wonx/WWText.c
Hiroaki Sakai d3f3c6903d Corresponding to colorization. Added XColorGC class for GC management. (It diverted from XFireworks)
Corresponding to colorization, transparent (transparent color) judgment processing from the WWPalette class
I moved to the WWDisplay class.

Changed the pixel of WWLCDPanel to unsigned short int *.  (Color correspondence)

Change the storage format of text fonts.  (WWTextFonts.c)

In text display, when displaying WWDisplay_GetForegroundColor (),
Fix to copy by looking at WWDisplay_GetBackgroundColor ().  (WWText.c)
(It is no longer necessary to reserve an array of WWCharacter in the WWText class,
Which to delete)

Added palette of border color to WWDisplay class.

We made correspondence to colorization, and added other various corrections.
(Character data storage method, text display, border color processing etc)

With display_control (), display_status (), the bit shift of the border color
Fixed a bug that was 7.  (Fixed to 8)

Key input such as F1 is also accepted during loop waiting for interrupt in while (1) {/ * none * /}
Fixed as.  (WonXSystem.c's timer interrupt callback function
Add WonXDisplay_PrintData () to WonXTimer_Callback ())

Added fcntl_attention.h, filesys.h, indirect.h, oswork.h, process.h.
(Just include the contents or include appropriate files)

In wonx_configure.h,
Fixed a bug that was supposed to be.

Version 2.0 - from wonx-2.0.tar.gz
2018-03-07 23:07:10 +00:00

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/*****************************************************************************/
/* ここから */
/*****************************************************************************/
#include "WWTextP.h"
#include "WonX.h"
/* フォントのビットマップデータ */
#include "WWTextFonts.c"
/*****************************************************************************/
/* メンバ関数の定義 */
/*****************************************************************************/
/*===========================================================================*/
/* メンバの取得 */
/*===========================================================================*/
WWScreen WWText_GetScreen(WWText t) { return (t->screen); }
int WWText_GetX(WWText t) { return (t->x); }
int WWText_GetY(WWText t) { return (t->y); }
int WWText_GetWidth( WWText t) { return (t->width ); }
int WWText_GetHeight(WWText t) { return (t->height); }
int WWText_GetBase(WWText t) { return (t->base); }
WWPalette WWText_GetPalette(WWText t) { return (t->palette); }
static WWCharacter WWText_GetFont(WWText t, int n) { return (t->font[n]); }
/*===========================================================================*/
/* メンバの設定 */
/*===========================================================================*/
WWScreen WWText_SetScreen(WWText t, WWScreen s) { return (t->screen = s); }
int WWText_SetX(WWText t, int n) { return (t->x = n); }
int WWText_SetY(WWText t, int n) { return (t->y = n); }
int WWText_SetWidth( WWText t, int n) { return (t->width = n); }
int WWText_SetHeight(WWText t, int n) { return (t->height = n); }
int WWText_SetBase(WWText t, int n) { return (t->base = n); }
WWPalette WWText_SetPalette(WWText t, WWPalette p) { return (t->palette = p); }
static WWCharacter WWText_SetFont(WWText t, int n, WWCharacter c)
{ return (t->font[n] = c); }
int WWText_SetTextWindow(WWText ww_text, int x, int y,
int width, int height, int base,
WWDisplay ww_display)
{
int tx, ty, c;
WWCharacter ww_character;
WWText_SetX(ww_text, x);
WWText_SetY(ww_text, y);
WWText_SetWidth(ww_text, width);
WWText_SetHeight(ww_text, height);
WWText_SetBase(ww_text, base);
c = WWText_GetBase(ww_text);
for (ty = 0; ty < WWText_GetHeight(ww_text); ty++) {
for (tx = 0; tx < WWText_GetWidth(ww_text); tx++) {
if (c >= 512) WonX_Error("WWText_SetTextWindow", "Over character.");
ww_character = WWDisplay_GetCharacter(ww_display, c);
WWCharacter_ClearAllPixels(ww_character);
WWScreen_SetCharacter(WWText_GetScreen(ww_text),
WWText_GetX(ww_text) + tx,
WWText_GetY(ww_text) + ty,
ww_character);
c++;
}
}
return (0);
}
int WWText_PutCharacter(WWText ww_text, int x, int y, int character,
WWDisplay ww_display)
{
WWCharacter ww_character;
int j, k, n;
unsigned char pixel;
int f, b;
unsigned char bitmap[2];
if ((character < 0) || (character > 127)) {
WonX_Warning("WWText_PutCharacter", "Character number is out of range.");
return (-1);
}
/*
* テキスト表示はtext_window_init() で指定したテキストウインドウの
* 座標系で行う(らしい)(ウインドウ内の左上が(0,0)になる)
*/
if ( (x < 0) || (x > WWText_GetWidth( ww_text) - 1) ||
(y < 0) || (y > WWText_GetHeight(ww_text) - 1) ) {
WonX_Warning("WWText_PutCharacter", "Position is out of range.");
return (-1);
}
#if 0
n = WWText_GetBase(ww_text) +
(x - WWText_GetX(ww_text)) +
(y - WWText_GetY(ww_text)) * WWText_GetWidth(ww_text);
ww_character = WWDisplay_GetCharacter(ww_display, n);
#else
ww_character = WWScreen_GetCharacter(WWText_GetScreen(ww_text),
WWText_GetX(ww_text) + x,
WWText_GetY(ww_text) + y);
#endif
/*
* テキストフォントは
* f = WWDisplay_GetForegroundColor(ww_display);
* b = WWDisplay_GetBackgroundColor(ww_display);
* で描画する必要があるため,描画のたびにビットマップをコピーする必要がある.
* で,カラー化の際に,そのように修正した.
* よって,テキストの初期化時に WWCharacter の配列を作成する必要は
* 無くなったのでWWCharacter の配列はいずれ削除すること.
*/
#if 0
WWCharacter_CopyAllPixels(ww_character, WWText_GetFont(ww_text, character));
#else
f = WWDisplay_GetForegroundColor(ww_display);
b = WWDisplay_GetBackgroundColor(ww_display);
n = character * 8;
for (j = 0; j < 8; j++) {
bitmap[0] = 0;
bitmap[1] = 0;
for (k = 0; k < 8; k++) {
pixel = (fonts[n] & (1 << k)) ? f : b;
bitmap[0] |= ( pixel & 1) << k;
bitmap[1] |= ((pixel >> 1) & 1) << k;
}
WWCharacter_SetBitmap(ww_character, j*2 , bitmap[0]);
WWCharacter_SetBitmap(ww_character, j*2+1, bitmap[1]);
n++;
}
#endif
/* 表示時にパレットを設定するのでいいのか? 不明 */
WWScreen_SetPalette(WWText_GetScreen(ww_text),
WWText_GetX(ww_text) + x,
WWText_GetY(ww_text) + y,
WWText_GetPalette(ww_text));
return (character);
}
/*===========================================================================*/
/* オブジェクトの生成と消去 */
/*===========================================================================*/
WWText WWText_Create(WWScreen screen,
int x, int y, int width, int height,
WWPalette palette)
{
WWText ww_text;
WWCharacter ww_character;
int i, j, k, n;
unsigned char pixel;
int f, b;
unsigned char bitmap[2];
ww_text = (WWText)malloc(sizeof(_WWText));
if (ww_text == NULL) WonX_Error("WWText_Create", "Cannot allocate memory.");
WWText_SetScreen(ww_text, screen);
WWText_SetX(ww_text, x);
WWText_SetY(ww_text, y);
WWText_SetWidth( ww_text, width );
WWText_SetHeight(ww_text, height);
WWText_SetPalette(ww_text, palette);
/* 以下は,
f = WWDisplay_GetForegroundColor(ww_display);
b = WWDisplay_GetBackgroundColor(ww_display);
で取得すべきかもしれない
*/
f = 3;
b = 0;
n = 0;
for (i = 0; i < 128; i++) {
ww_character = WWCharacter_Create(i);
for (j = 0; j < 8; j++) {
bitmap[0] = 0;
bitmap[1] = 0;
for (k = 0; k < 8; k++) {
pixel = (fonts[n] & (1 << k)) ? f : b;
bitmap[0] |= ( pixel & 1) << k;
bitmap[1] |= ((pixel >> 1) & 1) << k;
}
WWCharacter_SetBitmap(ww_character, j*2 , bitmap[0]);
WWCharacter_SetBitmap(ww_character, j*2+1, bitmap[1]);
n++;
}
WWText_SetFont(ww_text, i, ww_character);
}
return (ww_text);
}
WWText WWText_Destroy(WWText ww_text)
{
int i;
if (ww_text == NULL) WonX_Error("WWText_Destroy", "Object is not created.");
for (i = 0; i < 128; i++) {
if (WWText_GetFont(ww_text, i))
WWText_SetFont(ww_text, i,
WWCharacter_Destroy(WWText_GetFont(ww_text, i)));
}
free(ww_text);
return (NULL);
}
/*****************************************************************************/
/* ここまで */
/*****************************************************************************/
/*****************************************************************************/
/* End of File. */
/*****************************************************************************/