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/* 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: 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
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