/*
* Copyright 2012 Benjamin Glatzel <benjamin.glatzel@me.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.rendering.gui.components;
import org.lwjgl.opengl.GL11;
import org.terasology.logic.manager.ShaderManager;
import org.terasology.rendering.gui.framework.UIDisplayElement;
import static org.lwjgl.opengl.GL11.*;
/**
* A simple crosshair.
*
* @author Benjamin Glatzel <benjamin.glatzel@me.com>
*/
public class UICrosshair extends UIDisplayElement {
private static int _displayList = -1;
public void render() {
ShaderManager.getInstance().enableDefault();
glLineWidth(2f);
if (_displayList == -1)
generateDisplayList();
glCallList(_displayList);
}
private void generateDisplayList() {
_displayList = glGenLists(1);
glNewList(_displayList, GL11.GL_COMPILE);
glBegin(GL_LINES);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(-8f, 0f);
glVertex2f(8f, 0f);
glVertex2f(0f, -8f);
glVertex2f(0f, 8f);
glEnd();
glEndList();
}
@Override
public void update() {
}
}