/* ALICE SOFT SYSTEM 3 for Win32 [ AGS - window ] */ #include "ags.h" #include void AGS::Window::reset(int sx, int sy, int ex, int ey, bool frame, bool save) { this->sx = sx; this->sy = sy; this->ex = ex; this->ey = ey; this->frame = frame; this->save = save; screen.surface_.reset(); window.surface_.reset(); } void AGS::init_windows() { for (int i = 0; i < 10; i++) { // ウィンドウの初期位置はシステムによって異なる switch (game_id.game) { case GameId::BUNKASAI: text_w[i].reset(24, 304, 616, 384, false, false); menu_w[i].reset(440, 18, 620, 178, true, true); break; case GameId::CRESCENT: text_w[i].reset(24, 288, 616, 378, false, false); // 本来は横メニュー menu_w[i].reset(464, 50, 623, 240, true, true); break; case GameId::RANCE2: case GameId::RANCE2_HINT: text_w[i].reset(8, 285, 502, 396, false, false); menu_w[i].reset(431, 19, 624, 181, false, true); break; case GameId::DPS: case GameId::DPS_SG_FAHREN: case GameId::DPS_SG_KATEI: case GameId::DPS_SG_NOBUNAGA: case GameId::DPS_SG2_ANTIQUE: case GameId::DPS_SG2_IKENAI: case GameId::DPS_SG2_AKAI: case GameId::DPS_SG3_RABBIT: case GameId::DPS_SG3_SHINKON: case GameId::DPS_SG3_SOTSUGYOU: text_w[i].reset(48, 288, 594, 393, false, false); //menu_w[i].reset(48, 288, 584, 393, false, true); menu_w[i].reset(48, 288, 594, 393, false, true); break; case GameId::FUKEI: text_w[i].reset(44, 282, 593, 396, false, false); menu_w[i].reset(460, 14, 635, 214, false, true); break; case GameId::INTRUDER: text_w[i].reset(8, 280, 629, 393, false, false); menu_w[i].reset(448, 136, 623, 340, true, true); break; case GameId::TENGU: text_w[i].reset(44, 282, 593, 396, false, false); menu_w[i].reset(452, 14, 627, 214, false, true); break; case GameId::TOUSHIN_HINT: text_w[i].reset(8, 311, 623, 391, false, false); menu_w[i].reset(452, 14, 627, 214, true, true); break; case GameId::LITTLE_VAMPIRE: text_w[i].reset(8, 255, 615, 383, false, false); menu_w[i].reset(448, 11, 615, game_id.language == ENGLISH ? 234 : 224, false, true); break; case GameId::YAKATA: text_w[i].reset(48, 288, 594, 393, false, false); menu_w[i].reset(452, 14, 627, 214, false, true); break; case GameId::DALK_HINT: text_w[i].reset(24, 308, 376, 386, false, false); menu_w[i].reset(404, 28, 604, 244, true, true); break; case GameId::RANCE3_HINT: text_w[i].reset(104, 304, 615, 383, false, false); menu_w[i].reset(464, 24, 623, 200, true, true); break; case GameId::YAKATA2: text_w[i].reset(104, 304, 620, 382, false, false); menu_w[i].reset(420, 28, 620, 244, true, true); break; case GameId::GAKUEN_SENKI: text_w[i].reset(8, 260, 505, 384, false, false); if (i == 1) { menu_w[i].reset(128, 32, 337, 178, true, true); } else { menu_w[i].reset(288, 30, 433, 210, true, true); } break; case GameId::GAKUEN_KING: switch (i) { default: case 0: text_w[i].reset(112, 310, 623, 391, false, false); break; case 1: text_w[i].reset(48, 310, 591, 391, false, false); break; case 2: text_w[i].reset(0, 0, 639, 391, false, false); break; case 3: text_w[i].reset(24, 310, 183, 391, false, false); break; case 4: text_w[i].reset(464, 310, 623, 391, false, false); break; } switch (i) { default: case 0: menu_w[i].reset(416, 24, 591, 248, true, true); break; case 1: menu_w[i].reset(32, 16, 191, 216, true, true); break; case 2: menu_w[i].reset(448, 16, 607, 216, true, true); break; case 3: menu_w[i].reset(32, 223, 191, 383, true, true); break; case 4: menu_w[i].reset(448, 223, 607, 383, true, true); break; } break; default: text_w[i].reset(8, 311, 623, 391, true, false); menu_w[i].reset(464, 80, 623, 240, true, true); break; } } } void AGS::clear_text_window(int index, bool erase) { Window& w = text_w[index - 1]; if(erase) { if (w.frame && fade_level) { draw_window(w.sx - 8, w.sy - 8, w.ex + 8, w.ey + 8, true, text.frame_color, text.back_color); } else { box_fill(0, w.sx, w.sy, w.ex, w.ey, text.back_color); } } text.reset_pos(w.sx, w.sy + 2); } bool AGS::return_text_line(int index) { text.newline(); // Return true if the next line exceeds the bottom of the window return text.pos.y + text.font_size > text_w[index - 1].ey; } void AGS::draw_push(int index) { static const uint8_t builtin_bitmap[32] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x90, 0x00, 0x99, 0x74, 0xe9, 0x44, 0x89, 0x77, 0x89, 0x15, 0x87, 0x75, 0x00, 0x00, 0xff, 0xff }; Window& w = text_w[index - 1]; int x = w.ex - 16; int y = w.ey - 16; draw_gaiji(0, x, y, push_bitmap ? push_bitmap : builtin_bitmap, 16, text.font_color); draw_screen(x, y, 16, 16); } void AGS::open_text_window(int index, bool erase) { Window& w = text_w[index - 1]; int sx = w.sx - (w.frame ? 8 : 0); int sy = w.sy - (w.frame ? 8 : 0); int ex = w.ex + (w.frame ? 8 : 0); int ey = w.ey + (w.frame ? 8 : 0); int width = ex - sx + 1; int height = ey - sy + 1; if (game_id.is(GameId::PROG_CD) && !erase) { // prostudent G オープニング画面化け対策 w.screen = CG(); w.window = CG(); } // 画面退避 if (w.save) { w.screen = CG(sx, sy, width, height); SDL_SetPaletteColors(w.screen.palette(), screen_palette->colors, 0, 256); SDL_Rect rect = {sx, sy, width, height}; SDL_BlitSurface(hBmpScreen[0], &rect, w.screen.surface(), NULL); } if(erase) { // 窓初期化 draw_window(sx, sy, ex, ey, w.frame, text.frame_color, text.back_color); } else if (w.save && w.window) { // 窓復帰 sx = w.window.x; sy = w.window.y; width = w.window.width(); height = w.window.height(); SDL_SetSurfacePalette(hBmpScreen[0], w.window.palette()); SDL_Rect rect = {sx, sy, width, height}; SDL_BlitSurface(w.window.surface(), NULL, hBmpScreen[0], &rect); draw_screen(sx, sy, width, height); SDL_SetSurfacePalette(hBmpScreen[0], screen_palette); } text.reset_pos(w.sx, w.sy + text.line_space); } void AGS::close_text_window(int index, bool update) { Window& w = text_w[index - 1]; int sx = w.sx - (w.frame ? 8 : 0); int sy = w.sy - (w.frame ? 8 : 0); int ex = w.ex + (w.frame ? 8 : 0); int ey = w.ey + (w.frame ? 8 : 0); int width = ex - sx + 1; int height = ey - sy + 1; // 窓退避 if (w.save) { w.window = CG(sx, sy, width, height); SDL_SetPaletteColors(w.window.palette(), screen_palette->colors, 0, 256); SDL_Rect rect = {sx, sy, width, height}; SDL_BlitSurface(hBmpScreen[0], &rect, w.window.surface(), NULL); } // 画面復帰 if (w.save && w.screen) { sx = w.screen.x; sy = w.screen.y; width = w.screen.width(); height = w.screen.height(); SDL_SetSurfacePalette(hBmpScreen[0], w.screen.palette()); SDL_Rect rect = {sx, sy, width, height}; SDL_BlitSurface(w.screen.surface(), NULL, hBmpScreen[0], &rect); draw_screen(sx, sy, width, height); SDL_SetSurfacePalette(hBmpScreen[0], screen_palette); } if(update) { text.reset_pos(w.sx, w.sy + text.line_space); } } void AGS::clear_menu_window() { SDL_Rect rect = {0, 0, 640, 480}; SDL_FillRect(hBmpScreen[2], &rect, menu.back_color); menu.reset_pos(2, 2); } void AGS::open_menu_window(int index) { Window &w = menu_w[index - 1]; int sx = w.sx; int sy = w.sy; int ex = w.ex; int ey = menu_fix ? w.ey : sy + menu.pos.y - 3; int width = ex - sx + 1; int height = ey - sy + 1; int wsx = sx - (w.frame ? 8 : 0); int wsy = sy - (w.frame ? 8 : 0); int wex = ex + (w.frame ? 8 : 0); int wey = ey + (w.frame ? 8 : 0); int wwidth = wex - wsx + 1; int wheight = wey - wsy + 1; // 画面退避 if (w.save) { w.screen = CG(wsx, wsy, wwidth, wheight); SDL_SetPaletteColors(w.screen.palette(), screen_palette->colors, 0, 256); SDL_Rect rect = {wsx, wsy, wwidth, wheight}; SDL_BlitSurface(hBmpScreen[0], &rect, w.screen.surface(), NULL); } // メニュー表示 draw_window(wsx, wsy, wex, wey, w.frame, menu.frame_color, menu.back_color); SDL_Rect src_rect = {0, 0, width, height}; SDL_Rect dst_rect = {sx, sy, width, height}; SDL_BlitSurface(hBmpScreen[2], &src_rect, hBmpScreen[0], &dst_rect); box_line(0, sx, sy, ex, sy + menu.font_size + 3, menu.frame_color); draw_screen(wsx, wsy, wwidth, wheight); } void AGS::redraw_menu_window(int index, int selected) { Window &w = menu_w[index - 1]; int sx = w.sx; int sy = w.sy; int ex = w.ex; int ey = menu_fix ? w.ey : sy + menu.pos.y - 3; int width = ex - sx + 1; int height = ey - sy + 1; SDL_Rect src_rect = {0, 0, width, height}; SDL_Rect dst_rect = {sx, sy, width, height}; SDL_BlitSurface(hBmpScreen[2], &src_rect, hBmpScreen[0], &dst_rect); box_line(0, sx, sy + (menu.font_size + 4) * selected, ex, sy + (menu.font_size + 4) * (selected + 1) - 1, menu.frame_color); draw_screen(sx, sy, width, height); } void AGS::close_menu_window(int index) { Window &w = menu_w[index - 1]; // 画面復帰 if (w.save && w.screen) { SDL_SetSurfacePalette(hBmpScreen[0], w.screen.palette()); SDL_Rect rect = {w.screen.x, w.screen.y, w.screen.width(), w.screen.height()}; SDL_BlitSurface(w.screen.surface(), NULL, hBmpScreen[0], &rect); draw_screen(w.screen.x, w.screen.y, w.screen.width(), w.screen.height()); SDL_SetSurfacePalette(hBmpScreen[0], screen_palette); } } void AGS::get_menu_window_rect(int index, int* sx, int* sy, int* ex, int* ey) { Window &w = menu_w[index - 1]; if (sx) *sx = w.sx; if (sy) *sy = w.sy; if (ex) *ex = w.ex; if (ey) *ey = w.ey; } void AGS::draw_window(int sx, int sy, int ex, int ey, bool frame, uint8 frame_color, uint8 back_color) { SDL_Rect rect = {sx, sy, ex - sx + 1, ey - sy + 1}; SDL_FillRect(hBmpScreen[0], &rect, back_color); if(frame) { SDL_Rect rects[] = { {sx + 1, sy + 1, ex - sx - 1, 2}, {sx + 1, ey - 2, ex - sx - 1, 2}, {sx + 1, sy + 1, 2, ey - sy - 1}, {ex - 2, sy + 1, 2, ey - sy - 1}, }; SDL_FillRects(hBmpScreen[0], rects, 4, frame_color); box_line(0, sx + 4, sy + 4, ex - 4, ey - 4, frame_color); } draw_screen(sx, sy, ex - sx + 1, ey - sy + 1); }