mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Fixed via several solutions to prevent issue from cropping up again. Firstly, Adjusted behavior script-side so game menu keybind is pushed with the PlayGUI since almost every single game will use the game menu Secondly, added logic so that the guiInputCtrl, when going to push an ActionMap(if it has one) will check if it's root canvas is active. Thirdly, to allow guiInputCtrls to respond to a canvas becoming active, such as a GUi-on-Material surface displaying a menu and it's activated, an offscreen canvas becoming active now trips a signal that guiInputCtrl listens for.
259 lines
10 KiB
C++
259 lines
10 KiB
C++
//-----------------------------------------------------------------------------
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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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#include "gui/core/guiOffscreenCanvas.h"
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#include "T3D/tsStatic.h"
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#include "materials/baseMatInstance.h"
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#include "materials/matInstance.h"
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#include "materials/materialDefinition.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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LinearColorF mDamageFillColor;
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LinearColorF mDamageFrameColor;
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Point2I mDamageRectSize;
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Point2I mDamageOffset;
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PlatformTimer* mFrameTime;
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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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~GuiCrossHairHud();
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void onRender( Point2I, const RectI &) override;
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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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mFrameTime = PlatformTimer::create();
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}
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GuiCrossHairHud::~GuiCrossHairHud()
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{
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SAFE_DELETE(mFrameTime);
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}
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void GuiCrossHairHud::initPersistFields()
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{
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docsURL;
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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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GameBase* control = dynamic_cast<GameBase*>(conn->getCameraObject());
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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 | ShapeBaseObjectType | StaticShapeObjectType;
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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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// is this a tsstatic? then it could be a offscreen canvas, check the list.
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if (TSStatic* ts = dynamic_cast<TSStatic*>(info.object))
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{
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if (mFrameTime->getElapsedMs() > 32)
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{
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if (GuiOffscreenCanvas::sActiveOffscreenCanvas)
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GuiOffscreenCanvas::sActiveOffscreenCanvas->setActive(false);
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GuiOffscreenCanvas::sActiveOffscreenCanvas = NULL;
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mFrameTime->reset();
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Point3F newStart, newEnd;
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ts->getWorldTransform().mulP(camPos, &newStart);
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ts->getWorldTransform().mulP(endPos, &newEnd);
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newStart.convolveInverse(ts->getScale());
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newEnd.convolveInverse(ts->getScale());
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info.generateTexCoord = true;
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if (ts->getShapeInstance()->castRayOpcode(0, newStart, newEnd, &info))
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{
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MatInstance* matInst = dynamic_cast<MatInstance*>(info.material);
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if (matInst)
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{
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Material* mat = matInst->getMaterial();
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if (mat && mat->getDiffuseMapAsset(0).notNull() && mat->getDiffuseMapAsset(0)->isNamedTarget())
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{
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String canvasName = String(mat->getDiffuseMapAsset(0)->getImageFile()).substr(1, (U32)strlen(mat->getDiffuseMapAsset(0)->getImageFile()) - 1);
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for (GuiOffscreenCanvas* canvas : GuiOffscreenCanvas::sList)
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{
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if (canvas->getTarget()->getName() == canvasName)
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{
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if (!canvas->canInteract() || canvas->getMaxInteractDistance() < info.distance)
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{
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break;
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}
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Point2I canvasSize = canvas->getWindowSize();
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Point2I newCursorPos(mRound(mClampF((info.texCoord.x * canvasSize.x), 0.0f, (F32)canvasSize.x)),
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mRound(mClampF((info.texCoord.y * canvasSize.y), 0.0f, (F32)canvasSize.y)));
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canvas->setCursorPos(newCursorPos);
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canvas->markDirty();
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GuiOffscreenCanvas::sActiveOffscreenCanvas = canvas;
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GuiOffscreenCanvas::sActiveOffscreenCanvas->setActive(true);
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break;
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}
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}
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}
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}
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}
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}
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}
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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.toColorI());
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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.toColorI());
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}
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