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Engine directory for ticket #1
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Engine/source/T3D/fps/guiHealthBarHud.cpp
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Engine/source/T3D/fps/guiHealthBarHud.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/gameBase/gameConnection.h"
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#include "T3D/shapeBase.h"
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#include "gfx/gfxDrawUtil.h"
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//-----------------------------------------------------------------------------
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/// A basic health bar control.
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/// This gui displays the damage value of the current PlayerObjectType
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/// control object. The gui can be set to pulse if the health value
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/// 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;
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bool mShowFill;
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bool mDisplayEnergy;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mDamageFillColor;
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S32 mPulseRate;
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F32 mPulseThreshold;
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F32 mValue;
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public:
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GuiHealthBarHud();
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void onRender( Point2I, const RectI &);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiHealthBarHud );
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DECLARE_CATEGORY( "Gui Game" );
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DECLARE_DESCRIPTION( "A basic health bar. Shows the damage value of the current\n"
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"PlayerObjectType control object." );
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};
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiHealthBarHud );
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ConsoleDocClass( GuiHealthBarHud,
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"@brief A basic health bar. Shows the damage value of the current PlayerObjectType control object.\n\n"
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"This gui displays the damage value of the current PlayerObjectType control object. "
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"The gui can be set to pulse if the health value drops below a set value. "
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"This control only works if a server connection exists and it's control object "
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"is a PlayerObjectType. If either of these requirements is false, the control is not rendered.\n\n"
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"@tsexample\n"
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"\n new GuiHealthBarHud()"
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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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" damageFillColor = \"1.0 0.0 0.0 1.0\"; // Fills with a solid red color\n"
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" pulseRate = \"500\";\n"
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" pulseThreshold = \"0.25\";\n"
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" showFill = \"true\";\n"
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" showFrame = \"true\";\n"
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" displayEnergy = \"false\";\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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GuiHealthBarHud::GuiHealthBarHud()
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{
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mShowFrame = mShowFill = true;
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mDisplayEnergy = false;
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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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mDamageFillColor.set(0, 1, 0, 1);
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mPulseRate = 0;
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mPulseThreshold = 0.3f;
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mValue = 0.2f;
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}
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void GuiHealthBarHud::initPersistFields()
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{
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addGroup("Colors");
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addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ), "Standard color for the background of the control." );
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addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiHealthBarHud ), "Color for the control's frame." );
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addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiHealthBarHud ), "As the health bar depletes, this color will represent the health loss amount." );
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endGroup("Colors");
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addGroup("Pulse");
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addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiHealthBarHud ), "Speed at which the control will pulse." );
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addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ), "Health level the control must be under before the control will pulse." );
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endGroup("Pulse");
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addGroup("Misc");
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addField( "showFill", TypeBool, Offset( mShowFill, GuiHealthBarHud ), "If true, we draw the background color of the control." );
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiHealthBarHud ), "If true, we draw the frame of the control." );
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addField( "displayEnergy", TypeBool, Offset( mDisplayEnergy, GuiHealthBarHud ), "If true, display the energy value rather than the damage value." );
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endGroup("Misc");
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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/**
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Gui onRender method.
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Renders a health bar with filled background and border.
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*/
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void GuiHealthBarHud::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() & PlayerObjectType))
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return;
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if(mDisplayEnergy)
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{
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mValue = control->getEnergyValue();
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}
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else
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{
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// We'll just grab the damage right off the control object.
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// Damage value 0 = no damage.
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mValue = 1 - control->getDamageValue();
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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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// Pulse the damage fill if it's below the threshold
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if (mPulseRate != 0)
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if (mValue < mPulseThreshold)
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{
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U32 time = Platform::getVirtualMilliseconds();
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F32 alpha = 2.0f * F32(time % mPulseRate) / F32(mPulseRate);
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mDamageFillColor.alpha = (alpha > 1.0f)? 2.0f - alpha: alpha;
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}
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else
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mDamageFillColor.alpha = 1;
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// Render damage fill %
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RectI rect(updateRect);
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if(getWidth() > getHeight())
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rect.extent.x = (S32)(rect.extent.x * mValue);
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else
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{
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S32 bottomY = rect.point.y + rect.extent.y;
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rect.extent.y = (S32)(rect.extent.y * mValue);
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rect.point.y = bottomY - rect.extent.y;
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}
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GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor);
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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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