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source: orxonox.OLD/orxonox/trunk/src/glmenu/glmenu_imagescreen.cc @ 4454

Last change on this file since 4454 was 4453, checked in by bensch, 20 years ago

orxonox/trunk: docu for the image_screen

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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17
18
19#include "glmenu_imagescreen.h"
20
21#include "graphics_engine.h"
22#include "material.h"
23#include "factory.h"
24
25CREATE_FACTORY(GLMenuImageScreen);
26
27
28using namespace std;
29/**
30   \brief standard constructor
31*/
32GLMenuImageScreen::GLMenuImageScreen () 
33{
34   this->init();
35}
36
37/**
38   \param root The Element to load the GLMenu from
39*/
40GLMenuImageScreen::GLMenuImageScreen(const TiXmlElement* root)
41{
42  this->init();
43  this->loadParams(root);
44}
45
46/**
47   \brief Loads a GLMenu from an inputElement
48   \param root The Element to load the GLMenu from
49*/
50void GLMenuImageScreen::loadParams(const TiXmlElement* root)
51{
52  LoadParam<GLMenuImageScreen>(root, "BackgroundImage", this, &GLMenuImageScreen::setBackgroundImage)
53    .describe("sets the image to load onto the loadscreen");
54
55  LoadParam<GLMenuImageScreen>(root, "BackgroundPS", this, &GLMenuImageScreen::setPosScale)
56    .describe("The Position and Scale of the Background Image in %(0-1.0). PosX, PosY, SizeX, SizeY");
57
58  LoadParam<GLMenuImageScreen>(root, "BarImage", this, &GLMenuImageScreen::setBarImage)
59    .describe("sets the image of the LoadingBar");
60 
61  LoadParam<GLMenuImageScreen>(root, "BarPS", this, &GLMenuImageScreen::setBarPosScale)
62    .describe("The Position and Scale of the Loading Bar in %(0-1.0). PosX, PosY, SizeX, SizeY");
63
64  LoadParam<GLMenuImageScreen>(root, "ElementCount", this, &GLMenuImageScreen::setMaximum)
65    .describe("The Count of elements to load into the bar (this is only a maximum value)");
66}
67
68/**
69   \brief standard deconstructor
70   \todo this deconstructor is not jet implemented - do it
71*/
72GLMenuImageScreen::~GLMenuImageScreen() 
73{
74  delete this->backMat;
75  delete this->barMat;
76}
77
78/**
79   \brief function to init the screen
80*/
81void GLMenuImageScreen::init ()
82{
83  this->setClassID(CL_GLMENU_IMAGE_SCREEN, "GLMenuImageScreen");
84
85  // Select Our VU Meter Background Texture
86  this->backMat = new Material("load_screen");
87  this->barMat = new Material("bar");
88  this->maxValue = 10;
89  this->currentValue = 0;
90  this->setPosition(0,0);
91  this->setScale(1,1);
92  this->setBarPosScale( .6, .75, .3, .1);
93  // End of Background image code.
94}
95
96/**
97    \brief sets the background image name
98    \param backImageName name of the backgroun-image
99 */
100void GLMenuImageScreen::setBackgroundImage (const char* backImageName)
101{
102  this->backMat->setDiffuseMap(backImageName);
103}
104
105/**
106   \brief sets position of the ImageScreen
107   \param offsetX offset from the top left corner in percent(0-1) of the screensize
108   \param offsetY offset from the top left corner in percent(0-1) of the screensize
109*/
110void GLMenuImageScreen::setPosition(float offsetX, float offsetY)
111{
112  this->offsetX = offsetX;
113  this->offsetY = offsetY;
114}
115
116/**
117  \brief sets size of the ImageScreen
118  \param scaleX the scaleing of the image into the x-direction (in percent (0-1))
119  \param scaleY the scaleing of the image into the y-direction (in percent (0-1))
120*/
121void GLMenuImageScreen::setScale(float scaleX, float scaleY)
122{
123  this->scaleX = scaleX;
124  this->scaleY = scaleY;
125}
126
127/**
128  \brief sets position and size of the ImageScreen
129  \param offsetX offset from the top left corner in percent(0-1) of the screensize
130  \param offsetY offset from the top left corner in percent(0-1) of the screensize
131  \param scaleX the scaleing of the image into the x-direction (in percent (0-1))
132  \param scaleY the scaleing of the image into the y-direction (in percent (0-1))
133*/
134void GLMenuImageScreen::setPosScale(float offsetX, float offsetY, float scaleX, float scaleY)
135{
136  this->setPosition(offsetX, offsetY);
137  this->setScale(scaleX, scaleY);
138}
139
140/**
141   \param barImage An image for the Bar
142*/
143void GLMenuImageScreen::setBarImage(const char* barImage)
144{
145  this->barMat->setDiffuseMap(barImage);
146}
147
148/**
149   \brief sets the Position and the Size of the bar
150   \param barX The Position in the x-direction in percent of the screen (0-1)
151   \param barY The Position in the y-direction in percent of the screen (0-1)
152   \param barW The Size in the x-direction in percent of the screen (0-1)
153   \param barH The Size in the y-direction in percent of the screen (0-1)
154*/
155void GLMenuImageScreen::setBarPosScale(float barX, float barY, float barW, float barH)
156{
157  this->barX = barX;
158  this->barY = barY;
159  this->barW = barW;
160  this->barH = barH;
161}
162
163
164/**
165   \brief set the maximum of countable steps
166   \param maxValue of steps
167*/
168void GLMenuImageScreen::setMaximum(int maxValue)
169{
170  this->maxValue = maxValue;
171}
172
173/**
174   \brief set current value
175   \param currentValue value to set
176*/
177void GLMenuImageScreen::setValue(int currentValue)
178{
179  this->currentValue = currentValue;
180  this->draw();
181}
182
183
184/**
185   \brief get the current value
186 */
187int GLMenuImageScreen::getValue()
188{
189  return this->currentValue;
190}
191
192
193/**
194    \brief call this to trigger a progress event
195   
196    this has to redraw the progress bar and the whole image
197 */
198void GLMenuImageScreen::step ()
199{
200  this->currentValue++;
201  this->draw();
202}
203
204
205
206/**
207   \brief draws the ImageScreen to the screenbuffer
208*/
209void GLMenuImageScreen::draw ()
210{
211  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
212
213  PRINTF(4)("GLMenuImagEscreen::draw() - drawing step %i/%i\n", 
214            this->currentValue, this->maxValue);
215
216  /* screen size */
217  int screenWidth = GraphicsEngine::getInstance()->getResolutionX();
218  int screenHeight = GraphicsEngine::getInstance()->getResolutionY();
219 
220  int imageWidth = (int)(screenWidth * this->scaleX);
221  int imageHeight = (int)(screenHeight * this->scaleY);
222
223  int offsetX = (int)(this->offsetX * screenWidth);
224  int offsetY = (int)(this->offsetY * screenHeight);
225
226  /* loadbar pos */
227  int barX = (int)(this->barX *screenWidth);
228  int barY = (int)(this->barY *screenHeight);
229  int barW = (int)(this->barW *screenWidth);
230  int barH = (int)(this->barH *screenHeight);
231 
232  float val = (float)this->currentValue/(float)this->maxValue;
233                 
234  if( val > barW)
235    val = barW;
236
237  GraphicsEngine::enter2DMode();
238
239  /* draw the BackGround */
240  backMat->select();
241  glBegin(GL_TRIANGLE_STRIP);
242  glTexCoord2i(0, 1); glVertex2i(offsetX, offsetY + imageHeight);
243  glTexCoord2i(1, 1); glVertex2i(offsetX +imageWidth, offsetY + imageHeight);
244  glTexCoord2i(0, 0); glVertex2i(offsetX, offsetY);
245  glTexCoord2i(1, 0); glVertex2i(offsetX + imageWidth, offsetY);
246  glEnd();
247 
248  glDisable(GL_TEXTURE_2D);
249  /* draw white border */
250  glBegin(GL_LINE_LOOP);
251  glColor3f(1.0, 1.0, 1.0);
252  glVertex2i(barX - 2, barY - 2);
253  glVertex2i(barX + barW + 2, barY - 2);
254  glVertex2i(barX + barW + 2, barY + barH + 2);
255  glVertex2i(barX - 2, barY + barH + 2);
256  glColor3f(1.0, 1.0, 1.0);
257  glEnd();
258 
259  /* draw the progress bar */
260  barMat->select();
261  glBegin(GL_TRIANGLE_STRIP);
262  glTexCoord2f(0,   1); glVertex2i(barX, barY + barH);
263  glTexCoord2f(val, 1); glVertex2i(barX + (int)(val * this->barW * (float)screenWidth), barY + barH);
264  glTexCoord2f(0,   0); glVertex2i(barX, barY);
265  glTexCoord2f(val, 0); glVertex2i(barX + (int)(val * this->barW * (float)screenWidth), barY);
266  glEnd();
267
268  /*
269    glBegin(GL_QUADS);
270    glColor3f(0.0, 0.0, 0.0);
271    glVertex2i(barX, barY);
272    glVertex2i(barX + barWidth, barY);
273    glVertex2i(barX + barWidth, barY + barHeight);
274    glVertex2i(barX, barY + barHeight);
275    glColor3f(1.0, 1.0, 1.0);
276    glEnd();
277   
278    /* draw black border
279    glBegin(GL_QUADS);
280    glColor3f(0.0, 0.0, 0.0);
281    glVertex2i(barX-1, barY-1);
282    glVertex2i(barX + barWidth +1, barY-1);
283    glVertex2i(barX + barWidth+1, barY + barHeight+1);
284    glVertex2i(barX - 1, barY + barHeight +1);
285    glColor3f(1.0, 1.0, 1.0);
286    glEnd();
287   
288  */
289
290  GraphicsEngine::leave2DMode();
291
292  SDL_GL_SwapBuffers();             
293}
294 
295
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