forked from 0ad/0ad
# Add on-screen health bars
This was SVN commit r8241.
This commit is contained in:
parent
5e9a968bd6
commit
7ea522a484
BIN
binaries/data/mods/public/art/textures/ui/session/icons/health_bg.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/ui/session/icons/health_bg.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/public/art/textures/ui/session/icons/health_fg.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/ui/session/icons/health_fg.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Textures>
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<File pattern="health_*.png" format="rgba" mipmap="true"/>
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</Textures>
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@ -4,6 +4,12 @@ function _setHighlight(ents, alpha)
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Engine.GuiInterfaceCall("SetSelectionHighlight", { "entities":ents, "alpha":alpha });
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}
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function _setStatusBars(ents, enabled)
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{
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if (ents.length)
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Engine.GuiInterfaceCall("SetStatusBars", { "entities":ents, "enabled":enabled });
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}
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function _setMotionOverlay(ents, enabled)
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{
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if (ents.length)
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@ -207,12 +213,14 @@ EntitySelection.prototype.toggle = function(ent)
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if (this.selected[ent])
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{
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_setHighlight([ent], 0);
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_setStatusBars([ent], false);
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_setMotionOverlay([ent], false);
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delete this.selected[ent];
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}
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else
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{
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_setHighlight([ent], 1);
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_setStatusBars([ent], true);
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_setMotionOverlay([ent], this.motionDebugOverlay);
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this.selected[ent] = ent;
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}
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@ -231,6 +239,7 @@ EntitySelection.prototype.addList = function(ents)
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}
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}
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_setHighlight(added, 1);
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_setStatusBars(added, true);
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_setMotionOverlay(added, this.motionDebugOverlay);
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if (added.length)
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_playSound(added[0]);
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@ -240,6 +249,7 @@ EntitySelection.prototype.addList = function(ents)
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EntitySelection.prototype.reset = function()
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{
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_setHighlight(this.toList(), 0);
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_setStatusBars(this.toList(), false);
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_setMotionOverlay(this.toList(), false);
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this.selected = {};
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this.dirty = true;
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@ -256,29 +266,32 @@ EntitySelection.prototype.toList = function()
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EntitySelection.prototype.setHighlightList = function(ents)
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{
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var highlighted = {};
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for each (var ent in ents)
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highlighted[ent] = ent;
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var removed = [];
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var added = [];
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// Remove highlighting for the old units (excluding ones that are actively selected too)
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// Remove highlighting for the old units that are no longer highlighted
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// (excluding ones that are actively selected too)
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for each (var ent in this.highlighted)
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if (!this.selected[ent])
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removed.push(ent);
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if (!highlighted[ent] && !this.selected[ent])
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removed.push(+ent);
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// Add new highlighting
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// Add new highlighting for units that aren't already highlighted
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for each (var ent in ents)
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if (!this.selected[ent])
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added.push(ent);
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if (!this.highlighted[ent] && !this.selected[ent])
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added.push(+ent);
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_setHighlight(removed, 0);
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_setHighlight(added, 0.5);
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_setStatusBars(removed, false);
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// TODO: this could be a bit more efficient by only changing the ones that
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// have entered/left the highlight list
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_setHighlight(added, 0.5);
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_setStatusBars(added, true);
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// Store the new list
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this.highlighted = {};
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for each (var ent in ents)
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this.highlighted[ent] = ent;
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// Store the new highlight list
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this.highlighted = highlighted;
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};
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EntitySelection.prototype.SetMotionDebugOverlay = function(enabled)
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@ -233,6 +233,17 @@ GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
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}
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};
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GuiInterface.prototype.SetStatusBars = function(player, cmd)
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{
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for each (var ent in cmd.entities)
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{
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var cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
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if (cmpStatusBars)
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cmpStatusBars.SetEnabled(cmd.enabled);
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}
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};
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/**
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/**
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* Displays the rally point of a building
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*/
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@ -395,6 +406,7 @@ var exposedFunctions = {
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"GetNextNotification": 1,
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"SetSelectionHighlight": 1,
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"SetStatusBars": 1,
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"DisplayRallyPoint": 1,
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"SetBuildingPlacementPreview": 1,
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"PlaySound": 1,
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@ -56,7 +56,10 @@ Health.prototype.SetHitpoints = function(value)
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if (this.hitpoints == 0)
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return;
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var old = this.hitpoints;
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this.hitpoints = Math.max(1, Math.min(this.GetMaxHitpoints(), value));
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Engine.PostMessage(this.entity, MT_HealthChanged, { "from": old, "to": this.hitpoints });
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};
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Health.prototype.IsRepairable = function()
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@ -84,13 +87,20 @@ Health.prototype.Reduce = function(amount)
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this.CreateCorpse();
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Engine.DestroyEntity(this.entity);
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var old = this.hitpoints;
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this.hitpoints = 0;
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Engine.PostMessage(this.entity, MT_HealthChanged, { "from": old, "to": this.hitpoints });
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}
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this.hitpoints = 0;
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}
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else
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{
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var old = this.hitpoints;
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this.hitpoints -= amount;
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Engine.PostMessage(this.entity, MT_HealthChanged, { "from": old, "to": this.hitpoints });
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}
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};
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@ -100,7 +110,10 @@ Health.prototype.Increase = function(amount)
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if (this.hitpoints == 0)
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return;
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var old = this.hitpoints;
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this.hitpoints = Math.min(this.hitpoints + amount, this.GetMaxHitpoints());
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Engine.PostMessage(this.entity, MT_HealthChanged, { "from": old, "to": this.hitpoints });
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};
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//// Private functions ////
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@ -0,0 +1,74 @@
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function StatusBars() {}
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StatusBars.prototype.Schema =
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"<element name='HeightOffset'>" +
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"<data type='decimal'/>" +
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"</element>";
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// TODO: should add rank icon too
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StatusBars.prototype.Init = function()
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{
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this.enabled = false;
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};
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StatusBars.prototype.SetEnabled = function(enabled)
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{
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// Quick return if no change
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if (enabled == this.enabled)
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return;
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// Update the displayed sprites
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this.enabled = enabled;
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if (enabled)
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this.RegenerateSprites();
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else
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this.ResetSprites();
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};
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StatusBars.prototype.OnHealthChanged = function(msg)
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{
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if (this.enabled)
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this.RegenerateSprites();
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};
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StatusBars.prototype.ResetSprites = function()
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{
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var cmpOverlayRenderer = Engine.QueryInterface(this.entity, IID_OverlayRenderer);
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cmpOverlayRenderer.Reset();
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};
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StatusBars.prototype.RegenerateSprites = function()
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{
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var cmpOverlayRenderer = Engine.QueryInterface(this.entity, IID_OverlayRenderer);
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cmpOverlayRenderer.Reset();
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// Size of health bar (in world-space units)
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var width = 2;
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var height = 1/3;
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// Offset from the unit's position
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var offset = { "x": 0, "y": +this.template.HeightOffset, "z": 0 };
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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if (cmpHealth)
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{
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var filled = cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints();
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cmpOverlayRenderer.AddSprite(
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"art/textures/ui/session/icons/health_bg.png",
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{ "x": -width/2, "y": -height/2 }, { "x": width/2, "y": height/2 },
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offset
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);
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cmpOverlayRenderer.AddSprite(
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"art/textures/ui/session/icons/health_fg.png",
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{ "x": -width/2, "y": -height/2 }, { "x": width*(filled - 0.5), "y": height/2 },
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offset
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);
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}
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};
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Engine.RegisterComponentType(IID_StatusBars, "StatusBars", StatusBars);
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@ -1 +1,5 @@
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Engine.RegisterInterface("Health");
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// Message of the form { "from": 100, "to", 90 },
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// sent whenever health changes.
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Engine.RegisterMessageType("HealthChanged");
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@ -0,0 +1 @@
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Engine.RegisterInterface("StatusBars");
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@ -46,6 +46,7 @@
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<StatusBars>
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<HeightOffset>12.0</HeightOffset>
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</StatusBars>
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<OverlayRenderer/>
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<Vision>
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<Range>36</Range>
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<RetainInFog>true</RetainInFog>
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@ -57,6 +57,7 @@
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<StatusBars>
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<HeightOffset>5.0</HeightOffset>
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</StatusBars>
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<OverlayRenderer/>
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<Footprint>
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<Circle radius="1.0"/>
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<Height>2.5</Height>
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@ -18,11 +18,13 @@
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#ifndef INCLUDED_GRAPHICS_OVERLAY
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#define INCLUDED_GRAPHICS_OVERLAY
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#include "graphics/Texture.h"
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#include "maths/Vector3D.h"
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#include "ps/Overlay.h" // CColor (TODO: that file has nothing to do with overlays, it should be renamed)
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/**
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* Line-based overlay. Exists in world-space, but gets rendered on top
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* of all other objects. Designed for selection circles.
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* Line-based overlay, with world-space coordinates, rendered in the world
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* potentially behind other objects. Designed for selection circles and debug info.
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*/
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struct SOverlayLine
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{
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@ -33,6 +35,17 @@ struct SOverlayLine
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u8 m_Thickness; // pixels
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};
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// TODO: OverlaySprite, OverlayText
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/**
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* Billboard sprite overlay, with world-space coordinates, rendered on top
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* of all other objects. Designed for health bars and rank icons.
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*/
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struct SOverlaySprite
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{
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CTexturePtr m_Texture;
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CVector3D m_Position; // base position
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float m_X0, m_Y0, m_X1, m_Y1; // billboard corner coordinates, relative to base position
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};
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// TODO: OverlayText
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#endif // INCLUDED_GRAPHICS_OVERLAY
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -20,12 +20,14 @@
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#include "OverlayRenderer.h"
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#include "graphics/Overlay.h"
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#include "graphics/TextureManager.h"
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#include "lib/ogl.h"
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#include "renderer/Renderer.h"
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struct OverlayRendererInternals
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{
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std::vector<SOverlayLine*> lines;
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std::vector<SOverlaySprite*> sprites;
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};
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OverlayRenderer::OverlayRenderer()
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@ -43,9 +45,15 @@ void OverlayRenderer::Submit(SOverlayLine* overlay)
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m->lines.push_back(overlay);
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}
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void OverlayRenderer::Submit(SOverlaySprite* overlay)
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{
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m->sprites.push_back(overlay);
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}
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void OverlayRenderer::EndFrame()
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{
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m->lines.clear();
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m->sprites.clear();
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// this should leave the capacity unchanged, which is okay since it
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// won't be very large or very variable
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}
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@ -79,3 +87,46 @@ void OverlayRenderer::RenderOverlays()
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glLineWidth(1.f);
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glDisable(GL_BLEND);
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}
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void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
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{
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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CVector3D right = -viewCamera.m_Orientation.GetLeft();
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CVector3D up = viewCamera.m_Orientation.GetUp();
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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float uvs[8] = { 0,0, 1,0, 1,1, 0,1 };
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glTexCoordPointer(2, GL_FLOAT, sizeof(float)*2, &uvs);
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for (size_t i = 0; i < m->sprites.size(); ++i)
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{
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SOverlaySprite* sprite = m->sprites[i];
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sprite->m_Texture->Bind();
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CVector3D pos[4] = {
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sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y0,
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sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y0,
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sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y1,
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sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y1
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};
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glVertexPointer(3, GL_FLOAT, sizeof(float)*3, &pos[0].X);
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glDrawArrays(GL_QUADS, 0, (GLsizei)4);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -19,6 +19,8 @@
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#define INCLUDED_OVERLAYRENDERER
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struct SOverlayLine;
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struct SOverlaySprite;
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class CCamera;
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struct OverlayRendererInternals;
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@ -37,6 +39,11 @@ public:
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*/
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void Submit(SOverlayLine* overlay);
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/**
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* Add a sprite overlay for rendering in this frame.
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*/
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void Submit(SOverlaySprite* overlay);
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/**
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* Prepare internal data structures for rendering.
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* Must be called after all Submit calls for a frame, and before
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@ -50,10 +57,18 @@ public:
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void EndFrame();
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/**
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* Render all the submitted overlays.
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* Render all the submitted overlays that are embedded in the world
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* (i.e. rendered behind other objects, underwater, etc).
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*/
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void RenderOverlays();
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/**
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* Render all the submitted overlays that should appear on top of everything
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* in the world.
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* @param viewCamera camera to be used for billboard computations
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*/
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void RenderForegroundOverlays(const CCamera& viewCamera);
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private:
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OverlayRendererInternals* m;
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};
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@ -1311,6 +1311,12 @@ void CRenderer::RenderSubmissions()
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ogl_WarnIfError();
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}
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// render overlays that should appear on top of all other objects
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PROFILE_START("render fg overlays");
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m->overlayRenderer.RenderForegroundOverlays(m_ViewCamera);
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PROFILE_END("render fg overlays");
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ogl_WarnIfError();
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// empty lists
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MICROLOG(L"empty lists");
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m->terrainRenderer->EndFrame();
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@ -1392,6 +1398,11 @@ void CRenderer::Submit(SOverlayLine* overlay)
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m->overlayRenderer.Submit(overlay);
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}
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void CRenderer::Submit(SOverlaySprite* overlay)
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{
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m->overlayRenderer.Submit(overlay);
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}
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void CRenderer::SubmitNonRecursive(CModel* model)
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{
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if (model->GetFlags() & MODELFLAG_CASTSHADOWS) {
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@ -338,6 +338,7 @@ protected:
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//BEGIN: Implementation of SceneCollector
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void Submit(CPatch* patch);
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void Submit(SOverlayLine* overlay);
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void Submit(SOverlaySprite* overlay);
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void SubmitNonRecursive(CModel* model);
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//END: Implementation of SceneCollector
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@ -32,6 +32,7 @@ class CFrustum;
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class CModel;
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class CPatch;
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struct SOverlayLine;
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struct SOverlaySprite;
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class SceneCollector;
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@ -72,10 +73,15 @@ public:
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virtual void Submit(CPatch* patch) = 0;
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/**
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* Submit a line-based overlay that is part of the scene.
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* Submit a line-based overlay.
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*/
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virtual void Submit(SOverlayLine* overlay) = 0;
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/**
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* Submit a sprite overlay.
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*/
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virtual void Submit(SOverlaySprite* overlay) = 0;
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||||
|
||||
/**
|
||||
* Submit a model that is part of the scene,
|
||||
* without submitting attached models.
|
||||
|
@ -82,6 +82,9 @@ COMPONENT(Obstruction)
|
||||
INTERFACE(ObstructionManager)
|
||||
COMPONENT(ObstructionManager)
|
||||
|
||||
INTERFACE(OverlayRenderer)
|
||||
COMPONENT(OverlayRenderer)
|
||||
|
||||
INTERFACE(Ownership)
|
||||
COMPONENT(Ownership)
|
||||
|
||||
@ -109,9 +112,6 @@ COMPONENT(Selectable)
|
||||
INTERFACE(SoundManager)
|
||||
COMPONENT(SoundManager)
|
||||
|
||||
INTERFACE(StatusBars)
|
||||
COMPONENT(StatusBars)
|
||||
|
||||
INTERFACE(Terrain)
|
||||
COMPONENT(Terrain)
|
||||
|
||||
|
147
source/simulation2/components/CCmpOverlayRenderer.cpp
Normal file
147
source/simulation2/components/CCmpOverlayRenderer.cpp
Normal file
@ -0,0 +1,147 @@
|
||||
/* Copyright (C) 2010 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* 0 A.D. is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "precompiled.h"
|
||||
|
||||
#include "simulation2/system/Component.h"
|
||||
#include "ICmpOverlayRenderer.h"
|
||||
|
||||
#include "ICmpPosition.h"
|
||||
#include "simulation2/MessageTypes.h"
|
||||
|
||||
#include "graphics/Overlay.h"
|
||||
#include "graphics/TextureManager.h"
|
||||
#include "renderer/Renderer.h"
|
||||
|
||||
class CCmpOverlayRenderer : public ICmpOverlayRenderer
|
||||
{
|
||||
public:
|
||||
static void ClassInit(CComponentManager& componentManager)
|
||||
{
|
||||
componentManager.SubscribeToMessageType(MT_Interpolate);
|
||||
componentManager.SubscribeToMessageType(MT_RenderSubmit);
|
||||
}
|
||||
|
||||
DEFAULT_COMPONENT_ALLOCATOR(OverlayRenderer)
|
||||
|
||||
// Currently-enabled set of sprites
|
||||
std::vector<SOverlaySprite> m_Sprites;
|
||||
|
||||
// For each entry in m_Sprites, store the offset of the sprite from the unit's position
|
||||
// (so we can recompute the sprite position after the unit moves)
|
||||
std::vector<CVector3D> m_SpriteOffsets;
|
||||
|
||||
// Whether the sprites should be drawn (only valid between Interpolate and RenderSubmit)
|
||||
bool m_Enabled;
|
||||
|
||||
static std::string GetSchema()
|
||||
{
|
||||
return "<a:component type='system'/><empty/>";
|
||||
}
|
||||
|
||||
virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
|
||||
{
|
||||
}
|
||||
|
||||
virtual void Deinit(const CSimContext& UNUSED(context))
|
||||
{
|
||||
}
|
||||
|
||||
virtual void Serialize(ISerializer& UNUSED(serialize))
|
||||
{
|
||||
// TODO: should we do anything here?
|
||||
// or should we expect other components to reinitialise us
|
||||
// after deserialization?
|
||||
}
|
||||
|
||||
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
|
||||
{
|
||||
Init(context, paramNode);
|
||||
}
|
||||
|
||||
virtual void HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool UNUSED(global))
|
||||
{
|
||||
switch (msg.GetType())
|
||||
{
|
||||
case MT_Interpolate:
|
||||
{
|
||||
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
|
||||
Interpolate(msgData.frameTime, msgData.offset);
|
||||
break;
|
||||
}
|
||||
case MT_RenderSubmit:
|
||||
{
|
||||
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
|
||||
RenderSubmit(msgData.collector);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Reset()
|
||||
{
|
||||
m_Sprites.clear();
|
||||
m_SpriteOffsets.clear();
|
||||
}
|
||||
|
||||
virtual void AddSprite(std::wstring textureName, CFixedVector2D corner0, CFixedVector2D corner1, CFixedVector3D position)
|
||||
{
|
||||
CTextureProperties textureProps(textureName);
|
||||
|
||||
SOverlaySprite sprite;
|
||||
sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
|
||||
sprite.m_X0 = corner0.X.ToFloat();
|
||||
sprite.m_Y0 = corner0.Y.ToFloat();
|
||||
sprite.m_X1 = corner1.X.ToFloat();
|
||||
sprite.m_Y1 = corner1.Y.ToFloat();
|
||||
|
||||
m_Sprites.push_back(sprite);
|
||||
m_SpriteOffsets.push_back(CVector3D(position));
|
||||
}
|
||||
|
||||
void Interpolate(float UNUSED(frameTime), float frameOffset)
|
||||
{
|
||||
// Disable rendering of the unit if it has no position
|
||||
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
||||
if (cmpPosition.null() || !cmpPosition->IsInWorld())
|
||||
{
|
||||
m_Enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the precise position of the unit
|
||||
CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset, false));
|
||||
CVector3D position(transform.GetTranslation());
|
||||
|
||||
// Move all the sprites to the desired offset relative to the unit
|
||||
for (size_t i = 0; i < m_Sprites.size(); ++i)
|
||||
m_Sprites[i].m_Position = position + m_SpriteOffsets[i];
|
||||
|
||||
m_Enabled = true;
|
||||
}
|
||||
|
||||
void RenderSubmit(SceneCollector& collector)
|
||||
{
|
||||
if (!m_Enabled)
|
||||
return;
|
||||
|
||||
for (size_t i = 0; i < m_Sprites.size(); ++i)
|
||||
collector.Submit(&m_Sprites[i]);
|
||||
}
|
||||
};
|
||||
|
||||
REGISTER_COMPONENT_TYPE(OverlayRenderer)
|
@ -1,62 +0,0 @@
|
||||
/* Copyright (C) 2010 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* 0 A.D. is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "precompiled.h"
|
||||
|
||||
#include "simulation2/system/Component.h"
|
||||
#include "ICmpStatusBars.h"
|
||||
|
||||
class CCmpStatusBars : public ICmpStatusBars
|
||||
{
|
||||
public:
|
||||
static void ClassInit(CComponentManager& UNUSED(componentManager))
|
||||
{
|
||||
}
|
||||
|
||||
DEFAULT_COMPONENT_ALLOCATOR(StatusBars)
|
||||
|
||||
/*
|
||||
* TODO: this all needs to be designed and implemented
|
||||
*/
|
||||
|
||||
static std::string GetSchema()
|
||||
{
|
||||
return
|
||||
"<element name='HeightOffset'>"
|
||||
"<data type='decimal'/>"
|
||||
"</element>";
|
||||
}
|
||||
|
||||
virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
|
||||
{
|
||||
}
|
||||
|
||||
virtual void Deinit(const CSimContext& UNUSED(context))
|
||||
{
|
||||
}
|
||||
|
||||
virtual void Serialize(ISerializer& UNUSED(serialize))
|
||||
{
|
||||
}
|
||||
|
||||
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
|
||||
{
|
||||
Init(context, paramNode);
|
||||
}
|
||||
};
|
||||
|
||||
REGISTER_COMPONENT_TYPE(StatusBars)
|
@ -17,9 +17,11 @@
|
||||
|
||||
#include "precompiled.h"
|
||||
|
||||
#include "ICmpStatusBars.h"
|
||||
#include "ICmpOverlayRenderer.h"
|
||||
|
||||
#include "simulation2/system/InterfaceScripted.h"
|
||||
|
||||
BEGIN_INTERFACE_WRAPPER(StatusBars)
|
||||
END_INTERFACE_WRAPPER(StatusBars)
|
||||
BEGIN_INTERFACE_WRAPPER(OverlayRenderer)
|
||||
DEFINE_INTERFACE_METHOD_0("Reset", void, ICmpOverlayRenderer, Reset)
|
||||
DEFINE_INTERFACE_METHOD_4("AddSprite", void, ICmpOverlayRenderer, AddSprite, std::wstring, CFixedVector2D, CFixedVector2D, CFixedVector3D)
|
||||
END_INTERFACE_WRAPPER(OverlayRenderer)
|
56
source/simulation2/components/ICmpOverlayRenderer.h
Normal file
56
source/simulation2/components/ICmpOverlayRenderer.h
Normal file
@ -0,0 +1,56 @@
|
||||
/* Copyright (C) 2010 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* 0 A.D. is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_ICMPOVERLAYRENDERER
|
||||
#define INCLUDED_ICMPOVERLAYRENDERER
|
||||
|
||||
#include "simulation2/system/Interface.h"
|
||||
|
||||
#include "simulation2/helpers/Position.h"
|
||||
|
||||
#include "maths/FixedVector2D.h"
|
||||
#include "maths/FixedVector3D.h"
|
||||
|
||||
/**
|
||||
* Interface for rendering 'overlay' objects (typically sprites), automatically
|
||||
* positioned relative to the entity.
|
||||
* Usually driven by the StatusBars component.
|
||||
*
|
||||
* (TODO: maybe we should add a "category" argument to Reset/AddSprite/etc,
|
||||
* so different components can each maintain independent sets of overlays here?)
|
||||
*/
|
||||
class ICmpOverlayRenderer : public IComponent
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Delete all sprites that have been previously added.
|
||||
*/
|
||||
virtual void Reset() = 0;
|
||||
|
||||
/**
|
||||
* Add a new textured billboard sprite to be rendered.
|
||||
* @param textureName filename of texture to render.
|
||||
* @param corner0,corner1 coordinates of sprite's corners, in world-space units oriented with the camera plane,
|
||||
* relative to the sprite position.
|
||||
* @param offset world-space offset of sprite position from the entity's base position.
|
||||
*/
|
||||
virtual void AddSprite(std::wstring textureName, CFixedVector2D corner0, CFixedVector2D corner1, CFixedVector3D offset) = 0;
|
||||
|
||||
DECLARE_INTERFACE_TYPE(OverlayRenderer)
|
||||
};
|
||||
|
||||
#endif // INCLUDED_ICMPOVERLAYRENDERER
|
@ -1,32 +0,0 @@
|
||||
/* Copyright (C) 2010 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* 0 A.D. is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef INCLUDED_ICMPSTATUSBARS
|
||||
#define INCLUDED_ICMPSTATUSBARS
|
||||
|
||||
#include "simulation2/system/Interface.h"
|
||||
|
||||
/**
|
||||
* Health/stamina status bar renderer.
|
||||
*/
|
||||
class ICmpStatusBars : public IComponent
|
||||
{
|
||||
public:
|
||||
DECLARE_INTERFACE_TYPE(StatusBars)
|
||||
};
|
||||
|
||||
#endif // INCLUDED_ICMPSTATUSBARS
|
@ -20,6 +20,7 @@
|
||||
#include "scriptinterface/ScriptInterface.h"
|
||||
|
||||
#include "maths/Fixed.h"
|
||||
#include "maths/FixedVector2D.h"
|
||||
#include "maths/FixedVector3D.h"
|
||||
#include "ps/CLogger.h"
|
||||
#include "ps/Overlay.h"
|
||||
@ -242,3 +243,24 @@ template<> jsval ScriptInterface::ToJSVal<CFixedVector3D>(JSContext* cx, const C
|
||||
|
||||
return OBJECT_TO_JSVAL(obj);
|
||||
}
|
||||
|
||||
template<> bool ScriptInterface::FromJSVal<CFixedVector2D>(JSContext* cx, jsval v, CFixedVector2D& out)
|
||||
{
|
||||
ScriptInterface::LocalRootScope scope(cx);
|
||||
if (!scope.OK())
|
||||
return false;
|
||||
|
||||
if (!JSVAL_IS_OBJECT(v))
|
||||
return false; // TODO: report type error
|
||||
JSObject* obj = JSVAL_TO_OBJECT(v);
|
||||
|
||||
jsval p;
|
||||
|
||||
if (!JS_GetProperty(cx, obj, "x", &p)) return false; // TODO: report type errors
|
||||
if (!FromJSVal(cx, p, out.X)) return false;
|
||||
|
||||
if (!JS_GetProperty(cx, obj, "y", &p)) return false;
|
||||
if (!FromJSVal(cx, p, out.Y)) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user