示例#1
0
Point ItemInfoDisplay::Draw(Point point, const vector<string> &labels, const vector<string> &values) const
{
	// Add ten pixels of padding at the top.
	point.Y() += 10.;
	
	// Get standard colors to draw with.
	Color labelColor = *GameData::Colors().Get("medium");
	Color valueColor = *GameData::Colors().Get("bright");
	
	Table table;
	// Use 10-pixel margins on both sides.
	table.AddColumn(10, Table::LEFT);
	table.AddColumn(WIDTH - 10, Table::RIGHT);
	table.SetHighlight(0, WIDTH);
	table.DrawAt(point);
	
	for(unsigned i = 0; i < labels.size() && i < values.size(); ++i)
	{
		if(labels[i].empty())
		{
			table.DrawGap(10);
			continue;
		}
		
		CheckHover(table, labels[i]);
		table.Draw(labels[i], values[i].empty() ? valueColor : labelColor);
		table.Draw(values[i], valueColor);
	}
	return table.GetPoint();
}
示例#2
0
// Draw each of the panels.
void ShipInfoDisplay::DrawAttributes(const Point &topLeft) const
{
	Point point = Draw(topLeft, attributeLabels, attributeValues);
	
	// Get standard colors to draw with.
	Color labelColor = *GameData::Colors().Get("medium");
	Color valueColor = *GameData::Colors().Get("bright");
	
	Table table;
	table.AddColumn(10, Table::LEFT);
	table.AddColumn(WIDTH - 90, Table::RIGHT);
	table.AddColumn(WIDTH - 10, Table::RIGHT);
	table.SetHighlight(0, WIDTH);
	table.DrawAt(point);
	table.DrawGap(10.);
	
	table.Advance();
	table.Draw("energy", labelColor);
	table.Draw("heat", labelColor);
	
	for(unsigned i = 0; i < tableLabels.size(); ++i)
	{
		CheckHover(table, tableLabels[i]);
		table.Draw(tableLabels[i], labelColor);
		table.Draw(energyTable[i], valueColor);
		table.Draw(heatTable[i], valueColor);
	}
}
示例#3
0
void BankPanel::Draw() const
{
	Table table;
	table.AddColumn(TYPE_X, Table::LEFT);
	table.AddColumn(PRINCIPAL_X, Table::LEFT);
	table.AddColumn(INTEREST_X, Table::LEFT);
	table.AddColumn(TERM_X, Table::LEFT);
	table.AddColumn(PAYMENT_X, Table::LEFT);
	table.AddColumn(170, Table::RIGHT);
	table.SetHighlight(-300, 180);
	table.DrawAt(Point(0., FIRST_Y));
	
	Color back = *GameData::Colors().Get("faint");
	Color unselected = *GameData::Colors().Get("medium");
	Color selected = *GameData::Colors().Get("bright");
	table.DrawUnderline(unselected);
	table.SetColor(selected);
	for(int i = 0; i < 6; ++i)
		table.Draw(HEADING[i]);
	table.DrawGap(5);
	
	// Figure out the total payments and principal (other than salaries). This
	// is in case there are more mortgages than can be displayed.
	int otherPrincipal = 0;
	int otherPayment = 0;
	for(const Mortgage &mortgage : player.Accounts().Mortgages())
	{
		otherPrincipal += mortgage.Principal();
		otherPayment += mortgage.Payment();
	}
	int totalPayment = otherPayment;
	
	// Check if salaries need to be drawn.
	int salaries = player.Salaries();
	
	int row = 0;
	for(const Mortgage &mortgage : player.Accounts().Mortgages())
	{
		if(row == selectedRow)
		{
			table.DrawHighlight(back);
			table.SetColor(selected);
		}
		else
			table.SetColor(unselected);
		
		// There is room for seven rows if including salaries, or 8 if not.
		if(row == (6 + !salaries) && otherPrincipal != mortgage.Principal())
		{
			table.Draw("Other", unselected);
			table.Draw(otherPrincipal);
			table.Advance(2);
			table.Draw(otherPayment);
		}
		else
		{
			table.Draw(mortgage.Type());
			table.Draw(mortgage.Principal());
			table.Draw(mortgage.Interest());
			table.Draw(mortgage.Term());
			table.Draw(mortgage.Payment());
			
			otherPrincipal -= mortgage.Principal();
			otherPayment -= mortgage.Payment();
		}
		table.Draw("[pay extra]");
		++row;
		
		// Draw no more than 8 rows, counting the salaries row if any.
		if(row == 7 + !salaries)
			break;
	}
	table.SetColor(unselected);
	// Draw the salaries, if necessary.
	if(salaries)
	{
		totalPayment += salaries;
		
		table.Draw("Crew Salaries", unselected);
		table.Advance(3);
		table.Draw(salaries);
		table.Advance();
	}
	
	table.Advance(3);
	table.Draw("total:", selected);
	table.Draw(totalPayment, unselected);
	table.Advance();
	
	table.DrawAt(Point(0., FIRST_Y + 210.));
	string credit = "Your credit score is " + to_string(player.Accounts().CreditScore()) + ".";
	table.Draw(credit);
	table.Advance(5);
	
	string amount;
	if(!qualify)
		amount = "You do not qualify for further loans at this time.";
	else
		amount = "You qualify for a new loan of up to " + Format::Number(qualify) + " credits.";
	bool isSelected = qualify && (selectedRow > (6 + !salaries)
		|| static_cast<unsigned>(selectedRow) >= player.Accounts().Mortgages().size());
	if(isSelected)
		table.DrawHighlight(back);
	table.Draw(amount, unselected);
	if(qualify)
	{
		table.Advance(4);
		table.Draw("[apply]", selected);
	}
	
	const Interface *interface = GameData::Interfaces().Get("bank");
	Information info;
	for(const Mortgage &mortgage : player.Accounts().Mortgages())
		if(mortgage.Principal() <= player.Accounts().Credits())
			info.SetCondition("can pay");
	interface->Draw(info);
}
示例#4
0
void PreferencesPanel::DrawControls()
{
	const Color &back = *GameData::Colors().Get("faint");
	const Color &dim = *GameData::Colors().Get("dim");
	const Color &medium = *GameData::Colors().Get("medium");
	const Color &bright = *GameData::Colors().Get("bright");
	
	// Check for conflicts.
	Color red(.3, 0., 0., .3);
	
	Table table;
	table.AddColumn(-115, Table::LEFT);
	table.AddColumn(115, Table::RIGHT);
	table.SetUnderline(-120, 120);
	
	int firstY = -248;
	table.DrawAt(Point(-130, firstY));
	
	static const string CATEGORIES[] = {
		"Navigation",
		"Weapons",
		"Targeting",
		"Menus",
		"Fleet"
	};
	const string *category = CATEGORIES;
	static const Command COMMANDS[] = {
		Command::NONE,
		Command::FORWARD,
		Command::LEFT,
		Command::RIGHT,
		Command::BACK,
		Command::AFTERBURNER,
		Command::LAND,
		Command::JUMP,
		Command::NONE,
		Command::PRIMARY,
		Command::SELECT,
		Command::SECONDARY,
		Command::CLOAK,
		Command::NONE,
		Command::NEAREST,
		Command::TARGET,
		Command::HAIL,
		Command::BOARD,
		Command::SCAN,
		Command::NONE,
		Command::MENU,
		Command::MAP,
		Command::INFO,
		Command::FULLSCREEN,
		Command::NONE,
		Command::DEPLOY,
		Command::FIGHT,
		Command::GATHER,
		Command::HOLD,
		Command::AMMO
	};
	static const Command *BREAK = &COMMANDS[19];
	for(const Command &command : COMMANDS)
	{
		// The "BREAK" line is where to go to the next column.
		if(&command == BREAK)
			table.DrawAt(Point(130, firstY));
		
		if(!command)
		{
			table.DrawGap(10);
			table.DrawUnderline(medium);
			if(category != end(CATEGORIES))
				table.Draw(*category++, bright);
			else
				table.Advance();
			table.Draw("Key", bright);
			table.DrawGap(5);
		}
		else
		{
			int index = zones.size();
			// Mark conflicts.
			bool isConflicted = command.HasConflict();
			bool isEditing = (index == editing);
			if(isConflicted || isEditing)
			{
				table.SetHighlight(66, 120);
				table.DrawHighlight(isEditing ? dim: red);
			}
			
			// Mark the selected row.
			bool isHovering = (index == hover && !isEditing);
			if(!isHovering && index == selected)
			{
				table.SetHighlight(-120, 64);
				table.DrawHighlight(back);
			}
			
			// Highlight whichever row the mouse hovers over.
			table.SetHighlight(-120, 120);
			if(isHovering)
				table.DrawHighlight(back);
			
			zones.emplace_back(table.GetCenterPoint(), table.GetRowSize(), command);
			
			table.Draw(command.Description(), medium);
			table.Draw(command.KeyName(), isEditing ? bright : medium);
		}
	}
	
	Table shiftTable;
	shiftTable.AddColumn(125, Table::RIGHT);
	shiftTable.SetUnderline(0, 130);
	shiftTable.DrawAt(Point(-400, 52));
	
	shiftTable.DrawUnderline(medium);
	shiftTable.Draw("With <shift> key", bright);
	shiftTable.DrawGap(5);
	shiftTable.Draw("Select nearest ship", medium);
	shiftTable.Draw("Select next escort", medium);
	shiftTable.Draw("Talk to planet", medium);
	shiftTable.Draw("Board disabled escort", medium);
}