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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/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.
// This actually meant not skipping the first 10 pixellines in windowMgrPort
if (gameId == "jones" || gameId == "slater" || gameId == "hoyle3")
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
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