guiShapeNameHud.cpp 13 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. LinearColorF mFillColor;
  46. LinearColorF mFrameColor;
  47. LinearColorF mTextColor;
  48. LinearColorF mLabelFillColor;
  49. LinearColorF mLabelFrameColor;
  50. F32 mVerticalOffset;
  51. F32 mDistanceFade;
  52. bool mShowFrame;
  53. bool mShowFill;
  54. bool mShowLabelFrame;
  55. bool mShowLabelFill;
  56. Point2I mLabelPadding;
  57. protected:
  58. void drawName( Point2I offset, const char *buf, F32 opacity);
  59. public:
  60. GuiShapeNameHud();
  61. // GuiControl
  62. virtual void onRender(Point2I offset, const RectI &updateRect);
  63. static void initPersistFields();
  64. DECLARE_CONOBJECT( GuiShapeNameHud );
  65. DECLARE_CATEGORY( "Gui Game" );
  66. DECLARE_DESCRIPTION( "Displays name and damage of ShapeBase objects in its bounds.\n"
  67. "Must be a child of a GuiTSCtrl and a server connection must be present." );
  68. };
  69. //-----------------------------------------------------------------------------
  70. IMPLEMENT_CONOBJECT(GuiShapeNameHud);
  71. ConsoleDocClass( GuiShapeNameHud,
  72. "@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"
  73. "This control displays the name and damage value of all named ShapeBase objects on the client. "
  74. "The name and damage of objects within the control's display area are overlayed above the object.\n\n"
  75. "This GUI control must be a child of a TSControl, and a server connection and control object must be present. "
  76. "This is a stand-alone control and relies only on the standard base GuiControl.\n\n"
  77. "@tsexample\n"
  78. "\n new GuiShapeNameHud()"
  79. "{\n"
  80. " fillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
  81. " frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
  82. " textColor = \"1.0 1.0 1.0 1.0\"; // Solid white text Color\n"
  83. " showFill = \"true\";\n"
  84. " showFrame = \"true\";\n"
  85. " labelFillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
  86. " labelFrameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
  87. " showLabelFill = \"true\";\n"
  88. " showLabelFrame = \"true\";\n"
  89. " verticalOffset = \"0.15\";\n"
  90. " distanceFade = \"15.0\";\n"
  91. "};\n"
  92. "@endtsexample\n\n"
  93. "@ingroup GuiGame\n"
  94. );
  95. GuiShapeNameHud::GuiShapeNameHud()
  96. {
  97. mFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
  98. mFrameColor.set( 0, 1, 0, 1 );
  99. mLabelFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
  100. mLabelFrameColor.set( 0, 1, 0, 1 );
  101. mTextColor.set( 0, 1, 0, 1 );
  102. mShowFrame = mShowFill = true;
  103. mShowLabelFrame = mShowLabelFill = false;
  104. mVerticalOffset = 0.5f;
  105. mDistanceFade = 0.1f;
  106. mLabelPadding.set(0, 0);
  107. }
  108. void GuiShapeNameHud::initPersistFields()
  109. {
  110. docsURL;
  111. addGroup("Colors");
  112. addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ), "Standard color for the background of the control." );
  113. addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ), "Color for the control's frame." );
  114. addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ), "Color for the text on this control." );
  115. addField( "labelFillColor", TypeColorF, Offset( mLabelFillColor, GuiShapeNameHud ), "Color for the background of each shape name label." );
  116. addField( "labelFrameColor", TypeColorF, Offset( mLabelFrameColor, GuiShapeNameHud ), "Color for the frames around each shape name label." );
  117. endGroup("Colors");
  118. addGroup("Misc");
  119. addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ), "If true, we draw the background color of the control." );
  120. addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ), "If true, we draw the frame of the control." );
  121. addField( "showLabelFill", TypeBool, Offset( mShowLabelFill, GuiShapeNameHud ), "If true, we draw a background for each shape name label." );
  122. addField( "showLabelFrame", TypeBool, Offset( mShowLabelFrame, GuiShapeNameHud ), "If true, we draw a frame around each shape name label." );
  123. addField( "labelPadding", TypePoint2I, Offset( mLabelPadding, GuiShapeNameHud ), "The padding (in pixels) between the label text and the frame." );
  124. addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ), "Amount to vertically offset the control in relation to the ShapeBase object in focus." );
  125. 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." );
  126. endGroup("Misc");
  127. Parent::initPersistFields();
  128. }
  129. //----------------------------------------------------------------------------
  130. /// Core rendering method for this control.
  131. ///
  132. /// This method scans through all the current client ShapeBase objects.
  133. /// If one is named, it displays the name and damage information for it.
  134. ///
  135. /// Information is offset from the center of the object's bounding box,
  136. /// unless the object is a PlayerObjectType, in which case the eye point
  137. /// is used.
  138. ///
  139. /// @param updateRect Extents of control.
  140. void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
  141. {
  142. // Background fill first
  143. if (mShowFill)
  144. GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI());
  145. // Must be in a TS Control
  146. GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
  147. if (!parent) return;
  148. // Must have a connection and control object
  149. GameConnection* conn = GameConnection::getConnectionToServer();
  150. if (!conn) return;
  151. GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
  152. if (!control) return;
  153. // Get control camera info
  154. MatrixF cam;
  155. Point3F camPos;
  156. VectorF camDir;
  157. conn->getControlCameraTransform(0,&cam);
  158. cam.getColumn(3, &camPos);
  159. cam.getColumn(1, &camDir);
  160. F32 camFovCos;
  161. conn->getControlCameraFov(&camFovCos);
  162. camFovCos = mCos(mDegToRad(camFovCos) / 2);
  163. // Visible distance info & name fading
  164. F32 visDistance = gClientSceneGraph->getVisibleDistance();
  165. F32 visDistanceSqr = visDistance * visDistance;
  166. F32 fadeDistance = visDistance * mDistanceFade;
  167. // Collision info. We're going to be running LOS tests and we
  168. // don't want to collide with the control object.
  169. static U32 losMask = TerrainObjectType | ShapeBaseObjectType | StaticObjectType;
  170. control->disableCollision();
  171. // All ghosted objects are added to the server connection group,
  172. // so we can find all the shape base objects by iterating through
  173. // our current connection.
  174. for (SimSetIterator itr(conn); *itr; ++itr) {
  175. ShapeBase* shape = dynamic_cast< ShapeBase* >(*itr);
  176. if ( shape ) {
  177. if (shape != control && shape->getShapeName())
  178. {
  179. // Target pos to test, if it's a player run the LOS to his eye
  180. // point, otherwise we'll grab the generic box center.
  181. Point3F shapePos;
  182. if (shape->getTypeMask() & PlayerObjectType)
  183. {
  184. MatrixF eye;
  185. // Use the render eye transform, otherwise we'll see jittering
  186. shape->getRenderEyeTransform(&eye);
  187. eye.getColumn(3, &shapePos);
  188. }
  189. else
  190. {
  191. // Use the render transform instead of the box center
  192. // otherwise it'll jitter.
  193. MatrixF srtMat = shape->getRenderTransform();
  194. srtMat.getColumn(3, &shapePos);
  195. }
  196. VectorF shapeDir = shapePos - camPos;
  197. // Test to see if it's in range
  198. F32 shapeDist = shapeDir.lenSquared();
  199. if (shapeDist == 0 || shapeDist > visDistanceSqr)
  200. continue;
  201. shapeDist = mSqrt(shapeDist);
  202. // Test to see if it's within our viewcone, this test doesn't
  203. // actually match the viewport very well, should consider
  204. // projection and box test.
  205. shapeDir.normalize();
  206. F32 dot = mDot(shapeDir, camDir);
  207. if (dot < camFovCos)
  208. continue;
  209. // Test to see if it's behind something, and we want to
  210. // ignore anything it's mounted on when we run the LOS.
  211. RayInfo info;
  212. shape->disableCollision();
  213. SceneObject *mount = shape->getObjectMount();
  214. if (mount)
  215. mount->disableCollision();
  216. bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
  217. shape->enableCollision();
  218. if (mount)
  219. mount->enableCollision();
  220. if (!los)
  221. continue;
  222. // Project the shape pos into screen space and calculate
  223. // the distance opacity used to fade the labels into the
  224. // distance.
  225. Point3F projPnt;
  226. shapePos.z += mVerticalOffset;
  227. if (!parent->project(shapePos, &projPnt))
  228. continue;
  229. F32 opacity = (shapeDist < fadeDistance)? 1.0:
  230. 1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
  231. // Render the shape's name
  232. drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
  233. }
  234. }
  235. }
  236. // Restore control object collision
  237. control->enableCollision();
  238. // Border last
  239. if (mShowFrame)
  240. GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI());
  241. }
  242. //----------------------------------------------------------------------------
  243. /// Render object names.
  244. ///
  245. /// Helper function for GuiShapeNameHud::onRender
  246. ///
  247. /// @param offset Screen coordinates to render name label. (Text is centered
  248. /// horizontally about this location, with bottom of text at
  249. /// specified y position.)
  250. /// @param name String name to display.
  251. /// @param opacity Opacity of name (a fraction).
  252. void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
  253. {
  254. F32 width = mProfile->mFont->getStrWidth((const UTF8 *)name) + mLabelPadding.x * 2;
  255. F32 height = mProfile->mFont->getHeight() + mLabelPadding.y * 2;
  256. Point2I extent = Point2I(width, height);
  257. // Center the name
  258. offset.x -= width / 2;
  259. offset.y -= height / 2;
  260. GFXDrawUtil* drawUtil = GFX->getDrawUtil();
  261. // Background fill first
  262. if (mShowLabelFill)
  263. drawUtil->drawRectFill(RectI(offset, extent), mLabelFillColor.toColorI());
  264. // Deal with opacity and draw.
  265. mTextColor.alpha = opacity;
  266. drawUtil->setBitmapModulation(mTextColor.toColorI());
  267. drawUtil->drawText(mProfile->mFont, offset + mLabelPadding, name);
  268. drawUtil->clearBitmapModulation();
  269. // Border last
  270. if (mShowLabelFrame)
  271. drawUtil->drawRect(RectI(offset, extent), mLabelFrameColor.toColorI());
  272. }