager* weaponManagerSecondary; |
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103 | |
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104 | std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsPrim; //!< WeaponWidgets will be displayed one after another |
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105 | std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsSec; |
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106 | }; |
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107 | |
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108 | #endif /* _HUD_H */ |
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