| 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_WEAPON | 
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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 "util/loading/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 |  | 
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| 52 | /** | 
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| 53 |  * initializes the Crosshair | 
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| 54 |  */ | 
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| 55 | void Crosshair::init() | 
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| 56 | { | 
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| 57 |   this->setClassID(CL_CROSSHAIR, "Crosshair"); | 
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| 58 |   this->setName("Crosshair"); | 
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| 59 |  | 
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| 60 |   this->setLayer(E2D_LAYER_TOP); | 
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| 61 |   this->setRotationSpeed(5); | 
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| 62 |   this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0); | 
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| 63 |  | 
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| 64 |   this->setBindNode(this); | 
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| 65 |   this->material = new Material; | 
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| 66 |  | 
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| 67 |   //EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); | 
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| 68 |  | 
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| 69 |   // center the mouse on the screen, and also hide the cursors | 
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| 70 |   /*  SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); | 
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| 71 |   GraphicsEngine::showMouse(false); | 
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| 72 |   SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);*/ | 
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| 73 | } | 
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| 74 |  | 
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| 75 |  | 
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| 76 | void Crosshair::loadParams(const TiXmlElement* root) | 
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| 77 | { | 
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| 78 |   PNode::loadParams(root); | 
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| 79 |   EventListener::loadParams(root); | 
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| 80 |  | 
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| 81 |   LoadParam(root, "texture", this->material, Material, setDiffuseMap) | 
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| 82 |       .describe("the texture-file to load onto the Crosshair"); | 
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| 83 |  | 
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| 84 |   LoadParam(root, "size", this, Crosshair, setSize) | 
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| 85 |       .describe("the size of the Crosshair in Pixels"); | 
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| 86 |  | 
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| 87 |   LoadParam(root, "rotation-speed", this, Crosshair, setRotationSpeed) | 
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| 88 |       .describe("the Speed with which the Crosshair should rotate"); | 
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| 89 | } | 
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| 90 |  | 
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| 91 |  | 
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| 92 | /** | 
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| 93 |  * sets the size of the Crosshair. | 
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| 94 |  * @param size the size in pixels | 
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| 95 |  */ | 
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| 96 | void Crosshair::setSize(float size) | 
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| 97 | { | 
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| 98 |   this->setSize2D(size/2, size/2); | 
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| 99 | } | 
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| 100 |  | 
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| 101 | /** | 
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| 102 |  * sets the material to load | 
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| 103 |  * @param textureFile The texture-file to load onto the crosshair | 
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| 104 |  */ | 
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| 105 | void Crosshair::setTexture(const std::string& textureFile) | 
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| 106 | { | 
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| 107 |   this->material->setDiffuseMap(textureFile); | 
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| 108 | } | 
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| 109 |  | 
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| 110 | /** | 
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| 111 |  * processes the input | 
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| 112 |  * @param event the Event coming as input | 
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| 113 |  */ | 
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| 114 | void Crosshair::process(const Event &event) | 
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| 115 | { | 
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| 116 |   if  (event.type == EV_MOUSE_MOTION) | 
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| 117 |   { | 
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| 118 |     //this->setAbsCoor2D(event.x, event.y); | 
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| 119 |   } | 
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| 120 | } | 
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| 121 |  | 
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| 122 | /** | 
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| 123 |  * ticks the Crosshair | 
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| 124 |  * @param dt the time to ticks | 
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| 125 |  */ | 
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| 126 | void Crosshair::tick(float dt) | 
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| 127 | { | 
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| 128 |   // let the crosshair rotate | 
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| 129 |   this->shiftDir2D(dt * rotationSpeed); | 
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| 130 |  | 
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| 131 | /* | 
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| 132 |   float z = 0.0f; | 
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| 133 |   glReadPixels ((int)this->getAbsCoor2D().x, | 
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| 134 |                  GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1, | 
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| 135 |                  1, | 
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| 136 |                  1, | 
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| 137 |                  GL_DEPTH_COMPONENT, | 
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| 138 |                  GL_FLOAT, | 
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| 139 |                  &z); | 
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| 140 |  | 
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| 141 |  | 
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| 142 |   GLdouble objX=.0, objY=.0, objZ=.0; | 
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| 143 |   gluUnProject(this->getAbsCoor2D().x, | 
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| 144 |                GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1, | 
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| 145 |                .99,  // z | 
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| 146 |                GraphicsEngine::modMat, | 
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| 147 |                GraphicsEngine::projMat, | 
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| 148 |                GraphicsEngine::viewPort, | 
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| 149 |                &objX, | 
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| 150 |                &objY, | 
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| 151 |                &objZ );*/ | 
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| 152 |  | 
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| 153 |   //this->setAbsCoor(objX, objY, objZ); | 
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| 154 | } | 
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| 155 |  | 
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| 156 | /** | 
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| 157 |  * draws the crosshair | 
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| 158 |  */ | 
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| 159 | void Crosshair::draw() const | 
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| 160 | { | 
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| 161 |   glPushMatrix(); | 
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| 162 |   glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); | 
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| 163 |  | 
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| 164 |   glRotatef(this->getAbsDir2D(), 0,0,1); | 
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| 165 |   this->material->select(); | 
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| 166 |   glBegin(GL_TRIANGLE_STRIP); | 
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| 167 |   glTexCoord2f(0, 0); | 
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| 168 |   glVertex2f(-this->getSizeX2D(), -this->getSizeY2D()); | 
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| 169 |   glTexCoord2f(1, 0); | 
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| 170 |   glVertex2f(this->getSizeX2D(), -this->getSizeY2D()); | 
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| 171 |   glTexCoord2f(0, 1); | 
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| 172 |   glVertex2f(-this->getSizeX2D(), this->getSizeY2D()); | 
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| 173 |   glTexCoord2f(1, 1); | 
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| 174 |   glVertex2f(this->getSizeX2D(), this->getSizeY2D()); | 
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| 175 |   glEnd(); | 
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| 176 |   glPopMatrix(); | 
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| 177 | } | 
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