*******************************************************************************/
+#include <Moof/Core.hh>
#include <Moof/OpenGL.hh>
+#include <Moof/Video.hh>
#include "Hud.hh"
-#include <iostream>
-
ProgressBar::ProgressBar(const Tilemap& tilemap, Tilemap::Index index) :
mProgress(0.0),
mTilemap.bind();
glBegin(GL_QUADS);
- glTexCoord2(mTexCoords[0], mTexCoords[1]);
- glVertex2v(mVertices[0].data());
- glTexCoord2(mMidCoords[0], mTexCoords[3]);
- glVertex2v(mVertices[1].data());
- glTexCoord2(mMidCoords[0], mTexCoords[5]);
- glVertex2v(mVertices[6].data());
- glTexCoord2(mTexCoords[6], mTexCoords[7]);
- glVertex2v(mVertices[7].data());
-
- glTexCoord2(mMidCoords[0], mTexCoords[1]);
- glVertex2v(mVertices[1].data());
- glTexCoord2(mMidCoords[1], mTexCoords[3]);
- glVertex2v(mVertices[2].data());
- glTexCoord2(mMidCoords[1], mTexCoords[5]);
- glVertex2v(mVertices[5].data());
- glTexCoord2(mMidCoords[0], mTexCoords[7]);
- glVertex2v(mVertices[6].data());
-
- glTexCoord2(mMidCoords[1], mTexCoords[1]);
- glVertex2v(mVertices[2].data());
- glTexCoord2(mTexCoords[2], mTexCoords[3]);
- glVertex2v(mVertices[3].data());
- glTexCoord2(mTexCoords[4], mTexCoords[5]);
- glVertex2v(mVertices[4].data());
- glTexCoord2(mMidCoords[1], mTexCoords[7]);
- glVertex2v(mVertices[5].data());
+ glTexCoord(mTexCoords[0], mTexCoords[1]);
+ glVertex(mVertices[0]);
+ glTexCoord(mMidCoords[0], mTexCoords[3]);
+ glVertex(mVertices[1]);
+ glTexCoord(mMidCoords[0], mTexCoords[5]);
+ glVertex(mVertices[6]);
+ glTexCoord(mTexCoords[6], mTexCoords[7]);
+ glVertex(mVertices[7]);
+
+ glTexCoord(mMidCoords[0], mTexCoords[1]);
+ glVertex(mVertices[1]);
+ glTexCoord(mMidCoords[1], mTexCoords[3]);
+ glVertex(mVertices[2]);
+ glTexCoord(mMidCoords[1], mTexCoords[5]);
+ glVertex(mVertices[5]);
+ glTexCoord(mMidCoords[0], mTexCoords[7]);
+ glVertex(mVertices[6]);
+
+ glTexCoord(mMidCoords[1], mTexCoords[1]);
+ glVertex(mVertices[2]);
+ glTexCoord(mTexCoords[2], mTexCoords[3]);
+ glVertex(mVertices[3]);
+ glTexCoord(mTexCoords[4], mTexCoords[5]);
+ glVertex(mVertices[4]);
+ glTexCoord(mMidCoords[1], mTexCoords[7]);
+ glVertex(mVertices[5]);
glEnd();
}
-Hud::Hud() :
+Hud::Hud(GameState& state) :
+ mState(state),
mBar1(Tilemap("StatusBars"), 0),
mBar2(Tilemap("StatusBars"), 2),
mFont("Font")
{
- resize(800, 600);
+ ASSERT(Mf::video && "no current video context from which to get dimensions");
+ resize(Mf::video->getWidth(), Mf::video->getHeight());
}
}
+void Hud::update(Mf::Scalar t, Mf::Scalar dt)
+{
+ mState.interp.update(t, dt);
+ setBar1Progress(mState.interp.getState(dt));
+ setBar2Progress(1.0 - mState.interp.getState(dt));
+}
+
void Hud::draw(Mf::Scalar alpha) const
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
-bool Hud::handleEvent(Mf::Event& event)
+bool Hud::handleEvent(const Mf::Event& event)
{
switch (event.type)
{
+ case SDL_KEYUP:
+ if (event.key.keysym.sym == SDLK_h)
+ {
+ // don't want the hud anymore
+ Mf::core.pop(this);
+ return true;
+ }
+ break;
+
case SDL_VIDEORESIZE:
resize(event.resize.w, event.resize.h);
break;