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tpwindow.pas
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tpwindow.pas
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{
osFree Turbo Professional Copyright (C) 2022-2023 osFree
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 of the osFree nor the names of its contributors may be
used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
}
Unit tpwindow;
interface
uses
tpcrt;
type
ShadowType = (SmallShadow, BigShadow);
const
Shadow : Boolean = False; {True to make shadowed windows}
ShadowMode : ShadowType = BigShadow; {Kind of shadow to draw}
ShadowAttr : Byte = $07; {Attribute to apply to shadow}
Explode : Boolean = False; {True to make exploding windows}
ExplodeDelay : Word = 15; {Milliseconds per stage of explosion}
SoundFlagW : Boolean = True; {True to make sound during explosions}
type
WindowPtr = Pointer; {Generic type of a window}
WindowP = ^WindowRec; {Detailed type of a window}
BufferArray = array[0..$7FF0] of Char; {Will hold screen image}
BufP = ^BufferArray;
SaveRec =
record
WMin : Word; {Window coordinates}
WMax : Word;
CS : Byte; {Cursor scan lines}
CE : Byte;
CX : Byte; {Absolute cursor position}
CY : Byte;
Attr : Byte; {TextAttr}
end;
WinDrawRec = {Used while drawing and undrawing window}
record
Framed : Boolean; {True to draw frame around window}
Exploding : Boolean; {True if window displays and erases in stages}
Shadowed : Boolean; {True to draw shadow around window}
Noisy : Boolean; {True to make noise while exploding}
ExploDelay : Word; {Milliseconds per stage of explosion}
ShadowM : ShadowType; {Type of shadow to draw}
XL1, YL1 : Byte; {Overall window coordinates (frame included)}
XH1, YH1 : Byte;
FAttr : Byte; {Attribute for frame}
WAttr : Byte; {Attribute for window contents}
HAttr : Byte; {Attribute for header}
SAttr : Byte; {Attribute for window shadow}
Covers : BufP; {Points to buffer of what window covers}
BufSize : Word; {Size of screen buffers}
Shadows : BufP; {Points to buffer of what shadow covers}
ShadowSize : Word; {Size of buffer for shadow region}
end;
WinDrawPtr = ^WinDrawRec;
WindowRec = {Details of a window}
record {74 bytes}
Draw : WinDrawRec; {Used while drawing and erasing window}
XL, YL : Byte; {Turbo window coordinates (no frame included)}
XH, YH : Byte;
HeaderP : ^shortstring; {Stores frame title, nil if none}
Frame : FrameArray; {Frame characters for this window}
Current : SaveRec; {Values to restore when this window is displayed}
Previous : SaveRec; {Values to restore when this window is erased}
Holds : BufP; {Points to buffer of what window holds if Save is True}
Clear : Boolean; {True to clear window when it is displayed}
Save : Boolean; {True to save contents when window is erased}
Active : Boolean; {True if window is currently on screen}
DisplayedOnce : Boolean; {True if window displayed at least once}
UFrame : FrameArray; {Frame to draw when unselected}
UFAttr : Byte; {Attribute for unselected frame}
UHAttr : Byte; {Attribute for unselected header}
FrameDiff : Boolean; {True if select and unselect frames differ}
end;
function MakeWindow
(var W : WindowPtr; {Window identifier returned}
XLow, YLow : Byte; {Window coordinates, including frame if any}
XHigh, YHigh : Byte; {Window coordinates, including frame if any}
DrawFrame : Boolean; {True to draw a frame around window}
ClearWindow : Boolean; {True to clear window when displayed}
SaveWindow : Boolean; {True to save window contents when erased}
WindowAttr : Byte; {Video attribute for body of window}
FrameAttr : Byte; {Video attribute for frame}
HeaderAttr : Byte; {Video attribute for header}
Header : shortstring {Title for window}
) : Boolean; {Returns True if successful}
{-Allocate and initialize, but do not display, a new window}
procedure DisposeWindow(W : WindowPtr);
{-Deallocate heap space for specified window}
function DisplayWindow(W : WindowPtr) : Boolean;
{-Display the specified window, returning true if successful}
function EraseTopWindow : WindowPtr;
{-Erase the most recently displayed window, returning a pointer to it}
implementation
uses
Strings,
StrUtils;
//////////////////////////////////////////////////////////////////////////
// Private functions
procedure SaveState(var State: SaveRec);
{-Get settings for the current screen state}
begin
with State do begin
// CS:=CursorStartLine;
// CE:=CursorEndLine;
CX:=WhereXAbs;
CY:=WhereYAbs;
Attr:=TextAttr;
WMin:=WindMin;
WMax:=WindMax;
end;
end;
/////////////////////////////////////////////////////////////////////////
// Public functions
function MakeWindow
(var W : WindowPtr; {Window identifier returned}
XLow, YLow : Byte; {Window coordinates, including frame if any}
XHigh, YHigh : Byte; {Window coordinates, including frame if any}
DrawFrame : Boolean; {True to draw a frame around window}
ClearWindow : Boolean; {True to clear window when displayed}
SaveWindow : Boolean; {True to save window contents when erased}
WindowAttr : Byte; {Video attribute for body of window}
FrameAttr : Byte; {Video attribute for frame}
HeaderAttr : Byte; {Video attribute for header}
Header : shortstring {Title for window}
) : Boolean; {Returns True if successful}
{-Allocate and initialize, but do not display, a new window}
begin
MakeWindow:=false;
// @Todo add check of free memory
GetMem(W, SizeOf(WindowRec));
With WindowP(W)^, Draw do
begin
if DrawFrame then
begin
XL:=XLow+1;
YL:=YLow+1;
XH:=XHigh-1;
YH:=YHigh-1;
XL1:=XLow;
YL1:=YLow;
XH1:=XHigh;
YH1:=YHigh;
Frame:=FrameChars;
Framed:=True;
end else begin
XL:=XLow;
YL:=YLow;
XH:=XHigh;
YH:=YHigh;
XL1:=XLow;
YL1:=YLow;
XH1:=XHigh;
YH1:=YHigh;
Frame:=' ';
Framed:=False;
end;
FAttr:=FrameAttr;
HAttr:=HeaderAttr;
WAttr:=WindowAttr;
Clear:=ClearWindow;
HeaderP:=nil;
if Header<>'' then begin
GetMem(HeaderP, Length(Header)+1);
HeaderP^:=Header;
end;
end;
MakeWindow:=True;
end;
procedure DisposeWindow(W : WindowPtr);
{-Deallocate heap space for specified window}
begin
if WindowP(W)^.HeaderP<>nil then FreeMem(WindowP(W)^.HeaderP, Length(WindowP(W)^.HeaderP^));
FreeMem(W, SizeOf(WindowRec));
end;
function DisplayWindow(W : WindowPtr) : Boolean;
{-Display the specified window, returning true if successful}
begin
DisplayWindow:=False;
With WindowP(W)^, Draw do
begin
SaveState(Previous);
If Framed then
begin
if HeaderP=nil then
FrameWindow(XL1, YL1, XH1, YH1, FAttr, HAttr, '')
else
FrameWindow(XL1, YL1, XH1, YH1, FAttr, HAttr, HeaderP^);
end;
Window(XL,YL,XH,YH);
TextAttr:=WAttr;
if Clear then ClrScr;
end;
DisplayWindow:=True;
end;
function EraseTopWindow : WindowPtr;
{-Erase the most recently displayed window, returning a pointer to it}
begin
end;
end.