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112
game/fps/guiClockHud.cc
Normal file
112
game/fps/guiClockHud.cc
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@ -0,0 +1,112 @@
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//-----------------------------------------------------------------------------
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// V12 Engine
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||||
//
|
||||
// Copyright (c) 2001 GarageGames.Com
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||||
//-----------------------------------------------------------------------------
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||||
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||||
#include "dgl/dgl.h"
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#include "gui/guiControl.h"
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||||
#include "console/consoleTypes.h"
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#include "game/gameConnection.h"
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#include "game/shapeBase.h"
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//-----------------------------------------------------------------------------
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/**
|
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Vary basic HUD clock.
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Displays the current simulation time offset from some base. The base time
|
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is usually synchronized with the server as mission start time. This hud
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currently only displays minutes:seconds.
|
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*/
|
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class GuiClockHud : public GuiControl
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{
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typedef GuiControl Parent;
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|
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bool mShowFrame;
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bool mShowFill;
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|
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ColorF mFillColor;
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ColorF mFrameColor;
|
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ColorF mTextColor;
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S32 mTimeOffset;
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public:
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GuiClockHud();
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void setTime(S32 newTime);
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void onRender( Point2I, const RectI &, GuiControl * );
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiClockHud );
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};
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiClockHud );
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GuiClockHud::GuiClockHud()
|
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{
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mShowFrame = mShowFill = true;
|
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mFillColor.set(0, 0, 0, 0.5);
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mFrameColor.set(0, 1, 0, 1);
|
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mTextColor.set( 0, 1, 0, 1 );
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||||
|
||||
mTimeOffset = 0;
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}
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void GuiClockHud::initPersistFields()
|
||||
{
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Parent::initPersistFields();
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addField( "showFill", TypeBool, Offset( mShowFill, GuiClockHud ) );
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiClockHud ) );
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addField( "fillColor", TypeColorF, Offset( mFillColor, GuiClockHud ) );
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addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiClockHud ) );
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addField( "textColor", TypeColorF, Offset( mTextColor, GuiClockHud ) );
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}
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|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void GuiClockHud::onRender(Point2I offset, const RectI &updateRect,GuiControl *)
|
||||
{
|
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// Background first
|
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if (mShowFill)
|
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dglDrawRectFill(updateRect, mFillColor);
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|
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// Convert ms time into hours, minutes and seconds.
|
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S32 time = (mTimeOffset + Platform::getVirtualMilliseconds()) / 1000;
|
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S32 secs = time % 60;
|
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S32 mins = (time % 3600) / 60;
|
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S32 hours = time / 3600;
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|
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// Currently only displays min/sec
|
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char buf[256];
|
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dSprintf(buf,sizeof(buf), "%02d:%02d",mins,secs);
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// Center the text
|
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offset.x += (mBounds.extent.x - mProfile->mFont->getStrWidth(buf)) / 2;
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offset.y += (mBounds.extent.y - mProfile->mFont->getHeight()) / 2;
|
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dglSetBitmapModulation(mTextColor);
|
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dglDrawText(mProfile->mFont, offset, buf);
|
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dglClearBitmapModulation();
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|
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// Border last
|
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if (mShowFrame)
|
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dglDrawRect(updateRect, mFrameColor);
|
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}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void GuiClockHud::setTime(S32 time)
|
||||
{
|
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mTimeOffset = (time * 1000) - Platform::getVirtualMilliseconds();
|
||||
}
|
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|
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ConsoleMethod(GuiClockHud,setTime,void,3, 3,"(time in sec)Sets the current base time for the clock")
|
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{
|
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GuiClockHud *hud = static_cast<GuiClockHud*>(object);
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hud->setTime(dAtoi(argv[2]));
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}
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69
game/fps/guiCrossHairHud.cc
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69
game/fps/guiCrossHairHud.cc
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@ -0,0 +1,69 @@
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//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
//
|
||||
// Copyright (c) 2001 GarageGames.Com
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "dgl/dgl.h"
|
||||
#include "gui/guiControl.h"
|
||||
#include "gui/guiBitmapCtrl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "game/gameConnection.h"
|
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#include "game/shapeBase.h"
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||||
|
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//-----------------------------------------------------------------------------
|
||||
/**
|
||||
Vary basic cross hair hud.
|
||||
Use the base bitmap control to render a bitmap, and only decides whether
|
||||
to draw or not depending on the current control object and it's state.
|
||||
This simple behavior would normally be scripted, but we're going to
|
||||
be adding new feature to this class.
|
||||
*/
|
||||
class GuiCrossHairHud : public GuiBitmapCtrl
|
||||
{
|
||||
typedef GuiBitmapCtrl Parent;
|
||||
|
||||
public:
|
||||
GuiCrossHairHud();
|
||||
|
||||
void onRender( Point2I, const RectI &, GuiControl * );
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT( GuiCrossHairHud );
|
||||
};
|
||||
|
||||
/// Valid object types for which the cross hair will render, this
|
||||
/// should really all be script controlled.
|
||||
static const U32 ObjectMask = PlayerObjectType | VehicleObjectType;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CONOBJECT( GuiCrossHairHud );
|
||||
|
||||
GuiCrossHairHud::GuiCrossHairHud()
|
||||
{
|
||||
}
|
||||
|
||||
void GuiCrossHairHud::initPersistFields()
|
||||
{
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect,GuiControl *ctrl)
|
||||
{
|
||||
// Must have a connection and player control object
|
||||
GameConnection* conn = GameConnection::getServerConnection();
|
||||
if (!conn)
|
||||
return;
|
||||
ShapeBase* control = conn->getControlObject();
|
||||
if (!control || !(control->getType() & ObjectMask) || !conn->isFirstPerson())
|
||||
return;
|
||||
|
||||
// Parent render.
|
||||
Parent::onRender(offset,updateRect,ctrl);
|
||||
}
|
||||
|
||||
|
||||
118
game/fps/guiHealthBarHud.cc
Normal file
118
game/fps/guiHealthBarHud.cc
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@ -0,0 +1,118 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// V12 Engine
|
||||
//
|
||||
// Copyright (c) 2001 GarageGames.Com
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "dgl/dgl.h"
|
||||
#include "gui/guiControl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "game/gameConnection.h"
|
||||
#include "game/shapeBase.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/**
|
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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.
|
||||
*/
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class GuiHealthBarHud : public GuiControl
|
||||
{
|
||||
typedef GuiControl Parent;
|
||||
|
||||
bool mShowFrame;
|
||||
bool mShowFill;
|
||||
|
||||
ColorF mFillColor;
|
||||
ColorF mFrameColor;
|
||||
ColorF mDamageFillColor;
|
||||
|
||||
S32 mPulseRate;
|
||||
F32 mPulseThreshold;
|
||||
|
||||
F32 mValue;
|
||||
|
||||
public:
|
||||
GuiHealthBarHud();
|
||||
|
||||
void onRender( Point2I, const RectI &, GuiControl * );
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT( GuiHealthBarHud );
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
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||||
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||||
IMPLEMENT_CONOBJECT( GuiHealthBarHud );
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||||
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||||
GuiHealthBarHud::GuiHealthBarHud()
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{
|
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mShowFrame = mShowFill = true;
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mFillColor.set(0, 0, 0, 0.5);
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mFrameColor.set(0, 1, 0, 1);
|
||||
mDamageFillColor.set(0, 1, 0, 1);
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||||
|
||||
mPulseRate = 0;
|
||||
mPulseThreshold = 0.3f;
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mValue = 0.2f;
|
||||
}
|
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|
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void GuiHealthBarHud::initPersistFields()
|
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{
|
||||
Parent::initPersistFields();
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addField( "showFill", TypeBool, Offset( mShowFill, GuiHealthBarHud ) );
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||||
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiHealthBarHud ) );
|
||||
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ) );
|
||||
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiHealthBarHud ) );
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||||
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiHealthBarHud ) );
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addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiHealthBarHud ) );
|
||||
addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ) );
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||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
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||||
/**
|
||||
Gui onRender method.
|
||||
Renders a health bar with filled background and border.
|
||||
*/
|
||||
void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect,GuiControl *)
|
||||
{
|
||||
// Must have a connection and player control object
|
||||
GameConnection* conn = GameConnection::getServerConnection();
|
||||
if (!conn)
|
||||
return;
|
||||
ShapeBase* control = conn->getControlObject();
|
||||
if (!control || !(control->getType() & PlayerObjectType))
|
||||
return;
|
||||
|
||||
// We'll just grab the damage right off the control object.
|
||||
// Damage value 0 = no damage.
|
||||
mValue = 1 - control->getDamageValue();
|
||||
|
||||
// Background first
|
||||
if (mShowFill)
|
||||
dglDrawRectFill(updateRect, mFillColor);
|
||||
|
||||
// Pulse the damage fill if it's below the threshold
|
||||
if (mPulseRate != 0)
|
||||
if (mValue < mPulseThreshold) {
|
||||
F32 time = Platform::getVirtualMilliseconds();
|
||||
F32 alpha = mFmod(time,mPulseRate) / (mPulseRate / 2.0);
|
||||
mDamageFillColor.alpha = (alpha > 1.0)? 2.0 - alpha: alpha;
|
||||
}
|
||||
else
|
||||
mDamageFillColor.alpha = 1;
|
||||
|
||||
// Render damage fill %
|
||||
RectI rect(updateRect);
|
||||
rect.extent.x *= mValue;
|
||||
dglDrawRectFill(rect, mDamageFillColor);
|
||||
|
||||
// Border last
|
||||
if (mShowFrame)
|
||||
dglDrawRect(updateRect, mFrameColor);
|
||||
}
|
||||
260
game/fps/guiShapeNameHud.cc
Normal file
260
game/fps/guiShapeNameHud.cc
Normal file
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@ -0,0 +1,260 @@
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//-----------------------------------------------------------------------------
|
||||
// V12 Engine
|
||||
//
|
||||
// Copyright (c) 2001 GarageGames.Com
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "dgl/dgl.h"
|
||||
#include "gui/guiControl.h"
|
||||
#include "gui/guiTSControl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "game/shapeBase.h"
|
||||
#include "game/gameConnection.h"
|
||||
#include "scenegraph/scenegraph.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/**
|
||||
Displays name & damage ubove shape objects.
|
||||
This control displays the name and damage value of all named
|
||||
ShapeBase objects on the client. The name & damage are overlayed
|
||||
ubove the object, only if the object is within the control's
|
||||
display area. This gui control only works as a child of a
|
||||
TSControl, a server connection and client control object must also
|
||||
be set. This is a stand-alone control and relies only only the
|
||||
standard base GuiControl.
|
||||
*/
|
||||
class GuiShapeNameHud : public GuiControl {
|
||||
typedef GuiControl Parent;
|
||||
|
||||
// field data
|
||||
ColorF mFillColor;
|
||||
ColorF mFrameColor;
|
||||
ColorF mTextColor;
|
||||
ColorF mDamageFillColor;
|
||||
ColorF mDamageFrameColor;
|
||||
Point2I mDamageRectSize;
|
||||
|
||||
F32 mVerticalOffset;
|
||||
F32 mDistanceFade;
|
||||
bool mShowFrame;
|
||||
bool mShowFill;
|
||||
|
||||
protected:
|
||||
void drawName( Point2I offset, const char *buf, F32 opacity);
|
||||
void drawDamage(Point2I offset, F32 damage, F32 opacity);
|
||||
|
||||
public:
|
||||
GuiShapeNameHud();
|
||||
|
||||
// GuiControl
|
||||
virtual void onRender(Point2I offset,
|
||||
const RectI &updateRect, GuiControl *firstResponder );
|
||||
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT( GuiShapeNameHud );
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CONOBJECT(GuiShapeNameHud);
|
||||
|
||||
static const F32 cDefaultVisibleDistance = 500.0f;
|
||||
|
||||
GuiShapeNameHud::GuiShapeNameHud()
|
||||
{
|
||||
mFillColor.set( 0.25, 0.25, 0.25, 0.25 );
|
||||
mFrameColor.set( 0, 1, 0, 1 );
|
||||
mTextColor.set( 0, 1, 0, 1 );
|
||||
mDamageFillColor.set( 0, 1, 0, 1 );
|
||||
mDamageFrameColor.set( 1, 0.6, 0, 1 );
|
||||
mDamageRectSize.set(50, 4);
|
||||
mShowFrame = mShowFill = true;
|
||||
mVerticalOffset = 0.5;
|
||||
mDistanceFade = 0.1;
|
||||
}
|
||||
|
||||
void GuiShapeNameHud::initPersistFields()
|
||||
{
|
||||
Parent::initPersistFields();
|
||||
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ) );
|
||||
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ) );
|
||||
addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ) );
|
||||
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiShapeNameHud ) );
|
||||
addField( "damageFrameColor", TypeColorF, Offset( mDamageFrameColor, GuiShapeNameHud ) );
|
||||
addField( "damageRect", TypePoint2I, Offset( mDamageRectSize, GuiShapeNameHud ) );
|
||||
|
||||
addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ) );
|
||||
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ) );
|
||||
addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ) );
|
||||
addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ) );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/**
|
||||
Core render method wich does all the work.
|
||||
This method scans through all the current client ShapeBase objects
|
||||
and if they are named, displays their name and damage value. If the
|
||||
shape is a PlayerObjectType then values are displayed offset from it's
|
||||
eye point, otherwise the bounding box center is used.
|
||||
*/
|
||||
void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect,GuiControl *)
|
||||
{
|
||||
// Background fill first
|
||||
if (mShowFill)
|
||||
dglDrawRectFill(updateRect, mFillColor);
|
||||
|
||||
// Must be in a TS Control
|
||||
GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
|
||||
if (!parent) return;
|
||||
|
||||
// Must have a connection and control object
|
||||
GameConnection* conn = GameConnection::getServerConnection();
|
||||
if (!conn) return;
|
||||
ShapeBase* control = conn->getControlObject();
|
||||
if (!control) return;
|
||||
|
||||
// Get control camera info
|
||||
MatrixF cam;
|
||||
Point3F camPos;
|
||||
VectorF camDir;
|
||||
conn->getControlCameraTransform(0,&cam);
|
||||
cam.getColumn(3, &camPos);
|
||||
cam.getColumn(1, &camDir);
|
||||
|
||||
F32 camFov;
|
||||
conn->getControlCameraFov(&camFov);
|
||||
camFov = mDegToRad(camFov) / 2;
|
||||
|
||||
// Visible distance info & name fading
|
||||
F32 visDistance = gClientSceneGraph->getVisibleDistance();
|
||||
F32 visDistanceSqr = visDistance * visDistance;
|
||||
F32 fadeDistance = visDistance * mDistanceFade;
|
||||
|
||||
// Collision info. We're going to be running LOS tests and we
|
||||
// don't want to collide with the control object.
|
||||
static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
|
||||
control->disableCollision();
|
||||
|
||||
// All ghosted objects are added to the server connection group,
|
||||
// so we can find all the shape base objects by iterating through
|
||||
// our current connection.
|
||||
for (SimSetIterator itr(conn); *itr; ++itr) {
|
||||
if ((*itr)->getType() & ShapeBaseObjectType) {
|
||||
ShapeBase* shape = static_cast<ShapeBase*>(*itr);
|
||||
if (shape != control && shape->getShapeName()) {
|
||||
|
||||
// Target pos to test, if it's a player run the LOS to his eye
|
||||
// point, otherwise we'll grab the generic box center.
|
||||
Point3F shapePos;
|
||||
if (shape->getType() & PlayerObjectType) {
|
||||
MatrixF eye;
|
||||
shape->getEyeTransform(&eye);
|
||||
eye.getColumn(3, &shapePos);
|
||||
}
|
||||
else
|
||||
shapePos = shape->getBoxCenter();
|
||||
VectorF shapeDir = shapePos - camPos;
|
||||
|
||||
// Test to see if it's in range
|
||||
F32 shapeDist = shapeDir.lenSquared();
|
||||
if (shapeDist == 0 || shapeDist > visDistanceSqr)
|
||||
continue;
|
||||
shapeDist = mSqrt(shapeDist);
|
||||
|
||||
// Test to see if it's within our viewcone, this test doesn't
|
||||
// actually match the viewport very well, should consider
|
||||
// projection and box test.
|
||||
shapeDir.normalize();
|
||||
F32 dot = mDot(shapeDir, camDir);
|
||||
if (dot < camFov)
|
||||
continue;
|
||||
|
||||
// Test to see if it's behind something, and we want to
|
||||
// ignore anything it's mounted on when we run the LOS.
|
||||
RayInfo info;
|
||||
shape->disableCollision();
|
||||
ShapeBase *mount = shape->getObjectMount();
|
||||
if (mount)
|
||||
mount->disableCollision();
|
||||
bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
|
||||
shape->enableCollision();
|
||||
if (mount)
|
||||
mount->enableCollision();
|
||||
if (!los)
|
||||
continue;
|
||||
|
||||
// Project the shape pos into screen space and calculate
|
||||
// the distance opacity used to fade the labels into the
|
||||
// distance.
|
||||
Point3F projPnt;
|
||||
shapePos.z += mVerticalOffset;
|
||||
if (!parent->project(shapePos, &projPnt))
|
||||
continue;
|
||||
F32 opacity = (shapeDist < fadeDistance)? 1.0:
|
||||
1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
|
||||
|
||||
// Render the shape's name
|
||||
drawName(Point2I(projPnt.x, projPnt.y),shape->getShapeName(),opacity);
|
||||
|
||||
// Render the shape's damage bar
|
||||
F32 damage = mClampF(1 - shape->getDamageValue(), 0, 1);
|
||||
drawDamage(Point2I(projPnt.x, projPnt.y),damage,opacity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore control object collision
|
||||
control->enableCollision();
|
||||
|
||||
// Border last
|
||||
if (mShowFrame)
|
||||
dglDrawRect(updateRect, mFrameColor);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/**
|
||||
Display the name ubove the shape.
|
||||
This is a support funtion, called by onRender.
|
||||
*/
|
||||
void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
|
||||
{
|
||||
// Center the name
|
||||
offset.x -= mProfile->mFont->getStrWidth(name) / 2;
|
||||
offset.y -= mProfile->mFont->getHeight();
|
||||
|
||||
//
|
||||
mTextColor.alpha = opacity;
|
||||
dglSetBitmapModulation(mTextColor);
|
||||
dglDrawText(mProfile->mFont, offset, name);
|
||||
dglClearBitmapModulation();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/**
|
||||
Display a damage bar ubove the shape.
|
||||
This is a support funtion, called by onRender.
|
||||
*/
|
||||
void GuiShapeNameHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
|
||||
{
|
||||
mDamageFillColor.alpha = mDamageFrameColor.alpha = opacity;
|
||||
|
||||
// Center the bar
|
||||
RectI rect(offset, mDamageRectSize);
|
||||
rect.point.x -= mDamageRectSize.x / 2;
|
||||
|
||||
// Draw the border
|
||||
dglDrawRect(rect, mDamageFrameColor);
|
||||
|
||||
// Draw the damage % fill
|
||||
rect.point += Point2I(1, 1);
|
||||
rect.extent -= Point2I(1, 1);
|
||||
rect.extent.x = (S32)(rect.extent.x * damage);
|
||||
if (rect.extent.x == 1)
|
||||
rect.extent.x = 2;
|
||||
if (rect.extent.x > 0)
|
||||
dglDrawRectFill(rect, mDamageFillColor);
|
||||
}
|
||||
198
game/fps/shapeNameHud.cc
Normal file
198
game/fps/shapeNameHud.cc
Normal file
|
|
@ -0,0 +1,198 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// V12 Engine
|
||||
//
|
||||
// Copyright (c) 2001 GarageGames.Com
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "game/fps/shapeNameHud.h"
|
||||
|
||||
#include "dgl/dgl.h"
|
||||
#include "gui/guiTSControl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "terrain/sky.h"
|
||||
#include "game/shapeBase.h"
|
||||
#include "game/gameConnection.h"
|
||||
|
||||
IMPLEMENT_CONOBJECT(ShapeNameHud);
|
||||
|
||||
static const F32 cDefaultVisibleDistance = 500.0f;
|
||||
|
||||
ShapeNameHud::ShapeNameHud()
|
||||
{
|
||||
mFillColor.set( 0.25, 0.25, 0.25, 0.25 );
|
||||
mFrameColor.set( 0, 1, 0, 1 );
|
||||
mTextColor.set( 0, 1, 0, 1 );
|
||||
mDamageFillColor.set( 0, 1, 0, 1 );
|
||||
mDamageFrameColor.set( 1, 0.6, 0, 1 );
|
||||
mDamageRectSize.set(50, 4);
|
||||
mOpacity = 0.5f;
|
||||
mShowFrame = mShowFill = true;
|
||||
mVerticalOffset = 0.5;
|
||||
mDistanceFade = 0.1;
|
||||
}
|
||||
|
||||
void ShapeNameHud::initPersistFields()
|
||||
{
|
||||
Parent::initPersistFields();
|
||||
addField( "fillColor", TypeColorF, Offset( mFillColor, ShapeNameHud ) );
|
||||
addField( "frameColor", TypeColorF, Offset( mFrameColor, ShapeNameHud ) );
|
||||
addField( "textColor", TypeColorF, Offset( mTextColor, ShapeNameHud ) );
|
||||
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, ShapeNameHud ) );
|
||||
addField( "damageFrameColor", TypeColorF, Offset( mDamageFrameColor, ShapeNameHud ) );
|
||||
addField( "damageRect", TypePoint2I, Offset( mDamageRectSize, ShapeNameHud ) );
|
||||
|
||||
addField( "opacity", TypeF32, Offset( mOpacity, ShapeNameHud ) );
|
||||
addField( "showFill", TypeBool, Offset( mShowFill, ShapeNameHud ) );
|
||||
addField( "showFrame", TypeBool, Offset( mShowFrame, ShapeNameHud ) );
|
||||
addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, ShapeNameHud ) );
|
||||
addField( "distanceFade", TypeF32, Offset( mDistanceFade, ShapeNameHud ) );
|
||||
}
|
||||
|
||||
void ShapeNameHud::onRender( Point2I, const RectI &updateRect,GuiControl *)
|
||||
{
|
||||
// Border and background stuff.
|
||||
if (mShowFill) {
|
||||
mFillColor.alpha = mOpacity;
|
||||
dglDrawRectFill(updateRect, mFillColor);
|
||||
}
|
||||
if (mShowFrame)
|
||||
dglDrawRect(updateRect, mFrameColor);
|
||||
|
||||
// Must be in a TS Control
|
||||
GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
|
||||
if (!parent) return;
|
||||
|
||||
// Must have a connection and control object
|
||||
GameConnection* conn = GameConnection::getServerConnection();
|
||||
if (!conn) return;
|
||||
ShapeBase* control = conn->getControlObject();
|
||||
if (!control) return;
|
||||
|
||||
// Get control camera info
|
||||
MatrixF cam;
|
||||
Point3F camPos;
|
||||
VectorF camDir;
|
||||
conn->getControlCameraTransform(0,&cam);
|
||||
cam.getColumn(3, &camPos);
|
||||
cam.getColumn(1, &camDir);
|
||||
|
||||
F32 camFov;
|
||||
conn->getControlCameraFov(&camFov);
|
||||
camFov = mDegToRad(camFov) / 2;
|
||||
|
||||
// Visible distance info & name fading
|
||||
Sky* sky = gClientSceneGraph->getCurrentSky();
|
||||
F32 visDistance = sky ? sky->getVisibleDistance() : cDefaultVisibleDistance;
|
||||
F32 visDistanceSqr = visDistance * visDistance;
|
||||
F32 fadeDistance = visDistance * mDistanceFade;
|
||||
|
||||
// Collision info. We're going to be running LOS tests and we
|
||||
// don't want to collide with the control object.
|
||||
static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
|
||||
control->disableCollision();
|
||||
|
||||
// All ghosted objects are added to the server connection group,
|
||||
// so we can find all the shape base objects by iterating through
|
||||
// our current connection.
|
||||
for (SimSetIterator itr(conn); *itr; ++itr) {
|
||||
if ((*itr)->getType() & ShapeBaseObjectType) {
|
||||
ShapeBase* shape = static_cast<ShapeBase*>(*itr);
|
||||
if (shape != control && shape->getShapeName()) {
|
||||
|
||||
// Target pos to test, if it's a player run the LOS to his eye
|
||||
// point, otherwise we'll grab the generic box center.
|
||||
Point3F shapePos;
|
||||
if (shape->getType() & PlayerObjectType) {
|
||||
MatrixF eye;
|
||||
shape->getEyeTransform(&eye);
|
||||
eye.getColumn(3, &shapePos);
|
||||
}
|
||||
else
|
||||
shapePos = shape->getBoxCenter();
|
||||
VectorF shapeDir = shapePos - camPos;
|
||||
|
||||
// Test to see if it's in range
|
||||
F32 shapeDist = shapeDir.lenSquared();
|
||||
if (shapeDist == 0 || shapeDist > visDistanceSqr)
|
||||
continue;
|
||||
shapeDist = mSqrt(shapeDist);
|
||||
|
||||
// Test to see if it's within our viewcone, this test doesn't
|
||||
// actually match the viewport very well, should consider
|
||||
// projection and box test.
|
||||
shapeDir.normalize();
|
||||
F32 dot = mDot(shapeDir, camDir);
|
||||
if (dot < camFov)
|
||||
continue;
|
||||
|
||||
// Test to see if it's behind something, and we want to
|
||||
// ignore anything it's mounted on when we run the LOS.
|
||||
RayInfo info;
|
||||
shape->disableCollision();
|
||||
ShapeBase *mount = shape->getObjectMount();
|
||||
if (mount)
|
||||
mount->disableCollision();
|
||||
bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
|
||||
shape->enableCollision();
|
||||
if (mount)
|
||||
mount->enableCollision();
|
||||
if (!los)
|
||||
continue;
|
||||
|
||||
// Project the shape pos into screen space and calculate
|
||||
// the distance opacity used to fade the labels into the
|
||||
// distance.
|
||||
Point3F projPnt;
|
||||
shapePos.z += mVerticalOffset;
|
||||
if (!parent->project(shapePos, &projPnt))
|
||||
continue;
|
||||
F32 opacity = (shapeDist < fadeDistance)? 1.0:
|
||||
1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
|
||||
|
||||
// Render the shape's name
|
||||
drawName(Point2I(projPnt.x, projPnt.y),shape->getShapeName(),opacity);
|
||||
|
||||
// Render the shape's damage bar
|
||||
F32 damage = mClampF(1 - shape->getDamageValue(), 0, 1);
|
||||
drawDamage(Point2I(projPnt.x, projPnt.y),damage,opacity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore control object collision
|
||||
control->enableCollision();
|
||||
}
|
||||
|
||||
void ShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
|
||||
{
|
||||
// Center the name
|
||||
offset.x -= mProfile->mFont->getStrWidth(name) / 2;
|
||||
offset.y -= mProfile->mFont->getHeight();
|
||||
|
||||
//
|
||||
mTextColor.alpha = opacity;
|
||||
dglSetBitmapModulation(mTextColor);
|
||||
dglDrawText(mProfile->mFont, offset, name);
|
||||
dglClearBitmapModulation();
|
||||
}
|
||||
|
||||
void ShapeNameHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
|
||||
{
|
||||
mDamageFillColor.alpha = mDamageFrameColor.alpha = opacity;
|
||||
|
||||
// Center the bar
|
||||
RectI rect(offset, mDamageRectSize);
|
||||
rect.point.x -= mDamageRectSize.x / 2;
|
||||
|
||||
// Draw the border
|
||||
dglDrawRect(rect, mDamageFrameColor);
|
||||
|
||||
// Draw the damage % fill
|
||||
rect.point += Point2I(1, 1);
|
||||
rect.extent -= Point2I(1, 1);
|
||||
rect.extent.x = (S32)(rect.extent.x * damage);
|
||||
if (rect.extent.x == 1)
|
||||
rect.extent.x = 2;
|
||||
if (rect.extent.x > 0)
|
||||
dglDrawRectFill(rect, mDamageFillColor);
|
||||
}
|
||||
45
game/fps/shapeNameHud.h
Normal file
45
game/fps/shapeNameHud.h
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// V12 Engine
|
||||
//
|
||||
// Copyright (c) 2001 GarageGames.Com
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _SHAPENAMEHUD_H_
|
||||
#define _SHAPENAMEHUD_H_
|
||||
|
||||
#include "gui/guiControl.h"
|
||||
|
||||
class ShapeNameHud : public GuiControl {
|
||||
typedef GuiControl Parent;
|
||||
|
||||
// field data
|
||||
ColorF mFillColor;
|
||||
ColorF mFrameColor;
|
||||
ColorF mTextColor;
|
||||
ColorF mDamageFillColor;
|
||||
ColorF mDamageFrameColor;
|
||||
Point2I mDamageRectSize;
|
||||
|
||||
F32 mOpacity;
|
||||
F32 mVerticalOffset;
|
||||
F32 mDistanceFade;
|
||||
bool mShowFrame;
|
||||
bool mShowFill;
|
||||
|
||||
protected:
|
||||
void drawName( Point2I offset, const char *buf, F32 opacity);
|
||||
void drawDamage(Point2I offset, F32 damage, F32 opacity);
|
||||
|
||||
public:
|
||||
ShapeNameHud();
|
||||
|
||||
// GuiControl
|
||||
virtual void onRender(Point2I offset,
|
||||
const RectI &updateRect, GuiControl *firstResponder );
|
||||
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT( ShapeNameHud );
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue