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