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GuiHealthTextHud. A C++ GuiControl that replaces the scripted numerical health hud.

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      Engine/source/T3D/fps/guiHealthTextHud.cpp

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Engine/source/T3D/fps/guiHealthTextHud.cpp

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+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------  
+// A gui control that displays health or energy information.  Based upon the   
+// stock healthBar control but rewritten by M.Hall to display a numerical value.  
+// ----------------------------------------------------------------------------  
+  
+#include "platform/platform.h"  
+#include "gui/core/guiControl.h"  
+#include "console/consoleTypes.h"  
+#include "T3D/gameBase/gameConnection.h"  
+#include "T3D/shapeBase.h"  
+#include "gfx/gfxDrawUtil.h"  
+  
+class GuiHealthTextHud : public GuiControl  
+{  
+   typedef GuiControl Parent;  
+  
+   bool mShowFrame;  
+   bool mShowFill;  
+   bool mShowEnergy;  
+   bool mShowTrueHealth;  
+  
+   ColorF mFillColor;  
+   ColorF mFrameColor;  
+   ColorF mTextColor;  
+   ColorF mWarnColor;  
+  
+   F32 mWarnLevel;  
+   F32 mPulseThreshold;  
+   S32 mPulseRate;  
+  
+   F32 mValue;  
+  
+public:  
+   GuiHealthTextHud();  
+  
+   void onRender(Point2I, const RectI &);  
+   static void initPersistFields();  
+   DECLARE_CONOBJECT(GuiHealthTextHud);  
+   DECLARE_CATEGORY("Gui Game");  
+   DECLARE_DESCRIPTION("Shows the damage or energy level of the current\n"  
+      "PlayerObjectType control object as a numerical text display.");  
+};  
+  
+// ----------------------------------------------------------------------------  
+  
+IMPLEMENT_CONOBJECT(GuiHealthTextHud);  
+  
+ConsoleDocClass(GuiHealthTextHud,  
+   "@brief Shows the health or energy value of the current PlayerObjectType control object.\n\n"  
+   "This gui can be configured to display either the health or energy value of the current Player Object. "  
+   "It can use an alternate display color if the health or drops below a set value. "  
+   "It can also be set to pulse if the health or energy 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.\n\n"  
+  
+   "@tsexample\n"  
+      "\n new GuiHealthTextHud()"  
+      "{\n"  
+      "   fillColor = \"0.0 0.0 0.0 0.5\"; // Fills with a transparent black color\n"  
+      "   frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"  
+      "   textColor = \"0.0 1.0 0.0 1.0\" // Solid green text color\n"  
+      "   warningColor = \"1.0 0.0 0.0 1.0\"; // Solid red color, used when damaged\n"  
+      "   showFill = \"true\";\n"  
+      "   showFrame = \"true\";\n"  
+      "   showTrueValue = \"false\";\n"  
+      "   showEnergy = \"false\";\n"  
+      "   warnThreshold = \"50\";\n"  
+      "   pulseThreshold = \"25\";\n"  
+      "   pulseRate = \"500\";\n"  
+      "   profile = \"GuiBigTextProfile\";\n"  
+      "};\n"  
+   "@endtsexample\n\n"  
+  
+   "@ingroup GuiGame\n"  
+);  
+  
+GuiHealthTextHud::GuiHealthTextHud()  
+{  
+   mShowFrame = mShowFill = true;  
+   mShowEnergy = false;  
+   mShowTrueHealth = false;  
+  
+   mFillColor.set(0, 0, 0, 0.5);  
+   mFrameColor.set(1, 1, 1, 1);  
+   mTextColor.set(0, 1, 0, 1);  
+   mWarnColor.set(1, 0, 0, 1);  
+  
+   mWarnLevel = 50.0f;  
+   mPulseThreshold = 25.0f;  
+   mPulseRate = 0;  
+     
+   mValue = 0.2f;  
+}  
+  
+void GuiHealthTextHud::initPersistFields()  
+{  
+   addGroup("Colors");       
+   addField("fillColor", TypeColorF, Offset(mFillColor, GuiHealthTextHud), "Color for the background of the control.");  
+   addField("frameColor", TypeColorF, Offset(mFrameColor, GuiHealthTextHud), "Color for the control's frame.");  
+   addField("textColor", TypeColorF, Offset(mTextColor, GuiHealthTextHud), "Color for the text on this control.");  
+   addField("warningColor", TypeColorF, Offset(mWarnColor, GuiHealthTextHud), "Color for the text when health is low.");    
+   endGroup("Colors");          
+  
+   addGroup("View");      
+   addField("showFill", TypeBool, Offset(mShowFill, GuiHealthTextHud), "If true, draw the background.");  
+   addField("showFrame", TypeBool, Offset(mShowFrame, GuiHealthTextHud), "If true, draw the frame.");  
+   addField("showTrueValue", TypeBool, Offset(mShowTrueHealth, GuiHealthTextHud), "If true, we don't hardcode maxHealth to 100.");  
+   addField("showEnergy", TypeBool, Offset(mShowEnergy, GuiHealthTextHud), "If true, display the energy value rather than the damage value.");  
+   endGroup("View");    
+  
+   addGroup("Alert");  
+   addField("warnThreshold", TypeF32, Offset(mWarnLevel, GuiHealthTextHud), "The health level at which to use the warningColor.");    
+   addField("pulseThreshold", TypeF32, Offset(mPulseThreshold, GuiHealthTextHud), "Health level at which to begin pulsing.");  
+   addField("pulseRate", TypeS32, Offset(mPulseRate, GuiHealthTextHud), "Speed at which the control will pulse.");  
+   endGroup("Alert");  
+  
+   Parent::initPersistFields();  
+}  
+  
+// ----------------------------------------------------------------------------  
+  
+void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)  
+{  
+   // Must have a connection and player control object  
+   GameConnection* conn = GameConnection::getConnectionToServer();  
+   if (!conn)  
+      return;  
+   ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());  
+   if (!control || !(control->getTypeMask() & PlayerObjectType))  
+      return;  
+  
+   // Just grab the damage/energy right off the control object.    
+   // Damage value 0 = no damage (full health).    
+   if(mShowEnergy)    
+      mValue = control->getEnergyLevel();  
+   else    
+   {  
+      if (mShowTrueHealth)  
+         mValue = control->getMaxDamage() - control->getDamageLevel();  
+      else  
+         mValue = 100 - (100 * control->getDamageValue());    
+   }  
+  
+   // If enabled draw background first  
+   if (mShowFill)  
+      GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);  
+  
+   // Prepare text and center it  
+   S32 val = (S32)mValue;    
+   char buf[256];    
+   dSprintf(buf, sizeof(buf), "%d", val);    
+   offset.x += (getBounds().extent.x - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;    
+   offset.y += (getBounds().extent.y - mProfile->mFont->getHeight()) / 2;    
+  
+   ColorF tColor = mTextColor;   
+  
+   // If warning level is exceeded switch to warning color  
+   if(mValue < mWarnLevel)   
+   {  
+      tColor = mWarnColor;    
+  
+      // If the pulseRate is set then pulse the text if health is below the threshold  
+      if (mPulseRate != 0 && mValue < mPulseThreshold)   
+      {  
+         U32 time = Platform::getVirtualMilliseconds();  
+         F32 alpha = 2.0f * F32(time % mPulseRate) / F32(mPulseRate);  
+         tColor.alpha = (alpha > 1.0f)? 2.0f - alpha: alpha;  
+      }  
+   }  
+  
+   GFX->getDrawUtil()->setBitmapModulation(tColor);    
+   GFX->getDrawUtil()->drawText(mProfile->mFont, offset, buf);    
+   GFX->getDrawUtil()->clearBitmapModulation();    
+  
+   // If enabled draw the border last  
+   if (mShowFrame)  
+      GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);  
+}