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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/util.h"
+
+#include "sci/sci.h"
+#include "sci/engine/state.h"
+#include "sci/graphics/gui_screen.h"
+#include "sci/graphics/gui_gfx.h"
+#include "sci/graphics/gui_animate.h"
+#include "sci/graphics/gui_text.h"
+#include "sci/graphics/gui_windowmgr.h"
+
+namespace Sci {
+
+// window styles
+enum {
+ SCI_WINDOWMGR_STYLE_TRANSPARENT = (1 << 0),
+ SCI_WINDOWMGR_STYLE_NOFRAME = (1 << 1),
+ SCI_WINDOWMGR_STYLE_TITLE = (1 << 2),
+ SCI_WINDOWMGR_STYLE_TOPMOST = (1 << 3),
+ SCI_WINDOWMGR_STYLE_USER = (1 << 7)
+};
+
+SciGuiWindowMgr::SciGuiWindowMgr(SciGui *gui, SciGuiScreen *screen, SciGuiGfx *gfx, SciGuiText *text)
+ : _gui(gui), _screen(screen), _gfx(gfx), _text(text) {
+}
+
+SciGuiWindowMgr::~SciGuiWindowMgr() {
+ // TODO: Clear _windowList and delete all stuff in it?
+}
+
+void SciGuiWindowMgr::init(Common::String gameId) {
+ int16 offTop = 10;
+
+ _wmgrPort = new GuiPort(1);
+ _windowsById.resize(2);
+ _windowsById[0] = _wmgrPort; // wmgrPort is supposed to be accessible via id 0
+ _windowsById[1] = _wmgrPort; // but wmgrPort may not actually have id 0, so we assign id 1 (as well)
+ // Background: sierra sci replies with the offset of curPort on kGetPort calls. If we reply with 0 there most games
+ // will work, but some scripts seem to check for 0 and initialize the variable again in that case
+ // resulting in problems.
+
+ // Jones sierra sci was called with parameter -Nw 0 0 200 320
+ // this actually meant not skipping the first 10 pixellines in windowMgrPort
+ if (gameId == "jones")
+ offTop = 0;
+
+ _gfx->OpenPort(_wmgrPort);
+ _gfx->SetPort(_wmgrPort);
+ _gfx->SetOrigin(0, offTop);
+ _wmgrPort->rect.bottom = 200 - offTop;
+ _wmgrPort->rect.right = 320;
+ _wmgrPort->rect.moveTo(0, 0);
+ _wmgrPort->curTop = 0;
+ _wmgrPort->curLeft = 0;
+ _windowList.push_front(_wmgrPort);
+
+ _picWind = NewWindow(Common::Rect(0, offTop, _screen->_width, _screen->_height), 0, 0, SCI_WINDOWMGR_STYLE_TRANSPARENT | SCI_WINDOWMGR_STYLE_NOFRAME, 0, true);
+}
+
+int16 SciGuiWindowMgr::isFrontWindow(GuiWindow *pWnd) {
+ return _windowList.back() == pWnd;
+}
+
+void SciGuiWindowMgr::BeginUpdate(GuiWindow *wnd) {
+ GuiPort *oldPort = _gfx->SetPort(_wmgrPort);
+ PortList::iterator it = _windowList.reverse_begin();
+ const PortList::iterator end = Common::find(_windowList.begin(), _windowList.end(), wnd);
+ while (it != end) {
+ // FIXME: We also store GuiPort objects in the window list.
+ // We should add a check that we really only pass windows here...
+ UpdateWindow((GuiWindow *)*it);
+ --it;
+ }
+ _gfx->SetPort(oldPort);
+}
+
+void SciGuiWindowMgr::EndUpdate(GuiWindow *wnd) {
+ GuiPort *oldPort = _gfx->SetPort(_wmgrPort);
+ const PortList::iterator end = _windowList.end();
+ PortList::iterator it = Common::find(_windowList.begin(), end, wnd);
+
+ // wnd has to be in _windowList
+ assert(it != end);
+
+ while (++it != end) {
+ // FIXME: We also store GuiPort objects in the window list.
+ // We should add a check that we really only pass windows here...
+ UpdateWindow((GuiWindow *)*it);
+ }
+
+ _gfx->SetPort(oldPort);
+}
+
+GuiWindow *SciGuiWindowMgr::NewWindow(const Common::Rect &dims, const Common::Rect *restoreRect, const char *title, uint16 style, int16 priority, bool draw) {
+ // Find an unused window/port id
+ uint id = 1;
+ while (id < _windowsById.size() && _windowsById[id]) {
+ ++id;
+ }
+ if (id == _windowsById.size())
+ _windowsById.push_back(0);
+ assert(0 < id && id < 0xFFFF);
+
+ GuiWindow *pwnd = new GuiWindow(id);
+ Common::Rect r;
+
+ if (!pwnd) {
+ warning("Can't open window!");
+ return 0;
+ }
+
+ _windowsById[id] = pwnd;
+ if (style & SCI_WINDOWMGR_STYLE_TOPMOST)
+ _windowList.push_front(pwnd);
+ else
+ _windowList.push_back(pwnd);
+ _gfx->OpenPort(pwnd);
+ r = dims;
+ pwnd->rect = dims;
+ if (restoreRect)
+ pwnd->restoreRect = *restoreRect;
+
+ pwnd->wndStyle = style;
+ pwnd->hSaved1 = pwnd->hSaved2 = NULL_REG;
+ pwnd->bDrawn = false;
+ if ((style & SCI_WINDOWMGR_STYLE_TRANSPARENT) == 0)
+ pwnd->saveScreenMask = (priority == -1 ? SCI_SCREEN_MASK_VISUAL : SCI_SCREEN_MASK_VISUAL | SCI_SCREEN_MASK_PRIORITY);
+
+ if (title && (style & SCI_WINDOWMGR_STYLE_TITLE)) {
+ pwnd->title = title;
+ }
+
+ r = dims;
+ if (style == SCI_WINDOWMGR_STYLE_USER || !(style & SCI_WINDOWMGR_STYLE_NOFRAME)) {
+ r.grow(1);
+ if (style & SCI_WINDOWMGR_STYLE_TITLE) {
+ r.top -= 10;
+ r.bottom++;
+ }
+ }
+
+ // FIXME: it seems as if shadows may result in the window getting moved one upwards
+ // so that the shadow is visible (lsl5)
+
+ pwnd->dims = r;
+ const Common::Rect *wmprect = &_wmgrPort->rect;
+ int16 oldtop = pwnd->dims.top;
+ int16 oldleft = pwnd->dims.left;
+ if (wmprect->top > pwnd->dims.top)
+ pwnd->dims.moveTo(pwnd->dims.left, wmprect->top);
+
+ if (wmprect->bottom < pwnd->dims.bottom)
+ pwnd->dims.moveTo(pwnd->dims.left, wmprect->bottom - pwnd->dims.bottom + pwnd->dims.top);
+
+ if (wmprect->right < pwnd->dims.right)
+ pwnd->dims.moveTo(wmprect->right + pwnd->dims.left - pwnd->dims.right, pwnd->dims.top);
+
+ if (wmprect->left > pwnd->dims.left)
+ pwnd->dims.moveTo(wmprect->left, pwnd->dims.top);
+
+ pwnd->rect.moveTo(pwnd->rect.left + pwnd->dims.left - oldleft, pwnd->rect.top + pwnd->dims.top - oldtop);
+ if (restoreRect == 0)
+ pwnd->restoreRect = pwnd->dims;
+
+ if (!(pwnd->wndStyle & (SCI_WINDOWMGR_STYLE_USER | SCI_WINDOWMGR_STYLE_NOFRAME))) {
+ // The shadow is drawn slightly outside the window.
+ // Enlarge restoreRect to cover that.
+ pwnd->restoreRect.bottom++;
+ pwnd->restoreRect.right++;
+ }
+
+ if (draw)
+ DrawWindow(pwnd);
+ _gfx->SetPort((GuiPort *)pwnd);
+ _gfx->SetOrigin(pwnd->rect.left, pwnd->rect.top + _wmgrPort->top);
+ pwnd->rect.moveTo(0, 0);
+ return pwnd;
+}
+
+void SciGuiWindowMgr::DrawWindow(GuiWindow *pWnd) {
+ if (pWnd->bDrawn)
+ return;
+ Common::Rect r;
+ int16 wndStyle = pWnd->wndStyle;
+
+ pWnd->bDrawn = true;
+ GuiPort *oldport = _gfx->SetPort(_wmgrPort);
+ _gfx->PenColor(0);
+ if ((wndStyle & SCI_WINDOWMGR_STYLE_TRANSPARENT) == 0) {
+ pWnd->hSaved1 = _gfx->BitsSave(pWnd->restoreRect, SCI_SCREEN_MASK_VISUAL);
+ if (pWnd->saveScreenMask & SCI_SCREEN_MASK_PRIORITY) {
+ pWnd->hSaved2 = _gfx->BitsSave(pWnd->restoreRect, SCI_SCREEN_MASK_PRIORITY);
+ if ((wndStyle & SCI_WINDOWMGR_STYLE_USER) == 0)
+ _gfx->FillRect(pWnd->restoreRect, SCI_SCREEN_MASK_PRIORITY, 0, 15);
+ }
+ }
+
+ // drawing frame,shadow and title
+ if (!(wndStyle & SCI_WINDOWMGR_STYLE_USER)) {
+ r = pWnd->dims;
+ if (!(wndStyle & SCI_WINDOWMGR_STYLE_NOFRAME)) {
+ r.translate(1, 1);
+ _gfx->FrameRect(r);// shadow
+ r.translate(-1, -1);
+ _gfx->FrameRect(r);// window frame
+
+ if (wndStyle & SCI_WINDOWMGR_STYLE_TITLE) {
+ _gfx->FrameRect(r);
+ r.grow(-1);
+ _gfx->FillRect(r, SCI_SCREEN_MASK_VISUAL, 0);
+ if (!pWnd->title.empty()) {
+ int16 oldcolor = _gfx->GetPort()->penClr;
+ _gfx->PenColor(255);
+ _text->Box(pWnd->title.c_str(), 1, r, SCI_TEXT_ALIGNMENT_CENTER, 0);
+ _gfx->PenColor(oldcolor);
+ }
+
+ r = pWnd->dims;
+ r.top += 9;
+ }
+
+ r.grow(-1);
+ }
+
+ if (!(wndStyle & SCI_WINDOWMGR_STYLE_TRANSPARENT))
+ _gfx->FillRect(r, SCI_SCREEN_MASK_VISUAL, pWnd->backClr);
+
+ _gfx->BitsShow(pWnd->restoreRect);
+ }
+ _gfx->SetPort(oldport);
+}
+
+void SciGuiWindowMgr::DisposeWindow(GuiWindow *pWnd, bool reanimate) {
+ _gfx->SetPort(_wmgrPort);
+ _gfx->BitsRestore(pWnd->hSaved1);
+ _gfx->BitsRestore(pWnd->hSaved2);
+ if (!reanimate)
+ _gfx->BitsShow(pWnd->restoreRect);
+ else
+ _gui->graphRedrawBox(pWnd->restoreRect);
+ _windowList.remove(pWnd);
+ _gfx->SetPort(_windowList.back());
+ _windowsById[pWnd->id] = 0;
+ delete pWnd;
+}
+
+void SciGuiWindowMgr::UpdateWindow(GuiWindow *wnd) {
+ GuiMemoryHandle handle;
+
+ if (wnd->saveScreenMask && wnd->bDrawn) {
+ handle = _gfx->BitsSave(wnd->restoreRect, SCI_SCREEN_MASK_VISUAL);
+ _gfx->BitsRestore(wnd->hSaved1);
+ wnd->hSaved1 = handle;
+ if (wnd->saveScreenMask & SCI_SCREEN_MASK_PRIORITY) {
+ handle = _gfx->BitsSave(wnd->restoreRect, SCI_SCREEN_MASK_PRIORITY);
+ _gfx->BitsRestore(wnd->hSaved2);
+ wnd->hSaved2 = handle;
+ }
+ }
+}
+
+} // End of namespace Sci