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Torque/SDK/engine/game/fps/guiShapeNameHud.cc
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Torque/SDK/engine/game/fps/guiShapeNameHud.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 "dgl/gNewFont.h"
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#include "gui/core/guiControl.h"
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#include "gui/core/guiTSControl.h"
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#include "console/consoleTypes.h"
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#include "sceneGraph/sceneGraph.h"
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#include "game/shapeBase.h"
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#include "game/gameConnection.h"
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//----------------------------------------------------------------------------
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/// Displays name & damage above shape objects.
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///
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/// This control displays the name and damage value of all named
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/// ShapeBase objects on the client. The name and damage of objects
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/// within the control's display area are overlayed above the object.
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///
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/// This GUI control must be a child of a TSControl, and a server connection
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/// and control object must be present.
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///
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/// This is a stand-alone control and relies only on the standard base GuiControl.
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class GuiShapeNameHud : public GuiControl
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{
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typedef GuiControl Parent;
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// field data
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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F32 mVerticalOffset;
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F32 mDistanceFade;
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bool mShowFrame;
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bool mShowFill;
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protected:
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void drawName( Point2I offset, const char *buf, F32 opacity);
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public:
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GuiShapeNameHud();
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// GuiControl
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virtual void onRender(Point2I offset, const RectI &updateRect);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiShapeNameHud );
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};
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiShapeNameHud);
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/// Default distance for object's information to be displayed.
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static const F32 cDefaultVisibleDistance = 500.0f;
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GuiShapeNameHud::GuiShapeNameHud()
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{
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mFillColor.set( 0.25, 0.25, 0.25, 0.25 );
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mFrameColor.set( 0, 1, 0, 1 );
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mTextColor.set( 0, 1, 0, 1 );
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mShowFrame = mShowFill = true;
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mVerticalOffset = 0.5;
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mDistanceFade = 0.1;
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}
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void GuiShapeNameHud::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Colors");
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addField( "fillColor", TypeColorF, Offset( mFillColor, GuiShapeNameHud ) );
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addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiShapeNameHud ) );
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addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ) );
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endGroup("Colors");
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addGroup("Misc");
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addField( "showFill", TypeBool, Offset( mShowFill, GuiShapeNameHud ) );
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addField( "showFrame", TypeBool, Offset( mShowFrame, GuiShapeNameHud ) );
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addField( "verticalOffset", TypeF32, Offset( mVerticalOffset, GuiShapeNameHud ) );
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addField( "distanceFade", TypeF32, Offset( mDistanceFade, GuiShapeNameHud ) );
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endGroup("Misc");
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}
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//----------------------------------------------------------------------------
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/// Core rendering method for this control.
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///
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/// This method scans through all the current client ShapeBase objects.
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/// If one is named, it displays the name and damage information for it.
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///
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/// Information is offset from the center of the object's bounding box,
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/// unless the object is a PlayerObjectType, in which case the eye point
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/// is used.
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///
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/// @param updateRect Extents of control.
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void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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{
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// Background fill first
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if (mShowFill)
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dglDrawRectFill(updateRect, mFillColor);
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// Must be in a TS Control
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GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
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if (!parent) return;
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// Must have a connection and 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)
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return;
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// Get control camera info
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MatrixF cam;
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Point3F camPos;
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VectorF camDir;
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conn->getControlCameraTransform(0,&cam);
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cam.getColumn(3, &camPos);
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cam.getColumn(1, &camDir);
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F32 camFov;
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conn->getControlCameraFov(&camFov);
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camFov = mDegToRad(camFov) / 2;
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// Visible distance info & name fading
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F32 visDistance = gClientSceneGraph->getVisibleDistance();
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F32 visDistanceSqr = visDistance * visDistance;
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F32 fadeDistance = visDistance * mDistanceFade;
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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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// All ghosted objects are added to the server connection group,
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// so we can find all the shape base objects by iterating through
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// our current connection.
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for (SimSetIterator itr(conn); *itr; ++itr)
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{
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if ((*itr)->getType() & ShapeBaseObjectType)
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{
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ShapeBase* shape = static_cast<ShapeBase*>(*itr);
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if (shape != control && shape->getShapeName())
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{
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// Target pos to test, if it's a player run the LOS to his eye
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// point, otherwise we'll grab the generic box center.
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Point3F shapePos;
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if (shape->getType() & PlayerObjectType)
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{
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MatrixF eye;
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// Use the render eye transform, otherwise we'll see jittering
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shape->getRenderEyeTransform(&eye);
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eye.getColumn(3, &shapePos);
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}
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else
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{
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// Use the render transform instead of the box center
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// otherwise it'll jitter.
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MatrixF srtMat = shape->getRenderTransform();
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srtMat.getColumn(3, &shapePos);
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}
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VectorF shapeDir = shapePos - camPos;
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// Test to see if it's in range
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F32 shapeDist = shapeDir.lenSquared();
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if (shapeDist == 0 || shapeDist > visDistanceSqr)
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continue;
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shapeDist = mSqrt(shapeDist);
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// Test to see if it's within our viewcone, this test doesn't
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// actually match the viewport very well, should consider
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// projection and box test.
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shapeDir.normalize();
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F32 dot = mDot(shapeDir, camDir);
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if (dot < camFov)
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continue;
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// Test to see if it's behind something, and we want to
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// ignore anything it's mounted on when we run the LOS.
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RayInfo info;
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shape->disableCollision();
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ShapeBase *mount = shape->getObjectMount();
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if (mount)
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mount->disableCollision();
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bool los = !gClientContainer.castRay(camPos, shapePos,losMask, &info);
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shape->enableCollision();
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if (mount)
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mount->enableCollision();
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if (!los)
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continue;
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// Project the shape pos into screen space and calculate
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// the distance opacity used to fade the labels into the
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// distance.
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Point3F projPnt;
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shapePos.z += mVerticalOffset;
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if (!parent->project(shapePos, &projPnt))
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continue;
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F32 opacity = (shapeDist < fadeDistance)? 1.0:
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1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
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// Render the shape's name
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drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
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}
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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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// Border last
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if (mShowFrame)
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dglDrawRect(updateRect, mFrameColor);
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}
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//----------------------------------------------------------------------------
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/// Render object names.
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///
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/// Helper function for GuiShapeNameHud::onRender
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///
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/// @param offset Screen coordinates to render name label. (Text is centered
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/// horizontally about this location, with bottom of text at
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/// specified y position.)
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/// @param name String name to display.
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/// @param opacity Opacity of name (a fraction).
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void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
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{
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// Center the name
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offset.x -= mProfile->mFont->getStrWidth((const UTF8 *)name) / 2;
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offset.y -= mProfile->mFont->getHeight();
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// Deal with opacity and draw.
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mTextColor.alpha = opacity;
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dglSetBitmapModulation(mTextColor);
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dglDrawText(mProfile->mFont, offset, name);
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dglClearBitmapModulation();
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}
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