TextActionRenderer.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #include <sprites/TextActionRenderer.h>
00022 #include <GLW/GLWFont.h>
00023 #include <GLEXT/GLCameraFrustum.h>
00024 #include <GLEXT/GLState.h>
00025 
00026 TextActionRenderer::TextActionRenderer(
00027                 Vector &position,
00028                 Vector &color,
00029                 const std::string &text) :
00030         position_(position),
00031         color_(color),
00032         text_(text),
00033         frameTime_(0.0f)
00034 {
00035 }
00036 
00037 TextActionRenderer::~TextActionRenderer()
00038 {
00039 }
00040 
00041 void TextActionRenderer::simulate(Action *action, float timepassed, bool &remove)
00042 {
00043         position_[2] += timepassed;
00044         frameTime_ += timepassed;
00045         remove = (frameTime_ > 6.0f);
00046 }
00047 
00048 void TextActionRenderer::draw(Action *action)
00049 {
00050         if (!GLCameraFrustum::instance()->sphereInFrustum(position_))
00051         {
00052                 return;
00053         }
00054 
00055         GLState currentState(GLState::DEPTH_ON | GLState::TEXTURE_ON);
00056         glDepthMask(GL_FALSE);
00057         GLWFont::instance()->getGameFont()->drawBilboard(color_, 1.0f - (frameTime_ / 6.0f), 1.0f, 
00058                 position_[0], position_[1], position_[2],
00059                 text_.c_str());
00060 
00061         glDepthMask(GL_TRUE);
00062 }

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