/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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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 v = view_list; while (++v) v->OnWindowMove(); } // +--------------------------------------------------------------------+ void Window::Paint() { ListIter 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_s(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; } }