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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //
- // 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 "afx/arcaneFX.h"
- #include "gui/3d/guiTSControl.h"
- #include "gfx/gfxDrawUtil.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/shapeBase.h"
- #include "afx/ui/afxGuiTextHud.h"
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- Vector<afxGuiTextHud::HudTextSpec> afxGuiTextHud::text_items;
- IMPLEMENT_CONOBJECT(afxGuiTextHud);
- ConsoleDocClass( afxGuiTextHud,
- "@brief Similar to GuiShapeNameHud, afxGuiTextHud displays ShapeBase object names but "
- "also allows Gui Text effects.\n\n"
-
- "@ingroup GuiGame\n"
- );
- afxGuiTextHud::afxGuiTextHud()
- {
- mFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
- mFrameColor.set( 0, 0, 0, 1 );
- mTextColor.set( 0, 1, 0, 1 );
- mShowFill = false;
- mShowFrame = true;
- mVerticalOffset = 0.5f;
- mDistanceFade = 0.1f;
- mLabelAllShapes = false;
- mEnableControlObjectOcclusion = false;
- }
- void afxGuiTextHud::initPersistFields()
- {
- addGroup("Colors");
- addField( "fillColor", TypeColorF, Offset( mFillColor, afxGuiTextHud ),
- "...");
- addField( "frameColor", TypeColorF, Offset( mFrameColor, afxGuiTextHud ),
- "...");
- addField( "textColor", TypeColorF, Offset( mTextColor, afxGuiTextHud ),
- "...");
- endGroup("Colors");
- addGroup("Misc");
- addField( "showFill", TypeBool, Offset( mShowFill, afxGuiTextHud ),
- "...");
- addField( "showFrame", TypeBool, Offset( mShowFrame, afxGuiTextHud ),
- "...");
- addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, afxGuiTextHud ),
- "...");
- addField( "distanceFade", TypeF32, Offset( mDistanceFade, afxGuiTextHud ),
- "...");
- addField( "labelAllShapes", TypeBool, Offset( mLabelAllShapes, afxGuiTextHud ),
- "...");
- addField( "enableControlObjectOcclusion", TypeBool, Offset( mEnableControlObjectOcclusion, afxGuiTextHud ),
- "...");
- endGroup("Misc");
- Parent::initPersistFields();
- }
- //----------------------------------------------------------------------------
- /// Core rendering method for this control.
- ///
- /// This method scans through all the current client ShapeBase objects.
- /// If one is named, it displays the name and damage information for it.
- ///
- /// Information is offset from the center of the object's bounding box,
- /// unless the object is a PlayerObjectType, in which case the eye point
- /// is used.
- ///
- /// @param updateRect Extents of control.
- void afxGuiTextHud::onRender( Point2I, const RectI &updateRect)
- {
- // Background fill first
- if (mShowFill)
- GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI());
- // Must be in a TS Control
- GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
- if (!parent) return;
- // Must have a connection and control object
- GameConnection* conn = GameConnection::getConnectionToServer();
- if (!conn)
- return;
- GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
- if (!control)
- return;
- // Get control camera info
- MatrixF cam;
- Point3F camPos;
- VectorF camDir;
- conn->getControlCameraTransform(0,&cam);
- cam.getColumn(3, &camPos);
- cam.getColumn(1, &camDir);
- F32 camFovCos;
- conn->getControlCameraFov(&camFovCos);
- camFovCos = mCos(mDegToRad(camFovCos) / 2);
- // Visible distance info & name fading
- F32 visDistance = gClientSceneGraph->getVisibleDistance();
- F32 visDistanceSqr = visDistance * visDistance;
- F32 fadeDistance = visDistance * mDistanceFade;
- // 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 | TerrainLikeObjectType | ShapeBaseObjectType;
- if (!mEnableControlObjectOcclusion)
- control->disableCollision();
- if (mLabelAllShapes)
- {
- // This section works just like GuiShapeNameHud and renders labels for
- // all the shapes.
- // All ghosted objects are added to the server connection group,
- // so we can find all the shape base objects by iterating through
- // our current connection.
- for (SimSetIterator itr(conn); *itr; ++itr)
- {
- ///if ((*itr)->getTypeMask() & ShapeBaseObjectType)
- ///{
- ShapeBase* shape = dynamic_cast<ShapeBase*>(*itr);
- if ( shape ) {
- if (shape != control && shape->getShapeName())
- {
- // Target pos to test, if it's a player run the LOS to his eye
- // point, otherwise we'll grab the generic box center.
- Point3F shapePos;
- if (shape->getTypeMask() & PlayerObjectType)
- {
- MatrixF eye;
- // Use the render eye transform, otherwise we'll see jittering
- shape->getRenderEyeTransform(&eye);
- eye.getColumn(3, &shapePos);
- }
- else
- {
- // Use the render transform instead of the box center
- // otherwise it'll jitter.
- MatrixF srtMat = shape->getRenderTransform();
- srtMat.getColumn(3, &shapePos);
- }
- VectorF shapeDir = shapePos - camPos;
- // Test to see if it's in range
- F32 shapeDist = shapeDir.lenSquared();
- if (shapeDist == 0 || shapeDist > visDistanceSqr)
- continue;
- shapeDist = mSqrt(shapeDist);
- // Test to see if it's within our viewcone, this test doesn't
- // actually match the viewport very well, should consider
- // projection and box test.
- shapeDir.normalize();
- F32 dot = mDot(shapeDir, camDir);
- if (dot < camFovCos)
- continue;
- // Test to see if it's behind something, and we want to
- // ignore anything it's mounted on when we run the LOS.
- RayInfo info;
- shape->disableCollision();
- SceneObject *mount = shape->getObjectMount();
- if (mount)
- mount->disableCollision();
- bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
- shape->enableCollision();
- if (mount)
- mount->enableCollision();
- if (!los)
- continue;
- // Project the shape pos into screen space and calculate
- // the distance opacity used to fade the labels into the
- // distance.
- Point3F projPnt;
- shapePos.z += mVerticalOffset;
- if (!parent->project(shapePos, &projPnt))
- continue;
- F32 opacity = (shapeDist < fadeDistance)? 1.0:
- 1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
- // Render the shape's name
- drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
- }
- }
- }
- }
- // This section renders all text added by afxGuiText effects.
- for (S32 i = 0; i < text_items.size(); i++)
- {
- HudTextSpec* spec = &text_items[i];
- if (spec->text && spec->text[0] != '\0')
- {
- VectorF shapeDir = spec->pos - camPos;
- // do range test
- F32 shapeDist = shapeDir.lenSquared();
- if (shapeDist == 0 || shapeDist > visDistanceSqr)
- continue;
- shapeDist = mSqrt(shapeDist);
- // Test to see if it's within our viewcone, this test doesn't
- // actually match the viewport very well, should consider
- // projection and box test.
- shapeDir.normalize();
- F32 dot = mDot(shapeDir, camDir);
- if (dot < camFovCos)
- continue;
- // Test to see if it's behind something, and we want to
- // ignore anything it's mounted on when we run the LOS.
- RayInfo info;
- if (spec->obj)
- spec->obj->disableCollision();
- bool los = !gClientContainer.castRay(camPos, spec->pos, losMask, &info);
- if (spec->obj)
- spec->obj->enableCollision();
- if (!los)
- continue;
- // Project the shape pos into screen space.
- Point3F projPnt;
- if (!parent->project(spec->pos, &projPnt))
- continue;
- // Calculate the distance opacity used to fade text into the distance.
- F32 opacity = (shapeDist < fadeDistance)? 1.0 : 1.0 - (shapeDist - fadeDistance) / (25.0f);
- if (opacity > 0.01f)
- drawName(Point2I((S32)projPnt.x, (S32)projPnt.y), spec->text, opacity, &spec->text_clr);
- }
- }
- // Restore control object collision
- if (!mEnableControlObjectOcclusion)
- control->enableCollision();
- // Border last
- if (mShowFrame)
- GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI());
- reset();
- }
- //----------------------------------------------------------------------------
- /// Render object names.
- ///
- /// Helper function for GuiShapeNameHud::onRender
- ///
- /// @param offset Screen coordinates to render name label. (Text is centered
- /// horizontally about this location, with bottom of text at
- /// specified y position.)
- /// @param name String name to display.
- /// @param opacity Opacity of name (a fraction).
- void afxGuiTextHud::drawName(Point2I offset, const char *name, F32 opacity, LinearColorF* color)
- {
- // Center the name
- offset.x -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2;
- offset.y -= mProfile->mFont->getHeight();
- // Deal with opacity and draw.
- LinearColorF draw_color = (color) ? *color : mTextColor;
- draw_color.alpha *= opacity;
- GFX->getDrawUtil()->setBitmapModulation(draw_color.toColorI());
- GFX->getDrawUtil()->drawText(mProfile->mFont, offset, name);
- GFX->getDrawUtil()->clearBitmapModulation();
- }
- void afxGuiTextHud::addTextItem(const Point3F& pos, const char* text, LinearColorF& color, SceneObject* obj)
- {
- if (!text || text[0] == '\0')
- return;
- HudTextSpec spec;
- spec.pos = pos;
- spec.text = text;
- spec.text_clr = color;
- spec.obj = obj;
- text_items.push_back(spec);
- }
- void afxGuiTextHud::reset()
- {
- text_items.clear();
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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