55 static BYTE* tac_left_shade;
56 static BYTE* tac_right_shade;
57 static BYTE* tac_button_shade;
58 static BYTE* tac_man_shade;
59 static BYTE* tac_aut_shade;
60 static BYTE* tac_def_shade;
65 static bool mouse_in =
false;
67 static Font* hud_font = 0;
68 static Font* big_font = 0;
77 :
View(c), sim(0), ship(0), target(0), active_region(0),
78 transition(false), mode(0), mouse_down(0)
116 delete [] tac_left_shade;
117 delete [] tac_right_shade;
118 delete [] tac_button_shade;
119 delete [] tac_man_shade;
120 delete [] tac_aut_shade;
121 delete [] tac_def_shade;
125 tac_button_shade = 0;
141 int btn_loc =
width/2 - 147 - 45;
142 int man_loc =
width/2 - 177 - 16;
143 int aut_loc =
width/2 - 145 - 16;
144 int def_loc =
width/2 - 115 - 16;
148 for (
int i = 0; i <
MAX_WEP; i++) {
331 int w = tac_left.
Width();
332 int h = tac_left.
Height();
339 for (
int i = 0; i <
MAX_WEP; i++) {
340 if (weapons.
size() > i) {
344 w = tac_button.
Width();
346 cx = r.
x + r.
w/2 - w/2;
347 cy = r.
y + r.
h/2 - h/2;
354 window->
DrawText(weapons[i]->Name(), 0, r, DT_SINGLELINE | DT_CENTER);
359 int o = weapons[i]->GetFiringOrders();
367 cx = r.
x + r.
w/2 - w/2;
368 cy = r.
y + r.
h/2 - h/2;
372 cx = r.
x + r.
w/2 - w/2;
373 cy = r.
y + r.
h/2 - h/2;
377 cx = r.
x + r.
w/2 - w/2;
378 cy = r.
y + r.
h/2 - h/2;
384 tgt_rect.
x =
width/2 + 73;
390 Color stat = hud_color;
404 if (blink_delta < 250)
409 if (blink_delta > 500)
434 static int mouse_down_x = 0;
435 static int mouse_down_y = 0;
441 if (x < width/2-256 || x >
width/2+256 || y > 90) {
461 for (
int i = 0; i < max_wep; i++) {
464 if (
CheckButton(index, mouse_down_x, mouse_down_y)) {
469 else if (
CheckButton(index + 1, mouse_down_x, mouse_down_y)) {
474 else if (
CheckButton(index + 2, mouse_down_x, mouse_down_y)) {
479 else if (
CheckButton(index + 3, mouse_down_x, mouse_down_y)) {
486 else if (mouse_down) {
511 if (index >= 0 && index <
MAX_BTN) {