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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "m4/gui/gui_buffer.h"
#include "m4/gui/gui_vmng.h"
#include "m4/vars.h"
namespace M4 {
bool gui_buffer_system_init() {
return true;
}
void gui_buffer_system_shutdown() {
}
static void Buffer_Show(void *s, void *r, void *b, int32 destX, int32 destY) {
ScreenContext *myScreen = (ScreenContext *)s;
RectList *myRectList = (RectList *)r;
Buffer *destBuffer = (Buffer *)b;
Buffer *myBuffer;
RectList *myRect;
// Parameter verification
if (!myScreen) return;
myBuffer = (Buffer *)(myScreen->scrnContent);
if (!myBuffer)
return;
// If no destBuffer, then draw directly to video
if (!destBuffer) {
myRect = myRectList;
while (myRect) {
vmng_refresh_video(myRect->x1, myRect->y1, myRect->x1 - myScreen->x1, myRect->y1 - myScreen->y1,
myRect->x2 - myScreen->x1, myRect->y2 - myScreen->y1, myBuffer);
myRect = myRect->next;
}
} else {
// Draw to the dest buffer
myRect = myRectList;
while (myRect) {
gr_buffer_rect_copy_2(myBuffer, destBuffer, myRect->x1 - myScreen->x1, myRect->y1 - myScreen->y1,
destX, destY, myRect->x2 - myRect->x1 + 1, myRect->y2 - myRect->y1 + 1);
myRect = myRect->next;
}
}
}
bool gui_buffer_register(int32 x1, int32 y1, Buffer *myBuf, uint32 scrnFlags, EventHandler evtHandler) {
int32 x2, y2;
x2 = x1 + myBuf->w - 1;
y2 = y1 + myBuf->h - 1;
if (!vmng_screen_create(x1, y1, x2, y2, SCRN_BUF, scrnFlags | SF_OFFSCRN, (void *)myBuf,
(RefreshFunc)Buffer_Show, evtHandler))
return false;
return true;
}
void GrBuff_Show(void *s, void *r, void *b, int32 destX, int32 destY) {
ScreenContext *myScreen = (ScreenContext *)s;
RectList *myRectList = (RectList *)r;
Buffer *destBuffer = (Buffer *)b;
GrBuff *myGrBuffer;
Buffer *myBuffer;
RectList *myRect;
// Parameter verification
if (!myScreen)
return;
myGrBuffer = (GrBuff *)myScreen->scrnContent;
if (!myGrBuffer)
return;
myBuffer = myGrBuffer->get_buffer();
if (!myBuffer)
return;
// If no destBuffer, then draw directly to video
if (!destBuffer) {
myRect = myRectList;
while (myRect) {
myGrBuffer->refresh_video(myRect->x1, myRect->y1, myRect->x1 - myScreen->x1, myRect->y1 - myScreen->y1,
myRect->x2 - myScreen->x1, myRect->y2 - myScreen->y1);
myRect = myRect->next;
}
} else {
// Else draw to the dest buffer
myRect = myRectList;
while (myRect) {
gr_buffer_rect_copy_2(myBuffer, destBuffer, myRect->x1 - myScreen->x1, myRect->y1 - myScreen->y1,
destX, destY, myRect->x2 - myRect->x1 + 1, myRect->y2 - myRect->y1 + 1);
myRect = myRect->next;
}
}
myGrBuffer->release();
}
bool gui_GrBuff_register(int32 x1, int32 y1, GrBuff *myBuf, uint32 scrnFlags, EventHandler evtHandler) {
return (vmng_screen_create(x1, y1, x1 + myBuf->w - 1, y1 + myBuf->h - 1,
SCRN_BUF, scrnFlags | SF_OFFSCRN, (void *)myBuf,
(RefreshFunc)GrBuff_Show, evtHandler) == nullptr) ? false : true;
}
bool gui_buffer_set_event_handler(void *myBuf, EventHandler evtHandler) {
ScreenContext *myScreen = vmng_screen_find(myBuf, nullptr);
if (myScreen == nullptr)
return false;
myScreen->evtHandler = evtHandler;
return true;
}
void gui_buffer_deregister(void *myBuf) {
vmng_screen_dispose(myBuf);
}
void gui_buffer_activate(Buffer *myBuf) {
vmng_screen_show((void *)myBuf);
}
bool gui_buffer_add_key(Buffer *myBuf, long myKey, HotkeyCB cb) {
return AddScreenHotkey((void *)myBuf, myKey, cb);
}
} // End of namespace M4
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