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source: orxonox.OLD/trunk/src/util/hud.cc @ 7765

Last change on this file since 7765 was 7064, checked in by bensch, 19 years ago

hud work

File size: 4.1 KB
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[4744]1/*
[1853]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.
[1855]10
11   ### File Specific:
[6437]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[3955]16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
[1853]17
[6437]18#include "hud.h"
[1853]19
[6441]20#include "state.h"
21
[6442]22#include "world_entities/weapons/weapon_manager.h"
23
[1856]24using namespace std;
[1853]25
[1856]26
[3245]27/**
[4838]28 * standard constructor
29 * @todo this constructor is not jet implemented - do it
[3245]30*/
[6437]31Hud::Hud ()
[3365]32{
[6438]33  this->setClassID(CL_HUD, "Hud");
[4320]34
[6441]35  //this->setSize2D(
[6442]36  this->weaponManager = NULL;
[6440]37  this->energyWidget = NULL;
38  this->shieldWidget = NULL;
39  this->armorWidget = NULL;
[6441]40  this->resX = 1;
41  this->resY = 1;
[6442]42
[3365]43}
[1853]44
45
[3245]46/**
[4838]47 * standard deconstructor
[3245]48*/
[6437]49Hud::~Hud ()
[3543]50{
51  // delete what has to be deleted here
52}
[6438]53
54
55void Hud::loadParams(const TiXmlElement* root)
56{
[6512]57  Element2D::loadParams(root);
[6438]58}
59
60void Hud::setBackGround()
61{
62}
63
64void Hud::setEnergyWidget(GLGuiWidget* widget)
65{
[6440]66  // decopple old widget
67  if (this->energyWidget != NULL)
68  {
69    this->energyWidget->hide();
70  }
[6438]71
[6440]72  this->energyWidget = widget;
73  if (this->energyWidget != NULL)
74  {
75    this->energyWidget->show();
[7062]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);
[6440]80  }
81
[6441]82  this->updateResolution();
[6438]83}
84
85void Hud::setShiledWidget(GLGuiWidget* widget)
86{
87}
88
89void Hud::setArmorWidget(GLGuiWidget* widget)
90{
[6442]91}
[6438]92
[6442]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
[6445]110  this->updateWeaponManager();
111  this->updateResolution();
[6438]112}
113
[6443]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();
[6442]123
[6443]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();
[7064]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);
[6443]136      this->weaponsWidgets.push_back(weapon->getEnergyWidget());
137    }
138  }
139  this->updateResolution();
140}
141
[6438]142void Hud::addWeaponWidget(GLGuiWidget* widget)
143{
144}
145
146void Hud::removeWeaponWidget(GLGuiWidget* widget)
147{
148}
149
[6441]150void Hud::updateResolution()
151{
[6498]152  this->resX = State::getResX();
153  this->resY = State::getResY();
[6441]154  if (this->energyWidget != NULL)
155  {
[7062]156    this->energyWidget->setAbsCoor2D(0 * this->resX, 0 * this->resY);
[7064]157    this->energyWidget->setSize2D(.25 * this->resX, 1 * this->resY);
[6441]158  }
[6442]159
160  this->setSize2D(.2 * this->resX, this->resY);
161
162  std::list<GLGuiWidget*>::iterator weaponWidget;
[7064]163  float pos = .3;
[6756]164  for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++, pos+=.03)
[6442]165  {
[6445]166      (*weaponWidget)->setSize2D(.02*this->resX, .2 *this->resY);
167      (*weaponWidget)->setAbsCoor2D(pos*this->resX, .75*this->resY);
[6756]168
[6442]169  }
[6441]170}
171
172
173void Hud::tick(float dt)
174{
[6498]175  if (this->resY != State::getResY() || this->resX != State::getResY())
[6441]176    this->updateResolution();
177}
178
179void Hud::draw() const
180{
[7062]181//  GLGuiWidget::draw();
[6441]182}
183
184
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