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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;
-
- LinearColorF mFillColor;
- LinearColorF mFrameColor;
- LinearColorF mTextColor;
- LinearColorF 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());
- }
- GFXDrawUtil* drawUtil = GFX->getDrawUtil();
-
- // If enabled draw background first
- if (mShowFill)
- drawUtil->drawRectFill(updateRect, mFillColor.toColorI());
-
- // 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;
-
- LinearColorF 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;
- }
- }
-
- drawUtil->setBitmapModulation(tColor.toColorI());
- drawUtil->drawText(mProfile->mFont, offset, buf);
- drawUtil->clearBitmapModulation();
-
- // If enabled draw the border last
- if (mShowFrame)
- drawUtil->drawRect(updateRect, mFrameColor.toColorI());
- }
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