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

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();
}