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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Engineering (Power/Maint) Dialog Active Window class
*/

#ifndef EngDlg_h
#define EngDlg_h

#include "Types.h"
#include "FormWindow.h"
#include "Bitmap.h"
#include "Button.h"
#include "ComboBox.h"
#include "ListBox.h"
#include "Font.h"

// +--------------------------------------------------------------------+

class GameScreen;
class Ship;
class PowerSource;
class System;
class Component;

class PowerClient;

// +--------------------------------------------------------------------+

class EngDlg : public FormWindow
{
public:
    EngDlg(Screen* s, FormDef& def, GameScreen* mgr);
    virtual ~EngDlg();

    virtual void      Show();
    virtual void      Hide();
    virtual void      RegisterControls();

    // Operations:
    virtual void      OnSource(AWEvent* event);
    virtual void      OnClient(AWEvent* event);
    virtual void      OnRouteStart(AWEvent* event);
    virtual void      OnRouteComplete(AWEvent* event);
    virtual void      OnPowerOff(AWEvent* event);
    virtual void      OnPowerOn(AWEvent* event);
    virtual void      OnOverride(AWEvent* event);
    virtual void      OnPowerLevel(AWEvent* event);
    virtual void      OnComponent(AWEvent* event);
    virtual void      OnAutoRepair(AWEvent* event);
    virtual void      OnRepair(AWEvent* event);
    virtual void      OnReplace(AWEvent* event);
    virtual void      OnQueue(AWEvent* event);
    virtual void      OnPriorityIncrease(AWEvent* event);
    virtual void      OnPriorityDecrease(AWEvent* event);
    virtual void      OnClose(AWEvent* event);

    virtual void      ExecFrame();
    void              UpdateRouteTables();
    void              UpdateSelection();
    void              SetShip(Ship* s);

protected:
    Ship*             ship;
    GameScreen*       manager;

    Button*           close_btn;
    Button*           sources[4];
    Slider*           source_levels[4];
    ListBox*          clients[4];
    ListBox*          components;
    ListBox*          repair_queue;
    ActiveWindow*     selected_name;
    Button*           power_off;
    Button*           power_on;
    Button*           override;
    Slider*           power_level;
    Slider*           capacity;
    Button*           auto_repair;
    Button*           repair;
    Button*           replace;
    ActiveWindow*     repair_time;
    ActiveWindow*     replace_time;
    Button*           priority_increase;
    Button*           priority_decrease;

    PowerSource*      route_source;
    List<System>      route_list;

    PowerSource*      selected_source;
    List<System>      selected_clients;

    System*           selected_repair;
    Component*        selected_component;
};

#endif  // EngDlg_h