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ifr_draw.c
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ifr_draw.c
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/* Intelligent FRAC. (C) 2000 Michael Glickman */
/* --------------------------------------------------- */
/* See LICENSE regarding distribution policy and */
/* conditions of use. */
/* =================================================== */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "ifr.h"
#include "ifr_pixmap.h"
#define DRAW_BOARD_DELAY 40 // 90
#define BoardSaveLayer 4
int LastSaveLayer = -1;
extern PLATFORM pltf;
extern PLAYER *players[];
extern GAME game;
extern const unsigned char static_rgb[];
extern const unsigned char shadow_rgb[];
extern const unsigned char base_colours[Levels][3];
extern int FontHeight[2];
extern const char *MiscText[];
int WndWidth, WndHeight;
int ScrWidth, ScrHeight, ScrDepth;
const int CubScrWidth=25, CubScrDepth=11, CubScrHeight=20;
const int CubStepX=1, CubStepY=1;
const int ShadowGap = 9, ShadowHeight = 10;
int BoardCornerX = 388, BoardCornerY = 330;
int ShowNextX = 168, ShowNextY = 222;
int OffsetX, OffsetY;
int BoardAreaX, BoardAreaY, BoardAreaWidth, BoardAreaHeight;
int CubScrDepthX, CubScrDepthY;
int stored_colours;
unsigned short current_base_colour[3];
extern char *mandel_xpm[], *hypoth_xpm[], *intlig_xpm[], *julia_xpm[];
MPMP_INFO mandel_mpmp_info, hypoth_mpmp_info, intlig_mpmp_info, julia_mpmp_info;
static short new_game;
static const char *BottomText[] =
{"Press 'H' for help", "http://www.geocities.com/xifrac/", "[email protected]"};
const int BottomTextCount = sizeof(BottomText) / sizeof(char *);
/* which_pane: 0 - draw in background, 1 - draw in foreground
cx, cy - screen corner coordinates
hx, hy - step along horizontal axis
vx, vy - step along vertical axis
nx, xy - number of cells
linecol - line colour entry,
fillcol - fill colour entry( NO_COLOUR - don't fill)
bgcol - background colour entry( use with stipple)
which_stipple - 0 - solid fill, 1 - dark, 2 - light;
*/
void draw_pane(PANE_TYPE which_pane,
int cx, int cy, int dx1, int dy1,
int dx2, int dy2, int n1, int n2,
COLENTRY linecol, COLENTRY fillcol,
COLENTRY bgcol, STIPPLE_TYPE which_stipple)
{
int i, x1, y1;
// Fill the backgound first //
if (fillcol >= 0)
fill_parallelogramm(which_pane, cx, cy, n1*dx1, n1*dy1,
n2*dx2, n2*dy2,
fillcol, bgcol, which_stipple);
// Draw horizontal lines (<= is not a bug!) //
x1 = cx; y1 = cy;
for (i=0; i<=n2; i++)
{ draw_line(which_pane, x1, y1, n1*dx1, n1*dy1, linecol, NO_COLOUR, ST_NO_STIPPLE);
x1 += dx2; y1 += dy2;
}
// Draw vertical lines (<= is not a bug!) //
x1 = cx; y1 = cy;
for (i=0; i<=n1; i++)
{ draw_line(which_pane, x1, y1, n2*dx2, n2*dy2, linecol, NO_COLOUR, ST_NO_STIPPLE);
x1 += dx1; y1 += dy1;
}
}
static void clear_shadow(PANE_TYPE which_pane, COLENTRY fill_colour)
{
int sy;
// ---------Shadow back----------- //
sy = BoardCornerY-CubScrHeight*BoardHeight-ShadowGap;
draw_pane(which_pane, BoardCornerX, sy,
CubScrWidth, 0,
0, -ShadowHeight,
BoardWidth, 1,
shadow_colour, fill_colour, NO_COLOUR, ST_NO_STIPPLE);
// ---------Shadow side----------- //
draw_pane(which_pane, BoardCornerX, sy,
-CubScrDepthX, CubScrDepthY,
0, -ShadowHeight,
BoardDepth, 1,
shadow_colour, fill_colour, NO_COLOUR, ST_NO_STIPPLE);
}
void prepare_pane_background(void)
{
PLAYER *player;
// ---------Back pane----------- //
draw_pane(PT_BACKGROUND, BoardCornerX, BoardCornerY,
CubScrWidth, 0,
0, -CubScrHeight,
BoardWidth, BoardHeight,
line_colour, NO_COLOUR, NO_COLOUR, ST_NO_STIPPLE);
// ---------Side pane----------- //
draw_pane(PT_BACKGROUND, BoardCornerX, BoardCornerY,
-CubScrDepthX, CubScrDepthY,
0, -CubScrHeight,
BoardDepth, BoardHeight,
line_colour, NO_COLOUR, NO_COLOUR, ST_NO_STIPPLE);
// ---------Bottom pane----------- //
draw_pane(PT_BACKGROUND, BoardCornerX, BoardCornerY,
CubScrWidth, 0,
-CubScrDepthX, CubScrDepthY,
BoardWidth, BoardDepth,
line_colour, NO_COLOUR, NO_COLOUR, ST_NO_STIPPLE);
clear_shadow(PT_BACKGROUND, NO_COLOUR);
LastSaveLayer = -1;
player = players[0];
/* Show DEMO */
if (player->type)
{ const char *text = MiscText[2];
int scalex = 1, scaley = 2;
int width, height, x, y;
width = text_width(FT_VAR, text, -1) * scalex;
height = FontHeight[FT_VAR] * scaley;
if (WndHeight >= 400)
{ x = BoardCornerX + 63 - width/2,
y = BoardCornerY - 298 - height/2 + FontHeight[FT_VAR];
if (y<2) y = 2;
}
else
{ x = ShowNextX - width - 116;
y = ShowNextY + 20 - height/2;
}
show_shadow_text(PT_BACKGROUND, FT_VAR, text,
x, y, scalex, scaley, 0, 0,
shadow_colour, NO_COLOUR, ST_NO_STIPPLE);
}
{
int x, y, w, i;
FONT_TYPE ft;
ft = FT_VAR;
x = 80 - OffsetX;
y = WndHeight - BottomTextCount * (FontHeight[ft]+2);
if (WndWidth > 400) y -= 16;
/* show_shadow_text(PT_BACKGROUND, ft, BottomText[0],
x, y+FontHeight[FT_VAR]/2, 1, 1, 0, 0,
shadow_colour, NO_COLOUR, ST_NO_STIPPLE);
*/
if (WndHeight < 480) {
y -= 2;
x = 60-OffsetX;
}
else
{
w = 0;
for (i=0; i<BottomTextCount; i++)
{ x = text_width(ft, BottomText[i], -1);
if (x > w) w = x;
}
x = 600 - OffsetX - w;
}
for (i=0; i<BottomTextCount; i++)
{
show_shadow_text(PT_BACKGROUND, ft, BottomText[i],
x, y, 1, 1, 0, 0,
i == 0 ? inverse_colour : shadow_colour,
NO_COLOUR, ST_NO_STIPPLE);
y += FontHeight[FT_VAR] + 2;
if (i==0)
y+= FontHeight[FT_VAR]/2;
}
}
}
int prepare_starting_level(int level)
{
int i;
for (i=0; i<3; i++)
current_base_colour[i] = base_colours[level][i];
if (!fill_background_pixmap(PT_BACKGROUND, &mandel_mpmp_info,
current_base_colour, StaticColours)) return 0;
if (!set_line_colour(current_base_colour)) return 0;
prepare_pane_background();
return 1;
}
static int switch_level_stored_colours(int level)
{
int i;
ACTION new_action = ACT_NONE;
unsigned short new_base_colour[3];
for (i=0; i<3; i++)
new_base_colour[i] = base_colours[level][i];
new_action = morph_to_colour(new_base_colour);
for (i=0; i<3; i++)
current_base_colour[i] = new_base_colour[i];
if (new_action == ACT_SHOWNEXT)
board_action(0, new_action);
update_level(PT_FOREGROUND, level);
return 1;
}
static void redraw_alloc_colours(PLAYER *player, PANE_TYPE pt, int level)
{
draw_board(pt, player, 0);
draw_score_board(pt);
update_level(pt, level-1);
update_score(pt, player->score, player->layers);
update_bonus(pt, player->bonus);
show_next(pt, player);
}
static int switch_level_alloc_colours(PLAYER *player, int level)
{
ACTION new_action = ACT_NONE;
int rc = 0;
if (!prepare_starting_level(level)) goto TheEnd;
copy_pane(PT_BACKGROUND, PT_TEMP, 0, 0, WndWidth, WndHeight, 0, 0);
redraw_alloc_colours(player, PT_TEMP, level);
new_action = morph_to_image(PT_TEMP);
if(new_action == ACT_SHOWNEXT)
board_action(0, new_action);
update_level(PT_FOREGROUND, level);
rc = 1;
TheEnd:
return rc;
}
void draw_board_turn(PLAYER *player)
{ int turn, level;
turn = player->board_turn;
/* memcpy(static_rgb, shadow_rgb+3*turn, 3); */
/* set_static_colours(3, 1, static_rgb); */
set_static_colours(3, 1, shadow_rgb+3*turn);
if (!stored_colours && (level = game.level) < Levels)
{ prepare_pane_background();
copy_pane(PT_BACKGROUND, PT_FOREGROUND, 0, 0, WndWidth, WndHeight, 0, 0);
redraw_alloc_colours(player, PT_FOREGROUND, level);
flush_all_pane(PT_FOREGROUND);
}
}
int draw_start_level(PLAYER *player, int level)
{
int rc;
if (new_game)
{ rc = prepare_starting_level(level);
draw_score_board(PT_BACKGROUND);
update_level(PT_BACKGROUND, level);
copy_pane(PT_BACKGROUND, PT_FOREGROUND,
0, 0, WndWidth, WndHeight, 0, 0);
flush_all_pane(PT_FOREGROUND);
if(rc)
update_score(PT_FOREGROUND, player->score, player->layers);
}
else
{
if (stored_colours)
rc = switch_level_stored_colours(level);
else
rc = switch_level_alloc_colours(player, level);
if (rc) LastSaveLayer = -1;
}
return rc;
}
/* Parameters:
px, py, pz - board position of the tile
dx, dy, dz - board dimension of the tile
*/
void draw_tile(PANE_TYPE which_pane, int sx, int sy,
short tile_size[3], COLENTRY face_colour, int opaque)
{
int dw, dd, dh;
int draw_corner_x, draw_corner_y;
int draw_area_x, draw_area_y;
draw_corner_x = sx-CubScrWidth*4;
draw_corner_y = sy - CubScrDepthY*4;
draw_area_x = (CubScrWidth + CubScrDepthX)*4;
draw_area_y = (CubScrHeight + CubScrDepthY)*4;
if (opaque)
copy_pane(PT_BACKGROUND, which_pane,
draw_corner_x, draw_corner_y, draw_area_x, draw_area_y,
draw_corner_x, draw_corner_y);
if (face_colour <= 0) goto PutImage;
sx += (-CubScrWidth*(4-tile_size[0]) + CubScrDepthX*(4-tile_size[1]))/2;
sy += ( CubScrHeight*(4-tile_size[2]) - CubScrDepthY*(4-tile_size[1]))/2;
dw = (int) tile_size[0];
dd = (int) tile_size[1];
dh = (int) tile_size[2];
// ---------Top pane----------- //
draw_pane(which_pane, sx, sy,
-CubScrWidth, 0,
CubScrDepthX, -CubScrDepthY,
dw, dd,
border_colour, face_colour,
bkgr_colour, ST_LIGHT_STIPPLE);
// ---------Front pane----------- //
draw_pane(which_pane, sx, sy,
-CubScrWidth, 0,
0, CubScrHeight,
dw, dh,
border_colour, face_colour,
bkgr_colour, ST_DARK_STIPPLE);
// ---------Side pane----------- //
draw_pane(which_pane, sx, sy,
0, CubScrHeight,
CubScrDepthX, -CubScrDepthY,
dh, dd,
border_colour, face_colour,
bkgr_colour, ST_DARK_STIPPLE);
PutImage:
if (which_pane == PT_FOREGROUND)
flush_pane(PT_FOREGROUND,
draw_corner_x, draw_corner_y, draw_area_x, draw_area_y);
}
static void draw_tile_by_code(PANE_TYPE which_pane, int tile_code, int tile_turn)
{
short tile_size[Dimension];
short *tile_addr;
if (tile_code > 0)
{ tile_addr = tile_size;
get_tile_size(tile_code, tile_turn, tile_size);
tile_code += TileEntry-1;
}
else
tile_addr = NULL;
draw_tile(which_pane, ShowNextX, ShowNextY, tile_addr, tile_code, 1);
}
void show_next(PANE_TYPE which_pane, const PLAYER *player)
{
int next_code;
if (player->options & PLOP_SHOWNEXT)
next_code = game.next_tile_code;
else
next_code = 0;
draw_tile_by_code(which_pane, next_code, game.next_tile_turn);
}
/*
num - layer number (from bottom to top)
layer - pointer to a layer
returns 1 = empty layer;
*/
static void wdh_to_screen(int w, int d, int h, int *sx, int *sy)
{
*sx = BoardCornerX + w * CubScrWidth - d*CubScrDepthX;
*sy = BoardCornerY - h * CubScrHeight + d*CubScrDepth*CubStepY;
}
#define LayerSize (BoardWidth*BoardDepth)
static int draw_board_layer(PANE_TYPE which_pane, PLAYER *player, int num, int invert, int *delay1)
{
int iw, id, cx, cy, sx, sy;
int empty, delay;
COLENTRY face_colour, stip_colour;
unsigned long next_clock = 0;
ACTION new_action = ACT_NONE;
const char *board = player->board;
int force_draw_top, force_draw_front;
int stepx, stepy, bturn;
const char *layer, *layer_start;
delay = *delay1;
force_draw_top = delay || (num >= BoardHeight-1);
empty = 1;
stip_colour = invert ? inverse_colour : bkgr_colour ;
bturn = player->board_turn;
wdh_to_screen(1, 1, num+1, &cx, &cy);
layer = BoardLayer(board, num);
switch(bturn)
{ case 0:
stepx = 1; stepy = BoardWidth;
break;
case 1:
stepx = -BoardWidth; stepy = 1;
layer += (LayerSize-BoardDepth);
break;
case 2:
layer += (LayerSize-1);
stepx = -1; stepy = -BoardWidth;
break;
default:
stepx = BoardWidth; stepy = -1;
layer += (BoardWidth-1);
break;
}
layer_start = layer;
for (id=0; id<BoardDepth; id++)
{
sx = cx; sy = cy;
force_draw_front = delay || (id >= BoardDepth-1);
for (iw=0; iw<BoardWidth; iw++)
{
if (delay)
next_clock = start_clock(DRAW_BOARD_DELAY);
face_colour = *layer;
if (face_colour == 0) goto NextIteration;
empty = 0;
face_colour += TileEntry-1;
// Top surface //
if (force_draw_top || *(layer+LayerSize) == 0)
draw_pane(which_pane, sx, sy,
-CubScrWidth, 0,
CubScrDepthX, -CubScrDepthY,
1, 1,
border_colour, face_colour,
stip_colour, ST_LIGHT_STIPPLE);
if (force_draw_front || *(layer+stepy) == 0)
draw_pane(which_pane, sx, sy,
-CubScrWidth, 0, 0, CubScrHeight,
1, 1,
border_colour, face_colour,
stip_colour, ST_DARK_STIPPLE);
// Side surface //
if (iw >= BoardWidth-1 || !*(layer+stepx) || delay)
draw_pane(which_pane, sx, sy,
0, CubScrHeight,
CubScrDepthX, -CubScrDepthY,
1, 1,
border_colour, face_colour,
stip_colour, ST_DARK_STIPPLE);
if (delay)
{
flush_pane(which_pane, BoardAreaX, BoardAreaY,
BoardAreaWidth, BoardAreaHeight+2);
new_action = wait_clock(next_clock, player);
if (new_action != ACT_NONE && player->type==0)
{
delay = 0;
force_draw_top = (num >= BoardHeight-1);
force_draw_front = (id >= BoardDepth-1);
}
}
NextIteration:
layer+=stepx;
sx += CubScrWidth;
}
cx -= CubScrDepthX;
cy += CubScrDepthY;
layer_start += stepy;
layer = layer_start;
}
if (new_action == ACT_SHOWNEXT || new_action == ACT_LEVEL)
board_action(0, new_action);
*delay1 = delay;
return empty;
}
static void draw_shadow(PANE_TYPE which_pane, PLAYER *player)
{
int sx, sy;
int x, y, w, d;
// ---------Shadow back----------- //
if (player->tile_code == 0) return;
switch( player->board_turn)
{ case 0:
x = player->tile_pos[0];
y = player->tile_pos[1];
w = player->tile_size[0];
d = player->tile_size[1];
break;
case 1:
w = player->tile_size[1];
d = player->tile_size[0];
x = BoardWidth - w - player->tile_pos[1];
y = player->tile_pos[0];
break;
case 2:
w = player->tile_size[0];
d = player->tile_size[1];
x = BoardWidth - w - player->tile_pos[0];
y = BoardDepth - d - player->tile_pos[1];
break;
default:
w = player->tile_size[1];
d = player->tile_size[0];
x = player->tile_pos[1];
y = BoardDepth - d - player->tile_pos[0];
break;
}
sy = BoardCornerY - CubScrHeight*BoardHeight-ShadowGap;
sx = BoardCornerX + CubScrWidth*x;
draw_pane(which_pane, sx, sy,
CubScrWidth*w, 0,
0, -ShadowHeight,
1, 1,
shadow_colour, shadow_colour, NO_COLOUR, ST_NO_STIPPLE);
sx = BoardCornerX - CubScrDepthX * y;
sy += CubScrDepthY * y;
draw_pane(which_pane, sx, sy,
0, -ShadowHeight,
-CubScrDepthX * d, CubScrDepthY * d,
1, 1,
shadow_colour, shadow_colour, NO_COLOUR, ST_NO_STIPPLE);
}
int draw_start_game(void)
{ int rc = 0;
if (!set_static_colours(3, StaticColours-3, static_rgb)) goto BadLuck;
new_game = 1;
rc = 1;
BadLuck:
return rc;
}
static int process_degrade_pixmap(char *pixmap[], MPMP_INFO *info, int reduced_colours)
{
if (!process_monochrome_pixmap(pixmap, info)) return 0;
if (ScrDepth < 8)
degrade_monochrome_pixmap(info, reduced_colours);
return 1;
}
int draw_start(void)
{
if (!graph_init_video()) return 0;
if (!process_degrade_pixmap(mandel_xpm, &mandel_mpmp_info, 2))
return 0;
if (!process_degrade_pixmap(hypoth_xpm, &hypoth_mpmp_info, 5))
return 0;
/*
if (ScrDepth> 4 && !process_monochrome_pixmap(intlig_xpm, &intlig_mpmp_info))
return 0;
*/
OffsetX = (mandel_mpmp_info.width - WndWidth)/2;
OffsetY = (mandel_mpmp_info.height - WndHeight)/2;
BoardCornerX -= OffsetX;
BoardCornerY -= OffsetY;
ShowNextX -= OffsetX;
ShowNextY -= OffsetY;
CubScrDepthX = CubScrDepth*CubStepX;
CubScrDepthY = CubScrDepth*CubStepY;
BoardAreaX = BoardCornerX - CubScrDepthX * BoardDepth;
BoardAreaY = BoardCornerY - CubScrHeight * BoardHeight - ShadowGap - ShadowHeight;
BoardAreaWidth = BoardCornerX + CubScrWidth * BoardWidth - BoardAreaX + 1;
BoardAreaHeight = BoardCornerY + CubScrDepthY * BoardDepth - BoardAreaY +1;
if (!graph_start()) return 0;
return init_score_board();
}
void draw_end(void)
{
deinit_score_board();
free_monochrome_pixmap(&mandel_mpmp_info);
free_monochrome_pixmap(&hypoth_mpmp_info);
/* free_monochrome_pixmap(&intlig_mpmp_info); */
/* free_monochrome_pixmap(&julia_mpmp_info); */
graph_end();
}
void draw_board(PANE_TYPE which_pane, PLAYER *player, int invert_mask)
{
int i;
int delay, tile_top, tile_bottom;
int empty, status;
int start_layer;
status = player->status;
if (status & PLST_NEWLEVEL)
{ player->status &= ~PLST_NEWLEVEL;
new_game = 0;
}
tile_bottom = player->tile_pos[Dimension-1];
tile_top = tile_bottom + player->tile_size[Dimension-1];
if (tile_bottom > LastSaveLayer)
start_layer = LastSaveLayer + 1;
else {
start_layer = 0;
}
if (start_layer > 0) {
copy_pane(PT_TEMP, which_pane, BoardAreaX, BoardAreaY,
BoardAreaWidth, BoardAreaHeight, BoardAreaX, BoardAreaY);
clear_shadow(which_pane, bkgr_colour);
}
else {
LastSaveLayer = -1;
copy_pane(PT_BACKGROUND, which_pane, BoardAreaX, BoardAreaY,
BoardAreaWidth, BoardAreaHeight, BoardAreaX, BoardAreaY);
}
draw_shadow(which_pane, player);
delay = status & PLST_DELAY;
empty = 0;
for (i=start_layer; i<BoardHeight; i++)
{ if (draw_board_layer(which_pane, player, i, invert_mask & 1, &delay))
empty = 1;
if (i == BoardSaveLayer) {
copy_pane(which_pane, PT_TEMP, BoardAreaX, BoardAreaY,
BoardAreaWidth, BoardAreaHeight, BoardAreaX, BoardAreaY);
LastSaveLayer = i;
}
if (empty && i >= tile_top) break;
invert_mask >>= 1;
}
if (!delay && which_pane == PT_FOREGROUND)
flush_pane(PT_FOREGROUND, BoardAreaX, BoardAreaY,
BoardAreaWidth, BoardAreaHeight + 2);
}
/*----------------------- SCORE BOARD --------------------------*/
void update_level(PANE_TYPE which_pane, int level)
{
draw_score_line(which_pane, SL_LEVEL, level+1);
}
void update_score(PANE_TYPE which_pane, int score, int layers)
{
draw_score_line(which_pane, SL_SCORE, score);
draw_score_line(which_pane, SL_LAYERS, layers);
}
void update_bonus(PANE_TYPE which_pane, int bonus)
{
draw_score_line(which_pane, SL_BONUS, bonus);
}
int draw_bitmap(PANE_TYPE which_pane,
unsigned char *par_bmp, int width, int height,
int xleft, int ytop, int scalex, int scaley,
int shad_width, int shad_height,
COLENTRY fgcol, COLENTRY bgcol, STIPPLE_TYPE which_stipple)
{
int bwidth;
unsigned char *bmp_cur, *bmp_up;
unsigned char bmp_byte = '\0', bmp_ubyte = '\0';
int x, y, sx, sy, mask;
/*
int ytop1, width1, height1;
*/
bwidth = (width + 7) >> 3;
y = height;
if (xleft < 0)
xleft = (WndWidth - scalex*width) >> 1;
else
if (scalex < 0) {
xleft += scalex * width;
scalex = -scalex;
}
if (scaley < 0) {
ytop += scaley * height;
scaley = -scaley;
}
while (--y >= 0)
{
bmp_cur = par_bmp + bwidth * y;
bmp_up = (y<=0) ? NULL : bmp_cur - bwidth;
sy = ytop + scaley * y;
x = width; mask = 0x80;
sx = xleft;
while (--x >= 0)
{ mask <<= 1;
if (mask >= 0x100)
{ bmp_byte = *bmp_cur++;
bmp_ubyte = bmp_up ? *bmp_up++ : '\0';
mask = 1;
}
if (bmp_byte & mask)
{ fill_parallelogramm(which_pane, sx, sy,
scalex, 0, 0, scaley,
fgcol, bgcol, which_stipple);
if (shad_width> 0)
{ if (!(bmp_ubyte & mask))
fill_parallelogramm(which_pane, sx, sy,
scalex, 0, shad_width, -shad_height,
fgcol, bgcol, ST_NO_STIPPLE);
fill_parallelogramm(which_pane, sx+scalex, sy,
0, scaley, shad_width, -shad_height,
fgcol, bgcol, ST_NO_STIPPLE);
}
}
sx += scalex;
}
}
return 1;
}
int show_shadow_text(PANE_TYPE which_pane, FONT_TYPE which_font,
const unsigned char *text,
int xleft, int ytop, int scalex, int scaley,
int shad_width, int shad_height,
COLENTRY fgcol, COLENTRY bgcol, STIPPLE_TYPE which_stipple)
{
int width, height, rc = 0;
unsigned char *text_bmp;
if (*text == '\0') return 1;
text_bmp = (unsigned char *)text_to_bitmap(which_font, text, &width, &height);
if (text_bmp)
{ rc = draw_bitmap(which_pane, text_bmp, width, height, xleft, ytop,
scalex, scaley, shad_width, shad_height,
fgcol, bgcol, which_stipple);
free(text_bmp);
}
return rc;
}