Appear.cpp 12 KB

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  1. //---------------------------------------------------------------------------
  2. //
  3. // Appear.cpp -- File contains the Basic Game Appearance operator overrides
  4. //
  5. //---------------------------------------------------------------------------//
  6. // Copyright (C) Microsoft Corporation. All rights reserved. //
  7. //===========================================================================//
  8. //---------------------------------------------------------------------------
  9. // Include Files
  10. #ifndef APPEAR_H
  11. #include "appear.h"
  12. #endif
  13. #ifndef CAMERA_H
  14. #include "camera.h"
  15. #endif
  16. #ifndef APPRTYPE_H
  17. #include "apprtype.h"
  18. #endif
  19. #ifndef DBASEGUI_H
  20. #include "dbasegui.h"
  21. #endif
  22. #ifndef CELINE_H
  23. #include "celine.h"
  24. #endif
  25. #ifndef CEVFX_H
  26. #include "cevfx.h"
  27. #endif
  28. //#ifndef FONT_H
  29. //#include "Font.h"
  30. //#endif
  31. extern bool useFog;
  32. //---------------------------------------------------------------------------
  33. // class Appearance
  34. void * Appearance::operator new (size_t mySize)
  35. {
  36. void* result = NULL;
  37. if (AppearanceTypeList::appearanceHeap && AppearanceTypeList::appearanceHeap->heapReady())
  38. {
  39. result = AppearanceTypeList::appearanceHeap->Malloc(mySize);
  40. }
  41. return(result);
  42. }
  43. //---------------------------------------------------------------------------
  44. void Appearance::operator delete (void * us)
  45. {
  46. long result;
  47. if (AppearanceTypeList::appearanceHeap && AppearanceTypeList::appearanceHeap->heapReady())
  48. {
  49. result = AppearanceTypeList::appearanceHeap->Free(us);
  50. }
  51. }
  52. //---------------------------------------------------------------------------
  53. void Appearance::drawTextHelp (char *text, unsigned long color)
  54. {
  55. DWORD width, height;
  56. Stuff::Vector4D moveHere;
  57. moveHere = screenPos;
  58. gos_TextSetAttributes (gosFontHandle, 0, gosFontScale, false, true, false, false);
  59. gos_TextStringLength(&width,&height,text);
  60. moveHere.y = lowerRight.y + 10.0f;
  61. moveHere.x -= width / 2;
  62. moveHere.z = width;
  63. moveHere.w = height;
  64. globalFloatHelp->setFloatHelp(text,moveHere,color,SD_BLACK,1.0f,true,false,false,false);
  65. }
  66. void Appearance::drawTextHelp( char* text )
  67. {
  68. drawTextHelp( text, SD_GREEN );
  69. }
  70. void Appearance::drawPilotName(char *text, unsigned long color )
  71. {
  72. DWORD width, height;
  73. Stuff::Vector4D moveHere;
  74. moveHere = screenPos;
  75. gos_TextSetAttributes (gosFontHandle, 0, gosFontScale, false, true, false, false);
  76. gos_TextStringLength(&width,&height,text);
  77. moveHere.y = lowerRight.y + 10.0f + height;
  78. moveHere.x -= width / 2;
  79. moveHere.z = width;
  80. moveHere.w = height;
  81. globalFloatHelp->setFloatHelp(text,moveHere,color,SD_BLACK,1.0f,true,false,false,false);
  82. }
  83. //---------------------------------------------------------------------------
  84. void Appearance::drawSelectBox (DWORD color)
  85. {
  86. Stuff::Vector4D ul, br, pos1, pos2;
  87. float offsets;
  88. AppearanceType *appearType = getAppearanceType();
  89. if (appearType && appearType->typeBoundExists())
  90. {
  91. eye->projectZ(appearType->typeUpperLeft,ul);
  92. ul.z = HUD_DEPTH;
  93. eye->projectZ(appearType->typeLowerRight,br);
  94. br.z = HUD_DEPTH;
  95. }
  96. else
  97. {
  98. ul.x = upperLeft.x;
  99. ul.y = upperLeft.y;
  100. ul.z = HUD_DEPTH;
  101. br.x = lowerRight.x;
  102. br.y = lowerRight.y;
  103. br.z = HUD_DEPTH;
  104. }
  105. //-----------------------------------------------------
  106. // Must scale the magic numbers for select bracket
  107. offsets = 5.0f * eye->getScaleFactor();
  108. pos1.x = float(ul.x-offsets);
  109. pos1.y = float(ul.y-offsets);
  110. pos1.z = ul.z;
  111. pos2.x = float(ul.x-offsets);
  112. pos2.y = float(ul.y);
  113. pos2.z = ul.z;
  114. pos2.w = pos1.w = 1.0f;
  115. {
  116. LineElement newElement(pos1,pos2,color,NULL,-1);
  117. newElement.draw();
  118. }
  119. pos1.x = float(ul.x-offsets);
  120. pos1.y = float(ul.y-offsets);
  121. pos1.z = ul.z;
  122. pos2.x = float(ul.x);
  123. pos2.y = float(ul.y-offsets);
  124. pos2.z = ul.z;
  125. pos2.w = pos1.w = 1.0f;
  126. {
  127. LineElement newElement(pos1,pos2,color,NULL,-1);
  128. newElement.draw();
  129. }
  130. pos1.x = float(br.x+offsets);
  131. pos1.y = float(ul.y-offsets);
  132. pos1.z = ul.z;
  133. pos2.x = float(br.x+offsets);
  134. pos2.y = float(ul.y);
  135. pos2.z = ul.z;
  136. pos2.w = pos1.w = 1.0f;
  137. {
  138. LineElement newElement(pos1,pos2,color,NULL,-1);
  139. newElement.draw();
  140. }
  141. pos1.x = float(br.x+offsets);
  142. pos1.y = float(ul.y-offsets);
  143. pos1.z = ul.z;
  144. pos2.x = float(br.x);
  145. pos2.y = float(ul.y-offsets);
  146. pos2.z = ul.z;
  147. pos2.w = pos1.w = 1.0f;
  148. {
  149. LineElement newElement(pos1,pos2,color,NULL,-1);
  150. newElement.draw();
  151. }
  152. pos1.x = float(br.x+offsets);
  153. pos1.y = float(br.y+offsets);
  154. pos1.z = ul.z;
  155. pos2.x = float(br.x+offsets);
  156. pos2.y = float(br.y);
  157. pos2.z = ul.z;
  158. pos2.w = pos1.w = 1.0f;
  159. {
  160. LineElement newElement(pos1,pos2,color,NULL,-1);
  161. newElement.draw();
  162. }
  163. pos1.x = float(br.x+offsets);
  164. pos1.y = float(br.y+offsets);
  165. pos1.z = ul.z;
  166. pos2.x = float(br.x);
  167. pos2.y = float(br.y+offsets);
  168. pos2.z = ul.z;
  169. pos2.w = pos1.w = 1.0f;
  170. {
  171. LineElement newElement(pos1,pos2,color,NULL,-1);
  172. newElement.draw();
  173. }
  174. pos1.x = float(ul.x-offsets);
  175. pos1.y = float(br.y+offsets);
  176. pos1.z = ul.z;
  177. pos2.x = float(ul.x-offsets);
  178. pos2.y = float(br.y);
  179. pos2.z = ul.z;
  180. pos2.w = pos1.w = 1.0f;
  181. {
  182. LineElement newElement(pos1,pos2,color,NULL,-1);
  183. newElement.draw();
  184. }
  185. pos1.x = float(ul.x-offsets);
  186. pos1.y = float(br.y+offsets);
  187. pos1.z = ul.z;
  188. pos2.x = float(ul.x);
  189. pos2.y = float(br.y+offsets);
  190. pos2.z = ul.z;
  191. pos2.w = pos1.w = 1.0f;
  192. {
  193. LineElement newElement(pos1,pos2,color,NULL,-1);
  194. newElement.draw();
  195. }
  196. }
  197. //---------------------------------------------------------------------------
  198. void Appearance::drawSelectBrackets (DWORD color)
  199. {
  200. float offsets = 5.0 * eye->getScaleFactor();
  201. Stuff::Vector4D pos1;
  202. Stuff::Vector4D pos2;
  203. Stuff::Vector4D ul, br;
  204. ul.x = upperLeft.x;
  205. ul.y = upperLeft.y;
  206. ul.z = HUD_DEPTH;
  207. br.x = lowerRight.x;
  208. br.y = lowerRight.y;
  209. br.z = HUD_DEPTH;
  210. pos1.x = ul.x;
  211. pos1.y = ul.y;
  212. pos1.z = ul.z;
  213. pos2.x = ul.x+offsets;
  214. pos2.y = ul.y;
  215. pos2.z = ul.z;
  216. pos2.w = pos1.w = 1.0f;
  217. {
  218. LineElement newElement(pos1,pos2,color,NULL,-1);
  219. newElement.draw();
  220. }
  221. pos1.x = ul.x;
  222. pos1.y = ul.y;
  223. pos1.z = ul.z;
  224. pos2.x = ul.x;
  225. pos2.y = ul.y+offsets;
  226. pos2.z = ul.z;
  227. pos2.w = pos1.w = 1.0f;
  228. {
  229. LineElement newElement(pos1,pos2,color,NULL,-1);
  230. newElement.draw();
  231. }
  232. pos1.x = br.x;
  233. pos1.y = ul.y;
  234. pos1.z = ul.z;
  235. pos2.x = br.x;
  236. pos2.y = ul.y+offsets;
  237. pos2.z = ul.z;
  238. pos2.w = pos1.w = 1.0f;
  239. {
  240. LineElement newElement(pos1,pos2,color,NULL,-1);
  241. newElement.draw();
  242. }
  243. pos1.x = br.x;
  244. pos1.y = ul.y;
  245. pos1.z = ul.z;
  246. pos2.x = br.x-offsets;
  247. pos2.y = ul.y;
  248. pos2.z = ul.z;
  249. pos2.w = pos1.w = 1.0f;
  250. {
  251. LineElement newElement(pos1,pos2,color,NULL,-1);
  252. newElement.draw();
  253. }
  254. pos1.x = ul.x;
  255. pos1.y = br.y;
  256. pos1.z = br.z;
  257. pos2.x = ul.x;
  258. pos2.y = br.y-offsets;
  259. pos2.z = br.z;
  260. pos2.w = pos1.w = 1.0f;
  261. {
  262. LineElement newElement(pos1,pos2,color,NULL,-1);
  263. newElement.draw();
  264. }
  265. pos1.x = ul.x;
  266. pos1.y = br.y;
  267. pos1.z = br.z;
  268. pos2.x = ul.x+offsets;
  269. pos2.y = br.y;
  270. pos2.z = br.z;
  271. pos2.w = pos1.w = 1.0f;
  272. {
  273. LineElement newElement(pos1,pos2,color,NULL,-1);
  274. newElement.draw();
  275. }
  276. pos1.x = br.x;
  277. pos1.y = br.y;
  278. pos1.z = br.z;
  279. pos2.x = br.x;
  280. pos2.y = br.y-offsets;
  281. pos2.z = ul.z;
  282. pos2.w = pos1.w = 1.0f;
  283. {
  284. LineElement newElement(pos1,pos2,color,NULL,-1);
  285. newElement.draw();
  286. }
  287. pos1.x = br.x;
  288. pos1.y = br.y;
  289. pos1.z = br.z;
  290. pos2.x = br.x-offsets;
  291. pos2.y = br.y;
  292. pos2.z = ul.z;
  293. pos2.w = pos1.w = 1.0f;
  294. {
  295. LineElement newElement(pos1,pos2,color,NULL,-1);
  296. newElement.draw();
  297. }
  298. }
  299. //-----------------------------------------------------------------------------
  300. void DrawBox(float l, float t, float r, float b)
  301. {
  302. Stuff::Vector4D p1, p2;
  303. p1.x = l;
  304. p1.y = t;
  305. p1.z = HUD_DEPTH;
  306. p1.w = 1.0;
  307. p2.x = r;
  308. p2.y = t;
  309. p2.z = HUD_DEPTH;
  310. p2.w = 1.0;
  311. {
  312. LineElement newElement(p1,p2,SD_BLACK,NULL,-1);
  313. newElement.draw();
  314. }
  315. p1.x = r;
  316. p1.y = t;
  317. p2.x = r;
  318. p2.y = b;
  319. {
  320. LineElement newElement(p1,p2,SD_BLACK,NULL,-1);
  321. newElement.draw();
  322. }
  323. p1.x = r;
  324. p1.y = b;
  325. p2.x = l;
  326. p2.y = b;
  327. {
  328. LineElement newElement(p1,p2,SD_BLACK,NULL,-1);
  329. newElement.draw();
  330. }
  331. p1.x = l;
  332. p1.y = t;
  333. p2.x = l;
  334. p2.y = b;
  335. {
  336. LineElement newElement(p1,p2,SD_BLACK,NULL,-1);
  337. newElement.draw();
  338. }
  339. }
  340. void Appearance::drawIcon( unsigned long bmpHandle, unsigned long bmpWidth,
  341. unsigned long bmpHeight, unsigned long color,
  342. unsigned long where )
  343. {
  344. // ignoring where for now
  345. float offset = 8.0 * eye->getScaleFactor();
  346. float trueHeight = HEIGHT * eye->getScaleFactor();
  347. float Y = upperLeft.y - offset - trueHeight - 2 * bmpHeight;
  348. float X = (upperLeft.x + lowerRight.x)/2.f - bmpWidth/2.f;
  349. gos_VERTEX v[4];
  350. for ( int i = 0; i < 4; i ++ )
  351. {
  352. v[i].argb = color;
  353. v[i].frgb = 0;
  354. v[i].z = 0.f;
  355. v[i].rhw = .5f;
  356. v[i].x = X;
  357. v[i].y = Y;
  358. v[i].u = .25; // might want to pass these in too....
  359. v[i].v = 0.f;
  360. }
  361. v[2].x = v[3].x = X + bmpWidth;
  362. v[1].y = v[2].y = Y + bmpHeight;
  363. v[2].u = v[3].u = 9.f/16.f;
  364. v[1].v = v[2].v = 5.f/16.f;
  365. gos_VERTEX v1[3];
  366. v1[0] = v[0];
  367. v1[1] = v[2];
  368. v1[2] = v[3];
  369. mcTextureManager->addVertices(bmpHandle,v,MC2_ISHUDLMNT);
  370. mcTextureManager->addVertices(bmpHandle,v1,MC2_ISHUDLMNT);
  371. }
  372. //---------------------------------------------------------------------------
  373. void Appearance::drawBars (void)
  374. {
  375. //-----------------------------------------
  376. // Change to GOS DrawQuad code for HWare!!
  377. float offset = 8.0 * eye->getScaleFactor(); //Remember, EVEN numbers!!!
  378. float trueWidth = WIDTH * eye->getScaleFactor() * 2;
  379. float trueHeight = HEIGHT * eye->getScaleFactor();
  380. float topY = upperLeft.y - offset - trueHeight;
  381. float leftX = floor((upperLeft.x + lowerRight.x)/2.f - trueWidth / 2);
  382. DWORD color;
  383. if (barStatus > 1.0f)
  384. barStatus = 1.0f;
  385. if (!barColor)
  386. {
  387. if (barStatus >= 0.5)
  388. color = SB_GREEN;
  389. else if (barStatus > 0.2)
  390. color = SB_YELLOW;
  391. else if ( barStatus )
  392. color = SB_RED;
  393. else
  394. color = 0;
  395. }
  396. else
  397. color = barColor;
  398. float barLength = trueWidth * barStatus;
  399. gos_VERTEX vertices[4];
  400. vertices[0].x = leftX - 1.0;
  401. vertices[0].y = topY - 1.0;
  402. vertices[0].z = HUD_DEPTH;
  403. vertices[0].rhw = 0.5;
  404. vertices[0].u = 0.0;
  405. vertices[0].v = 0.0;
  406. vertices[0].argb = color | 0xff000000; //Factor out the alpha color!!
  407. vertices[0].frgb = 0x00000000;
  408. vertices[1].x = leftX + barLength + 1.0;
  409. vertices[1].y = topY - 1.0;
  410. vertices[1].z = HUD_DEPTH;
  411. vertices[1].rhw = 0.5;
  412. vertices[1].u = 0.0;
  413. vertices[1].v = 0.0;
  414. vertices[1].argb = color | 0xff000000; //Factor out the alpha color!!
  415. vertices[1].frgb = 0x00000000;
  416. vertices[2].x = leftX + barLength + 1.0;
  417. vertices[2].y = topY + trueHeight + 1.0;
  418. vertices[2].z = HUD_DEPTH;
  419. vertices[2].rhw = 0.5;
  420. vertices[2].u = 0.0;
  421. vertices[2].v = 0.0;
  422. vertices[2].argb = color | 0xff000000; //Factor out the alpha color!!
  423. vertices[2].frgb = 0x00000000;
  424. vertices[3].x = leftX - 1.0;
  425. vertices[3].y = topY + trueHeight + 1.0;
  426. vertices[3].z = HUD_DEPTH;
  427. vertices[3].rhw = 0.5;
  428. vertices[3].u = 0.0;
  429. vertices[3].v = 0.0;
  430. vertices[3].argb = color | 0xff000000; //Factor out the alpha color!!
  431. vertices[3].frgb = 0x00000000;
  432. PolygonQuadElement newElement;
  433. newElement.init(vertices);
  434. gos_SetRenderState( gos_State_Fog, 0);
  435. newElement.draw();
  436. DrawBox(vertices[0].x,vertices[0].y,(leftX + trueWidth + 1.0),vertices[2].y);
  437. DWORD fogColor = eye->fogColor;
  438. //-----------------------------------------------------
  439. // FOG time. Set Render state to FOG on!
  440. if (useFog)
  441. {
  442. gos_SetRenderState( gos_State_Fog, (int)&fogColor);
  443. }
  444. }
  445. //---------------------------------------------------------------------------