| 1 | /*! |
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| 2 | * @file hud.h |
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| 3 | * @brief Definition of the ingame HUD. |
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| 4 | */ |
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| 5 | |
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| 6 | #ifndef _HUD_H |
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| 7 | #define _HUD_H |
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| 8 | |
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| 9 | #include "element_2d.h" |
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| 10 | #include "event_listener.h" |
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| 11 | #include "glgui_box.h" |
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| 12 | #include "elements/glgui_energywidgetvertical.h" |
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| 13 | |
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| 14 | |
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| 15 | // FORWARD DECLARATION |
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| 16 | class WeaponManager; |
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| 17 | namespace OrxGui { |
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| 18 | class GLGuiWidget; |
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| 19 | class GLGuiNotifier; |
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| 20 | class GLGuiInputLine; |
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| 21 | class GLGuiRadar; |
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| 22 | } |
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| 23 | |
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| 24 | //! A class that renders a HUD (Heads Up Display for User Information). |
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| 25 | class Hud : public Element2D, public EventListener |
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| 26 | { |
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| 27 | ObjectListDeclaration(Hud); |
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| 28 | |
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| 29 | public: |
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| 30 | Hud(); |
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| 31 | virtual ~Hud(); |
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| 32 | |
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| 33 | |
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| 34 | virtual void loadParams(const TiXmlElement* root); |
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| 35 | |
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| 36 | void notifyUser(const std::string& message); |
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| 37 | |
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| 38 | |
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| 39 | void setBackGround(); |
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| 40 | void setEnergyWidget(OrxGui::GLGuiWidget* widget); |
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| 41 | void setShiledWidget(OrxGui::GLGuiWidget* widget); |
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| 42 | void setArmorWidget(OrxGui::GLGuiWidget* widget); |
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| 43 | inline OrxGui::GLGuiWidget* getEnergyWidget() {return this->energyWidget;}; |
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| 44 | inline OrxGui::GLGuiWidget* getShieldWidget() {return this->shieldWidget;}; |
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| 45 | inline OrxGui::GLGuiWidget* getArmorWidget() {return this->armorWidget;}; |
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| 46 | |
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| 47 | void setWeaponManager(WeaponManager* weaponMan, WeaponManager* weaponManSec = NULL); |
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| 48 | inline void setRadarCenterNode(PNode* node) {this->radarCenterNode = node;}; |
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| 49 | |
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| 50 | void addWeaponWidget(OrxGui::GLGuiWidget* widget); |
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| 51 | void removeWeaponWidget(OrxGui::GLGuiWidget* widget); |
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| 52 | |
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| 53 | OrxGui::GLGuiRadar* radar() const { return _radar; }; |
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| 54 | |
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| 55 | void updateWeaponManager(); |
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| 56 | //void clearWeaponManager(); |
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| 57 | |
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| 58 | inline void setOverlayPercentage(int perc) |
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| 59 | { |
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| 60 | if (perc > 100) perc = 100; |
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| 61 | else if (perc < 0) perc = 0; |
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| 62 | |
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| 63 | this->overlayPercentage = perc; |
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| 64 | updateResolution(); |
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| 65 | }; |
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| 66 | |
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| 67 | inline void setOverlayActive(bool b) |
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| 68 | { |
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| 69 | overlayActive = b; |
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| 70 | updateResolution(); |
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| 71 | }; |
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| 72 | |
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| 73 | void draw() const; |
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| 74 | virtual void process(const Event &event); |
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| 75 | |
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| 76 | |
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| 77 | private: |
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| 78 | void updateResolution(); |
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| 79 | //void createShipValuesBox(); |
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| 80 | |
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| 81 | private: |
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| 82 | unsigned int resX; |
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| 83 | unsigned int resY; |
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| 84 | |
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| 85 | float travelZoneWidth; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1; |
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| 86 | |
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| 87 | OrxGui::GLGuiWidget* energyWidget; |
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| 88 | OrxGui::GLGuiWidget* shieldWidget; |
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| 89 | OrxGui::GLGuiWidget* armorWidget; |
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| 90 | |
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| 91 | OrxGui::GLGuiNotifier* notifier; |
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| 92 | OrxGui::GLGuiInputLine* inputLine; |
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| 93 | OrxGui::GLGuiRadar* _radar; |
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| 94 | PNode* radarCenterNode; |
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| 95 | |
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| 96 | OrxGui::GLGuiWidget* rightRect; |
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| 97 | OrxGui::GLGuiWidget* leftRect; |
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| 98 | bool overlayActive; |
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| 99 | int overlayPercentage; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1; |
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| 100 | |
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| 101 | WeaponManager* weaponManager; |
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| 102 | WeaponManager* weaponManagerSecondary; |
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| 103 | |
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| 104 | std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsPrim; //!< WeaponWidgets will be displayed one after another |
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| 105 | std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsSec; |
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| 106 | }; |
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| 107 | |
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| 108 | #endif /* _HUD_H */ |
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