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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef __HUD_H__
#define __HUD_H__
#include "globalincs/vmallocator.h"
#include "graphics/2d.h"
#include "graphics/font.h"
#include "hud/hudgauges.h"
#include "hud/hudparse.h"
class object;
struct cockpit_display;
typedef struct hud_anim {
char filename[MAX_FILENAME_LEN];
int first_frame; // the bitmap id for the first frame in the animation... note that
// all bitmap id's following this frame are numbered sequentially
int num_frames; // number of frames in the animation
int sx, sy; // screen (x,y) of top-left corner of animation
float total_time; // total time in seconds for the animation (depends on animation fps)
float time_elapsed; // time that has elapsed (in seconds) since animation started playing
} hud_anim;
typedef struct hud_frames {
int first_frame;
int num_frames;
} hud_frames;
// Objective display
typedef struct objective_display_info
{
int display_timer;
int goal_type;
int goal_status;
int goal_ntotal;
int goal_nresolved;
} objective_display_info;
// used to track how player subsystems are getting damaged
typedef struct hud_subsys_info
{
float last_str;
int flash_duration_timestamp;
} hud_subsys_info;
// used for the display of damaged subsystems
typedef struct hud_subsys_damage
{
int str;
int type;
char *name;
} hud_subsys_damage;
extern int HUD_draw;
extern int HUD_contrast;
#define HUD_NUM_COLOR_LEVELS 16
extern color HUD_color_defaults[HUD_NUM_COLOR_LEVELS];
// extern globals that will control the color of the HUD gauges
#define HUD_COLOR_ALPHA_USER_MAX 13 // max user-settable alpha, absolute max is 15
#define HUD_COLOR_ALPHA_USER_MIN 3 // min user-settable alpha, absolute min is 0
#define HUD_COLOR_ALPHA_MAX 15
#define HUD_COLOR_ALPHA_DEFAULT 8
#define HUD_BRIGHT_DELTA 7 // Level added to HUD_color_alpha to make brightness used for flashing
// hud macro for maybe flickering all gauges
#define GR_AABITMAP(a, b, c) { int jx, jy; if(emp_should_blit_gauge()) { gr_set_bitmap(a); jx = b; jy = c; emp_hud_jitter(&jx, &jy); gr_aabitmap(jx, jy); } }
#define GR_AABITMAP_EX(a, b, c, d, e, f, g) { int jx, jy; if(emp_should_blit_gauge()) { gr_set_bitmap(a); jx = b; jy = c; emp_hud_jitter(&jx, &jy); gr_aabitmap_ex(jx, jy, d, e, f, g); } }
// radar target identification flags
#define RTIF_CROSSHAIRS (1<<0) // draw crosshairs
#define RTIF_BLINK (1<<1) // make targeted blip blink
#define RTIF_PULSATE (1<<2) // make targeted blips size pulsate
#define RTIF_ENLARGE (1<<3) // make targeted blip appear larger than the other blips
extern int radar_target_id_flags;
extern int HUD_color_red;
extern int HUD_color_green;
extern int HUD_color_blue;
extern int HUD_color_alpha;
extern color HUD_color_debug;
// Values used "wiggle" the HUD. In the 2D HUD case, the clip region accounts
// for these, but for the 3d-type hud stuff, you need to add these in manually.
extern float HUD_offset_x;
extern float HUD_offset_y;
// the offset of the player's view vector and the ship forward vector in pixels (Swifty)
extern int HUD_nose_x;
extern int HUD_nose_y;
// Global: integrity of player's target
extern float Pl_target_integrity;
extern float Player_rearm_eta;
extern int Hud_max_targeting_range;
void HUD_init_colors();
void HUD_init();
void hud_close();
void hud_level_close();
void hud_update_frame(float frametime); // updates hud systems not dependant on rendering
void hud_render_preprocess(float frametime); // renders 3d dependant gauges
void hud_render_all();
void hud_render_gauges(int cockpit_display_num = -1);
void hud_stop_looped_engine_sounds();
// set the offset values for this render frame
void HUD_set_offsets(object *viewer_obj, int wiggedy_wack, matrix *eye_orient);
// returns the offset between the player's view vector and the forward vector of the ship in pixels (Swifty)
void HUD_get_nose_coordinates(int *x, int *y);
// Basically like gr_reset_clip only it accounts for hud jittering
void HUD_reset_clip();
void hud_save_restore_camera_data(int save);
// Basically like gr_set_clip only it accounts for hud jittering
void HUD_set_clip(int x, int y, int w, int h);
// do flashing text gauge
void hud_start_text_flash(const char *txt, int t, int interval = 200);
// convert a string to use mono spaced numbers
void hud_num_make_mono(char *num_str, int font_num = FONT1);
// functions for handling hud animations
void hud_anim_init(hud_anim *ha, int sx, int sy, const char *filename);
void hud_frames_init(hud_frames *hf);
int hud_anim_render(hud_anim *ha, float frametime, int draw_alpha=0, int loop=1, int hold_last=0, int reverse=0,int resize_mode=GR_RESIZE_FULL, bool mirror = false);
int hud_anim_load(hud_anim *ha);
// functions for displaying the support view popup
void hud_support_view_start();
void hud_support_view_stop(int stop_now=0);
void hud_support_view_abort();
void hud_support_view_update();
void HUD_init_hud_color_array();
// setting HUD colors
void hud_set_default_color();
void hud_set_iff_color(object *objp, int is_bright=0);
color* hud_get_iff_color(object *objp, int is_bright=0);
void hud_set_bright_color();
void hud_set_dim_color();
// HUD gauge functions
#define HUD_C_NONE -4
#define HUD_C_BRIGHT -3
#define HUD_C_DIM -2
#define HUD_C_NORMAL -1
void hud_set_gauge_color(int gauge_index, int bright_index = HUD_C_NONE);
int hud_gauge_active(int gauge_index);
void hud_gauge_start_flash(int gauge_index);
int hud_gauge_maybe_flash(int gauge_index);
// popup gauges
void hud_gauge_popup_start(int gauge_index, int time=4000);
int hud_gauge_is_popup(int gauge_index);
// objective status gauge
void hud_update_objective_message();
void hud_add_objective_messsage(int type, int status);
int hud_get_dock_time( object *docker_objp );
void hud_show_target_model();
void hud_show_voice_status();
void hud_subspace_notify_abort();
// render multiplayer text message currently being entered if any
void hud_maybe_render_multi_text();
int hud_get_draw();
void hud_toggle_draw();
int hud_disabled();
int hud_support_find_closest( int objnum );
// Goober5000
void hud_set_draw(int draw);
void hud_disable_except_messages(int disable);
int hud_disabled_except_messages();
// contrast stuff
void hud_toggle_contrast();
void hud_set_contrast(int high);
class HudGauge
{
protected:
int position[2];
int base_w, base_h;
color gauge_color;
int gauge_config;
int gauge_object;
int font_num;
bool lock_color;
bool sexp_lock_color;
bool reticle_follow;
bool active;
bool off_by_default;
bool sexp_override;
bool pop_up;
int popup_timer;
bool message_gauge;
int disabled_views;
int flash_duration;
int flash_next;
bool flash_status;
// custom gauge specific stuff
bool custom_gauge;
hud_frames custom_frame;
int custom_frame_offset;
int textoffset_x, textoffset_y;
char custom_name[NAME_LENGTH];
SCP_string custom_text;
SCP_string default_text;
// Render to texture stuff
char texture_target_fname[MAX_FILENAME_LEN];
int texture_target;
int canvas_w, canvas_h;
int target_w, target_h;
int target_x, target_y;
int display_offset_x, display_offset_y;
public:
// constructors
HudGauge();
HudGauge(int _gauge_object, int _gauge_config, bool _slew, bool _message, int _disabled_views, int r, int g, int b);
// constructor for custom gauges
HudGauge(int _gauge_config, bool _slew, int r, int g, int b, char* _custom_name, char* _custom_text, char* frame_fname, int txtoffset_x, int txtoffset_y);
virtual ~HudGauge();
void initPosition(int x, int y);
void initBaseResolution(int w, int h);
void initSlew(bool slew);
void initFont(int input_font_num);
void initCockpitTarget(const char* display_name, int _target_x, int _target_y, int _target_w, int _target_h, int _canvas_w, int _canvas_h);
void initRenderStatus(bool render);
int getConfigType();
int getObjectType();
void getPosition(int *x, int *y);
bool isOffbyDefault();
bool isActive();
void updateColor(int r, int g, int b, int a = 255);
void lockConfigColor(bool lock);
void sexpLockConfigColor(bool lock);
void updateActive(bool show);
void updatePopUp(bool pop_up_flag);
void updateSexpOverride(bool sexp);
// SEXP interfacing functions
// For flashing gauges in training missions
void startFlashSexp();
int maybeFlashSexp();
bool flashExpiredSexp();
void resetTimers();
// For updating custom gauges
const char* getCustomGaugeName();
void updateCustomGaugeCoords(int _x, int _y);
void updateCustomGaugeFrame(int frame_offset);
void updateCustomGaugeText(const char* txt);
void updateCustomGaugeText(const SCP_string& txt);
const char* getCustomGaugeText();
void startPopUp(int time=4000);
int popUpActive();
virtual void preprocess();
virtual void render(float frametime);
virtual bool canRender();
virtual void pageIn();
virtual void initialize();
virtual void onFrame(float frametime);
bool setupRenderCanvas(int render_target = -1);
void setCockpitTarget(const cockpit_display *display);
void resetCockpitTarget();
void setFont();
void setGaugeColor(int bright_index = -4);
// rendering functions
void renderBitmap(int x, int y);
void renderBitmap(int frame, int x, int y);
void renderBitmapColor(int frame, int x, int y);
void renderBitmapUv(int frame, int x, int y, int w, int h, float u0, float v0, float u1, float v1);
void renderBitmapEx(int frame, int x, int y, int w, int h, int sx, int sy);
void renderString(int x, int y, const char *str);
void renderString(int x, int y, int gauge_id, const char *str);
void renderStringAlignCenter(int x, int y, int area_width, const char *s);
void renderPrintf(int x, int y, const char* format, ...);
void renderPrintf(int x, int y, int gauge_id, const char* format, ...);
void renderLine(int x1, int y1, int x2, int y2);
void renderGradientLine(int x1, int y1, int x2, int y2);
void renderRect(int x, int y, int w, int h);
void renderCircle(int x, int y, int diameter);
void unsize(int *x, int *y);
void unsize(float *x, float *y);
void resize(int *x, int *y);
void resize(float *x, float *y);
void setClip(int x, int y, int w, int h);
void resetClip();
};
class HudGaugeMissionTime: public HudGauge // HUD_MISSION_TIME
{
hud_frames time_gauge;
int time_text_offsets[2]; // Mission_time_text_coords[gr_screen.res]
int time_val_offsets[2]; // Mission_time_text_val_coords[gr_screen.res]
public:
HudGaugeMissionTime();
void initBitmaps(const char *fname);
void initTextOffsets(int x, int y);
void initValueOffsets(int x, int y);
void render(float frametime);
void pageIn();
};
class HudGaugeTextWarnings: public HudGauge // HUD_TEXT_FLASH
{
int next_flash;
bool flash_flags;
public:
HudGaugeTextWarnings();
void render(float frametime);
void initialize();
int maybeTextFlash();
};
class HudGaugeKills: public HudGauge
{
hud_frames Kills_gauge;
int text_offsets[2];
int text_value_offsets[2];
public:
HudGaugeKills();
void initBitmaps(const char *fname);
void initTextOffsets(int x, int y);
void initTextValueOffsets(int x, int y);
void render(float frametime);
void pageIn();
};
class HudGaugeLag: public HudGauge
{
hud_frames Netlag_icon;
int flash_timer[2];
bool flash_flag;
public:
HudGaugeLag();
void initBitmaps(const char *fname);
void render(float frametime);
void pageIn();
void startFlashLag(int duration = 1400);
bool maybeFlashLag(bool flash_fast = false);
};
class HudGaugeObjectiveNotify: public HudGauge
{
protected:
hud_frames Objective_display_gauge;
int Objective_text_offset_y;
int Objective_text_val_offset_y;
int Subspace_text_offset_y;
int Subspace_text_val_offset_y;
int Red_text_offset_y;
int Red_text_val_offset_y;
int flash_timer[2];
bool flash_flag;
public:
HudGaugeObjectiveNotify();
void initBitmaps(const char *fname);
void initObjTextOffsetY(int y);
void initObjValueOffsetY(int y);
void initSubspaceTextOffsetY(int y);
void initSubspaceValueOffsetY(int y);
void initRedAlertTextOffsetY(int y);
void initRedAlertValueOffsetY(int y);
virtual void render(float frametime);
void startFlashNotify(int duration = 1400);
bool maybeFlashNotify(bool flash_fast = false);
void renderObjective();
void renderRedAlert();
void renderSubspace();
void pageIn();
void initialize();
};
class HudGaugeDamage: public HudGauge
{
protected:
hud_frames damage_top;
hud_frames damage_middle;
hud_frames damage_bottom;
int header_offsets[2];
int hull_integ_offsets[2];
int hull_integ_val_offset_x;
int middle_frame_start_offset_y;
int subsys_integ_start_offsets[2];
int subsys_integ_val_offset_x;
int bottom_bg_offset;
int line_h;
int Damage_flash_timer;
bool Damage_flash_bright;
int next_flash;
bool flash_status;
public:
HudGaugeDamage();
void initBitmaps(const char *fname_top, const char *fname_middle, const char *fname_bottom);
void initHeaderOffsets(int x, int y);
void initHullIntegOffsets(int x, int y);
void initHullIntegValueOffsetX(int x);
void initMiddleFrameStartOffsetY(int y);
void initSubsysIntegStartOffsets(int x, int y);
void initSubsysIntegValueOffsetX(int x);
void initBottomBgOffset(int offset);
void initLineHeight(int h);
void render(float frametime);
void pageIn();
void initialize();
};
class HudGaugeSupport: public HudGauge
{
protected:
hud_frames background;
int Header_offsets[2];
int text_val_offset_y;
int text_dock_offset_x;
int text_dock_val_offset_x;
public:
HudGaugeSupport();
void initBitmaps(const char *fname);
void initHeaderOffsets(int x, int y);
void initTextValueOffsetY(int y);
void initTextDockOffsetX(int x);
void initTextDockValueOffsetX(int x);
void render(float frametime);
void pageIn();
};
class HudGaugeMultiMsg: public HudGauge
{
protected:
public:
HudGaugeMultiMsg();
bool canRender();
void render(float frametime);
};
class HudGaugeVoiceStatus: public HudGauge
{
protected:
public:
HudGaugeVoiceStatus();
void render(float frametime);
};
class HudGaugePing: public HudGauge
{
protected:
public:
HudGaugePing();
void render(float frametime);
};
class HudGaugeSupernova: public HudGauge
{
public:
HudGaugeSupernova();
void render(float frametime);
};
class HudGaugeFlightPath: public HudGauge
{
hud_frames Marker;
int Marker_half[2];
public:
HudGaugeFlightPath();
void initBitmap(const char *fname);
void initHalfSize(int w, int h);
void render(float frametime);
};
HudGauge* hud_get_gauge(const char* name);
extern SCP_vector<HudGauge*> default_hud_gauges;
extern flag_def_list Hud_gauge_types[];
extern int Num_hud_gauge_types;
#endif /* __HUD_H__ */
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