| 1 | /* | 
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| 2 | orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 | Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 | This program is free software; you can redistribute it and/or modify | 
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| 7 | it under the terms of the GNU General Public License as published by | 
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| 8 | the Free Software Foundation; either version 2, or (at your option) | 
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| 9 | any later version. | 
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| 10 |  | 
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| 11 | ### File Specific: | 
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| 12 | main-programmer: Benjamin Grauer | 
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| 13 | co-programmer: ... | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ | 
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| 17 |  | 
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| 18 | #include "hud.h" | 
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| 19 |  | 
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| 20 | #include "state.h" | 
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| 21 |  | 
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| 22 | #include "world_entities/weapons/weapon_manager.h" | 
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| 23 |  | 
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| 24 | using namespace std; | 
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| 25 |  | 
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| 26 |  | 
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| 27 | /** | 
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| 28 | * standard constructor | 
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| 29 | * @todo this constructor is not jet implemented - do it | 
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| 30 | */ | 
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| 31 | Hud::Hud () | 
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| 32 | { | 
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| 33 | this->setClassID(CL_HUD, "Hud"); | 
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| 34 |  | 
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| 35 | //this->setSize2D( | 
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| 36 | this->weaponManager = NULL; | 
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| 37 | this->energyWidget = NULL; | 
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| 38 | this->shieldWidget = NULL; | 
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| 39 | this->armorWidget = NULL; | 
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| 40 | this->resX = 1; | 
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| 41 | this->resY = 1; | 
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| 42 |  | 
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| 43 | } | 
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| 44 |  | 
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| 45 |  | 
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| 46 | /** | 
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| 47 | * standard deconstructor | 
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| 48 | */ | 
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| 49 | Hud::~Hud () | 
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| 50 | { | 
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| 51 | // delete what has to be deleted here | 
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| 52 | } | 
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| 53 |  | 
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| 54 |  | 
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| 55 | void Hud::loadParams(const TiXmlElement* root) | 
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| 56 | { | 
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| 57 | Element2D::loadParams(root); | 
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| 58 | } | 
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| 59 |  | 
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| 60 | void Hud::setBackGround() | 
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| 61 | { | 
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| 62 | } | 
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| 63 |  | 
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| 64 | void Hud::setEnergyWidget(GLGuiWidget* widget) | 
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| 65 | { | 
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| 66 | // decopple old widget | 
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| 67 | if (this->energyWidget != NULL) | 
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| 68 | { | 
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| 69 | this->energyWidget->hide(); | 
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| 70 | } | 
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| 71 |  | 
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| 72 | this->energyWidget = widget; | 
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| 73 | if (this->energyWidget != NULL) | 
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| 74 | { | 
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| 75 | this->energyWidget->show(); | 
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| 76 | this->energyWidget->backMaterial().setDiffuseMap("hud_energy_background.png"); | 
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| 77 | this->energyWidget->backMaterial().setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
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| 78 | this->energyWidget->frontMaterial().setDiffuseMap("hud_energy_bar.png"); | 
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| 79 | this->energyWidget->frontMaterial().setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
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| 80 | } | 
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| 81 |  | 
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| 82 | this->updateResolution(); | 
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| 83 | } | 
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| 84 |  | 
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| 85 | void Hud::setShiledWidget(GLGuiWidget* widget) | 
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| 86 | { | 
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| 87 | } | 
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| 88 |  | 
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| 89 | void Hud::setArmorWidget(GLGuiWidget* widget) | 
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| 90 | { | 
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| 91 | } | 
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| 92 |  | 
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| 93 | void Hud::setWeaponManager(WeaponManager* weaponMan) | 
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| 94 | { | 
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| 95 | if (this->weaponManager != NULL) | 
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| 96 | { | 
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| 97 | for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++) | 
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| 98 | { | 
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| 99 | Weapon* weapon = this->weaponManager->getWeapon(i); | 
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| 100 | if (weapon != NULL) | 
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| 101 | { | 
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| 102 | weapon->getEnergyWidget()->hide(); | 
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| 103 | this->weaponsWidgets.remove(weapon->getEnergyWidget()); | 
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| 104 | } | 
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| 105 | } | 
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| 106 | } | 
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| 107 |  | 
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| 108 | this->weaponManager = weaponMan; | 
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| 109 |  | 
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| 110 | this->updateWeaponManager(); | 
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| 111 | this->updateResolution(); | 
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| 112 | } | 
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| 113 |  | 
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| 114 | void Hud::updateWeaponManager() | 
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| 115 | { | 
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| 116 | // hide all the Widgets | 
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| 117 | std::list<GLGuiWidget*>::iterator weaponWidget; | 
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| 118 | for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++) | 
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| 119 | { | 
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| 120 | (*weaponWidget)->hide(); | 
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| 121 | } | 
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| 122 | this->weaponsWidgets.clear(); | 
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| 123 |  | 
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| 124 | // add all that we need again. | 
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| 125 | if (this->weaponManager != NULL) | 
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| 126 | for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++) | 
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| 127 | { | 
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| 128 | Weapon* weapon = this->weaponManager->getWeapon(i); | 
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| 129 | if (weapon != NULL) | 
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| 130 | { | 
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| 131 | weapon->getEnergyWidget()->show(); | 
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| 132 | weapon->getEnergyWidget()->backMaterial().setDiffuse( .8,.2,.11); | 
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| 133 | weapon->getEnergyWidget()->backMaterial().setTransparency(.1); | 
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| 134 | weapon->getEnergyWidget()->frontMaterial().setDiffuse( .2,.5,.7); | 
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| 135 | weapon->getEnergyWidget()->frontMaterial().setTransparency(.6); | 
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| 136 | this->weaponsWidgets.push_back(weapon->getEnergyWidget()); | 
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| 137 | } | 
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| 138 | } | 
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| 139 | this->updateResolution(); | 
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| 140 | } | 
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| 141 |  | 
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| 142 | void Hud::addWeaponWidget(GLGuiWidget* widget) | 
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| 143 | { | 
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| 144 | } | 
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| 145 |  | 
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| 146 | void Hud::removeWeaponWidget(GLGuiWidget* widget) | 
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| 147 | { | 
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| 148 | } | 
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| 149 |  | 
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| 150 | void Hud::updateResolution() | 
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| 151 | { | 
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| 152 | this->resX = State::getResX(); | 
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| 153 | this->resY = State::getResY(); | 
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| 154 | if (this->energyWidget != NULL) | 
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| 155 | { | 
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| 156 | this->energyWidget->setAbsCoor2D(0 * this->resX, 0 * this->resY); | 
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| 157 | this->energyWidget->setSize2D(.25 * this->resX, 1 * this->resY); | 
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| 158 | } | 
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| 159 |  | 
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| 160 | this->setSize2D(.2 * this->resX, this->resY); | 
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| 161 |  | 
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| 162 | std::list<GLGuiWidget*>::iterator weaponWidget; | 
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| 163 | float pos = .3; | 
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| 164 | for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++, pos+=.03) | 
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| 165 | { | 
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| 166 | (*weaponWidget)->setSize2D(.02*this->resX, .2 *this->resY); | 
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| 167 | (*weaponWidget)->setAbsCoor2D(pos*this->resX, .75*this->resY); | 
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| 168 |  | 
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| 169 | } | 
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| 170 | } | 
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| 171 |  | 
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| 172 |  | 
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| 173 | void Hud::tick(float dt) | 
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| 174 | { | 
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| 175 | if (this->resY != State::getResY() || this->resX != State::getResY()) | 
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| 176 | this->updateResolution(); | 
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| 177 | } | 
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| 178 |  | 
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| 179 | void Hud::draw() const | 
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| 180 | { | 
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| 181 | //  GLGuiWidget::draw(); | 
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| 182 | } | 
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| 183 |  | 
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| 184 |  | 
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