1 | /* |
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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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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
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17 | |
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18 | #include "crosshair.h" |
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19 | #include "event_handler.h" |
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20 | |
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21 | #include "load_param.h" |
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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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25 | #include "material.h" |
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26 | |
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27 | #include <iostream> |
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28 | |
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29 | using namespace std; |
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30 | |
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31 | |
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32 | /** |
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33 | * standart constructor |
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34 | */ |
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35 | Crosshair::Crosshair (const TiXmlElement* root) |
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36 | { |
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37 | this->init(); |
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38 | |
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39 | if (root) |
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40 | this->loadParams(root); |
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41 | else |
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42 | this->setTexture("maps/aim.png"); |
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43 | } |
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44 | |
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45 | /** |
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46 | * destroys a Crosshair |
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47 | */ |
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48 | Crosshair::~Crosshair () |
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49 | { |
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50 | if (this->material) |
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51 | delete this->material; |
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52 | |
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53 | // delete what has to be deleted here |
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54 | |
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55 | GraphicsEngine::showMouse(true); |
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56 | GraphicsEngine::stealWMEvents(false); |
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57 | } |
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58 | |
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59 | /** |
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60 | * initializes the Crosshair |
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61 | */ |
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62 | void Crosshair::init() |
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63 | { |
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64 | this->setClassID(CL_CROSSHAIR, "Crosshair"); |
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65 | this->setName("Crosshair"); |
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66 | |
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67 | this->setLayer(E2D_TOP); |
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68 | this->rotation = 0; |
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69 | this->setRotationSpeed(5); |
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70 | this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0); |
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71 | |
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72 | this->material = new Material; |
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73 | |
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74 | EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); |
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75 | |
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76 | // center the mouse on the screen, and also hide the cursors |
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77 | SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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78 | GraphicsEngine::showMouse(false); |
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79 | GraphicsEngine::stealWMEvents(true); |
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80 | } |
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81 | |
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82 | |
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83 | void Crosshair::loadParams(const TiXmlElement* root) |
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84 | { |
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85 | static_cast<PNode*>(this)->loadParams(root); |
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86 | static_cast<EventListener*>(this)->loadParams(root); |
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87 | |
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88 | LoadParam<Crosshair>(root, "texture", this, &Crosshair::setTexture) |
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89 | .describe("the texture-file to load onto the Crosshair"); |
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90 | |
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91 | LoadParam<Crosshair>(root, "size", this, &Crosshair::setSize) |
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92 | .describe("the size of the Crosshair in Pixels"); |
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93 | |
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94 | LoadParam<Crosshair>(root, "rotation-speed", this, &Crosshair::setRotationSpeed) |
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95 | .describe("the Speed with which the Crosshair should rotate"); |
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96 | } |
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97 | |
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98 | |
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99 | /** |
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100 | * sets the size of the Crosshair. |
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101 | * @param size the size in pixels |
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102 | */ |
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103 | void Crosshair::setSize(float size) |
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104 | { |
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105 | this->size = size*.5; |
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106 | }; |
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107 | |
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108 | /** |
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109 | * sets the material to load |
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110 | * @param textureFile The texture-file to load onto the crosshair |
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111 | */ |
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112 | void Crosshair::setTexture(const char* textureFile) |
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113 | { |
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114 | this->material->setDiffuseMap(textureFile); |
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115 | } |
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116 | |
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117 | /** |
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118 | * processes the input |
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119 | * @param event the Event coming as input |
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120 | */ |
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121 | void Crosshair::process(const Event &event) |
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122 | { |
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123 | if (event.type == EV_MOUSE_MOTION) |
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124 | { |
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125 | this->position2D[0] = event.x; |
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126 | this->position2D[1] = event.y; |
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127 | } |
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128 | |
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129 | /* |
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130 | GLdouble z; |
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131 | GLdouble objX, objY, objZ; |
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132 | glReadPixels (event.x, event.y, 1, 1, GL_DEPTH_COMPONENT, GL_DOUBLE, &z); |
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133 | |
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134 | |
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135 | if (gluUnProject(event.x, |
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136 | event.y, |
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137 | 10, |
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138 | GraphicsEngine::modMat, |
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139 | GraphicsEngine::projMat, |
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140 | GraphicsEngine::viewPort, |
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141 | &objX, |
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142 | &objY, |
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143 | &objZ )) |
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144 | PRINT(0)("screen %d %d -> obj(%f/%f/%f)\n", event.x, event.y, objX, objY, objZ); |
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145 | else |
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146 | PRINT(0)("shit\n"); |
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147 | */ |
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148 | } |
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149 | |
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150 | /** |
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151 | * ticks the Crosshair |
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152 | * @param dt the time to ticks |
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153 | */ |
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154 | void Crosshair::tick(float dt) |
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155 | { |
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156 | // let the crosshair rotate |
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157 | this->rotation += dt * rotationSpeed; |
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158 | |
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159 | |
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160 | float z; |
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161 | glReadPixels ((int)position2D[0], GraphicsEngine::getInstance()->getResolutionY()-(int)position2D[1]-1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); |
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162 | //cout << z << endl; |
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163 | |
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164 | GLdouble objX, objY, objZ; |
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165 | gluUnProject(position2D[0], |
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166 | GraphicsEngine::getInstance()->getResolutionY()-position2D[1]-1, |
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167 | .99, // z |
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168 | GraphicsEngine::modMat, |
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169 | GraphicsEngine::projMat, |
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170 | GraphicsEngine::viewPort, |
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171 | &objX, |
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172 | &objY, |
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173 | &objZ ); |
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174 | |
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175 | this->setAbsCoor(objX, objY, objZ); |
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176 | |
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177 | //this->positioning(); |
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178 | } |
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179 | |
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180 | /** |
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181 | * draws the crosshair |
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182 | */ |
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183 | void Crosshair::draw() const |
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184 | { |
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185 | // glBegin(GL_TRIANGLES); |
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186 | // glColor3f(1,0,0); |
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187 | // glVertex3f(objX, objY, objZ); |
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188 | // glVertex3f(objX, objY+1, objZ); |
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189 | // glVertex3f(objX, objY, objZ+1); |
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190 | // glEnd(); |
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191 | glPushMatrix(); |
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192 | GLdouble pos[3]; |
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193 | gluProject(this->getAbsCoor().x, |
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194 | this->getAbsCoor().y, |
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195 | this->getAbsCoor().z, |
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196 | GraphicsEngine::modMat, |
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197 | GraphicsEngine::projMat, |
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198 | GraphicsEngine::viewPort, |
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199 | pos, pos+1, pos+2 ); |
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200 | |
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201 | |
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202 | glTranslatef(position2D[0], position2D[1], 0); |
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203 | glRotatef(this->rotation, 0,0,1); |
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204 | this->material->select(); |
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205 | glBegin(GL_TRIANGLE_STRIP); |
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206 | glTexCoord2f(0, 0); |
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207 | glVertex2f(-size, -size); |
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208 | glTexCoord2f(1, 0); |
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209 | glVertex2f(size, -size); |
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210 | glTexCoord2f(0, 1); |
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211 | glVertex2f(-size, size); |
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212 | glTexCoord2f(1, 1); |
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213 | glVertex2f(size, size); |
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214 | glEnd(); |
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215 | glPopMatrix(); |
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216 | |
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217 | } |
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