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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         HUDView.h
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	View class for Heads Up Display
*/

#ifndef HUDView_h
#define HUDView_h

#include "Types.h"
#include "View.h"
#include "Bitmap.h"
#include "Font.h"
#include "System.h"
#include "SimObject.h"
#include "Text.h"

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

class Graphic;
class Sprite;
class Solid;
class Ship;
class Contact;
class Physical;
class OrbitalBody;
class OrbitalRegion;
class Instruction;
class CameraView;
class Projector;
class MFD;

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

class HUDView : public View,
public SimObserver
{
public:
	HUDView(Window* c);
	virtual ~HUDView();

	enum HUDModes { HUD_MODE_OFF, HUD_MODE_TAC, HUD_MODE_NAV, HUD_MODE_ILS };

	// Operations:
	virtual void      Refresh();
	virtual void      OnWindowMove();
	virtual void      ExecFrame();
	virtual void      UseCameraView(CameraView* v);

	virtual Ship*     GetShip()      const { return ship;   }
	virtual SimObject* GetTarget()   const { return target; }
	virtual void      SetShip(Ship* s);
	virtual void      SetTarget(SimObject* t);
	virtual MFD*      GetMFD(int n)  const;

	virtual void      HideAll();
	virtual void      DrawBars();
	virtual void      DrawNav();
	virtual void      DrawILS();
	virtual void      DrawObjective();
	virtual void      DrawNavInfo();
	virtual void      DrawNavPoint(Instruction& navpt, int index, int next);
	virtual void      DrawContactMarkers();
	virtual void      DrawContact(Contact* c, int index);
	virtual void      DrawTrack(Contact* c);
	virtual void      DrawTrackSegment(Point& t1, Point& t2, Color c);
	virtual void      DrawRect(SimObject* targ);
	virtual void      DrawTarget();
	virtual void      DrawSight();
	virtual void      DrawLCOS(SimObject* targ, double dist);
	virtual void      DrawDesignators();
	virtual void      DrawFPM();
	virtual void      DrawHPM();
	virtual void      DrawCompass();
	virtual void      HideCompass();
	virtual void      DrawPitchLadder();
	virtual void      DrawStarSystem();

	virtual void      DrawMFDs();
	virtual void      DrawWarningPanel();
	virtual void      DrawInstructions();
	virtual void      DrawMessages();

	virtual void      MouseFrame();

	virtual int       GetHUDMode()      const { return mode;     }
	virtual int       GetTacticalMode() const { return tactical; }
	virtual void      SetTacticalMode(int mode=1);
	virtual int       GetOverlayMode()  const { return overlay;  }
	virtual void      SetOverlayMode(int mode=1);

	virtual void      SetHUDMode(int mode);
	virtual void      CycleHUDMode();
	virtual Color     CycleHUDColor();
	virtual void      SetHUDColorSet(int c);
	virtual int       GetHUDColorSet()  const { return color;     }
	virtual Color     GetHUDColor()     const { return hud_color; }
	virtual Color     GetTextColor()    const { return txt_color; }
	virtual Color     Ambient()         const;
	virtual void      ShowHUDWarn();
	virtual void      ShowHUDInst();
	virtual void      HideHUDWarn();
	virtual void      HideHUDInst();
	virtual void      CycleHUDWarn();
	virtual void      CycleHUDInst();
	virtual void      CycleMFDMode(int mfd);
	virtual void      CycleInstructions(int direction);
	virtual void      RestoreHUD();

	virtual void      TargetOff() { target = 0; }
	static  Color     MarkerColor(Contact* targ);

	static bool       IsNameCrowded(int x, int y);
	static bool       IsMouseLatched();
	static HUDView*   GetInstance() { return hud_view; }
	static void       Message(const char* fmt, ...);
	static void       ClearMessages();
	static void       PrepareBitmap(const char* name, Bitmap& img, BYTE*& shades);
	static void       TransferBitmap(const Bitmap& src, Bitmap& img, BYTE*& shades);
	static void       ColorizeBitmap(Bitmap& img, BYTE* shades, Color color, bool force_alpha=false);

	static int        GetGunsight()              { return gunsight;      }
	static void       SetGunsight(int s)         { gunsight = s;         }
	static bool       IsArcade()                 { return arcade;        }
	static void       SetArcade(bool a)          { arcade = a;           }
	static int        DefaultColorSet()          { return def_color_set; }
	static void       SetDefaultColorSet(int c)  { def_color_set = c;    }
	static Color      GetStatusColor(System::STATUS status);
	static bool       ShowFPS()                  { return show_fps;      }
	static void       ShowFPS(bool f)            { show_fps = f;         }

	virtual bool         Update(SimObject* obj);
	virtual const char*  GetObserverName() const;

protected:
	const char*       FormatInstruction(Text instr);
	void              SetStatusColor(System::STATUS status);

	enum HUD_CASE { HUD_MIXED_CASE, HUD_UPPER_CASE };

	void              DrawDiamond(int x, int y, int r, Color c);
	void              DrawHUDText(int index, const char* txt, Rect& rect, int align, int upcase=HUD_UPPER_CASE, bool box=false);
	void              HideHUDText(int index);

	void              DrawOrbitalBody(OrbitalBody* body);

	Projector*  projector;
	CameraView* camview;

	int         width, height, aw, ah;
	double      xcenter, ycenter;

	Sim*        sim;
	Ship*       ship;
	SimObject*  target;

	SimRegion*  active_region;

	Bitmap*     cockpit_hud_texture;

	Color       hud_color;
	Color       txt_color;
	Color       status_color;

	bool        show_warn;
	bool        show_inst;
	int         inst_page;
	int         threat;

	int         mode;
	int         color;
	int         tactical;
	int         overlay;
	int         transition;
	int         docking;

	MFD*        mfd[3];

	Sprite*     pitch_ladder[31];
	Sprite*     hud_sprite[32];

	Solid*      az_ring;
	Solid*      az_pointer;
	Solid*      el_ring;
	Solid*      el_pointer;
	double      compass_scale;

	enum { MAX_MSG = 6 };
	Text        msg_text[MAX_MSG];
	double      msg_time[MAX_MSG];

	static HUDView*   hud_view;
	static bool       arcade;
	static bool       show_fps;
	static int        gunsight;
	static int        def_color_set;
};


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

struct HUDText {
	Font*    font;
	Color    color;
	Rect     rect;
	bool     hidden;
};

#endif HUDView_h