diff --git a/Engine/source/T3D/fps/guiShapeNameHud.cpp b/Engine/source/T3D/fps/guiShapeNameHud.cpp index d63cb2eee..9ec1afac4 100644 --- a/Engine/source/T3D/fps/guiShapeNameHud.cpp +++ b/Engine/source/T3D/fps/guiShapeNameHud.cpp @@ -50,11 +50,17 @@ class GuiShapeNameHud : public GuiControl { ColorF mFillColor; ColorF mFrameColor; ColorF mTextColor; + ColorF mLabelFillColor; + ColorF mLabelFrameColor; F32 mVerticalOffset; F32 mDistanceFade; bool mShowFrame; bool mShowFill; + bool mShowLabelFrame; + bool mShowLabelFill; + + Point2I mLabelPadding; protected: void drawName( Point2I offset, const char *buf, F32 opacity); @@ -92,6 +98,10 @@ ConsoleDocClass( GuiShapeNameHud, " textColor = \"1.0 1.0 1.0 1.0\"; // Solid white text Color\n" " showFill = \"true\";\n" " showFrame = \"true\";\n" + " labelFillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n" + " labelFrameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n" + " showLabelFill = \"true\";\n" + " showLabelFrame = \"true\";\n" " verticalOffset = \"0.15\";\n" " distanceFade = \"15.0\";\n" "};\n" @@ -111,6 +121,7 @@ GuiShapeNameHud::GuiShapeNameHud() mShowFrame = mShowFill = true; mVerticalOffset = 0.5f; mDistanceFade = 0.1f; + mLabelPadding.set(0, 0); } void GuiShapeNameHud::initPersistFields() @@ -119,11 +130,16 @@ void GuiShapeNameHud::initPersistFields() 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." ); + addField( "labelFillColor", TypeColorF, Offset( mLabelFillColor, GuiShapeNameHud ), "Color for the background of each shape name label." ); + addField( "labelFrameColor", TypeColorF, Offset( mLabelFrameColor, GuiShapeNameHud ), "Color for the frames around each shape name label." ); 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( "showLabelFill", TypeBool, Offset( mShowLabelFill, GuiShapeNameHud ), "If true, we draw a background for each shape name label." ); + addField( "showLabelFrame", TypeBool, Offset( mShowLabelFrame, GuiShapeNameHud ), "If true, we draw a frame around each shape name label." ); + addField( "labelPadding", TypePoint2I, Offset( mLabelPadding, GuiShapeNameHud ), "The padding (in pixels) between the label text and the frame." ); 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"); @@ -274,14 +290,26 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect) /// @param opacity Opacity of name (a fraction). void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity) { + F32 width = mProfile->mFont->getStrWidth((const UTF8 *)name) + mLabelPadding.x * 2; + F32 height = mProfile->mFont->getHeight() + mLabelPadding.y * 2; + Point2I extent = Point2I(width, height); + // Center the name - offset.x -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2; - offset.y -= mProfile->mFont->getHeight(); + offset.x -= width / 2; + offset.y -= height / 2; + + // Background fill first + if (mShowLabelFill) + GFX->getDrawUtil()->drawRectFill(RectI(offset, extent), mLabelFillColor); // Deal with opacity and draw. mTextColor.alpha = opacity; GFX->getDrawUtil()->setBitmapModulation(mTextColor); - GFX->getDrawUtil()->drawText(mProfile->mFont, offset, name); + GFX->getDrawUtil()->drawText(mProfile->mFont, offset + mLabelPadding, name); GFX->getDrawUtil()->clearBitmapModulation(); + + // Border last + if (mShowLabelFrame) + GFX->getDrawUtil()->drawRect(RectI(offset, extent), mLabelFrameColor); }