| 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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