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- //---------------------------------------------------------------------------
- //
- // Appear.cpp -- File contains the Basic Game Appearance operator overrides
- //
- //---------------------------------------------------------------------------//
- // Copyright (C) Microsoft Corporation. All rights reserved. //
- //===========================================================================//
- //---------------------------------------------------------------------------
- // Include Files
- #ifndef APPEAR_H
- #include "appear.h"
- #endif
- #ifndef CAMERA_H
- #include "camera.h"
- #endif
- #ifndef APPRTYPE_H
- #include "apprtype.h"
- #endif
- #ifndef DBASEGUI_H
- #include "dbasegui.h"
- #endif
- #ifndef CELINE_H
- #include "celine.h"
- #endif
- #ifndef CEVFX_H
- #include "cevfx.h"
- #endif
- //#ifndef FONT_H
- //#include "Font.h"
- //#endif
- extern bool useFog;
- //---------------------------------------------------------------------------
- // class Appearance
- void * Appearance::operator new (size_t mySize)
- {
- void* result = NULL;
- if (AppearanceTypeList::appearanceHeap && AppearanceTypeList::appearanceHeap->heapReady())
- {
- result = AppearanceTypeList::appearanceHeap->Malloc(mySize);
- }
-
- return(result);
- }
- //---------------------------------------------------------------------------
- void Appearance::operator delete (void * us)
- {
- long result;
- if (AppearanceTypeList::appearanceHeap && AppearanceTypeList::appearanceHeap->heapReady())
- {
- result = AppearanceTypeList::appearanceHeap->Free(us);
- }
- }
- //---------------------------------------------------------------------------
- void Appearance::drawTextHelp (char *text, unsigned long color)
- {
- DWORD width, height;
- Stuff::Vector4D moveHere;
- moveHere = screenPos;
- gos_TextSetAttributes (gosFontHandle, 0, gosFontScale, false, true, false, false);
- gos_TextStringLength(&width,&height,text);
- moveHere.y = lowerRight.y + 10.0f;
- moveHere.x -= width / 2;
- moveHere.z = width;
- moveHere.w = height;
- globalFloatHelp->setFloatHelp(text,moveHere,color,SD_BLACK,1.0f,true,false,false,false);
- }
- void Appearance::drawTextHelp( char* text )
- {
- drawTextHelp( text, SD_GREEN );
- }
- void Appearance::drawPilotName(char *text, unsigned long color )
- {
- DWORD width, height;
- Stuff::Vector4D moveHere;
- moveHere = screenPos;
- gos_TextSetAttributes (gosFontHandle, 0, gosFontScale, false, true, false, false);
- gos_TextStringLength(&width,&height,text);
- moveHere.y = lowerRight.y + 10.0f + height;
- moveHere.x -= width / 2;
- moveHere.z = width;
- moveHere.w = height;
- globalFloatHelp->setFloatHelp(text,moveHere,color,SD_BLACK,1.0f,true,false,false,false);
- }
- //---------------------------------------------------------------------------
- void Appearance::drawSelectBox (DWORD color)
- {
- Stuff::Vector4D ul, br, pos1, pos2;
- float offsets;
- AppearanceType *appearType = getAppearanceType();
- if (appearType && appearType->typeBoundExists())
- {
- eye->projectZ(appearType->typeUpperLeft,ul);
- ul.z = HUD_DEPTH;
-
- eye->projectZ(appearType->typeLowerRight,br);
- br.z = HUD_DEPTH;
- }
- else
- {
- ul.x = upperLeft.x;
- ul.y = upperLeft.y;
- ul.z = HUD_DEPTH;
- br.x = lowerRight.x;
- br.y = lowerRight.y;
- br.z = HUD_DEPTH;
- }
- //-----------------------------------------------------
- // Must scale the magic numbers for select bracket
- offsets = 5.0f * eye->getScaleFactor();
- pos1.x = float(ul.x-offsets);
- pos1.y = float(ul.y-offsets);
- pos1.z = ul.z;
- pos2.x = float(ul.x-offsets);
- pos2.y = float(ul.y);
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = float(ul.x-offsets);
- pos1.y = float(ul.y-offsets);
- pos1.z = ul.z;
- pos2.x = float(ul.x);
- pos2.y = float(ul.y-offsets);
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = float(br.x+offsets);
- pos1.y = float(ul.y-offsets);
- pos1.z = ul.z;
- pos2.x = float(br.x+offsets);
- pos2.y = float(ul.y);
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = float(br.x+offsets);
- pos1.y = float(ul.y-offsets);
- pos1.z = ul.z;
- pos2.x = float(br.x);
- pos2.y = float(ul.y-offsets);
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = float(br.x+offsets);
- pos1.y = float(br.y+offsets);
- pos1.z = ul.z;
- pos2.x = float(br.x+offsets);
- pos2.y = float(br.y);
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = float(br.x+offsets);
- pos1.y = float(br.y+offsets);
- pos1.z = ul.z;
- pos2.x = float(br.x);
- pos2.y = float(br.y+offsets);
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = float(ul.x-offsets);
- pos1.y = float(br.y+offsets);
- pos1.z = ul.z;
- pos2.x = float(ul.x-offsets);
- pos2.y = float(br.y);
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = float(ul.x-offsets);
- pos1.y = float(br.y+offsets);
- pos1.z = ul.z;
- pos2.x = float(ul.x);
- pos2.y = float(br.y+offsets);
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
- }
-
- //---------------------------------------------------------------------------
- void Appearance::drawSelectBrackets (DWORD color)
- {
- float offsets = 5.0 * eye->getScaleFactor();
- Stuff::Vector4D pos1;
- Stuff::Vector4D pos2;
- Stuff::Vector4D ul, br;
- ul.x = upperLeft.x;
- ul.y = upperLeft.y;
- ul.z = HUD_DEPTH;
- br.x = lowerRight.x;
- br.y = lowerRight.y;
- br.z = HUD_DEPTH;
- pos1.x = ul.x;
- pos1.y = ul.y;
- pos1.z = ul.z;
- pos2.x = ul.x+offsets;
- pos2.y = ul.y;
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
- pos1.x = ul.x;
- pos1.y = ul.y;
- pos1.z = ul.z;
- pos2.x = ul.x;
- pos2.y = ul.y+offsets;
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = br.x;
- pos1.y = ul.y;
- pos1.z = ul.z;
- pos2.x = br.x;
- pos2.y = ul.y+offsets;
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = br.x;
- pos1.y = ul.y;
- pos1.z = ul.z;
- pos2.x = br.x-offsets;
- pos2.y = ul.y;
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
- pos1.x = ul.x;
- pos1.y = br.y;
- pos1.z = br.z;
- pos2.x = ul.x;
- pos2.y = br.y-offsets;
- pos2.z = br.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = ul.x;
- pos1.y = br.y;
- pos1.z = br.z;
- pos2.x = ul.x+offsets;
- pos2.y = br.y;
- pos2.z = br.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
-
- pos1.x = br.x;
- pos1.y = br.y;
- pos1.z = br.z;
- pos2.x = br.x;
- pos2.y = br.y-offsets;
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
-
- pos1.x = br.x;
- pos1.y = br.y;
- pos1.z = br.z;
- pos2.x = br.x-offsets;
- pos2.y = br.y;
- pos2.z = ul.z;
- pos2.w = pos1.w = 1.0f;
-
- {
- LineElement newElement(pos1,pos2,color,NULL,-1);
- newElement.draw();
- }
- }
-
- //-----------------------------------------------------------------------------
- void DrawBox(float l, float t, float r, float b)
- {
- Stuff::Vector4D p1, p2;
- p1.x = l;
- p1.y = t;
- p1.z = HUD_DEPTH;
- p1.w = 1.0;
- p2.x = r;
- p2.y = t;
- p2.z = HUD_DEPTH;
- p2.w = 1.0;
- {
- LineElement newElement(p1,p2,SD_BLACK,NULL,-1);
- newElement.draw();
- }
- p1.x = r;
- p1.y = t;
- p2.x = r;
- p2.y = b;
- {
- LineElement newElement(p1,p2,SD_BLACK,NULL,-1);
- newElement.draw();
- }
- p1.x = r;
- p1.y = b;
- p2.x = l;
- p2.y = b;
- {
- LineElement newElement(p1,p2,SD_BLACK,NULL,-1);
- newElement.draw();
- }
- p1.x = l;
- p1.y = t;
- p2.x = l;
- p2.y = b;
- {
- LineElement newElement(p1,p2,SD_BLACK,NULL,-1);
- newElement.draw();
- }
- }
- void Appearance::drawIcon( unsigned long bmpHandle, unsigned long bmpWidth,
- unsigned long bmpHeight, unsigned long color,
- unsigned long where )
- {
- // ignoring where for now
- float offset = 8.0 * eye->getScaleFactor();
- float trueHeight = HEIGHT * eye->getScaleFactor();
- float Y = upperLeft.y - offset - trueHeight - 2 * bmpHeight;
- float X = (upperLeft.x + lowerRight.x)/2.f - bmpWidth/2.f;
- gos_VERTEX v[4];
- for ( int i = 0; i < 4; i ++ )
- {
- v[i].argb = color;
- v[i].frgb = 0;
- v[i].z = 0.f;
- v[i].rhw = .5f;
- v[i].x = X;
- v[i].y = Y;
- v[i].u = .25; // might want to pass these in too....
- v[i].v = 0.f;
- }
- v[2].x = v[3].x = X + bmpWidth;
- v[1].y = v[2].y = Y + bmpHeight;
- v[2].u = v[3].u = 9.f/16.f;
- v[1].v = v[2].v = 5.f/16.f;
- gos_VERTEX v1[3];
- v1[0] = v[0];
- v1[1] = v[2];
- v1[2] = v[3];
- mcTextureManager->addVertices(bmpHandle,v,MC2_ISHUDLMNT);
- mcTextureManager->addVertices(bmpHandle,v1,MC2_ISHUDLMNT);
- }
-
- //---------------------------------------------------------------------------
- void Appearance::drawBars (void)
- {
- //-----------------------------------------
- // Change to GOS DrawQuad code for HWare!!
- float offset = 8.0 * eye->getScaleFactor(); //Remember, EVEN numbers!!!
- float trueWidth = WIDTH * eye->getScaleFactor() * 2;
- float trueHeight = HEIGHT * eye->getScaleFactor();
- float topY = upperLeft.y - offset - trueHeight;
- float leftX = floor((upperLeft.x + lowerRight.x)/2.f - trueWidth / 2);
-
- DWORD color;
-
- if (barStatus > 1.0f)
- barStatus = 1.0f;
- if (!barColor)
- {
- if (barStatus >= 0.5)
- color = SB_GREEN;
- else if (barStatus > 0.2)
- color = SB_YELLOW;
- else if ( barStatus )
- color = SB_RED;
- else
- color = 0;
- }
- else
- color = barColor;
-
- float barLength = trueWidth * barStatus;
- gos_VERTEX vertices[4];
-
- vertices[0].x = leftX - 1.0;
- vertices[0].y = topY - 1.0;
- vertices[0].z = HUD_DEPTH;
- vertices[0].rhw = 0.5;
- vertices[0].u = 0.0;
- vertices[0].v = 0.0;
- vertices[0].argb = color | 0xff000000; //Factor out the alpha color!!
- vertices[0].frgb = 0x00000000;
-
- vertices[1].x = leftX + barLength + 1.0;
- vertices[1].y = topY - 1.0;
- vertices[1].z = HUD_DEPTH;
- vertices[1].rhw = 0.5;
- vertices[1].u = 0.0;
- vertices[1].v = 0.0;
- vertices[1].argb = color | 0xff000000; //Factor out the alpha color!!
- vertices[1].frgb = 0x00000000;
-
- vertices[2].x = leftX + barLength + 1.0;
- vertices[2].y = topY + trueHeight + 1.0;
- vertices[2].z = HUD_DEPTH;
- vertices[2].rhw = 0.5;
- vertices[2].u = 0.0;
- vertices[2].v = 0.0;
- vertices[2].argb = color | 0xff000000; //Factor out the alpha color!!
- vertices[2].frgb = 0x00000000;
-
- vertices[3].x = leftX - 1.0;
- vertices[3].y = topY + trueHeight + 1.0;
- vertices[3].z = HUD_DEPTH;
- vertices[3].rhw = 0.5;
- vertices[3].u = 0.0;
- vertices[3].v = 0.0;
- vertices[3].argb = color | 0xff000000; //Factor out the alpha color!!
- vertices[3].frgb = 0x00000000;
-
- PolygonQuadElement newElement;
- newElement.init(vertices);
- gos_SetRenderState( gos_State_Fog, 0);
- newElement.draw();
-
- DrawBox(vertices[0].x,vertices[0].y,(leftX + trueWidth + 1.0),vertices[2].y);
- DWORD fogColor = eye->fogColor;
- //-----------------------------------------------------
- // FOG time. Set Render state to FOG on!
- if (useFog)
- {
- gos_SetRenderState( gos_State_Fog, (int)&fogColor);
- }
- }
- //---------------------------------------------------------------------------
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