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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Window class (a region of a screen or buffer)
*/

#ifndef Window_h
#define Window_h

#include "Types.h"
#include "Geometry.h"
#include "List.h"

// +--------------------------------------------------------------------+

class Color;
class Bitmap;
class Font;
class Screen;
class View;

// +--------------------------------------------------------------------+

class Window
{
    friend class Screen;

public:
    static const char* TYPENAME() { return "Window"; }

    Window(Screen* s, int ax, int ay, int aw, int ah);
    virtual ~Window();

    int operator == (const Window& that) const { return this == &that; }

    // Screen dimensions:
    Screen*           GetScreen()          const { return screen;  }
    const Rect&       GetRect()            const { return rect;    }
    int               X()                  const { return rect.x;  }
    int               Y()                  const { return rect.y;  }
    int               Width()              const { return rect.w;  }
    int               Height()             const { return rect.h;  }

    // Operations:
    virtual void      Paint();
    virtual void      Show()                     { shown = true;   }
    virtual void      Hide()                     { shown = false;  }
    virtual bool      IsShown()            const { return shown;   }

    virtual void      MoveTo(const Rect& r);

    virtual bool      AddView(View* v);
    virtual bool      DelView(View* v);

    Rect              ClipRect(const Rect& r);
    bool              ClipLine(int& x1, int& y1, int& x2, int& y2);
    bool              ClipLine(double& x1, double& y1, double& x2, double& y2);

    void              DrawLine(int x1, int y1, int x2, int y2, Color color, int blend=0);
    void              DrawRect(int x1, int y1, int x2, int y2, Color color, int blend=0);
    void              DrawRect(const Rect& r, Color color, int blend=0);
    void              FillRect(int x1, int y1, int x2, int y2, Color color, int blend=0);
    void              FillRect(const Rect& r, Color color, int alpha=0);
    void              DrawBitmap(int x1, int y1, int x2, int y2, Bitmap* img, int blend=0);
    void              FadeBitmap(int x1, int y1, int x2, int y2, Bitmap* img, Color c, int blend);
    void              ClipBitmap(int x1, int y1, int x2, int y2, Bitmap* img, Color c, int blend, const Rect& clip);
    void              TileBitmap(int x1, int y1, int x2, int y2, Bitmap* img, int blend=0);
    void              DrawLines(int nPts, POINT* pts, Color color, int blend=0);
    void              DrawPoly(int nPts, POINT* pts, Color color, int blend=0);
    void              FillPoly(int nPts, POINT* pts, Color color, int blend=0);

    void              DrawEllipse(int x1, int y1, int x2, int y2, Color color, int blend=0);
    void              FillEllipse(int x1, int y1, int x2, int y2, Color color, int blend=0);

    // text methods:
    void              SetFont(Font* f)           { font = f;    }
    Font*             GetFont()            const { return font; }

    void              Print(int x1, int y1, const char* fmt, ...);
    void              DrawText(const char* txt, int count, Rect& txt_rect, DWORD flags);

protected:
    // translate screen coords into window relative coords
    virtual void      ScreenToWindow(int& x, int& y) { }
    virtual void      ScreenToWindow(Rect& r)        { }

    Rect              rect;
    Screen*           screen;
    bool              shown;
    Font*             font;

    List<View>        view_list;
};

#endif  // Window_h