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/* 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
========
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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