/* 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 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 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); }