Changeset 10230 in orxonox.OLD for branches/playability/src/util
- Timestamp:
- Jan 10, 2007, 7:16:00 PM (18 years ago)
- Location:
- branches/playability/src/util
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/playability/src/util/hud.cc
r10194 r10230 24 24 #include "glgui_widget.h" 25 25 #include "glgui_box.h" 26 #include "glgui_bar.h" 26 27 #include "elements/glgui_energywidgetvertical.h" 27 28 … … 51 52 this->shieldWidget = NULL; 52 53 this->armorWidget = NULL; 54 //this->leftRect = NULL; 55 //this->rightRect = NULL; 53 56 this->resX = 1; 54 57 this->resY = 1; 58 59 this->travelZoneWidth = 0.7; 55 60 56 61 this->inputLine = new OrxGui::GLGuiInputLine(); … … 115 120 //dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (this->energyWidget)->setDisplayedName("Electronics"); 116 121 //this->shipValuesBox->pack(this->energyWidget); 122 //dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (this->energyWidget)->setStandardSettings(); 117 123 this->energyWidget->show(); 118 124 /* this->energyWidget->frontMaterial().setDiffuseMap("hud_energy_bar.png"); … … 141 147 //this->shieldWidget->shiftDir2D(270); 142 148 //this->shipValuesBox->pack(this->shieldWidget); 149 //dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (this->shieldWidget)->setStandardSettings(); 143 150 this->shieldWidget->show(); 144 151 /* this->shieldWidget->frontMaterial().setDiffuseMap("hud_energy_bar.png"); … … 169 176 //this->armorWidget->shiftDir2D(270); 170 177 //this->shipValuesBox->pack(this->armorWidget); 178 //dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (this->armorWidget)->setStandardSettings(); 171 179 this->armorWidget->show(); 172 180 /* this->armorWidget->frontMaterial().setDiffuseMap("hud_energy_bar.png"); … … 187 195 { 188 196 weapon->getEnergyWidget()->hide(); 189 this->weaponsWidgets .remove(weapon->getEnergyWidget());197 this->weaponsWidgetsPrim.remove(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget())); 190 198 } 191 199 } … … 200 208 { 201 209 weapon->getEnergyWidget()->hide(); 202 this->weaponsWidgets .remove(weapon->getEnergyWidget());210 this->weaponsWidgetsSec.remove(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget())); 203 211 } 204 212 } … … 215 223 { 216 224 // hide all the Widgets 217 std::list<OrxGui::GLGui Widget*>::iterator weaponWidget;218 for (weaponWidget = this->weaponsWidgets .begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++)225 std::list<OrxGui::GLGuiEnergyWidgetVertical*>::iterator weaponWidget; 226 for (weaponWidget = this->weaponsWidgetsPrim.begin(); weaponWidget != this->weaponsWidgetsPrim.end(); weaponWidget++) 219 227 { 220 228 (*weaponWidget)->hide(); 221 229 } 222 this->weaponsWidgets.clear(); 230 this->weaponsWidgetsPrim.clear(); 231 232 for (weaponWidget = this->weaponsWidgetsSec.begin(); weaponWidget != this->weaponsWidgetsSec.end(); weaponWidget++) 233 { 234 (*weaponWidget)->hide(); 235 } 236 this->weaponsWidgetsSec.clear(); 223 237 224 238 // add all that we need again. … … 234 248 weapon->getEnergyWidget()->setFrontColor(Color( .2,.5,.7,.6)); 235 249 //weapon->getEnergyWidget()->frontMaterial().setTransparency(.6); 236 this->weaponsWidgets .push_back(weapon->getEnergyWidget());250 this->weaponsWidgetsPrim.push_back(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget())); 237 251 } 238 252 } … … 249 263 weapon->getEnergyWidget()->setFrontColor(Color( .2,.5,.7,.6)); 250 264 //weapon->getEnergyWidget()->frontMaterial().setTransparency(.6); 251 this->weaponsWidgets .push_back(weapon->getEnergyWidget());265 this->weaponsWidgetsSec.push_back(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget())); 252 266 } 253 267 } … … 280 294 this->_radar->addEntityList(&State::getObjectManager()->getEntityList(OM_GROUP_00), Color(1, 0, 0)); 281 295 this->_radar->addEntityList(&State::getObjectManager()->getEntityList(OM_GROUP_01), Color(0, 0, 1)); 282 this->_radar->setAbsCoor2D(0 .8 * this->resX, 0.01 * this->resY);283 this->_radar->setWidgetSize(0. 2* this->resX, 0.2 * this->resY);296 this->_radar->setAbsCoor2D(0, 0.01 * this->resY); 297 this->_radar->setWidgetSize(0.18 * this->resX, 0.2 * this->resY); 284 298 this->_radar->setRange(300); 285 299 this->_radar->show(); 286 300 287 301 if (this->armorWidget != NULL) 288 this->armorWidget->setRelCoor2D( 0.1*this->resX,this->armorWidget->getSizeX2D());302 this->armorWidget->setRelCoor2D(100,0.2*this->resY + this->armorWidget->getSizeX2D()); 289 303 if (this->shieldWidget != NULL) 290 this->shieldWidget->setRelCoor2D( 0.1*this->resX + this->armorWidget->getSizeY2D(),this->armorWidget->getSizeX2D());304 this->shieldWidget->setRelCoor2D(60,0.2*this->resY + this->armorWidget->getSizeX2D()); 291 305 if (this->energyWidget != NULL) 292 this->energyWidget->setRelCoor2D( 0.1*this->resX + this->armorWidget->getSizeY2D() + this->shieldWidget->getSizeY2D(),this->armorWidget->getSizeX2D());306 this->energyWidget->setRelCoor2D(20,0.2*this->resY + this->armorWidget->getSizeX2D()); 293 307 //this->shieldWidget->setRelCoor2D(0.1*this->resX + this->armorWidget->getSizeX2D(),0); 294 308 //this->energyWidget->setRelCoor2D(0.1*this->resX + this->armorWidget->getSizeX2D() + this->shieldWidget->getSizeX2D(),0); … … 305 319 */ 306 320 307 std::list<OrxGui::GLGuiWidget*>::iterator weaponWidget; 308 Vector2D pos(0.3, .9); 309 for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++, pos.x+=.1) 310 { 311 if (pos.x > .8) 312 { 313 pos.x = 0.3; 314 pos.y -= .1; 315 316 } 317 (*weaponWidget)->setAbsCoor2D(pos.x*this->resX, pos.y*this->resY); 318 (*weaponWidget)->setWidgetSize(.02*this->resX, .1 *this->resY); 321 std::list<OrxGui::GLGuiEnergyWidgetVertical*>::iterator weaponWidget; 322 Vector2D pos(this->resX, 0.5*this->resY); 323 for (weaponWidget = this->weaponsWidgetsPrim.begin(); weaponWidget != this->weaponsWidgetsPrim.end(); weaponWidget++) 324 { 325 if (pos.x < 0.9*resX) 326 { 327 pos.x = this->resX; 328 pos.y += 150; 329 } 330 pos.x -= 40; 331 (*weaponWidget)->setAbsCoor2D(pos.x, pos.y); 319 332 (*weaponWidget)->show(); 320 333 //printf("update thing %s::%s\n", (*weaponWidget)->getClassCName(), (*weaponWidget)->getName()); 321 334 } 335 336 pos.y += 150; 337 pos.x = this->resX; 338 for (weaponWidget = this->weaponsWidgetsSec.begin(); weaponWidget != this->weaponsWidgetsSec.end(); weaponWidget++) 339 { 340 if (pos.x < 0.9*resX) 341 { 342 pos.x = this->resX; 343 pos.y += 150; 344 } 345 pos.x -= 40; 346 (*weaponWidget)->setAbsCoor2D(pos.x, pos.y); 347 (*weaponWidget)->show(); 348 //printf("update thing %s::%s\n", (*weaponWidget)->getClassCName(), (*weaponWidget)->getName()); 349 } 350 351 //if (this->rightRect == NULL) 352 322 353 } 323 354 -
branches/playability/src/util/hud.h
r10194 r10230 10 10 #include "event_listener.h" 11 11 #include "glgui_box.h" 12 #include "elements/glgui_energywidgetvertical.h" 12 13 13 14 … … 53 54 void updateWeaponManager(); 54 55 56 inline void setTravelZoneWidth(float width) 57 { 58 if (width > 1) width = 1; 59 else if (width < 0) width = 0; 60 61 this->travelZoneWidth = width; 62 }; 63 55 64 void draw() const; 56 65 virtual void process(const Event &event); … … 65 74 unsigned int resY; 66 75 76 float travelZoneWidth; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1; 77 67 78 OrxGui::GLGuiWidget* energyWidget; 68 79 OrxGui::GLGuiWidget* shieldWidget; 69 80 OrxGui::GLGuiWidget* armorWidget; 70 //OrxGui::GLGuiBox* shipValuesBox;71 81 72 82 OrxGui::GLGuiNotifier* notifier; … … 74 84 OrxGui::GLGuiRadar* _radar; 75 85 86 OrxGui::GLGuiWidget* rightRect, leftRect; 87 76 88 WeaponManager* weaponManager; 77 89 WeaponManager* weaponManagerSecondary; 78 90 79 std::list<OrxGui::GLGuiWidget*> weaponsWidgets; //!< WeaponWidgets will be displayed one after another 91 std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsPrim; //!< WeaponWidgets will be displayed one after another 92 std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsSec; 80 93 }; 81 94
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