#include "world_view.h" #include "l3d.h" #include "frame.h" #include "player.h" #include "space.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() { SetTransparency(true); 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(); } void WorldView::OnMouseDown(Gui::MouseButtonEvent* e) { if(1 == e->button && !L3D::MouseButtonState(3)) { /* Left click in view when RMB not pressed => Select target. */ float screenPos[2]; GetPosition(screenPos); /* Put mouse coords into screen space. */ screenPos[0] += e->x; screenPos[1] += e->y; Body* const target = PickBody(screenPos[0], screenPos[1]); if(L3D::player) { /* TODO: If in nav mode, SetNavTarget(), else SetCombatTarget(). */ L3D::player->SetNavTarget(target); } } } 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; }