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119 lines
3.5 KiB
C++
119 lines
3.5 KiB
C++
//-----------------------------------------------------------------------------
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// V12 Engine
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//
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// Copyright (c) 2001 GarageGames.Com
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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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A basic health bar control.
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This gui displays the damage value of the current PlayerObjectType
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control object. The gui can be set to pulse if the health value
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drops below a set value. This control only works if a server
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connection exists and it's control object is a PlayerObjectType. If
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either of these requirements is false, the control is not rendered.
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*/
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class GuiHealthBarHud : 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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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mDamageFillColor;
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S32 mPulseRate;
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F32 mPulseThreshold;
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F32 mValue;
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public:
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GuiHealthBarHud();
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void onRender( Point2I, const RectI &, GuiControl * );
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiHealthBarHud );
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};
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiHealthBarHud );
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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);
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mDamageFillColor.set(0, 1, 0, 1);
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mPulseRate = 0;
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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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{
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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 ) );
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addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ) );
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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 ) );
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addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ) );
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}
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//-----------------------------------------------------------------------------
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/**
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Gui onRender method.
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Renders a health bar with filled background and border.
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*/
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void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect,GuiControl *)
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{
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// Must have a connection and player control object
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GameConnection* conn = GameConnection::getServerConnection();
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if (!conn)
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return;
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ShapeBase* control = conn->getControlObject();
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if (!control || !(control->getType() & PlayerObjectType))
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return;
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// We'll just grab the damage right off the control object.
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// Damage value 0 = no damage.
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mValue = 1 - control->getDamageValue();
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// Background first
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if (mShowFill)
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dglDrawRectFill(updateRect, mFillColor);
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// Pulse the damage fill if it's below the threshold
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if (mPulseRate != 0)
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if (mValue < mPulseThreshold) {
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F32 time = Platform::getVirtualMilliseconds();
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F32 alpha = mFmod(time,mPulseRate) / (mPulseRate / 2.0);
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mDamageFillColor.alpha = (alpha > 1.0)? 2.0 - alpha: alpha;
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}
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else
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mDamageFillColor.alpha = 1;
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// Render damage fill %
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RectI rect(updateRect);
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rect.extent.x *= mValue;
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dglDrawRectFill(rect, mDamageFillColor);
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// Border last
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if (mShowFrame)
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dglDrawRect(updateRect, mFrameColor);
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}
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