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glwidget.cpp
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glwidget.cpp
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#include "glwidget.h"
#include "player.h"
#include "enemy.h"
#include "shotenemy.h"
#include "tiroplayer.h"
#include <iostream>
#include <QShortcut>
#include <QApplication>
#include <QDesktopWidget>
#include <QDebug>
GLWidget::GLWidget(QWidget *parent) :
QGLWidget(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer), parent)
{
// Configura a janela
this->setMinimumSize(500, 500); // tamanho mínimo
const QRect screen = QApplication::desktop()->screenGeometry(); // Qual o tamanho do desktop?
this->move(screen.center() - this->rect().center()); // move a janela para o centro do desktop
// Configurando atalhos
this->esc = new QShortcut(Qt::Key_Escape, this); // tecla de escape (para sair do modo FULL SCREEN
this->altEnter = new QShortcut(Qt::Key_F11, this); // para alternar o modo normal e FULL SCREEN
this->left = new QShortcut(Qt::Key_Left, this);
this->right = new QShortcut(Qt::Key_Right, this);
this->space = new QShortcut(Qt::Key_Space, this);
// Faz as conexões necessárias com os SLOTS da classe
connect(this->esc,SIGNAL(activated()), this, SLOT(showNormal()));
connect(this->altEnter,SIGNAL(activated()), this, SLOT(toFullScreen()));
//connect(this->left,SIGNAL(activated()), this, SLOT(moveLeft()));
//connect(this->right,SIGNAL(activated()), this, SLOT(moveRight()));
//connect(this->space,SIGNAL(activated()), this, SLOT(shoot()));
this->endGame = false;
}
GLWidget::~GLWidget()
{
}
void GLWidget::updateMe()
{
//this->updateGL();
this->paintGL();
}
// Determina o tamano da janela, quando é mostrada em modo Normal
QSize GLWidget::sizeHint() const
{
return QSize(500, 500);
}
// Configura a OpenGL
void GLWidget::initializeGL()
{
glEnable(GL_DOUBLEBUFFER);
glEnable(GL_DEPTH_TEST);
// Cor de fundo
glClearColor(0.0,0.0,0.0,1.0);
// Determina o quanto da GLWidget será utilizada (para o total)
glViewport(0,0,this->width(),this->height());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Mantém a proporção
glOrtho(-this->width()/2,this->width()/2,-this->height()/2,this->height()/2, 10, -10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// Desenha a cena na tela
void GLWidget::paintGL()
{
if(this->endGame == false){
// Limpa os buffers de cor e profundidade
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
qDebug() << "Temos " << this->scene.size() << "na cena";
foreach (Figure* f, this->scene)
{
f->draw();
if(f->move())
{
qDebug() << "f estah na cena? " << this->scene.contains(f);
qDebug() << "removendo o " << f->nome;
bool rem = this->scene.removeOne(f);
if(rem){
qDebug() << "Temos " << this->scene.size() << "na cena!";
}
}
//this->testeColisao();
}
swapBuffers();
}else{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
return;
}
}
// Atualiza as configurações da OpenGL sempre que necessário
void GLWidget::updateGL()
{
glViewport(0,0,this->width(),this->height());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Mantém a proporção
glOrtho(-this->width()/2,this->width()/2,-this->height()/2,this->height()/2, 10, -10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// Requisita uma atualização da GLWidget caso a janela seja redimensionada
void GLWidget::resizeGL(int w, int h)
{
qDebug() <<"RES: " << w << " x " << h ;
this->updateGL();
}
/*
void GLWidget::testeColisao()
{
Figure *obj;
Figure *obj2;
foreach (obj, this->scene)
{
foreach (obj2, this->scene)
{
if(((obj->vertices.at(0).x() < obj2->vertices.at(2).x() && obj->vertices.at(0).x() > obj2->vertices.at(0).x()) || (obj->vertices.at(2).x() < obj2->vertices.at(2).x() && obj->vertices.at(2).x() > obj2->vertices.at(0).x())) && ((obj->vertices.at(0).y() < obj2->vertices.at(2).y() && obj->vertices.at(0).y() > obj2->vertices.at(0).y()) || (obj->vertices.at(2).y() < obj2->vertices.at(2).y() && obj->vertices.at(2).y() > obj2->vertices.at(0).y())))
{
//qDebug() << "COLIDIU";
if(dynamic_cast<Enemy*>(obj) && dynamic_cast<Square*>(obj2)) //inimigo com player
{
this->scene.removeOne(obj); this->scene.removeOne(obj2);
this->endGame = true;
//qDebug() << "remove obj e obj2. FIM JOGO";
//qDebug() << "inimigo com player";
}
if(dynamic_cast<Enemy*>(obj2) && dynamic_cast<Square*>(obj)) //inimigo com player
{
this->scene.removeOne(obj); this->scene.removeOne(obj2);
this->endGame = true;
//qDebug() << "remove obj e obj2. FIM JOGO";
//qDebug() << "inimigo com player";
}
if(dynamic_cast<ShotEnemy*>(obj) && dynamic_cast<Square*>(obj2)) //tiro inimigo e player
{
this->scene.removeOne(obj); this->scene.removeOne(obj2);
this->endGame = true;
//qDebug() << "remove obj e obj2. FIM JOGO";
//qDebug() << "tiro inimigo e player";
//this->scene.removeOne(obj); this->scene.removeOne(obj2);
}
if(dynamic_cast<ShotEnemy*>(obj2) && dynamic_cast<Square*>(obj)) //tiro inimigo e player
{
this->scene.removeOne(obj); this->scene.removeOne(obj2);
this->endGame = true;
//qDebug() << "remove obj e obj2. FIM JOGO";
//qDebug() << "tiro inimigo e player";
}
if(dynamic_cast<TiroPlayer*>(obj) && dynamic_cast<Enemy*>(obj2)) //tiro player e inimigo
{
this->scene.removeOne(obj); this->scene.removeOne(obj2);
//qDebug() << "remove obj e obj2.";
//qDebug() << "tiro player e inimigo";
}
if(dynamic_cast<TiroPlayer*>(obj2) && dynamic_cast<Enemy*>(obj)) //tiro player e inimigo
{
this->scene.removeOne(obj); this->scene.removeOne(obj2);
//qDebug() << "remove obj e obj2.";
//qDebug() << "tiro player e inimigo";
}
}
}
}
}*/
// Alterna os modos tela cheia e normal
void GLWidget::toFullScreen()
{
if (this->windowState() != Qt::WindowFullScreen)
this->setWindowState(Qt::WindowFullScreen);
else
{
const QRect screen = QApplication::desktop()->screenGeometry();
this->move(screen.center() - this->rect().center());
this->showNormal();
}
}
void GLWidget::moveLeft()
{
//this->isLeft = true;
}
void GLWidget::moveRight()
{
//this->isLeft = false;
}
void GLWidget::shoot()
{
//this->isLeft = false;
}