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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/>.
*
*/
/**
* THE GUI:
* gui_vmng.cpp controls the windowing system. The gui is comprised of layered independent
* windows. The view manager controls which pieces of each window are visible, and which
* window receives events. The contents of of the windows, whether they be dialog boxes,
* buffers, or some new addition has no bearing on the performance of the view manager.
* Therefore, each window is created with a layer, an event handler, and a redraw function.
* When the view manager determines that an area of a window needs to be redrawn, it
* simply calls that window's redraw function. It is up to the redraw function to ensure
* that the rectangle is properly redrawn. If an event occurs, the view manager will
* determine which window should handle the event.
*
* To recap then, it manages the visual display of each window's current position
* and relative layer, and when either a keyboard event, or mouse event is registered, which
* window's evtHandler will be given the event to process. In addition to requesting a
* window to redraw a portion of itself, or handle an event which has occurred, vmng.cpp
* also displays the mouse in its current location. Through the use of an off screen bitmap
* which is an exact duplicate of what is visible on the monitor, the view manager creates
* a flicker-free graphical display of the mouse and all visible windows.
*
* NOTE: FOR MANY OF THE FOLLOWING PROCEDURES, A "void *scrnContent" IS LISTED AMONG THE
* PARAMETERS. THIS PARAMETER REFERS TO THE STRUCTURE FOR WHICH THE WINDOW WAS CREATED, BE
* IT A (Buffer*), (Dialog*), (TextScrn*), OR WHATEVER. SINCE THE VIEW MANAGER ONLY
* REQUESTS WINDOW REFRESHES AND PASSES EVENTS, THE CONTENTS OF THE WINDOW ARE UNKNOWN,
* AND THEREFORE, ALL ARE STORED AS (void*). FROM NOW ON, THIS WILL BE KNOWN AS THE "WINDOW
* IDENTIFIER".
*
* NOTE: THE TERM "WINDOW" AND THE TERM "SCREEN" ARE COMPLETELY INTERCHANGEABLE DURING
* THE DOCUMENTATION OF ANY GUI SOURCE CODE.
*
* NOTE: ANY PROCEDURE IN THIS FILE WHICH, WHEN EXECUTED, RESULTS IN A VISUAL CHANGE TO
* THE MONITOR (SUCH AS vmng_screen_show(), or MoveScreen())
* WILL ALSO RESTORE THE MONITOR'S IMAGE, TAKING CARE OF A VIDEO REFRESH REQUIREMENTS.
*/
#include "common/system.h"
#include "graphics/surface.h"
#include "m4/gui/gui_vmng.h"
#include "m4/gui/gui_dialog.h"
#include "m4/core/errors.h"
#include "m4/core/imath.h"
#include "m4/mem/memman.h"
#include "m4/mem/mem.h"
#include "m4/vars.h"
namespace M4 {
bool vmng_init() {
if (_G(vmng_Initted))
return false;
_G(vmng_Initted) = true;
_G(frontScreen) = nullptr;
_G(backScreen) = nullptr;
_G(inactiveScreens) = nullptr;
if (!mem_register_stash_type(&_G(memtypeSCRN), sizeof(ScreenContext), 32, "+SCRN")) {
return false;
}
if (!mem_register_stash_type(&_G(memtypeMATTE), sizeof(matte), 32, "+guiMATTE")) {
return false;
}
if (!mem_register_stash_type(&_G(memtypeRECT), sizeof(RectList), 256, "+guiRecList")) {
return false;
}
return true;
}
void vmng_shutdown() {
ScreenContext *myScreen;
Hotkey *myHotkeys, *tempHotkey;
if (!_G(vmng_Initted))
return;
_G(vmng_Initted) = false;
// First, destroy all active windows
myScreen = _G(frontScreen);
while (myScreen) {
_G(frontScreen) = _G(frontScreen)->behind;
if (myScreen->scrnType == SCRN_DLG) {
vmng_Dialog_Destroy((Dialog *)myScreen->scrnContent);
} else if (myScreen->scrnType == SCRN_TEXT) {
vmng_TextScrn_Destroy((TextScrn *)myScreen->scrnContent);
}
myHotkeys = myScreen->scrnHotkeys;
tempHotkey = myHotkeys;
while (tempHotkey) {
myHotkeys = myHotkeys->next;
mem_free(tempHotkey);
tempHotkey = myHotkeys;
}
mem_free_to_stash((void *)myScreen, _G(memtypeSCRN));
myScreen = _G(frontScreen);
}
// Duplicate the above loop exactly for the list of inactive windows
myScreen = _G(inactiveScreens);
while (myScreen) {
_G(inactiveScreens) = _G(inactiveScreens)->behind;
if (myScreen->scrnType == SCRN_DLG) {
vmng_Dialog_Destroy((Dialog *)myScreen->scrnContent);
} else if (myScreen->scrnType == SCRN_TEXT) {
vmng_TextScrn_Destroy((TextScrn *)myScreen->scrnContent);
}
myHotkeys = myScreen->scrnHotkeys;
tempHotkey = myHotkeys;
while (tempHotkey) {
myHotkeys = myHotkeys->next;
mem_free(tempHotkey);
//mem_free_to_stash((void*)tempHotkey, memtypeHOTKEY);
tempHotkey = myHotkeys;
}
mem_free_to_stash((void *)myScreen, _G(memtypeSCRN));
myScreen = _G(inactiveScreens);
}
}
ScreenContext *vmng_screen_create(int32 x1, int32 y1, int32 x2, int32 y2, int32 scrnType, uint32 scrnFlags,
void *scrnContent, RefreshFunc redraw, EventHandler evtHandler) {
ScreenContext *myScreen;
if (!_G(vmng_Initted))
return nullptr;
if ((myScreen = (ScreenContext *)mem_get_from_stash(_G(memtypeSCRN), "+SCRN")) == nullptr)
return nullptr;
myScreen->x1 = x1;
myScreen->y1 = y1;
myScreen->x2 = x2;
myScreen->y2 = y2;
myScreen->scrnType = scrnType;
myScreen->scrnFlags = scrnFlags;
myScreen->scrnContent = scrnContent;
myScreen->redraw = redraw;
myScreen->evtHandler = evtHandler;
myScreen->scrnHotkeys = nullptr;
if (_G(inactiveScreens))
_G(inactiveScreens)->infront = myScreen;
myScreen->behind = _G(inactiveScreens);
myScreen->infront = nullptr;
_G(inactiveScreens) = myScreen;
return myScreen;
}
void vmng_screen_dispose(void *scrnContent) {
ScreenContext *myScreen;
Hotkey *myHotkeys, *tempHotkey;
if ((myScreen = ExtractScreen(scrnContent, SCRN_ANY)) == nullptr) return;
RestoreScreens(myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
myHotkeys = myScreen->scrnHotkeys;
tempHotkey = myHotkeys;
while (tempHotkey) {
myHotkeys = myHotkeys->next;
mem_free(tempHotkey);
tempHotkey = myHotkeys;
}
mem_free_to_stash((void *)myScreen, _G(memtypeSCRN));
}
void vmng_screen_hide(void *scrnContent) {
ScreenContext *myScreen;
if ((myScreen = ExtractScreen(scrnContent, SCRN_ACTIVE)) == nullptr) return;
RestoreScreens(myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
myScreen->behind = _G(inactiveScreens);
myScreen->infront = nullptr;
if (_G(inactiveScreens))
_G(inactiveScreens)->infront = myScreen;
_G(inactiveScreens) = myScreen;
}
void vmng_screen_show(void *scrnContent) {
ScreenContext *myScreen, *tempScreen;
if ((myScreen = ExtractScreen(scrnContent, SCRN_ANY)) == nullptr)
return;
if (!_G(frontScreen)) {
myScreen->infront = nullptr;
myScreen->behind = nullptr;
_G(frontScreen) = myScreen;
_G(backScreen) = myScreen;
} else {
tempScreen = _G(frontScreen);
while (tempScreen &&
((tempScreen->scrnFlags & SF_LAYER) > (myScreen->scrnFlags & SF_LAYER))) {
tempScreen = tempScreen->behind;
}
if (!tempScreen) {
myScreen->behind = nullptr;
myScreen->infront = _G(backScreen);
_G(backScreen)->behind = myScreen;
_G(backScreen) = myScreen;
} else if (tempScreen == _G(frontScreen)) {
myScreen->behind = _G(frontScreen);
myScreen->infront = nullptr;
_G(frontScreen)->infront = myScreen;
_G(frontScreen) = myScreen;
} else {
myScreen->behind = tempScreen;
myScreen->infront = tempScreen->infront;
tempScreen->infront = myScreen;
myScreen->infront->behind = myScreen;
}
}
RestoreScreens(myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
}
ScreenContext *vmng_screen_find(void *scrnContent, int32 *status) {
ScreenContext *myScreen;
int32 myStatus = SCRN_ACTIVE;
if (!_G(vmng_Initted))
return nullptr;
myScreen = _G(frontScreen);
while (myScreen && (myScreen->scrnContent != scrnContent))
myScreen = myScreen->behind;
if (!myScreen) {
myStatus = SCRN_INACTIVE;
myScreen = _G(inactiveScreens);
while (myScreen && (myScreen->scrnContent != scrnContent))
myScreen = myScreen->behind;
}
if (status) {
if (myScreen)
*status = myStatus;
else
*status = SCRN_UNDEFN;
}
return myScreen;
}
void vmng_refresh_video(int32 scrnX, int32 scrnY, int32 x1, int32 y1, int32 x2, int32 y2, Buffer *srcBuffer) {
assert(x2 <= srcBuffer->w && y2 <= srcBuffer->h);
const byte *srcP = srcBuffer->data + (y1 * srcBuffer->stride) + x1;
g_system->copyRectToScreen(srcP, srcBuffer->stride, scrnX, scrnY,
x2 - x1 + 1, y2 - y1 + 1);
}
ScreenContext *ExtractScreen(void *scrnContent, int32 status) {
ScreenContext *myScreen = nullptr, *tempScreen;
if (!_G(vmng_Initted))
return nullptr;
if ((status == SCRN_ANY) || (status == SCRN_ACTIVE)) {
// Search the active list, and remove the window if it is found
myScreen = _G(frontScreen);
while (myScreen && (myScreen->scrnContent != scrnContent))
myScreen = myScreen->behind;
if (myScreen) {
if (myScreen == _G(frontScreen)) {
if (myScreen == _G(backScreen)) {
_G(frontScreen) = nullptr;
_G(backScreen) = nullptr;
} else {
_G(frontScreen) = _G(frontScreen)->behind;
_G(frontScreen)->infront = nullptr;
}
} else {
tempScreen = myScreen->infront;
tempScreen->behind = myScreen->behind;
if (tempScreen->behind)
tempScreen->behind->infront = tempScreen;
else
_G(backScreen) = tempScreen;
}
}
}
if (((status == SCRN_ANY) && (!myScreen)) || (status == SCRN_INACTIVE)) {
// Search the inactive list and remove the window if it is found
myScreen = _G(inactiveScreens);
while (myScreen && (myScreen->scrnContent != scrnContent))
myScreen = myScreen->behind;
if (myScreen) {
if (myScreen == _G(inactiveScreens)) {
_G(inactiveScreens) = _G(inactiveScreens)->behind;
if (_G(inactiveScreens))
_G(inactiveScreens)->infront = nullptr;
} else {
tempScreen = myScreen->infront;
tempScreen->behind = myScreen->behind;
if (tempScreen->behind) tempScreen->behind->infront = tempScreen;
}
}
}
return myScreen;
}
} // End of namespace M4
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