engine/game/fps/guiHealthBarHud.cc
2024-01-07 04:36:33 +00:00

119 lines
3.5 KiB
C++

//-----------------------------------------------------------------------------
// 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"
//-----------------------------------------------------------------------------
/**
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.
*/
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 );
};
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( GuiHealthBarHud );
GuiHealthBarHud::GuiHealthBarHud()
{
mShowFrame = mShowFill = true;
mFillColor.set(0, 0, 0, 0.5);
mFrameColor.set(0, 1, 0, 1);
mDamageFillColor.set(0, 1, 0, 1);
mPulseRate = 0;
mPulseThreshold = 0.3f;
mValue = 0.2f;
}
void GuiHealthBarHud::initPersistFields()
{
Parent::initPersistFields();
addField( "showFill", TypeBool, Offset( mShowFill, GuiHealthBarHud ) );
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiHealthBarHud ) );
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ) );
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiHealthBarHud ) );
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiHealthBarHud ) );
addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiHealthBarHud ) );
addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ) );
}
//-----------------------------------------------------------------------------
/**
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);
}