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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:         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<Instruction>&  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<StarSystem>& 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<StarSystem>& 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<Text>& result);
    void              SetupScroll(Orbital* s);

    double            GetMinRadius(int type);

    Text              title;
    Rect              rect;
    Campaign*         campaign;
    Mission*          mission;
    List<StarSystem>  system_list;
    StarSystem*       system;
    List<Orbital>     stars;
    List<Orbital>     planets;
    List<Orbital>     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