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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-02 20:10:32 +00:00
gui offscreen material test
added interaction static guioffscreencanvas to capture mouse events added test shape
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a276ad2505
commit
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10 changed files with 190 additions and 7 deletions
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@ -30,7 +30,11 @@
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#include "T3D/shapeBase.h"
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#include "gfx/gfxDrawUtil.h"
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#include "console/engineAPI.h"
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#include "gui/core/guiOffscreenCanvas.h"
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#include "T3D/tsStatic.h"
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#include "materials/baseMatInstance.h"
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#include "materials/matInstance.h"
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#include "materials/materialDefinition.h"
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//-----------------------------------------------------------------------------
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/// Vary basic cross hair hud.
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@ -46,12 +50,14 @@ class GuiCrossHairHud : public GuiBitmapCtrl
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LinearColorF mDamageFrameColor;
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Point2I mDamageRectSize;
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Point2I mDamageOffset;
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PlatformTimer* mFrameTime;
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protected:
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void drawDamage(Point2I offset, F32 damage, F32 opacity);
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public:
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GuiCrossHairHud();
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~GuiCrossHairHud();
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void onRender( Point2I, const RectI &) override;
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static void initPersistFields();
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@ -95,6 +101,12 @@ GuiCrossHairHud::GuiCrossHairHud()
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mDamageFrameColor.set( 1.0f, 0.6f, 0.0f, 1.0f );
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mDamageRectSize.set(50, 4);
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mDamageOffset.set(0,32);
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mFrameTime = PlatformTimer::create();
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}
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GuiCrossHairHud::~GuiCrossHairHud()
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{
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SAFE_DELETE(mFrameTime);
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}
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void GuiCrossHairHud::initPersistFields()
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@ -114,13 +126,14 @@ void GuiCrossHairHud::initPersistFields()
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void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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{
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GuiOffscreenCanvas::sActiveOffscreenCanvas = NULL;
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// Must have a connection and player control object
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GameConnection* conn = GameConnection::getConnectionToServer();
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if (!conn)
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return;
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GameBase* control = dynamic_cast<GameBase*>(conn->getCameraObject());
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/*GameBase* control = dynamic_cast<GameBase*>(conn->getCameraObject());
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if (!control || !(control->getTypeMask() & ObjectMask) || !conn->isFirstPerson())
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return;
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return;*/
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// Parent render.
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Parent::onRender(offset,updateRect);
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@ -139,11 +152,61 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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// Collision info. We're going to be running LOS tests and we
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// don't want to collide with the control object.
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static U32 losMask = TerrainObjectType | ShapeBaseObjectType;
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control->disableCollision();
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static U32 losMask = TerrainObjectType | ShapeBaseObjectType | StaticShapeObjectType;
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//control->disableCollision();
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RayInfo info;
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if (gClientContainer.castRay(camPos, endPos, losMask, &info)) {
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// is this a tsstatic? then it could be a offscreen canvas, check the list.
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if (TSStatic* ts = dynamic_cast<TSStatic*>(info.object))
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{
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if (mFrameTime->getElapsedMs() > 32)
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{
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mFrameTime->reset();
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Point3F newStart, newEnd;
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ts->getWorldTransform().mulP(camPos, &newStart);
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ts->getWorldTransform().mulP(endPos, &newEnd);
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newStart.convolveInverse(ts->getScale());
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newEnd.convolveInverse(ts->getScale());
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info.generateTexCoord = true;
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if (ts->getShapeInstance()->castRayOpcode(0, newStart, newEnd, &info))
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{
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MatInstance* matInst = dynamic_cast<MatInstance*>(info.material);
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if (matInst)
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{
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Material* mat = matInst->getMaterial();
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if (mat && mat->getDiffuseMapAsset(0).notNull() && mat->getDiffuseMapAsset(0)->isNamedTarget())
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{
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String canvasName = String(mat->getDiffuseMapAsset(0)->getImageFile()).substr(1, (U32)strlen(mat->getDiffuseMapAsset(0)->getImageFile()) - 1);
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for (GuiOffscreenCanvas* canvas : GuiOffscreenCanvas::sList)
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{
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if (canvas->getTarget()->getName() == canvasName)
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{
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if (!canvas->canInteract() || canvas->getMaxInteractDistance() < info.distance)
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{
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break;
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}
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Point2I canvasSize = canvas->getWindowSize();
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Point2I newCursorPos(mRound(mClampF((info.texCoord.x * canvasSize.x), 0.0f, (F32)canvasSize.x)),
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mRound(mClampF((info.texCoord.y * canvasSize.y), 0.0f, (F32)canvasSize.y)));
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canvas->setCursorPos(newCursorPos);
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canvas->markDirty();
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GuiOffscreenCanvas::sActiveOffscreenCanvas = canvas;
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break;
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}
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}
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}
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}
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}
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}
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}
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// Hit something... but we'll only display health for named
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// ShapeBase objects. Could mask against the object type here
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// and do a static cast if it's a ShapeBaseObjectType, but this
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@ -157,7 +220,7 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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}
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// Restore control object collision
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control->enableCollision();
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//control->enableCollision();
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}
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@ -690,6 +690,12 @@ bool GuiCanvas::processInputEvent(InputEventInfo &inputEvent)
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mConsumeLastInputEvent = true;
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mLastInputDeviceType = inputEvent.deviceType;
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// If we have an active offscreen canvas, give it the input
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if (GuiOffscreenCanvas::sActiveOffscreenCanvas &&
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(GuiOffscreenCanvas::sActiveOffscreenCanvas != this) &&
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GuiOffscreenCanvas::sActiveOffscreenCanvas->processInputEvent(inputEvent))
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return mConsumeLastInputEvent;
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// First call the general input handler (on the extremely off-chance that it will be handled):
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if (mFirstResponder && mFirstResponder->onInputEvent(inputEvent))
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{
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@ -9,6 +9,7 @@
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IMPLEMENT_CONOBJECT(GuiOffscreenCanvas);
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GuiOffscreenCanvas* GuiOffscreenCanvas::sActiveOffscreenCanvas = NULL;
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Vector<GuiOffscreenCanvas*> GuiOffscreenCanvas::sList;
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GuiOffscreenCanvas::GuiOffscreenCanvas()
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@ -33,7 +34,8 @@ void GuiOffscreenCanvas::initPersistFields()
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addField( "targetName", TypeRealString, Offset( mTargetName, GuiOffscreenCanvas ), "");
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addField( "dynamicTarget", TypeBool, Offset( mDynamicTarget, GuiOffscreenCanvas ), "");
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addField( "useDepth", TypeBool, Offset( mUseDepth, GuiOffscreenCanvas ), "");
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addField("canInteract", TypeBool, Offset(mCanInteract, GuiOffscreenCanvas), "");
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addField("maxInteractDistance", TypeF32, Offset(mMaxInteractDistance, GuiOffscreenCanvas), "");
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Parent::initPersistFields();
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}
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@ -38,6 +38,8 @@ public:
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void _teardownTargets();
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NamedTexTargetRef getTarget() { return &mNamedTarget; }
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bool canInteract() { return mCanInteract; }
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F32 getMaxInteractDistance() { return mMaxInteractDistance; }
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void markDirty() { mTargetDirty = true; }
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@ -59,9 +61,12 @@ protected:
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bool mUseDepth;
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GFXTexHandle mTargetDepth;
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bool mCanInteract;
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F32 mMaxInteractDistance;
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public:
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static Vector<GuiOffscreenCanvas*> sList;
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static GuiOffscreenCanvas* sActiveOffscreenCanvas;
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};
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#endif
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