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