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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
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