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+/* Project nGenEx
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: nGenEx.lib
+ FILE: Window.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Window class
+*/
+
+#include "MemDebug.h"
+#include "Window.h"
+#include "Bitmap.h"
+#include "Color.h"
+#include "Fix.h"
+#include "Font.h"
+#include "Polygon.h"
+#include "Screen.h"
+#include "Video.h"
+#include "View.h"
+
+static VertexSet vset4(4);
+
+// +--------------------------------------------------------------------+
+
+Window::Window(Screen* s, int ax, int ay, int aw, int ah)
+ : screen(s), rect(ax, ay, aw, ah), shown(true), font(0)
+{ }
+
+// +--------------------------------------------------------------------+
+
+Window::~Window()
+{
+ view_list.destroy();
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+Window::AddView(View* v)
+{
+ if (!v) return false;
+
+ if (!view_list.contains(v))
+ view_list.append(v);
+
+ return true;
+}
+
+bool
+Window::DelView(View* v)
+{
+ if (!v) return false;
+
+ return view_list.remove(v) == v;
+}
+
+void
+Window::MoveTo(const Rect& r)
+{
+ if (rect.x == r.x &&
+ rect.y == r.y &&
+ rect.w == r.w &&
+ rect.h == r.h)
+ return;
+
+ rect = r;
+
+ ListIter<View> v = view_list;
+ while (++v)
+ v->OnWindowMove();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Window::Paint()
+{
+ ListIter<View> v = view_list;
+ while (++v)
+ v->Refresh();
+}
+
+// +--------------------------------------------------------------------+
+
+static inline void swap(int& a, int& b) { int tmp=a; a=b; b=tmp; }
+static inline void sort(int& a, int& b) { if (a>b) swap(a,b); }
+static inline void swap(double& a, double& b) { double tmp=a; a=b; b=tmp; }
+static inline void sort(double& a, double& b) { if (a>b) swap(a,b); }
+
+Rect
+Window::ClipRect(const Rect& r)
+{
+ Rect clip_rect = r;
+
+ clip_rect.x += rect.x;
+ clip_rect.y += rect.y;
+
+ if (clip_rect.x < rect.x) {
+ clip_rect.w -= rect.x - clip_rect.x;
+ clip_rect.x = rect.x;
+ }
+
+ if (clip_rect.y < rect.y) {
+ clip_rect.h -= rect.y - clip_rect.y;
+ clip_rect.y = rect.y;
+ }
+
+ if (clip_rect.x + clip_rect.w > rect.x + rect.w)
+ clip_rect.w = rect.x + rect.w - clip_rect.x;
+
+ if (clip_rect.y + clip_rect.h > rect.y + rect.h)
+ clip_rect.h = rect.y + rect.h - clip_rect.y;
+
+ return clip_rect;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+Window::ClipLine(int& x1, int& y1, int& x2, int& y2)
+{
+ // vertical lines:
+ if (x1==x2) {
+clip_vertical:
+ sort(y1,y2);
+ if (x1 < 0 || x1 >= rect.w) return false;
+ if (y1 < 0) y1 = 0;
+ if (y2 >= rect.h) y2 = rect.h;
+ return true;
+ }
+
+ // horizontal lines:
+ if (y1==y2) {
+clip_horizontal:
+ sort(x1,x2);
+ if (y1 < 0 || y1 >= rect.h) return false;
+ if (x1 < 0) x1 = 0;
+ if (x2 > rect.w) x2 = rect.w;
+ return true;
+ }
+
+ // general lines:
+
+ // sort left to right:
+ if (x1 > x2) {
+ swap(x1,x2);
+ swap(y1,y2);
+ }
+
+ double m = (double)(y2-y1) / (double)(x2-x1);
+ double b = (double) y1 - (m * x1);
+
+ // clip:
+ if (x1 < 0) { x1 = 0; y1 = (int) b; }
+ if (x1 >= rect.w) return false;
+ if (x2 < 0) return false;
+ if (x2 > rect.w-1) { x2 = rect.w-1; y2 = (int) (m * x2 + b); }
+
+ if (y1 < 0 && y2 < 0) return false;
+ if (y1 >= rect.h && y2 >= rect.h) return false;
+
+ if (y1 < 0) { y1 = 0; x1 = (int) (-b/m); }
+ if (y1 >= rect.h) { y1 = rect.h-1; x1 = (int) ((y1-b)/m); }
+ if (y2 < 0) { y2 = 0; x2 = (int) (-b/m); }
+ if (y2 >= rect.h) { y2 = rect.h-1; x2 = (int) ((y2-b)/m); }
+
+ if (x1 == x2)
+ goto clip_vertical;
+
+ if (y1 == y2)
+ goto clip_horizontal;
+
+ return true;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+Window::ClipLine(double& x1, double& y1, double& x2, double& y2)
+{
+ // vertical lines:
+ if (x1==x2) {
+clip_vertical:
+ sort(y1,y2);
+ if (x1 < 0 || x1 >= rect.w) return false;
+ if (y1 < 0) y1 = 0;
+ if (y2 >= rect.h) y2 = rect.h;
+ return true;
+ }
+
+ // horizontal lines:
+ if (y1==y2) {
+clip_horizontal:
+ sort(x1,x2);
+ if (y1 < 0 || y1 >= rect.h) return false;
+ if (x1 < 0) x1 = 0;
+ if (x2 > rect.w) x2 = rect.w;
+ return true;
+ }
+
+ // general lines:
+
+ // sort left to right:
+ if (x1 > x2) {
+ swap(x1,x2);
+ swap(y1,y2);
+ }
+
+ double m = (double)(y2-y1) / (double)(x2-x1);
+ double b = (double) y1 - (m * x1);
+
+ // clip:
+ if (x1 < 0) { x1 = 0; y1 = b; }
+ if (x1 >= rect.w) return false;
+ if (x2 < 0) return false;
+ if (x2 > rect.w-1) { x2 = rect.w-1; y2 = (m * x2 + b); }
+
+ if (y1 < 0 && y2 < 0) return false;
+ if (y1 >= rect.h && y2 >= rect.h) return false;
+
+ if (y1 < 0) { y1 = 0; x1 = (-b/m); }
+ if (y1 >= rect.h) { y1 = rect.h-1; x1 = ((y1-b)/m); }
+ if (y2 < 0) { y2 = 0; x2 = (-b/m); }
+ if (y2 >= rect.h) { y2 = rect.h-1; x2 = ((y2-b)/m); }
+
+ if (x1 == x2)
+ goto clip_vertical;
+
+ if (y1 == y2)
+ goto clip_horizontal;
+
+ return true;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Window::DrawLine(int x1, int y1, int x2, int y2, Color color, int blend)
+{
+ if (!screen || !screen->GetVideo()) return;
+
+ if (ClipLine(x1,y1,x2,y2)) {
+ float points[4];
+
+ points[0] = (float) (rect.x + x1);
+ points[1] = (float) (rect.y + y1);
+ points[2] = (float) (rect.x + x2);
+ points[3] = (float) (rect.y + y2);
+
+ Video* video = screen->GetVideo();
+ video->DrawScreenLines(1, points, color, blend);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Window::DrawRect(int x1, int y1, int x2, int y2, Color color, int blend)
+{
+ if (!screen || !screen->GetVideo()) return;
+
+ sort(x1,x2);
+ sort(y1,y2);
+
+ if (x1 > rect.w || x2 < 0 || y1 > rect.h || y2 < 0)
+ return;
+
+ float points[16];
+
+ points[ 0] = (float) (rect.x + x1);
+ points[ 1] = (float) (rect.y + y1);
+ points[ 2] = (float) (rect.x + x2);
+ points[ 3] = (float) (rect.y + y1);
+
+ points[ 4] = (float) (rect.x + x2);
+ points[ 5] = (float) (rect.y + y1);
+ points[ 6] = (float) (rect.x + x2);
+ points[ 7] = (float) (rect.y + y2);
+
+ points[ 8] = (float) (rect.x + x2);
+ points[ 9] = (float) (rect.y + y2);
+ points[10] = (float) (rect.x + x1);
+ points[11] = (float) (rect.y + y2);
+
+ points[12] = (float) (rect.x + x1);
+ points[13] = (float) (rect.y + y2);
+ points[14] = (float) (rect.x + x1);
+ points[15] = (float) (rect.y + y1);
+
+ Video* video = screen->GetVideo();
+ video->DrawScreenLines(4, points, color, blend);
+}
+
+void
+Window::DrawRect(const Rect& r, Color color, int blend)
+{
+ DrawRect(r.x, r.y, r.x+r.w, r.y+r.h, color, blend);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Window::FillRect(int x1, int y1, int x2, int y2, Color color, int blend)
+{
+ if (!screen || !screen->GetVideo()) return;
+
+ sort(x1,x2);
+ sort(y1,y2);
+
+ if (x1 > rect.w || x2 < 0 || y1 > rect.h || y2 < 0)
+ return;
+
+ vset4.space = VertexSet::SCREEN_SPACE;
+ for (int i = 0; i < 4; i++) {
+ vset4.diffuse[i] = color.Value();
+ }
+
+ vset4.s_loc[0].x = (float) (rect.x + x1) - 0.5f;
+ vset4.s_loc[0].y = (float) (rect.y + y1) - 0.5f;
+ vset4.s_loc[0].z = 0.0f;
+ vset4.rw[0] = 1.0f;
+ vset4.tu[0] = 0.0f;
+ vset4.tv[0] = 0.0f;
+
+ vset4.s_loc[1].x = (float) (rect.x + x2) - 0.5f;
+ vset4.s_loc[1].y = (float) (rect.y + y1) - 0.5f;
+ vset4.s_loc[1].z = 0.0f;
+ vset4.rw[1] = 1.0f;
+ vset4.tu[1] = 1.0f;
+ vset4.tv[1] = 0.0f;
+
+ vset4.s_loc[2].x = (float) (rect.x + x2) - 0.5f;
+ vset4.s_loc[2].y = (float) (rect.y + y2) - 0.5f;
+ vset4.s_loc[2].z = 0.0f;
+ vset4.rw[2] = 1.0f;
+ vset4.tu[2] = 1.0f;
+ vset4.tv[2] = 1.0f;
+
+ vset4.s_loc[3].x = (float) (rect.x + x1) - 0.5f;
+ vset4.s_loc[3].y = (float) (rect.y + y2) - 0.5f;
+ vset4.s_loc[3].z = 0.0f;
+ vset4.rw[3] = 1.0f;
+ vset4.tu[3] = 0.0f;
+ vset4.tv[3] = 1.0f;
+
+ Poly poly(0);
+ poly.nverts = 4;
+ poly.vertex_set = &vset4;
+ poly.verts[0] = 0;
+ poly.verts[1] = 1;
+ poly.verts[2] = 2;
+ poly.verts[3] = 3;
+
+ Video* video = screen->GetVideo();
+ video->DrawScreenPolys(1, &poly, blend);
+}
+
+void
+Window::FillRect(const Rect& r, Color color, int blend)
+{
+ FillRect(r.x, r.y, r.x+r.w, r.y+r.h, color, blend);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Window::DrawLines(int nPts, POINT* pts, Color color, int blend)
+{
+ if (nPts < 2 || nPts > 16)
+ return;
+
+ if (!screen || !screen->GetVideo())
+ return;
+
+ float f[64];
+ int n = 0;
+
+ for (int i = 0; i < nPts-1; i++) {
+ f[n++] = (float) rect.x + pts[i].x;
+ f[n++] = (float) rect.y + pts[i].y;
+ f[n++] = (float) rect.x + pts[i+1].x;
+ f[n++] = (float) rect.y + pts[i+1].y;
+ }
+
+ Video* video = screen->GetVideo();
+ video->DrawScreenLines(nPts-1, f, color, blend);
+}
+
+void
+Window::DrawPoly(int nPts, POINT* pts, Color color, int blend)
+{
+ if (nPts < 3 || nPts > 8)
+ return;
+
+ if (!screen || !screen->GetVideo())
+ return;
+
+ float f[32];
+ int n = 0;
+
+ for (int i = 0; i < nPts-1; i++) {
+ f[n++] = (float) rect.x + pts[i].x;
+ f[n++] = (float) rect.y + pts[i].y;
+ f[n++] = (float) rect.x + pts[i+1].x;
+ f[n++] = (float) rect.y + pts[i+1].y;
+ }
+
+ f[n++] = (float) rect.x + pts[nPts-1].x;
+ f[n++] = (float) rect.y + pts[nPts-1].y;
+ f[n++] = (float) rect.x + pts[0].x;
+ f[n++] = (float) rect.y + pts[0].y;
+
+ Video* video = screen->GetVideo();
+ video->DrawScreenLines(nPts, f, color, blend);
+}
+
+void
+Window::FillPoly(int nPts, POINT* pts, Color color, int blend)
+{
+ if (nPts < 3 || nPts > 4)
+ return;
+
+ if (!screen || !screen->GetVideo())
+ return;
+
+ vset4.space = VertexSet::SCREEN_SPACE;
+ for (int i = 0; i < nPts; i++) {
+ vset4.diffuse[i] = color.Value();
+ vset4.s_loc[i].x = (float) (rect.x + pts[i].x) - 0.5f;
+ vset4.s_loc[i].y = (float) (rect.y + pts[i].y) - 0.5f;
+ vset4.s_loc[i].z = 0.0f;
+ vset4.rw[i] = 1.0f;
+ vset4.tu[i] = 0.0f;
+ vset4.tv[i] = 0.0f;
+ }
+
+ Poly poly(0);
+ poly.nverts = nPts;
+ poly.vertex_set = &vset4;
+ poly.verts[0] = 0;
+ poly.verts[1] = 1;
+ poly.verts[2] = 2;
+ poly.verts[3] = 3;
+
+ Video* video = screen->GetVideo();
+ video->DrawScreenPolys(1, &poly, blend);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Window::DrawBitmap(int x1, int y1, int x2, int y2, Bitmap* img, int blend)
+{
+ Rect clip_rect;
+ clip_rect.w = rect.w;
+ clip_rect.h = rect.h;
+
+ ClipBitmap(x1,y1,x2,y2,img,Color::White,blend,clip_rect);
+}
+
+void
+Window::FadeBitmap(int x1, int y1, int x2, int y2, Bitmap* img, Color c, int blend)
+{
+ Rect clip_rect;
+ clip_rect.w = rect.w;
+ clip_rect.h = rect.h;
+
+ ClipBitmap(x1,y1,x2,y2,img,c,blend,clip_rect);
+}
+
+void
+Window::ClipBitmap(int x1, int y1, int x2, int y2, Bitmap* img, Color c, int blend, const Rect& clip_rect)
+{
+ if (!screen || !screen->GetVideo() || !img) return;
+
+ Rect clip = clip_rect;
+
+ // clip the clip rect to the window rect:
+ if (clip.x < 0) {
+ clip.w -= clip.x;
+ clip.x = 0;
+ }
+
+ if (clip.x + clip.w > rect.w) {
+ clip.w -= (clip.x + clip.w - rect.w);
+ }
+
+ if (clip.y < 0) {
+ clip.h -= clip.y;
+ clip.y = 0;
+ }
+
+ if (clip.y + clip.h > rect.h) {
+ clip.h -= (clip.y + clip.h - rect.h);
+ }
+
+ // now clip the bitmap to the validated clip rect:
+ sort(x1,x2);
+ sort(y1,y2);
+
+ if (x1 > clip.x + clip.w || x2 < clip.x || y1 > clip.y + clip.h || y2 < clip.y)
+ return;
+
+ vset4.space = VertexSet::SCREEN_SPACE;
+ for (int i = 0; i < 4; i++) {
+ vset4.diffuse[i] = c.Value();
+ }
+
+ float u1 = 0.0f;
+ float u2 = 1.0f;
+ float v1 = 0.0f;
+ float v2 = 1.0f;
+ float iw = (float) (x2-x1);
+ float ih = (float) (y2-y1);
+ int x3 = clip.x + clip.w;
+ int y3 = clip.y + clip.h;
+
+ if (x1 < clip.x) {
+ u1 = (clip.x - x1) / iw;
+ x1 = clip.x;
+ }
+
+ if (x2 > x3) {
+ u2 = 1.0f - (x2 - x3) / iw;
+ x2 = x3;
+ }
+
+ if (y1 < clip.y) {
+ v1 = (clip.y - y1) / ih;
+ y1 = clip.y;
+ }
+
+ if (y2 > y3) {
+ v2 = 1.0f - (y2 - y3) / ih;
+ y2 = y3;
+ }
+
+ vset4.s_loc[0].x = (float) (rect.x + x1) - 0.5f;
+ vset4.s_loc[0].y = (float) (rect.y + y1) - 0.5f;
+ vset4.s_loc[0].z = 0.0f;
+ vset4.rw[0] = 1.0f;
+ vset4.tu[0] = u1;
+ vset4.tv[0] = v1;
+
+ vset4.s_loc[1].x = (float) (rect.x + x2) - 0.5f;
+ vset4.s_loc[1].y = (float) (rect.y + y1) - 0.5f;
+ vset4.s_loc[1].z = 0.0f;
+ vset4.rw[1] = 1.0f;
+ vset4.tu[1] = u2;
+ vset4.tv[1] = v1;
+
+ vset4.s_loc[2].x = (float) (rect.x + x2) - 0.5f;
+ vset4.s_loc[2].y = (float) (rect.y + y2) - 0.5f;
+ vset4.s_loc[2].z = 0.0f;
+ vset4.rw[2] = 1.0f;
+ vset4.tu[2] = u2;
+ vset4.tv[2] = v2;
+
+ vset4.s_loc[3].x = (float) (rect.x + x1) - 0.5f;
+ vset4.s_loc[3].y = (float) (rect.y + y2) - 0.5f;
+ vset4.s_loc[3].z = 0.0f;
+ vset4.rw[3] = 1.0f;
+ vset4.tu[3] = u1;
+ vset4.tv[3] = v2;
+
+ Material mtl;
+ mtl.tex_diffuse = img;
+
+ Poly poly(0);
+ poly.nverts = 4;
+ poly.vertex_set = &vset4;
+ poly.material = &mtl;
+ poly.verts[0] = 0;
+ poly.verts[1] = 1;
+ poly.verts[2] = 2;
+ poly.verts[3] = 3;
+
+ Video* video = screen->GetVideo();
+
+ video->SetRenderState(Video::TEXTURE_WRAP, 0);
+ video->DrawScreenPolys(1, &poly, blend);
+ video->SetRenderState(Video::TEXTURE_WRAP, 1);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Window::TileBitmap(int x1, int y1, int x2, int y2, Bitmap* img, int blend)
+{
+ if (!screen || !screen->GetVideo()) return;
+ if (!img || !img->Width() || !img->Height()) return;
+
+ vset4.space = VertexSet::SCREEN_SPACE;
+ for (int i = 0; i < 4; i++) {
+ vset4.diffuse[i] = Color::White.Value();
+ }
+
+ float xscale = (float) rect.w / (float) img->Width();
+ float yscale = (float) rect.h / (float) img->Height();
+
+ vset4.s_loc[0].x = (float) (rect.x + x1) - 0.5f;
+ vset4.s_loc[0].y = (float) (rect.y + y1) - 0.5f;
+ vset4.s_loc[0].z = 0.0f;
+ vset4.rw[0] = 1.0f;
+ vset4.tu[0] = 0.0f;
+ vset4.tv[0] = 0.0f;
+
+ vset4.s_loc[1].x = (float) (rect.x + x2) - 0.5f;
+ vset4.s_loc[1].y = (float) (rect.y + y1) - 0.5f;
+ vset4.s_loc[1].z = 0.0f;
+ vset4.rw[1] = 1.0f;
+ vset4.tu[1] = xscale;
+ vset4.tv[1] = 0.0f;
+
+ vset4.s_loc[2].x = (float) (rect.x + x2) - 0.5f;
+ vset4.s_loc[2].y = (float) (rect.y + y2) - 0.5f;
+ vset4.s_loc[2].z = 0.0f;
+ vset4.rw[2] = 1.0f;
+ vset4.tu[2] = xscale;
+ vset4.tv[2] = yscale;
+
+ vset4.s_loc[3].x = (float) (rect.x + x1) - 0.5f;
+ vset4.s_loc[3].y = (float) (rect.y + y2) - 0.5f;
+ vset4.s_loc[3].z = 0.0f;
+ vset4.rw[3] = 1.0f;
+ vset4.tu[3] = 0.0f;
+ vset4.tv[3] = yscale;
+
+ Material mtl;
+ mtl.tex_diffuse = img;
+
+ Poly poly(0);
+ poly.nverts = 4;
+ poly.vertex_set = &vset4;
+ poly.material = &mtl;
+ poly.verts[0] = 0;
+ poly.verts[1] = 1;
+ poly.verts[2] = 2;
+ poly.verts[3] = 3;
+
+ Video* video = screen->GetVideo();
+ video->DrawScreenPolys(1, &poly, blend);
+}
+
+// +--------------------------------------------------------------------+
+
+static float ellipse_pts[256];
+
+void
+Window::DrawEllipse(int x1, int y1, int x2, int y2, Color color, int blend)
+{
+ Video* video = screen->GetVideo();
+
+ if (!video)
+ return;
+
+ sort(x1,x2);
+ sort(y1,y2);
+
+ if (x1 > rect.w || x2 < 0 || y1 > rect.h || y2 < 0)
+ return;
+
+ double w2 = (x2-x1)/2.0;
+ double h2 = (y2-y1)/2.0;
+ double cx = rect.x + x1 + w2;
+ double cy = rect.y + y1 + h2;
+ double r = w2;
+ int ns = 4;
+ int np = 0;
+
+ if (h2 > r)
+ r = h2;
+
+ if (r > 2*ns)
+ ns = (int) (r/2);
+
+ if (ns > 64)
+ ns = 64;
+
+ double theta = 0;
+ double dt = (PI/2) / ns;
+
+ // quadrant 1 (lower right):
+ if (cx < (rect.x+rect.w) && cy < (rect.y + rect.h)) {
+ theta = 0;
+ np = 0;
+
+ for (int i = 0; i < ns; i++) {
+ double ex1 = x1 + w2 + cos(theta) * w2;
+ double ey1 = y1 + h2 + sin(theta) * h2;
+
+ theta += dt;
+
+ double ex2 = x1 + w2 + cos(theta) * w2;
+ double ey2 = y1 + h2 + sin(theta) * h2;
+
+ if (ClipLine(ex1, ey1, ex2, ey2)) {
+ ellipse_pts[np++] = (float) (rect.x + ex1);
+ ellipse_pts[np++] = (float) (rect.y + ey1);
+ ellipse_pts[np++] = (float) (rect.x + ex2);
+ ellipse_pts[np++] = (float) (rect.y + ey2);
+ }
+ }
+
+ video->DrawScreenLines(np/4, ellipse_pts, color, blend);
+ }
+
+ // quadrant 2 (lower left):
+ if (cx > rect.x && cy < (rect.y + rect.h)) {
+ theta = 90*DEGREES;
+ np = 0;
+
+ for (int i = 0; i < ns; i++) {
+ double ex1 = x1 + w2 + cos(theta) * w2;
+ double ey1 = y1 + h2 + sin(theta) * h2;
+
+ theta += dt;
+
+ double ex2 = x1 + w2 + cos(theta) * w2;
+ double ey2 = y1 + h2 + sin(theta) * h2;
+
+ if (ClipLine(ex1, ey1, ex2, ey2)) {
+ ellipse_pts[np++] = (float) (rect.x + ex1);
+ ellipse_pts[np++] = (float) (rect.y + ey1);
+ ellipse_pts[np++] = (float) (rect.x + ex2);
+ ellipse_pts[np++] = (float) (rect.y + ey2);
+ }
+ }
+
+ video->DrawScreenLines(np/4, ellipse_pts, color, blend);
+ }
+
+ // quadrant 3 (upper left):
+ if (cx > rect.x && cy > rect.y) {
+ theta = 180*DEGREES;
+ np = 0;
+
+ for (int i = 0; i < ns; i++) {
+ double ex1 = x1 + w2 + cos(theta) * w2;
+ double ey1 = y1 + h2 + sin(theta) * h2;
+
+ theta += dt;
+
+ double ex2 = x1 + w2 + cos(theta) * w2;
+ double ey2 = y1 + h2 + sin(theta) * h2;
+
+ if (ClipLine(ex1, ey1, ex2, ey2)) {
+ ellipse_pts[np++] = (float) (rect.x + ex1);
+ ellipse_pts[np++] = (float) (rect.y + ey1);
+ ellipse_pts[np++] = (float) (rect.x + ex2);
+ ellipse_pts[np++] = (float) (rect.y + ey2);
+ }
+ }
+
+ video->DrawScreenLines(np/4, ellipse_pts, color, blend);
+ }
+
+ // quadrant 4 (upper right):
+ if (cx < (rect.x+rect.w) && cy > rect.y) {
+ theta = 270*DEGREES;
+ np = 0;
+
+ for (int i = 0; i < ns; i++) {
+ double ex1 = x1 + w2 + cos(theta) * w2;
+ double ey1 = y1 + h2 + sin(theta) * h2;
+
+ theta += dt;
+
+ double ex2 = x1 + w2 + cos(theta) * w2;
+ double ey2 = y1 + h2 + sin(theta) * h2;
+
+ if (ClipLine(ex1, ey1, ex2, ey2)) {
+ ellipse_pts[np++] = (float) (rect.x + ex1);
+ ellipse_pts[np++] = (float) (rect.y + ey1);
+ ellipse_pts[np++] = (float) (rect.x + ex2);
+ ellipse_pts[np++] = (float) (rect.y + ey2);
+ }
+ }
+
+ video->DrawScreenLines(np/4, ellipse_pts, color, blend);
+ }
+
+}
+
+void
+Window::FillEllipse(int x1, int y1, int x2, int y2, Color color, int blend)
+{
+ Video* video = screen->GetVideo();
+
+ if (!video)
+ return;
+
+ sort(x1,x2);
+ sort(y1,y2);
+
+ if (x1 > rect.w || x2 < 0 || y1 > rect.h || y2 < 0)
+ return;
+
+ double w2 = (x2-x1)/2.0;
+ double h2 = (y2-y1)/2.0;
+ double cx = x1 + w2;
+ double cy = y1 + h2;
+ double r = w2;
+ int ns = 4;
+ int np = 0;
+
+ if (h2 > r)
+ r = h2;
+
+ if (r > 2*ns)
+ ns = (int) (r/2);
+
+ if (ns > 64)
+ ns = 64;
+
+ double theta = -PI / 2;
+ double dt = PI / ns;
+
+ for (int i = 0; i < ns; i++) {
+ double ex1 = cos(theta) * w2;
+ double ey1 = sin(theta) * h2;
+
+ theta += dt;
+
+ double ex2 = cos(theta) * w2;
+ double ey2 = sin(theta) * h2;
+
+ POINT pts[4];
+
+ pts[0].x = (int) (cx - ex1);
+ pts[0].y = (int) (cy + ey1);
+
+ pts[1].x = (int) (cx + ex1);
+ pts[1].y = (int) (cy + ey1);
+
+ pts[2].x = (int) (cx + ex2);
+ pts[2].y = (int) (cy + ey2);
+
+ pts[3].x = (int) (cx - ex2);
+ pts[3].y = (int) (cy + ey2);
+
+ if (pts[0].x > rect.w && pts[3].x > rect.w)
+ continue;
+
+ if (pts[1].x < 0 && pts[2].x < 0)
+ continue;
+
+ if (pts[0].y > rect.h)
+ return;
+
+ if (pts[2].y < 0)
+ continue;
+
+ if (pts[0].x < 0) pts[0].x = 0;
+ if (pts[3].x < 0) pts[3].x = 0;
+ if (pts[1].x > rect.w) pts[1].x = rect.w;
+ if (pts[2].x > rect.w) pts[2].x = rect.w;
+
+ if (pts[0].y < 0) pts[0].y = 0;
+ if (pts[1].y < 0) pts[1].y = 0;
+ if (pts[2].y > rect.h) pts[2].y = rect.h;
+ if (pts[3].y > rect.h) pts[3].y = rect.h;
+
+ FillPoly(4, pts, color, blend);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Window::Print(int x1, int y1, const char* fmt, ...)
+{
+ if (!font || x1<0 || y1<0 || x1>=rect.w || y1>=rect.h || !fmt)
+ return;
+
+ x1 += rect.x;
+ y1 += rect.y;
+
+ char msgbuf[512];
+ vsprintf(msgbuf, fmt, (char *)(&fmt+1));
+ font->DrawString(msgbuf, strlen(msgbuf), x1, y1, rect);
+}
+
+void
+Window::DrawText(const char* txt, int count, Rect& txt_rect, DWORD flags)
+{
+ if (!font)
+ return;
+
+ if (txt && !count)
+ count = strlen(txt);
+
+ // clip the rect:
+ Rect clip_rect = txt_rect;
+
+ if (clip_rect.x < 0) {
+ int dx = -clip_rect.x;
+ clip_rect.x += dx;
+ clip_rect.w -= dx;
+ }
+
+ if (clip_rect.y < 0) {
+ int dy = -clip_rect.y;
+ clip_rect.y += dy;
+ clip_rect.h -= dy;
+ }
+
+ if (clip_rect.w < 1 || clip_rect.h < 1)
+ return;
+
+ if (clip_rect.x + clip_rect.w > rect.w)
+ clip_rect.w = rect.w - clip_rect.x;
+
+ if (clip_rect.y + clip_rect.h > rect.h)
+ clip_rect.h = rect.h - clip_rect.y;
+
+ clip_rect.x += rect.x;
+ clip_rect.y += rect.y;
+
+ if (font && txt && count) {
+ font->DrawText(txt, count, clip_rect, flags);
+ font->SetAlpha(1);
+ }
+
+ // if calc only, update the rectangle:
+ if (flags & DT_CALCRECT) {
+ txt_rect.h = clip_rect.h;
+ txt_rect.w = clip_rect.w;
+ }
+}
+