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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/WepView.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/WepView.cpp')
-rw-r--r-- | Stars45/WepView.cpp | 529 |
1 files changed, 0 insertions, 529 deletions
diff --git a/Stars45/WepView.cpp b/Stars45/WepView.cpp deleted file mode 100644 index 2da3b61..0000000 --- a/Stars45/WepView.cpp +++ /dev/null @@ -1,529 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - View class for Tactical HUD Overlay -*/ - -#include "WepView.h" -#include "HUDView.h" -#include "HUDSounds.h" -#include "Ship.h" -#include "Computer.h" -#include "NavSystem.h" -#include "Drive.h" -#include "Power.h" -#include "Shield.h" -#include "Contact.h" -#include "ShipDesign.h" -#include "Shot.h" -#include "Drone.h" -#include "Weapon.h" -#include "Sim.h" -#include "StarSystem.h" -#include "WeaponGroup.h" - -#include "CameraView.h" -#include "Color.h" -#include "Window.h" -#include "Video.h" -#include "Screen.h" -#include "DataLoader.h" -#include "Scene.h" -#include "FontMgr.h" -#include "Graphic.h" -#include "Keyboard.h" -#include "Mouse.h" -#include "Clock.h" -#include "FormatUtil.h" - -static Bitmap tac_left; -static Bitmap tac_right; -static Bitmap tac_button; -static Bitmap tac_man; -static Bitmap tac_aut; -static Bitmap tac_def; - -static BYTE* tac_left_shade; -static BYTE* tac_right_shade; -static BYTE* tac_button_shade; -static BYTE* tac_man_shade; -static BYTE* tac_aut_shade; -static BYTE* tac_def_shade; - -static Color hud_color = Color::Black; -static Color txt_color = Color::Black; - -static bool mouse_in = false; - -static Font* hud_font = 0; -static Font* big_font = 0; - -// +--------------------------------------------------------------------+ - -WepView* WepView::wep_view = 0; - -// +--------------------------------------------------------------------+ - -WepView::WepView(Window* c) -: View(c), sim(0), ship(0), target(0), active_region(0), -transition(false), mode(0), mouse_down(0) -{ - wep_view = this; - - sim = Sim::GetSim(); - - HUDView::PrepareBitmap("TAC_left.pcx", tac_left, tac_left_shade); - HUDView::PrepareBitmap("TAC_right.pcx", tac_right, tac_right_shade); - HUDView::PrepareBitmap("TAC_button.pcx", tac_button, tac_button_shade); - HUDView::PrepareBitmap("MAN.pcx", tac_man, tac_man_shade); - HUDView::PrepareBitmap("AUTO.pcx", tac_aut, tac_aut_shade); - HUDView::PrepareBitmap("DEF.pcx", tac_def, tac_def_shade); - - tac_left.SetType(Bitmap::BMP_TRANSLUCENT); - tac_right.SetType(Bitmap::BMP_TRANSLUCENT); - tac_man.SetType(Bitmap::BMP_TRANSLUCENT); - tac_aut.SetType(Bitmap::BMP_TRANSLUCENT); - tac_def.SetType(Bitmap::BMP_TRANSLUCENT); - - OnWindowMove(); - - hud_font = FontMgr::Find("HUD"); - big_font = FontMgr::Find("GUI"); - - hud = HUDView::GetInstance(); - if (hud) - SetColor(hud->GetHUDColor()); -} - -WepView::~WepView() -{ - tac_left.ClearImage(); - tac_right.ClearImage(); - tac_button.ClearImage(); - tac_man.ClearImage(); - tac_aut.ClearImage(); - tac_def.ClearImage(); - - delete [] tac_left_shade; - delete [] tac_right_shade; - delete [] tac_button_shade; - delete [] tac_man_shade; - delete [] tac_aut_shade; - delete [] tac_def_shade; - - tac_left_shade = 0; - tac_right_shade = 0; - tac_button_shade = 0; - tac_man_shade = 0; - tac_aut_shade = 0; - tac_def_shade = 0; - - wep_view = 0; -} - -void -WepView::OnWindowMove() -{ - width = window->Width(); - height = window->Height(); - xcenter = (width / 2.0) - 0.5; - ycenter = (height / 2.0) + 0.5; - - int btn_loc = width/2 - 147 - 45; - int man_loc = width/2 - 177 - 16; - int aut_loc = width/2 - 145 - 16; - int def_loc = width/2 - 115 - 16; - - int index = 0; - - for (int i = 0; i < MAX_WEP; i++) { - btn_rect[index++] = Rect(btn_loc, 30, 90, 20); - btn_rect[index++] = Rect(man_loc, 56, 32, 8); - btn_rect[index++] = Rect(aut_loc, 56, 32, 8); - btn_rect[index++] = Rect(def_loc, 56, 32, 8); - - btn_loc += 98; - man_loc += 98; - aut_loc += 98; - def_loc += 98; - } -} - -// +--------------------------------------------------------------------+ - -bool -WepView::Update(SimObject* obj) -{ - if (obj == ship) { - ship = 0; - target = 0; - } - else if (obj == target) { - target = 0; - } - - return SimObserver::Update(obj); -} - -const char* -WepView::GetObserverName() const -{ - return "WepView"; -} - -// +--------------------------------------------------------------------+ - -void -WepView::Refresh() -{ - sim = Sim::GetSim(); - if (!sim || !hud || hud->GetHUDMode() == HUDView::HUD_MODE_OFF) - return; - - if (ship != sim->GetPlayerShip()) { - ship = sim->GetPlayerShip(); - - if (ship) { - if (ship->Life() == 0 || ship->IsDying() || ship->IsDead()) { - ship = 0; - } - else { - Observe(ship); - } - } - } - - if (mode < 1) - return; - - if (ship) { - // no tactical overlay for fighters: - if (ship->Design() && !ship->Design()->wep_screen) { - mode = 0; - return; - } - - // no hud in transition: - if (ship->InTransition()) { - transition = true; - return; - } - - else if (transition) { - transition = false; - RestoreOverlay(); - } - - if (target != ship->GetTarget()) { - target = ship->GetTarget(); - if (target) Observe(target); - } - - DrawOverlay(); - } - else { - if (target) { - target = 0; - } - } -} - -// +--------------------------------------------------------------------+ - -void -WepView::ExecFrame() -{ - int hud_mode = 1; - - // update the position of HUD elements that are - // part of the 3D scene (like fpm and lcos sprites) - - if (hud) { - if (hud_color != hud->GetHUDColor()) { - hud_color = hud->GetHUDColor(); - SetColor(hud_color); - } - - if (hud->GetHUDMode() == HUDView::HUD_MODE_OFF) - hud_mode = 0; - } - - if (ship && !transition && mode > 0 && hud_mode > 0) { - if (mode > 0) { - DoMouseFrame(); - } - } -} - -// +--------------------------------------------------------------------+ - -void -WepView::SetOverlayMode(int m) -{ - if (mode != m) { - mode = m; - - if (hud) - hud->SetOverlayMode(mode); - - RestoreOverlay(); - } -} - -void -WepView::CycleOverlayMode() -{ - SetOverlayMode(!mode); -} - -void -WepView::RestoreOverlay() -{ - if (mode > 0) { - HUDSounds::PlaySound(HUDSounds::SND_WEP_DISP); - } - - else { - HUDSounds::PlaySound(HUDSounds::SND_WEP_MODE); - } -} - -// +--------------------------------------------------------------------+ - -void -WepView::SetColor(Color c) -{ - HUDView* hud = HUDView::GetInstance(); - - if (hud) { - hud_color = hud->GetHUDColor(); - txt_color = hud->GetTextColor(); - } - else { - hud_color = c; - txt_color = c; - } - - HUDView::ColorizeBitmap(tac_left, tac_left_shade, hud_color); - HUDView::ColorizeBitmap(tac_right, tac_right_shade, hud_color); - HUDView::ColorizeBitmap(tac_button, tac_button_shade, hud_color); - HUDView::ColorizeBitmap(tac_man, tac_man_shade, hud_color); - HUDView::ColorizeBitmap(tac_aut, tac_aut_shade, hud_color); - HUDView::ColorizeBitmap(tac_def, tac_def_shade, hud_color); -} - -// +--------------------------------------------------------------------+ - -void -WepView::DrawOverlay() -{ - int cx = width/2; - int cy = 0; - int w = tac_left.Width(); - int h = tac_left.Height(); - - window->DrawBitmap(cx-w, cy, cx, cy+h, &tac_left, Video::BLEND_ALPHA); - window->DrawBitmap(cx, cy, cx+w, cy+h, &tac_right, Video::BLEND_ALPHA); - - if (ship) { - List<WeaponGroup>& weapons = ship->Weapons(); - for (int i = 0; i < MAX_WEP; i++) { - if (weapons.size() > i) { - // draw main fire button: - Rect r = btn_rect[i*4]; - - w = tac_button.Width(); - h = tac_button.Height(); - cx = r.x + r.w/2 - w/2; - cy = r.y + r.h/2 - h/2; - - r.Deflate(5,5); - - big_font->SetColor(txt_color); - window->SetFont(big_font); - window->DrawBitmap(cx, cy, cx+w, cy+h, &tac_button, Video::BLEND_ALPHA); - window->DrawText(weapons[i]->Name(), 0, r, DT_SINGLELINE | DT_CENTER); - - r.Inflate(5,5); - - // draw firing orders: - int o = weapons[i]->GetFiringOrders(); - w = tac_man.Width(); - h = tac_man.Height(); - - Color c0 = Color::Gray; - Color c1 = Color::White; - - r = btn_rect[i*4 + 1]; - cx = r.x + r.w/2 - w/2; - cy = r.y + r.h/2 - h/2; - window->FadeBitmap(cx, cy, cx+w, cy+h, &tac_man, (o==0 ? c1 : c0), Video::BLEND_ALPHA); - - r = btn_rect[i*4 + 2]; - cx = r.x + r.w/2 - w/2; - cy = r.y + r.h/2 - h/2; - window->FadeBitmap(cx, cy, cx+w, cy+h, &tac_aut, (o==1 ? c1 : c0), Video::BLEND_ALPHA); - - r = btn_rect[i*4 + 3]; - cx = r.x + r.w/2 - w/2; - cy = r.y + r.h/2 - h/2; - window->FadeBitmap(cx, cy, cx+w, cy+h, &tac_def, (o==2 ? c1 : c0), Video::BLEND_ALPHA); - } - } - - Rect tgt_rect; - tgt_rect.x = width/2 + 73; - tgt_rect.y = 74; - tgt_rect.w = 100; - tgt_rect.h = 15; - - Text subtxt; - Color stat = hud_color; - static DWORD blink = Clock::GetInstance()->RealTime(); - - if (ship->GetTarget()) { - if (ship->GetSubTarget()) { - int blink_delta = Clock::GetInstance()->RealTime() - blink; - - System* sys = ship->GetSubTarget(); - subtxt = sys->Abbreviation(); - switch (sys->Status()) { - case System::DEGRADED: stat = Color(255,255, 0); break; - case System::CRITICAL: - case System::DESTROYED: stat = Color(255, 0, 0); break; - case System::MAINT: - if (blink_delta < 250) - stat = Color(8,8,8); - break; - } - - if (blink_delta > 500) - blink = Clock::GetInstance()->RealTime(); - } - - else - subtxt = ship->GetTarget()->Name(); - } - else { - subtxt = "NO TGT"; - } - - subtxt.toUpper(); - - hud_font->SetColor(stat); - window->SetFont(hud_font); - window->DrawText(subtxt.data(), subtxt.length(), tgt_rect, DT_SINGLELINE | DT_CENTER); - } -} - -// +--------------------------------------------------------------------+ - -void -WepView::DoMouseFrame() -{ - static int mouse_down = false; - static int mouse_down_x = 0; - static int mouse_down_y = 0; - - int x = Mouse::X(); - int y = Mouse::Y(); - - // coarse-grained test: is mouse in overlay at all? - if (x < width/2-256 || x > width/2+256 || y > 90) { - mouse_in = false; - return; - } - - mouse_in = true; - - if (Mouse::LButton()) { - if (!mouse_down) { - mouse_down = true; - mouse_down_x = x; - mouse_down_y = y; - } - - // check weapons buttons: - int max_wep = ship->Weapons().size(); - - if (max_wep > MAX_WEP) - max_wep = MAX_WEP; - - for (int i = 0; i < max_wep; i++) { - int index = i * 4; - - if (CheckButton(index, mouse_down_x, mouse_down_y)) { - ship->FireWeapon(i); - return; - } - - else if (CheckButton(index + 1, mouse_down_x, mouse_down_y)) { - ship->Weapons()[i]->SetFiringOrders(Weapon::MANUAL); - return; - } - - else if (CheckButton(index + 2, mouse_down_x, mouse_down_y)) { - ship->Weapons()[i]->SetFiringOrders(Weapon::AUTO); - return; - } - - else if (CheckButton(index + 3, mouse_down_x, mouse_down_y)) { - ship->Weapons()[i]->SetFiringOrders(Weapon::POINT_DEFENSE); - return; - } - } - } - - else if (mouse_down) { - mouse_down = false; - mouse_down_x = 0; - mouse_down_y = 0; - - // check subtarget buttons: - if (ship->GetTarget()) { - Rect r(width/2+50, 70, 20, 20); - if (r.Contains(x,y)) { - CycleSubTarget(-1); - return; - } - - r.x = width/2 + 180; - if (r.Contains(x,y)) { - CycleSubTarget(1); - return; - } - } - } -} - -bool -WepView::CheckButton(int index, int x, int y) -{ - if (index >= 0 && index < MAX_BTN) { - return btn_rect[index].Contains(x,y)?true:false; - } - - return false; -} - -void -WepView::CycleSubTarget(int direction) -{ - if (ship->GetTarget() == 0 || ship->GetTarget()->Type() != SimObject::SIM_SHIP) - return; - - ship->CycleSubTarget(direction); -} - -bool -WepView::IsMouseLatched() -{ - return mouse_in; -} |