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source: code/branches/cpp11_v3/src/modules/overlays/hud/HUDWeaponSystem.cc @ 11059

Last change on this file since 11059 was 11059, checked in by landauf, 8 years ago

return const-ref to collections instead of pointer

  • Property svn:eol-style set to native
File size: 5.3 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "HUDWeaponSystem.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33#include "weaponsystem/WeaponSystem.h"
34#include "weaponsystem/WeaponPack.h"
35#include "weaponsystem/Weapon.h"
36#include "util/Convert.h"
37#include "core/class/Super.h"
38
39namespace orxonox
40{
41    RegisterClass(HUDWeaponSystem);
42
43    HUDWeaponSystem::HUDWeaponSystem(Context* context) : OrxonoxOverlay(context)
44    {
45        RegisterObject(HUDWeaponSystem);
46
47        weaponModeHUDSize_ = Vector2(0.0f,0.0f);
48        weaponModeHUDActualSize_ = Vector2(0.0f,0.0f);       
49
50        weapons_.clear();
51        hudWeapons_.clear();
52    }
53
54    HUDWeaponSystem::~HUDWeaponSystem()
55    {
56        if (this->isInitialized())
57        {
58            destroyHUDChilds();
59        }
60    }
61
62    void HUDWeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
63    {
64        SUPER(HUDWeaponSystem, XMLPort, xmlelement, mode);
65
66        XMLPortParam(HUDWeaponSystem, "weaponModeHUDSize", setWeaponModeHUDSize, getWeaponModeHUDSize, xmlelement, mode);
67    }
68
69    void HUDWeaponSystem::positionChanged()
70    {
71        OrxonoxOverlay::positionChanged();
72
73        positionHUDChilds();
74    }
75
76    void HUDWeaponSystem::sizeChanged()
77    {
78        OrxonoxOverlay::sizeChanged();
79
80        weaponModeHUDActualSize_ = this->getActualSize();
81
82        positionHUDChilds();
83    }
84
85    void HUDWeaponSystem::changedOwner()
86    {
87        SUPER(HUDWeaponSystem, changedOwner);
88
89        this->owner_ = orxonox_cast<Pawn*>(this->getOwner());
90
91        updateWeaponList();
92    }
93
94    void HUDWeaponSystem::changedOverlayGroup()
95    {
96        SUPER(HUDWeaponSystem, changedOverlayGroup);
97    }   
98
99    void HUDWeaponSystem::changedVisibility()
100    {
101        SUPER(HUDWeaponSystem, changedVisibility);
102
103        bool visible = this->isVisible();
104
105        for (std::vector<WeakPtr<HUDWeapon> >::iterator it = hudWeapons_.begin(); it != hudWeapons_.end(); ++it)
106        {
107            (*it)->changedVisibility(); //inform all Child Overlays that our visibility has changed
108            (*it)->setVisible(visible);
109        }
110    }
111
112    void HUDWeaponSystem::changedName()
113    {
114        SUPER(HUDWeaponSystem, changedName);
115    } 
116
117    void HUDWeaponSystem::updateWeaponList()
118    {
119        if (owner_ == nullptr)
120        {
121            return;
122        }
123
124        weapons_.clear();
125
126        destroyHUDChilds();
127
128        if (owner_->getWeaponSystem())
129        {
130            const std::vector<WeaponPack*>& weaponPacks = owner_->getWeaponSystem()->getAllWeaponPacks();
131
132            for (std::vector<WeaponPack*>::const_iterator itPacks = weaponPacks.begin(); itPacks != weaponPacks.end(); ++itPacks)
133            {
134                const std::vector<Weapon*>& weapons = (*itPacks)->getAllWeapons();
135
136                for (std::vector<Weapon*>::const_iterator itWeapons = weapons.begin(); itWeapons != weapons.end(); ++itWeapons)
137                {
138                    this->weapons_.push_back(*itWeapons);
139                }
140            }
141
142            createHUDChilds();
143            positionHUDChilds();
144        }
145    }
146
147    void HUDWeaponSystem::createHUDChilds()
148    {
149        int positionIndex = 0;
150
151        for (std::vector<WeakPtr<Weapon> >::iterator it = weapons_.begin(); it != weapons_.end(); ++it)
152        {
153            HUDWeapon* hudWeapon = new HUDWeapon(this->getContext());
154            hudWeapon->setOwner(owner_);
155            hudWeapon->setOverlayGroup(this->getOverlayGroup());
156            hudWeapon->setVisible(this->isVisible());
157            hudWeapon->setWeapon(*it);
158            hudWeapon->setAspectCorrection(false);
159            hudWeapon->setPickPoint(Vector2(0.0f,0.0f));
160
161            hudWeapons_.push_back(hudWeapon);
162
163            ++ positionIndex;
164        }
165    }     
166
167    void HUDWeaponSystem::positionHUDChilds()
168    {
169        int positionIndex = 0;
170        Vector2 offset = this->getPosition();
171
172        for (std::vector<WeakPtr<HUDWeapon> >::iterator it = hudWeapons_.begin(); it != hudWeapons_.end(); ++it)
173        {
174            (*it)->setPositionOffset(offset);
175            (*it)->setWeaponIndex(positionIndex);
176            (*it)->setWeaponModeHUDActualSize(this->weaponModeHUDActualSize_);
177
178            ++ positionIndex;
179        }
180    } 
181
182    void HUDWeaponSystem::destroyHUDChilds()
183    {
184        for (std::vector<WeakPtr<HUDWeapon> >::iterator it = hudWeapons_.begin(); it != hudWeapons_.end(); ++it)
185        {
186            (*it)->destroy();
187        } 
188
189        hudWeapons_.clear();     
190    }
191}
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