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source: orxonox.OLD/trunk/src/util/hud.cc @ 6520

Last change on this file since 6520 was 6512, checked in by bensch, 19 years ago

orxonox/trunk: loadParams is now virtual.
ALL THE CLASSES HAVE TO CALL

SuperClass::loadParams(root);

isntead of:
static_cast<SuperClass*>(this)→loadParams(root);

which was quite stupid anyways

File size: 3.8 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  }
77
78  this->updateResolution();
79}
80
81void Hud::setShiledWidget(GLGuiWidget* widget)
82{
83}
84
85void Hud::setArmorWidget(GLGuiWidget* widget)
86{
87}
88
89void Hud::setWeaponManager(WeaponManager* weaponMan)
90{
91  if (this->weaponManager != NULL)
92  {
93    for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++)
94    {
95      Weapon* weapon = this->weaponManager->getWeapon(i);
96      if (weapon != NULL)
97      {
98        weapon->getEnergyWidget()->hide();
99        this->weaponsWidgets.remove(weapon->getEnergyWidget());
100      }
101    }
102  }
103
104  this->weaponManager = weaponMan;
105
106  this->updateWeaponManager();
107  this->updateResolution();
108}
109
110void Hud::updateWeaponManager()
111{
112  // hide all the Widgets
113  std::list<GLGuiWidget*>::iterator weaponWidget;
114  for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++)
115  {
116    (*weaponWidget)->hide();
117  }
118  this->weaponsWidgets.clear();
119
120  // add all that we need again.
121  if (this->weaponManager != NULL)
122    for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++)
123  {
124    Weapon* weapon = this->weaponManager->getWeapon(i);
125    if (weapon != NULL)
126    {
127      weapon->getEnergyWidget()->show();
128      weapon->getLoadedEnergyWidget()->show();
129      this->weaponsWidgets.push_back(weapon->getEnergyWidget());
130      this->weaponsWidgets.push_back(weapon->getLoadedEnergyWidget());
131    }
132  }
133  this->updateResolution();
134}
135
136void Hud::addWeaponWidget(GLGuiWidget* widget)
137{
138}
139
140void Hud::removeWeaponWidget(GLGuiWidget* widget)
141{
142}
143
144void Hud::updateResolution()
145{
146  this->resX = State::getResX();
147  this->resY = State::getResY();
148  if (this->energyWidget != NULL)
149  {
150    this->energyWidget->setAbsCoor2D(.02 * this->resX, .4 * this->resY);
151    this->energyWidget->setSize2D(.05 * this->resX, .55 * this->resY);
152  }
153
154  this->setSize2D(.2 * this->resX, this->resY);
155
156  std::list<GLGuiWidget*>::iterator weaponWidget;
157  float pos = .2;
158  bool test = true;
159  for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++, pos+=.03, test = !test)
160  {
161    if (test)
162    {
163      (*weaponWidget)->setSize2D(.02*this->resX, .2 *this->resY);
164      (*weaponWidget)->setAbsCoor2D(pos*this->resX, .75*this->resY);
165    }
166    else
167    {
168      (*weaponWidget)->setSize2D(.02*this->resX, .17*this->resY);
169      (*weaponWidget)->setAbsCoor2D((pos-.008)*this->resX, .75*this->resY);
170    }
171  }
172}
173
174
175void Hud::tick(float dt)
176{
177  if (this->resY != State::getResY() || this->resX != State::getResY())
178    this->updateResolution();
179}
180
181void Hud::draw() const
182{
183  GLGuiWidget::draw();
184}
185
186
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