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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: W3DControlBar.cpp ////////////////////////////////////////////////////////////////////////
- // Author: Colin Day
- // Desc: Control bar callbacks
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "Common/GlobalData.h"
- #include "Common/Radar.h"
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "GameClient/GameWindow.h"
- #include "W3DDevice/GameClient/W3DGameWindow.h"
- #include "GameClient/InGameUI.h"
- #include "GameClient/Display.h"
- #include "GameClient/ControlBar.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/ControlBarScheme.h"
- #include "GameClient/MapUtil.h"
- #include "GameLogic/GameLogic.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- void W3DCameoMovieDraw( GameWindow *window, WinInstanceData *instData )
- {
- // draw video buffer
- VideoBuffer *video = TheInGameUI->cameoVideoBuffer();
- if ( video )
- {
- ICoord2D pos, size;
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
- TheDisplay->drawVideoBuffer( video, pos.x, pos.y, pos.x + size.x, pos.y + size.y );
- }
- } // end W3DLeftHUDDraw
- //-------------------------------------------------------------------------------------------------
- void W3DLeftHUDDraw( GameWindow *window, WinInstanceData *instData )
- {
- // draw the default stuff
- //
- Player *player = ThePlayerList->getLocalPlayer();
- // draw video buffer
- VideoBuffer *video = TheInGameUI->videoBuffer();
- if ( video )
- {
- ICoord2D pos, size;
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
- TheDisplay->drawVideoBuffer( video, pos.x, pos.y, pos.x + size.x, pos.y + size.y );
- }
- else if( TheRadar->isRadarForced() || ( TheRadar->isRadarHidden() == false && player->hasRadar() ) )
- {
- ICoord2D pos, size;
- //W3DGameWinDefaultDraw( window, instData );
- // window position and size on the display
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
- //TheDisplay->drawOpenRect(pos.x, pos.y, size.x,size.y, 1,GameMakeColor(100,100,255,255));
- // draw the radar on the screen now
- TheRadar->draw( pos.x + 1, pos.y + 1, size.x - 2, size.y - 2 );
- } // end else if
- } // end W3DLeftHUDDraw
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void W3DRightHUDDraw( GameWindow *window, WinInstanceData *instData )
- {
- // draw the default stuff
- if( BitTest(window->winGetStatus(), WIN_STATUS_IMAGE ))
- W3DGameWinDefaultDraw( window, instData );
-
- } // end W3DRightHUDDraw
- Real logN(Real value, Real logBase)
- {
- return (Real)log10(value)/ log10(logBase);
- }
- //-------------------------------------------------------------------------------------------------
- /** Temporary power meter drawing ... there are some problems with this meter, that is
- * what to do when the player doesn't have power, builds a building before a power plant
- * etc, but I don't want to spend time on this since it's not a task right now and I'm
- * sure it will be in the future. This is just down and dirty to see SOMETHING (CD) */
- //-------------------------------------------------------------------------------------------------
- void W3DPowerDraw( GameWindow *window, WinInstanceData *instData )
- {
- //static const Image *endBarYellow = TheMappedImageCollection->findImageByName("PowerBarYellowEndR");
- //static const Image *beginBarYellow = TheMappedImageCollection->findImageByName("PowerBarYellowEndL");
- static const Image *centerBarYellow = TheMappedImageCollection->findImageByName("PowerPointY");
- //static const Image *endBarRed = TheMappedImageCollection->findImageByName("PowerBarRedEndR");
- //static const Image *beginBarRed = TheMappedImageCollection->findImageByName("PowerBarRedEndL");
- static const Image *centerBarRed = TheMappedImageCollection->findImageByName("PowerPointR");
- //static const Image *endBarGreen = TheMappedImageCollection->findImageByName("PowerBarGreenEndR");
- //static const Image *beginBarGreen = TheMappedImageCollection->findImageByName("PowerBarGreenEndL");
- static const Image *centerBarGreen = TheMappedImageCollection->findImageByName("PowerPointG");
- //const Image *endBar = NULL;
- //const Image *beginBar = NULL;
- const Image *centerBar = NULL;
- static const Image *slider = TheMappedImageCollection->findImageByName("PowerBarSlider");
- Player *player = NULL;
- if(TheControlBar->isObserverControlBarOn())
- {
- player = TheControlBar->getObserverLookAtPlayer();
- }
- else
- player = ThePlayerList->getLocalPlayer();
-
- if(!player || !TheGlobalData)
- return;
- Energy *energy = player->getEnergy();
- if( energy == NULL )
- return;
- Int consumption = energy->getConsumption();
- Int production = energy->getProduction();
- ICoord2D pos, size;
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
- static Real pixelsPerInterval = size.x / TheGlobalData->m_powerBarIntervals;
- Int delta = TheGlobalData->m_powerBarYellowRange;
-
- if((consumption > energy->getProduction() - delta) && (consumption <= energy->getProduction()))
- {
- // 6 and 1 is Green, 6 and 2 is yellow, 6 and 6 is yellow
- //endBar = endBarYellow;
- //beginBar = beginBarYellow;
- centerBar = centerBarYellow;
- }
- else if( consumption > production)
- {
- // endBar = endBarRed;
- // beginBar = beginBarRed;
- centerBar = centerBarRed;
- }
- else
- {
- // endBar = endBarGreen;
- // beginBar = beginBarGreen;
- centerBar = centerBarGreen;
- }
- //slider = TheMappedImageCollection->findImageByName("PowerBarSlider");
- if( !slider || !centerBar)
- return;
- Int range;
- range = logN(production, TheGlobalData->m_powerBarBase) * (size.x / TheGlobalData->m_powerBarIntervals);
- if(range >= size.x)
- range = size.x;
- // if(range < endBar->getImageWidth() + beginBar->getImageWidth())
- // range = endBar->getImageWidth() + beginBar->getImageWidth();
- // // get image sizes for the ends
- // ICoord2D leftSize, rightSize, start, end;
- // leftSize.x = beginBar->getImageWidth();
- // leftSize.y = beginBar->getImageHeight();
- // rightSize.x = endBar->getImageWidth();
- // rightSize.y = endBar->getImageHeight();
- //
- // // get two key points used in the end drawing
- // ICoord2D leftEnd, rightStart;
- // leftEnd.x = pos.x + leftSize.x;
- // leftEnd.y = pos.y + size.y;
- // rightStart.x = pos.x + range - rightSize.x;
- // rightStart.y = pos.y;
- // draw the center repeating bar
- Int centerWidth, pieces;
- // get width we have to draw our repeating center in
- centerWidth = range; //rightStart.x - leftEnd.x;
-
- if( centerWidth > 0)
- {
-
- // how many whole repeating pieces will fit in that width
- pieces = centerWidth / centerBar->getImageWidth();
- ICoord2D start, end;
- // draw the pieces
- start.x = pos.x;
- start.y = pos.y;
- end.y = start.y + size.y;// + yOffset;
- for( Int i = 0; i < pieces; i++ )
- {
- end.x = start.x + centerBar->getImageWidth();
- TheWindowManager->winDrawImage( centerBar,
- start.x, start.y,
- end.x, end.y );
- start.x += centerBar->getImageWidth();
- } // end for i
- // we will draw the image but clip the parts we don't want to show
- IRegion2D reg;
- reg.lo.x = start.x;
- reg.lo.y = start.y;
- reg.hi.x = pos.x + size.x;//rightStart.x;
- reg.hi.y = pos.y + size.y;
- centerWidth = pos.x +size.x - start.x;
- if( centerWidth > 0)
- {
- TheDisplay->setClipRegion(®);
- end.x = start.x + centerBar->getImageWidth();
- TheWindowManager->winDrawImage( centerBar,
- start.x, start.y,
- end.x, end.y );
- TheDisplay->enableClipping(FALSE);
- }
- // // draw left end
- // start.x = pos.x;
- // start.y = pos.y;
- // end = leftEnd;
- // TheWindowManager->winDrawImage(beginBar, start.x, start.y, end.x, end.y);
- //
- // // draw right end
- // start = rightStart;
- // end.x = start.x + rightSize.x;
- // end.y = start.y + size.y;
- // TheWindowManager->winDrawImage(endBar, start.x, start.y, end.x, end.y);
- }
- Int posXstart;
- Int posXend;
- Real consumptionForNeedle = (consumption == 1) ? 1.5f : INT_TO_REAL(consumption);//Log(1) == 0, but we need to show something for 1 power used.
- range = logN(consumptionForNeedle, TheGlobalData->m_powerBarBase) * (size.x / TheGlobalData->m_powerBarIntervals);
- if(centerWidth <= 0 && range <= 0)
- return;
- if(range >= size.x)
- {
- posXstart = pos.x + size.x - slider->getImageWidth();
- posXend = pos.x + size.x;
- }
- else
- {
- posXstart = pos.x + range - slider->getImageWidth()/2;
- posXend = pos.x + range + slider->getImageWidth()/2;
- }
- if(posXstart <=pos.x)
- {
- posXstart = pos.x;
- posXend = pos.x + slider->getImageWidth();
- }
- TheWindowManager->winDrawImage(slider, posXstart, pos.y + size.y - slider->getImageHeight(), posXend, pos.y + size.y);
- }
- void W3DPowerDrawA( GameWindow *window, WinInstanceData *instData )
- {
- static const Image *endBarYellow = TheMappedImageCollection->findImageByName("PowerBarYellowEndR");
- static const Image *beginBarYellow = TheMappedImageCollection->findImageByName("PowerBarYellowEndL");
- static const Image *centerBarYellow = TheMappedImageCollection->findImageByName("PowerBarYellow");
- static const Image *endBarRed = TheMappedImageCollection->findImageByName("PowerBarRedEndR");
- static const Image *beginBarRed = TheMappedImageCollection->findImageByName("PowerBarRedEndL");
- static const Image *centerBarRed = TheMappedImageCollection->findImageByName("PowerBarRed");
- static const Image *endBarGreen = TheMappedImageCollection->findImageByName("PowerBarGreenEndR");
- static const Image *beginBarGreen = TheMappedImageCollection->findImageByName("PowerBarGreenEndL");
- static const Image *centerBarGreen = TheMappedImageCollection->findImageByName("PowerBarGreen");
- const Image *endBar = NULL;
- const Image *beginBar = NULL;
- const Image *centerBar = NULL;
- static const Image *slider = TheMappedImageCollection->findImageByName("PowerBarSlider");
- Player *player = NULL;
- if(TheControlBar->isObserverControlBarOn())
- {
- player = TheControlBar->getObserverLookAtPlayer();
- }
- else
- player = ThePlayerList->getLocalPlayer();
-
- if(!player || !TheGlobalData)
- return;
- Energy *energy = player->getEnergy();
- if( energy == NULL )
- return;
- Int consumption = energy->getConsumption();
- Int production = energy->getProduction();
- ICoord2D pos, size;
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
- static Real pixelsPerInterval = size.x / TheGlobalData->m_powerBarIntervals;
- Int delta = TheGlobalData->m_powerBarYellowRange;
-
- if((consumption > energy->getProduction() - delta) && (consumption <= energy->getProduction()))
- {
- // 6 and 1 is Green, 6 and 2 is yellow, 6 and 6 is yellow
- endBar = endBarYellow;
- beginBar = beginBarYellow;
- centerBar = centerBarYellow;
- }
- else if( consumption > production)
- {
- endBar = endBarRed;
- beginBar = beginBarRed;
- centerBar = centerBarRed;
- }
- else
- {
- endBar = endBarGreen;
- beginBar = beginBarGreen;
- centerBar = centerBarGreen;
- }
- //slider = TheMappedImageCollection->findImageByName("PowerBarSlider");
- if( !slider || !endBar || !beginBar || !centerBar)
- return;
- Int range;
- range = logN(production, TheGlobalData->m_powerBarBase) * (size.x / TheGlobalData->m_powerBarIntervals);
- if(range >= size.x)
- range = size.x;
- if(range < endBar->getImageWidth() + beginBar->getImageWidth())
- range = endBar->getImageWidth() + beginBar->getImageWidth();
- // get image sizes for the ends
- ICoord2D leftSize, rightSize, start, end;
- leftSize.x = beginBar->getImageWidth();
- leftSize.y = beginBar->getImageHeight();
- rightSize.x = endBar->getImageWidth();
- rightSize.y = endBar->getImageHeight();
- // get two key points used in the end drawing
- ICoord2D leftEnd, rightStart;
- leftEnd.x = pos.x + leftSize.x;
- leftEnd.y = pos.y + size.y;
- rightStart.x = pos.x + range - rightSize.x;
- rightStart.y = pos.y;
- // draw the center repeating bar
- Int centerWidth, pieces;
- // get width we have to draw our repeating center in
- centerWidth = rightStart.x - leftEnd.x;
-
- if( centerWidth <= 0)
- {
- // draw left end
- start.x = pos.x;
- start.y = pos.y;
- end.y = leftEnd.y;
- end.x = pos.x + range/2;
- TheWindowManager->winDrawImage(beginBar, start.x, start.y, end.x, end.y);
- // draw right end
- start.y = rightStart.y;
- start.x = end.x;
- end.x = pos.x + range;
- end.y = start.y + size.y;
- TheWindowManager->winDrawImage(endBar, start.x, start.y, end.x, end.y);
- }
- else
- {
-
- // how many whole repeating pieces will fit in that width
- pieces = centerWidth / centerBar->getImageWidth();
- // draw the pieces
- start.x = leftEnd.x;
- start.y = pos.y;
- end.y = start.y + size.y; //centerImage->getImageHeight() + yOffset;
- for( Int i = 0; i < pieces; i++ )
- {
- end.x = start.x + centerBar->getImageWidth();
- TheWindowManager->winDrawImage( centerBar,
- start.x, start.y,
- end.x, end.y );
- start.x += centerBar->getImageWidth();
- } // end for i
- // we will draw the image but clip the parts we don't want to show
- IRegion2D reg;
- reg.lo.x = start.x;
- reg.lo.y = start.y;
- reg.hi.x = rightStart.x;
- reg.hi.y = end.y;
- centerWidth = rightStart.x - start.x;
- if( centerWidth > 0)
- {
- TheDisplay->setClipRegion(®);
- end.x = start.x + centerBar->getImageWidth();
- TheWindowManager->winDrawImage( centerBar,
- start.x, start.y,
- end.x, end.y );
- TheDisplay->enableClipping(FALSE);
- }
- // draw left end
- start.x = pos.x;
- start.y = pos.y;
- end = leftEnd;
- TheWindowManager->winDrawImage(beginBar, start.x, start.y, end.x, end.y);
- // draw right end
- start = rightStart;
- end.x = start.x + rightSize.x;
- end.y = start.y + size.y;
- TheWindowManager->winDrawImage(endBar, start.x, start.y, end.x, end.y);
- }
- Int posXstart;
- Int posXend;
- Real consumptionForNeedle = (consumption == 1) ? 1.5f : INT_TO_REAL(consumption);//Log(1) == 0, but we need to show something for 1 power used.
- range = logN(consumptionForNeedle, TheGlobalData->m_powerBarBase) * (size.x / TheGlobalData->m_powerBarIntervals);
- if(range >= size.x)
- {
- posXstart = pos.x + size.x - slider->getImageWidth();
- posXend = pos.x + size.x;
- }
- else
- {
- posXstart = pos.x + range - slider->getImageWidth()/2;
- posXend = pos.x + range + slider->getImageWidth()/2;
- }
- if(posXstart <=pos.x)
- {
- posXstart = pos.x;
- posXend = pos.x + slider->getImageWidth();
- }
- TheWindowManager->winDrawImage(slider, posXstart, pos.y + size.y - slider->getImageHeight(), posXend, pos.y + size.y);
- }
- void W3DCommandBarGridDraw( GameWindow *window, WinInstanceData *instData )
- {
- if( BitTest(window->winGetStatus(), WIN_STATUS_IMAGE ))
- {
- W3DGameWinDefaultDraw( window, instData );
- return;
- }
- ICoord2D pos, size;
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
-
- Color color = TheControlBar->getBorderColor();
- window->winSetEnabledBorderColor(0, color);
- W3DGameWinDefaultDraw( window, instData );
- TheDisplay->drawLine(pos.x, pos.y + size.y * .33, pos.x + size.x, pos.y+ size.y*.33, 1,color);
- TheDisplay->drawLine(pos.x, pos.y + size.y * .66, pos.x + size.x, pos.y+ size.y*.66, 1,color);
- TheDisplay->drawLine(pos.x + size.x * .33, pos.y, pos.x + size.x *.33, pos.y +size.y, 1,color);
- TheDisplay->drawLine(pos.x + size.x * .66, pos.y, pos.x + size.x *.66, pos.y + size.y, 1,color);
-
- }
- void W3DCommandBarGenExpDraw( GameWindow *window, WinInstanceData *instData )
- {
- Player *player = ThePlayerList->getLocalPlayer();
- if(!player->isPlayerActive())
- return;
- static const Image *endBar = TheMappedImageCollection->findImageByName("GenExpBarTop1");
- static const Image *beginBar = TheMappedImageCollection->findImageByName("GenExpBarBottom1");
- static const Image *centerBar = TheMappedImageCollection->findImageByName("GenExpBar1");
- Int progress;
- progress = ((player->getSkillPoints() - player->getSkillPointsLevelDown()) * 100) /(player->getSkillPointsLevelUp() - player->getSkillPointsLevelDown());
-
- if(progress <= 0)
- return;
- // GS This should never be necessary, but scripts can change the points required or even disable a level.
- // A disabled level will be -1 for points required. Just be totally safe and bind to 100, and we will
- // fix the scripts to bind the points gained later.
- if( progress > 100 )
- progress = 100;
- ICoord2D pos, size;
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
- if( !endBar || !beginBar || !centerBar)
- return;
- Int range;
- range = size.y * progress / 100;
- // get image sizes for the ends
- ICoord2D topSize, bottomSize, start, end;
- bottomSize.x = beginBar->getImageWidth();
- bottomSize.y = beginBar->getImageHeight();
- topSize.x = endBar->getImageWidth();
- topSize.y = endBar->getImageHeight();
- // get two key points used in the end drawing
- ICoord2D bottomEnd, topStart;
- bottomEnd.x = pos.x + size.x;
- bottomEnd.y = pos.y + size.y - bottomSize.y;
- topStart.x = pos.x;
- topStart.y = pos.y +size.y - range - topSize.y;
- // draw the center repeating bar
- Int centerWidth, pieces;
- // get width we have to draw our repeating center in
- centerWidth = bottomEnd.y - topStart.y;
-
- if( centerWidth <= 0)
- {
- // draw left end
- start.x = pos.x;
- start.y = pos.y + size.y - bottomSize.y;
- end.y = pos.y + size.y;
- end.x = pos.x + size.x;
- TheWindowManager->winDrawImage(beginBar, start.x, start.y, end.x, end.y);
- // draw right end
- start.y = pos.y + size.y - bottomSize.y - topSize.y;
- start.x = pos.x;
- end.x = pos.x + size.x;
- end.y = start.y + topSize.y;
- TheWindowManager->winDrawImage(endBar, start.x, start.y, end.x, end.y);
- }
- else
- {
-
- // how many whole repeating pieces will fit in that width
- pieces = centerWidth / centerBar->getImageHeight();
- // draw the pieces
- start.x = pos.x;
- start.y = topStart.y;
- end.x = start.x + size.x; //centerImage->getImageHeight() + yOffset;
- for( Int i = 0; i < pieces; i++ )
- {
- end.y = start.y + centerBar->getImageHeight();
- TheWindowManager->winDrawImage( centerBar,
- start.x, start.y,
- end.x, end.y );
- start.y += centerBar->getImageHeight();
- } // end for i
- // we will draw the image but clip the parts we don't want to show
- IRegion2D reg;
- reg.lo.x = start.x;
- reg.lo.y = start.y;
- reg.hi.x = bottomEnd.x;
- reg.hi.y = bottomEnd.y;
- centerWidth = bottomEnd.y - start.y;
- if( centerWidth > 0)
- {
- TheDisplay->setClipRegion(®);
- end.y = start.y + centerBar->getImageHeight();
- TheWindowManager->winDrawImage( centerBar,
- start.x, start.y,
- end.x, end.y );
- TheDisplay->enableClipping(FALSE);
- }
- // draw left end
- end.x = pos.x + size.x;
- end.y = pos.y + size.y;
- start.x = pos.x;
- start.y = bottomEnd.y;
- TheWindowManager->winDrawImage(beginBar, start.x, start.y, end.x, end.y);
- // draw right end
- start.x = pos.x;
- start.y = pos.y +size.y - range;
- end.x = pos.x + size.x;
- end.y = pos.y +size.y - range - topSize.y;
- TheWindowManager->winDrawImage(endBar, start.x, start.y, end.x, end.y);
- }
- }
- void W3DCommandBarTopDraw( GameWindow *window, WinInstanceData *instData )
- {
- GameWindow *win = TheWindowManager->winGetWindowFromId(NULL, TheNameKeyGenerator->nameToKey("ControlBar.wnd:ButtonGeneral"));
- if(!win || win->winIsHidden() || !ThePlayerList->getLocalPlayer()->isPlayerActive())
- return;
-
- // TheControlBar->drawTransitionHandler();
- // ICoord2D pos, size, imageStart, imageEnd;
- // win->winGetScreenPosition(&pos.x, &pos.y);
- // win->winGetSize(&size.x, &size.y);
- //// const Image *image =TheControlBar->getStarImage();
- // imageStart.x = pos.x + size.x/2 - image->getImageWidth()/2;
- // imageStart.y = pos.y + size.y/2 - image->getImageHeight()/2;
- // imageEnd.x = imageStart.x + image->getImageWidth();
- // imageEnd.y = imageStart.y + image->getImageHeight();
- // TheDisplay->drawImage(TheControlBar->getStarImage(), imageStart.x, imageStart.y, imageEnd.x, imageEnd.y);
- }
- void W3DCommandBarBackgroundDraw( GameWindow *window, WinInstanceData *instData )
- {
- ControlBarSchemeManager *man = TheControlBar->getControlBarSchemeManager();
- if(!man)
- return;
- static NameKeyType winNamekey = TheNameKeyGenerator->nameToKey( AsciiString( "ControlBar.wnd:BackgroundMarker" ) );
- GameWindow *win = TheWindowManager->winGetWindowFromId(NULL,winNamekey);
- static ICoord2D basePos;
- if(!win)
- {
- return;
- //win = TheWindowManager->winGetWindowFromId(NULL,TheNameKeyGenerator->nameToKey( AsciiString( "ControlBar.wnd:BackgroundMarker" ) ));
- }
- TheControlBar->getBackgroundMarkerPos(&basePos.x, &basePos.y);
- ICoord2D pos, offset;
- win->winGetScreenPosition(&pos.x,&pos.y);
- offset.x = pos.x - basePos.x;
- offset.y = pos.y - basePos.y;
- man->drawBackground(offset);
- }
- void W3DCommandBarForegroundDraw( GameWindow *window, WinInstanceData *instData )
- {
- ControlBarSchemeManager *man = TheControlBar->getControlBarSchemeManager();
- if(!man)
- return;
- static NameKeyType winNamekey = TheNameKeyGenerator->nameToKey( AsciiString( "ControlBar.wnd:BackgroundMarker" ) );
- GameWindow *win = TheWindowManager->winGetWindowFromId(NULL,winNamekey);
- static ICoord2D basePos;
- if(!win)
- {
- return;
- //win = TheWindowManager->winGetWindowFromId(NULL,TheNameKeyGenerator->nameToKey( AsciiString( "ControlBar.wnd:BackgroundMarker" ) ));
- }
- TheControlBar->getForegroundMarkerPos(&basePos.x, &basePos.y);
- ICoord2D pos, offset;
- win->winGetScreenPosition(&pos.x,&pos.y);
- offset.x = pos.x - basePos.x;
- offset.y = pos.y - basePos.y;
- man->drawForeground(offset);
- }
- void W3DNoDraw( GameWindow *window, WinInstanceData *instData )
- {
- // draw the default stuff
- // W3DGameWinDefaultDraw( window, instData );
-
- } // end W3DRightHUDDraw
- void drawSkinnyBorder( Int x, Int y, Int width, Int height);
- void W3DDrawMapPreview( GameWindow *window, WinInstanceData *instData)
- {
- MapMetaData *mmData = (MapMetaData *)window->winGetUserData();
- Int pixelX, pixelY, width, height;
- // if the local player does not have a radar then we can't draw anything
- window->winGetScreenPosition(&pixelX, &pixelY);
- window->winGetSize(&width, &height);
- if(!mmData)
- {
- W3DGameWinDefaultDraw( window, instData );
- drawSkinnyBorder(pixelX - 1, pixelY - 1, width + 2, height + 2);
- return;
- }
-
-
-
-
- //
- // given a upper left corner at pixelX|Y and a width and height to draw into, figure out
- // where we should start and end the image so that the final drawn image has the
- // same ratio as the map and isn't stretched or distorted
- //
- ICoord2D ul, lr;
- findDrawPositions( pixelX, pixelY, width, height, mmData->m_extent, &ul, &lr );
- // Int scaledWidth = lr.x - ul.x;
- // Int scaledHeight = lr.y - ul.y;
- // draw black border areas where we need map
- Color fillColor = GameMakeColor( 0, 0, 0, 255 );
- Color lineColor = GameMakeColor( 50, 50, 50, 255 );
-
- if( mmData->m_extent.width()/width >= mmData->m_extent.height()/height )
- {
-
- // draw horizontal bars at top and bottom
- TheDisplay->drawFillRect( pixelX, pixelY, width, ul.y - pixelY - 1, fillColor );
- TheDisplay->drawFillRect( pixelX, lr.y + 1, width, pixelY + height - lr.y - 1, fillColor);
- TheDisplay->drawLine(pixelX, ul.y, pixelX + width, ul.y, 1, lineColor);
- TheDisplay->drawLine(pixelX, lr.y + 1, pixelX + width, lr.y + 1, 1, lineColor);
- } // end if
- else
- {
- // draw vertical bars to the left and right
- TheDisplay->drawFillRect( pixelX, pixelY, ul.x - pixelX - 1, height, fillColor );
- TheDisplay->drawFillRect( lr.x + 1, pixelY, width - (lr.x - pixelX) - 1, height, fillColor );
- TheDisplay->drawLine(ul.x, pixelY, ul.x, pixelY + height, 1, lineColor);
- TheDisplay->drawLine(lr.x + 1, pixelY, lr.x + 1, pixelY + height, 1, lineColor);
- } // end else
- if(!BitTest(window->winGetStatus(), WIN_STATUS_IMAGE) || !window->winGetEnabledImage(0))
- TheDisplay->drawFillRect(ul.x, ul.y, lr.x -ul.x, lr.y-ul.y, lineColor);
- else
- TheDisplay->drawImage(window->winGetEnabledImage(0) , ul.x, ul.y, lr.x, lr.y );
- const Image *image = TheMappedImageCollection->findImageByName("TecBuilding");
- ICoord2DList::iterator it = TheSupplyAndTechImageLocations.m_techPosList.begin();
- if(image)
- while(it != TheSupplyAndTechImageLocations.m_techPosList.end())
- {
- TheDisplay->drawImage(image, pixelX + it->x, pixelY + it->y, pixelX + it->x + SUPPLY_TECH_SIZE, pixelY + it->y +SUPPLY_TECH_SIZE);
- it++;
- }
- image = TheMappedImageCollection->findImageByName("Cash");
- it = TheSupplyAndTechImageLocations.m_supplyPosList.begin();
- if(image)
- while(it != TheSupplyAndTechImageLocations.m_supplyPosList.end())
- {
- TheDisplay->drawImage(image, pixelX + it->x, pixelY + it->y, pixelX + it->x + SUPPLY_TECH_SIZE, pixelY + it->y +SUPPLY_TECH_SIZE);
- it++;
- }
- drawSkinnyBorder(pixelX - 1, pixelY - 1, width + 2, height + 2);
- }
- void drawSkinnyBorder( Int x, Int y, Int width, Int height)
- {
- enum
- {
- BORDER_CORNER_SIZE = 5,
- BORDER_LINE_SIZE = 5,
- };
- Int Offset = 2;
- Int OffsetLower = 5;
- // save original x, y
- Int originalX = x;
- Int originalY = y;
- Int maxX = x + width;
- Int maxY = y + height;
- Int x2, y2; // used for simultaneous drawing of line pairs
- Int size = 5;
- Int halfSize = size / 2;
- const Image *image1, *image2;
- // Draw Horizontal Lines
- // All border pieces are based on a 10 pixel offset from the centerline
- y = originalY - Offset;
- y2 = maxY - OffsetLower;
- x2 = maxX - (OffsetLower + BORDER_LINE_SIZE);
- image1 = TheMappedImageCollection->findImageByName("FrameT");
- image2 = TheMappedImageCollection->findImageByName("FrameB");
- for( x=(originalX + 3); x <= x2; x += BORDER_LINE_SIZE )
- {
- TheDisplay->drawImage( image1,
- x, y, x + size, y + size );
- TheDisplay->drawImage( image2,
- x, y2, x + size, y2 + size );
- }
- x2 = maxX - 5;//BORDER_CORNER_SIZE;
- // x == place to draw remainder if any
- if( (x2 - x) >= (BORDER_LINE_SIZE / 2) )
- {
-
- //Blit Half piece
- TheDisplay->drawImage( image1,
- x, y, x + halfSize, y + size );
- TheDisplay->drawImage( image2,
- x, y2, x + halfSize, y2 + size );
- x += (BORDER_LINE_SIZE / 2);
- }
- // x2 - x ... must now be less than a half piece
- // check for equals and if not blit an adjusted half piece border pieces have
- // a two pixel repeat so we will blit one pixel over if necessary to line up
- // the art, but we'll cover-up the overlap with the corners
- if( x < x2 )
- {
- x -= ((BORDER_LINE_SIZE / 2) - (((x2 - x) + 1) & ~1));
- //Blit Half piece
- TheDisplay->drawImage(image1,
- x, y, x + halfSize, y + size );
- TheDisplay->drawImage( image2,
- x, y2, x + halfSize, y2 + size );
- }
- // Draw Vertical Lines
- // All border pieces are based on a 10 pixel offset from the centerline
- image1 = TheMappedImageCollection->findImageByName("FrameL");
- image2 = TheMappedImageCollection->findImageByName("FrameR");
- x = originalX - Offset;
- x2 = maxX - OffsetLower;
- y2 = maxY - (OffsetLower + BORDER_LINE_SIZE);
- for( y=(originalY + 3); y <= y2; y += BORDER_LINE_SIZE )
- {
- TheDisplay->drawImage( image1,
- x, y, x + size, y + size );
- TheDisplay->drawImage( image2,
- x2, y, x2 + size, y + size );
- }
- y2 = maxY - OffsetLower;//BORDER_CORNER_SIZE;
- // y == place to draw remainder if any
- if( (y2 - y) >= (BORDER_LINE_SIZE / 2) )
- {
- //Blit Half piece
- TheDisplay->drawImage( image1,
- x, y, x + size, y + halfSize );
- TheDisplay->drawImage( image2,
- x2, y, x2 + size, y + halfSize );
- y += (BORDER_LINE_SIZE / 2);
- }
- // y2 - y ... must now be less than a half piece
- // check for equals and if not blit an adjusted half piece border pieces have
- // a two pixel repeat so we will blit one pixel over if necessary to line up
- // the art, but we'll cover-up the overlap with the corners
- if( y < y2 )
- {
- y -= ((BORDER_LINE_SIZE / 2) - (((y2 - y) + 1) & ~1));
- //Blit Half piece
- TheDisplay->drawImage( image1,
- x, y, x + size, y + halfSize );
- TheDisplay->drawImage( image2,
- x2, y, x2 + size, y + halfSize );
- }
- // Draw Corners
- x = originalX - 2;//BORDER_CORNER_SIZE ;
- y = originalY - 2;//BORDER_CORNER_SIZE;
- image1 = TheMappedImageCollection->findImageByName("FrameCornerUL");
- TheDisplay->drawImage( image1,
- x, y, x + size, y + size );
- x = maxX - 5;//BORDER_CORNER_SIZE;
- y = originalY - 2;//BORDER_CORNER_SIZE;
- image1 = TheMappedImageCollection->findImageByName("FrameCornerUR");
- TheDisplay->drawImage(image1,
- x, y, x + size, y + size );
- x = originalX - 2;//BORDER_CORNER_SIZE;
- y = maxY - 5;//BORDER_CORNER_SIZE;
- image1 = TheMappedImageCollection->findImageByName("FrameCornerLL");
- TheDisplay->drawImage( image1,
- x, y, x + size, y + size );
- x = maxX - 5;//BORDER_CORNER_SIZE;
- y = maxY - 5;//BORDER_CORNER_SIZE;
- image1 = TheMappedImageCollection->findImageByName("FrameCornerLR");
- TheDisplay->drawImage(image1,
- x, y, x + size, y + size );
- }
- void W3DCommandBarHelpPopupDraw( GameWindow *window, WinInstanceData *instData )
- {
-
- static const Image *endBar = TheMappedImageCollection->findImageByName("Helpbox-top");
- static const Image *beginBar = TheMappedImageCollection->findImageByName("Helpbox-bottom");
- static const Image *centerBar = TheMappedImageCollection->findImageByName("Helpbox-middle");
-
- ICoord2D pos, size;
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
- if( !endBar || !beginBar || !centerBar)
- return;
-
- // Int range;
- // range = size.y;
- // get image sizes for the ends
- ICoord2D topSize, bottomSize, start, end;
- bottomSize.x = beginBar->getImageWidth();
- bottomSize.y = beginBar->getImageHeight();
- topSize.x = endBar->getImageWidth();
- topSize.y = endBar->getImageHeight();
- // get two key points used in the end drawing
- ICoord2D bottomEnd, topStart;
- bottomEnd.x = pos.x + size.x;
- bottomEnd.y = pos.y + size.y - bottomSize.y;
- topStart.x = pos.x;
- topStart.y = pos.y +size.y - topSize.y;
- // draw the center repeating bar
- Int centerWidth, pieces;
- // get width we have to draw our repeating center in
- centerWidth = size.y - topSize.y - bottomSize.y;
-
- if( centerWidth <= 0)
- {
- // draw left end
- start.x = pos.x;
- start.y = pos.y + size.y - bottomSize.y;
- end.y = pos.y + size.y;
- end.x = pos.x + size.x;
- TheWindowManager->winDrawImage(beginBar, start.x, start.y, end.x, end.y);
- // draw right end
- start.y = pos.y + size.y - bottomSize.y - topSize.y;
- start.x = pos.x;
- end.x = pos.x + size.x;
- end.y = start.y + topSize.y;
- TheWindowManager->winDrawImage(endBar, start.x, start.y, end.x, end.y);
- }
- else
- {
-
- // how many whole repeating pieces will fit in that width
- pieces = centerWidth / centerBar->getImageHeight();
- // draw the pieces
- start.x = pos.x;
- start.y = pos.y + topSize.y ;
- end.x = start.x + size.x; //centerImage->getImageHeight() + yOffset;
- for( Int i = 0; i < pieces; i++ )
- {
- end.y = start.y + centerBar->getImageHeight();
- TheWindowManager->winDrawImage( centerBar,
- start.x, start.y,
- end.x, end.y );
- start.y += centerBar->getImageHeight();
- } // end for i
- // we will draw the image but clip the parts we don't want to show
- IRegion2D reg;
- reg.lo.x = start.x;
- reg.lo.y = start.y;
- reg.hi.x = pos.x + size.x;
- reg.hi.y = pos.y + size.y - bottomSize.y;
- centerWidth = pos.y + size.y - bottomSize.y - start.y;
- if( centerWidth > 0)
- {
- TheDisplay->setClipRegion(®);
- end.y = start.y + centerBar->getImageHeight();
- TheWindowManager->winDrawImage( centerBar,
- start.x, start.y,
- end.x, end.y );
- TheDisplay->enableClipping(FALSE);
- }
- // draw left end
- end.x = pos.x + size.x;
- end.y = pos.y + size.y;
- start.x = pos.x;
- start.y = pos.y + size.y - bottomSize.y;
- TheWindowManager->winDrawImage(beginBar, start.x, start.y, end.x, end.y);
- // draw right end
- start.x = pos.x;
- start.y = pos.y ;
- end.x = pos.x + size.x;
- end.y = pos.y + topSize.y;
- TheWindowManager->winDrawImage(endBar, start.x, start.y, end.x, end.y);
- }
-
- }
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