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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : wwui *
- * *
- * $Archive:: /Commando/Code/wwui/healthbarctrl.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 10/25/01 4:33p $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "healthbarctrl.h"
- #include "texture.h"
- #include "assetmgr.h"
- #include "stylemgr.h"
- //////////////////////////////////////////////////////////////////////
- // Local constants
- //////////////////////////////////////////////////////////////////////
- static const char * TEXTURE_NAME = "HUD_C&C_HEALTHBAR.TGA";
- static const Vector2 TEXTURE_SIZE = Vector2 (16, 16);
- //////////////////////////////////////////////////////////////////////
- //
- // HealthBarCtrlClass
- //
- //////////////////////////////////////////////////////////////////////
- HealthBarCtrlClass::HealthBarCtrlClass (void) :
- Percent (1.0F)
- {
- //
- // Configure the renderer
- //
- StyleMgrClass::Configure_Renderer (&ControlRenderer);
- ControlRenderer.Enable_Texturing (true);
- ControlRenderer.Enable_Alpha (true);
- //
- // Load the texture we'll use
- //
- TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (TEXTURE_NAME, TextureClass::MIP_LEVELS_1);
- ControlRenderer.Set_Texture (texture);
- REF_PTR_RELEASE (texture);
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // ~HealthBarCtrlClass
- //
- //////////////////////////////////////////////////////////////////////
- HealthBarCtrlClass::~HealthBarCtrlClass (void)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Blit_Section
- //
- ////////////////////////////////////////////////////////////////
- static void
- Blit_Section
- (
- Render2DClass & renderer,
- const Vector2 & screen_pos,
- const Vector2 & texture_pos,
- const Vector2 & pixels,
- const Vector2 & texture_dimensions,
- int color
- )
- {
- RectClass screen_rect;
- screen_rect.Left = screen_pos.X;
- screen_rect.Top = screen_pos.Y;
- screen_rect.Right = screen_rect.Left + pixels.X;
- screen_rect.Bottom = screen_rect.Top + pixels.Y;
- //
- // Determine the UV coordinates
- //
- RectClass uv_rect (texture_pos.X, texture_pos.Y, texture_pos.X + pixels.X, texture_pos.Y + pixels.Y);
- uv_rect.Inverse_Scale (Vector2 (texture_dimensions.X, texture_dimensions.Y));
-
- //
- // Draw the chunk
- //
- renderer.Add_Quad (screen_rect, uv_rect, color);
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Create_Control_Renderer
- //
- //////////////////////////////////////////////////////////////////////
- void
- HealthBarCtrlClass::Create_Control_Renderer (void)
- {
- Render2DClass &renderer = ControlRenderer;
- renderer.Reset ();
- //
- // Determine what color to draw the bar in
- //
- int color = RGB_TO_INT32 (0, 255, 0);
- if (Percent <= 0.25F) {
- color = RGB_TO_INT32 (255, 0, 0);
- } else if (Percent <= 0.5F) {
- color = RGB_TO_INT32 (255, 255, 0);
- }
-
- //
- // Calculate how long to draw the texture
- //
- float full_width = Rect.Width ();
- int width = (full_width * Percent);
- Vector2 size1 (8.0F, 12.0F);
- Vector2 size2 (7.0F, 12.0F);
- Vector2 texture_pos1 (0.0F, 2.0F);
- Vector2 texture_pos2 (9.0F, 2.0F);
- Vector2 *size = &size1;
- Vector2 *texture_pos = &texture_pos1;
- //
- // Tile the sections horizontally until we've reached our edge
- //
- int index = 0;
- float remaining_width = width;
- float x_pos = Rect.Left;
- while (remaining_width > 0) {
- size->X = min (remaining_width, size->X);
- //
- // Draw this section
- //
- ::Blit_Section (ControlRenderer, Vector2 (x_pos, Rect.Top), *texture_pos,
- *size, TEXTURE_SIZE, color);
-
- //
- // Advance to the next section
- //
- x_pos += size->X;
- remaining_width -= size->X;
-
- //
- // Advance to the next texture chunk
- //
- index ++;
- if (index > 0) {
- size = &size2;
- texture_pos = &texture_pos2;
- }
- }
-
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Set_Life
- //
- //////////////////////////////////////////////////////////////////////
- void
- HealthBarCtrlClass::Set_Life (float value)
- {
- Percent = value;
- //
- // Force an update
- //
- Set_Dirty ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Render
- //
- ////////////////////////////////////////////////////////////////
- void
- HealthBarCtrlClass::Render (void)
- {
- //
- // Recreate the renderers (if necessary)
- //
- if (IsDirty) {
- Create_Control_Renderer ();
- }
- //
- // Render the bar...
- //
- ControlRenderer.Render ();
- DialogControlClass::Render ();
- return ;
- }
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