Initial commit
This commit is contained in:
165
Torque/SDK/engine/game/fps/guiHealthBarHud.cc
Normal file
165
Torque/SDK/engine/game/fps/guiHealthBarHud.cc
Normal file
@@ -0,0 +1,165 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "dgl/dgl.h"
|
||||
#include "gui/core/guiControl.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "game/gameConnection.h"
|
||||
#include "game/shapeBase.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// A basic health bar control.
|
||||
/// This gui displays the damage value of the current PlayerObjectType
|
||||
/// control object. The gui can be set to pulse if the health value
|
||||
/// 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.
|
||||
class GuiHealthBarHud : public GuiControl
|
||||
{
|
||||
typedef GuiControl Parent;
|
||||
|
||||
bool mShowFrame;
|
||||
bool mShowFill;
|
||||
bool mDisplayEnergy;
|
||||
bool mFlipped;
|
||||
|
||||
ColorF mFillColor;
|
||||
ColorF mFrameColor;
|
||||
ColorF mDamageFillColor;
|
||||
|
||||
S32 mPulseRate;
|
||||
F32 mPulseThreshold;
|
||||
|
||||
F32 mValue;
|
||||
|
||||
public:
|
||||
GuiHealthBarHud();
|
||||
|
||||
void onRender( Point2I, const RectI &);
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT( GuiHealthBarHud );
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CONOBJECT( GuiHealthBarHud );
|
||||
|
||||
GuiHealthBarHud::GuiHealthBarHud()
|
||||
{
|
||||
mShowFrame = mShowFill = true;
|
||||
mFlipped = mDisplayEnergy = false;
|
||||
mFillColor.set(0, 0, 0, 0.5);
|
||||
mFrameColor.set(0, 1, 0, 1);
|
||||
mDamageFillColor.set(0, 1, 0, 1);
|
||||
|
||||
mPulseRate = 0;
|
||||
mPulseThreshold = 0.3f;
|
||||
mValue = 0.2f;
|
||||
}
|
||||
|
||||
void GuiHealthBarHud::initPersistFields()
|
||||
{
|
||||
Parent::initPersistFields();
|
||||
|
||||
addGroup("Colors");
|
||||
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ) );
|
||||
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiHealthBarHud ) );
|
||||
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiHealthBarHud ) );
|
||||
endGroup("Colors");
|
||||
|
||||
addGroup("Pulse");
|
||||
addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiHealthBarHud ) );
|
||||
addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ) );
|
||||
endGroup("Pulse");
|
||||
|
||||
addGroup("Misc");
|
||||
addField( "flipped", TypeBool, Offset( mFlipped, GuiHealthBarHud ) );
|
||||
addField( "showFill", TypeBool, Offset( mShowFill, GuiHealthBarHud ) );
|
||||
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiHealthBarHud ) );
|
||||
addField( "displayEnergy", TypeBool, Offset( mDisplayEnergy, GuiHealthBarHud ) );
|
||||
endGroup("Misc");
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/**
|
||||
Gui onRender method.
|
||||
Renders a health bar with filled background and border.
|
||||
*/
|
||||
void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
|
||||
{
|
||||
// Must have a connection and player control object
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn)
|
||||
return;
|
||||
ShapeBase* control = conn->getControlObject();
|
||||
if (!control || !(control->getType() & PlayerObjectType))
|
||||
return;
|
||||
|
||||
if(mDisplayEnergy)
|
||||
{
|
||||
mValue = control->getEnergyValue();
|
||||
}
|
||||
else
|
||||
{
|
||||
// We'll just grab the damage right off the control object.
|
||||
// Damage value 0 = no damage.
|
||||
mValue = 1 - control->getDamageValue();
|
||||
}
|
||||
|
||||
|
||||
// Background first
|
||||
if (mShowFill)
|
||||
dglDrawRectFill(updateRect, mFillColor);
|
||||
|
||||
// Pulse the damage fill if it's below the threshold
|
||||
if (mPulseRate != 0)
|
||||
{
|
||||
if (mValue < mPulseThreshold)
|
||||
{
|
||||
F32 time = Platform::getVirtualMilliseconds();
|
||||
F32 alpha = mFmod(time,mPulseRate) / (mPulseRate / 2.0);
|
||||
mDamageFillColor.alpha = (alpha > 1.0)? 2.0 - alpha: alpha;
|
||||
}
|
||||
else
|
||||
mDamageFillColor.alpha = 1;
|
||||
}
|
||||
|
||||
// Render damage fill %
|
||||
RectI rect(updateRect);
|
||||
if(mBounds.extent.x > mBounds.extent.y)
|
||||
{
|
||||
if(mFlipped)
|
||||
{
|
||||
S32 bottomX = rect.point.x + rect.extent.x;
|
||||
rect.extent.x = (S32)(rect.extent.x * mValue);
|
||||
rect.point.x = bottomX - rect.extent.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
rect.extent.x = (S32)(rect.extent.x * mValue);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(mFlipped)
|
||||
{
|
||||
rect.extent.y = (S32)(rect.extent.y * mValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
S32 bottomY = rect.point.y + rect.extent.y;
|
||||
rect.extent.y = (S32)(rect.extent.y * mValue);
|
||||
rect.point.y = bottomY - rect.extent.y;
|
||||
}
|
||||
}
|
||||
|
||||
dglDrawRectFill(rect, mDamageFillColor);
|
||||
|
||||
// Border last
|
||||
if (mShowFrame)
|
||||
dglDrawRect(updateRect, mFrameColor);
|
||||
}
|
||||
Reference in New Issue
Block a user