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

166 lines
4.8 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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);
}