Torque3D/Engine/source/T3D/fps/guiHealthBarHud.cpp
2016-10-14 17:57:20 -05:00

192 lines
6.9 KiB
C++

//-----------------------------------------------------------------------------
// 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 "console/consoleTypes.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/shapeBase.h"
#include "gfx/gfxDrawUtil.h"
//-----------------------------------------------------------------------------
/// 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
/// connection exists and it's control object is a PlayerObjectType. If
/// either of these requirements is false, the control is not rendered.
class GuiHealthBarHud : public GuiControl
{
typedef GuiControl Parent;
bool mShowFrame;
bool mShowFill;
bool mDisplayEnergy;
ColorF mFillColor;
ColorF mFrameColor;
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);
}