166 lines
4.8 KiB
C++
Executable File
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);
|
|
}
|