#include "world_view.h" #include "l3d.h" #include "frame.h" #include "player.h" #include "space.h" #include "space_station.h" #include "ship_cpanel.h" static const float lightCol[] = { 1, 1, .9, 0 }; const float WorldView::PICK_OBJECT_RECT_SIZE = 20.0f; #define BG_STAR_MAX 5000 WorldView::WorldView(void): View() { float size[2]; GetSize(size); SetTransparency(true); commsOptions = new Fixed(size[0], size[1]/2); commsOptions->SetTransparency(true); Add(commsOptions, 10, 20); Gui::MultiStateImageButton* wheels_button = new Gui::MultiStateImageButton(); wheels_button->SetShortcut(SDLK_F7, KMOD_NONE); wheels_button->AddState(0, "icons/wheels_up.png"); wheels_button->AddState(1, "icons/wheels_down.png"); wheels_button->onClick.connect(sigc::mem_fun(this, &WorldView::OnChangeWheelsState)); m_rightButtonBar->Add(wheels_button, 34, 2); m_hyperspaceButton = new Gui::ImageButton("icons/hyperspace_f8.png"); m_hyperspaceButton->SetShortcut(SDLK_F8, KMOD_NONE); m_hyperspaceButton->onClick.connect(sigc::mem_fun(this, &WorldView::OnClickHyperspace)); m_rightButtonBar->Add(m_hyperspaceButton, 66, 2); m_bgstarsDlist = glGenLists(1); glNewList(m_bgstarsDlist, GL_COMPILE); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glPointSize(1.0); glBegin(GL_POINTS); for(int i = 0; i < BG_STAR_MAX; i++) { float col = 0.05+L3D::rng.NDouble(4); col = CLAMP(col, 0, 1); glColor3f(col, col, col); glVertex3f(1000-L3D::rng.Double(2000.0), 1000-L3D::rng.Double(2000.0), 1000-L3D::rng.Double(2000.0)); } glEnd(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEndList(); } void WorldView::OnChangeWheelsState(Gui::MultiStateImageButton* b) { L3D::player->SetWheelState(b->GetState()); } void WorldView::OnClickHyperspace(void) { StarSystem* s = L3D::GetSelectedSystem(); if(s /* && isn's current system. */) { printf("Traveling through hyperspace. WWEEEEEE!!\n"); L3D::HyperspaceTo(s); } } void WorldView::Draw3D(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); /* Wth did I give these functions large names for.. :/ */ float fracH = L3D::GetScrHeight() / (float)L3D::GetScrWidth(); glFrustum(-1, 1, -fracH, fracH, 1.0f, 10000.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if(L3D::player) { /* Make temporary camera frame at player. */ Frame cam_frame(L3D::player->GetFrame(), "", Frame::TEMP_VIEWING); if(L3D::GetCamType() == L3D::CAM_FRONT) { cam_frame.SetPosition(L3D::player->GetPosition()); } else if(L3D::GetCamType() == L3D::CAM_REAR) { glRotatef(180.0f, 0, 1, 0); cam_frame.SetPosition(L3D::player->GetPosition()); } else { /* CAM_EXTERNAL */ cam_frame.SetPosition(L3D::player->GetPosition() + L3D::player->GetExternalViewTranslation()); L3D::player->ApplyExternalViewRotation(); } L3D::player->ViewingRotation(); glGetDoublev(GL_MODELVIEW_MATRIX, &viewingRotation[0]); glCallList(m_bgstarsDlist); /* Position light at sol. */ vector3d lpos = vector3d::Normalize(Frame::GetFramePosRelativeToOther(Space::GetRootFrame(), &cam_frame)); float lightPos[4]; lightPos[0] = lpos.x; lightPos[1] = lpos.y; lightPos[2] = lpos.z; lightPos[3] = 0; glLightfv(GL_LIGHT0, GL_POSITION, lightPos); glLightfv(GL_LIGHT0, GL_AMBIENT_AND_DIFFUSE, lightCol); glLightfv(GL_LIGHT0, GL_SPECULAR, lightCol); Space::Render(&cam_frame); L3D::player->DrawHUD(&cam_frame); L3D::player->GetFrame()->RemoveChild(&cam_frame); } } void WorldView::Update(void) { if(L3D::GetSelectedSystem() /* && isn't current system */) { m_hyperspaceButton->Show(); } else { m_hyperspaceButton->Hide(); } /* Player control inputs. */ if(L3D::player) L3D::player->PollControls(); Body* target = L3D::player->GetNavTarget(); if(target) { commsOptions->ShowAll(); } else { //commsOptions->HideAll(); } } Gui::Button* WorldView::AddCommsOption(std::string msg, int ypos) { Gui::Label* l = new Gui::Label(msg); commsOptions->Add(l, 50, ypos); Gui::TransparentButton* b = new Gui::TransparentButton(); commsOptions->Add(b, 16, ypos); return b; } static void PlayerRequestDockingClearance(SpaceStation* s) { s->GetDockingClearance(L3D::player); L3D::cpan->SetTemporaryMessage(s, "Docking clearance granted."); } void WorldView::UpdateCommsOptions(void) { Body* const navtarget = L3D::player->GetNavTarget(); commsOptions->DeleteAllChildren(); float size[2]; commsOptions->GetSize(size); int ypos = size[1]-16; if(navtarget) { if(navtarget->GetType() == Object::SPACESTATION) { commsOptions->Add(new Gui::Label(navtarget->GetLabel()), 16, ypos); ypos -= 32; Gui::Button* b = AddCommsOption("Request docking clearance", ypos); b->onClick.connect(sigc::bind(sigc::ptr_fun(&PlayerRequestDockingClearance), (SpaceStation*)navtarget)); ypos -= 32; } else { commsOptions->Add(new Gui::Label(navtarget->GetLabel()), 16, ypos); ypos -= 32; std::string msg = "Do something to "+navtarget->GetLabel(); Gui::Button* b = AddCommsOption(msg, ypos); ypos -= 32; } } } bool WorldView::OnMouseDown(Gui::MouseButtonEvent* e) { /* If continuing to propagate mouse event, see if target is clicked on. */ if(Container::OnMouseDown(e)) { if(1 == e->button && !L3D::MouseButtonState(3)) { /* Left click in view when RMB not pressed => Select target. */ Body* const target = PickBody(e->screenX, e->screenY); if(L3D::player) { /* TODO: If in nav mode, SetNavTarget(), else SetCombatTarget(). */ L3D::player->SetNavTarget(target); } } } return true; } Body* WorldView::PickBody(const float screenX, const float screenY) const { Body* selected = 0; for(std::list::iterator i = Space::bodies.begin(); i != Space::bodies.end(); ++i) { Body* b = *i; if(b->IsOnscreen()) { const vector3d& _pos = b->GetProjectedPos(); const float x1 = _pos.x - PICK_OBJECT_RECT_SIZE * 0.5f; const float x2 = x1 + PICK_OBJECT_RECT_SIZE; const float y1 = _pos.y - PICK_OBJECT_RECT_SIZE * 0.5f; const float y2 = y1 + PICK_OBJECT_RECT_SIZE; if(screenX >= x1 && screenX <= x2 && screenY >= y1 && screenY <= y2) { selected = b; break; } } } return selected; }