/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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 3 of the License, or ** (at your option) any later version. ** ** This program 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 this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : wwui * * * * $Archive:: /Commando/Code/wwui/healthbarctrl.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 10/25/01 4:33p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "healthbarctrl.h" #include "texture.h" #include "assetmgr.h" #include "stylemgr.h" ////////////////////////////////////////////////////////////////////// // Local constants ////////////////////////////////////////////////////////////////////// static const char * TEXTURE_NAME = "HUD_C&C_HEALTHBAR.TGA"; static const Vector2 TEXTURE_SIZE = Vector2 (16, 16); ////////////////////////////////////////////////////////////////////// // // HealthBarCtrlClass // ////////////////////////////////////////////////////////////////////// HealthBarCtrlClass::HealthBarCtrlClass (void) : Percent (1.0F) { // // Configure the renderer // StyleMgrClass::Configure_Renderer (&ControlRenderer); ControlRenderer.Enable_Texturing (true); ControlRenderer.Enable_Alpha (true); // // Load the texture we'll use // TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (TEXTURE_NAME, TextureClass::MIP_LEVELS_1); ControlRenderer.Set_Texture (texture); REF_PTR_RELEASE (texture); return ; } ////////////////////////////////////////////////////////////////////// // // ~HealthBarCtrlClass // ////////////////////////////////////////////////////////////////////// HealthBarCtrlClass::~HealthBarCtrlClass (void) { return ; } //////////////////////////////////////////////////////////////// // // Blit_Section // //////////////////////////////////////////////////////////////// static void Blit_Section ( Render2DClass & renderer, const Vector2 & screen_pos, const Vector2 & texture_pos, const Vector2 & pixels, const Vector2 & texture_dimensions, int color ) { RectClass screen_rect; screen_rect.Left = screen_pos.X; screen_rect.Top = screen_pos.Y; screen_rect.Right = screen_rect.Left + pixels.X; screen_rect.Bottom = screen_rect.Top + pixels.Y; // // Determine the UV coordinates // RectClass uv_rect (texture_pos.X, texture_pos.Y, texture_pos.X + pixels.X, texture_pos.Y + pixels.Y); uv_rect.Inverse_Scale (Vector2 (texture_dimensions.X, texture_dimensions.Y)); // // Draw the chunk // renderer.Add_Quad (screen_rect, uv_rect, color); return ; } ////////////////////////////////////////////////////////////////////// // // Create_Control_Renderer // ////////////////////////////////////////////////////////////////////// void HealthBarCtrlClass::Create_Control_Renderer (void) { Render2DClass &renderer = ControlRenderer; renderer.Reset (); // // Determine what color to draw the bar in // int color = RGB_TO_INT32 (0, 255, 0); if (Percent <= 0.25F) { color = RGB_TO_INT32 (255, 0, 0); } else if (Percent <= 0.5F) { color = RGB_TO_INT32 (255, 255, 0); } // // Calculate how long to draw the texture // float full_width = Rect.Width (); int width = (full_width * Percent); Vector2 size1 (8.0F, 12.0F); Vector2 size2 (7.0F, 12.0F); Vector2 texture_pos1 (0.0F, 2.0F); Vector2 texture_pos2 (9.0F, 2.0F); Vector2 *size = &size1; Vector2 *texture_pos = &texture_pos1; // // Tile the sections horizontally until we've reached our edge // int index = 0; float remaining_width = width; float x_pos = Rect.Left; while (remaining_width > 0) { size->X = min (remaining_width, size->X); // // Draw this section // ::Blit_Section (ControlRenderer, Vector2 (x_pos, Rect.Top), *texture_pos, *size, TEXTURE_SIZE, color); // // Advance to the next section // x_pos += size->X; remaining_width -= size->X; // // Advance to the next texture chunk // index ++; if (index > 0) { size = &size2; texture_pos = &texture_pos2; } } return ; } ////////////////////////////////////////////////////////////////////// // // Set_Life // ////////////////////////////////////////////////////////////////////// void HealthBarCtrlClass::Set_Life (float value) { Percent = value; // // Force an update // Set_Dirty (); return ; } //////////////////////////////////////////////////////////////// // // Render // //////////////////////////////////////////////////////////////// void HealthBarCtrlClass::Render (void) { // // Recreate the renderers (if necessary) // if (IsDirty) { Create_Control_Renderer (); } // // Render the bar... // ControlRenderer.Render (); DialogControlClass::Render (); return ; }