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📄 ascscrn.cpp

📁 使用BorlandC++4.5编译的一个MUD客户端程序
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// AsciiScreen methods
//
// $Id: ascscrn.cpp 2.2 1996/02/04 22:31:39 tsurace Exp $
// $Log: ascscrn.cpp $// Revision 2.2  1996/02/04  22:31:39  tsurace// Added code to handle illegal cursor placement gracefully.//
// Revision 2.1  1995/10/24  15:52:51  tsurace
// Roll.
//
// Revision 1.5  1995/10/15  23:27:50  tsurace
// Added a comment.
//
// Revision 1.4  1995/10/11  20:58:37  tsurace
// Switched to my ASSERT macro.
// Fixed reverse-scroll bug that caused core (or ASSERT failure).
// Added try/catch blocks to stop memory leaks.
//
// Revision 1.3  1995/10/08  23:27:10  tsurace
// Added ansi (foreground) color support.
//
// (end of log)

#define  STRICT
#include <windows.h>
#pragma hdrstop

#include <except.h> // xalloc
#include <string.h> // memset()

#include "ascscrn.hpp"
#include "debug.hpp"

// ANSI color definitions are given names here to make it easier to tweak
// individual colors by name instead of figuring where they are in the
// lookup table

#define _BLACK RGB(0,0,0)
#define _RED RGB(160,0,0)
#define _GREEN RGB(0,160,0)
#define _YELLOW RGB(160,160,0)
#define _BLUE RGB(0,0,160)
#define _MAGENTA RGB(160,0,160)
#define _CYAN RGB(0,160,160)
#define _WHITE RGB(192,192,192)

// These are used if the bold attribute is set
#define _LT_BLACK RGB(128,128,128)
#define _LT_RED RGB(255,0,0)
#define _LT_GREEN RGB(0,255,0)
#define _LT_YELLOW RGB(255,255,0)
#define _LT_BLUE RGB(0,0,255)
#define _LT_MAGENTA RGB(255,0,255)
#define _LT_CYAN RGB(0,255,255)
#define _LT_WHITE RGB(255,255,255)


// Non-bold colors lookup table
COLORREF _ansiColorLookup[2][8] = // 8 colors normal, 8 colors bold
{
{_BLACK, _RED, _GREEN, _YELLOW,
 _BLUE, _MAGENTA, _CYAN, _WHITE},
{_LT_BLACK, _LT_RED, _LT_GREEN, _LT_YELLOW,
 _LT_BLUE, _LT_MAGENTA, _LT_CYAN, _LT_WHITE},
};

// ------------------------------------------------------------------------
// _LookupAnsiColor - a silly function to find a function in the
// lookup array.
//
// Parameters:
//   bold - 0 if not bold, 1 if bold
//   color - 0-7 to get the respective ibm pc color thingy
//
static inline COLORREF _LookupAnsiColor(int bold, int color)
{
    ASSERT(0 == bold || 1 == bold, "Bold can be either 0 or 1");
    ASSERT(color >= 0 && color <= 7, "Color out of range");

    return _ansiColorLookup[bold][color];
};

// Constructor - Allocates memory for a screen width X height
//
// Interesting parameters:
//   f - function that is called when an area of the screen needs to be
//     redrawn.  May not be NULL
//   copy_func - called to request a copy of one area of the screen to
//     another.  If this returns 1, the area is not invalidated, otherwise
//     it is.  May not be NULL

AsciiScreen::AsciiScreen(int width,
                         int height,
                         COLORREF foreground,
                         COLORREF boldForeground,
                         void (*f)(const Pos & pos,
                                   const Size & size,
                                   void * extra),
                         void * invalidateFuncExtra,
                         int (*scroll_func)(int, int, int, void *),
                         void * scrollFuncExtra)
: _cursor(0,0),
  _normalForeground(foreground),
  _cursorForeground(foreground),
  _cursorIsBold(0),
  _boldForeground(boldForeground),
  _width(width),
  _height(height),
  _scrollRegionTop(0),
  _scrollRegionBottom(height-1),
  _text(new char[width * height]),
  _invalidateFunc(f),
  _invalidateFuncExtra(invalidateFuncExtra),
  _scrollFunc(scroll_func),
  _scrollFuncExtra(scrollFuncExtra),
  _foreground(new COLORREF[width * height])
{
    ASSERT(NULL != _invalidateFunc, "Bad function pointer");
    ASSERT(NULL != _scrollFunc, "Bad function pointer");
    
    _ClearScreen();
}

AsciiScreen::~AsciiScreen()
{
    // delete [] _text; // Don't even bother
    delete [] _foreground;
}

void AsciiScreen::Foreground(COLORREF foreground)
{
    _cursorForeground = foreground;
}

// Goto - just updates the cursor position
void AsciiScreen::Goto(Pos & pos)
{
    ASSERT(IsOnScreen(pos), "Cannot go off screen");
    _cursor = pos;
}

// PutChar - puts char c at the current pos, and increments the
//   cursor position
//
// c - char to put
// pos - position that this character was put at
//
// This is the fundamental put, where actual "writing to memory" happens

void AsciiScreen::Put(char c)
{
    // if the buffer is full, give up--lose data
    if (_inputBuffer.Length() >= ASBUFFER_LEN)
        _inputBuffer.Clear(); 
    
    _inputBuffer.Append(c);     // Append string to buffer

    // Scan for escape sequences
    EscapeSequence seq(_inputBuffer);
    if (seq.IsEscapeSequence())
    {
        if (seq.IsComplete()) // Got complete sequence
        {
            _inputBuffer.Clear();
            _EscapeSequence(seq); // Do escape thingy (clears buffer)
        };
    }
    else  // Send the buffer directly to the console
    {
        for (int i = 0; i < _inputBuffer.Length(); i++)
        {
            char put_me = _inputBuffer[i];
                        
            // Check for "special characters"
            if (put_me == '\r')        // CR, no line feed!
                _CarriageReturn();     
            else if (put_me == '\n')
                _NewLine(1);
            else if (put_me == '\010') // Backspace
                _BackSpace();
            else
            {
                _TextElement(_cursor) = put_me;
                _ForegroundElement(_cursor) = _cursorForeground;
                _IncrementPos(); // Just put a char, move the cursor
            };
        };
        _inputBuffer.Clear();
    };
}

// PutString - puts an entire string on the display
void AsciiScreen::Put(char * c)
{
    ASSERT(NULL != c, "Null string pointer?");

    // Copy string into memory one char at a time.
    int len = strlen(c);
    for (int i = 0; i < len; i++) 
        Put(c[i]);
}

// ------------------------------------------------------------------------
// Resize - resizes the screen buffer
//
// Does not attempt to preserve the contents.
//
// Throws:
//   rethrows xalloc - in this case, the window was NOT resized, but
//    the contents are still valid, and everything is cool!
//
void AsciiScreen::Resize(int width, int height)
{
    char * new_text = NULL;
    COLORREF * new_fg;
    try
    {
        new_text = new char[width * height];
        new_fg = new COLORREF[width * height];
    }
    catch (xalloc &)        // New failed?
    {
        if (new_text)       // Maybe this was successfully allocated
            delete new_text;

        throw;              // Pass the buck
    }
    delete [] _text;        // Success!
    delete [] _foreground;
    _text = new_text;
    _foreground = new_fg;
    
    _width = width;
    _height = height;
    _scrollRegionTop = 0;
    _scrollRegionBottom = height - 1;
    _cursor.X() = 0;
    _cursor.Y() = 0;

    _ClearScreen();
}


// Scroll - Scrolls the indicated range the indicated amount
//
// Note that a newline actually scrolls the "current window" area.
// Note that the internal text data array is up-to-date at the time
// of the call to the scrollfunc.
//
// Parameters:
//   top - top of the area to scroll
//   bottom - bottom of the area to scroll
//   range - amount to scroll (may be negative)

void AsciiScreen::Scroll(int top, int bottom, int amount)
{
    ASSERT(bottom >= top, "Nothing to scroll");
    ASSERT(top >= 0, "Top off screen?");
    ASSERT(bottom < Height(), "Bottom off screen?");

    int i; // A counter
    int too_big_just_clear = 0;

    // Move the region up or down.  Just lose the stuff that scrolls
    // out of the region.  
    
    if (0 < amount)         // Scroll forward
    {
        if (amount > (bottom - top + 1))
        {
            _ClearRows(top, bottom);
            too_big_just_clear = 1;
        }
        else
        {
            // Copy rows
            for (i = top; (i + amount) <= bottom; i++)
                _CopyRow(i, i + amount);
            
            // Clear everything that had no source for copying
            for (i = (bottom - amount + 1); i <= bottom; i++)
                _ClearRow(i);
        };    
    }
    else                   // Scroll back (amount is negative)
    {
        if ((-amount) > (bottom - top + 1))
        {
            _ClearRows(top, bottom);
            too_big_just_clear = 1;
        }
        else
        {
            for (i = bottom; (i + amount) >= top; i--)
                _CopyRow(i, i + amount);
            
            for (i = top; i < (top - amount); i++)
                _ClearRow(i);
        };
    };

    // Now that the memory is updated, update the screen
    
    if (too_big_just_clear)      // Everything scrolled away?
        _ClearRows(top, bottom);
    else
    {
        // Try to scroll the screen by calling the callback.  If this fails,
        // invalidate the area we tried to scroll.

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