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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "gui/core/guiControl.h"
- #include "console/consoleTypes.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/shapeBase.h"
- #include "gfx/gfxDrawUtil.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;
- S32 mTargetId;
- bool mShowFrame;
- bool mShowFill;
- bool mDisplayEnergy;
- 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 );
- DECLARE_CATEGORY( "Gui Game" );
- DECLARE_DESCRIPTION( "A basic health bar. Shows the damage value of the current\n"
- "PlayerObjectType control object." );
- };
- //-----------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT( GuiHealthBarHud );
- ConsoleDocClass( GuiHealthBarHud,
- "@brief A basic health bar. Shows the damage value of the current PlayerObjectType control object.\n\n"
- "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.\n\n"
- "@tsexample\n"
- "\n new GuiHealthBarHud()"
- "{\n"
- " fillColor = \"0.0 1.0 0.0 1.0\"; // Fills with a solid green color\n"
- " frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
- " damageFillColor = \"1.0 0.0 0.0 1.0\"; // Fills with a solid red color\n"
- " pulseRate = \"500\";\n"
- " pulseThreshold = \"0.25\";\n"
- " showFill = \"true\";\n"
- " showFrame = \"true\";\n"
- " displayEnergy = \"false\";\n"
- "};\n"
- "@endtsexample\n\n"
- "@ingroup GuiGame\n"
- );
- GuiHealthBarHud::GuiHealthBarHud()
- {
- mTargetId = -1;
- mShowFrame = mShowFill = true;
- 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()
- {
- addField("target", TypeS32, Offset(mTargetId, GuiHealthBarHud));
- addGroup("Colors");
- addField( "fillColor", TypeColorF, Offset( mFillColor, GuiHealthBarHud ), "Standard color for the background of the control." );
- addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiHealthBarHud ), "Color for the control's frame." );
- addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiHealthBarHud ), "As the health bar depletes, this color will represent the health loss amount." );
- endGroup("Colors");
- addGroup("Pulse");
- addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiHealthBarHud ), "Speed at which the control will pulse." );
- addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiHealthBarHud ), "Health level the control must be under before the control will pulse." );
- endGroup("Pulse");
- addGroup("Misc");
- addField( "showFill", TypeBool, Offset( mShowFill, GuiHealthBarHud ), "If true, we draw the background color of the control." );
- addField( "showFrame", TypeBool, Offset( mShowFrame, GuiHealthBarHud ), "If true, we draw the frame of the control." );
- addField( "displayEnergy", TypeBool, Offset( mDisplayEnergy, GuiHealthBarHud ), "If true, display the energy value rather than the damage value." );
- endGroup("Misc");
- Parent::initPersistFields();
- }
- //-----------------------------------------------------------------------------
- /**
- 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)||(mTargetId == 0))
- return;
- ShapeBase* control = NULL;
- if(mTargetId != -1)
- {
- control = dynamic_cast<ShapeBase*>(conn->resolveGhost(mTargetId));
- }
- else
- control = dynamic_cast<ShapeBase*>(conn->getControlObject());
- if (!control || !(control->getTypeMask() & ShapeBaseObjectType))
- 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)
- GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
- // Pulse the damage fill if it's below the threshold
- if (mPulseRate != 0)
- if (mValue < mPulseThreshold)
- {
- U32 time = Platform::getVirtualMilliseconds();
- F32 alpha = 2.0f * F32(time % mPulseRate) / F32(mPulseRate);
- mDamageFillColor.alpha = (alpha > 1.0f)? 2.0f - alpha: alpha;
- }
- else
- mDamageFillColor.alpha = 1;
- // Render damage fill %
- RectI rect(updateRect);
- if(getWidth() > getHeight())
- rect.extent.x = (S32)(rect.extent.x * 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;
- }
- GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor);
- // Border last
- if (mShowFrame)
- GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
- }
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