Merge pull request #478 from eightyeight/guishapenamehud-fill

Make GuiShapeNameHud frame and fill rendering useful
This commit is contained in:
SilentMike 2013-10-15 10:39:04 -07:00
commit b1f4c4a24d

View file

@ -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);
}