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