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-rw-r--r--Stars45/WepView.cpp1086
1 files changed, 555 insertions, 531 deletions
diff --git a/Stars45/WepView.cpp b/Stars45/WepView.cpp
index c2c703c..7b6667c 100644
--- a/Stars45/WepView.cpp
+++ b/Stars45/WepView.cpp
@@ -1,531 +1,555 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: WepView.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- View class for Tactical HUD Overlay
-*/
-
-#include "MemDebug.h"
-#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 "Game.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 = Game::RealTime();
-
- if (ship->GetTarget()) {
- if (ship->GetSubTarget()) {
- int blink_delta = Game::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 = Game::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;
-}
+/* 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: WepView.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ View class for Tactical HUD Overlay
+*/
+
+#include "MemDebug.h"
+#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 "Game.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 = Game::RealTime();
+
+ if (ship->GetTarget()) {
+ if (ship->GetSubTarget()) {
+ int blink_delta = Game::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 = Game::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;
+}