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Engine directory for ticket #1
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197
Engine/source/T3D/fps/guiClockHud.cpp
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197
Engine/source/T3D/fps/guiClockHud.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
|
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
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// sell copies of the Software, and to permit persons to whom the Software is
|
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/core/guiControl.h"
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#include "console/consoleTypes.h"
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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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//-----------------------------------------------------------------------------
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/// Vary basic HUD clock.
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/// Displays the current simulation time offset from some base. The base time
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/// is usually synchronized with the server as mission start time. This hud
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/// currently only displays minutes:seconds.
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class GuiClockHud : public GuiControl
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{
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typedef GuiControl Parent;
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bool mShowFrame;
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bool mShowFill;
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bool mTimeReversed;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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S32 mTimeOffset;
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public:
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GuiClockHud();
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void setTime(F32 newTime);
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void setReverseTime(F32 reverseTime);
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F32 getTime();
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void onRender( Point2I, const RectI &);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiClockHud );
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DECLARE_CATEGORY( "Gui Game" );
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DECLARE_DESCRIPTION( "Basic HUD clock. Displays the current simulation time offset from some base." );
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};
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiClockHud );
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ConsoleDocClass( GuiClockHud,
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"@brief Basic HUD clock. Displays the current simulation time offset from some base.\n"
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"@tsexample\n"
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"\n new GuiClockHud()"
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"{\n"
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" fillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
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" frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
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" textColor = \"1.0 1.0 1.0 1.0\"; // Solid white text Color\n"
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" showFill = \"true\";\n"
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" showFrame = \"true\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@ingroup GuiGame\n"
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);
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GuiClockHud::GuiClockHud()
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{
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mShowFrame = mShowFill = true;
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mFillColor.set(0, 0, 0, 0.5);
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mFrameColor.set(0, 1, 0, 1);
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mTextColor.set( 0, 1, 0, 1 );
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mTimeOffset = 0;
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}
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void GuiClockHud::initPersistFields()
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{
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addGroup("Misc");
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addField( "showFill", TypeBool, Offset( mShowFill, GuiClockHud ), "If true, draws a background color behind the control.");
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiClockHud ), "If true, draws a frame around the control." );
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addField( "fillColor", TypeColorF, Offset( mFillColor, GuiClockHud ), "Standard color for the background of the control." );
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addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiClockHud ), "Color for the control's frame." );
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addField( "textColor", TypeColorF, Offset( mTextColor, GuiClockHud ), "Color for the text on this control." );
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endGroup("Misc");
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
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{
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// Background first
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if (mShowFill)
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
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// Convert ms time into hours, minutes and seconds.
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S32 time = S32(getTime());
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S32 secs = time % 60;
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S32 mins = (time % 3600) / 60;
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// Currently only displays min/sec
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char buf[256];
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dSprintf(buf,sizeof(buf), "%02d:%02d",mins,secs);
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// Center the text
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offset.x += (getWidth() - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
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offset.y += (getHeight() - mProfile->mFont->getHeight()) / 2;
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GFX->getDrawUtil()->setBitmapModulation(mTextColor);
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GFX->getDrawUtil()->drawText(mProfile->mFont, offset, buf);
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GFX->getDrawUtil()->clearBitmapModulation();
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// Border last
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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
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}
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//-----------------------------------------------------------------------------
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void GuiClockHud::setReverseTime(F32 time)
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{
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// Set the current time in seconds.
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mTimeReversed = true;
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mTimeOffset = S32(time * 1000) + Platform::getVirtualMilliseconds();
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}
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void GuiClockHud::setTime(F32 time)
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{
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// Set the current time in seconds.
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mTimeReversed = false;
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mTimeOffset = S32(time * 1000) - Platform::getVirtualMilliseconds();
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}
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F32 GuiClockHud::getTime()
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{
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// Return elapsed time in seconds.
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if(mTimeReversed)
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return F32(mTimeOffset - Platform::getVirtualMilliseconds()) / 1000;
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else
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return F32(mTimeOffset + Platform::getVirtualMilliseconds()) / 1000;
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}
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DefineEngineMethod(GuiClockHud, setTime, void, (F32 timeInSeconds),(60), "Sets the current base time for the clock.\n"
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"@param timeInSeconds Time to set the clock, in seconds (IE: 00:02 would be 120)\n"
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"@tsexample\n"
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"// Define the time, in seconds\n"
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"%timeInSeconds = 120;\n\n"
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"// Change the time on the GuiClockHud control\n"
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"%guiClockHud.setTime(%timeInSeconds);\n"
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"@endtsexample\n"
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)
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{
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object->setTime(timeInSeconds);
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}
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DefineEngineMethod(GuiClockHud, setReverseTime, void, (F32 timeInSeconds),(60), "@brief Sets a time for a countdown clock.\n\n"
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"Setting the time like this will cause the clock to count backwards from the specified time.\n\n"
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"@param timeInSeconds Time to set the clock, in seconds (IE: 00:02 would be 120)\n\n"
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"@see setTime\n"
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)
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{
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object->setReverseTime(timeInSeconds);
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}
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DefineEngineMethod(GuiClockHud, getTime, F32, (),, "Returns the current time, in seconds.\n"
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"@return timeInseconds Current time, in seconds\n"
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"@tsexample\n"
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"// Get the current time from the GuiClockHud control\n"
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"%timeInSeconds = %guiClockHud.getTime();\n"
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"@endtsexample\n"
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)
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{
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return object->getTime();
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}
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191
Engine/source/T3D/fps/guiCrossHairHud.cpp
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191
Engine/source/T3D/fps/guiCrossHairHud.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
|
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
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// sell copies of the Software, and to permit persons to whom the Software is
|
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
|
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/core/guiControl.h"
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#include "gui/controls/guiBitmapCtrl.h"
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#include "console/consoleTypes.h"
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#include "scene/sceneManager.h"
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#include "T3D/gameBase/gameConnection.h"
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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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//-----------------------------------------------------------------------------
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/// Vary basic cross hair hud.
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/// Uses the base bitmap control to render a bitmap, and decides whether
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/// to draw or not depending on the current control object and it's state.
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/// If there is ShapeBase object under the cross hair and it's named,
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/// then a small health bar is displayed.
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class GuiCrossHairHud : public GuiBitmapCtrl
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{
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typedef GuiBitmapCtrl Parent;
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ColorF mDamageFillColor;
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ColorF mDamageFrameColor;
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Point2I mDamageRectSize;
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Point2I mDamageOffset;
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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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void onRender( Point2I, const RectI &);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiCrossHairHud );
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DECLARE_CATEGORY( "Gui Game" );
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DECLARE_DESCRIPTION( "Basic cross hair hud. Reacts to state of control object.\n"
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"Also displays health bar for named objects under the cross hair." );
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};
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/// Valid object types for which the cross hair will render, this
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/// should really all be script controlled.
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static const U32 ObjectMask = PlayerObjectType | VehicleObjectType;
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiCrossHairHud );
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ConsoleDocClass( GuiCrossHairHud,
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"@brief Basic cross hair hud. Reacts to state of control object. Also displays health bar for named objects under the cross hair.\n\n"
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"Uses the base bitmap control to render a bitmap, and decides whether to draw or not depending "
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"on the current control object and it's state. If there is ShapeBase object under the cross hair "
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"and it's named, then a small health bar is displayed.\n\n"
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"@tsexample\n"
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"\n new GuiCrossHairHud()"
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"{\n"
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" damageFillColor = \"1.0 0.0 0.0 1.0\"; // Fills with a solid red color\n"
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" damageFrameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
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" damageRect = \"15 5\";\n"
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" damageOffset = \"0 -10\";\n"
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"};\n"
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"@endtsexample\n"
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"@ingroup GuiGame\n"
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);
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GuiCrossHairHud::GuiCrossHairHud()
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{
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mDamageFillColor.set( 0.0f, 1.0f, 0.0f, 1.0f );
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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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}
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void GuiCrossHairHud::initPersistFields()
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{
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addGroup("Damage");
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addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiCrossHairHud ), "As the health bar depletes, this color will represent the health loss amount." );
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addField( "damageFrameColor", TypeColorF, Offset( mDamageFrameColor, GuiCrossHairHud ), "Color for the health bar's frame." );
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addField( "damageRect", TypePoint2I, Offset( mDamageRectSize, GuiCrossHairHud ), "Size for the health bar portion of the control." );
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addField( "damageOffset", TypePoint2I, Offset( mDamageOffset, GuiCrossHairHud ), "Offset for drawing the damage portion of the health control." );
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endGroup("Damage");
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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{
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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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ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
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if (!control || !(control->getTypeMask() & ObjectMask) || !conn->isFirstPerson())
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return;
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// Parent render.
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Parent::onRender(offset,updateRect);
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// Get control camera info
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MatrixF cam;
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Point3F camPos;
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conn->getControlCameraTransform(0,&cam);
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cam.getColumn(3, &camPos);
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// Extend the camera vector to create an endpoint for our ray
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Point3F endPos;
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cam.getColumn(1, &endPos);
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endPos *= gClientSceneGraph->getVisibleDistance();
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endPos += camPos;
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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 | InteriorObjectType | ShapeBaseObjectType;
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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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// 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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// isn't a performance situation, so I'll just use dynamic_cast.
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if (ShapeBase* obj = dynamic_cast<ShapeBase*>(info.object))
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if (obj->getShapeName()) {
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offset.x = updateRect.point.x + updateRect.extent.x / 2;
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offset.y = updateRect.point.y + updateRect.extent.y / 2;
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drawDamage(offset + mDamageOffset, obj->getDamageValue(), 1);
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}
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}
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// Restore control object collision
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control->enableCollision();
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}
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//-----------------------------------------------------------------------------
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/**
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Display a damage bar ubove the shape.
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This is a support funtion, called by onRender.
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*/
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void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
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{
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mDamageFillColor.alpha = mDamageFrameColor.alpha = opacity;
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// Damage should be 0->1 (0 being no damage,or healthy), but
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// we'll just make sure here as we flip it.
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damage = mClampF(1 - damage, 0, 1);
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// Center the bar
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RectI rect(offset, mDamageRectSize);
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rect.point.x -= mDamageRectSize.x / 2;
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// Draw the border
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GFX->getDrawUtil()->drawRect(rect, mDamageFrameColor);
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// Draw the damage % fill
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rect.point += Point2I(1, 1);
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rect.extent -= Point2I(1, 1);
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rect.extent.x = (S32)(rect.extent.x * damage);
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if (rect.extent.x == 1)
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rect.extent.x = 2;
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if (rect.extent.x > 0)
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GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor);
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}
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190
Engine/source/T3D/fps/guiHealthBarHud.cpp
Normal file
190
Engine/source/T3D/fps/guiHealthBarHud.cpp
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@ -0,0 +1,190 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
|
||||
#include "gui/core/guiControl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "T3D/gameBase/gameConnection.h"
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||||
#include "T3D/shapeBase.h"
|
||||
#include "gfx/gfxDrawUtil.h"
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||||
|
||||
|
||||
//-----------------------------------------------------------------------------
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||||
/// A basic health bar control.
|
||||
/// This gui displays the damage value of the current PlayerObjectType
|
||||
/// control object. The gui can be set to pulse if the health value
|
||||
/// drops below a set value. This control only works if a server
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||||
/// connection exists and it's control object is a PlayerObjectType. If
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||||
/// either of these requirements is false, the control is not rendered.
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||||
class GuiHealthBarHud : public GuiControl
|
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{
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typedef GuiControl Parent;
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||||
|
||||
bool mShowFrame;
|
||||
bool mShowFill;
|
||||
bool mDisplayEnergy;
|
||||
|
||||
ColorF mFillColor;
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||||
ColorF mFrameColor;
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||||
ColorF mDamageFillColor;
|
||||
|
||||
S32 mPulseRate;
|
||||
F32 mPulseThreshold;
|
||||
|
||||
F32 mValue;
|
||||
|
||||
public:
|
||||
GuiHealthBarHud();
|
||||
|
||||
void onRender( Point2I, const RectI &);
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT( GuiHealthBarHud );
|
||||
DECLARE_CATEGORY( "Gui Game" );
|
||||
DECLARE_DESCRIPTION( "A basic health bar. Shows the damage value of the current\n"
|
||||
"PlayerObjectType control object." );
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CONOBJECT( GuiHealthBarHud );
|
||||
|
||||
ConsoleDocClass( GuiHealthBarHud,
|
||||
"@brief A basic health bar. Shows the damage value of the current PlayerObjectType control object.\n\n"
|
||||
"This gui displays the damage value of the current PlayerObjectType control object. "
|
||||
"The gui can be set to pulse if the health value drops below a set value. "
|
||||
"This control only works if a server connection exists and it's control object "
|
||||
"is a PlayerObjectType. If either of these requirements is false, the control is not rendered.\n\n"
|
||||
|
||||
"@tsexample\n"
|
||||
"\n new GuiHealthBarHud()"
|
||||
"{\n"
|
||||
" fillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
|
||||
" frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
|
||||
" damageFillColor = \"1.0 0.0 0.0 1.0\"; // Fills with a solid red color\n"
|
||||
" pulseRate = \"500\";\n"
|
||||
" pulseThreshold = \"0.25\";\n"
|
||||
" showFill = \"true\";\n"
|
||||
" showFrame = \"true\";\n"
|
||||
" displayEnergy = \"false\";\n"
|
||||
"};\n"
|
||||
"@endtsexample\n\n"
|
||||
|
||||
"@ingroup GuiGame\n"
|
||||
);
|
||||
|
||||
|
||||
GuiHealthBarHud::GuiHealthBarHud()
|
||||
{
|
||||
mShowFrame = mShowFill = true;
|
||||
mDisplayEnergy = false;
|
||||
mFillColor.set(0, 0, 0, 0.5);
|
||||
mFrameColor.set(0, 1, 0, 1);
|
||||
mDamageFillColor.set(0, 1, 0, 1);
|
||||
|
||||
mPulseRate = 0;
|
||||
mPulseThreshold = 0.3f;
|
||||
mValue = 0.2f;
|
||||
}
|
||||
|
||||
void GuiHealthBarHud::initPersistFields()
|
||||
{
|
||||
addGroup("Colors");
|
||||
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ), "Standard color for the background of the control." );
|
||||
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiHealthBarHud ), "Color for the control's frame." );
|
||||
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiHealthBarHud ), "As the health bar depletes, this color will represent the health loss amount." );
|
||||
endGroup("Colors");
|
||||
|
||||
addGroup("Pulse");
|
||||
addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiHealthBarHud ), "Speed at which the control will pulse." );
|
||||
addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ), "Health level the control must be under before the control will pulse." );
|
||||
endGroup("Pulse");
|
||||
|
||||
addGroup("Misc");
|
||||
addField( "showFill", TypeBool, Offset( mShowFill, GuiHealthBarHud ), "If true, we draw the background color of the control." );
|
||||
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiHealthBarHud ), "If true, we draw the frame of the control." );
|
||||
addField( "displayEnergy", TypeBool, Offset( mDisplayEnergy, GuiHealthBarHud ), "If true, display the energy value rather than the damage value." );
|
||||
endGroup("Misc");
|
||||
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/**
|
||||
Gui onRender method.
|
||||
Renders a health bar with filled background and border.
|
||||
*/
|
||||
void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
|
||||
{
|
||||
// Must have a connection and player control object
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn)
|
||||
return;
|
||||
ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
|
||||
if (!control || !(control->getTypeMask() & PlayerObjectType))
|
||||
return;
|
||||
|
||||
if(mDisplayEnergy)
|
||||
{
|
||||
mValue = control->getEnergyValue();
|
||||
}
|
||||
else
|
||||
{
|
||||
// We'll just grab the damage right off the control object.
|
||||
// Damage value 0 = no damage.
|
||||
mValue = 1 - control->getDamageValue();
|
||||
}
|
||||
|
||||
|
||||
// Background first
|
||||
if (mShowFill)
|
||||
GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
|
||||
|
||||
// Pulse the damage fill if it's below the threshold
|
||||
if (mPulseRate != 0)
|
||||
if (mValue < mPulseThreshold)
|
||||
{
|
||||
U32 time = Platform::getVirtualMilliseconds();
|
||||
F32 alpha = 2.0f * F32(time % mPulseRate) / F32(mPulseRate);
|
||||
mDamageFillColor.alpha = (alpha > 1.0f)? 2.0f - alpha: alpha;
|
||||
}
|
||||
else
|
||||
mDamageFillColor.alpha = 1;
|
||||
|
||||
// Render damage fill %
|
||||
RectI rect(updateRect);
|
||||
if(getWidth() > getHeight())
|
||||
rect.extent.x = (S32)(rect.extent.x * mValue);
|
||||
else
|
||||
{
|
||||
S32 bottomY = rect.point.y + rect.extent.y;
|
||||
rect.extent.y = (S32)(rect.extent.y * mValue);
|
||||
rect.point.y = bottomY - rect.extent.y;
|
||||
}
|
||||
GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor);
|
||||
|
||||
// Border last
|
||||
if (mShowFrame)
|
||||
GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
|
||||
}
|
||||
287
Engine/source/T3D/fps/guiShapeNameHud.cpp
Normal file
287
Engine/source/T3D/fps/guiShapeNameHud.cpp
Normal file
|
|
@ -0,0 +1,287 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
|
||||
#include "gui/core/guiControl.h"
|
||||
#include "gui/3d/guiTSControl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "scene/sceneManager.h"
|
||||
#include "T3D/gameBase/gameConnection.h"
|
||||
#include "T3D/shapeBase.h"
|
||||
#include "gfx/gfxDrawUtil.h"
|
||||
#include "console/engineAPI.h"
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/// Displays name & damage above shape objects.
|
||||
///
|
||||
/// This control displays the name and damage value of all named
|
||||
/// ShapeBase objects on the client. The name and damage of objects
|
||||
/// within the control's display area are overlayed above the object.
|
||||
///
|
||||
/// This GUI control must be a child of a TSControl, and a server connection
|
||||
/// and control object must be present.
|
||||
///
|
||||
/// This is a stand-alone control and relies only on the standard base GuiControl.
|
||||
class GuiShapeNameHud : public GuiControl {
|
||||
typedef GuiControl Parent;
|
||||
|
||||
// field data
|
||||
ColorF mFillColor;
|
||||
ColorF mFrameColor;
|
||||
ColorF mTextColor;
|
||||
|
||||
F32 mVerticalOffset;
|
||||
F32 mDistanceFade;
|
||||
bool mShowFrame;
|
||||
bool mShowFill;
|
||||
|
||||
protected:
|
||||
void drawName( Point2I offset, const char *buf, F32 opacity);
|
||||
|
||||
public:
|
||||
GuiShapeNameHud();
|
||||
|
||||
// GuiControl
|
||||
virtual void onRender(Point2I offset, const RectI &updateRect);
|
||||
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT( GuiShapeNameHud );
|
||||
DECLARE_CATEGORY( "Gui Game" );
|
||||
DECLARE_DESCRIPTION( "Displays name and damage of ShapeBase objects in its bounds.\n"
|
||||
"Must be a child of a GuiTSCtrl and a server connection must be present." );
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CONOBJECT(GuiShapeNameHud);
|
||||
|
||||
ConsoleDocClass( GuiShapeNameHud,
|
||||
"@brief Displays name and damage of ShapeBase objects in its bounds. Must be a child of a GuiTSCtrl and a server connection must be present.\n\n"
|
||||
"This control displays the name and damage value of all named ShapeBase objects on the client. "
|
||||
"The name and damage of objects within the control's display area are overlayed above the object.\n\n"
|
||||
"This GUI control must be a child of a TSControl, and a server connection and control object must be present. "
|
||||
"This is a stand-alone control and relies only on the standard base GuiControl.\n\n"
|
||||
|
||||
"@tsexample\n"
|
||||
"\n new GuiShapeNameHud()"
|
||||
"{\n"
|
||||
" fillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
|
||||
" frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
|
||||
" textColor = \"1.0 1.0 1.0 1.0\"; // Solid white text Color\n"
|
||||
" showFill = \"true\";\n"
|
||||
" showFrame = \"true\";\n"
|
||||
" verticalOffset = \"0.15\";\n"
|
||||
" distanceFade = \"15.0\";\n"
|
||||
"};\n"
|
||||
"@endtsexample\n\n"
|
||||
|
||||
"@ingroup GuiGame\n"
|
||||
);
|
||||
|
||||
/// Default distance for object's information to be displayed.
|
||||
static const F32 cDefaultVisibleDistance = 500.0f;
|
||||
|
||||
GuiShapeNameHud::GuiShapeNameHud()
|
||||
{
|
||||
mFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
|
||||
mFrameColor.set( 0, 1, 0, 1 );
|
||||
mTextColor.set( 0, 1, 0, 1 );
|
||||
mShowFrame = mShowFill = true;
|
||||
mVerticalOffset = 0.5f;
|
||||
mDistanceFade = 0.1f;
|
||||
}
|
||||
|
||||
void GuiShapeNameHud::initPersistFields()
|
||||
{
|
||||
addGroup("Colors");
|
||||
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ), "Standard color for the background of the control." );
|
||||
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ), "Color for the control's frame." );
|
||||
addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ), "Color for the text on this control." );
|
||||
endGroup("Colors");
|
||||
|
||||
addGroup("Misc");
|
||||
addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ), "If true, we draw the background color of the control." );
|
||||
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ), "If true, we draw the frame of the control." );
|
||||
addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ), "Amount to vertically offset the control in relation to the ShapeBase object in focus." );
|
||||
addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ), "Visibility distance (how far the player must be from the ShapeBase object in focus) for this control to render." );
|
||||
endGroup("Misc");
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/// Core rendering method for this control.
|
||||
///
|
||||
/// This method scans through all the current client ShapeBase objects.
|
||||
/// If one is named, it displays the name and damage information for it.
|
||||
///
|
||||
/// Information is offset from the center of the object's bounding box,
|
||||
/// unless the object is a PlayerObjectType, in which case the eye point
|
||||
/// is used.
|
||||
///
|
||||
/// @param updateRect Extents of control.
|
||||
void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
|
||||
{
|
||||
// Background fill first
|
||||
if (mShowFill)
|
||||
GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
|
||||
|
||||
// Must be in a TS Control
|
||||
GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
|
||||
if (!parent) return;
|
||||
|
||||
// Must have a connection and control object
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn) return;
|
||||
GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
|
||||
if (!control) return;
|
||||
|
||||
// Get control camera info
|
||||
MatrixF cam;
|
||||
Point3F camPos;
|
||||
VectorF camDir;
|
||||
conn->getControlCameraTransform(0,&cam);
|
||||
cam.getColumn(3, &camPos);
|
||||
cam.getColumn(1, &camDir);
|
||||
|
||||
F32 camFov;
|
||||
conn->getControlCameraFov(&camFov);
|
||||
camFov = mDegToRad(camFov) / 2;
|
||||
|
||||
// Visible distance info & name fading
|
||||
F32 visDistance = gClientSceneGraph->getVisibleDistance();
|
||||
F32 visDistanceSqr = visDistance * visDistance;
|
||||
F32 fadeDistance = visDistance * mDistanceFade;
|
||||
|
||||
// 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 | InteriorObjectType | ShapeBaseObjectType;
|
||||
control->disableCollision();
|
||||
|
||||
// All ghosted objects are added to the server connection group,
|
||||
// so we can find all the shape base objects by iterating through
|
||||
// our current connection.
|
||||
for (SimSetIterator itr(conn); *itr; ++itr) {
|
||||
ShapeBase* shape = dynamic_cast< ShapeBase* >(*itr);
|
||||
if ( shape ) {
|
||||
if (shape != control && shape->getShapeName())
|
||||
{
|
||||
|
||||
// Target pos to test, if it's a player run the LOS to his eye
|
||||
// point, otherwise we'll grab the generic box center.
|
||||
Point3F shapePos;
|
||||
if (shape->getTypeMask() & PlayerObjectType)
|
||||
{
|
||||
MatrixF eye;
|
||||
|
||||
// Use the render eye transform, otherwise we'll see jittering
|
||||
shape->getRenderEyeTransform(&eye);
|
||||
eye.getColumn(3, &shapePos);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use the render transform instead of the box center
|
||||
// otherwise it'll jitter.
|
||||
MatrixF srtMat = shape->getRenderTransform();
|
||||
srtMat.getColumn(3, &shapePos);
|
||||
}
|
||||
VectorF shapeDir = shapePos - camPos;
|
||||
|
||||
// Test to see if it's in range
|
||||
F32 shapeDist = shapeDir.lenSquared();
|
||||
if (shapeDist == 0 || shapeDist > visDistanceSqr)
|
||||
continue;
|
||||
shapeDist = mSqrt(shapeDist);
|
||||
|
||||
// Test to see if it's within our viewcone, this test doesn't
|
||||
// actually match the viewport very well, should consider
|
||||
// projection and box test.
|
||||
shapeDir.normalize();
|
||||
F32 dot = mDot(shapeDir, camDir);
|
||||
if (dot < camFov)
|
||||
continue;
|
||||
|
||||
// Test to see if it's behind something, and we want to
|
||||
// ignore anything it's mounted on when we run the LOS.
|
||||
RayInfo info;
|
||||
shape->disableCollision();
|
||||
SceneObject *mount = shape->getObjectMount();
|
||||
if (mount)
|
||||
mount->disableCollision();
|
||||
bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
|
||||
shape->enableCollision();
|
||||
if (mount)
|
||||
mount->enableCollision();
|
||||
if (!los)
|
||||
continue;
|
||||
|
||||
// Project the shape pos into screen space and calculate
|
||||
// the distance opacity used to fade the labels into the
|
||||
// distance.
|
||||
Point3F projPnt;
|
||||
shapePos.z += mVerticalOffset;
|
||||
if (!parent->project(shapePos, &projPnt))
|
||||
continue;
|
||||
F32 opacity = (shapeDist < fadeDistance)? 1.0:
|
||||
1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
|
||||
|
||||
// Render the shape's name
|
||||
drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore control object collision
|
||||
control->enableCollision();
|
||||
|
||||
// Border last
|
||||
if (mShowFrame)
|
||||
GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
/// Render object names.
|
||||
///
|
||||
/// Helper function for GuiShapeNameHud::onRender
|
||||
///
|
||||
/// @param offset Screen coordinates to render name label. (Text is centered
|
||||
/// horizontally about this location, with bottom of text at
|
||||
/// specified y position.)
|
||||
/// @param name String name to display.
|
||||
/// @param opacity Opacity of name (a fraction).
|
||||
void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
|
||||
{
|
||||
// Center the name
|
||||
offset.x -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2;
|
||||
offset.y -= mProfile->mFont->getHeight();
|
||||
|
||||
// Deal with opacity and draw.
|
||||
mTextColor.alpha = opacity;
|
||||
GFX->getDrawUtil()->setBitmapModulation(mTextColor);
|
||||
GFX->getDrawUtil()->drawText(mProfile->mFont, offset, name);
|
||||
GFX->getDrawUtil()->clearBitmapModulation();
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue