blob: b336f641faa98b057cc04cbac1c9897b72f484ad (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, 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
========
Engineering (Power/Maint) Dialog Active Window class
*/
#ifndef EngDlg_h
#define EngDlg_h
#include "Types.h"
#include "FormWindow.h"
#include "Bitmap.h"
#include "Button.h"
#include "ComboBox.h"
#include "ListBox.h"
#include "Font.h"
// +--------------------------------------------------------------------+
class GameScreen;
class Ship;
class PowerSource;
class System;
class Component;
class PowerClient;
// +--------------------------------------------------------------------+
class EngDlg : public FormWindow
{
public:
EngDlg(Screen* s, FormDef& def, GameScreen* mgr);
virtual ~EngDlg();
virtual void Show();
virtual void Hide();
virtual void RegisterControls();
// Operations:
virtual void OnSource(AWEvent* event);
virtual void OnClient(AWEvent* event);
virtual void OnRouteStart(AWEvent* event);
virtual void OnRouteComplete(AWEvent* event);
virtual void OnPowerOff(AWEvent* event);
virtual void OnPowerOn(AWEvent* event);
virtual void OnOverride(AWEvent* event);
virtual void OnPowerLevel(AWEvent* event);
virtual void OnComponent(AWEvent* event);
virtual void OnAutoRepair(AWEvent* event);
virtual void OnRepair(AWEvent* event);
virtual void OnReplace(AWEvent* event);
virtual void OnQueue(AWEvent* event);
virtual void OnPriorityIncrease(AWEvent* event);
virtual void OnPriorityDecrease(AWEvent* event);
virtual void OnClose(AWEvent* event);
virtual void ExecFrame();
void UpdateRouteTables();
void UpdateSelection();
void SetShip(Ship* s);
protected:
Ship* ship;
GameScreen* manager;
Button* close_btn;
Button* sources[4];
Slider* source_levels[4];
ListBox* clients[4];
ListBox* components;
ListBox* repair_queue;
ActiveWindow* selected_name;
Button* power_off;
Button* power_on;
Button* override;
Slider* power_level;
Slider* capacity;
Button* auto_repair;
Button* repair;
Button* replace;
ActiveWindow* repair_time;
ActiveWindow* replace_time;
Button* priority_increase;
Button* priority_decrease;
PowerSource* route_source;
List<System> route_list;
PowerSource* selected_source;
List<System> selected_clients;
System* selected_repair;
Component* selected_component;
};
#endif // EngDlg_h
|