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148
Torque/SDK/engine/game/fps/guiCrossHairHud.cc
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148
Torque/SDK/engine/game/fps/guiCrossHairHud.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "dgl/dgl.h"
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#include "gui/core/guiControl.h"
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#include "gui/controls/guiBitmapCtrl.h"
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#include "console/consoleTypes.h"
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#include "sceneGraph/sceneGraph.h"
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#include "game/gameConnection.h"
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#include "game/shapeBase.h"
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//-----------------------------------------------------------------------------
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/// Vary basic cross hair hud.
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/// Uses the base bitmap control to render a bitmap, and decides whether
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/// to draw or not depending on the current control object and it's state.
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/// If there is ShapeBase object under the cross hair and it's named,
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/// then a small health bar is displayed.
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class GuiCrossHairHud : public GuiBitmapCtrl
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{
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typedef GuiBitmapCtrl Parent;
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ColorF mDamageFillColor;
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ColorF mDamageFrameColor;
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Point2I mDamageRectSize;
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Point2I mDamageOffset;
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protected:
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void drawDamage(Point2I offset, F32 damage, F32 opacity);
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public:
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GuiCrossHairHud();
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void onRender( Point2I, const RectI &);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiCrossHairHud );
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};
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/// Valid object types for which the cross hair will render, this
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/// should really all be script controlled.
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static const U32 ObjectMask = PlayerObjectType | VehicleObjectType;
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( GuiCrossHairHud );
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GuiCrossHairHud::GuiCrossHairHud()
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{
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mDamageFillColor.set( 0, 1, 0, 1 );
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mDamageFrameColor.set( 1, 0.6, 0, 1 );
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mDamageRectSize.set(50, 4);
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mDamageOffset.set(0,32);
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}
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void GuiCrossHairHud::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Damage");
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addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiCrossHairHud ) );
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addField( "damageFrameColor", TypeColorF, Offset( mDamageFrameColor, GuiCrossHairHud ) );
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addField( "damageRect", TypePoint2I, Offset( mDamageRectSize, GuiCrossHairHud ) );
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addField( "damageOffset", TypePoint2I, Offset( mDamageOffset, GuiCrossHairHud ) );
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endGroup("Damage");
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}
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//-----------------------------------------------------------------------------
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void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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{
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// Must have a connection and player control object
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GameConnection* conn = GameConnection::getConnectionToServer();
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if (!conn)
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return;
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ShapeBase* control = conn->getControlObject();
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if (!control || !(control->getType() & ObjectMask) || !conn->isFirstPerson())
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return;
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// Parent render.
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Parent::onRender(offset,updateRect);
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// Get control camera info
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MatrixF cam;
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Point3F camPos;
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conn->getControlCameraTransform(0,&cam);
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cam.getColumn(3, &camPos);
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// Extend the camera vector to create an endpoint for our ray
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Point3F endPos;
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cam.getColumn(1, &endPos);
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endPos *= gClientSceneGraph->getVisibleDistance();
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endPos += camPos;
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// Collision info. We're going to be running LOS tests and we
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// don't want to collide with the control object.
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static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
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control->disableCollision();
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RayInfo info;
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if (gClientContainer.castRay(camPos, endPos, losMask, &info)) {
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// Hit something... but we'll only display health for named
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// ShapeBase objects. Could mask against the object type here
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// and do a static cast if it's a ShapeBaseObjectType, but this
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// isn't a performance situation, so I'll just use dynamic_cast.
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if (ShapeBase* obj = dynamic_cast<ShapeBase*>(info.object))
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if (obj->getShapeName()) {
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offset.x = updateRect.point.x + updateRect.extent.x / 2;
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offset.y = updateRect.point.y + updateRect.extent.y / 2;
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drawDamage(offset + mDamageOffset, obj->getDamageValue(), 1);
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}
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}
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// Restore control object collision
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control->enableCollision();
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}
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//-----------------------------------------------------------------------------
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/**
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Display a damage bar ubove the shape.
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This is a support funtion, called by onRender.
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*/
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void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
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{
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mDamageFillColor.alpha = mDamageFrameColor.alpha = opacity;
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// Damage should be 0->1 (0 being no damage,or healthy), but
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// we'll just make sure here as we flip it.
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damage = mClampF(1 - damage, 0, 1);
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// Center the bar
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RectI rect(offset, mDamageRectSize);
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rect.point.x -= mDamageRectSize.x / 2;
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// Draw the border
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dglDrawRect(rect, mDamageFrameColor);
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// Draw the damage % fill
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rect.point += Point2I(1, 1);
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rect.extent -= Point2I(1, 1);
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rect.extent.x = (S32)(rect.extent.x * damage);
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if (rect.extent.x == 1)
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rect.extent.x = 2;
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if (rect.extent.x > 0)
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dglDrawRectFill(rect, mDamageFillColor);
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}
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