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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.
*
*/
#include "common/util.h"
#include "sci/console.h"
#include "sci/sci.h"
#include "sci/engine/features.h"
#include "sci/engine/gc.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/engine/selector.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 {
GfxPorts::GfxPorts(SegManager *segMan, GfxScreen *screen)
: _segMan(segMan), _screen(screen) {
}
GfxPorts::~GfxPorts() {
// reset frees all windows but _picWind
reset();
freeWindow(_picWind);
delete _wmgrPort;
delete _menuPort;
}
void GfxPorts::init(bool usesOldGfxFunctions, GfxPaint16 *paint16, GfxText16 *text16) {
int16 offTop = 10;
_usesOldGfxFunctions = usesOldGfxFunctions;
_paint16 = paint16;
_text16 = text16;
_freeCounter = 0;
// _menuPort has actually hardcoded id 0xFFFF. Its not meant to be known to windowmanager according to sierra sci
_menuPort = new Port(0xFFFF);
openPort(_menuPort);
setPort(_menuPort);
_text16->SetFont(0);
_menuPort->rect = Common::Rect(0, 0, _screen->getScriptWidth(), _screen->getScriptHeight());
_menuBarRect = Common::Rect(0, 0, _screen->getScriptWidth(), 9);
_menuRect = Common::Rect(0, 0, _screen->getScriptWidth(), 10);
_menuLine = Common::Rect(0, 9, _screen->getScriptWidth(), 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.
if (getSciVersion() >= SCI_VERSION_1_LATE)
_styleUser = SCI_WINDOWMGR_STYLE_USER;
else
_styleUser = SCI_WINDOWMGR_STYLE_USER | SCI_WINDOWMGR_STYLE_TRANSPARENT;
// Jones, Slater, Hoyle 3&4 and Crazy Nicks Laura Bow/Kings Quest 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
switch (g_sci->getGameId()) {
case GID_JONES:
case GID_SLATER:
case GID_HOYLE3:
case GID_HOYLE4:
case GID_CNICK_LAURABOW:
case GID_CNICK_KQ:
offTop = 0;
break;
case GID_MOTHERGOOSE256:
// only the SCI1 and SCI1.1 (VGA) versions need this
offTop = 0;
break;
case GID_FAIRYTALES:
// Mixed-Up Fairy Tales (& its demo) uses -w 26 0 200 320. If we don't
// also do this we will get not-fully-removed windows everywhere.
offTop = 26;
break;
default:
// For Mac games running with a height of 190, we do not have a menu bar
// so the top offset should be 0.
if (_screen->getHeight() == 190)
offTop = 0;
break;
}
openPort(_wmgrPort);
setPort(_wmgrPort);
// SCI0 games till kq4 (.502 - not including) did not adjust against _wmgrPort in kNewWindow
// We leave _wmgrPort top at 0, so the adjustment wont get done
if (!_usesOldGfxFunctions) {
setOrigin(0, offTop);
_wmgrPort->rect.bottom = _screen->getHeight() - offTop;
} else {
_wmgrPort->rect.bottom = _screen->getHeight();
}
_wmgrPort->rect.right = _screen->getScriptWidth();
_wmgrPort->rect.moveTo(0, 0);
_wmgrPort->curTop = 0;
_wmgrPort->curLeft = 0;
_windowList.push_front(_wmgrPort);
_picWind = addWindow(Common::Rect(0, offTop, _screen->getScriptWidth(), _screen->getScriptHeight()), 0, 0, SCI_WINDOWMGR_STYLE_TRANSPARENT | SCI_WINDOWMGR_STYLE_NOFRAME, 0, true);
// For SCI0 games till kq4 (.502 - not including) we set _picWind top to offTop instead
// Because of the menu/status bar
if (_usesOldGfxFunctions)
_picWind->top = offTop;
kernelInitPriorityBands();
}
// Removes any windows from windowList
// is used when restoring/restarting the game
// Sierra SCI actually saved the whole windowList, it seems we don't need to do this at all
// but in some games there are still windows active when restoring. Leaving those windows open
// would create all sorts of issues, that's why we remove them
void GfxPorts::reset() {
setPort(_picWind);
// free everything after _picWind
for (uint id = PORTS_FIRSTSCRIPTWINDOWID; id < _windowsById.size(); id++) {
Window *window = (Window *)_windowsById[id];
if (window)
freeWindow(window);
}
_freeCounter = 0;
_windowList.clear();
_windowList.push_front(_wmgrPort);
_windowList.push_back(_picWind);
}
void GfxPorts::kernelSetActive(uint16 portId) {
if (_freeCounter) {
// Windows waiting to get freed
for (uint id = PORTS_FIRSTSCRIPTWINDOWID; id < _windowsById.size(); id++) {
Window *window = (Window *)_windowsById[id];
if (window) {
if (window->counterTillFree) {
window->counterTillFree--;
if (!window->counterTillFree) {
freeWindow(window);
_freeCounter--;
}
}
}
}
}
switch (portId) {
case 0:
setPort(_wmgrPort);
break;
case 0xFFFF:
setPort(_menuPort);
break;
default: {
Port *newPort = getPortById(portId);
if (newPort)
setPort(newPort);
else
error("GfxPorts::kernelSetActive was requested to set invalid port id %d", 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;
if (initPriorityBandsFlag)
kernelInitPriorityBands();
}
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.bottom != 0 && restoreRect.right != 0)
wnd = addWindow(dims, &restoreRect, title, style, priority, false);
else
wnd = addWindow(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);
if (wnd) {
if (!wnd->counterTillFree) {
removeWindow(wnd, reanimate);
} else {
error("kDisposeWindow: used already disposed window id %d", windowId);
}
} else {
error("kDisposeWindow: used unknown window id %d", windowId);
}
}
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) {
// We also store Port objects in the window list, but they
// shouldn't be encountered during this iteration.
assert((*it)->isWindow());
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) {
// We also store Port objects in the window list, but they
// shouldn't be encountered during this iteration.
assert((*it)->isWindow());
updateWindow((Window *)*it);
}
if (getSciVersion() < SCI_VERSION_1_EGA_ONLY)
g_sci->_gfxPaint16->kernelGraphRedrawBox(_curPort->rect);
setPort(oldPort);
}
Window *GfxPorts::addWindow(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 = PORTS_FIRSTWINDOWID;
while (id < _windowsById.size() && _windowsById[id]) {
if (_windowsById[id]->counterTillFree) {
// port that is already disposed, but not freed yet
freeWindow((Window *)_windowsById[id]);
_freeCounter--;
break; // reuse the handle
// we do this especially for sq4cd. it creates and disposes the
// inventory window all the time, but reuses old handles as well
// this worked somewhat under the original interpreter, because
// it put the new window where the old was.
}
++id;
}
if (id == _windowsById.size())
_windowsById.push_back(0);
assert(0 < id && id < 0xFFFF);
Window *pwnd = new Window(id);
Common::Rect r;
_windowsById[id] = pwnd;
// KQ1sci, KQ4, iceman, QfG2 always add windows to the back of the list.
// KQ5CD checks style.
// Hoyle3-demo also always adds to the back (#3036763).
bool forceToBack = (getSciVersion() <= SCI_VERSION_1_EGA_ONLY) ||
(g_sci->getGameId() == GID_HOYLE3 && g_sci->isDemo());
if (!forceToBack && (style & SCI_WINDOWMGR_STYLE_TOPMOST))
_windowList.push_front(pwnd);
else
_windowList.push_back(pwnd);
openPort(pwnd);
r = dims;
// This looks fishy, but it's exactly what Sierra did. They removed last
// bit of the left dimension in their interpreter. It seems Sierra did it
// for EGA byte alignment (EGA uses 1 byte for 2 pixels) and left it in
// their interpreter even in the newer VGA games.
r.left = r.left & 0xFFFE;
if (r.width() > _screen->getScriptWidth()) {
// We get invalid dimensions at least at the end of sq3 (script bug!).
// Same happens very often in lsl5, sierra sci didnt fix it but it looked awful.
// Also happens frequently in the demo of GK1.
warning("Fixing too large window, left: %d, right: %d", dims.left, dims.right);
r.left = 0;
r.right = _screen->getScriptWidth() - 1;
if ((style != _styleUser) && !(style & SCI_WINDOWMGR_STYLE_NOFRAME))
r.right--;
}
pwnd->rect = r;
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 ? GFX_SCREEN_MASK_VISUAL : GFX_SCREEN_MASK_VISUAL | GFX_SCREEN_MASK_PRIORITY);
if (title && (style & SCI_WINDOWMGR_STYLE_TITLE)) {
pwnd->title = title;
}
r = pwnd->rect;
if ((style != _styleUser) && !(style & SCI_WINDOWMGR_STYLE_NOFRAME)) {
r.grow(1);
if (style & SCI_WINDOWMGR_STYLE_TITLE) {
r.top -= 10;
r.bottom++;
}
}
pwnd->dims = r;
// Clip window, if needed
Common::Rect wmprect = _wmgrPort->rect;
// Handle a special case for Dr. Brain 1 Mac. When hovering the mouse cursor
// over the status line on top, the game scripts try to draw the game's icon
// bar above the current port, by specifying a negative window top, so that
// the end result will be drawn 10 pixels above the current port. This is a
// hack by Sierra, and is only limited to user style windows. Normally, we
// should not clip, same as what Sierra does. However, this will result in
// having invalid rectangles with negative coordinates. For this reason, we
// adjust the containing rectangle instead.
if (pwnd->dims.top < 0 && g_sci->getPlatform() == Common::kPlatformMacintosh &&
(style & SCI_WINDOWMGR_STYLE_USER) && _wmgrPort->top + pwnd->dims.top >= 0) {
// Offset the final rect top by the requested pixels
wmprect.top += pwnd->dims.top;
}
int16 oldtop = pwnd->dims.top;
int16 oldleft = pwnd->dims.left;
// WORKAROUND: We also adjust the restore rect when adjusting the window
// rect.
// SSCI does not do this. It wasn't necessary in the original interpreter,
// but it is needed for Freddy Pharkas CD. This version does not normally
// have text, but we allow this by modifying the text/speech setting
// according to what is set in the ScummVM GUI (refer to syncIngameAudioOptions()
// in sci.cpp). Since the text used in Freddy Pharkas CD is quite large in
// some cases, it ends up being offset in order to fit inside the screen,
// but the associated restore rect isn't adjusted accordingly, leading to
// artifacts being left on screen when some text boxes are removed. The
// fact that the restore rect wasn't ever adjusted doesn't make sense, and
// adjusting it shouldn't have any negative side-effects (it *should* be
// adjusted, normally, but SCI doesn't do it). The big text boxes are still
// odd-looking, because the text rect is drawn outside the text window rect,
// but at least there aren't any leftover textbox artifacts left when the
// boxes are removed. Adjusting the text window rect would require more
// invasive changes than this one, thus it's not really worth the effort
// for a feature that was not present in the original game, and its
// implementation is buggy in the first place.
// Adjusting the restore rect properly fixes bug #3575276.
if (wmprect.top > pwnd->dims.top) {
pwnd->dims.moveTo(pwnd->dims.left, wmprect.top);
if (restoreRect)
pwnd->restoreRect.moveTo(pwnd->restoreRect.left, wmprect.top);
}
if (wmprect.bottom < pwnd->dims.bottom) {
pwnd->dims.moveTo(pwnd->dims.left, wmprect.bottom - pwnd->dims.bottom + pwnd->dims.top);
if (restoreRect)
pwnd->restoreRect.moveTo(pwnd->restoreRect.left, wmprect.bottom - pwnd->restoreRect.bottom + pwnd->restoreRect.top);
}
if (wmprect.right < pwnd->dims.right) {
pwnd->dims.moveTo(wmprect.right + pwnd->dims.left - pwnd->dims.right, pwnd->dims.top);
if (restoreRect)
pwnd->restoreRect.moveTo(wmprect.right + pwnd->restoreRect.left - pwnd->restoreRect.right, pwnd->restoreRect.top);
}
if (wmprect.left > pwnd->dims.left) {
pwnd->dims.moveTo(wmprect.left, pwnd->dims.top);
if (restoreRect)
pwnd->restoreRect.moveTo(wmprect.left, pwnd->restoreRect.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->restoreRect.top < 0 && g_sci->getPlatform() == Common::kPlatformMacintosh &&
(style & SCI_WINDOWMGR_STYLE_USER) && _wmgrPort->top + pwnd->restoreRect.top >= 0) {
// Special case for Dr. Brain 1 Mac (check above), applied to the
// restore rectangle.
pwnd->restoreRect.moveTo(pwnd->restoreRect.left, wmprect.top);
}
if (draw)
drawWindow(pwnd);
setPort((Port *)pwnd);
// All SCI0 games till kq4 .502 (not including) did not adjust against _wmgrPort, we set _wmgrPort->top to 0 in that case
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;
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, GFX_SCREEN_MASK_VISUAL);
if (pWnd->saveScreenMask & GFX_SCREEN_MASK_PRIORITY) {
pWnd->hSaved2 = _paint16->bitsSave(pWnd->restoreRect, GFX_SCREEN_MASK_PRIORITY);
if ((wndStyle & SCI_WINDOWMGR_STYLE_USER) == 0)
_paint16->fillRect(pWnd->restoreRect, GFX_SCREEN_MASK_PRIORITY, 0, 15);
}
}
// drawing frame,shadow and title
if ((getSciVersion() >= SCI_VERSION_1_LATE) ? !(wndStyle & _styleUser) : wndStyle != _styleUser) {
Common::Rect r = pWnd->dims;
if (!(wndStyle & SCI_WINDOWMGR_STYLE_NOFRAME)) {
r.top++;
r.left++;
_paint16->frameRect(r);// draw shadow
r.translate(-1, -1);
_paint16->frameRect(r);// draw actual window frame
if (wndStyle & SCI_WINDOWMGR_STYLE_TITLE) {
if (getSciVersion() <= SCI_VERSION_0_LATE) {
// draw a black line between titlebar and actual window content for SCI0
r.bottom = r.top + 10;
_paint16->frameRect(r);
}
r.grow(-1);
if (getSciVersion() <= SCI_VERSION_0_LATE)
_paint16->fillRect(r, GFX_SCREEN_MASK_VISUAL, 8); // grey titlebar for SCI0
else
_paint16->fillRect(r, GFX_SCREEN_MASK_VISUAL, 0); // black titlebar for SCI01+
if (!pWnd->title.empty()) {
int16 oldcolor = getPort()->penClr;
penColor(_screen->getColorWhite());
_text16->Box(pWnd->title.c_str(), true, r, SCI_TEXT16_ALIGNMENT_CENTER, 0);
penColor(oldcolor);
}
r.grow(+1);
r.bottom = pWnd->dims.bottom - 1;
r.top += 9;
}
r.grow(-1);
}
if (!(wndStyle & SCI_WINDOWMGR_STYLE_TRANSPARENT))
_paint16->fillRect(r, GFX_SCREEN_MASK_VISUAL, pWnd->backClr);
_paint16->bitsShow(pWnd->dims);
}
setPort(oldport);
}
void GfxPorts::removeWindow(Window *pWnd, bool reanimate) {
setPort(_wmgrPort);
_paint16->bitsRestore(pWnd->hSaved1);
pWnd->hSaved1 = NULL_REG;
_paint16->bitsRestore(pWnd->hSaved2);
pWnd->hSaved2 = NULL_REG;
if (!reanimate)
_paint16->bitsShow(pWnd->restoreRect);
else
_paint16->kernelGraphRedrawBox(pWnd->restoreRect);
_windowList.remove(pWnd);
setPort(_windowList.back());
// We will actually free this window after 15 kSetPort-calls
// Sierra sci freed the pointer immediately, but pointer to that port
// still worked till the memory got overwritten. Some games depend
// on this (dispose a window and then kSetPort to it again for once)
// Those are actually script bugs, but patching all of those out
// would be quite a hassle and this just keeps compatibility
// (examples: hoyle 4 game menu and sq4cd inventory)
// sq4cd gum wrapper requires more than 10
pWnd->counterTillFree = 15;
_freeCounter++;
}
void GfxPorts::freeWindow(Window *pWnd) {
if (!pWnd->hSaved1.isNull())
_segMan->freeHunkEntry(pWnd->hSaved1);
if (!pWnd->hSaved2.isNull())
_segMan->freeHunkEntry(pWnd->hSaved2);
_windowsById[pWnd->id] = NULL;
delete pWnd;
}
void GfxPorts::updateWindow(Window *wnd) {
reg_t handle;
if (wnd->saveScreenMask && wnd->bDrawn) {
handle = _paint16->bitsSave(wnd->restoreRect, GFX_SCREEN_MASK_VISUAL);
_paint16->bitsRestore(wnd->hSaved1);
wnd->hSaved1 = handle;
if (wnd->saveScreenMask & GFX_SCREEN_MASK_PRIORITY) {
handle = _paint16->bitsSave(wnd->restoreRect, GFX_SCREEN_MASK_PRIORITY);
_paint16->bitsRestore(wnd->hSaved2);
wnd->hSaved2 = handle;
}
}
}
Port *GfxPorts::getPortById(uint16 id) {
return (id < _windowsById.size()) ? _windowsById[id] : NULL;
}
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 = _screen->getColorWhite();
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::clipLine(Common::Point &start, Common::Point &end) {
start.y = CLIP<int16>(start.y, _curPort->rect.top, _curPort->rect.bottom - 1);
start.x = CLIP<int16>(start.x, _curPort->rect.left, _curPort->rect.right - 1);
end.y = CLIP<int16>(end.y, _curPort->rect.top, _curPort->rect.bottom - 1);
end.x = CLIP<int16>(end.x, _curPort->rect.left, _curPort->rect.right - 1);
}
void GfxPorts::priorityBandsInit(int16 bandCount, int16 top, int16 bottom) {
int16 y;
int32 bandSize;
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;
// adjust, if bottom is 200 (one over the actual screen range) - we could otherwise go possible out of bounds
// sierra sci also adjust accordingly
if (_priorityBottom == 200)
_priorityBottom--;
}
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 to read priority bands data from sci1.1 pictures
void GfxPorts::priorityBandsInitSci11(byte *data) {
byte priorityBands[14];
for (int bandNo = 0; bandNo < 14; bandNo++) {
priorityBands[bandNo] = READ_LE_UINT16(data);
data += 2;
}
priorityBandsInit(priorityBands);
}
void GfxPorts::kernelInitPriorityBands() {
if (_usesOldGfxFunctions) {
priorityBandsInit(15, 42, 200);
} else {
if (getSciVersion() >= SCI_VERSION_1_1)
priorityBandsInit(14, 0, 190);
else
priorityBandsInit(14, 42, 190);
}
}
void GfxPorts::kernelGraphAdjustPriority(int top, int bottom) {
if (_usesOldGfxFunctions) {
priorityBandsInit(15, top, bottom);
} else {
priorityBandsInit(14, top, bottom);
}
}
byte GfxPorts::kernelCoordinateToPriority(int16 y) {
if (y < 0) // Sierra did not check this, we do for safety reasons
return _priorityBands[0];
// do NOT check for _priorityTop in here. Sierra never did that and it would cause
// at least priority issues in room 54 of lsl2 (airplane)
if (y > _priorityBottom)
return _priorityBands[_priorityBottom];
return _priorityBands[y];
}
int16 GfxPorts::kernelPriorityToCoordinate(byte priority) {
int16 y;
if (priority <= _priorityBandCount) {
for (y = 0; y <= _priorityBottom; y++)
if (_priorityBands[y] == priority)
return y;
}
return _priorityBottom;
}
void GfxPorts::processEngineHunkList(WorklistManager &wm) {
for (PortList::const_iterator it = _windowList.begin(); it != _windowList.end(); ++it) {
if ((*it)->isWindow()) {
Window *wnd = ((Window *)*it);
wm.push(wnd->hSaved1);
wm.push(wnd->hSaved2);
}
}
}
void GfxPorts::printWindowList(Console *con) {
for (PortList::const_iterator it = _windowList.begin(); it != _windowList.end(); ++it) {
if ((*it)->isWindow()) {
Window *wnd = ((Window *)*it);
con->debugPrintf("%d: '%s' at %d, %d, (%d, %d, %d, %d), drawn: %d, style: %d\n",
wnd->id, wnd->title.c_str(), wnd->left, wnd->top,
wnd->rect.left, wnd->rect.top, wnd->rect.right, wnd->rect.bottom,
wnd->bDrawn, wnd->wndStyle);
}
}
}
} // End of namespace Sci
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