/* 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. 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SUBSYSTEM: Stars.exe FILE: MapView.h AUTHOR: John DiCamillo OVERVIEW ======== Star Map class */ #ifndef MapView_h #define MapView_h #include "Types.h" #include "SimObject.h" #include "View.h" #include "EventTarget.h" #include "Bitmap.h" #include "List.h" #include "Text.h" // +--------------------------------------------------------------------+ class ActiveWindow; class StarSystem; class Orbital; class OrbitalRegion; class Ship; class Instruction; class Mission; class MissionElement; class Campaign; class Combatant; class CombatGroup; class Menu; class MenuItem; class MenuView; class Font; const int EID_MAP_CLICK = 1000; // +--------------------------------------------------------------------+ class MapView : public View, public EventTarget, public SimObserver { public: MapView(Window* win); virtual ~MapView(); // Operations: virtual void Refresh(); virtual void OnWindowMove(); virtual void OnShow(); virtual void OnHide(); virtual void DrawTitle(); virtual void DrawGalaxy(); virtual void DrawSystem(); virtual void DrawRegion(); virtual void DrawGrid(); virtual void DrawOrbital(Orbital& orbital, int index); virtual void DrawShip(Ship& ship, bool current=false, int rep=3); virtual void DrawElem(MissionElement& elem, bool current=false, int rep=3); virtual void DrawNavRoute(OrbitalRegion* rgn, List& route, Color smarker, Ship* ship=0, MissionElement* elem=0); virtual void DrawCombatantSystem(Combatant* c, Orbital* rgn, int x, int y, int r); virtual void DrawCombatGroupSystem(CombatGroup* g, Orbital* rgn, int x1, int x2, int& y, int a); virtual void DrawCombatGroup(CombatGroup* g, int rep=3); virtual int GetViewMode() const { return view_mode; } virtual void SetViewMode(int mode); virtual void SetSelectionMode(int mode); virtual int GetSelectionMode() const { return seln_mode; } virtual void SetSelection(int index); virtual void SetSelectedShip(Ship* ship); virtual void SetSelectedElem(MissionElement* elem); virtual void SetRegion(OrbitalRegion* rgn); virtual void SetRegionByName(const char* rgn_name); virtual void SelectAt(int x, int y); virtual Orbital* GetSelection(); virtual Ship* GetSelectedShip(); virtual MissionElement* GetSelectedElem(); virtual int GetSelectionIndex(); virtual void SetShipFilter(DWORD f) { ship_filter = f; } // Event Target Interface: virtual int OnMouseMove(int x, int y); virtual int OnLButtonDown(int x, int y); virtual int OnLButtonUp(int x, int y); virtual int OnClick(); virtual int OnRButtonDown(int x, int y); virtual int OnRButtonUp(int x, int y); virtual bool IsEnabled() const; virtual bool IsVisible() const; virtual bool IsFormActive() const; virtual Rect TargetRect() const; void ZoomIn(); void ZoomOut(); void SetGalaxy(List& systems); void SetSystem(StarSystem* s); void SetMission(Mission* m); void SetShip(Ship* s); void SetCampaign(Campaign* c); bool IsVisible(const Point& loc); // accessors: virtual void GetClickLoc(double& x, double& y) { x = click_x; y = click_y; } List& GetGalaxy() { return system_list; } StarSystem* GetSystem() const { return system; } OrbitalRegion* GetRegion() const; virtual bool Update(SimObject* obj); virtual const char* GetObserverName() const { return "MapWin"; } bool GetEditorMode() const { return editor; } void SetEditorMode(bool b) { editor = b; } protected: virtual void BuildMenu(); virtual void ClearMenu(); virtual void ProcessMenuItem(int action); virtual bool SetCapture(); virtual bool ReleaseCapture(); virtual void DrawTabbedText(Font* font, const char* text); bool IsClutter(Ship& s); bool IsCrowded(Ship& s); bool IsCrowded(MissionElement& elem); void GetShipLoc(Ship& s, POINT& loc); void GetElemLoc(MissionElement& s, POINT& loc); void SelectShip(Ship* selship); void SelectElem(MissionElement* selelem); void SelectNavpt(Instruction* navpt); void FindShips(bool friendly, bool station, bool starship, bool dropship, List& result); void SetupScroll(Orbital* s); double GetMinRadius(int type); Text title; Rect rect; Campaign* campaign; Mission* mission; List system_list; StarSystem* system; List stars; List planets; List regions; Ship* ship; Bitmap galaxy_image; bool editor; int current_star; int current_planet; int current_region; Ship* current_ship; MissionElement* current_elem; Instruction* current_navpt; int current_status; int view_mode; int seln_mode; bool captured; bool dragging; bool adding_navpt; bool moving_navpt; bool moving_elem; int scrolling; int mouse_x; int mouse_y; DWORD ship_filter; double zoom; double view_zoom[3]; double offset_x; double offset_y; double view_offset_x[3]; double view_offset_y[3]; double c, r; double scroll_x; double scroll_y; double click_x; double click_y; Font* font; Font* title_font; ActiveWindow* active_window; Menu* active_menu; Menu* map_menu; Menu* map_system_menu; Menu* map_sector_menu; Menu* ship_menu; Menu* nav_menu; Menu* action_menu; Menu* objective_menu; Menu* formation_menu; Menu* speed_menu; Menu* hold_menu; Menu* farcast_menu; MenuView* menu_view; }; #endif // MapView_h