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source: orxonox.OLD/branches/water/src/util/hud.cc @ 7895

Last change on this file since 7895 was 7064, checked in by bensch, 19 years ago

hud work

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_
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    this->energyWidget->backMaterial().setDiffuseMap("hud_energy_background.png");
77    this->energyWidget->backMaterial().setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
78    this->energyWidget->frontMaterial().setDiffuseMap("hud_energy_bar.png");
79    this->energyWidget->frontMaterial().setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
80  }
81
82  this->updateResolution();
83}
84
85void Hud::setShiledWidget(GLGuiWidget* widget)
86{
87}
88
89void Hud::setArmorWidget(GLGuiWidget* widget)
90{
91}
92
93void Hud::setWeaponManager(WeaponManager* weaponMan)
94{
95  if (this->weaponManager != NULL)
96  {
97    for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++)
98    {
99      Weapon* weapon = this->weaponManager->getWeapon(i);
100      if (weapon != NULL)
101      {
102        weapon->getEnergyWidget()->hide();
103        this->weaponsWidgets.remove(weapon->getEnergyWidget());
104      }
105    }
106  }
107
108  this->weaponManager = weaponMan;
109
110  this->updateWeaponManager();
111  this->updateResolution();
112}
113
114void Hud::updateWeaponManager()
115{
116  // hide all the Widgets
117  std::list<GLGuiWidget*>::iterator weaponWidget;
118  for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++)
119  {
120    (*weaponWidget)->hide();
121  }
122  this->weaponsWidgets.clear();
123
124  // add all that we need again.
125  if (this->weaponManager != NULL)
126    for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++)
127  {
128    Weapon* weapon = this->weaponManager->getWeapon(i);
129    if (weapon != NULL)
130    {
131      weapon->getEnergyWidget()->show();
132      weapon->getEnergyWidget()->backMaterial().setDiffuse( .8,.2,.11);
133      weapon->getEnergyWidget()->backMaterial().setTransparency(.1);
134      weapon->getEnergyWidget()->frontMaterial().setDiffuse( .2,.5,.7);
135      weapon->getEnergyWidget()->frontMaterial().setTransparency(.6);
136      this->weaponsWidgets.push_back(weapon->getEnergyWidget());
137    }
138  }
139  this->updateResolution();
140}
141
142void Hud::addWeaponWidget(GLGuiWidget* widget)
143{
144}
145
146void Hud::removeWeaponWidget(GLGuiWidget* widget)
147{
148}
149
150void Hud::updateResolution()
151{
152  this->resX = State::getResX();
153  this->resY = State::getResY();
154  if (this->energyWidget != NULL)
155  {
156    this->energyWidget->setAbsCoor2D(0 * this->resX, 0 * this->resY);
157    this->energyWidget->setSize2D(.25 * this->resX, 1 * this->resY);
158  }
159
160  this->setSize2D(.2 * this->resX, this->resY);
161
162  std::list<GLGuiWidget*>::iterator weaponWidget;
163  float pos = .3;
164  for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++, pos+=.03)
165  {
166      (*weaponWidget)->setSize2D(.02*this->resX, .2 *this->resY);
167      (*weaponWidget)->setAbsCoor2D(pos*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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