//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "gui/core/guiControl.h" #include "gui/controls/guiBitmapCtrl.h" #include "console/consoleTypes.h" #include "scene/sceneManager.h" #include "T3D/gameBase/gameConnection.h" #include "T3D/shapeBase.h" #include "gfx/gfxDrawUtil.h" #include "console/engineAPI.h" //----------------------------------------------------------------------------- /// Vary basic cross hair hud. /// Uses the base bitmap control to render a bitmap, and decides whether /// to draw or not depending on the current control object and it's state. /// If there is ShapeBase object under the cross hair and it's named, /// then a small health bar is displayed. class GuiCrossHairHud : public GuiBitmapCtrl { typedef GuiBitmapCtrl Parent; LinearColorF mDamageFillColor; LinearColorF mDamageFrameColor; Point2I mDamageRectSize; Point2I mDamageOffset; protected: void drawDamage(Point2I offset, F32 damage, F32 opacity); public: GuiCrossHairHud(); void onRender( Point2I, const RectI &); static void initPersistFields(); DECLARE_CONOBJECT( GuiCrossHairHud ); DECLARE_CATEGORY( "Gui Game" ); DECLARE_DESCRIPTION( "Basic cross hair hud. Reacts to state of control object.\n" "Also displays health bar for named objects under the cross hair." ); }; /// Valid object types for which the cross hair will render, this /// should really all be script controlled. static const U32 ObjectMask = PlayerObjectType | VehicleObjectType; //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT( GuiCrossHairHud ); ConsoleDocClass( GuiCrossHairHud, "@brief Basic cross hair hud. Reacts to state of control object. Also displays health bar for named objects under the cross hair.\n\n" "Uses the base bitmap control to render a bitmap, and decides whether to draw or not depending " "on the current control object and it's state. If there is ShapeBase object under the cross hair " "and it's named, then a small health bar is displayed.\n\n" "@tsexample\n" "\n new GuiCrossHairHud()" "{\n" " damageFillColor = \"1.0 0.0 0.0 1.0\"; // Fills with a solid red color\n" " damageFrameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n" " damageRect = \"15 5\";\n" " damageOffset = \"0 -10\";\n" "};\n" "@endtsexample\n" "@ingroup GuiGame\n" ); GuiCrossHairHud::GuiCrossHairHud() { mDamageFillColor.set( 0.0f, 1.0f, 0.0f, 1.0f ); mDamageFrameColor.set( 1.0f, 0.6f, 0.0f, 1.0f ); mDamageRectSize.set(50, 4); mDamageOffset.set(0,32); } void GuiCrossHairHud::initPersistFields() { addGroup("Damage"); addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiCrossHairHud ), "As the health bar depletes, this color will represent the health loss amount." ); addField( "damageFrameColor", TypeColorF, Offset( mDamageFrameColor, GuiCrossHairHud ), "Color for the health bar's frame." ); addField( "damageRect", TypePoint2I, Offset( mDamageRectSize, GuiCrossHairHud ), "Size for the health bar portion of the control." ); addField( "damageOffset", TypePoint2I, Offset( mDamageOffset, GuiCrossHairHud ), "Offset for drawing the damage portion of the health control." ); endGroup("Damage"); Parent::initPersistFields(); } //----------------------------------------------------------------------------- void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect) { // Must have a connection and player control object GameConnection* conn = GameConnection::getConnectionToServer(); if (!conn) return; GameBase* control = dynamic_cast(conn->getCameraObject()); if (!control || !(control->getTypeMask() & ObjectMask) || !conn->isFirstPerson()) return; // Parent render. Parent::onRender(offset,updateRect); // Get control camera info MatrixF cam; Point3F camPos; conn->getControlCameraTransform(0,&cam); cam.getColumn(3, &camPos); // Extend the camera vector to create an endpoint for our ray Point3F endPos; cam.getColumn(1, &endPos); endPos *= gClientSceneGraph->getVisibleDistance(); endPos += camPos; // Collision info. We're going to be running LOS tests and we // don't want to collide with the control object. static U32 losMask = TerrainObjectType | ShapeBaseObjectType; control->disableCollision(); RayInfo info; if (gClientContainer.castRay(camPos, endPos, losMask, &info)) { // Hit something... but we'll only display health for named // ShapeBase objects. Could mask against the object type here // and do a static cast if it's a ShapeBaseObjectType, but this // isn't a performance situation, so I'll just use dynamic_cast. if (ShapeBase* obj = dynamic_cast(info.object)) if (obj->getShapeName()) { offset.x = updateRect.point.x + updateRect.extent.x / 2; offset.y = updateRect.point.y + updateRect.extent.y / 2; drawDamage(offset + mDamageOffset, obj->getDamageValue(), 1); } } // Restore control object collision control->enableCollision(); } //----------------------------------------------------------------------------- /** Display a damage bar ubove the shape. This is a support funtion, called by onRender. */ void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity) { mDamageFillColor.alpha = mDamageFrameColor.alpha = opacity; // Damage should be 0->1 (0 being no damage,or healthy), but // we'll just make sure here as we flip it. damage = mClampF(1 - damage, 0, 1); // Center the bar RectI rect(offset, mDamageRectSize); rect.point.x -= mDamageRectSize.x / 2; // Draw the border GFX->getDrawUtil()->drawRect(rect, mDamageFrameColor.toColorI()); // Draw the damage % fill rect.point += Point2I(1, 1); rect.extent -= Point2I(1, 1); rect.extent.x = (S32)(rect.extent.x * damage); if (rect.extent.x == 1) rect.extent.x = 2; if (rect.extent.x > 0) GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor.toColorI()); }