hud.OrdersDisplay.java Source code

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Here is the source code for hud.OrdersDisplay.java

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/*
 *    Herzog3D - 3D Real Time Strategy game.
 *   Copyright (C) 2005  Shannon Smith
 *
 *   This program is free software; you can redistribute it and/or modify
 *   it under the terms of the GNU General Public License as published by
 *   the Free Software Foundation; either version 2 of the License, or
 *   (at your option) any later version.
 *
 *   This program is distributed in the hope that it will be useful,
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *   GNU General Public License for more details.
 *
 *   You should have received a copy of the GNU General Public License
 *   along with this program; if not, write to the Free Software
 *   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 */
package hud;

import herzog3d.HZState.HZKey;

import org.lwjgl.opengl.GL11;

import resource.Material;
import ai.UnitAI;
import ai.UnitAIFactory;

public class OrdersDisplay extends HZWidget {

    private int curAI;
    private UnitAI[] ais;
    private UnitAIFactory factory;

    public OrdersDisplay(UnitAIFactory factory, HZWidget parent) {
        super(parent);
        ais = new UnitAI[factory.getUnitAICount()];
        curAI = 0;
        for (String name : factory.getAINames()) {
            ais[curAI++] = factory.buildAI(name, null);
        }
        curAI = 0;
    }

    public void onKeyPress(HZKey key) {
        if (key == HZKey.LEFT) {
            previous();
        } else if (key == HZKey.RIGHT) {
            next();
        }
    }

    public void next() {
        curAI = (curAI + 1) % ais.length;
    }

    public void previous() {
        if (curAI == 0) {
            curAI = ais.length - 1;
        } else {
            curAI--;
        }
    }

    public void draw() {
        GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE);
        GL11.glColor4f(0.0f, 0.0f, 0.4f, 1.0f);
        GL11.glLineWidth(2.0f);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glVertex2i(x, y);
        GL11.glVertex2i(x, y + height);
        GL11.glVertex2i(x + width, y + height);
        GL11.glVertex2i(x + width, y);
        GL11.glEnd();

        GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
        GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.8f);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glVertex2i(x, y);
        GL11.glVertex2i(x, y + height);
        GL11.glVertex2i(x + width, y + height);
        GL11.glVertex2i(x + width, y);
        GL11.glEnd();

        GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
        GL11.glPushMatrix();
        GL11.glTranslatef(x + 16, y + 16, 0);
        ais[curAI].draw();
        GL11.glPopMatrix();
        GL11.glDisable(GL11.GL_BLEND);
        Material.DEFAULT_WHITE.bind();

    }

}