RigsofRods
Soft-body Physics Simulation
source
main
gui
panels
GUI_DirectionArrow.cpp
Go to the documentation of this file.
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/*
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This source file is part of Rigs of Rods
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Copyright 2005-2012 Pierre-Michel Ricordel
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Copyright 2007-2012 Thomas Fischer
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Copyright 2013-2020 Petr Ohlidal
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For more information, see http://www.rigsofrods.org/
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Rigs of Rods is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License version 3, as
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published by the Free Software Foundation.
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Rigs of Rods is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Rigs of Rods. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "
GUI_DirectionArrow.h
"
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#include "
Actor.h
"
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#include "
AppContext.h
"
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#include "
GfxActor.h
"
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#include "
GfxScene.h
"
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#include "
Language.h
"
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#include "
GUIManager.h
"
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#include <Overlay/OgreOverlayManager.h>
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#include <fmt/core.h>
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using namespace
RoR
;
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using namespace
GUI;
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void
GUI::DirectionArrow::LoadOverlay
()
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{
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// Load overlay from .overlay file
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m_overlay = Ogre::OverlayManager::getSingleton().getByName(
"tracks/DirectionArrow"
);
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// openGL fix
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m_overlay->show();
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m_overlay->hide();
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this->CreateArrow();
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}
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void
GUI::DirectionArrow::CreateArrow
()
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{
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// setup direction arrow
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Ogre::Entity* arrow_entity =
App::GetGfxScene
()->
GetSceneManager
()->createEntity(
"arrow2.mesh"
);
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arrow_entity->setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY);
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// Add entity to the scene node
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m_node =
new
Ogre::SceneNode(
App::GetGfxScene
()->GetSceneManager());
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m_node->attachObject(arrow_entity);
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m_node->setVisible(
false
);
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m_node->setScale(0.1, 0.1, 0.1);
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m_node->setPosition(Ogre::Vector3(-0.6, +0.4, -1));
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m_node->setFixedYawAxis(
true
, Ogre::Vector3::UNIT_Y);
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m_overlay->add3D(m_node);
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}
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void
GUI::DirectionArrow::Update
(
RoR::GfxActor
* player_vehicle)
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{
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GameContextSB
& data =
App::GetGfxScene
()->
GetSimDataBuffer
();
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if
(data.
simbuf_dir_arrow_visible
)
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{
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// Set visible
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m_node->setVisible(
true
);
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m_overlay->show();
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// Update arrow direction
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m_node->lookAt(data.
simbuf_dir_arrow_target
, Ogre::Node::TS_WORLD, Ogre::Vector3::UNIT_Y);
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}
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else
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{
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m_node->setVisible(
false
);
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m_overlay->hide();
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}
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}
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// Only effective in main menu, simulation visibility is set in `Update()`
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void
GUI::DirectionArrow::SetVisible
(
bool
value)
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{
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if
(m_node && m_overlay)
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{
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m_node->setVisible(value);
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if
(value)
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m_overlay->show();
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else
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m_overlay->hide();
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}
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}
RoR::GUI::DirectionArrow::CreateArrow
void CreateArrow()
Must be called again after OGRE scenemanager is cleared.
Definition:
GUI_DirectionArrow.cpp:50
RoR::GfxScene::GetSimDataBuffer
GameContextSB & GetSimDataBuffer()
Definition:
GfxScene.h:61
RoR::GameContextSB
Definition:
SimBuffers.h:196
RoR::GameContextSB::simbuf_dir_arrow_visible
bool simbuf_dir_arrow_visible
Definition:
SimBuffers.h:216
RoR::GUI::DirectionArrow::Update
void Update(RoR::GfxActor *player)
Definition:
GUI_DirectionArrow.cpp:66
RoR::GUI::DirectionArrow::SetVisible
void SetVisible(bool value)
Only effective in main menu, simulation visibility is set in Update()
Definition:
GUI_DirectionArrow.cpp:87
AppContext.h
System integration layer; inspired by OgreBites::ApplicationContext.
GUI_DirectionArrow.h
Race direction arrow and text info (using OGRE Overlay)
Language.h
GUIManager.h
Actor.h
RoR::GfxScene::GetSceneManager
Ogre::SceneManager * GetSceneManager()
Definition:
GfxScene.h:64
RoR::GUI::DirectionArrow::LoadOverlay
void LoadOverlay()
Must be called after meshes+overlays were loaded.
Definition:
GUI_DirectionArrow.cpp:38
GfxScene.h
RoR::GfxActor
Definition:
GfxActor.h:52
GfxActor.h
Manager for all visuals belonging to a single actor.
RoR::GameContextSB::simbuf_dir_arrow_target
Ogre::Vector3 simbuf_dir_arrow_target
Definition:
SimBuffers.h:214
RoR
Definition:
AppContext.h:36
RoR::App::GetGfxScene
GfxScene * GetGfxScene()
Definition:
Application.cpp:276
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