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https://github.com/TorqueGameEngines/Torque3D.git
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players and vehicles can both be the controlobject, or you can control a vehicle *through* a player. set the health bar/text controls to reflect that state
209 lines
8.4 KiB
C++
209 lines
8.4 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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// ----------------------------------------------------------------------------
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// A gui control that displays health or energy information. Based upon the
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// stock healthBar control but rewritten by M.Hall to display a numerical value.
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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 "console/consoleTypes.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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class GuiHealthTextHud : public GuiControl
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{
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typedef GuiControl Parent;
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bool mShowFrame;
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bool mShowFill;
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bool mShowEnergy;
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bool mShowTrueHealth;
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LinearColorF mFillColor;
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LinearColorF mFrameColor;
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LinearColorF mTextColor;
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LinearColorF mWarnColor;
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F32 mWarnLevel;
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F32 mPulseThreshold;
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S32 mPulseRate;
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F32 mValue;
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public:
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GuiHealthTextHud();
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void onRender(Point2I, const RectI &) override;
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static void initPersistFields();
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DECLARE_CONOBJECT(GuiHealthTextHud);
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DECLARE_CATEGORY("Gui Game");
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DECLARE_DESCRIPTION("Shows the damage or energy level of the current\n"
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"PlayerObjectType control object as a numerical text display.");
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};
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// ----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiHealthTextHud);
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ConsoleDocClass(GuiHealthTextHud,
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"@brief Shows the health or energy value of the current PlayerObjectType control object.\n\n"
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"This gui can be configured to display either the health or energy value of the current Player Object. "
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"It can use an alternate display color if the health or drops below a set value. "
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"It can also be set to pulse if the health or energy drops below a set value. "
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"This control only works if a server connection exists and it's control object "
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"is a PlayerObjectType. If either of these requirements is false, the control is not rendered.\n\n"
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"@tsexample\n"
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"\n new GuiHealthTextHud()"
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"{\n"
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" fillColor = \"0.0 0.0 0.0 0.5\"; // Fills with a transparent black 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 = \"0.0 1.0 0.0 1.0\" // Solid green text color\n"
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" warningColor = \"1.0 0.0 0.0 1.0\"; // Solid red color, used when damaged\n"
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" showFill = \"true\";\n"
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" showFrame = \"true\";\n"
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" showTrueValue = \"false\";\n"
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" showEnergy = \"false\";\n"
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" warnThreshold = \"50\";\n"
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" pulseThreshold = \"25\";\n"
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" pulseRate = \"500\";\n"
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" profile = \"GuiBigTextProfile\";\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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GuiHealthTextHud::GuiHealthTextHud()
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{
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mShowFrame = mShowFill = true;
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mShowEnergy = false;
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mShowTrueHealth = false;
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mFillColor.set(0, 0, 0, 0.5);
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mFrameColor.set(1, 1, 1, 1);
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mTextColor.set(0, 1, 0, 1);
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mWarnColor.set(1, 0, 0, 1);
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mWarnLevel = 50.0f;
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mPulseThreshold = 25.0f;
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mPulseRate = 0;
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mValue = 0.2f;
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}
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void GuiHealthTextHud::initPersistFields()
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{
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docsURL;
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addGroup("Colors");
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addField("fillColor", TypeColorF, Offset(mFillColor, GuiHealthTextHud), "Color for the background of the control.");
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addField("frameColor", TypeColorF, Offset(mFrameColor, GuiHealthTextHud), "Color for the control's frame.");
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addField("textColor", TypeColorF, Offset(mTextColor, GuiHealthTextHud), "Color for the text on this control.");
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addField("warningColor", TypeColorF, Offset(mWarnColor, GuiHealthTextHud), "Color for the text when health is low.");
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endGroup("Colors");
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addGroup("View");
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addField("showFill", TypeBool, Offset(mShowFill, GuiHealthTextHud), "If true, draw the background.");
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addField("showFrame", TypeBool, Offset(mShowFrame, GuiHealthTextHud), "If true, draw the frame.");
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addField("showTrueValue", TypeBool, Offset(mShowTrueHealth, GuiHealthTextHud), "If true, we don't hardcode maxHealth to 100.");
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addField("showEnergy", TypeBool, Offset(mShowEnergy, GuiHealthTextHud), "If true, display the energy value rather than the damage value.");
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endGroup("View");
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addGroup("Alert");
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addFieldV("warnThreshold", TypeRangedF32, Offset(mWarnLevel, GuiHealthTextHud), &CommonValidators::PositiveFloat, "The health level at which to use the warningColor.");
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addFieldV("pulseThreshold", TypeRangedF32, Offset(mPulseThreshold, GuiHealthTextHud), &CommonValidators::PositiveFloat, "Health level at which to begin pulsing.");
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addFieldV("pulseRate", TypeRangedS32, Offset(mPulseRate, GuiHealthTextHud), &CommonValidators::PositiveInt, "Speed at which the control will pulse.");
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endGroup("Alert");
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Parent::initPersistFields();
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}
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// ----------------------------------------------------------------------------
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void GuiHealthTextHud::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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ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
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//cover the case of a connection controling an object in turn controlling another
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if (control && control->getControlObject())
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control = control->getControlObject();
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if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
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return;
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// Just grab the damage/energy right off the control object.
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// Damage value 0 = no damage (full health).
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if(mShowEnergy)
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mValue = control->getEnergyLevel();
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else
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{
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if (mShowTrueHealth)
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mValue = control->getMaxDamage() - control->getDamageLevel();
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else
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mValue = 100 - (100 * control->getDamageValue());
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}
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GFXDrawUtil* drawUtil = GFX->getDrawUtil();
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// If enabled draw background first
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if (mShowFill)
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drawUtil->drawRectFill(updateRect, mFillColor.toColorI());
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// Prepare text and center it
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S32 val = (S32)mValue;
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char buf[256];
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dSprintf(buf, sizeof(buf), "%d", val);
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offset.x += (getBounds().extent.x - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
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offset.y += (getBounds().extent.y - mProfile->mFont->getHeight()) / 2;
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LinearColorF tColor = mTextColor;
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// If warning level is exceeded switch to warning color
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if(mValue < mWarnLevel)
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{
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tColor = mWarnColor;
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// If the pulseRate is set then pulse the text if health is below the threshold
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if (mPulseRate != 0 && mValue < mPulseThreshold)
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{
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U32 time = Platform::getVirtualMilliseconds();
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F32 alpha = 2.0f * F32(time % mPulseRate) / F32(mPulseRate);
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tColor.alpha = (alpha > 1.0f)? 2.0f - alpha: alpha;
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}
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}
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drawUtil->setBitmapModulation(tColor.toColorI());
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drawUtil->drawText(mProfile->mFont, offset, buf);
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drawUtil->clearBitmapModulation();
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// If enabled draw the border last
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if (mShowFrame)
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drawUtil->drawRect(updateRect, mFrameColor.toColorI());
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}
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