/* 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: GameScreen.h AUTHOR: John DiCamillo */ #ifndef GameScreen_h #define GameScreen_h #include "Types.h" #include "Bitmap.h" #include "Screen.h" #include "BaseScreen.h" // +--------------------------------------------------------------------+ class Screen; class Sim; class Window; class Font; class NavDlg; class EngDlg; class FltDlg; class CtlDlg; class JoyDlg; class KeyDlg; class ModDlg; class ModInfoDlg; class CameraDirector; class DisplayView; class HUDView; class WepView; class QuantumView; class QuitView; class RadioView; class TacticalView; class CameraView; class PolyRender; class Bitmap; class DataLoader; class Video; class VideoFactory; // +--------------------------------------------------------------------+ class GameScreen : public BaseScreen { public: GameScreen(); virtual ~GameScreen(); virtual void Setup(Screen* screen); virtual void TearDown(); virtual bool CloseTopmost(); virtual bool IsShown() const { return isShown; } virtual void Show(); virtual void Hide(); virtual bool IsFormShown() const; virtual void ShowExternal(); virtual void ShowNavDlg(); virtual void HideNavDlg(); virtual bool IsNavShown(); virtual NavDlg* GetNavDlg() { return navdlg; } virtual void ShowEngDlg(); virtual void HideEngDlg(); virtual bool IsEngShown(); virtual EngDlg* GetEngDlg() { return engdlg; } virtual void ShowFltDlg(); virtual void HideFltDlg(); virtual bool IsFltShown(); virtual FltDlg* GetFltDlg() { return fltdlg; } virtual void ShowCtlDlg(); virtual void HideCtlDlg(); virtual bool IsCtlShown(); virtual void ShowJoyDlg(); virtual bool IsJoyShown(); virtual void ShowKeyDlg(); virtual bool IsKeyShown(); virtual AudDlg* GetAudDlg() const { return auddlg; } virtual VidDlg* GetVidDlg() const { return viddlg; } virtual OptDlg* GetOptDlg() const { return optdlg; } virtual CtlDlg* GetCtlDlg() const { return ctldlg; } virtual JoyDlg* GetJoyDlg() const { return joydlg; } virtual KeyDlg* GetKeyDlg() const { return keydlg; } virtual ModDlg* GetModDlg() const { return moddlg; } virtual ModInfoDlg* GetModInfoDlg() const { return modInfoDlg; } virtual void ShowAudDlg(); virtual void HideAudDlg(); virtual bool IsAudShown(); virtual void ShowVidDlg(); virtual void HideVidDlg(); virtual bool IsVidShown(); virtual void ShowOptDlg(); virtual void HideOptDlg(); virtual bool IsOptShown(); virtual void ShowModDlg(); virtual void HideModDlg(); virtual bool IsModShown(); virtual void ShowModInfoDlg(); virtual void HideModInfoDlg(); virtual bool IsModInfoShown(); virtual void ApplyOptions(); virtual void CancelOptions(); virtual void ShowWeaponsOverlay(); virtual void HideWeaponsOverlay(); void SetFieldOfView(double fov); double GetFieldOfView() const; void CycleMFDMode(int mfd); void CycleHUDMode(); void CycleHUDColor(); void CycleHUDWarn(); void FrameRate(double f); void ExecFrame(); static GameScreen* GetInstance() { return game_screen; } CameraView* GetCameraView() const { return cam_view; } Bitmap* GetLensFlare(int index); private: void HideAll(); Sim* sim; Screen* screen; Window* gamewin; NavDlg* navdlg; EngDlg* engdlg; FltDlg* fltdlg; CtlDlg* ctldlg; KeyDlg* keydlg; JoyDlg* joydlg; AudDlg* auddlg; VidDlg* viddlg; OptDlg* optdlg; ModDlg* moddlg; ModInfoDlg* modInfoDlg; Font* HUDfont; Font* GUIfont; Font* GUI_small_font; Font* title_font; Bitmap* flare1; Bitmap* flare2; Bitmap* flare3; Bitmap* flare4; CameraDirector* cam_dir; DisplayView* disp_view; HUDView* hud_view; WepView* wep_view; QuantumView* quantum_view; QuitView* quit_view; TacticalView* tac_view; RadioView* radio_view; CameraView* cam_view; DataLoader* loader; double frame_rate; bool isShown; static GameScreen* game_screen; }; // +--------------------------------------------------------------------+ #endif // GameScreen_h