Changeset 4194 in orxonox.OLD for orxonox/branches/openAL/src/glmenu/glmenu_imagescreen.cc
- Timestamp:
- May 16, 2005, 1:33:19 PM (20 years ago)
- Location:
- orxonox/branches/openAL
- Files:
-
- 2 edited
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- Unmodified
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- Removed
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orxonox/branches/openAL
- Property svn:externals
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old new 1 data http://svn.orxonox.ethz.ch/data 1
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- Property svn:externals
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orxonox/branches/openAL/src/glmenu/glmenu_imagescreen.cc
r3729 r4194 20 20 21 21 #include "stdincl.h" 22 #include "graphics_engine.h" 22 23 #include "material.h" 23 24 25 CREATE_FACTORY(GLMenuImageScreen); 26 27 24 28 using namespace std; 25 26 GLMenuImageScreen* GLMenuImageScreen::singletonRef = 0;27 28 GLMenuImageScreen* GLMenuImageScreen::getInstance()29 {30 if(!singletonRef)31 singletonRef = new GLMenuImageScreen ();32 return singletonRef;33 }34 35 29 /** 36 30 \brief standard constructor 37 38 \todo this constructor is not jet implemented - do it39 31 */ 40 32 GLMenuImageScreen::GLMenuImageScreen () 41 33 { 42 this->setClassName ("GLMenuImageScreen");43 34 this->init(); 44 35 } 45 36 37 /** 38 \param root The Element to load the GLMenu from 39 */ 40 GLMenuImageScreen::GLMenuImageScreen (TiXmlElement* root) 41 { 42 this->init(); 43 this->load(root); 44 45 } 46 47 /** 48 \brief Loads a GLMenu from an inputElement 49 \param root The Element to load the GLMenu from 50 51 Tags are: 52 \li BackgroundImage STRING: the background Image 53 \li BarImage: STRING: the Image on the Bar 54 \li BackgroundPS: FLOAT FLOAT FLOAT FLOAT: posX posY scaleX scaleY 55 \li BarPS: FLOAT FLOAT FLOAT FLOAT: posX posY scaleX scaleY 56 \li ElementCount: INT: how many elements will be loaded 57 */ 58 void GLMenuImageScreen::load(TiXmlElement* root) 59 { 60 const char* string; 61 62 // Model Loading 63 string = grabParameter( root, "BackgroundImage"); 64 if( string != NULL) 65 this->setBackgroundImage(string); 66 67 string = grabParameter(root, "BackgroundPS"); 68 if (string != NULL) 69 { 70 float f1, f2, f3, f4; 71 sscanf (string, "%f %f %f %f", &f1, &f2, &f3, &f4); 72 this->setPosition(f1,f2); 73 this->setScale(f3,f4); 74 } 75 76 string = grabParameter( root, "BarImage"); 77 if (string != NULL) 78 this->setBarImage(string); 79 string = grabParameter(root, "BarPS"); 80 if (string != NULL) 81 { 82 float f1, f2, f3, f4; 83 sscanf (string, "%f %f %f %f", &f1, &f2, &f3, &f4); 84 this->setBarPosScale(f1,f2,f3,f4); 85 } 86 87 string = grabParameter( root, "ElementCount"); 88 if (string != NULL) 89 this->setMaximum(atoi(string)); 90 } 46 91 47 92 /** … … 51 96 GLMenuImageScreen::~GLMenuImageScreen() 52 97 { 53 if (this->backMat)54 delete this->backMat;98 delete this->backMat; 99 delete this->barMat; 55 100 } 56 101 … … 60 105 void GLMenuImageScreen::init () 61 106 { 62 /* 63 int w = 680; 64 int h = 480; 65 66 glViewport(0,0,w,h); 67 68 glMatrixMode(GL_PROJECTION); 69 glLoadIdentity(); 70 gluPerspective(45.0f,(GLfloat)w/(GLfloat)h, .5f ,150.0f); 71 glMatrixMode(GL_MODELVIEW); 72 73 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 74 glLoadIdentity(); 75 gluLookAt(0, 0, 6, 0, 0, 0, 0, 1, 0); 76 77 // Bind the texture stored at the zero index of g_Texture[] 78 //glBindTexture(GL_TEXTURE_2D, g_Texture[0]); 79 */ 80 81 107 this->setClassName ("GLMenuImageScreen"); 108 82 109 // Select Our VU Meter Background Texture 83 110 this->backMat = new Material("load_screen"); 84 this->ba ckMat->setDiffuseMap("pictures/load_screen.jpg");111 this->barMat = new Material("bar"); 85 112 this->maxValue = 10; 86 113 this->currentValue = 0; 87 114 this->setPosition(0,0); 115 this->setScale(1,1); 116 this->setBarPosScale( .6, .75, .3, .1); 88 117 // End of Background image code. 89 118 } 90 91 92 /**93 \brief function to innit screen with all attributes set94 \param name of the background-image file95 \param height of the ImageScreen96 \param width of the Image Screen97 \param x offset from (0, 0)98 \param y offset from (0, 0)99 100 GLMenu uses its own coordinating system: upper left corner is (0, 0). x-axis is down=height,101 right axis is right direction (=width)102 */103 void GLMenuImageScreen::init (char* backImageName, float height, float width,104 float offsetX, float offsetY)105 {}106 107 108 /**109 \brief draws the ImageScreen to the screenbuffer110 */111 void GLMenuImageScreen::draw ()112 {113 114 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);115 116 PRINTF(4)("GLMenuImagEscreen::draw() - drawing step %i/%i\n",117 this->currentValue, this->maxValue);118 119 /* screen size */120 int screenWidth = 640;121 int screenHeight = 480;122 123 /* set image size */124 int imageWidth = 640;125 int imageHeight = 480;126 127 /* start pos of image */128 int offsetX = (screenWidth - imageWidth)/2;129 int offsetY = (screenHeight - imageHeight)/2;130 131 /* loadbar pos */132 int barX = 390;133 int barY = 50;134 int barWidth = 230;135 int barHeight = 30;136 137 float val = ((float)this->currentValue/(float)this->maxValue) * barWidth;138 if( val > (float)barWidth)139 val = (float)barWidth;140 141 glMatrixMode(GL_PROJECTION);142 glPushMatrix();143 glLoadIdentity();144 /* set up an ortho screen */145 glOrtho(0, screenWidth, 0, screenHeight, -1, 1);146 glMatrixMode(GL_MODELVIEW);147 glLoadIdentity();148 glPushMatrix();149 150 glEnable(GL_BLEND);151 glPushAttrib(GL_LIGHTING_BIT | GL_TRANSFORM_BIT);152 glDisable(GL_LIGHTING);153 154 /* draw the progress bar */155 glBegin(GL_QUADS);156 glColor3f(0.96, 0.84, 0.34);157 glVertex2i(barX, barY);158 glVertex2i(barX + (int)val, barY);159 glVertex2i(barX + (int)val, barY + barHeight);160 glVertex2i(barX, barY + barHeight);161 glColor3f(1.0, 1.0, 1.0);162 glEnd();163 164 glBegin(GL_QUADS);165 glColor3f(0.0, 0.0, 0.0);166 glVertex2i(barX, barY);167 glVertex2i(barX + barWidth, barY);168 glVertex2i(barX + barWidth, barY + barHeight);169 glVertex2i(barX, barY + barHeight);170 glColor3f(1.0, 1.0, 1.0);171 glEnd();172 173 /* draw black border */174 glBegin(GL_QUADS);175 glColor3f(0.0, 0.0, 0.0);176 glVertex2i(barX-1, barY-1);177 glVertex2i(barX + barWidth +1, barY-1);178 glVertex2i(barX + barWidth+1, barY + barHeight+1);179 glVertex2i(barX - 1, barY + barHeight +1);180 glColor3f(1.0, 1.0, 1.0);181 glEnd();182 183 /* draw white border */184 glBegin(GL_QUADS);185 glColor3f(1.0, 1.0, 1.0);186 glVertex2i(barX-2, barY-2);187 glVertex2i(barX + barWidth +2, barY-2);188 glVertex2i(barX + barWidth+2, barY + barHeight+2);189 glVertex2i(barX - 2, barY + barHeight +2);190 glColor3f(1.0, 1.0, 1.0);191 glEnd();192 193 backMat->select();194 glBegin(GL_QUADS);195 glTexCoord2i(0, 0); glVertex2i(offsetX, offsetY);196 glTexCoord2i(1, 0); glVertex2i(offsetX + imageWidth, offsetY);197 glTexCoord2i(1, 1); glVertex2i(offsetX + imageWidth, offsetY + imageHeight);198 glTexCoord2i(0, 1); glVertex2i(offsetX, offsetY + imageHeight);199 glEnd();200 glDisable(GL_TEXTURE_2D);201 202 glDisable(GL_BLEND);203 glPopMatrix();204 glMatrixMode(GL_PROJECTION);205 glPopMatrix();206 glPopAttrib();207 208 SDL_GL_SwapBuffers();209 }210 211 119 212 120 /** … … 214 122 \param file name of the backgroun-image 215 123 */ 216 void GLMenuImageScreen::setBackImageName (char* backImageName) 217 {} 124 void GLMenuImageScreen::setBackgroundImage (const char* backImageName) 125 { 126 this->backMat->setDiffuseMap(backImageName); 127 } 218 128 219 129 220 130 /** 221 131 \brief sets position of the ImageScreen 222 \param x offset from (0, 0)223 \param y offset from (0, 0)132 \param x offset from the top left corner in percent(0-1) of the screensize 133 \param y offset from the top left corner in percent(0-1) of the screensize 224 134 */ 225 135 void GLMenuImageScreen::setPosition(float offsetX, float offsetY) 226 {} 136 { 137 this->offsetX = offsetX; 138 this->offsetY = offsetY; 139 } 227 140 228 141 229 142 /* 230 143 \brief sets size of the ImageScreen 231 \param height of the ImageScreen 232 \param width of the Image Screen 233 */ 234 void GLMenuImageScreen::setSize(float height, float width) 235 {} 144 \param scaleX the scaleing of the image into the x-direction (in percent (0-1)) 145 \param scaleY the scaleing of the image into the y-direction (in percent (0-1)) 146 */ 147 void GLMenuImageScreen::setScale(float scaleX, float scaleY) 148 { 149 this->scaleX = scaleX; 150 this->scaleY = scaleY; 151 } 152 153 /** 154 \param barImage An image for the Bar 155 */ 156 void GLMenuImageScreen::setBarImage(const char* barImage) 157 { 158 this->barMat->setDiffuseMap(barImage); 159 } 160 161 /** 162 \brief sets the Position and the Size of the bar 163 \param barX The Position in the x-direction in percent of the screen (0-1) 164 \param barY The Position in the y-direction in percent of the screen (0-1) 165 \param barW The Size in the x-direction in percent of the screen (0-1) 166 \param barH The Size in the y-direction in percent of the screen (0-1) 167 */ 168 void GLMenuImageScreen::setBarPosScale(float barX, float barY, float barW, float barH) 169 { 170 this->barX = barX; 171 this->barY = barY; 172 this->barW = barW; 173 this->barH = barH; 174 } 236 175 237 176 … … 285 224 this->draw(); 286 225 } 226 227 228 229 /** 230 \brief draws the ImageScreen to the screenbuffer 231 */ 232 void GLMenuImageScreen::draw () 233 { 234 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 235 236 PRINTF(4)("GLMenuImagEscreen::draw() - drawing step %i/%i\n", 237 this->currentValue, this->maxValue); 238 239 /* screen size */ 240 int screenWidth = GraphicsEngine::getInstance()->getResolutionX(); 241 int screenHeight = GraphicsEngine::getInstance()->getResolutionY(); 242 243 int imageWidth = (int)(screenWidth * this->scaleX); 244 int imageHeight = (int)(screenHeight * this->scaleY); 245 246 int offsetX = (int)(this->offsetX * screenWidth); 247 int offsetY = (int)(this->offsetY * screenHeight); 248 249 /* loadbar pos */ 250 int barX = (int)(this->barX *screenWidth); 251 int barY = (int)(this->barY *screenHeight); 252 int barW = (int)(this->barW *screenWidth); 253 int barH = (int)(this->barH *screenHeight); 254 255 float val = (float)this->currentValue/(float)this->maxValue; 256 257 if( val > barW) 258 val = barW; 259 260 GraphicsEngine::enter2DMode(); 261 262 /* draw the BackGround */ 263 backMat->select(); 264 glBegin(GL_TRIANGLE_STRIP); 265 glTexCoord2i(0, 0); glVertex2i(offsetX, offsetY + imageHeight); 266 glTexCoord2i(1, 0); glVertex2i(offsetX +imageWidth, offsetY + imageHeight); 267 glTexCoord2i(0, 1); glVertex2i(offsetX, offsetY); 268 glTexCoord2i(1, 1); glVertex2i(offsetX + imageWidth, offsetY); 269 glEnd(); 270 271 glDisable(GL_TEXTURE_2D); 272 /* draw white border */ 273 glBegin(GL_LINE_LOOP); 274 glColor3f(1.0, 1.0, 1.0); 275 glVertex2i(barX - 2, barY - 2); 276 glVertex2i(barX + barW + 2, barY - 2); 277 glVertex2i(barX + barW + 2, barY + barH + 2); 278 glVertex2i(barX - 2, barY + barH + 2); 279 glColor3f(1.0, 1.0, 1.0); 280 glEnd(); 281 282 /* draw the progress bar */ 283 barMat->select(); 284 glBegin(GL_TRIANGLE_STRIP); 285 glTexCoord2f(0, 0); glVertex2i(barX, barY + barH); 286 glTexCoord2f(val, 0); glVertex2i(barX + (int)(val * this->barW * (float)screenWidth), barY + barH); 287 glTexCoord2f(0, 1); glVertex2i(barX, barY); 288 glTexCoord2f(val, 1); glVertex2i(barX + (int)(val * this->barW * (float)screenWidth), barY); 289 glEnd(); 290 291 /* 292 glBegin(GL_QUADS); 293 glColor3f(0.0, 0.0, 0.0); 294 glVertex2i(barX, barY); 295 glVertex2i(barX + barWidth, barY); 296 glVertex2i(barX + barWidth, barY + barHeight); 297 glVertex2i(barX, barY + barHeight); 298 glColor3f(1.0, 1.0, 1.0); 299 glEnd(); 300 301 /* draw black border 302 glBegin(GL_QUADS); 303 glColor3f(0.0, 0.0, 0.0); 304 glVertex2i(barX-1, barY-1); 305 glVertex2i(barX + barWidth +1, barY-1); 306 glVertex2i(barX + barWidth+1, barY + barHeight+1); 307 glVertex2i(barX - 1, barY + barHeight +1); 308 glColor3f(1.0, 1.0, 1.0); 309 glEnd(); 310 311 */ 312 313 GraphicsEngine::leave2DMode(); 314 315 SDL_GL_SwapBuffers(); 316 } 317 318
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