From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/WepView.cpp | 1086 ++++++++++++++++++++++++++------------------------- 1 file changed, 555 insertions(+), 531 deletions(-) (limited to 'Stars45/WepView.cpp') 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& 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& 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; +} -- cgit v1.1