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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: DisplayView.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ View class for Quantum Destination HUD Overlay
+*/
+
+#include "MemDebug.h"
+#include "DisplayView.h"
+#include "QuantumDrive.h"
+#include "HUDView.h"
+#include "Ship.h"
+#include "Element.h"
+#include "Sim.h"
+#include "StarSystem.h"
+#include "FormatUtil.h"
+
+#include "Color.h"
+#include "Window.h"
+#include "Video.h"
+#include "Screen.h"
+#include "DataLoader.h"
+#include "Scene.h"
+#include "Font.h"
+#include "FontMgr.h"
+#include "Keyboard.h"
+#include "Mouse.h"
+#include "Game.h"
+#include "Menu.h"
+
+// +====================================================================+
+
+class DisplayElement
+{
+public:
+ static const char* TYPENAME() { return "DisplayElement"; }
+
+ DisplayElement() : image(0), font(0), blend(0), hold(0), fade_in(0), fade_out(0) { }
+
+ Text text;
+ Bitmap* image;
+ Font* font;
+ Color color;
+ Rect rect;
+ int blend;
+ double hold;
+ double fade_in;
+ double fade_out;
+};
+
+// +====================================================================+
+
+DisplayView* display_view = 0;
+
+DisplayView::DisplayView(Window* c)
+: View(c), width(0), height(0), xcenter(0), ycenter(0)
+{
+ display_view = this;
+ DisplayView::OnWindowMove();
+}
+
+DisplayView::~DisplayView()
+{
+ if (display_view == this)
+ display_view = 0;
+
+ elements.destroy();
+}
+
+DisplayView*
+DisplayView::GetInstance()
+{
+ if (display_view == 0)
+ display_view = new DisplayView(0);
+
+ return display_view;
+}
+
+void
+DisplayView::OnWindowMove()
+{
+ if (window) {
+ width = window->Width();
+ height = window->Height();
+ xcenter = (width / 2.0) - 0.5;
+ ycenter = (height / 2.0) + 0.5;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DisplayView::Refresh()
+{
+ ListIter<DisplayElement> iter = elements;
+ while (++iter) {
+ DisplayElement* elem = iter.value();
+
+ // convert relative rect to window rect:
+ Rect elem_rect = elem->rect;
+ if (elem_rect.x == 0 && elem_rect.y == 0 && elem_rect.w == 0 && elem_rect.h == 0) {
+ // stretch to fit
+ elem_rect.w = width;
+ elem_rect.h = height;
+ }
+ else if (elem_rect.w < 0 && elem_rect.h < 0) {
+ // center image in window
+ elem_rect.w *= -1;
+ elem_rect.h *= -1;
+
+ elem_rect.x = (width - elem_rect.w)/2;
+ elem_rect.y = (height - elem_rect.h)/2;
+ }
+ else {
+ // offset from right or bottom
+ if (elem_rect.x < 0) elem_rect.x += width;
+ if (elem_rect.y < 0) elem_rect.y += height;
+ }
+
+ // compute current fade,
+ // assumes fades are 1 second or less:
+ double fade = 0;
+ if (elem->fade_in > 0) fade = 1 - elem->fade_in;
+ else if (elem->hold > 0) fade = 1;
+ else if (elem->fade_out > 0) fade = elem->fade_out;
+
+ // draw text:
+ if (elem->text.length() && elem->font) {
+ elem->font->SetColor(elem->color);
+ elem->font->SetAlpha(fade);
+ window->SetFont(elem->font);
+ window->DrawText(elem->text, elem->text.length(), elem_rect, DT_WORDBREAK);
+ }
+
+ // draw image:
+ else if (elem->image) {
+ window->FadeBitmap( elem_rect.x,
+ elem_rect.y,
+ elem_rect.x + elem_rect.w,
+ elem_rect.y + elem_rect.h,
+ elem->image,
+ elem->color * fade,
+ elem->blend );
+
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DisplayView::ExecFrame()
+{
+ double seconds = Game::GUITime();
+
+ ListIter<DisplayElement> iter = elements;
+ while (++iter) {
+ DisplayElement* elem = iter.value();
+
+ if (elem->fade_in > 0)
+ elem->fade_in -= seconds;
+
+ else if (elem->hold > 0)
+ elem->hold -= seconds;
+
+ else if (elem->fade_out > 0)
+ elem->fade_out -= seconds;
+
+ else
+ delete iter.removeItem();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DisplayView::ClearDisplay()
+{
+ elements.destroy();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DisplayView::AddText( const char* text,
+Font* font,
+Color color,
+const Rect& rect,
+double hold,
+double fade_in,
+double fade_out)
+{
+ DisplayElement* elem = new(__FILE__,__LINE__) DisplayElement;
+
+ if (fade_in == 0 && fade_out == 0 && hold == 0)
+ hold = 300;
+
+ elem->text = text;
+ elem->font = font;
+ elem->color = color;
+ elem->rect = rect;
+ elem->hold = hold;
+ elem->fade_in = fade_in;
+ elem->fade_out = fade_out;
+
+ elements.append(elem);
+}
+
+void
+DisplayView::AddImage(Bitmap* bmp,
+Color color,
+int blend,
+const Rect& rect,
+double hold,
+double fade_in,
+double fade_out)
+{
+ DisplayElement* elem = new(__FILE__,__LINE__) DisplayElement;
+
+ if (fade_in == 0 && fade_out == 0 && hold == 0)
+ hold = 300;
+
+ elem->image = bmp;
+ elem->rect = rect;
+ elem->color = color;
+ elem->blend = blend;
+ elem->hold = hold;
+ elem->fade_in = fade_in;
+ elem->fade_out = fade_out;
+
+ elements.append(elem);
+}