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