mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
256 lines
9.8 KiB
C++
256 lines
9.8 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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GuiOffscreenCanvas::sActiveOffscreenCanvas = NULL;
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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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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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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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