| 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 "crosshair.h" |
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| 19 | #include "event_handler.h" |
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| 20 | |
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| 21 | #include "load_param.h" |
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| 22 | #include "graphics_engine.h" |
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| 23 | #include "glincl.h" |
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| 24 | #include "state.h" |
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| 25 | #include "material.h" |
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| 26 | |
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| 27 | using namespace std; |
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| 28 | |
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| 29 | |
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| 30 | /** |
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| 31 | * standart constructor |
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| 32 | */ |
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| 33 | Crosshair::Crosshair (const TiXmlElement* root) |
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| 34 | { |
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| 35 | this->init(); |
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| 36 | |
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| 37 | if (root) |
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| 38 | this->loadParams(root); |
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| 39 | else |
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| 40 | this->setTexture("maps/aim.png"); |
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| 41 | } |
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| 42 | |
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| 43 | /** |
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| 44 | * destroys a Crosshair |
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| 45 | */ |
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| 46 | Crosshair::~Crosshair () |
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| 47 | { |
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| 48 | if (this->material) |
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| 49 | delete this->material; |
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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 | GraphicsEngine::showMouse(true); |
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| 54 | GraphicsEngine::stealWMEvents(false); |
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| 55 | } |
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| 56 | |
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| 57 | /** |
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| 58 | * initializes the Crosshair |
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| 59 | */ |
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| 60 | void Crosshair::init() |
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| 61 | { |
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| 62 | this->setClassID(CL_CROSSHAIR, "Crosshair"); |
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| 63 | this->setName("Crosshair"); |
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| 64 | |
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| 65 | this->setLayer(E2D_TOP); |
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| 66 | this->rotation = 0; |
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| 67 | this->setRotationSpeed(5); |
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| 68 | this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0); |
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| 69 | |
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| 70 | this->position2D[0] = 0; |
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| 71 | this->position2D[1] = 0; |
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| 72 | |
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| 73 | this->material = new Material; |
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| 74 | |
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| 75 | EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); |
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| 76 | |
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| 77 | // center the mouse on the screen, and also hide the cursors |
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| 78 | SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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| 79 | GraphicsEngine::showMouse(false); |
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| 80 | GraphicsEngine::stealWMEvents(true); |
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| 81 | } |
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| 82 | |
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| 83 | |
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| 84 | void Crosshair::loadParams(const TiXmlElement* root) |
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| 85 | { |
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| 86 | static_cast<PNode*>(this)->loadParams(root); |
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| 87 | static_cast<EventListener*>(this)->loadParams(root); |
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| 88 | |
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| 89 | LoadParam<Crosshair>(root, "texture", this, &Crosshair::setTexture) |
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| 90 | .describe("the texture-file to load onto the Crosshair"); |
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| 91 | |
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| 92 | LoadParam<Crosshair>(root, "size", this, &Crosshair::setSize) |
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| 93 | .describe("the size of the Crosshair in Pixels"); |
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| 94 | |
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| 95 | LoadParam<Crosshair>(root, "rotation-speed", this, &Crosshair::setRotationSpeed) |
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| 96 | .describe("the Speed with which the Crosshair should rotate"); |
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| 97 | } |
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| 98 | |
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| 99 | |
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| 100 | /** |
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| 101 | * sets the size of the Crosshair. |
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| 102 | * @param size the size in pixels |
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| 103 | */ |
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| 104 | void Crosshair::setSize(float size) |
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| 105 | { |
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| 106 | this->size = size*.5; |
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| 107 | }; |
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| 108 | |
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| 109 | /** |
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| 110 | * sets the material to load |
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| 111 | * @param textureFile The texture-file to load onto the crosshair |
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| 112 | */ |
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| 113 | void Crosshair::setTexture(const char* textureFile) |
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| 114 | { |
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| 115 | this->material->setDiffuseMap(textureFile); |
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| 116 | } |
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| 117 | |
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| 118 | /** |
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| 119 | * processes the input |
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| 120 | * @param event the Event coming as input |
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| 121 | */ |
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| 122 | void Crosshair::process(const Event &event) |
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| 123 | { |
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| 124 | if (event.type == EV_MOUSE_MOTION) |
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| 125 | { |
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| 126 | this->position2D[0] = event.x; |
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| 127 | this->position2D[1] = event.y; |
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| 128 | } |
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| 129 | |
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| 130 | /* |
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| 131 | GLdouble z; |
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| 132 | GLdouble objX, objY, objZ; |
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| 133 | glReadPixels (event.x, event.y, 1, 1, GL_DEPTH_COMPONENT, GL_DOUBLE, &z); |
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| 134 | |
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| 135 | |
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| 136 | if (gluUnProject(event.x, |
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| 137 | event.y, |
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| 138 | 10, |
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| 139 | GraphicsEngine::modMat, |
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| 140 | GraphicsEngine::projMat, |
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| 141 | GraphicsEngine::viewPort, |
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| 142 | &objX, |
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| 143 | &objY, |
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| 144 | &objZ )) |
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| 145 | PRINT(0)("screen %d %d -> obj(%f/%f/%f)\n", event.x, event.y, objX, objY, objZ); |
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| 146 | else |
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| 147 | PRINT(0)("shit\n"); |
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| 148 | */ |
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| 149 | } |
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| 150 | |
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| 151 | /** |
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| 152 | * ticks the Crosshair |
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| 153 | * @param dt the time to ticks |
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| 154 | */ |
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| 155 | void Crosshair::tick(float dt) |
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| 156 | { |
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| 157 | // let the crosshair rotate |
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| 158 | this->rotation += dt * rotationSpeed; |
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| 159 | |
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| 160 | |
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| 161 | float z = 0.0f; |
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| 162 | glReadPixels ((int)position2D[0], GraphicsEngine::getInstance()->getResolutionY()-(int)position2D[1]-1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); |
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| 163 | //cout << z << endl; |
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| 164 | |
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| 165 | GLdouble objX=.0, objY=.0, objZ=.0; |
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| 166 | gluUnProject(position2D[0], |
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| 167 | GraphicsEngine::getInstance()->getResolutionY()-position2D[1]-1, |
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| 168 | .99, // z |
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| 169 | GraphicsEngine::modMat, |
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| 170 | GraphicsEngine::projMat, |
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| 171 | GraphicsEngine::viewPort, |
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| 172 | &objX, |
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| 173 | &objY, |
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| 174 | &objZ ); |
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| 175 | |
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| 176 | this->setAbsCoor(objX, objY, objZ); |
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| 177 | |
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| 178 | //this->positioning(); |
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| 179 | } |
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| 180 | |
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| 181 | /** |
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| 182 | * draws the crosshair |
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| 183 | */ |
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| 184 | void Crosshair::draw() const |
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| 185 | { |
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| 186 | // glBegin(GL_TRIANGLES); |
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| 187 | // glColor3f(1,0,0); |
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| 188 | // glVertex3f(objX, objY, objZ); |
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| 189 | // glVertex3f(objX, objY+1, objZ); |
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| 190 | // glVertex3f(objX, objY, objZ+1); |
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| 191 | // glEnd(); |
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| 192 | glPushMatrix(); |
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| 193 | GLdouble pos[3] = { 0.0, 0.0, 0.0}; |
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| 194 | gluProject(this->getAbsCoor().x, |
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| 195 | this->getAbsCoor().y, |
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| 196 | this->getAbsCoor().z, |
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| 197 | GraphicsEngine::modMat, |
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| 198 | GraphicsEngine::projMat, |
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| 199 | GraphicsEngine::viewPort, |
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| 200 | pos, pos+1, pos+2 ); |
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| 201 | |
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| 202 | |
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| 203 | glTranslatef(position2D[0], position2D[1], 0); |
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| 204 | glRotatef(this->rotation, 0,0,1); |
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| 205 | this->material->select(); |
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| 206 | glBegin(GL_TRIANGLE_STRIP); |
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| 207 | glTexCoord2f(0, 0); |
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| 208 | glVertex2f(-size, -size); |
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| 209 | glTexCoord2f(1, 0); |
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| 210 | glVertex2f(size, -size); |
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| 211 | glTexCoord2f(0, 1); |
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| 212 | glVertex2f(-size, size); |
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| 213 | glTexCoord2f(1, 1); |
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| 214 | glVertex2f(size, size); |
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| 215 | glEnd(); |
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| 216 | glPopMatrix(); |
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| 217 | |
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| 218 | } |
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