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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 "common/system.h"
#include "common/rect.h"
#include "graphics/surface.h"
#include "m4/gui/gui_vmng_screen.h"
#include "m4/gui/gui_vmng.h"
#include "m4/vars.h"
namespace M4 {
static void vmng_black_out_video(int32 x1, int32 y1, int32 x2, int32 y2);
static bool MoveScreen(ScreenContext *myScreen, int32 parmX, int32 parmY, bool deltaMove);
bool GetScreenCoords(void *scrnContent, int32 *x1, int32 *y1, int32 *x2, int32 *y2) {
ScreenContext *myScreen;
if ((myScreen = vmng_screen_find(scrnContent, nullptr)) == nullptr)
return false;
if (x1)
*x1 = myScreen->x1;
if (y1)
*y1 = myScreen->y1;
if (x2)
*x2 = myScreen->x2;
if (y2)
*y2 = myScreen->y2;
return true;
}
void RestoreScreens(int32 updateX1, int32 updateY1, int32 updateX2, int32 updateY2) {
ScreenContext *myScreen, *tempScreen;
RectList *updateRectList, *scrnUpdateList, *tempRect;
if (!_G(vmng_Initted) || _G(system_shutting_down)) {
return;
}
// Clip to screen
if (updateX1 < MIN_VIDEO_X)
updateX1 = MIN_VIDEO_X;
if (updateY1 < MIN_VIDEO_Y)
updateY1 = MIN_VIDEO_Y;
if (updateX2 > MAX_VIDEO_X)
updateX2 = MAX_VIDEO_X;
if (updateY2 > MAX_VIDEO_Y)
updateY2 = MAX_VIDEO_Y;
// Throw away inside out rectangles
if ((updateX2 < updateX1) || (updateY2 < updateY1)) {
return;
}
// Create a master updateRectList - when this list is empty, the screen has been redrawn
updateRectList = vmng_CreateNewRect(updateX1, updateY1, updateX2, updateY2);
// First loop through the screens back to front, drawing only the transparent screens
myScreen = _G(backScreen);
while (myScreen && updateRectList) {
// We only draw transparent screens on the first pass
if ((myScreen->scrnFlags & SF_TRANSPARENT) && myScreen->redraw) {
// Duplicate the updateRectList
scrnUpdateList = vmng_DuplicateRectList(updateRectList);
// Now clip the scrnUpdateList with the coordinates of myScreen, see if there is anything visible
vmng_ClipRectList(&scrnUpdateList, myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
// Now remove the rects of all screens blocking the scrnUpdateList
tempScreen = myScreen->infront;
while (scrnUpdateList && tempScreen) {
vmng_RemoveRectFromRectList(&scrnUpdateList, tempScreen->x1, tempScreen->y1, tempScreen->x2, tempScreen->y2);
tempScreen = tempScreen->infront;
}
// If there is anything left of the scrnUpdateList, redraw it
if (scrnUpdateList) {
(myScreen->redraw)((void *)myScreen, (void *)scrnUpdateList, nullptr, 0, 0);
// Now remove all the updated rects from the updateRectList
tempRect = scrnUpdateList;
while (tempRect && updateRectList) {
vmng_RemoveRectFromRectList(&updateRectList, tempRect->x1, tempRect->y1, tempRect->x2, tempRect->y2);
tempRect = tempRect->next;
}
// Now turf the scrnUpdateList
vmng_DisposeRectList(&scrnUpdateList);
}
}
// Get the next screen
myScreen = myScreen->infront;
}
// Now, draw from front to back the non-transparent screens. This way, we can detect when the entire update region has been
// filled, however, if one transparent screen is infront of another, the back transparent screen must be drawn first.
myScreen = _G(frontScreen);
while (myScreen && updateRectList) {
// Make sure it isn't a transparent screen
if (!(myScreen->scrnFlags & SF_TRANSPARENT) && myScreen->redraw) {
// Duplicate the updateRectList
scrnUpdateList = vmng_DuplicateRectList(updateRectList);
// Now clip the scrnUpdateList with the coordinates of myScreen, see what has to be redrawn
vmng_ClipRectList(&scrnUpdateList, myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
// If there is anything visible, redraw it
if (scrnUpdateList) {
myScreen->redraw((void *)myScreen, (void *)scrnUpdateList, nullptr, 0, 0);
// Now remove all the updated rects from the updateRectList
tempRect = scrnUpdateList;
while (tempRect && updateRectList) {
vmng_RemoveRectFromRectList(&updateRectList, tempRect->x1, tempRect->y1, tempRect->x2, tempRect->y2);
tempRect = tempRect->next;
}
// Now turf the scrnUpdateList
vmng_DisposeRectList(&scrnUpdateList);
}
}
// Get the next screen
myScreen = myScreen->behind;
}
// Now, if there is anything left, it should be filled in with black
if (updateRectList) {
tempRect = updateRectList;
while (tempRect) {
vmng_black_out_video(tempRect->x1, tempRect->y1, tempRect->x2, tempRect->y2);
tempRect = tempRect->next;
}
// Now turf the updateRectList
vmng_DisposeRectList(&updateRectList);
}
}
void RestoreScreensInContext(int32 x1, int32 y1, int32 x2, int32 y2, ScreenContext *myScreen) {
ScreenContext *tempScreen;
//verify the gui has been initted
if (!_G(vmng_Initted)) {
return;
}
//verify parameters
tempScreen = _G(frontScreen);
while (tempScreen && (tempScreen != myScreen)) {
tempScreen = tempScreen->behind;
}
if (!tempScreen) {
return;
}
//now restore screens
x1 += myScreen->x1;
y1 += myScreen->y1;
x2 += myScreen->x1;
y2 += myScreen->y1;
//restore video
RestoreScreens(x1, y1, x2, y2);
}
bool ResizeScreen(void *scrnContent, int32 newW, int32 newH) {
ScreenContext *myScreen;
int32 status, oldX2, oldY2;
if ((newW <= 0) || (newH <= 0))
return false;
if ((myScreen = vmng_screen_find(scrnContent, &status)) == nullptr)
return false;
oldX2 = myScreen->x2;
myScreen->x2 = myScreen->x1 + newW - 1;
if (myScreen->x2 < oldX2) {
RestoreScreens(myScreen->x2 + 1, myScreen->y1, oldX2, myScreen->y2);
}
oldY2 = myScreen->y2;
myScreen->y2 = myScreen->y1 + newH - 1;
if (myScreen->y2 < oldY2) {
RestoreScreens(myScreen->x1, myScreen->y2 + 1, myScreen->x2, oldY2);
}
return true;
}
static void vmng_black_out_video(int32 x1, int32 y1, int32 x2, int32 y2) {
Common::Rect r(x1, y1, x2 + 1, y2 + 1);
g_system->fillScreen(r, 0);
}
bool AddScreenHotkey(void *scrnContent, int32 myKey, HotkeyCB callback) {
ScreenContext *myScreen;
Hotkey *myHotkey;
if ((myScreen = vmng_screen_find(scrnContent, nullptr)) == nullptr)
return false;
if ((myHotkey = (Hotkey *)mem_alloc(sizeof(Hotkey), "hotkey")) == nullptr)
return false;
myHotkey->myKey = myKey;
myHotkey->callback = callback;
myHotkey->next = myScreen->scrnHotkeys;
myScreen->scrnHotkeys = myHotkey;
return true;
}
bool RemoveScreenHotkey(void *scrnContent, int32 myKey) {
ScreenContext *myScreen;
Hotkey *myHotkey, *tempHotkey;
if ((myScreen = vmng_screen_find(scrnContent, nullptr)) == nullptr)
return false;
myHotkey = myScreen->scrnHotkeys;
if (myHotkey->myKey == myKey) {
myScreen->scrnHotkeys = myHotkey->next;
mem_free(myHotkey);
} else {
while (myHotkey->next && (myHotkey->next->myKey != myKey)) {
myHotkey = myHotkey->next;
}
if (myHotkey->next) {
tempHotkey = myHotkey->next;
myHotkey->next = tempHotkey->next;
mem_free(tempHotkey);
} else {
return false;
}
}
return true;
}
bool MoveScreenAbs(ScreenContext *myScreen, int32 parmX, int32 parmY) {
return MoveScreen(myScreen, parmX, parmY, false);
}
bool MoveScreenDelta(ScreenContext *myScreen, int32 parmX, int32 parmY) {
return MoveScreen(myScreen, parmX, parmY, true);
}
bool MoveScreenDelta(int32 parmX, int32 parmY) {
return MoveScreen(_G(game_buff_ptr), parmX, parmY, true);
}
void vmng_screen_to_back(void *scrnContent) {
ScreenContext *myScreen, *tempScreen;
if ((myScreen = ExtractScreen(scrnContent, SCRN_ANY)) == nullptr) return;
if (!_G(backScreen)) {
myScreen->infront = nullptr;
myScreen->behind = nullptr;
_G(frontScreen) = myScreen;
_G(backScreen) = myScreen;
} else {
tempScreen = _G(backScreen);
while (tempScreen &&
((tempScreen->scrnFlags & SF_LAYER) < (myScreen->scrnFlags & SF_LAYER))) {
tempScreen = tempScreen->infront;
}
if (!tempScreen) {
myScreen->infront = nullptr;
myScreen->behind = _G(frontScreen);
_G(frontScreen)->infront = myScreen;
_G(frontScreen) = myScreen;
} else if (tempScreen == _G(backScreen)) {
myScreen->infront = _G(backScreen);
myScreen->behind = nullptr;
_G(backScreen)->behind = myScreen;
_G(backScreen) = myScreen;
} else {
myScreen->infront = tempScreen;
myScreen->behind = tempScreen->behind;
tempScreen->behind = myScreen;
myScreen->behind->infront = myScreen;
}
}
RestoreScreens(myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
}
static bool MoveScreen(ScreenContext *myScreen, int32 parmX, int32 parmY, bool deltaMove) {
int32 origX1, origY1, origX2, origY2;
if (!_G(vmng_Initted))
return false;
origX1 = myScreen->x1;
origY1 = myScreen->y1;
origX2 = myScreen->x2;
origY2 = myScreen->y2;
if (!deltaMove) {
parmX -= origX1;
parmY -= origY1;
}
if (!(myScreen->scrnFlags & SF_OFFSCRN)) {
if ((myScreen->x2 + parmX) > MAX_VIDEO_X)
parmX = MAX_VIDEO_X - myScreen->x2;
else if ((myScreen->x1 + parmX) < 0)
parmX = -myScreen->x1;
if ((myScreen->y2 + parmY) > MAX_VIDEO_Y)
parmY = MAX_VIDEO_Y - myScreen->y2;
else if ((myScreen->y1 + parmY) < 0)
parmY = -myScreen->y1;
}
if (!(parmX || parmY))
return false;
myScreen->x1 += parmX;
myScreen->y1 += parmY;
myScreen->x2 += parmX;
myScreen->y2 += parmY;
if (parmY > 0) {
RestoreScreens(origX1, origY1, origX2, myScreen->y1 - 1);
if (parmX > 0) {
RestoreScreens(origX1, myScreen->y1, myScreen->x1 - 1, origY2);
} else if (parmX < 0) {
RestoreScreens(myScreen->x2 + 1, myScreen->y1, origX2, origY2);
}
} else if (parmY < 0) {
RestoreScreens(origX1, myScreen->y2 + 1, origX2, origY2);
if (parmX > 0) {
RestoreScreens(origX1, origY1, myScreen->x1 - 1, myScreen->y2);
} else if (parmX < 0) {
RestoreScreens(myScreen->x2 + 1, origY1, origX2, myScreen->y2);
}
} else if (parmX > 0) {
RestoreScreens(origX1, origY1, myScreen->x1 - 1, origY2);
} else {
RestoreScreens(myScreen->x2 + 1, origY1, origX2, origY2);
}
RestoreScreens(myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
return true;
}
} // End of namespace M4
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