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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: HUDView.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ View class for Heads Up Display
+*/
+
+#ifndef HUDView_h
+#define HUDView_h
+
+#include "Types.h"
+#include "View.h"
+#include "Bitmap.h"
+#include "Font.h"
+#include "System.h"
+#include "SimObject.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class Graphic;
+class Sprite;
+class Solid;
+class Ship;
+class Contact;
+class Physical;
+class OrbitalBody;
+class OrbitalRegion;
+class Instruction;
+class CameraView;
+class Projector;
+class MFD;
+
+// +--------------------------------------------------------------------+
+
+class HUDView : public View,
+public SimObserver
+{
+public:
+ HUDView(Window* c);
+ virtual ~HUDView();
+
+ enum HUDModes { HUD_MODE_OFF, HUD_MODE_TAC, HUD_MODE_NAV, HUD_MODE_ILS };
+
+ // Operations:
+ virtual void Refresh();
+ virtual void OnWindowMove();
+ virtual void ExecFrame();
+ virtual void UseCameraView(CameraView* v);
+
+ virtual Ship* GetShip() const { return ship; }
+ virtual SimObject* GetTarget() const { return target; }
+ virtual void SetShip(Ship* s);
+ virtual void SetTarget(SimObject* t);
+ virtual MFD* GetMFD(int n) const;
+
+ virtual void HideAll();
+ virtual void DrawBars();
+ virtual void DrawNav();
+ virtual void DrawILS();
+ virtual void DrawObjective();
+ virtual void DrawNavInfo();
+ virtual void DrawNavPoint(Instruction& navpt, int index, int next);
+ virtual void DrawContactMarkers();
+ virtual void DrawContact(Contact* c, int index);
+ virtual void DrawTrack(Contact* c);
+ virtual void DrawTrackSegment(Point& t1, Point& t2, Color c);
+ virtual void DrawRect(SimObject* targ);
+ virtual void DrawTarget();
+ virtual void DrawSight();
+ virtual void DrawLCOS(SimObject* targ, double dist);
+ virtual void DrawDesignators();
+ virtual void DrawFPM();
+ virtual void DrawHPM();
+ virtual void DrawCompass();
+ virtual void HideCompass();
+ virtual void DrawPitchLadder();
+ virtual void DrawStarSystem();
+
+ virtual void DrawMFDs();
+ virtual void DrawWarningPanel();
+ virtual void DrawInstructions();
+ virtual void DrawMessages();
+
+ virtual void MouseFrame();
+
+ virtual int GetHUDMode() const { return mode; }
+ virtual int GetTacticalMode() const { return tactical; }
+ virtual void SetTacticalMode(int mode=1);
+ virtual int GetOverlayMode() const { return overlay; }
+ virtual void SetOverlayMode(int mode=1);
+
+ virtual void SetHUDMode(int mode);
+ virtual void CycleHUDMode();
+ virtual Color CycleHUDColor();
+ virtual void SetHUDColorSet(int c);
+ virtual int GetHUDColorSet() const { return color; }
+ virtual Color GetHUDColor() const { return hud_color; }
+ virtual Color GetTextColor() const { return txt_color; }
+ virtual Color Ambient() const;
+ virtual void ShowHUDWarn();
+ virtual void ShowHUDInst();
+ virtual void HideHUDWarn();
+ virtual void HideHUDInst();
+ virtual void CycleHUDWarn();
+ virtual void CycleHUDInst();
+ virtual void CycleMFDMode(int mfd);
+ virtual void CycleInstructions(int direction);
+ virtual void RestoreHUD();
+
+ virtual void TargetOff() { target = 0; }
+ static Color MarkerColor(Contact* targ);
+
+ static bool IsNameCrowded(int x, int y);
+ static bool IsMouseLatched();
+ static HUDView* GetInstance() { return hud_view; }
+ static void Message(const char* fmt, ...);
+ static void ClearMessages();
+ static void PrepareBitmap(const char* name, Bitmap& img, BYTE*& shades);
+ static void TransferBitmap(const Bitmap& src, Bitmap& img, BYTE*& shades);
+ static void ColorizeBitmap(Bitmap& img, BYTE* shades, Color color, bool force_alpha=false);
+
+ static int GetGunsight() { return gunsight; }
+ static void SetGunsight(int s) { gunsight = s; }
+ static bool IsArcade() { return arcade; }
+ static void SetArcade(bool a) { arcade = a; }
+ static int DefaultColorSet() { return def_color_set; }
+ static void SetDefaultColorSet(int c) { def_color_set = c; }
+ static Color GetStatusColor(System::STATUS status);
+ static bool ShowFPS() { return show_fps; }
+ static void ShowFPS(bool f) { show_fps = f; }
+
+ virtual bool Update(SimObject* obj);
+ virtual const char* GetObserverName() const;
+
+protected:
+ const char* FormatInstruction(Text instr);
+ void SetStatusColor(System::STATUS status);
+
+ enum HUD_CASE { HUD_MIXED_CASE, HUD_UPPER_CASE };
+
+ void DrawDiamond(int x, int y, int r, Color c);
+ void DrawHUDText(int index, const char* txt, Rect& rect, int align, int upcase=HUD_UPPER_CASE, bool box=false);
+ void HideHUDText(int index);
+
+ void DrawOrbitalBody(OrbitalBody* body);
+
+ Projector* projector;
+ CameraView* camview;
+
+ int width, height, aw, ah;
+ double xcenter, ycenter;
+
+ Sim* sim;
+ Ship* ship;
+ SimObject* target;
+
+ SimRegion* active_region;
+
+ Bitmap* cockpit_hud_texture;
+
+ Color hud_color;
+ Color txt_color;
+ Color status_color;
+
+ bool show_warn;
+ bool show_inst;
+ int inst_page;
+ int threat;
+
+ int mode;
+ int color;
+ int tactical;
+ int overlay;
+ int transition;
+ int docking;
+
+ MFD* mfd[3];
+
+ Sprite* pitch_ladder[31];
+ Sprite* hud_sprite[32];
+
+ Solid* az_ring;
+ Solid* az_pointer;
+ Solid* el_ring;
+ Solid* el_pointer;
+ double compass_scale;
+
+ enum { MAX_MSG = 6 };
+ Text msg_text[MAX_MSG];
+ double msg_time[MAX_MSG];
+
+ static HUDView* hud_view;
+ static bool arcade;
+ static bool show_fps;
+ static int gunsight;
+ static int def_color_set;
+};
+
+
+// +--------------------------------------------------------------------+
+
+struct HUDText {
+ Font* font;
+ Color color;
+ Rect rect;
+ bool hidden;
+};
+
+#endif HUDView_h
+