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/* Copyright (C) 2002 Andrew Apted <ajapted@users.sourceforge.net> */
/* NetHack may be freely redistributed. See license for details. */
/*
* SDL/GL window port for NetHack & Slash'EM.
*
* This file contains the common definitions.
*/
#ifndef WINGL_H
#define WINGL_H
#ifdef GL_GRAPHICS
extern struct window_procs sdlgl_hardw_procs;
#endif
#ifdef GL3D_GRAPHICS
extern struct window_procs sdlgl_3d_procs;
#endif
#ifdef SDL_GRAPHICS
extern struct window_procs sdlgl_softw_procs;
#endif
extern void FDECL(Sdlgl_parse_options, (char *, int, int));
#ifdef VANILLA_GLHACK
#define GLHACK_VER_HEX 0x120
#define GLHACK_VER_STR "1.2"
#define SDLGL_PROGRAM "glHack"
#define SDLGL_ICON "glHack"
#define SDLGL_ENV_VAR "GLHACKOPTIONS"
#else
#define SDLGL_PROGRAM "Slash'EM SDL/GL"
#define SDLGL_ICON "Slash'EM"
#define SDLGL_ENV_VAR "SLASHEMGLOPTIONS"
#endif
/* ------------ internal definitions from here on ---------- */
#ifdef WINGL_INTERNAL
/* sanity check the defines */
#ifndef USE_TILES
#error USE_TILES not defined
#endif
#ifndef CLIPPING
#error CLIPPING not defined
#endif
#ifdef CHANGE_COLOR
#error CHANGE_COLOR defined
#endif
#ifdef OVERLAY
#error OVERLAY defined
#endif
#ifdef MICRO
#error MICRO defined
#endif
/* N.H uses compress/uncompress, conflicting with ZLIB headers */
#undef compress
#undef uncompress
/* certain N.H #defines conflict with the SDL header files */
#undef red
#undef green
#undef blue
/* From tile.c */
extern short glyph2tile[];
/* extra includes we need */
#include <SDL/SDL.h>
#include <png.h>
#include <assert.h>
#ifdef GL_GRAPHICS
#include <GL/gl.h>
#else
typedef unsigned int GLuint;
#endif
#define E extern
/* inlining */
#ifdef GH_INLINE
/* keep current definition (from Makefile) */
#elif defined(__GNUC__)
#define GH_INLINE __inline__
#elif defined(_MSC_VER)
#define GH_INLINE __inline
#else
#define GH_INLINE /* nothing */
#endif
/* character munging macros for CTRL and ALT/META */
#ifndef C
#define C(c) (0x1f & (c))
#endif
#ifndef M
#define M(c) (0x80 | (c))
#endif
/*
* GL_MAIN
*/
extern int sdlgl_initialized;
extern int sdlgl_software;
extern int sdlgl_3d;
extern SDL_Surface *sdlgl_surf;
struct MenuItem
{
/* link in list */
struct MenuItem *next;
/* stuff given by add_menu(). The string is copied */
int glyph;
anything identifier;
char accelerator;
char groupacc;
int attr;
char *str;
/* whether or not this item is selected. When 0, the `count' field
* will be ignored.
*/
int selected;
/* count given by user. -1 when no count given */
int count;
};
struct TextItem
{
/* link in list */
struct TextItem *next;
/* stuff given by putstr(). The string is copied */
int attr;
char *str;
/* alignment position (used for reformatting) */
int align;
};
#define POSKEY_ALLOW_REPEAT 0x0001
#define POSKEY_DO_SCROLLBACK 0x0002
/* Note: routines that are in the interface table (sdlgl_procs) begin
* with a capital `S'. Everything else has a lowercase `s'.
*/
E void FDECL(Sdlgl_init_nhwindows, (int *, char **));
E void NDECL(Sdlgl_get_nh_event) ;
E void FDECL(Sdlgl_exit_nhwindows, (const char *));
E void FDECL(Sdlgl_suspend_nhwindows, (const char *));
E void NDECL(Sdlgl_resume_nhwindows);
E void NDECL(Sdlgl_update_inventory);
E void NDECL(Sdlgl_mark_synch);
E void NDECL(Sdlgl_wait_synch);
E void FDECL(Sdlgl_raw_print, (const char *));
E void FDECL(Sdlgl_raw_print_bold, (const char *));
E int NDECL(Sdlgl_nhgetch);
E int FDECL(Sdlgl_nh_poskey, (int *, int *, int *));
E void NDECL(Sdlgl_nhbell);
E void FDECL(Sdlgl_number_pad, (int));
E void NDECL(Sdlgl_delay_output);
E void VDECL(sdlgl_warning, (const char *, ...)) PRINTF_F(1,2);
E void VDECL(sdlgl_error, (const char *, ...)) PRINTF_F(1,2);
E void VDECL(sdlgl_hangup, (const char *, ...)) PRINTF_F(1,2);
E void FDECL(sdlgl_sleep, (int));
E int NDECL(sdlgl_get_time);
E int FDECL(sdlgl_get_poskey, (int, int *, int *, int *));
E int FDECL(sdlgl_get_key, (int));
/*
* GL_OPT
*/
#define DEF_SDLGL_WIDTH 800
#define DEF_SDLGL_HEIGHT 600
#define DEF_SDLGL_DEPTH 16
#define MIN_SDLGL_WIDTH 640
#define MIN_SDLGL_HEIGHT 400
#define MAX_SDLGL_WIDTH 2048
#define MAX_SDLGL_HEIGHT 1536
extern int sdlgl_width;
extern int sdlgl_height;
extern int sdlgl_depth;
#define DEF_SDLGL_WINDOWED 0
#define DEF_SDLGL_JAILSIZE 35
#define DEF_SDLGL_KEYREPEAT 2 /* always */
#define DEF_SDLGL_PREVSTEP 1
#define MAX_SDLGL_PREVSTEP 20
#define DEF_TILE_HEIGHT 32
#define DEF_FONTSIZ_MAP 14
#define DEF_FONTSIZ_TEXT 20
#define DEF_VARY_MSGCOUNT 3
#define DEF_SCROLL_MARGIN 3
/* sdlgl_def_zoom can take on this value (text-mode view) */
#define TEXT_ZOOM -1
extern int sdlgl_windowed;
extern int sdlgl_jail_size;
extern int sdlgl_def_zoom;
extern int sdlgl_key_repeat;
extern int sdlgl_alt_prev;
extern int sdlgl_prev_step;
extern int sdlgl_msg_dim;
extern int sdlgl_reformat;
extern int sdlgl_shrink_wrap;
extern int sdlgl_flipping;
extern int sdlgl_jump_scroll;
extern int sdlgl_invis_fx;
extern int sdlgl_gamma;
E void FDECL(sdlgl_parse_cmdline_options, (int *, char **));
E void NDECL(sdlgl_validate_wincap_options);
E void NDECL(sdlgl_validate_gl_options);
E void FDECL(Sdlgl_preference_update, (const char *));
/*
* GL_CONF
*/
/* (nothing here yet) */
/*
* GL_ROLE
*/
E void NDECL(Sdlgl_player_selection);
/*
* GL_UNIT
*/
extern int sdlgl_tex_max;
typedef unsigned int rgbcol_t;
#define RGB_MAKE(r,g,b) (((r) << 16) + ((g) << 8) + (b))
#define RGB_RED(rgb) ((rgb >> 16) & 0xFF)
#define RGB_GRN(rgb) ((rgb >> 8) & 0xFF)
#define RGB_BLU(rgb) ((rgb ) & 0xFF)
struct GraphicUnit
{
/* texture used */
GLuint tex_id;
/* texture coords */
float tx1, ty1, tx2, ty2;
/* screen coordinates */
short x, y, w, h;
/* rendering pass (lower ones are drawn first) */
short pass;
/* image color */
rgbcol_t color;
/* translucency, range is 0.0 - 1.0 */
float trans;
};
E void NDECL(sdlgl_unit_startup);
E void NDECL(sdlgl_unit_shutdown);
E void FDECL(sdlgl_begin_units, (int, int));
E void FDECL(sdlgl_add_unit, (GLuint,float,float,float,float,
short,short,short,short,short,rgbcol_t,float));
E void NDECL(sdlgl_finish_units);
E void FDECL(sdlgl_hw_make_screenshot, (const char *));
/*
* GL_TILE
*/
typedef unsigned short tileidx_t;
typedef unsigned short tilecol_t;
typedef unsigned short tileflags_t;
#define TILE_EMPTY 0x7FFF
#define TILE_F_FLIPX 0x0001 /* horizontally flip the fg */
#define TILE_F_TRANS50 0x0010 /* draw fg 50% translucent */
struct TilePair
{
/* What tiles to draw at each location. Any of these can be
* TILE_EMPTY. BG contains the actual background (usually a floor,
* maybe water). MG is for dungeon parts (walls, stairs, sinks,
* traps, and so forth). FG contains everything else: objects,
* monsters, zaps and swallows.
*/
tileidx_t fg;
tileidx_t mg; /* mid-ground */
union
{
tilecol_t col;
tileidx_t bg;
}
u;
tileflags_t flags;
};
struct FontCache;
struct TileSet
{
/* total number of tiles in the set */
int tile_num;
/* size of each tile */
int tile_w, tile_h;
/* overlap size. Only non-zero for the pseudo 3D tileset. lap_skew
* is the difference (of horizontal pixels) between to rows.
*/
int lap_w, lap_h;
int lap_skew;
/* number of tiles horizontal/vertical that fit in each 256x256
* image (or whatever size the 3D card supports). Tiles are packed
* from left->right, bottom->top. For software mode, the tiles are
* all packed in a single surface.
*/
int pack_w, pack_h;
/* number of 256x256 images */
int tex_num;
/* the GL texture ids. Unused in software mode */
GLuint *tex_ids;
/* for GL, the size of all textures in the array. Usually these
* will be the same as sdlgl_tex_max, but when sdlgl_tex_max is high
* (like 1024) and the tileset is small (like the fonts), then the
* size can be reduced to save memory.
*/
int tex_size_w, tex_size_h;
/* which tiles have alpha parts. Valid for both GL and software
* rendering.
*/
unsigned char *has_alpha;
/* for Software mode, this surface contains the tiles. When using
* large tilesets (32x32 and 48x64), surf_small contains the
* shrunk-down version (otherwise it is NULL).
*/
SDL_Surface *surf;
SDL_Surface *surf_small;
/* when using the Isometric tileset in software mode, these contain
* some extra tiles to draw the map borders. (Needed since the
* dirty matrix code doesn't support drawing diagonal lines).
*/
SDL_Surface *borders;
SDL_Surface *borders_small;
/* fonts are normally bright white. For software mode, we need to
* colorise them, and this is done by the font cache. This is
* unused in GL mode.
*/
struct FontCache *font_cache;
};
struct ExtraShape
{
/* type of extra shape */
enum ShapeType
{
SHAPE_None = 0,
SHAPE_Heart,
SHAPE_Ridden
}
type;
/* position of shape, in terms of whole tiles */
short x, y;
/* type-dependent parameters.
* For SHAPE_Heart and SHAPE_Ridden, par1 means "on_left".
*/
int par1, par2;
};
struct TileWindow
{
/* types of tiles drawn in this window */
struct TileSet *set;
/* width and height of this window (in tiles). Can be larger than
* the screen.
*/
int total_w, total_h;
/* on-screen position of window (in pixels). All values are 0 when
* the window is unmapped. Mapped windows are drawn in order of
* their depth value (lower depths are drawn first).
*/
int scr_x, scr_y, scr_w, scr_h, scr_depth;
/* private field -- index of window in mapped array */
int mapped_idx;
/* text window ? */
int is_text;
/* this is the map window ? */
int is_map;
/* does the window have see-through parts ? This is normally false.
* Only used for text on the tombstone currently. When true, lower
* windows don't get clipped against this one, and _no_ background
* is drawn.
*/
int see_through;
/* for see-through windows, whether to blend in the text (needed for
* the RIP image).
*/
int is_blended;
/* background color. When the tiles don't take up all of the
* window's area, this color fills in the unused portions. Also
* used for text background.
*/
rgbcol_t background;
/* used for panning. The values represent an offset (in screen
* pixels) into the array. Larger pan_x values shift the tiles
* further left. Larger pan_y values shift the tiles further
* downwards. (negative values are useful too).
*/
int pan_x, pan_y;
/* used for zooming. The values represent the displayed size of
* each tile (in screen pixels). For NHW_MAP windows using the
* pseudo 3D tileset, scale_w/h *ignore* the overlap portion of the
* tiles (i.e. they give the stepping distance), and scale_full_w/h
* give the size of the full tile. For all tilesets except the
* pseudo 3D one, the full_* values equal the plain values.
*/
int scale_w, scale_h;
int scale_full_w, scale_full_h;
int scale_skew;
/* the position (in terms of tiles) where to draw a cursor.
* Negative values mean that no cursor should be drawn.
*/
int curs_x, curs_y, curs_w;
/* cursor type: 1 for block, 0 for outline */
int curs_block;
/* cursor color */
rgbcol_t curs_color;
/* the array of tile indexes. Order is left->right, bottom->top.
* For text windows, the values are characters (the charset is IBM
* cp437, i.e. standard CGA/VGA), and the color field is used. For
* the MAP window, the `bg' field in the TilePair is used as the
* background tile.
*
* The color field contains the foreground in the least significant
* 8 bits, background in the most significant 8 bits. Both are
* indices into sdlgl_text_colors[]. NOTE: background color not
* actually used yet (if ever).
*/
struct TilePair *tiles;
/* set of extra shapes to draw */
struct ExtraShape *extra_shapes;
int extra_max;
int extra_num;
/* used for the map window to draw a border around it */
int has_border;
};
extern struct TileSet *sdlgl_tiles;
E void NDECL(sdlgl_tile_startup);
E void NDECL(sdlgl_tile_shutdown);
E void NDECL(sdlgl_tile_load_rest);
E void NDECL(sdlgl_start_logo);
E int NDECL(sdlgl_iterate_logo);
E int FDECL(sdlgl_display_RIP, (int));
E void NDECL(sdlgl_dismiss_RIP);
E struct TileWindow *FDECL(sdlgl_new_tilewin,
(struct TileSet *, int, int, int, int));
E void FDECL(sdlgl_map_tilewin,
(struct TileWindow *, int, int, int, int, int));
E void FDECL(sdlgl_unmap_tilewin, (struct TileWindow *));
E void FDECL(sdlgl_free_tilewin, (struct TileWindow *));
E void FDECL(sdlgl_change_tileset, (struct TileWindow *,
struct TileSet *, int));
E void NDECL(sdlgl_flush);
E void FDECL(sdlgl_add_extrashape, (struct TileWindow *,
enum ShapeType, short, short, int, int));
E void FDECL(sdlgl_remove_extrashapes, (struct TileWindow *,
short, short));
E int FDECL(sdlgl_test_tile_visible, (int, int, int, int, int));
E void FDECL(sdlgl_set_start_depth, (int));
E void FDECL(sdlgl_store_char, (struct TileWindow *, int, int,
char, rgbcol_t));
E int FDECL(sdlgl_store_str, (struct TileWindow *, int, int,
const char *, int, rgbcol_t));
E void FDECL(sdlgl_store_tile, (struct TileWindow *, int, int,
tileidx_t, tileidx_t, tileidx_t, tileflags_t));
E void FDECL(sdlgl_blank_area, (struct TileWindow *, int, int, int, int));
E void FDECL(sdlgl_copy_area, (struct TileWindow *, int, int,
int, int, int, int));
E void FDECL(sdlgl_transfer_area, (struct TileWindow *, int, int,
int, int, struct TileWindow *, int, int));
E void FDECL(sdlgl_transfer_line, (struct TileWindow *, int, int,
int, struct TilePair *, int));
E void FDECL(sdlgl_set_scale, (struct TileWindow *, int));
E void FDECL(sdlgl_set_cursor, (struct TileWindow *, int, int, int));
/*
* GL_IMAGE
*/
extern unsigned char pet_mark_bits[8];
extern unsigned char ridden_mark_bits[8];
extern char tile_16_face_dirs[1000];
extern char tile_32_face_dirs[1000];
extern SDL_Cursor *sdlgl_cursor_main;
extern SDL_Cursor *sdlgl_cursor_left;
extern SDL_Cursor *sdlgl_cursor_right;
extern SDL_Cursor *sdlgl_cursor_up;
extern SDL_Cursor *sdlgl_cursor_down;
extern SDL_Cursor *sdlgl_cursor_hand;
extern SDL_Cursor *sdlgl_cursor_cross;
extern unsigned char sdlgl_gamma_table[256];
#define GAMMA(n) (sdlgl_gamma_table[n])
#define GAMMA_F(n) ((float)GAMMA(n) / 255.0)
E int FDECL(sdlgl_quantize_tile_size, (int));
E int FDECL(sdlgl_mon_tile_face_dir, (tileidx_t));
E void NDECL(sdlgl_generate_gamma_table);
E void NDECL(sdlgl_init_mouse_cursors);
E void NDECL(sdlgl_free_mouse_cursors);
E void FDECL(sdlgl_load_face_dirs, (const char *, char *));
E unsigned char * FDECL(sdlgl_load_png_file, (const char*, int*, int*));
E int FDECL(sdlgl_save_ppm_file, (const char *, const unsigned char *,
int, int));
/*
* GL_FONT
*/
#define CHAR_2_TILE(ch) ((tileidx_t)(unsigned char)(ch))
#define TILE_2_CHAR(t) ((unsigned char)(t))
#define TXT_MAKE(r,g,b) ((r)*25 + (g)*5 + (b))
#define TXT_GET_R(txt) (((txt) / 25) % 5)
#define TXT_GET_G(txt) (((txt) / 5) % 5)
#define TXT_GET_B(txt) (((txt) ) % 5)
#define BLACK TXT_MAKE(0,0,0)
#define D_GREY TXT_MAKE(1,1,1)
#define GREY TXT_MAKE(2,2,2)
#define L_GREY TXT_MAKE(3,3,3)
#define WHITE TXT_MAKE(4,4,4)
#define RED TXT_MAKE(3,0,0)
#define BROWN TXT_MAKE(3,2,0)
#define GREEN TXT_MAKE(0,3,0)
#define CYAN TXT_MAKE(0,3,3)
#define BLUE TXT_MAKE(0,0,3)
#define MAGENTA TXT_MAKE(3,0,3)
#define B_RED TXT_MAKE(4,0,0)
#define B_YELLOW TXT_MAKE(4,4,0)
#define B_ORANGE TXT_MAKE(4,3,0)
#define B_GREEN TXT_MAKE(0,4,0)
#define B_CYAN TXT_MAKE(0,4,4)
#define B_BLUE TXT_MAKE(0,0,4)
#define B_MAGENTA TXT_MAKE(4,0,4)
#define TILECOL_UNUSED 0x7EEE
struct FontCache
{
/* cache size (total number of characters on surface) */
int char_num;
SDL_Surface *char_surf;
/* how the characters are packed in the surface */
int pack_w, pack_h;
/* what color each character in the cache currently is. Initially
* all values are TILECOL_UNUSED.
*/
tilecol_t *what_cols;
};
#define FONTCACHE_SIZE 512
#define FONTCACHE_PACK_W 32
/* this hash function has been carefully chosen so that the two most
* used colors (L_GREY and GREY) have no collisions.
*/
#define FONTCACHE_HASH(ch,col) (int) \
(TXT_GET_R(col) * 41 + TXT_GET_G(col) * 31 + \
TXT_GET_B(col) * 23 + 2 * (unsigned int) ch)
extern tilecol_t termcolor_to_tilecol[CLR_MAX];
/* colors used for text. Index 0 guaranteed to be black */
extern rgbcol_t sdlgl_text_colors[256];
extern struct TileSet *sdlgl_font_8; /* 8x8 (rip) font */
extern struct TileSet *sdlgl_font_map;
extern struct TileSet *sdlgl_font_text;
extern struct TileSet *sdlgl_font_menu;
extern struct TileSet *sdlgl_font_message;
extern struct TileSet *sdlgl_font_status;
E void NDECL(sdlgl_font_startup);
E void NDECL(sdlgl_font_shutdown);
E int FDECL(sdlgl_quantize_font, (int));
E struct TileSet *FDECL(sdlgl_next_narrower_font, (int));
/*
* GL_HARDW / GL_SOFTW
*
* (Rendering API)
*/
struct rendering_procs
{
void NDECL((*rend_startup));
void NDECL((*rend_shutdown));
struct TileSet *FDECL((*load_tileset),
(const char *, int, int, int, int, int *, int *));
void FDECL((*free_tileset), (struct TileSet *));
void NDECL((*create_extra_graphics));
void NDECL((*free_extra_shapes));
void FDECL((*enable_clipper), (int, int, int, int));
void NDECL((*disable_clipper));
void NDECL((*blit_frame));
void FDECL((*draw_background), (int, int, int, int, rgbcol_t,
int, int));
void FDECL((*draw_extra_shape), (struct TileWindow *,
struct ExtraShape *));
void FDECL((*draw_cursor), (struct TileWindow *));
void FDECL((*begin_tile_draw), (int, int));
void FDECL((*draw_tile), (struct TileWindow *, int, int,
int, int, tileidx_t, tilecol_t, tileflags_t, short));
void NDECL((*finish_tile_draw));
void FDECL((*draw_border), (struct TileWindow *, rgbcol_t));
void FDECL((*start_fading), (int, int));
void FDECL((*draw_fading), (float));
void NDECL((*finish_fading));
void FDECL((*make_screenshot), (const char *));
void FDECL((*set_pan), (struct TileWindow *, int, int));
void FDECL((*set_new_pos), (struct TileWindow *, int, int, int, int));
void FDECL((*mark_dirty), (int, int, int, int, int));
};
extern struct rendering_procs sdlgl_rend_procs;
#ifdef GL_GRAPHICS
extern struct rendering_procs sdlgl_hardw_rend_procs;
#endif
#ifdef SDL_GRAPHICS
extern struct rendering_procs sdlgl_softw_rend_procs;
#endif
#define sdlgl_rend_startup (*sdlgl_rend_procs.rend_startup)
#define sdlgl_rend_shutdown (*sdlgl_rend_procs.rend_shutdown)
#define sdlgl_load_tileset (*sdlgl_rend_procs.load_tileset)
#define sdlgl_free_tileset (*sdlgl_rend_procs.free_tileset)
#define sdlgl_create_extra_graphics (*sdlgl_rend_procs.create_extra_graphics)
#define sdlgl_free_extra_shapes (*sdlgl_rend_procs.free_extra_shapes)
#define sdlgl_enable_clipper (*sdlgl_rend_procs.enable_clipper)
#define sdlgl_disable_clipper (*sdlgl_rend_procs.disable_clipper)
#define sdlgl_blit_frame (*sdlgl_rend_procs.blit_frame)
#define sdlgl_draw_background (*sdlgl_rend_procs.draw_background)
#define sdlgl_draw_extra_shape (*sdlgl_rend_procs.draw_extra_shape)
#define sdlgl_draw_cursor (*sdlgl_rend_procs.draw_cursor)
#define sdlgl_begin_tile_draw (*sdlgl_rend_procs.begin_tile_draw)
#define sdlgl_draw_tile (*sdlgl_rend_procs.draw_tile)
#define sdlgl_finish_tile_draw (*sdlgl_rend_procs.finish_tile_draw)
#define sdlgl_draw_border (*sdlgl_rend_procs.draw_border)
#define sdlgl_start_fading (*sdlgl_rend_procs.start_fading)
#define sdlgl_draw_fading (*sdlgl_rend_procs.draw_fading)
#define sdlgl_finish_fading (*sdlgl_rend_procs.finish_fading)
#define sdlgl_make_screenshot (*sdlgl_rend_procs.make_screenshot)
#define sdlgl_set_pan (*sdlgl_rend_procs.set_pan)
#define sdlgl_set_new_pos (*sdlgl_rend_procs.set_new_pos)
#define sdlgl_mark_dirty (*sdlgl_rend_procs.mark_dirty)
#ifdef GL_GRAPHICS
E GLuint FDECL(sdlgl_send_graphic_RGBA, (unsigned char *, int, int));
#endif
#ifdef GL3D_GRAPHICS
E void NDECL(sdlgl_3d_startup);
E void NDECL(sdlgl_3d_shutdown);
E void FDECL(sdlgl_3d_draw_map, (struct TileWindow *));
#endif
/*
* GL_RENDU
*/
#define TRANS_PIX 255 /* 8 bit transparent pixel */
extern rgbcol_t sdlgl_palette[256];
#define DIRTY_SIZE 64
#define CLEAN_CELL 0x7F
struct DirtyMatrix
{
/* pixel size that matrix covers (screen size) */
int pw, ph;
/* matrix size (in cells), enough to cover the screen */
int cw, ch;
/* cell matrix. Each cell is either CLEAN_CELL, or the depth of the
* window that became dirty somewhere inside the cell. If multiple
* windows get dirty in the same cell, the *lowest* depth is
* remembered.
*
* Note: using a high value of CLEAN_CELL is a nice trick,
* simplifying the marking and testing code.
*/
unsigned char *cells;
/* rectangles used to update screen. Worst case scenario is
* slightly over half the total number of cells.
*/
int max_rects;
SDL_Rect *updaters;
};
E void FDECL(sdlgl_set_surface_colors, (SDL_Surface *));
E SDL_Surface *FDECL(sdlgl_RGBA_to_truecolor, (unsigned char *,
int, int));
E SDL_Surface *FDECL(sdlgl_RGBA_to_palettised, (unsigned char *,
int, int));
E SDL_Surface *FDECL(sdlgl_shrink_surface, (SDL_Surface *));
E void FDECL(sdlgl_sw_create_has_alpha, (struct TileSet *));
E void FDECL(sdlgl_create_font_cache, (struct TileSet *));
E void FDECL(sdlgl_free_font_cache, (struct TileSet *));
E void FDECL(sdlgl_font_cache_lookup, (struct TileSet *, tileidx_t,
tilecol_t, int *, int *));
E struct DirtyMatrix *FDECL(sdlgl_create_dirty_matrix, (int, int));
E void FDECL(sdlgl_free_dirty_matrix, (struct DirtyMatrix *));
E void FDECL(sdlgl_dirty_matrix_clear, (struct DirtyMatrix *));
E void FDECL(sdlgl_dirty_matrix_add, (struct DirtyMatrix *, int, int,
int, int, int));
E int FDECL(sdlgl_dirty_matrix_test, (struct DirtyMatrix *, int, int,
int, int, int));
E int FDECL(sdlgl_dirty_matrix_to_updaters, (struct DirtyMatrix *));
E void FDECL(sdlgl_dirty_matrix_blit, (struct DirtyMatrix *,
SDL_Surface *, SDL_Rect *, SDL_Rect *, Uint32, int));
/*
* GL_WIN
*/
#define MAXWIN 20
/* active NHW_TEXT/NHW_MENU window, otherwise WIN_ERR */
extern int sdlgl_top_win;
/* active NHW_MAP window, otherwise WIN_ERR */
extern int sdlgl_map_win;
#define MIN_MESSAGE 2
#define MAX_MESSAGE 8
#define MIN_HISTORY 10
#define MAX_HISTORY 200 /* max history saved on message window */
typedef unsigned short glyphidx_t;
struct GlyphPair
{
/* background and foreground glyphs. One or both may be NO_GLYPH.
* FG is only for objects/monsters/etc, and BG is only for dungeon
* glyphs (CMAP).
*/
glyphidx_t bg, fg;
};
#define MENU_NONE_COL RGB_MAKE(48, 48, 48)
#define MENU_ONE_COL RGB_MAKE(16, 32, 48)
#define MENU_ANY_COL RGB_MAKE(0, 0, 48)
#define TEXT_BACK_COL RGB_MAKE(0, 0, 48)
#define PREV_BACK_COL RGB_MAKE(48, 24, 0)
#define BORDER_COL RGB_MAKE(0, 0, 96)
#define CURSOR_COL RGB_MAKE(192, 0, 0)
#define OUTLINE_COL RGB_MAKE(255, 255, 255)
struct MouseLocation
{
/* what the action should be at the current location. This also
* indicates what the mouse cursor should look like. When the mouse
* is outside the window (or when focus has been lost), then the
* MACT_AWAY value is used.
*/
enum MouseLocAction
{
MACT_NORMAL = 0,
MACT_AWAY,
MACT_UP, MACT_DOWN, MACT_LEFT, MACT_RIGHT,
MACT_HAND, MACT_CROSS
}
action;
/* pixel position of mouse cursor. The coordinates are GL style
* (i.e. y goes from the bottom up).
*/
int x, y;
/* the window that the mouse pointer is currently over. Will be
* WIN_ERR when not sitting over any window, e.g. a gap, or when the
* focus has been lost.
*/
int window;
};
extern struct MouseLocation sdlgl_mouseloc;
struct TextWindow
{
/* type (one of NHW_XXX) */
int type;
/* for NHW_MENU types: whether this window is being used as an
* actual menu or just for text. Will be -1 until the
* distinguishing call (start_menu | putstr) has been made.
*/
int is_menu;
/* is this window (NHW_TEXT type) used for the RIP message ? */
int is_rip;
int how_died;
/* linked list of menu items. Only valid when is_menu == 1. Note
* that this list goes upwards from the bottom of the window (not
* top-down, as you might expect).
*/
struct MenuItem *items;
/* linked list of text items. Only valid when type is NHW_TEXT, or
* NHW_MENU and is_menu == 0. This one also goes upwards.
*/
struct TextItem *lines;
/* computed width & height of the menu or text window. For menus
* (is_menu == 1), it's only valid after the end_menu() interface
* routine has been called. For text items, it is computed when
* displayed.
*/
int calc_w, calc_h;
/* for menu/text windows, the number of tiles that completely fit on
* the screen at any one time. For small windows, this'll be the
* same as calc_w/h. Also valid for NHW_MESSAGE/STATUS windows.
*/
int show_w, show_h;
/* based on a tile window. This is NULL while the window is
* unmapped (i.e. display_nhwindow hasn't been called).
*/
struct TileWindow *base;
/* only valid for NHW_MAP windows, and then only when mapped.
* Stores a record of all the glyphs on the map. The size is
* exactly the same as in the `base' field.
*/
struct GlyphPair *glyphs;
/* tile coordinates for the "focus", which (for NHW_MAP windows) is
* the tile that controls where the jail is (usually the focus is
* where the player tile is).
*
* For other window types, this is the tile to show at the bottom
* left corner of the window.
*/
int focus_x, focus_y;
/* panning values for NHW_MAP windows. Remembers the pan state of
* graphical tiles when the text-mode view is active.
*/
int map_px, map_py;
/* the JAIL... This is an rectangular area that is meant to be kept
* at the middle of the screen. The player can move freely within
* the jail without the map window panning -- when the player moves
* outside of the jail, the map window will usually pan.
*
* The jail is mostly implicit (size calc'd from sdlgl_jail_size).
* Here is the offset (in pixels) from center of screen to jail's
* center. The jail is allowed to be uncentered on the screen,
* though it should auto-correct itself, i.e. move closer to the
* center instead of panning. The jail (in pixel terms) must always
* fit on the screen. Hence when jail size is 100%, these offsets
* are always zero.
*
* The jail is not used when in text-mode view (determined by
* base->is_text), as we assume the whole map fits on the screen.
*/
int jail_x, jail_y;
/* current zoom factor. Only used with NHW_MAP windows.
* The value is the pixel height that the tiles are rendered at, so
* higher values mean larger tiles. The allowable sizes depends on
* what tileset is being used and whether we are using GL or
* Software rendering. Not used when in text-mode view (i.e.
* base->is_text is set) as we assume the whole map fits on the
* screen. Invariant: zoom_h != TEXT_ZOOM.
*/
int zoom_h;
/* For NHW_MAP windows, this field remembers which direction the
* player was travelling in. Used for the tile flipping option.
*/
int player_dx;
int player_dy;
/* the current write position (in terms of tiles). Must always be
* inside the tile window area. Order same as tiles: left->right,
* bottom->top.
*/
int write_x, write_y;
/* whether we show a cursor at the current write position. Also
* used for NHW_MAP windows for cursor on player.
*/
int write_cursor;
/* current writing color */
tilecol_t write_col;
/* current filling color (for clear_screen, etc) */
tilecol_t fill_col;
/* for NHW_MESSAGE windows: number of "fresh" lines, i.e. lines that
* have been written onto the message window since clear_nhwindow()
* or the last do_more(). Initial state is 0, meaning "blank".
* After a [More] it is also 0. As soon as this value becomes the
* same as the `show_h' field, that's when we display the more text
* and wait for a key.
*
* Note: Other routines that use the MESSAGE window (e.g. getlin)
* should also call sdlgl_more() when this value is non-zero.
*/
int fresh_lines;
/* for NHW_MESSAGE windows: true if the next putstr() should be
* placed on a new line, even if it fits on the previous one.
*/
int want_new_line;
/* for NHW_MESSAGE windows: this field is for the scroll-back
* capability (^P). The tile window is normally unmapped, silently
* recording lines that scroll off the screen (except empty lines).
* Clearing the msg window is equivalent to fully scrolling it up.
*/
struct TileWindow *scrollback;
/* when true, scrolled-off lines are copied to the scrollback
* buffer. This is disabled when routines that take over the
* message window (get_ext_cmd, etc) are active.
*/
int scrollback_enable;
/* this is 0 if the scrollback window is unmapped. This value only
* used in the `alt_prev' mode, and signifies how many lines back we
* are showing.
*/
int scrollback_pos;
/* number of non-blank lines currently in the scrollback window.
* Used to limit the scrollback to readable stuff.
*/
int scrollback_size;
/* for NHW_MESSAGE windows, these fields handle the message_menu()
* hack. When dismiss_more is non-zero, it is a character that can
* be used to accept the single choice while [MORE] is displayed
* (setting the more_ch).
*/
int dismiss_more;
int more_ch;
/* for NHW_MESSAGE windows, this will be set when the user pressed
* the Escape key to dismiss the more. It should be cleared before
* every turn, and when certain interface functions are called
* (message_menu, etc). It is used to prevent further [MORE]
* prompts (the TTY version also stops further output to the message
* window, but I'd prefer to see them).
*/
int more_escaped;
};
extern struct TextWindow *text_wins[MAXWIN];
E winid FDECL(Sdlgl_create_nhwindow, (int));
E void FDECL(Sdlgl_clear_nhwindow, (winid));
E void FDECL(Sdlgl_display_nhwindow, (winid, BOOLEAN_P));
E void FDECL(Sdlgl_dismiss_nhwindow, (winid));
E void FDECL(Sdlgl_destroy_nhwindow, (winid));
E void FDECL(Sdlgl_curs, (winid,int,int));
E void FDECL(Sdlgl_putstr, (winid, int, const char *));
E void FDECL(Sdlgl_outrip, (winid,int));
E int NDECL(Sdlgl_doprev_message);
E void NDECL(sdlgl_win_startup);
E void NDECL(sdlgl_win_shutdown);
E void FDECL(sdlgl_more, (struct TextWindow *));
E void FDECL(sdlgl_adjust_scrollback, (struct TextWindow *, int));
E void NDECL(sdlgl_remove_scrollback);
E void FDECL(sdlgl_pan_window, (int, int, int));
E tilecol_t FDECL(sdlgl_attr_to_tilecol, (int attr));
E void FDECL(sdlgl_update_mouse_location, (int));
E int FDECL(sdlgl_internal_key_handler, (SDL_keysym *, int));
E int FDECL(sdlgl_internal_button_handler, (SDL_MouseButtonEvent *));
E void FDECL(sdlgl_internal_motion_handler, (SDL_MouseMotionEvent *));
/*
* GL_MENU
*/
E void FDECL(Sdlgl_start_menu, (winid));
E void FDECL(Sdlgl_add_menu, (winid,int,const ANY_P *,
CHAR_P,CHAR_P,int,const char *, BOOLEAN_P));
E void FDECL(Sdlgl_end_menu, (winid, const char *));
E int FDECL(Sdlgl_select_menu, (winid, int, MENU_ITEM_P **));
E char FDECL(Sdlgl_message_menu, (CHAR_P,int,const char *));
E char FDECL(Sdlgl_yn_function, (const char *, const char *, CHAR_P));
E void FDECL(sdlgl_clear_menu_items, (struct TextWindow *));
E int FDECL(sdlgl_process_menu_window, (int, struct TextWindow *, int));
/*
* GL_TEXT
*/
E void FDECL(Sdlgl_display_file, (const char *, BOOLEAN_P));
E void FDECL(sdlgl_clear_text_items, (struct TextWindow *));
E void FDECL(sdlgl_insert_text_item, (struct TextWindow *,
struct TextItem *, int, int, const char *));
E void FDECL(sdlgl_process_text_window, (int, struct TextWindow *));
/*
* GL_MAP
*/
#if defined(VANILLA_GLHACK)
#define NUM_MON_TILES 393
#else
#define NUM_MON_TILES 603
#endif
/* extra floor tiles */
#if defined(VANILLA_GLHACK)
#define FLOOR_TILES 1057
#else
#define FLOOR_TILES 1367
#endif
#define Fl_Mine (FLOOR_TILES + 0)
#define Fl_Sokoban (FLOOR_TILES + 1)
#define Fl_Knox Fl_Sokoban
#define Fl_Tower (FLOOR_TILES + 2)
#define Fl_Hell (FLOOR_TILES + 3)
#define Fl_Quest (FLOOR_TILES + 4)
#define Fl_Astral (FLOOR_TILES + 5)
#define Fl_Rogue (FLOOR_TILES + 6)
#define Fl_Caves Fl_Rogue
#define Fl_Beach (FLOOR_TILES + 7)
E void FDECL(Sdlgl_cliparound, (int, int));
E void FDECL(Sdlgl_update_positionbar, (char *));
E void FDECL(Sdlgl_print_glyph, (winid,XCHAR_P,XCHAR_P,int));
E void FDECL(sdlgl_create_map, (struct TextWindow *, int, int));
E void FDECL(sdlgl_zoom_map, (int));
E int FDECL(sdlgl_quantize_zoom, (int));
E int NDECL(sdlgl_cursor_visible);
E void NDECL(sdlgl_center_screen_on_player);
E void NDECL(sdlgl_toggle_text_view);
E int FDECL(sdlgl_find_click, (int, int *, int *));
E void FDECL(sdlgl_pan_map_window, (int, int));
/*
* GL_EMUL
*/
E void NDECL(sdlgl_emul_startup);
E void NDECL(sdlgl_emul_shutdown);
E void NDECL(Sdlgl_start_screen);
E void NDECL(Sdlgl_end_screen);
E void NDECL(Sdlgl_askname);
E void FDECL(Sdlgl_getlin, (const char *,char *));
E int NDECL(Sdlgl_get_ext_cmd);
E struct TextWindow *FDECL(sdlgl_new_textwin, (int));
E void FDECL(sdlgl_free_textwin, (struct TextWindow *));
E void FDECL(sdlgl_putc, (struct TextWindow *, int));
E void FDECL(sdlgl_puts, (struct TextWindow *, const char *));
E void FDECL(sdlgl_puts_nolf, (struct TextWindow *, const char *));
E void FDECL(sdlgl_gotoxy, (struct TextWindow *, int, int));
E void FDECL(sdlgl_home, (struct TextWindow *));
E void FDECL(sdlgl_backsp, (struct TextWindow *));
E void FDECL(sdlgl_clear, (struct TextWindow *));
E void FDECL(sdlgl_clear_end, (struct TextWindow *));
E void FDECL(sdlgl_clear_eos, (struct TextWindow *));
E void FDECL(sdlgl_enable_cursor, (struct TextWindow *, int));
/*
* GL_STAT
*/
E void FDECL(sdlgl_write_status, (struct TextWindow *win));
E void FDECL(sdlgl_update_status, (int));
#undef E
#endif /* WINGL_INTERNAL */
#endif /* WINGL_H */
/*winGL.c*/
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