232 lines
6.5 KiB
C++
232 lines
6.5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : wwui *
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* *
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* $Archive:: /Commando/Code/wwui/healthbarctrl.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/25/01 4:33p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "healthbarctrl.h"
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#include "texture.h"
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#include "assetmgr.h"
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#include "stylemgr.h"
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//////////////////////////////////////////////////////////////////////
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// Local constants
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//////////////////////////////////////////////////////////////////////
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static const char * TEXTURE_NAME = "HUD_C&C_HEALTHBAR.TGA";
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static const Vector2 TEXTURE_SIZE = Vector2 (16, 16);
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//////////////////////////////////////////////////////////////////////
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//
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// HealthBarCtrlClass
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//
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//////////////////////////////////////////////////////////////////////
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HealthBarCtrlClass::HealthBarCtrlClass (void) :
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Percent (1.0F)
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{
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//
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// Configure the renderer
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//
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StyleMgrClass::Configure_Renderer (&ControlRenderer);
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ControlRenderer.Enable_Texturing (true);
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ControlRenderer.Enable_Alpha (true);
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//
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// Load the texture we'll use
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//
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TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (TEXTURE_NAME, TextureClass::MIP_LEVELS_1);
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ControlRenderer.Set_Texture (texture);
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REF_PTR_RELEASE (texture);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// ~HealthBarCtrlClass
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//
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//////////////////////////////////////////////////////////////////////
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HealthBarCtrlClass::~HealthBarCtrlClass (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Blit_Section
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//
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////////////////////////////////////////////////////////////////
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static void
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Blit_Section
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(
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Render2DClass & renderer,
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const Vector2 & screen_pos,
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const Vector2 & texture_pos,
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const Vector2 & pixels,
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const Vector2 & texture_dimensions,
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int color
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)
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{
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RectClass screen_rect;
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screen_rect.Left = screen_pos.X;
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screen_rect.Top = screen_pos.Y;
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screen_rect.Right = screen_rect.Left + pixels.X;
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screen_rect.Bottom = screen_rect.Top + pixels.Y;
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//
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// Determine the UV coordinates
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//
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RectClass uv_rect (texture_pos.X, texture_pos.Y, texture_pos.X + pixels.X, texture_pos.Y + pixels.Y);
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uv_rect.Inverse_Scale (Vector2 (texture_dimensions.X, texture_dimensions.Y));
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//
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// Draw the chunk
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//
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renderer.Add_Quad (screen_rect, uv_rect, color);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Create_Control_Renderer
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//
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//////////////////////////////////////////////////////////////////////
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void
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HealthBarCtrlClass::Create_Control_Renderer (void)
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{
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Render2DClass &renderer = ControlRenderer;
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renderer.Reset ();
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//
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// Determine what color to draw the bar in
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//
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int color = RGB_TO_INT32 (0, 255, 0);
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if (Percent <= 0.25F) {
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color = RGB_TO_INT32 (255, 0, 0);
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} else if (Percent <= 0.5F) {
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color = RGB_TO_INT32 (255, 255, 0);
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}
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//
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// Calculate how long to draw the texture
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//
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float full_width = Rect.Width ();
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int width = (full_width * Percent);
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Vector2 size1 (8.0F, 12.0F);
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Vector2 size2 (7.0F, 12.0F);
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Vector2 texture_pos1 (0.0F, 2.0F);
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Vector2 texture_pos2 (9.0F, 2.0F);
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Vector2 *size = &size1;
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Vector2 *texture_pos = &texture_pos1;
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//
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// Tile the sections horizontally until we've reached our edge
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//
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int index = 0;
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float remaining_width = width;
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float x_pos = Rect.Left;
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while (remaining_width > 0) {
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size->X = min (remaining_width, size->X);
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//
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// Draw this section
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//
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::Blit_Section (ControlRenderer, Vector2 (x_pos, Rect.Top), *texture_pos,
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*size, TEXTURE_SIZE, color);
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//
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// Advance to the next section
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//
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x_pos += size->X;
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remaining_width -= size->X;
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//
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// Advance to the next texture chunk
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//
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index ++;
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if (index > 0) {
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size = &size2;
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texture_pos = &texture_pos2;
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Set_Life
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//
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//////////////////////////////////////////////////////////////////////
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void
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HealthBarCtrlClass::Set_Life (float value)
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{
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Percent = value;
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//
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// Force an update
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//
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Set_Dirty ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Render
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//
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////////////////////////////////////////////////////////////////
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void
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HealthBarCtrlClass::Render (void)
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{
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//
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// Recreate the renderers (if necessary)
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//
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if (IsDirty) {
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Create_Control_Renderer ();
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}
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//
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// Render the bar...
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//
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ControlRenderer.Render ();
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DialogControlClass::Render ();
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return ;
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}
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