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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
    ========
    View class for Tactical HUD Overlay
*/

#ifndef WepView_h
#define WepView_h

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

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

class Graphic;
class Sprite;
class Ship;
class Contact;
class HUDView;

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

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

    // Operations:
    virtual void      Refresh();
    virtual void      OnWindowMove();
    virtual void      ExecFrame();
    virtual void      SetOverlayMode(int mode);
    virtual int       GetOverlayMode()     const { return mode; }
    virtual void      CycleOverlayMode();

    virtual void      RestoreOverlay();

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

    static WepView*   GetInstance() { return wep_view; }
    static void       SetColor(Color c);

    static bool       IsMouseLatched();

protected:
    void              DrawOverlay();

    void              DoMouseFrame();
    bool              CheckButton(int index, int x, int y);
    void              CycleSubTarget(int direction);

    int         mode;
    int         transition;
    int         mouse_down;
    int         width, height, aw, ah;
    double      xcenter, ycenter;

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

    enum { MAX_WEP = 4, MAX_BTN = 16 };
    Rect        btn_rect[MAX_BTN];

    SimRegion*  active_region;

    static WepView*   wep_view;
};

#endif  // WepView_h