/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "image_entity.h" #include "load_param.h" #include "factory.h" #include "graphics_engine.h" #include "material.h" #include "glincl.h" #include "state.h" using namespace std; CREATE_FACTORY(ImageEntity, CL_IMAGE_ENTITY); /** * standart constructor */ ImageEntity::ImageEntity (const TiXmlElement* root) { this->init(); if(root != NULL) this->loadParams(root); } /** * destroys a ImageEntity */ ImageEntity::~ImageEntity () { if (this->material) delete this->material; } /** * initializes the ImageEntity */ void ImageEntity::init() { this->setClassID(CL_IMAGE_ENTITY, "ImageEntity"); this->setName("ImageEntity"); this->setLayer(E2D_LAYER_TOP); this->setRotationSpeed(5); this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0, GraphicsEngine::getInstance()->getResolutionY()/10.0); this->setBindNode(this); this->material = new Material; this->setTexture("pictures/error_texture.png"); this->bBillboarding = false; } void ImageEntity::loadParams(const TiXmlElement* root) { PNode::loadParams(root); Element2D::loadParams(root); LoadParam(root, "texture", this, ImageEntity, setTexture) .describe("the texture-file to load onto the ImageEntity"); LoadParam(root, "size", this, ImageEntity, setSize) .describe("the size of the ImageEntity in Pixels"); LoadParam(root, "rotation-speed", this, ImageEntity, setRotationSpeed) .describe("the Speed with which the ImageEntity should rotate"); LoadParam(root, "billboarding", this, ImageEntity, toggleBillboarding) .describe("sets the Billboard to always look in the direction of the Player"); } /** * sets the size of the ImageEntity. * @param size the size in pixels */ void ImageEntity::setSize(float sizeX, float sizeY) { this->setSize2D(sizeX, sizeY); } /** * sets the material to load * @param textureFile The texture-file to load onto the crosshair */ void ImageEntity::setTexture(const char* textureFile) { this->material->setDiffuseMap(textureFile); } /** this turns on/off the billboarding of this WorldEntity * * This means that the image will always look in the direction of the Player */ void ImageEntity::toggleBillboarding() { this->bBillboarding = !this->bBillboarding; } /** * ticks the ImageEntity * @param dt the time to ticks */ void ImageEntity::tick(float dt) { } /** * draws the crosshair */ void ImageEntity::draw() const { if( !this->isVisible()) return; glPushMatrix(); glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); //glRotatef(this->getAbsDir2D(), 0,0,1); this->material->select(); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(-this->getSizeX2D(), -this->getSizeY2D()); glTexCoord2f(1, 0); glVertex2f(this->getSizeX2D(), -this->getSizeY2D()); glTexCoord2f(0, 1); glVertex2f(-this->getSizeX2D(), this->getSizeY2D()); glTexCoord2f(1, 1); glVertex2f(this->getSizeX2D(), this->getSizeY2D()); glEnd(); glPopMatrix(); }