[4744] | 1 | /* |
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[1853] | 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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[1855] | 10 | |
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| 11 | ### File Specific: |
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[4779] | 12 | main-programmer: Benjamin Grauer |
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[1855] | 13 | co-programmer: ... |
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[1853] | 14 | */ |
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| 15 | |
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[5357] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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[1853] | 17 | |
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[4779] | 18 | #include "crosshair.h" |
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[4780] | 19 | #include "event_handler.h" |
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[4781] | 20 | |
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[7193] | 21 | #include "util/loading/load_param.h" |
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[4781] | 22 | #include "graphics_engine.h" |
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| 23 | #include "glincl.h" |
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| 24 | #include "state.h" |
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[4832] | 25 | #include "material.h" |
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[4781] | 26 | |
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[1856] | 27 | using namespace std; |
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[1853] | 28 | |
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[1856] | 29 | |
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[3245] | 30 | /** |
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[4832] | 31 | * standart constructor |
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| 32 | */ |
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| 33 | Crosshair::Crosshair (const TiXmlElement* root) |
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| 34 | { |
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| 35 | this->init(); |
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| 36 | |
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| 37 | if (root) |
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| 38 | this->loadParams(root); |
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| 39 | else |
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| 40 | this->setTexture("maps/aim.png"); |
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| 41 | } |
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| 42 | |
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| 43 | /** |
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| 44 | * destroys a Crosshair |
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[3245] | 45 | */ |
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[4832] | 46 | Crosshair::~Crosshair () |
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[3365] | 47 | { |
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[4832] | 48 | if (this->material) |
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| 49 | delete this->material; |
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| 50 | } |
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| 51 | |
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| 52 | /** |
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| 53 | * initializes the Crosshair |
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| 54 | */ |
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| 55 | void Crosshair::init() |
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| 56 | { |
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[4779] | 57 | this->setClassID(CL_CROSSHAIR, "Crosshair"); |
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| 58 | this->setName("Crosshair"); |
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[4320] | 59 | |
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[5398] | 60 | this->setLayer(E2D_LAYER_TOP); |
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[4834] | 61 | this->setRotationSpeed(5); |
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[4832] | 62 | this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0); |
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[4830] | 63 | |
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[6162] | 64 | this->setBindNode(this); |
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[4832] | 65 | this->material = new Material; |
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[4830] | 66 | |
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[5978] | 67 | //EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); |
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[4780] | 68 | |
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[4831] | 69 | // center the mouse on the screen, and also hide the cursors |
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[6990] | 70 | /* SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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[4831] | 71 | GraphicsEngine::showMouse(false); |
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[6990] | 72 | SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);*/ |
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[3365] | 73 | } |
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[1853] | 74 | |
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| 75 | |
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[4832] | 76 | void Crosshair::loadParams(const TiXmlElement* root) |
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[3543] | 77 | { |
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[6512] | 78 | PNode::loadParams(root); |
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| 79 | EventListener::loadParams(root); |
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[4830] | 80 | |
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[5671] | 81 | LoadParam(root, "texture", this, Crosshair, setTexture) |
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[4832] | 82 | .describe("the texture-file to load onto the Crosshair"); |
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[4831] | 83 | |
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[5671] | 84 | LoadParam(root, "size", this, Crosshair, setSize) |
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[4832] | 85 | .describe("the size of the Crosshair in Pixels"); |
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| 86 | |
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[5671] | 87 | LoadParam(root, "rotation-speed", this, Crosshair, setRotationSpeed) |
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[4832] | 88 | .describe("the Speed with which the Crosshair should rotate"); |
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[3543] | 89 | } |
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[4779] | 90 | |
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[4832] | 91 | |
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| 92 | /** |
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| 93 | * sets the size of the Crosshair. |
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| 94 | * @param size the size in pixels |
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| 95 | */ |
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| 96 | void Crosshair::setSize(float size) |
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| 97 | { |
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[5378] | 98 | this->setSize2D(size/2, size/2); |
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| 99 | } |
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[4832] | 100 | |
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| 101 | /** |
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| 102 | * sets the material to load |
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| 103 | * @param textureFile The texture-file to load onto the crosshair |
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| 104 | */ |
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| 105 | void Crosshair::setTexture(const char* textureFile) |
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| 106 | { |
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| 107 | this->material->setDiffuseMap(textureFile); |
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| 108 | } |
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| 109 | |
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| 110 | /** |
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| 111 | * processes the input |
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| 112 | * @param event the Event coming as input |
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| 113 | */ |
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[4779] | 114 | void Crosshair::process(const Event &event) |
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| 115 | { |
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[4781] | 116 | if (event.type == EV_MOUSE_MOTION) |
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| 117 | { |
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[5978] | 118 | //this->setAbsCoor2D(event.x, event.y); |
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[4781] | 119 | } |
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[4779] | 120 | } |
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[4781] | 121 | |
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[4832] | 122 | /** |
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| 123 | * ticks the Crosshair |
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| 124 | * @param dt the time to ticks |
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| 125 | */ |
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| 126 | void Crosshair::tick(float dt) |
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| 127 | { |
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[4834] | 128 | // let the crosshair rotate |
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[5378] | 129 | this->shiftDir2D(dt * rotationSpeed); |
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[4781] | 130 | |
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[6807] | 131 | /* |
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[5219] | 132 | float z = 0.0f; |
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[5378] | 133 | glReadPixels ((int)this->getAbsCoor2D().x, |
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| 134 | GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1, |
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| 135 | 1, |
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| 136 | 1, |
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| 137 | GL_DEPTH_COMPONENT, |
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| 138 | GL_FLOAT, |
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| 139 | &z); |
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[4832] | 140 | |
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[5378] | 141 | |
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[5212] | 142 | GLdouble objX=.0, objY=.0, objZ=.0; |
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[5378] | 143 | gluUnProject(this->getAbsCoor2D().x, |
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| 144 | GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1, |
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[4955] | 145 | .99, // z |
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[4826] | 146 | GraphicsEngine::modMat, |
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| 147 | GraphicsEngine::projMat, |
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| 148 | GraphicsEngine::viewPort, |
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| 149 | &objX, |
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| 150 | &objY, |
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[6807] | 151 | &objZ );*/ |
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[4826] | 152 | |
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[5978] | 153 | //this->setAbsCoor(objX, objY, objZ); |
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[4834] | 154 | } |
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| 155 | |
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| 156 | /** |
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| 157 | * draws the crosshair |
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| 158 | */ |
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[4849] | 159 | void Crosshair::draw() const |
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[4834] | 160 | { |
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[4955] | 161 | glPushMatrix(); |
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[6162] | 162 | glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); |
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[4830] | 163 | |
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[5378] | 164 | glRotatef(this->getAbsDir2D(), 0,0,1); |
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[4832] | 165 | this->material->select(); |
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| 166 | glBegin(GL_TRIANGLE_STRIP); |
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| 167 | glTexCoord2f(0, 0); |
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[5378] | 168 | glVertex2f(-this->getSizeX2D(), -this->getSizeY2D()); |
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[4832] | 169 | glTexCoord2f(1, 0); |
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[5378] | 170 | glVertex2f(this->getSizeX2D(), -this->getSizeY2D()); |
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[4832] | 171 | glTexCoord2f(0, 1); |
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[5378] | 172 | glVertex2f(-this->getSizeX2D(), this->getSizeY2D()); |
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[4832] | 173 | glTexCoord2f(1, 1); |
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[5378] | 174 | glVertex2f(this->getSizeX2D(), this->getSizeY2D()); |
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[4832] | 175 | glEnd(); |
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[4955] | 176 | glPopMatrix(); |
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[4781] | 177 | } |
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