/* 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/screen.h" #include "sci/graphics/paint16.h" #include "sci/graphics/animate.h" #include "sci/graphics/text16.h" #include "sci/graphics/ports.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) }; GfxPorts::GfxPorts(SegManager *segMan, GfxScreen *screen) : _segMan(segMan), _screen(screen) { } GfxPorts::~GfxPorts() { // TODO: Clear _windowList and delete all stuff in it? delete _mainPort; delete _menuPort; } void GfxPorts::init(SciGui *gui, GfxPaint16 *paint16, GfxText16 *text16, Common::String gameId) { int16 offTop = 10; _gui = gui; _paint16 = paint16; _text16 = text16; // _mainPort is not known to windowmanager, that's okay according to sierra sci // its not even used currently in our engine _mainPort = new Port(0); setPort(_mainPort); openPort(_mainPort); // _menuPort has actually hardcoded id 0xFFFF. Its not meant to be known to windowmanager according to sierra sci _menuPort = new Port(0xFFFF); openPort(_menuPort); _text16->SetFont(0); _menuPort->rect = Common::Rect(0, 0, _screen->getWidth(), _screen->getHeight()); _menuBarRect = Common::Rect(0, 0, _screen->getWidth(), 9); _menuRect = Common::Rect(0, 0, _screen->getWidth(), 10); _menuLine = Common::Rect(0, 9, _screen->getWidth(), 10); _wmgrPort = new Port(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, Slater and Hoyle 3 were called with parameter -Nw 0 0 200 320. // Mother Goose (SCI1) uses -Nw 0 0 159 262. The game will later use SetPort so we don't need to set the other fields. // This actually meant not skipping the first 10 pixellines in windowMgrPort if (gameId == "jones" || gameId == "slater" || gameId == "hoyle3" || (gameId == "mothergoose" && getSciVersion() == SCI_VERSION_1_EARLY)) offTop = 0; openPort(_wmgrPort); setPort(_wmgrPort); setOrigin(0, offTop); _wmgrPort->rect.bottom = _screen->getHeight() - offTop; _wmgrPort->rect.right = _screen->getWidth(); _wmgrPort->rect.moveTo(0, 0); _wmgrPort->curTop = 0; _wmgrPort->curLeft = 0; _windowList.push_front(_wmgrPort); _picWind = newWindow(Common::Rect(0, offTop, _screen->getWidth(), _screen->getHeight()), 0, 0, SCI_WINDOWMGR_STYLE_TRANSPARENT | SCI_WINDOWMGR_STYLE_NOFRAME, 0, true); priorityBandsMemoryActive = false; } void GfxPorts::kernelSetActive(uint16 portId) { switch (portId) { case 0: setPort(_wmgrPort); break; case 0xFFFF: setPort(_menuPort); break; default: setPort(getPortById(portId)); }; } Common::Rect GfxPorts::kernelGetPicWindow(int16 &picTop, int16 &picLeft) { picTop = _picWind->top; picLeft = _picWind->left; return _picWind->rect; } void GfxPorts::kernelSetPicWindow(Common::Rect rect, int16 picTop, int16 picLeft, bool initPriorityBandsFlag) { _picWind->rect = rect; _picWind->top = picTop; _picWind->left = picLeft; // TODO: fixme before joining //if (initPriorityBandsFlag) // initPriorityBands(); } reg_t GfxPorts::kernelGetActive() { return make_reg(0, getPort()->id); } reg_t GfxPorts::kernelNewWindow(Common::Rect dims, Common::Rect restoreRect, uint16 style, int16 priority, int16 colorPen, int16 colorBack, const char *title) { Window *wnd = NULL; if (restoreRect.top != 0 && restoreRect.left != 0 && restoreRect.height() != 0 && restoreRect.width() != 0) wnd = newWindow(dims, &restoreRect, title, style, priority, false); else wnd = newWindow(dims, NULL, title, style, priority, false); wnd->penClr = colorPen; wnd->backClr = colorBack; drawWindow(wnd); return make_reg(0, wnd->id); } void GfxPorts::kernelDisposeWindow(uint16 windowId, bool reanimate) { Window *wnd = (Window *)getPortById(windowId); disposeWindow(wnd, reanimate); } int16 GfxPorts::isFrontWindow(Window *pWnd) { return _windowList.back() == pWnd; } void GfxPorts::beginUpdate(Window *wnd) { Port *oldPort = 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 Port objects in the window list. // We should add a check that we really only pass windows here... updateWindow((Window *)*it); --it; } setPort(oldPort); } void GfxPorts::endUpdate(Window *wnd) { Port *oldPort = 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 Port objects in the window list. // We should add a check that we really only pass windows here... updateWindow((Window *)*it); } setPort(oldPort); } Window *GfxPorts::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); Window *pwnd = new Window(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); 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); setPort((Port *)pwnd); setOrigin(pwnd->rect.left, pwnd->rect.top + _wmgrPort->top); pwnd->rect.moveTo(0, 0); return pwnd; } void GfxPorts::drawWindow(Window *pWnd) { if (pWnd->bDrawn) return; Common::Rect r; int16 wndStyle = pWnd->wndStyle; pWnd->bDrawn = true; Port *oldport = setPort(_wmgrPort); penColor(0); if ((wndStyle & SCI_WINDOWMGR_STYLE_TRANSPARENT) == 0) { pWnd->hSaved1 = _paint16->bitsSave(pWnd->restoreRect, SCI_SCREEN_MASK_VISUAL); if (pWnd->saveScreenMask & SCI_SCREEN_MASK_PRIORITY) { pWnd->hSaved2 = _paint16->bitsSave(pWnd->restoreRect, SCI_SCREEN_MASK_PRIORITY); if ((wndStyle & SCI_WINDOWMGR_STYLE_USER) == 0) _paint16->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); _paint16->frameRect(r);// shadow r.translate(-1, -1); _paint16->frameRect(r);// window frame if (wndStyle & SCI_WINDOWMGR_STYLE_TITLE) { _paint16->frameRect(r); r.grow(-1); if (getSciVersion() <= SCI_VERSION_0_LATE) _paint16->fillRect(r, SCI_SCREEN_MASK_VISUAL, 8); // grey titlebar for SCI0 else _paint16->fillRect(r, SCI_SCREEN_MASK_VISUAL, 0); // black titlebar for SCI01+ if (!pWnd->title.empty()) { int16 oldcolor = getPort()->penClr; penColor(255); _text16->Box(pWnd->title.c_str(), 1, r, SCI_TEXT16_ALIGNMENT_CENTER, 0); penColor(oldcolor); } r = pWnd->dims; r.top += 9; } r.grow(-1); } if (!(wndStyle & SCI_WINDOWMGR_STYLE_TRANSPARENT)) _paint16->fillRect(r, SCI_SCREEN_MASK_VISUAL, pWnd->backClr); _paint16->bitsShow(pWnd->restoreRect); } setPort(oldport); } void GfxPorts::disposeWindow(Window *pWnd, bool reanimate) { setPort(_wmgrPort); _paint16->bitsRestore(pWnd->hSaved1); _paint16->bitsRestore(pWnd->hSaved2); if (!reanimate) _paint16->bitsShow(pWnd->restoreRect); else _gui->graphRedrawBox(pWnd->restoreRect); _windowList.remove(pWnd); setPort(_windowList.back()); _windowsById[pWnd->id] = 0; delete pWnd; } void GfxPorts::updateWindow(Window *wnd) { reg_t handle; if (wnd->saveScreenMask && wnd->bDrawn) { handle = _paint16->bitsSave(wnd->restoreRect, SCI_SCREEN_MASK_VISUAL); _paint16->bitsRestore(wnd->hSaved1); wnd->hSaved1 = handle; if (wnd->saveScreenMask & SCI_SCREEN_MASK_PRIORITY) { handle = _paint16->bitsSave(wnd->restoreRect, SCI_SCREEN_MASK_PRIORITY); _paint16->bitsRestore(wnd->hSaved2); wnd->hSaved2 = handle; } } } Port *GfxPorts::getPortById(uint16 id) { if (id > _windowsById.size()) error("getPortById() received invalid id"); return _windowsById[id]; } Port *GfxPorts::setPort(Port *newPort) { Port *oldPort = _curPort; _curPort = newPort; return oldPort; } Port *GfxPorts::getPort() { return _curPort; } void GfxPorts::setOrigin(int16 left, int16 top) { _curPort->left = left; _curPort->top = top; } void GfxPorts::moveTo(int16 left, int16 top) { _curPort->curTop = top; _curPort->curLeft = left; } void GfxPorts::move(int16 left, int16 top) { _curPort->curTop += top; _curPort->curLeft += left; } void GfxPorts::openPort(Port *port) { port->fontId = 0; port->fontHeight = 8; Port *tmp = _curPort; _curPort = port; _text16->SetFont(port->fontId); _curPort = tmp; port->top = 0; port->left = 0; port->greyedOutput = false; port->penClr = 0; port->backClr = 255; port->penMode = 0; port->rect = _bounds; } void GfxPorts::penColor(int16 color) { _curPort->penClr = color; } void GfxPorts::backColor(int16 color) { _curPort->backClr = color; } void GfxPorts::penMode(int16 mode) { _curPort->penMode = mode; } void GfxPorts::textGreyedOutput(bool state) { _curPort->greyedOutput = state; } int16 GfxPorts::getPointSize() { return _curPort->fontHeight; } void GfxPorts::offsetRect(Common::Rect &r) { r.top += _curPort->top; r.bottom += _curPort->top; r.left += _curPort->left; r.right += _curPort->left; } void GfxPorts::offsetLine(Common::Point &start, Common::Point &end) { start.x += _curPort->left; start.y += _curPort->top; end.x += _curPort->left; end.y += _curPort->top; } void GfxPorts::priorityBandsInit(int16 bandCount, int16 top, int16 bottom) { int16 y; int32 bandSize; // This code is for 320x200 games only if (_screen->getHeight() != 200) return; if (bandCount != -1) _priorityBandCount = bandCount; _priorityTop = top; _priorityBottom = bottom; // Do NOT modify this algo or optimize it anyhow, sierra sci used int32 for calculating the // priority bands and by using double or anything rounding WILL destroy the result bandSize = ((_priorityBottom - _priorityTop) * 2000) / _priorityBandCount; memset(_priorityBands, 0, sizeof(byte) * _priorityTop); for (y = _priorityTop; y < _priorityBottom; y++) _priorityBands[y] = 1 + (((y - _priorityTop) * 2000) / bandSize); if (_priorityBandCount == 15) { // When having 15 priority bands, we actually replace band 15 with band 14, cause the original sci interpreter also // does it that way as well y = _priorityBottom; while (_priorityBands[--y] == _priorityBandCount) _priorityBands[y]--; } // We fill space that is left over with the highest band (hardcoded 200 limit, because this algo isnt meant to be used on hires) for (y = _priorityBottom; y < 200; y++) _priorityBands[y] = _priorityBandCount; } void GfxPorts::priorityBandsInit(byte *data) { int i = 0, inx; byte priority = 0; for (inx = 0; inx < 14; inx++) { priority = *data++; while (i < priority) _priorityBands[i++] = inx; } while (i < 200) _priorityBands[i++] = inx; } // Gets used by picture class to remember priority bands data from sci1.1 pictures that need to get applied when // transitioning to that picture void GfxPorts::priorityBandsRemember(byte *data) { int bandNo; for (bandNo = 0; bandNo < 14; bandNo++) { priorityBandsMemory[bandNo] = READ_LE_UINT16(data); data += 2; } priorityBandsMemoryActive = true; } void GfxPorts::priorityBandsRecall() { if (priorityBandsMemoryActive) { priorityBandsInit((byte *)&priorityBandsMemory); priorityBandsMemoryActive = false; } } byte GfxPorts::coordinateToPriority(int16 y) { if (y < _priorityTop) return _priorityBands[_priorityTop]; if (y > _priorityBottom) return _priorityBands[_priorityBottom]; return _priorityBands[y]; } int16 GfxPorts::priorityToCoordinate(byte priority) { int16 y; if (priority <= _priorityBandCount) { for (y = 0; y <= _priorityBottom; y++) if (_priorityBands[y] == priority) return y; } return _priorityBottom; } } // End of namespace Sci