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source: orxonox.OLD/trunk/src/util/hud.h @ 10679

Last change on this file since 10679 was 10368, checked in by patrick, 18 years ago

merged the branche playability into the trunk

File size: 2.9 KB
RevLine 
[4838]1/*!
[6437]2 * @file hud.h
3 * @brief Definition of the ingame HUD.
[3245]4*/
[1853]5
[6437]6#ifndef _HUD_H
7#define _HUD_H
[1853]8
[8448]9#include "element_2d.h"
[8990]10#include "event_listener.h"
[10368]11#include "glgui_box.h"
12#include "elements/glgui_energywidgetvertical.h"
[8994]13
14
[4838]15// FORWARD DECLARATION
[6442]16class WeaponManager;
[8518]17namespace OrxGui {
18  class GLGuiWidget;
19  class GLGuiNotifier;
20  class GLGuiInputLine;
[8994]21  class GLGuiRadar;
[8518]22}
23
[8972]24//! A class that renders a HUD (Heads Up Display for User Information).
[8990]25class Hud : public Element2D, public EventListener
[6438]26{
[9869]27  ObjectListDeclaration(Hud);
[1853]28
[6438]29public:
[6437]30  Hud();
31  virtual ~Hud();
[1853]32
[6441]33
[6512]34  virtual void loadParams(const TiXmlElement* root);
[6438]35
[8518]36  void notifyUser(const std::string& message);
37
38
[6437]39  void setBackGround();
[8145]40  void setEnergyWidget(OrxGui::GLGuiWidget* widget);
41  void setShiledWidget(OrxGui::GLGuiWidget* widget);
42  void setArmorWidget(OrxGui::GLGuiWidget* widget);
[10368]43  inline OrxGui::GLGuiWidget* getEnergyWidget() {return this->energyWidget;};
44  inline OrxGui::GLGuiWidget* getShieldWidget() {return this->shieldWidget;};
45  inline OrxGui::GLGuiWidget* getArmorWidget() {return this->armorWidget;};
[3245]46
[10368]47  void setWeaponManager(WeaponManager* weaponMan, WeaponManager* weaponManSec = NULL);
48  inline void setRadarCenterNode(PNode* node) {this->radarCenterNode = node;};
49
[8145]50  void addWeaponWidget(OrxGui::GLGuiWidget* widget);
51  void removeWeaponWidget(OrxGui::GLGuiWidget* widget);
[6437]52
[8995]53  OrxGui::GLGuiRadar* radar() const { return _radar; };
54
[6443]55  void updateWeaponManager();
[10368]56  //void clearWeaponManager();
[6443]57
[10368]58  inline void setOverlayPercentage(int perc) 
59  {
60    if (perc > 100) perc = 100;
61    else if (perc < 0) perc = 0;
62
63    this->overlayPercentage = perc;
64    updateResolution();
65  };
66
67  inline void setOverlayActive(bool b)
68  {
69    overlayActive = b;
70    updateResolution();
71  };
72
[6441]73  void draw() const;
[8990]74  virtual void process(const Event &event);
[6437]75
[8990]76
[6441]77  private:
78    void updateResolution();
[10368]79    //void createShipValuesBox();
[7062]80
[6438]81private:
[6441]82  unsigned int             resX;
83  unsigned int             resY;
[3245]84
[10368]85  float                    travelZoneWidth; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1;
86
[8145]87  OrxGui::GLGuiWidget*     energyWidget;
88  OrxGui::GLGuiWidget*     shieldWidget;
89  OrxGui::GLGuiWidget*     armorWidget;
[6437]90
[8518]91  OrxGui::GLGuiNotifier*   notifier;
92  OrxGui::GLGuiInputLine*  inputLine;
[8995]93  OrxGui::GLGuiRadar*      _radar;
[10368]94  PNode*                   radarCenterNode;
[8518]95
[10368]96  OrxGui::GLGuiWidget*     rightRect;
97  OrxGui::GLGuiWidget*     leftRect;
98  bool                     overlayActive;
99  int                      overlayPercentage; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1;
100
[6442]101  WeaponManager*           weaponManager;
[10368]102  WeaponManager*           weaponManagerSecondary;
[6442]103
[10368]104  std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsPrim; //!< WeaponWidgets will be displayed one after another
105  std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsSec;
[1853]106};
107
[6437]108#endif /* _HUD_H */
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