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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/crosshair.cc @ 10765

Last change on this file since 10765 was 10759, checked in by bknecht, 17 years ago

hud updated

File size: 4.2 KB
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[4744]1/*
[1853]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
[1855]10
11   ### File Specific:
[4779]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[5357]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
[1853]17
[4779]18#include "crosshair.h"
[4781]19
[7193]20#include "util/loading/load_param.h"
[4781]21#include "graphics_engine.h"
22#include "glincl.h"
23#include "state.h"
[4832]24#include "material.h"
[4781]25
[10759]26#include "tools/camera.h"
[1853]27
[1856]28
[10759]29
[9869]30ObjectListDefinition(Crosshair);
[3245]31/**
[4832]32 * standart constructor
33 */
34Crosshair::Crosshair (const TiXmlElement* root)
35{
[10753]36
[4832]37  this->init();
38
39  if (root)
40    this->loadParams(root);
41  else
[10317]42    this->setTexture("textures/aim.png");
[4832]43}
44
45/**
46 * destroys a Crosshair
[3245]47*/
[4832]48Crosshair::~Crosshair ()
[3365]49{
[4832]50  if (this->material)
51  delete this->material;
52}
53
54/**
55 * initializes the Crosshair
56 */
57void Crosshair::init()
58{
[9869]59  this->registerObject(this, Crosshair::_objectList);
[4779]60  this->setName("Crosshair");
[4320]61
[5398]62  this->setLayer(E2D_LAYER_TOP);
[4834]63  this->setRotationSpeed(5);
[4832]64  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
[4830]65
[6162]66  this->setBindNode(this);
[4832]67  this->material = new Material;
[4830]68
[10721]69//   this->subscribeEvent(ES_GAME, EV_MOUSE_MOTION);
[4780]70
[4831]71  // center the mouse on the screen, and also hide the cursors
[10721]72/*  SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);*/
73//   GraphicsEngine::showMouse(false);
74//   SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
[3365]75}
[1853]76
77
[4832]78void Crosshair::loadParams(const TiXmlElement* root)
[3543]79{
[6512]80  PNode::loadParams(root);
81  EventListener::loadParams(root);
[4830]82
[7221]83  LoadParam(root, "texture", this->material, Material, setDiffuseMap)
[4832]84      .describe("the texture-file to load onto the Crosshair");
[4831]85
[5671]86  LoadParam(root, "size", this, Crosshair, setSize)
[4832]87      .describe("the size of the Crosshair in Pixels");
88
[5671]89  LoadParam(root, "rotation-speed", this, Crosshair, setRotationSpeed)
[4832]90      .describe("the Speed with which the Crosshair should rotate");
[3543]91}
[4779]92
[4832]93
94/**
95 * sets the size of the Crosshair.
96 * @param size the size in pixels
97 */
98void Crosshair::setSize(float size)
99{
[5378]100  this->setSize2D(size/2, size/2);
101}
[4832]102
103/**
104 * sets the material to load
105 * @param textureFile The texture-file to load onto the crosshair
106 */
[7221]107void Crosshair::setTexture(const std::string& textureFile)
[4832]108{
109  this->material->setDiffuseMap(textureFile);
110}
111
112/**
113 * processes the input
114 * @param event the Event coming as input
115 */
[4779]116void Crosshair::process(const Event &event)
117{
[4781]118  if  (event.type == EV_MOUSE_MOTION)
119  {
[10714]120    printf("Processing Crosshair Mouse Event\n");
121    this->setAbsCoor2D(event.x, event.y);
[4781]122  }
[4779]123}
[4781]124
[4832]125/**
126 * ticks the Crosshair
127 * @param dt the time to ticks
128 */
129void Crosshair::tick(float dt)
130{
[4834]131  // let the crosshair rotate
[5378]132  this->shiftDir2D(dt * rotationSpeed);
[4781]133
[6807]134/*
[5219]135  float z = 0.0f;
[5378]136  glReadPixels ((int)this->getAbsCoor2D().x,
137                 GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
138                 1,
139                 1,
140                 GL_DEPTH_COMPONENT,
141                 GL_FLOAT,
142                 &z);
[4832]143
[5378]144
[5212]145  GLdouble objX=.0, objY=.0, objZ=.0;
[5378]146  gluUnProject(this->getAbsCoor2D().x,
147               GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
[4955]148               .99,  // z
[4826]149               GraphicsEngine::modMat,
150               GraphicsEngine::projMat,
151               GraphicsEngine::viewPort,
152               &objX,
153               &objY,
[6807]154               &objZ );*/
[4826]155
[5978]156  //this->setAbsCoor(objX, objY, objZ);
[4834]157}
158
159/**
160 * draws the crosshair
161 */
[4849]162void Crosshair::draw() const
[4834]163{
[4955]164  glPushMatrix();
[6162]165  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
[4830]166
[5378]167  glRotatef(this->getAbsDir2D(), 0,0,1);
[4832]168  this->material->select();
169  glBegin(GL_TRIANGLE_STRIP);
170  glTexCoord2f(0, 0);
[5378]171  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
[4832]172  glTexCoord2f(1, 0);
[5378]173  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
[4832]174  glTexCoord2f(0, 1);
[5378]175  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
[4832]176  glTexCoord2f(1, 1);
[5378]177  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
[4832]178  glEnd();
[4955]179  glPopMatrix();
[4781]180}
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