; window management routines ; window struct: ; data.32 framebuffer_ptr - pointer to this window's framebuffer ; data.32 event_queue_ptr - current event queue pointer ; data.32 event_queue_bottom - pointer to beginning of this window's event queue ; data.32 title_ptr - pointer to null-terminated title string ; data.16 width - width of this window ; data.16 height - height of this window, not including the title bar ; data.16 x_pos - X coordinate of this window (top left corner of title bar) ; data.16 y_pos - Y coordinate of this window (top left corner of title bar) ; data.8 overlay - overlay number of this window ; data.8 reserved_1 ; data.16 reserved_2 ; data.32 reserved_3 const WINDOW_STRUCT_SIZE: 32 ; 8 words = 32 bytes const TITLE_BAR_HEIGHT: 16 ; create a new window and allocate memory as required ; inputs: ; r0: pointer to empty 32 byte window struct ; r1: pointer to null-terminated title string ; r2: window width ; r3: window height, not including the title bar ; r4: initial X coordinate (top left corner of title bar) ; r5: initial Y coordinate (top left corner of title bar) ; outputs: ; none new_window: push r1 push r2 push r3 push r4 push r5 push r10 push r11 push r12 ; first, set up the initial struct values ; title string mov r10, r0 add r10, 12 mov [r10], r1 ; window size add r10, 4 mov.16 [r10], r2 add r10, 2 mov.16 [r10], r3 ; window position add r10, 2 mov.16 [r10], r4 add r10, 2 mov.16 [r10], r5 ; then, allocate memory for the framebuffer ; the space required is width * (height + TITLE_BAR_HEIGHT) * 4 mov r10, r2 mov r11, r3 add r11, TITLE_BAR_HEIGHT mul r10, r11 mul r10, 4 push r0 mov r0, r10 call allocate_memory cmp r0, 0 ifz jmp memory_error mov r10, r0 pop r0 mov [r0], r10 mov r12, r10 ; then, allocate memory for the event queue ; 32 events * 8 entries per event * 4 bytes per word = 1024 bytes push r0 mov r0, 1024 call allocate_memory cmp r0, 0 ifz jmp memory_error mov r11, r0 pop r0 mov r10, r0 add r10, 8 mov [r10], r11 sub r10, 4 mov [r10], r11 ; then, find an overlay to use for this window push r0 call get_unused_overlay mov r11, r0 pop r0 mov r10, r0 add r10, 24 mov.8 [r10], r11 ; finally, set the properties of the overlay push r0 push r1 push r2 mov r0, r4 mov r1, r5 mov r2, r11 call move_overlay pop r2 pop r1 mov r0, r2 mov r1, r3 add r1, TITLE_BAR_HEIGHT mov r2, r11 call resize_overlay mov r0, r12 mov r1, r11 call set_overlay_framebuffer_pointer mov r0, r11 call enable_overlay mov r0, 0xFF000000 mov r1, r11 call fill_overlay pop r0 mov [active_window], r0 call draw_title_bar_to_window pop r12 pop r11 pop r10 pop r5 pop r4 pop r3 pop r2 pop r1 ret ; destroy a window and free memory used by it ; note that this does not free the memory used by the window struct itself ; inputs: ; r0: pointer to window struct ; outputs: ; none destroy_window: push r0 push r1 mov r1, r0 ; free framebuffer memory mov r0, [r1] call free_memory ; free event queue memory add r1, 8 mov r0, [r1] call free_memory add r1, 16 movz.8 r0, [r1] call disable_overlay pop r1 pop r0 ret ; call this if the user clicks on a window's title bar ; inputs: ; r0: pointer to window struct ; outputs: ; none start_dragging_window: push r0 push r1 push r2 push r4 mov r2, r0 mov r4, r0 add r4, 16 movz.16 r4, [r4] div r4, 2 start_dragging_window_loop: call get_mouse_position sub r0, r4 sub r1, 8 call move_window call get_mouse_button bts r0, 2 ifnz jmp start_dragging_window_loop pop r4 pop r2 pop r1 pop r0 ret ; move a window ; r0: X position ; r1: Y position ; r2: pointer to window struct move_window: push r2 add r2, 20 mov.16 [r2], r0 add r2, 2 mov.16 [r2], r1 add r2, 2 movz.8 r2, [r2] call move_overlay pop r2 ret ; fill a whole window with a color ; inputs: ; r0: color ; r1: pointer to window struct ; outputs: ; none fill_window: push r1 push r2 mov r2, r1 add r1, 24 movz.8 r1, [r1] call fill_overlay mov r0, r2 call draw_title_bar_to_window pop r2 pop r1 ret ; get the overlay used by a window ; DO NOT CACHE THIS VALUE, it can change any time the window order changes ; inputs: ; r0: pointer to window struct ; outputs: ; r0: overlay number get_window_overlay_number: add r0, 24 movz.8 r0, [r0] ret ; draw a window's title bar ; inputs: ; r0: pointer to window struct ; outputs: ; none draw_title_bar_to_window: push r0 push r3 push r4 push r10 push r11 push r12 push r31 ; get the title string add r0, 12 mov r12, [r0] ; get the width of this window add r0, 4 movz.16 r11, [r0] ; get overlay number of this window add r0, 8 movz.8 r10, [r0] ; save the old tilemap call get_tilemap push r0 push r1 push r2 ; set the tilemap to our 1x16 tile patterns mov r0, window_title_bar_patterns mov r1, 1 mov r2, 16 call set_tilemap mov r1, 0 mov r2, 0 mov r3, r10 mov r31, r11 draw_title_bar_to_window_loop: mov r4, r31 rem r4, 2 cmp r4, 0 ifz mov r0, 0 ifnz mov r0, 1 call draw_tile_to_overlay inc r1 loop draw_title_bar_to_window_loop ; restore the old tilemap pop r2 pop r1 pop r0 call set_tilemap ; draw the title text mov r0, r12 mov r1, 8 mov r2, 0 mov r3, 0xFF000000 mov r4, 0xFFFFFFFF mov r5, r10 call draw_str_to_overlay ; draw the close button mov r0, 1 mov r1, 4 mov r2, 6 mov r3, 8 mov r4, 0xFFFFFFFF mov r5, r10 call draw_filled_rectangle_to_overlay mov r0, 2 mov r1, 5 mov r2, 4 mov r3, 6 mov r4, 0xFF000000 mov r5, r10 call draw_filled_rectangle_to_overlay pop r31 pop r12 pop r11 pop r10 pop r4 pop r3 pop r0 ret ; add an event to the active window ; inputs: ; r0-r7: event ; outputs: ; none add_event_to_active_window: mov r8, [active_window] call new_window_event ret ; add a mouse event to the active window if the mouse was clicked inside the active window ; if so, automatically convert the X and Y coords to be relative to the window ; inputs: ; r0-r7: event ; outputs: ; none add_mouse_event_to_active_window: push r0 push r2 push r10 push r11 push r12 ; save X and Y coords of the click and the event type mov r10, r1 mov r11, r2 mov r12, r0 ; get the window's overlay number mov r0, [active_window] call get_window_overlay_number ; check if the window's overlay covers the clicked position mov r2, r0 mov r0, r10 mov r1, r11 call check_if_overlay_covers_position ; if it doesn't, then end here ifnz jmp add_mouse_event_to_active_window_end ; if it does, then make the X and Y coords relative to the overlay call make_coordinates_relative_to_overlay ; add the event mov r2, r1 mov r1, r0 mov r0, r12 call add_event_to_active_window add_mouse_event_to_active_window_end: pop r12 pop r11 pop r10 pop r2 pop r0 ret window_title_bar_patterns: ; 1x16 tile data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF ; 1x16 tile data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 data.32 0xFFFFFFFF data.32 0xFF000000 active_window: data.32 0 #include "window/event.asm" #include "window/event_manager_task.asm"