gui offscreen material test

added interaction static guioffscreencanvas to capture mouse events
added test shape
This commit is contained in:
marauder2k7 2025-06-18 17:05:35 +01:00
parent a276ad2505
commit 6f9c4158d8
10 changed files with 190 additions and 7 deletions

View file

@ -30,7 +30,11 @@
#include "T3D/shapeBase.h"
#include "gfx/gfxDrawUtil.h"
#include "console/engineAPI.h"
#include "gui/core/guiOffscreenCanvas.h"
#include "T3D/tsStatic.h"
#include "materials/baseMatInstance.h"
#include "materials/matInstance.h"
#include "materials/materialDefinition.h"
//-----------------------------------------------------------------------------
/// Vary basic cross hair hud.
@ -46,12 +50,14 @@ class GuiCrossHairHud : public GuiBitmapCtrl
LinearColorF mDamageFrameColor;
Point2I mDamageRectSize;
Point2I mDamageOffset;
PlatformTimer* mFrameTime;
protected:
void drawDamage(Point2I offset, F32 damage, F32 opacity);
public:
GuiCrossHairHud();
~GuiCrossHairHud();
void onRender( Point2I, const RectI &) override;
static void initPersistFields();
@ -95,6 +101,12 @@ GuiCrossHairHud::GuiCrossHairHud()
mDamageFrameColor.set( 1.0f, 0.6f, 0.0f, 1.0f );
mDamageRectSize.set(50, 4);
mDamageOffset.set(0,32);
mFrameTime = PlatformTimer::create();
}
GuiCrossHairHud::~GuiCrossHairHud()
{
SAFE_DELETE(mFrameTime);
}
void GuiCrossHairHud::initPersistFields()
@ -114,13 +126,14 @@ void GuiCrossHairHud::initPersistFields()
void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
{
GuiOffscreenCanvas::sActiveOffscreenCanvas = NULL;
// Must have a connection and player control object
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn)
return;
GameBase* control = dynamic_cast<GameBase*>(conn->getCameraObject());
/*GameBase* control = dynamic_cast<GameBase*>(conn->getCameraObject());
if (!control || !(control->getTypeMask() & ObjectMask) || !conn->isFirstPerson())
return;
return;*/
// Parent render.
Parent::onRender(offset,updateRect);
@ -139,11 +152,61 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
// Collision info. We're going to be running LOS tests and we
// don't want to collide with the control object.
static U32 losMask = TerrainObjectType | ShapeBaseObjectType;
control->disableCollision();
static U32 losMask = TerrainObjectType | ShapeBaseObjectType | StaticShapeObjectType;
//control->disableCollision();
RayInfo info;
if (gClientContainer.castRay(camPos, endPos, losMask, &info)) {
// is this a tsstatic? then it could be a offscreen canvas, check the list.
if (TSStatic* ts = dynamic_cast<TSStatic*>(info.object))
{
if (mFrameTime->getElapsedMs() > 32)
{
mFrameTime->reset();
Point3F newStart, newEnd;
ts->getWorldTransform().mulP(camPos, &newStart);
ts->getWorldTransform().mulP(endPos, &newEnd);
newStart.convolveInverse(ts->getScale());
newEnd.convolveInverse(ts->getScale());
info.generateTexCoord = true;
if (ts->getShapeInstance()->castRayOpcode(0, newStart, newEnd, &info))
{
MatInstance* matInst = dynamic_cast<MatInstance*>(info.material);
if (matInst)
{
Material* mat = matInst->getMaterial();
if (mat && mat->getDiffuseMapAsset(0).notNull() && mat->getDiffuseMapAsset(0)->isNamedTarget())
{
String canvasName = String(mat->getDiffuseMapAsset(0)->getImageFile()).substr(1, (U32)strlen(mat->getDiffuseMapAsset(0)->getImageFile()) - 1);
for (GuiOffscreenCanvas* canvas : GuiOffscreenCanvas::sList)
{
if (canvas->getTarget()->getName() == canvasName)
{
if (!canvas->canInteract() || canvas->getMaxInteractDistance() < info.distance)
{
break;
}
Point2I canvasSize = canvas->getWindowSize();
Point2I newCursorPos(mRound(mClampF((info.texCoord.x * canvasSize.x), 0.0f, (F32)canvasSize.x)),
mRound(mClampF((info.texCoord.y * canvasSize.y), 0.0f, (F32)canvasSize.y)));
canvas->setCursorPos(newCursorPos);
canvas->markDirty();
GuiOffscreenCanvas::sActiveOffscreenCanvas = canvas;
break;
}
}
}
}
}
}
}
// Hit something... but we'll only display health for named
// ShapeBase objects. Could mask against the object type here
// and do a static cast if it's a ShapeBaseObjectType, but this
@ -157,7 +220,7 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
}
// Restore control object collision
control->enableCollision();
//control->enableCollision();
}