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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
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