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source: orxonox.OLD/trunk/src/glmenu/glmenu_imagescreen.cc @ 5308

Last change on this file since 5308 was 5308, checked in by bensch, 19 years ago

orxonox/trunk: Fixed a reversive BUG in the ResourceManager:
Since resources, that depend on each other are loaded left tgo right they must be unlinked right to left… this cost me 3 hours.
What a luck i found this :)

File size: 7.8 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD
19
20#include "glmenu_imagescreen.h"
21
22#include "graphics_engine.h"
23#include "material.h"
24#include "factory.h"
25#include "load_param.h"
26
27CREATE_FACTORY(GLMenuImageScreen);
28
29using namespace std;
30/**
31 * @param root The Element to load the GLMenu from
32 */
33GLMenuImageScreen::GLMenuImageScreen(const TiXmlElement* root)
34{
35  this->setClassID(CL_GLMENU_IMAGE_SCREEN, "GLMenuImageScreen");
36  this->setName("GLMenuLoadScreen");
37  // Select Our VU Meter Background Texture
38  this->backMat = new Material("load_screen");
39  this->barMat = new Material("bar");
40  this->maxValue = 10;
41  this->currentValue = 0;
42  this->setPosition(0,0);
43  this->setScale(1,1);
44  this->setBarPosScale( .6, .75, .3, .1);
45  // End of Background image code.
46
47  if (root != NULL)
48    this->loadParams(root);
49}
50
51/**
52 *  Loads a GLMenu from an inputElement
53 * @param root The Element to load the GLMenu from
54*/
55void GLMenuImageScreen::loadParams(const TiXmlElement* root)
56{
57  LoadParam<GLMenuImageScreen>(root, "BackgroundImage", this, &GLMenuImageScreen::setBackgroundImage)
58    .describe("sets the image to load onto the loadscreen");
59
60  LoadParam<GLMenuImageScreen>(root, "BackgroundPS", this, &GLMenuImageScreen::setPosScale)
61    .describe("The Position and Scale of the Background Image in %(0-1.0). PosX, PosY, SizeX, SizeY");
62
63  LoadParam<GLMenuImageScreen>(root, "BarImage", this, &GLMenuImageScreen::setBarImage)
64    .describe("sets the image of the LoadingBar");
65
66  LoadParam<GLMenuImageScreen>(root, "BarPS", this, &GLMenuImageScreen::setBarPosScale)
67    .describe("The Position and Scale of the Loading Bar in %(0-1.0). PosX, PosY, SizeX, SizeY");
68
69  LoadParam<GLMenuImageScreen>(root, "ElementCount", this, &GLMenuImageScreen::setMaximum)
70    .describe("The Count of elements to load into the bar (this is only a maximum value)");
71}
72
73/**
74 *  standard deconstructor
75   @todo this deconstructor is not jet implemented - do it
76*/
77GLMenuImageScreen::~GLMenuImageScreen()
78{
79  delete this->backMat;
80  delete this->barMat;
81}
82
83/**
84  *  sets the background image name
85  * @param backImageName name of the backgroun-image
86 */
87void GLMenuImageScreen::setBackgroundImage (const char* backImageName)
88{
89  this->backMat->setDiffuseMap(backImageName);
90}
91
92/**
93 *  sets position of the ImageScreen
94 * @param offsetX offset from the top left corner in percent(0-1) of the screensize
95 * @param offsetY offset from the top left corner in percent(0-1) of the screensize
96*/
97void GLMenuImageScreen::setPosition(float offsetX, float offsetY)
98{
99  this->offsetX = offsetX;
100  this->offsetY = offsetY;
101}
102
103/**
104  \brief sets size of the ImageScreen
105 * @param scaleX the scaleing of the image into the x-direction (in percent (0-1))
106 * @param scaleY the scaleing of the image into the y-direction (in percent (0-1))
107*/
108void GLMenuImageScreen::setScale(float scaleX, float scaleY)
109{
110  this->scaleX = scaleX;
111  this->scaleY = scaleY;
112}
113
114/**
115  \brief sets position and size of the ImageScreen
116* @param offsetX offset from the top left corner in percent(0-1) of the screensize
117* @param offsetY offset from the top left corner in percent(0-1) of the screensize
118* @param scaleX the scaleing of the image into the x-direction (in percent (0-1))
119* @param scaleY the scaleing of the image into the y-direction (in percent (0-1))
120*/
121void GLMenuImageScreen::setPosScale(float offsetX, float offsetY, float scaleX, float scaleY)
122{
123  this->setPosition(offsetX, offsetY);
124  this->setScale(scaleX, scaleY);
125}
126
127/**
128 * @param barImage An image for the Bar
129*/
130void GLMenuImageScreen::setBarImage(const char* barImage)
131{
132  this->barMat->setDiffuseMap(barImage);
133}
134
135/**
136 *  sets the Position and the Size of the bar
137 * @param barX The Position in the x-direction in percent of the screen (0-1)
138 * @param barY The Position in the y-direction in percent of the screen (0-1)
139 * @param barW The Size in the x-direction in percent of the screen (0-1)
140 * @param barH The Size in the y-direction in percent of the screen (0-1)
141*/
142void GLMenuImageScreen::setBarPosScale(float barX, float barY, float barW, float barH)
143{
144  this->barX = barX;
145  this->barY = barY;
146  this->barW = barW;
147  this->barH = barH;
148}
149
150
151/**
152 *  set the maximum of countable steps
153 * @param maxValue of steps
154*/
155void GLMenuImageScreen::setMaximum(int maxValue)
156{
157  this->maxValue = maxValue;
158}
159
160/**
161 *  set current value
162 * @param currentValue value to set
163*/
164void GLMenuImageScreen::setValue(int currentValue)
165{
166  this->currentValue = currentValue;
167  this->draw();
168}
169
170
171/**
172 *  get the current value
173 */
174int GLMenuImageScreen::getValue()
175{
176  return this->currentValue;
177}
178
179
180/**
181  *  call this to trigger a progress event
182
183    this has to redraw the progress bar and the whole image
184 */
185void GLMenuImageScreen::step ()
186{
187  if (this->currentValue < this->maxValue)
188  {
189    this->currentValue++;
190    this->draw();
191  }
192  else
193    PRINTF(2)("ImageScreen-loadbar exceeds maximum value %d\n", this->maxValue);
194}
195
196
197
198/**
199 *  draws the ImageScreen to the screenbuffer
200*/
201void GLMenuImageScreen::draw ()
202{
203  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
204
205  PRINTF(4)("GLMenuImagEscreen::draw() - drawing step %i/%i\n",
206            this->currentValue, this->maxValue);
207
208  /* screen size */
209  int screenWidth = GraphicsEngine::getInstance()->getResolutionX();
210  int screenHeight = GraphicsEngine::getInstance()->getResolutionY();
211
212  int imageWidth = (int)(screenWidth * this->scaleX);
213  int imageHeight = (int)(screenHeight * this->scaleY);
214
215  int offsetX = (int)(this->offsetX * screenWidth);
216  int offsetY = (int)(this->offsetY * screenHeight);
217
218  /* loadbar pos */
219  int barX = (int)(this->barX *screenWidth);
220  int barY = (int)(this->barY *screenHeight);
221  int barW = (int)(this->barW *screenWidth);
222  int barH = (int)(this->barH *screenHeight);
223
224  float val = (float)this->currentValue/(float)this->maxValue;
225
226  if( val > barW)
227    val = barW;
228
229  GraphicsEngine::enter2DMode();
230
231  /* draw the BackGround */
232  backMat->select();
233  glBegin(GL_TRIANGLE_STRIP);
234  glTexCoord2i(0, 1); glVertex2i(offsetX, offsetY + imageHeight);
235  glTexCoord2i(1, 1); glVertex2i(offsetX +imageWidth, offsetY + imageHeight);
236  glTexCoord2i(0, 0); glVertex2i(offsetX, offsetY);
237  glTexCoord2i(1, 0); glVertex2i(offsetX + imageWidth, offsetY);
238  glEnd();
239
240  glDisable(GL_TEXTURE_2D);
241  /* draw white border */
242  glBegin(GL_LINE_LOOP);
243  glColor3f(1.0, 1.0, 1.0);
244  glVertex2i(barX - 2, barY - 2);
245  glVertex2i(barX + barW + 2, barY - 2);
246  glVertex2i(barX + barW + 2, barY + barH + 2);
247  glVertex2i(barX - 2, barY + barH + 2);
248  glColor3f(1.0, 1.0, 1.0);
249  glEnd();
250
251  /* draw the progress bar */
252  barMat->select();
253  glBegin(GL_TRIANGLE_STRIP);
254  glTexCoord2f(0,   1); glVertex2i(barX, barY + barH);
255  glTexCoord2f(val, 1); glVertex2i(barX + (int)(val * this->barW * (float)screenWidth), barY + barH);
256  glTexCoord2f(0,   0); glVertex2i(barX, barY);
257  glTexCoord2f(val, 0); glVertex2i(barX + (int)(val * this->barW * (float)screenWidth), barY);
258  glEnd();
259
260  /*
261    glBegin(GL_QUADS);
262    glColor3f(0.0, 0.0, 0.0);
263    glVertex2i(barX, barY);
264    glVertex2i(barX + barWidth, barY);
265    glVertex2i(barX + barWidth, barY + barHeight);
266    glVertex2i(barX, barY + barHeight);
267    glColor3f(1.0, 1.0, 1.0);
268    glEnd();
269
270    /* draw black border
271    glBegin(GL_QUADS);
272    glColor3f(0.0, 0.0, 0.0);
273    glVertex2i(barX-1, barY-1);
274    glVertex2i(barX + barWidth +1, barY-1);
275    glVertex2i(barX + barWidth+1, barY + barHeight+1);
276    glVertex2i(barX - 1, barY + barHeight +1);
277    glColor3f(1.0, 1.0, 1.0);
278    glEnd();
279
280  */
281
282  GraphicsEngine::leave2DMode();
283
284  SDL_GL_SwapBuffers();
285}
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