mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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316 lines
12 KiB
C++
316 lines
12 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/3d/guiTSControl.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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//----------------------------------------------------------------------------
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/// Displays name & damage above shape objects.
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///
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/// This control displays the name and damage value of all named
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/// ShapeBase objects on the client. The name and damage of objects
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/// within the control's display area are overlayed above the object.
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///
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/// This GUI control must be a child of a TSControl, and a server connection
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/// and control object must be present.
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///
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/// This is a stand-alone control and relies only on the standard base GuiControl.
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class GuiShapeNameHud : public GuiControl {
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typedef GuiControl Parent;
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// field data
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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ColorF mLabelFillColor;
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ColorF mLabelFrameColor;
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F32 mVerticalOffset;
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F32 mDistanceFade;
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bool mShowFrame;
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bool mShowFill;
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bool mShowLabelFrame;
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bool mShowLabelFill;
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Point2I mLabelPadding;
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protected:
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void drawName( Point2I offset, const char *buf, F32 opacity);
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public:
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GuiShapeNameHud();
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// GuiControl
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virtual void onRender(Point2I offset, const RectI &updateRect);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiShapeNameHud );
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DECLARE_CATEGORY( "Gui Game" );
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DECLARE_DESCRIPTION( "Displays name and damage of ShapeBase objects in its bounds.\n"
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"Must be a child of a GuiTSCtrl and a server connection must be present." );
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};
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiShapeNameHud);
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ConsoleDocClass( GuiShapeNameHud,
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"@brief Displays name and damage of ShapeBase objects in its bounds. Must be a child of a GuiTSCtrl and a server connection must be present.\n\n"
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"This control displays the name and damage value of all named ShapeBase objects on the client. "
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"The name and damage of objects within the control's display area are overlayed above the object.\n\n"
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"This GUI control must be a child of a TSControl, and a server connection and control object must be present. "
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"This is a stand-alone control and relies only on the standard base GuiControl.\n\n"
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"@tsexample\n"
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"\n new GuiShapeNameHud()"
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"{\n"
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" fillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
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" frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
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" textColor = \"1.0 1.0 1.0 1.0\"; // Solid white text Color\n"
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" showFill = \"true\";\n"
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" showFrame = \"true\";\n"
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" labelFillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
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" labelFrameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
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" showLabelFill = \"true\";\n"
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" showLabelFrame = \"true\";\n"
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" verticalOffset = \"0.15\";\n"
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" distanceFade = \"15.0\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@ingroup GuiGame\n"
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);
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/// Default distance for object's information to be displayed.
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static const F32 cDefaultVisibleDistance = 500.0f;
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GuiShapeNameHud::GuiShapeNameHud()
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{
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mFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
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mFrameColor.set( 0, 1, 0, 1 );
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mTextColor.set( 0, 1, 0, 1 );
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mShowFrame = mShowFill = true;
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mVerticalOffset = 0.5f;
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mDistanceFade = 0.1f;
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mLabelPadding.set(0, 0);
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}
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void GuiShapeNameHud::initPersistFields()
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{
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addGroup("Colors");
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addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ), "Standard color for the background of the control." );
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addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ), "Color for the control's frame." );
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addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ), "Color for the text on this control." );
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addField( "labelFillColor", TypeColorF, Offset( mLabelFillColor, GuiShapeNameHud ), "Color for the background of each shape name label." );
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addField( "labelFrameColor", TypeColorF, Offset( mLabelFrameColor, GuiShapeNameHud ), "Color for the frames around each shape name label." );
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endGroup("Colors");
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addGroup("Misc");
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addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ), "If true, we draw the background color of the control." );
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ), "If true, we draw the frame of the control." );
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addField( "showLabelFill", TypeBool, Offset( mShowLabelFill, GuiShapeNameHud ), "If true, we draw a background for each shape name label." );
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addField( "showLabelFrame", TypeBool, Offset( mShowLabelFrame, GuiShapeNameHud ), "If true, we draw a frame around each shape name label." );
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addField( "labelPadding", TypePoint2I, Offset( mLabelPadding, GuiShapeNameHud ), "The padding (in pixels) between the label text and the frame." );
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addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ), "Amount to vertically offset the control in relation to the ShapeBase object in focus." );
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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." );
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endGroup("Misc");
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Parent::initPersistFields();
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}
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//----------------------------------------------------------------------------
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/// Core rendering method for this control.
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///
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/// This method scans through all the current client ShapeBase objects.
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/// If one is named, it displays the name and damage information for it.
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///
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/// Information is offset from the center of the object's bounding box,
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/// unless the object is a PlayerObjectType, in which case the eye point
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/// is used.
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///
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/// @param updateRect Extents of control.
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void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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{
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// Background fill first
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if (mShowFill)
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
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// Must be in a TS Control
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GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
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if (!parent) return;
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// Must have a connection and control object
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GameConnection* conn = GameConnection::getConnectionToServer();
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if (!conn) return;
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GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
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if (!control) return;
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// Get control camera info
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MatrixF cam;
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Point3F camPos;
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VectorF camDir;
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conn->getControlCameraTransform(0,&cam);
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cam.getColumn(3, &camPos);
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cam.getColumn(1, &camDir);
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F32 camFov;
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conn->getControlCameraFov(&camFov);
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camFov = mDegToRad(camFov) / 2;
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// Visible distance info & name fading
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F32 visDistance = gClientSceneGraph->getVisibleDistance();
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F32 visDistanceSqr = visDistance * visDistance;
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F32 fadeDistance = visDistance * mDistanceFade;
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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;
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control->disableCollision();
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// All ghosted objects are added to the server connection group,
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// so we can find all the shape base objects by iterating through
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// our current connection.
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for (SimSetIterator itr(conn); *itr; ++itr) {
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ShapeBase* shape = dynamic_cast< ShapeBase* >(*itr);
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if ( shape ) {
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if (shape != control && shape->getShapeName())
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{
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// Target pos to test, if it's a player run the LOS to his eye
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// point, otherwise we'll grab the generic box center.
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Point3F shapePos;
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if (shape->getTypeMask() & PlayerObjectType)
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{
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MatrixF eye;
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// Use the render eye transform, otherwise we'll see jittering
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shape->getRenderEyeTransform(&eye);
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eye.getColumn(3, &shapePos);
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}
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else
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{
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// Use the render transform instead of the box center
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// otherwise it'll jitter.
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MatrixF srtMat = shape->getRenderTransform();
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srtMat.getColumn(3, &shapePos);
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}
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VectorF shapeDir = shapePos - camPos;
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// Test to see if it's in range
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F32 shapeDist = shapeDir.lenSquared();
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if (shapeDist == 0 || shapeDist > visDistanceSqr)
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continue;
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shapeDist = mSqrt(shapeDist);
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// Test to see if it's within our viewcone, this test doesn't
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// actually match the viewport very well, should consider
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// projection and box test.
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shapeDir.normalize();
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F32 dot = mDot(shapeDir, camDir);
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if (dot < camFov)
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continue;
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// Test to see if it's behind something, and we want to
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// ignore anything it's mounted on when we run the LOS.
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RayInfo info;
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shape->disableCollision();
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SceneObject *mount = shape->getObjectMount();
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if (mount)
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mount->disableCollision();
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bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
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shape->enableCollision();
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if (mount)
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mount->enableCollision();
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if (!los)
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continue;
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// Project the shape pos into screen space and calculate
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// the distance opacity used to fade the labels into the
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// distance.
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Point3F projPnt;
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shapePos.z += mVerticalOffset;
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if (!parent->project(shapePos, &projPnt))
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continue;
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F32 opacity = (shapeDist < fadeDistance)? 1.0:
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1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
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// Render the shape's name
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drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
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}
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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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// Border last
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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
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}
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//----------------------------------------------------------------------------
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/// Render object names.
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///
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/// Helper function for GuiShapeNameHud::onRender
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///
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/// @param offset Screen coordinates to render name label. (Text is centered
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/// horizontally about this location, with bottom of text at
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/// specified y position.)
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/// @param name String name to display.
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/// @param opacity Opacity of name (a fraction).
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void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
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{
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F32 width = mProfile->mFont->getStrWidth((const UTF8 *)name) + mLabelPadding.x * 2;
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F32 height = mProfile->mFont->getHeight() + mLabelPadding.y * 2;
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Point2I extent = Point2I(width, height);
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// Center the name
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offset.x -= width / 2;
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offset.y -= height / 2;
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// Background fill first
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if (mShowLabelFill)
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GFX->getDrawUtil()->drawRectFill(RectI(offset, extent), mLabelFillColor);
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// Deal with opacity and draw.
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mTextColor.alpha = opacity;
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GFX->getDrawUtil()->setBitmapModulation(mTextColor);
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GFX->getDrawUtil()->drawText(mProfile->mFont, offset + mLabelPadding, name);
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GFX->getDrawUtil()->clearBitmapModulation();
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// Border last
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if (mShowLabelFrame)
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GFX->getDrawUtil()->drawRect(RectI(offset, extent), mLabelFrameColor);
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}
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