/* 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/gfx.h" #include "sci/graphics/animate.h" #include "sci/graphics/text.h" #include "sci/graphics/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) }; WindowMgr::WindowMgr(SciGui *gui, Screen *screen, Gfx *gfx, Text *text) : _gui(gui), _screen(screen), _gfx(gfx), _text(text) { } WindowMgr::~WindowMgr() { // TODO: Clear _windowList and delete all stuff in it? } void WindowMgr::init(Common::String gameId) { int16 offTop = 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 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 WindowMgr::isFrontWindow(Window *pWnd) { return _windowList.back() == pWnd; } void WindowMgr::BeginUpdate(Window *wnd) { Port *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 Port objects in the window list. // We should add a check that we really only pass windows here... UpdateWindow((Window *)*it); --it; } _gfx->SetPort(oldPort); } void WindowMgr::EndUpdate(Window *wnd) { Port *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 Port objects in the window list. // We should add a check that we really only pass windows here... UpdateWindow((Window *)*it); } _gfx->SetPort(oldPort); } Window *WindowMgr::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); _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((Port *)pwnd); _gfx->SetOrigin(pwnd->rect.left, pwnd->rect.top + _wmgrPort->top); pwnd->rect.moveTo(0, 0); return pwnd; } void WindowMgr::DrawWindow(Window *pWnd) { if (pWnd->bDrawn) return; Common::Rect r; int16 wndStyle = pWnd->wndStyle; pWnd->bDrawn = true; Port *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 WindowMgr::DisposeWindow(Window *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 WindowMgr::UpdateWindow(Window *wnd) { MemoryHandle 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