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Groups > comp.lang.pascal.borland > #170
| From | Marco van de Voort <marcov@toad.stack.nl> |
|---|---|
| Newsgroups | comp.lang.pascal.borland |
| Subject | Re: Extending Turbo Vision with graphics? |
| Date | 2013-12-29 15:57 +0000 |
| Organization | Stack Usenet News Service |
| Message-ID | <slrnlc0hik.jb9.marcov@toad.stack.nl> (permalink) |
| References | <f50d0908-5afb-4331-b86f-805c875885b8@googlegroups.com> |
On 2013-12-26, Jim Leonard <MobyGamer@gmail.com> wrote: > I know this is a longshot as this group is nearly dead, but I have to try > asking: I will be writing a menu front-end that must run on any DOS-based > PC (even 808x systems, That kills a lot of options. You'll be spending most of your time fighting memory idiosyncrasies of the 16-bit memory model. Specially if you add memory hungry graphics. > this is for a museum project) and would like to > avoid writing an entire CUI framework from scratch. Turbo Vision > obviously comes to mind, however one of the requirements is that, while > running in text mode is ok, on VGA/SVGA systems the front-end should also > display a bitmap that changes as the user selects a new item. The FPC TV clone (called FV) is based on a graphics vision (by Leon de Boer, who afaik based himself on the PD C++ code), backported to textmode. One of the major changes was reworking the codebase for changes to the coordinate system (from pixels back to chars). If you can keep the coordinates in chars, you can probably reuse most of any TV clone, and write an appropriate drivers unit for it (that paints to graph mode) The result will be less integrated since you still emulate text for most drawing, so no fancy window borders, and all coordinates would be in characters still. > Does anyone have any suggestions on how to (very simply) extend Turbo > Vision to graphics mode? Is it as simple as hooking where the 80x25/43/50 > raw screen data is and then redrawing that in graphics mode, or is that > not feasible? It might also read the screen. But I think you can intercept it already earlier, in the place where TV decides where to draw which parts of the screen. TV draws incrementally, iow only areas that are changed. Probably not unimportant on a 8086 :-) >Is there a prewritten library that I'm unaware of that fits > the bill? 1) Create a drivers unit implementation for your graphics mode that emulates the drawing of each widget. I don't know if the TV implementation really only draws via drivers though. 2) For pixel graphics you could create a TView derivative that registers its coordinates (on create/change/destroy) and the reference to the picture with the (drivers/video) drawing backend (using a new interface) The the drawing backend can use that knowledge to not paint character emulation (the empty characters) to that tview area, and paint the picture instead. (and e.g. use the tview background as fill colour for areas of the tview that are not covered by the image.
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Extending Turbo Vision with graphics? Jim Leonard <MobyGamer@gmail.com> - 2013-12-26 09:27 -0800
Re: Extending Turbo Vision with graphics? Dr J R Stockton <reply1300@merlyn.demon.co.uk.invalid> - 2013-12-27 19:31 +0000
Re: Extending Turbo Vision with graphics? Stefan Strobel <St.Strobel@arcor.de> - 2014-01-20 18:50 +0100
Re: Extending Turbo Vision with graphics? Marco van de Voort <marcov@toad.stack.nl> - 2013-12-29 15:57 +0000
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