guiShapeNameHud.cpp 12 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "gui/core/guiControl.h"
  24. #include "gui/3d/guiTSControl.h"
  25. #include "console/consoleTypes.h"
  26. #include "scene/sceneManager.h"
  27. #include "T3D/gameBase/gameConnection.h"
  28. #include "T3D/shapeBase.h"
  29. #include "gfx/gfxDrawUtil.h"
  30. #include "console/engineAPI.h"
  31. //----------------------------------------------------------------------------
  32. /// Displays name & damage above shape objects.
  33. ///
  34. /// This control displays the name and damage value of all named
  35. /// ShapeBase objects on the client. The name and damage of objects
  36. /// within the control's display area are overlayed above the object.
  37. ///
  38. /// This GUI control must be a child of a TSControl, and a server connection
  39. /// and control object must be present.
  40. ///
  41. /// This is a stand-alone control and relies only on the standard base GuiControl.
  42. class GuiShapeNameHud : public GuiControl {
  43. typedef GuiControl Parent;
  44. // field data
  45. ColorF mFillColor;
  46. ColorF mFrameColor;
  47. ColorF mTextColor;
  48. ColorF mLabelFillColor;
  49. ColorF mLabelFrameColor;
  50. F32 mVerticalOffset;
  51. F32 mDistanceFade;
  52. bool mShowFrame;
  53. bool mShowFill;
  54. bool mShowLabelFrame;
  55. bool mShowLabelFill;
  56. protected:
  57. void drawName( Point2I offset, const char *buf, F32 opacity);
  58. public:
  59. GuiShapeNameHud();
  60. // GuiControl
  61. virtual void onRender(Point2I offset, const RectI &updateRect);
  62. static void initPersistFields();
  63. DECLARE_CONOBJECT( GuiShapeNameHud );
  64. DECLARE_CATEGORY( "Gui Game" );
  65. DECLARE_DESCRIPTION( "Displays name and damage of ShapeBase objects in its bounds.\n"
  66. "Must be a child of a GuiTSCtrl and a server connection must be present." );
  67. };
  68. //-----------------------------------------------------------------------------
  69. IMPLEMENT_CONOBJECT(GuiShapeNameHud);
  70. ConsoleDocClass( GuiShapeNameHud,
  71. "@brief Displays name and damage of ShapeBase objects in its bounds. Must be a child of a GuiTSCtrl and a server connection must be present.\n\n"
  72. "This control displays the name and damage value of all named ShapeBase objects on the client. "
  73. "The name and damage of objects within the control's display area are overlayed above the object.\n\n"
  74. "This GUI control must be a child of a TSControl, and a server connection and control object must be present. "
  75. "This is a stand-alone control and relies only on the standard base GuiControl.\n\n"
  76. "@tsexample\n"
  77. "\n new GuiShapeNameHud()"
  78. "{\n"
  79. " fillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
  80. " frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
  81. " textColor = \"1.0 1.0 1.0 1.0\"; // Solid white text Color\n"
  82. " showFill = \"true\";\n"
  83. " showFrame = \"true\";\n"
  84. " labelFillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
  85. " labelFrameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
  86. " showLabelFill = \"true\";\n"
  87. " showLabelFrame = \"true\";\n"
  88. " verticalOffset = \"0.15\";\n"
  89. " distanceFade = \"15.0\";\n"
  90. "};\n"
  91. "@endtsexample\n\n"
  92. "@ingroup GuiGame\n"
  93. );
  94. /// Default distance for object's information to be displayed.
  95. static const F32 cDefaultVisibleDistance = 500.0f;
  96. GuiShapeNameHud::GuiShapeNameHud()
  97. {
  98. mFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
  99. mFrameColor.set( 0, 1, 0, 1 );
  100. mTextColor.set( 0, 1, 0, 1 );
  101. mShowFrame = mShowFill = true;
  102. mVerticalOffset = 0.5f;
  103. mDistanceFade = 0.1f;
  104. }
  105. void GuiShapeNameHud::initPersistFields()
  106. {
  107. addGroup("Colors");
  108. addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ), "Standard color for the background of the control." );
  109. addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ), "Color for the control's frame." );
  110. addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ), "Color for the text on this control." );
  111. addField( "labelFillColor", TypeColorF, Offset( mLabelFillColor, GuiShapeNameHud ), "Color for the background of each shape name label." );
  112. addField( "labelFrameColor", TypeColorF, Offset( mLabelFrameColor, GuiShapeNameHud ), "Color for the frames around each shape name label." );
  113. endGroup("Colors");
  114. addGroup("Misc");
  115. addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ), "If true, we draw the background color of the control." );
  116. addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ), "If true, we draw the frame of the control." );
  117. addField( "showLabelFill", TypeBool, Offset( mShowLabelFill, GuiShapeNameHud ), "If true, we draw a background for each shape name label." );
  118. addField( "showLabelFrame", TypeBool, Offset( mShowLabelFrame, GuiShapeNameHud ), "If true, we draw a frame around each shape name label." );
  119. addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ), "Amount to vertically offset the control in relation to the ShapeBase object in focus." );
  120. addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ), "Visibility distance (how far the player must be from the ShapeBase object in focus) for this control to render." );
  121. endGroup("Misc");
  122. Parent::initPersistFields();
  123. }
  124. //----------------------------------------------------------------------------
  125. /// Core rendering method for this control.
  126. ///
  127. /// This method scans through all the current client ShapeBase objects.
  128. /// If one is named, it displays the name and damage information for it.
  129. ///
  130. /// Information is offset from the center of the object's bounding box,
  131. /// unless the object is a PlayerObjectType, in which case the eye point
  132. /// is used.
  133. ///
  134. /// @param updateRect Extents of control.
  135. void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
  136. {
  137. // Background fill first
  138. if (mShowFill)
  139. GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
  140. // Must be in a TS Control
  141. GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
  142. if (!parent) return;
  143. // Must have a connection and control object
  144. GameConnection* conn = GameConnection::getConnectionToServer();
  145. if (!conn) return;
  146. GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
  147. if (!control) return;
  148. // Get control camera info
  149. MatrixF cam;
  150. Point3F camPos;
  151. VectorF camDir;
  152. conn->getControlCameraTransform(0,&cam);
  153. cam.getColumn(3, &camPos);
  154. cam.getColumn(1, &camDir);
  155. F32 camFov;
  156. conn->getControlCameraFov(&camFov);
  157. camFov = mDegToRad(camFov) / 2;
  158. // Visible distance info & name fading
  159. F32 visDistance = gClientSceneGraph->getVisibleDistance();
  160. F32 visDistanceSqr = visDistance * visDistance;
  161. F32 fadeDistance = visDistance * mDistanceFade;
  162. // Collision info. We're going to be running LOS tests and we
  163. // don't want to collide with the control object.
  164. static U32 losMask = TerrainObjectType | ShapeBaseObjectType;
  165. control->disableCollision();
  166. // All ghosted objects are added to the server connection group,
  167. // so we can find all the shape base objects by iterating through
  168. // our current connection.
  169. for (SimSetIterator itr(conn); *itr; ++itr) {
  170. ShapeBase* shape = dynamic_cast< ShapeBase* >(*itr);
  171. if ( shape ) {
  172. if (shape != control && shape->getShapeName())
  173. {
  174. // Target pos to test, if it's a player run the LOS to his eye
  175. // point, otherwise we'll grab the generic box center.
  176. Point3F shapePos;
  177. if (shape->getTypeMask() & PlayerObjectType)
  178. {
  179. MatrixF eye;
  180. // Use the render eye transform, otherwise we'll see jittering
  181. shape->getRenderEyeTransform(&eye);
  182. eye.getColumn(3, &shapePos);
  183. }
  184. else
  185. {
  186. // Use the render transform instead of the box center
  187. // otherwise it'll jitter.
  188. MatrixF srtMat = shape->getRenderTransform();
  189. srtMat.getColumn(3, &shapePos);
  190. }
  191. VectorF shapeDir = shapePos - camPos;
  192. // Test to see if it's in range
  193. F32 shapeDist = shapeDir.lenSquared();
  194. if (shapeDist == 0 || shapeDist > visDistanceSqr)
  195. continue;
  196. shapeDist = mSqrt(shapeDist);
  197. // Test to see if it's within our viewcone, this test doesn't
  198. // actually match the viewport very well, should consider
  199. // projection and box test.
  200. shapeDir.normalize();
  201. F32 dot = mDot(shapeDir, camDir);
  202. if (dot < camFov)
  203. continue;
  204. // Test to see if it's behind something, and we want to
  205. // ignore anything it's mounted on when we run the LOS.
  206. RayInfo info;
  207. shape->disableCollision();
  208. SceneObject *mount = shape->getObjectMount();
  209. if (mount)
  210. mount->disableCollision();
  211. bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
  212. shape->enableCollision();
  213. if (mount)
  214. mount->enableCollision();
  215. if (!los)
  216. continue;
  217. // Project the shape pos into screen space and calculate
  218. // the distance opacity used to fade the labels into the
  219. // distance.
  220. Point3F projPnt;
  221. shapePos.z += mVerticalOffset;
  222. if (!parent->project(shapePos, &projPnt))
  223. continue;
  224. F32 opacity = (shapeDist < fadeDistance)? 1.0:
  225. 1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
  226. // Render the shape's name
  227. drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
  228. }
  229. }
  230. }
  231. // Restore control object collision
  232. control->enableCollision();
  233. // Border last
  234. if (mShowFrame)
  235. GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
  236. }
  237. //----------------------------------------------------------------------------
  238. /// Render object names.
  239. ///
  240. /// Helper function for GuiShapeNameHud::onRender
  241. ///
  242. /// @param offset Screen coordinates to render name label. (Text is centered
  243. /// horizontally about this location, with bottom of text at
  244. /// specified y position.)
  245. /// @param name String name to display.
  246. /// @param opacity Opacity of name (a fraction).
  247. void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
  248. {
  249. F32 width = mProfile->mFont->getStrWidth((const UTF8 *)name);
  250. F32 height = mProfile->mFont->getHeight();
  251. Point2I extent = Point2I(width, height);
  252. // Center the name
  253. offset.x -= width / 2;
  254. offset.y -= height;
  255. // Background fill first
  256. if (mShowLabelFill)
  257. GFX->getDrawUtil()->drawRectFill(RectI(offset, extent), mLabelFillColor);
  258. // Deal with opacity and draw.
  259. mTextColor.alpha = opacity;
  260. GFX->getDrawUtil()->setBitmapModulation(mTextColor);
  261. GFX->getDrawUtil()->drawText(mProfile->mFont, offset, name);
  262. GFX->getDrawUtil()->clearBitmapModulation();
  263. // Border last
  264. if (mShowLabelFrame)
  265. GFX->getDrawUtil()->drawRect(RectI(offset, extent), mLabelFrameColor);
  266. }