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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/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 = _screen->_height - offTop;
_wmgrPort->rect.right = _screen->_width;
_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
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