tge/engine/game/fps/guiCrossHairHud.cc
2017-04-17 06:17:10 -06:00

149 lines
5.0 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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<ShapeBase*>(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);
}