/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file gfx.cpp Handling of drawing text and other gfx related stuff. */ #include "stdafx.h" #include "gfx_func.h" #include "fontcache.h" #include "genworld.h" #include "zoom_func.h" #include "blitter/factory.hpp" #include "video/video_driver.hpp" #include "strings_func.h" #include "settings_type.h" #include "network/network.h" #include "network/network_func.h" #include "thread/thread.h" #include "window_func.h" #include "newgrf_debug.h" #include "table/palettes.h" #include "table/sprites.h" #include "table/control_codes.h" byte _dirkeys; ///< 1 = left, 2 = up, 4 = right, 8 = down bool _fullscreen; CursorVars _cursor; bool _ctrl_pressed; ///< Is Ctrl pressed? bool _shift_pressed; ///< Is Shift pressed? byte _fast_forward; bool _left_button_down; ///< Is left mouse button pressed? bool _left_button_clicked; ///< Is left mouse button clicked? bool _right_button_down; ///< Is right mouse button pressed? bool _right_button_clicked; ///< Is right mouse button clicked? DrawPixelInfo _screen; bool _screen_disable_anim = false; ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot) bool _exit_game; GameMode _game_mode; SwitchMode _switch_mode; ///< The next mainloop command. PauseModeByte _pause_mode; int _pal_first_dirty; int _pal_count_dirty; Colour _cur_palette[256]; static int _max_char_height; ///< Cache of the height of the largest font static int _max_char_width; ///< Cache of the width of the largest font static byte _stringwidth_table[FS_END][224]; ///< Cache containing width of often used characters. @see GetCharacterWidth() DrawPixelInfo *_cur_dpi; byte _colour_gradient[COLOUR_END][8]; static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = NULL, SpriteID sprite_id = SPR_CURSOR_MOUSE); /** * Text drawing parameters, which can change while drawing a line, but are kept between multiple parts * of the same text, e.g. on line breaks. */ struct DrawStringParams { FontSize fontsize; TextColour cur_colour, prev_colour; DrawStringParams(TextColour colour) : fontsize(FS_NORMAL), cur_colour(colour), prev_colour(colour) {} /** * Switch to new colour \a c. * @param c New colour to use. */ FORCEINLINE void SetColour(TextColour c) { assert(c >= TC_BLUE && c <= TC_BLACK); this->prev_colour = this->cur_colour; this->cur_colour = c; } /** Switch to previous colour. */ FORCEINLINE void SetPreviousColour() { Swap(this->cur_colour, this->prev_colour); } /** * Switch to using a new font \a f. * @param f New font to use. */ FORCEINLINE void SetFontSize(FontSize f) { this->fontsize = f; } }; static ReusableBuffer<uint8> _cursor_backup; /** * The rect for repaint. * * This rectangle defines the area which should be repaint by the video driver. * * @ingroup dirty */ static Rect _invalid_rect; static const byte *_colour_remap_ptr; static byte _string_colourremap[3]; ///< Recoloursprite for stringdrawing. The grf loader ensures, that ST_FONT sprites only use colours 0 to 2. static const uint DIRTY_BLOCK_HEIGHT = 8; static const uint DIRTY_BLOCK_WIDTH = 64; static uint _dirty_bytes_per_line = 0; static byte *_dirty_blocks = NULL; void GfxScroll(int left, int top, int width, int height, int xo, int yo) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); if (xo == 0 && yo == 0) return; if (_cursor.visible) UndrawMouseCursor(); #ifdef ENABLE_NETWORK if (_networking) NetworkUndrawChatMessage(); #endif /* ENABLE_NETWORK */ blitter->ScrollBuffer(_screen.dst_ptr, left, top, width, height, xo, yo); /* This part of the screen is now dirty. */ _video_driver->MakeDirty(left, top, width, height); } /** * Applies a certain FillRectMode-operation to a rectangle [left, right] x [top, bottom] on the screen. * * @pre dpi->zoom == ZOOM_LVL_NORMAL, right >= left, bottom >= top * @param left Minimum X (inclusive) * @param top Minimum Y (inclusive) * @param right Maximum X (inclusive) * @param bottom Maximum Y (inclusive) * @param colour A 8 bit palette index (FILLRECT_OPAQUE and FILLRECT_CHECKER) or a recolour spritenumber (FILLRECT_RECOLOUR) * @param mode * FILLRECT_OPAQUE: Fill the rectangle with the specified colour * FILLRECT_CHECKER: Like FILLRECT_OPAQUE, but only draw every second pixel (used to grey out things) * FILLRECT_RECOLOUR: Apply a recolour sprite to every pixel in the rectangle currently on screen */ void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); const DrawPixelInfo *dpi = _cur_dpi; void *dst; const int otop = top; const int oleft = left; if (dpi->zoom != ZOOM_LVL_NORMAL) return; if (left > right || top > bottom) return; if (right < dpi->left || left >= dpi->left + dpi->width) return; if (bottom < dpi->top || top >= dpi->top + dpi->height) return; if ( (left -= dpi->left) < 0) left = 0; right = right - dpi->left + 1; if (right > dpi->width) right = dpi->width; right -= left; assert(right > 0); if ( (top -= dpi->top) < 0) top = 0; bottom = bottom - dpi->top + 1; if (bottom > dpi->height) bottom = dpi->height; bottom -= top; assert(bottom > 0); dst = blitter->MoveTo(dpi->dst_ptr, left, top); switch (mode) { default: // FILLRECT_OPAQUE blitter->DrawRect(dst, right, bottom, (uint8)colour); break; case FILLRECT_RECOLOUR: blitter->DrawColourMappingRect(dst, right, bottom, GB(colour, 0, PALETTE_WIDTH)); break; case FILLRECT_CHECKER: { byte bo = (oleft - left + dpi->left + otop - top + dpi->top) & 1; do { for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour); dst = blitter->MoveTo(dst, 0, 1); } while (--bottom > 0); break; } } } void GfxDrawLine(int x, int y, int x2, int y2, int colour) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); DrawPixelInfo *dpi = _cur_dpi; x -= dpi->left; x2 -= dpi->left; y -= dpi->top; y2 -= dpi->top; /* Check clipping */ if (x < 0 && x2 < 0) return; if (y < 0 && y2 < 0) return; if (x > dpi->width && x2 > dpi->width) return; if (y > dpi->height && y2 > dpi->height) return; blitter->DrawLine(dpi->dst_ptr, x, y, x2, y2, dpi->width, dpi->height, colour); } void GfxDrawLineUnscaled(int x, int y, int x2, int y2, int colour) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); DrawPixelInfo *dpi = _cur_dpi; x -= dpi->left; x2 -= dpi->left; y -= dpi->top; y2 -= dpi->top; /* Check clipping */ if (x < 0 && x2 < 0) return; if (y < 0 && y2 < 0) return; if (x > dpi->width && x2 > dpi->width) return; if (y > dpi->height && y2 > dpi->height) return; blitter->DrawLine(dpi->dst_ptr, UnScaleByZoom(x, dpi->zoom), UnScaleByZoom(y, dpi->zoom), UnScaleByZoom(x2, dpi->zoom), UnScaleByZoom(y2, dpi->zoom), UnScaleByZoom(dpi->width, dpi->zoom), UnScaleByZoom(dpi->height, dpi->zoom), colour); } /** * Draws the projection of a parallelepiped. * This can be used to draw boxes in world coordinates. * * @param x Screen X-coordinate of top front corner. * @param y Screen Y-coordinate of top front corner. * @param dx1 Screen X-length of first edge. * @param dy1 Screen Y-length of first edge. * @param dx2 Screen X-length of second edge. * @param dy2 Screen Y-length of second edge. * @param dx3 Screen X-length of third edge. * @param dy3 Screen Y-length of third edge. */ void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3) { /* .... * .. .... * .. .... * .. ^ * <--__(dx1,dy1) /(dx2,dy2) * : --__ / : * : --__ / : * : *(x,y) : * : | : * : | .. * .... |(dx3,dy3) * .... | .. * ....V. */ static const byte colour = 15; GfxDrawLineUnscaled(x, y, x + dx1, y + dy1, colour); GfxDrawLineUnscaled(x, y, x + dx2, y + dy2, colour); GfxDrawLineUnscaled(x, y, x + dx3, y + dy3, colour); GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx2, y + dy1 + dy2, colour); GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx3, y + dy1 + dy3, colour); GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx1, y + dy2 + dy1, colour); GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx3, y + dy2 + dy3, colour); GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx1, y + dy3 + dy1, colour); GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx2, y + dy3 + dy2, colour); } /** * Set the colour remap to be for the given colour. * @param colour the new colour of the remap. */ static void SetColourRemap(TextColour colour) { if (colour == TC_INVALID) return; if (colour & IS_PALETTE_COLOUR) { _string_colourremap[1] = colour & ~IS_PALETTE_COLOUR; _string_colourremap[2] = (_use_palette == PAL_DOS) ? 1 : 215; } else { _string_colourremap[1] = _string_colourmap[_use_palette][colour].text; _string_colourremap[2] = _string_colourmap[_use_palette][colour].shadow; } _colour_remap_ptr = _string_colourremap; } #if !defined(WITH_ICU) typedef WChar UChar; static UChar *HandleBiDiAndArabicShapes(UChar *text) { return text; } #else #include <unicode/ubidi.h> #include <unicode/ushape.h> /** * Function to be able to handle right-to-left text and Arabic chars properly. * * First: right-to-left (RTL) is stored 'logically' in almost all applications * and so do we. This means that their text is stored from right to the * left in memory and any non-RTL text (like numbers or English) are * then stored from left-to-right. When we want to actually draw the * text we need to reverse the RTL text in memory, which is what * happens in ubidi_writeReordered. * Second: Arabic characters "differ" based on their context. To draw the * correct variant we pass it through u_shapeArabic. This function can * add or remove some characters. This is the reason for the lastof * so we know till where we can fill the output. * * Sadly enough these functions work with a custom character format, UChar, * which isn't the same size as WChar. Because of that we need to transform * our text first to UChars and then back to something we can use. * * To be able to truncate strings properly you must truncate before passing to * this function. This way the logical begin of the string remains and the end * gets chopped of instead of the other way around. * * The reshaping of Arabic characters might increase or decrease the width of * the characters/string. So it might still overflow after truncation, though * the chance is fairly slim as most characters get shorter instead of longer. * @param buffer the buffer to read from/to * @param lastof the end of the buffer * @return the buffer to draw from */ static UChar *HandleBiDiAndArabicShapes(UChar *buffer) { static UChar input_output[DRAW_STRING_BUFFER]; UChar intermediate[DRAW_STRING_BUFFER]; UChar *t = buffer; size_t length = 0; while (*t != '\0' && length < lengthof(input_output) - 1) { input_output[length++] = *t++; } input_output[length] = 0; UErrorCode err = U_ZERO_ERROR; UBiDi *para = ubidi_openSized((int32_t)length, 0, &err); if (para == NULL) return buffer; ubidi_setPara(para, input_output, (int32_t)length, _dynlang.text_dir == TD_RTL ? UBIDI_DEFAULT_RTL : UBIDI_DEFAULT_LTR, NULL, &err); ubidi_writeReordered(para, intermediate, (int32_t)length, UBIDI_REMOVE_BIDI_CONTROLS, &err); length = u_shapeArabic(intermediate, (int32_t)length, input_output, lengthof(input_output), U_SHAPE_TEXT_DIRECTION_VISUAL_LTR | U_SHAPE_LETTERS_SHAPE, &err); ubidi_close(para); if (U_FAILURE(err)) return buffer; input_output[length] = '\0'; return input_output; } #endif /* WITH_ICU */ /** * Truncate a given string to a maximum width if neccessary. * If the string is truncated, add three dots ('...') to show this. * @param *str string that is checked and possibly truncated * @param maxw maximum width in pixels of the string * @param ignore_setxy whether to ignore SETX(Y) or not * @param start_fontsize Fontsize to start the text with * @return new width of (truncated) string */ static int TruncateString(char *str, int maxw, bool ignore_setxy, FontSize start_fontsize) { int w = 0; FontSize size = start_fontsize; int ddd, ddd_w; WChar c; char *ddd_pos; ddd_w = ddd = GetCharacterWidth(size, '.') * 3; for (ddd_pos = str; (c = Utf8Consume(const_cast<const char **>(&str))) != '\0'; ) { if (IsPrintable(c) && !IsTextDirectionChar(c)) { w += GetCharacterWidth(size, c); if (w > maxw) { /* string got too big... insert dotdotdot, but make sure we do not * print anything beyond the string termination character. */ for (int i = 0; *ddd_pos != '\0' && i < 3; i++, ddd_pos++) *ddd_pos = '.'; *ddd_pos = '\0'; return ddd_w; } } else { if (c == SCC_SETX) { if (!ignore_setxy) w = *str; str++; } else if (c == SCC_SETXY) { if (!ignore_setxy) w = *str; str += 2; } else if (c == SCC_TINYFONT) { size = FS_SMALL; ddd = GetCharacterWidth(size, '.') * 3; } else if (c == SCC_BIGFONT) { size = FS_LARGE; ddd = GetCharacterWidth(size, '.') * 3; } else if (c == '\n') { DEBUG(misc, 0, "Drawing string using newlines with DrawString instead of DrawStringMultiLine. Please notify the developers of this: [%s]", str); } } /* Remember the last position where three dots fit. */ if (w + ddd < maxw) { ddd_w = w + ddd; ddd_pos = str; } } return w; } static int ReallyDoDrawString(const UChar *string, int x, int y, DrawStringParams ¶ms, bool parse_string_also_when_clipped = false); /** * Get the real width of the string. * @param str the string to draw * @param start_fontsize Fontsize to start the text with * @return the width. */ static int GetStringWidth(const UChar *str, FontSize start_fontsize) { FontSize size = start_fontsize; int max_width; int width; WChar c; width = max_width = 0; for (;;) { c = *str++; if (c == 0) break; if (IsPrintable(c) && !IsTextDirectionChar(c)) { width += GetCharacterWidth(size, c); } else { switch (c) { case SCC_SETX: case SCC_SETXY: /* At this point there is no SCC_SETX(Y) anymore */ NOT_REACHED(); break; case SCC_TINYFONT: size = FS_SMALL; break; case SCC_BIGFONT: size = FS_LARGE; break; case '\n': max_width = max(max_width, width); break; } } } return max(max_width, width); } /** * Draw string, possibly truncated to make it fit in its allocated space * * @param left The left most position to draw on. * @param right The right most position to draw on. * @param top The top most position to draw on. * @param str String to draw. * @param last The end of the string buffer to draw. * @param params Text drawing parameters. * @param align The alignment of the string when drawing left-to-right. In the * case a right-to-left language is chosen this is inverted so it * will be drawn in the right direction. * @param underline Whether to underline what has been drawn or not. * @param truncate Whether to truncate the string or not. * * @return In case of left or center alignment the right most pixel we have drawn to. * In case of right alignment the left most pixel we have drawn to. */ static int DrawString(int left, int right, int top, char *str, const char *last, DrawStringParams ¶ms, StringAlignment align, bool underline = false, bool truncate = true) { /* We need the outer limits of both left/right */ int min_left = INT32_MAX; int max_right = INT32_MIN; int initial_left = left; int initial_right = right; int initial_top = top; if (truncate) TruncateString(str, right - left + 1, (align & SA_STRIP) == SA_STRIP, params.fontsize); /* * To support SETX and SETXY properly with RTL languages we have to * calculate the offsets from the right. To do this we need to split * the string and draw the parts separated by SETX(Y). * So here we split */ static SmallVector<UChar *, 4> setx_offsets; setx_offsets.Clear(); UChar draw_buffer[DRAW_STRING_BUFFER]; UChar *p = draw_buffer; *setx_offsets.Append() = p; char *loc = str; for (;;) { WChar c; /* We cannot use Utf8Consume as we need the location of the SETX(Y) */ size_t len = Utf8Decode(&c, loc); *p++ = c; if (c == '\0') break; if (p >= lastof(draw_buffer) - 3) { /* Make sure we never overflow (even if copying SCC_SETX(Y)). */ *p = '\0'; break; } if (c != SCC_SETX && c != SCC_SETXY) { loc += len; continue; } if (align & SA_STRIP) { /* We do not want to keep the SETX(Y)!. It was already copied, so * remove it and undo the incrementing of the pointer! */ *p-- = '\0'; loc += len + (c == SCC_SETXY ? 2 : 1); continue; } if ((align & SA_HOR_MASK) != SA_LEFT) { DEBUG(grf, 1, "Using SETX and/or SETXY when not aligned to the left. Fixing alignment..."); /* For left alignment and change the left so it will roughly be in the * middle. This will never cause the string to be completely centered, * but once SETX is used you cannot be sure the actual content of the * string is centered, so it doesn't really matter. */ align = SA_LEFT | SA_FORCE; initial_left = left = max(left, (left + right - (int)GetStringBoundingBox(str).width) / 2); } /* We add the begin of the string, but don't add it twice */ if (p != draw_buffer) { *setx_offsets.Append() = p; p[-1] = '\0'; *p++ = c; } /* Skip the SCC_SETX(Y) ... */ loc += len; /* ... copy the x coordinate ... */ *p++ = *loc++; /* ... and finally copy the y coordinate if it exists */ if (c == SCC_SETXY) *p++ = *loc++; } /* In case we have a RTL language we swap the alignment. */ if (!(align & SA_FORCE) && _dynlang.text_dir == TD_RTL && !(align & SA_STRIP) && (align & SA_HOR_MASK) != SA_HOR_CENTER) align ^= SA_RIGHT; for (UChar **iter = setx_offsets.Begin(); iter != setx_offsets.End(); iter++) { UChar *to_draw = *iter; int offset = 0; /* Skip the SETX(Y) and set the appropriate offsets. */ if (*to_draw == SCC_SETX || *to_draw == SCC_SETXY) { to_draw++; offset = *to_draw++; if (*to_draw == SCC_SETXY) top = initial_top + *to_draw++; } to_draw = HandleBiDiAndArabicShapes(to_draw); int w = GetStringWidth(to_draw, params.fontsize); /* right is the right most position to draw on. In this case we want to do * calculations with the width of the string. In comparison right can be * seen as lastof(todraw) and width as lengthof(todraw). They differ by 1. * So most +1/-1 additions are to move from lengthof to 'indices'. */ switch (align & SA_HOR_MASK) { case SA_LEFT: /* right + 1 = left + w */ left = initial_left + offset; right = left + w - 1; break; case SA_HOR_CENTER: left = RoundDivSU(initial_right + 1 + initial_left - w, 2); /* right + 1 = left + w */ right = left + w - 1; break; case SA_RIGHT: left = initial_right + 1 - w - offset; break; default: NOT_REACHED(); } min_left = min(left, min_left); max_right = max(right, max_right); ReallyDoDrawString(to_draw, left, top, params, !truncate); if (underline) { GfxFillRect(left, top + FONT_HEIGHT_NORMAL, right, top + FONT_HEIGHT_NORMAL, _string_colourremap[1]); } } return (align & SA_HOR_MASK) == SA_RIGHT ? min_left : max_right; } /** * Draw string, possibly truncated to make it fit in its allocated space * * @param left The left most position to draw on. * @param right The right most position to draw on. * @param top The top most position to draw on. * @param str String to draw. * @param colour Colour used for drawing the string, see DoDrawString() for details * @param align The alignment of the string when drawing left-to-right. In the * case a right-to-left language is chosen this is inverted so it * will be drawn in the right direction. * @param underline Whether to underline what has been drawn or not. */ int DrawString(int left, int right, int top, const char *str, TextColour colour, StringAlignment align, bool underline) { char buffer[DRAW_STRING_BUFFER]; strecpy(buffer, str, lastof(buffer)); DrawStringParams params(colour); return DrawString(left, right, top, buffer, lastof(buffer), params, align, underline); } /** * Draw string, possibly truncated to make it fit in its allocated space * * @param left The left most position to draw on. * @param right The right most position to draw on. * @param top The top most position to draw on. * @param str String to draw. * @param colour Colour used for drawing the string, see DoDrawString() for details * @param align The alignment of the string when drawing left-to-right. In the * case a right-to-left language is chosen this is inverted so it * will be drawn in the right direction. * @param underline Whether to underline what has been drawn or not. */ int DrawString(int left, int right, int top, StringID str, TextColour colour, StringAlignment align, bool underline) { char buffer[DRAW_STRING_BUFFER]; GetString(buffer, str, lastof(buffer)); DrawStringParams params(colour); return DrawString(left, right, top, buffer, lastof(buffer), params, align, underline); } /** * 'Correct' a string to a maximum length. Longer strings will be cut into * additional lines at whitespace characters if possible. The string parameter * is modified with terminating characters mid-string which are the * placeholders for the newlines. * The string WILL be truncated if there was no whitespace for the current * line's maximum width. * * @note To know if the terminating '\0' is the string end or just a * newline, the returned 'num' value should be consulted. The num'th '\0', * starting with index 0 is the real string end. * * @param str string to check and correct for length restrictions * @param last the last valid location (for '\0') in the buffer of str * @param maxw the maximum width the string can have on one line * @param size Fontsize to start the text with * @return return a 32bit wide number consisting of 2 packed values: * 0 - 15 the number of lines ADDED to the string * 16 - 31 the fontsize in which the length calculation was done at */ uint32 FormatStringLinebreaks(char *str, const char *last, int maxw, FontSize size) { int num = 0; assert(maxw > 0); for (;;) { /* The character *after* the last space. */ char *last_space = NULL; int w = 0; for (;;) { WChar c = Utf8Consume(const_cast<const char **>(&str)); /* whitespace is where we will insert the line-break */ if (IsWhitespace(c)) last_space = str; if (IsPrintable(c) && !IsTextDirectionChar(c)) { int char_w = GetCharacterWidth(size, c); w += char_w; if (w > maxw) { /* The string is longer than maximum width so we need to decide * what to do with it. */ if (w == char_w) { /* The character is wider than allowed width; don't know * what to do with this case... bail out! */ return num + (size << 16); } if (last_space == NULL) { /* No space has been found. Just terminate at our current * location. This usually happens for languages that do not * require spaces in strings, like Chinese, Japanese and * Korean. For other languages terminating mid-word might * not be the best, but terminating the whole string instead * of continuing the word at the next line is worse. */ str = Utf8PrevChar(str); size_t len = strlen(str); char *terminator = str + len; /* The string location + length of the string + 1 for '\0' * always fits; otherwise there's no trailing '\0' and it * it not a valid string. */ assert(terminator <= last); assert(*terminator == '\0'); /* If the string is too long we have to terminate it earlier. */ if (terminator == last) { /* Get the 'begin' of the previous character and make that * the terminator of the string; we truncate it 'early'. */ *Utf8PrevChar(terminator) = '\0'; len = strlen(str); } /* Also move the terminator! */ memmove(str + 1, str, len + 1); *str = '\0'; /* str needs to point to the character *after* the last space */ str++; } else { /* A space is found; perfect place to terminate */ str = last_space; } break; } } else { switch (c) { case '\0': return num + (size << 16); case SCC_SETX: str++; break; case SCC_SETXY: str += 2; break; case SCC_TINYFONT: size = FS_SMALL; break; case SCC_BIGFONT: size = FS_LARGE; break; case '\n': goto end_of_inner_loop; } } } end_of_inner_loop: /* String didn't fit on line (or a '\n' was encountered), so 'dummy' terminate * and increase linecount. We use Utf8PrevChar() as also non 1 char long * whitespace seperators are supported */ num++; char *s = Utf8PrevChar(str); *s++ = '\0'; /* In which case (see above) we will shift remainder to left and close the gap */ if (str - s >= 1) { for (; str[-1] != '\0';) *s++ = *str++; } } } /** * Calculates height of string (in pixels). Accepts multiline string with '\0' as separators. * @param src string to check * @param num number of extra lines (output of FormatStringLinebreaks()) * @param start_fontsize Fontsize to start the text with * @note assumes text won't be truncated. FormatStringLinebreaks() is a good way to ensure that. * @return height of pixels of string when it is drawn */ static int GetMultilineStringHeight(const char *src, int num, FontSize start_fontsize) { int maxy = 0; int y = 0; int fh = GetCharacterHeight(start_fontsize); for (;;) { WChar c = Utf8Consume(&src); switch (c) { case 0: y += fh; if (--num < 0) return maxy; break; case '\n': y += fh; break; case SCC_SETX: src++; break; case SCC_SETXY: src++; y = (int)*src++; break; case SCC_TINYFONT: fh = GetCharacterHeight(FS_SMALL); break; case SCC_BIGFONT: fh = GetCharacterHeight(FS_LARGE); break; default: maxy = max<int>(maxy, y + fh); break; } } } /** * Calculates height of string (in pixels). The string is changed to a multiline string if needed. * @param str string to check * @param maxw maximum string width * @return height of pixels of string when it is drawn */ int GetStringHeight(StringID str, int maxw) { char buffer[DRAW_STRING_BUFFER]; GetString(buffer, str, lastof(buffer)); uint32 tmp = FormatStringLinebreaks(buffer, lastof(buffer), maxw); return GetMultilineStringHeight(buffer, GB(tmp, 0, 16), FS_NORMAL); } /** * Calculate string bounding box for multi-line strings. * @param str String to check. * @param suggestion Suggested bounding box. * @return Bounding box for the multi-line string, may be bigger than \a suggestion. */ Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion) { Dimension box = {suggestion.width, GetStringHeight(str, suggestion.width)}; return box; } /** * Draw string, possibly over multiple lines. * * @param left The left most position to draw on. * @param right The right most position to draw on. * @param top The top most position to draw on. * @param bottom The bottom most position to draw on. * @param str String to draw. * @param last The end of the string buffer to draw. * @param colour Colour used for drawing the string, see DoDrawString() for details * @param align The horizontal and vertical alignment of the string. * @param underline Whether to underline all strings * * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written. */ static int DrawStringMultiLine(int left, int right, int top, int bottom, char *str, const char *last, TextColour colour, StringAlignment align, bool underline) { int maxw = right - left + 1; int maxh = bottom - top + 1; /* It makes no sense to even try if it can't be drawn anyway, or * do we really want to support fonts of 0 or less pixels high? */ if (maxh <= 0) return top; uint32 tmp = FormatStringLinebreaks(str, last, maxw); int num = GB(tmp, 0, 16) + 1; int mt = GetCharacterHeight((FontSize)GB(tmp, 16, 16)); int total_height = num * mt; int skip_lines = 0; if (total_height > maxh) { if (maxh < mt) return top; // Not enough room for a single line. if ((align & SA_VERT_MASK) == SA_BOTTOM) { skip_lines = num; num = maxh / mt; skip_lines -= num; } else { num = maxh / mt; } total_height = num * mt; } int y; switch (align & SA_VERT_MASK) { case SA_TOP: y = top; break; case SA_VERT_CENTER: y = RoundDivSU(bottom + top - total_height, 2); break; case SA_BOTTOM: y = bottom - total_height; break; default: NOT_REACHED(); } const char *src = str; DrawStringParams params(colour); int written_top = bottom; // Uppermost position of rendering a line of text for (;;) { if (skip_lines == 0) { char buf2[DRAW_STRING_BUFFER]; strecpy(buf2, src, lastof(buf2)); DrawString(left, right, y, buf2, lastof(buf2), params, align, underline, false); if (written_top > y) written_top = y; y += mt; num--; } for (;;) { WChar c = Utf8Consume(&src); if (c == 0) { break; } else if (c == SCC_SETX) { src++; } else if (c == SCC_SETXY) { src += 2; } else if (skip_lines > 0) { /* Skipped drawing, so do additional processing to update params. */ if (c >= SCC_BLUE && c <= SCC_BLACK) { params.SetColour((TextColour)(c - SCC_BLUE)); } else if (c == SCC_PREVIOUS_COLOUR) { // Revert to the previous colour. params.SetPreviousColour(); } else if (c == SCC_TINYFONT) { params.SetFontSize(FS_SMALL); } else if (c == SCC_BIGFONT) { params.SetFontSize(FS_LARGE); } } } if (skip_lines > 0) skip_lines--; if (num == 0) return ((align & SA_VERT_MASK) == SA_BOTTOM) ? written_top : y; } } /** * Draw string, possibly over multiple lines. * * @param left The left most position to draw on. * @param right The right most position to draw on. * @param top The top most position to draw on. * @param bottom The bottom most position to draw on. * @param str String to draw. * @param colour Colour used for drawing the string, see DoDrawString() for details * @param align The horizontal and vertical alignment of the string. * @param underline Whether to underline all strings * * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written. */ int DrawStringMultiLine(int left, int right, int top, int bottom, const char *str, TextColour colour, StringAlignment align, bool underline) { char buffer[DRAW_STRING_BUFFER]; strecpy(buffer, str, lastof(buffer)); return DrawStringMultiLine(left, right, top, bottom, buffer, lastof(buffer), colour, align, underline); } /** * Draw string, possibly over multiple lines. * * @param left The left most position to draw on. * @param right The right most position to draw on. * @param top The top most position to draw on. * @param bottom The bottom most position to draw on. * @param str String to draw. * @param colour Colour used for drawing the string, see DoDrawString() for details * @param align The horizontal and vertical alignment of the string. * @param underline Whether to underline all strings * * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written. */ int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, TextColour colour, StringAlignment align, bool underline) { char buffer[DRAW_STRING_BUFFER]; GetString(buffer, str, lastof(buffer)); return DrawStringMultiLine(left, right, top, bottom, buffer, lastof(buffer), colour, align, underline); } /** * Return the string dimension in pixels. The height and width are returned * in a single Dimension value. TINYFONT, BIGFONT modifiers are only * supported as the first character of the string. The returned dimensions * are therefore a rough estimation correct for all the current strings * but not every possible combination * @param str string to calculate pixel-width * @param start_fontsize Fontsize to start the text with * @return string width and height in pixels */ Dimension GetStringBoundingBox(const char *str, FontSize start_fontsize) { FontSize size = start_fontsize; Dimension br; uint max_width; WChar c; br.width = br.height = max_width = 0; for (;;) { c = Utf8Consume(&str); if (c == 0) break; if (IsPrintable(c) && !IsTextDirectionChar(c)) { br.width += GetCharacterWidth(size, c); } else { switch (c) { case SCC_SETX: br.width = max((uint)*str++, br.width); break; case SCC_SETXY: br.width = max((uint)*str++, br.width); br.height = max((uint)*str++, br.height); break; case SCC_TINYFONT: size = FS_SMALL; break; case SCC_BIGFONT: size = FS_LARGE; break; case '\n': br.height += GetCharacterHeight(size); if (br.width > max_width) max_width = br.width; br.width = 0; break; } } } br.height += GetCharacterHeight(size); br.width = max(br.width, max_width); return br; } /** * Get bounding box of a string. Uses parameters set by #DParam if needed. * Has the same restrictions as #GetStringBoundingBox(const char *str). * @param strid String to examine. * @return Width and height of the bounding box for the string in pixels. */ Dimension GetStringBoundingBox(StringID strid) { char buffer[DRAW_STRING_BUFFER]; GetString(buffer, strid, lastof(buffer)); return GetStringBoundingBox(buffer); } /** * Draw single character horizontally centered around (x,y) * @param c Character (glyph) to draw * @param x X position to draw character * @param y Y position to draw character * @param colour Colour to use, see DoDrawString() for details */ void DrawCharCentered(WChar c, int x, int y, TextColour colour) { SetColourRemap(colour); GfxMainBlitter(GetGlyph(FS_NORMAL, c), x - GetCharacterWidth(FS_NORMAL, c) / 2, y, BM_COLOUR_REMAP); } /** * Draw a string at the given coordinates with the given colour. * While drawing the string, parse it in case some formatting is specified, * like new colour, new size or even positionning. * @param string The string to draw. This is already bidi reordered. * @param x Offset from left side of the screen * @param y Offset from top side of the screen * @param params Text drawing parameters * @param parse_string_also_when_clipped * By default, always test the available space where to draw the string. * When in multipline drawing, it would already be done, * so no need to re-perform the same kind (more or less) of verifications. * It's not only an optimisation, it's also a way to ensures the string will be parsed * (as there are certain side effects on global variables, which are important for the next line) * @return the x-coordinates where the drawing has finished. * If nothing is drawn, the originally passed x-coordinate is returned */ static int ReallyDoDrawString(const UChar *string, int x, int y, DrawStringParams ¶ms, bool parse_string_also_when_clipped) { DrawPixelInfo *dpi = _cur_dpi; UChar c; int xo = x; if (!parse_string_also_when_clipped) { /* in "mode multiline", the available space have been verified. Not in regular one. * So if the string cannot be drawn, return the original start to say so.*/ if (x >= dpi->left + dpi->width || y >= dpi->top + dpi->height) return x; } switch_colour:; SetColourRemap(params.cur_colour); check_bounds: if (y + _max_char_height <= dpi->top || dpi->top + dpi->height <= y) { skip_char:; for (;;) { c = *string++; if (!IsPrintable(c)) goto skip_cont; } } for (;;) { c = *string++; skip_cont:; if (c == 0) { return x; // Nothing more to draw, get out. And here is the new x position } if (IsPrintable(c) && !IsTextDirectionChar(c)) { if (x >= dpi->left + dpi->width) goto skip_char; if (x + _max_char_width >= dpi->left) { GfxMainBlitter(GetGlyph(params.fontsize, c), x, y, BM_COLOUR_REMAP); } x += GetCharacterWidth(params.fontsize, c); } else if (c == '\n') { // newline = {} x = xo; // We require a new line, so the x coordinate is reset y += GetCharacterHeight(params.fontsize); goto check_bounds; } else if (c >= SCC_BLUE && c <= SCC_BLACK) { // change colour? params.SetColour((TextColour)(c - SCC_BLUE)); goto switch_colour; } else if (c == SCC_PREVIOUS_COLOUR) { // revert to the previous colour params.SetPreviousColour(); goto switch_colour; } else if (c == SCC_SETX || c == SCC_SETXY) { // {SETX}/{SETXY} /* The characters are handled before calling this. */ NOT_REACHED(); } else if (c == SCC_TINYFONT) { // {TINYFONT} params.SetFontSize(FS_SMALL); } else if (c == SCC_BIGFONT) { // {BIGFONT} params.SetFontSize(FS_LARGE); } else if (!IsTextDirectionChar(c)) { DEBUG(misc, 0, "[utf8] unknown string command character %d", c); } } } /** * Get the size of a sprite. * @param sprid Sprite to examine. * @return Sprite size in pixels. * @note The size assumes (0, 0) as top-left coordinate and ignores any part of the sprite drawn at the left or above that position. */ Dimension GetSpriteSize(SpriteID sprid) { const Sprite *sprite = GetSprite(sprid, ST_NORMAL); Dimension d; d.width = max<int>(0, sprite->x_offs + sprite->width); d.height = max<int>(0, sprite->y_offs + sprite->height); return d; } /** * Draw a sprite. * @param img Image number to draw * @param pal Palette to use. * @param x Left coordinate of image * @param y Top coordinate of image * @param sub If available, draw only specified part of the sprite */ void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub) { SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH); if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) { _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1; GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_TRANSPARENT, sub, real_sprite); } else if (pal != PAL_NONE) { _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1; GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_COLOUR_REMAP, sub, real_sprite); } else { GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite); } } static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id) { const DrawPixelInfo *dpi = _cur_dpi; Blitter::BlitterParams bp; /* Amount of pixels to clip from the source sprite */ int clip_left = (sub != NULL ? max(0, -sprite->x_offs + sub->left ) : 0); int clip_top = (sub != NULL ? max(0, -sprite->y_offs + sub->top ) : 0); int clip_right = (sub != NULL ? max(0, sprite->width - (-sprite->x_offs + sub->right + 1)) : 0); int clip_bottom = (sub != NULL ? max(0, sprite->height - (-sprite->y_offs + sub->bottom + 1)) : 0); if (clip_left + clip_right >= sprite->width) return; if (clip_top + clip_bottom >= sprite->height) return; /* Move to the correct offset */ x += sprite->x_offs; y += sprite->y_offs; /* Copy the main data directly from the sprite */ bp.sprite = sprite->data; bp.sprite_width = sprite->width; bp.sprite_height = sprite->height; bp.width = UnScaleByZoom(sprite->width - clip_left - clip_right, dpi->zoom); bp.height = UnScaleByZoom(sprite->height - clip_top - clip_bottom, dpi->zoom); bp.top = 0; bp.left = 0; bp.skip_left = UnScaleByZoomLower(clip_left, dpi->zoom); bp.skip_top = UnScaleByZoomLower(clip_top, dpi->zoom); x += ScaleByZoom(bp.skip_left, dpi->zoom); y += ScaleByZoom(bp.skip_top, dpi->zoom); bp.dst = dpi->dst_ptr; bp.pitch = dpi->pitch; bp.remap = _colour_remap_ptr; assert(sprite->width > 0); assert(sprite->height > 0); if (bp.width <= 0) return; if (bp.height <= 0) return; y -= dpi->top; /* Check for top overflow */ if (y < 0) { bp.height -= -UnScaleByZoom(y, dpi->zoom); if (bp.height <= 0) return; bp.skip_top += -UnScaleByZoom(y, dpi->zoom); y = 0; } else { bp.top = UnScaleByZoom(y, dpi->zoom); } /* Check for bottom overflow */ y += ScaleByZoom(bp.height, dpi->zoom) - dpi->height; if (y > 0) { bp.height -= UnScaleByZoom(y, dpi->zoom); if (bp.height <= 0) return; } x -= dpi->left; /* Check for left overflow */ if (x < 0) { bp.width -= -UnScaleByZoom(x, dpi->zoom); if (bp.width <= 0) return; bp.skip_left += -UnScaleByZoom(x, dpi->zoom); x = 0; } else { bp.left = UnScaleByZoom(x, dpi->zoom); } /* Check for right overflow */ x += ScaleByZoom(bp.width, dpi->zoom) - dpi->width; if (x > 0) { bp.width -= UnScaleByZoom(x, dpi->zoom); if (bp.width <= 0) return; } assert(bp.skip_left + bp.width <= UnScaleByZoom(sprite->width, dpi->zoom)); assert(bp.skip_top + bp.height <= UnScaleByZoom(sprite->height, dpi->zoom)); /* We do not want to catch the mouse. However we also use that spritenumber for unknown (text) sprites. */ if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && sprite_id != SPR_CURSOR_MOUSE) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); void *topleft = blitter->MoveTo(bp.dst, bp.left, bp.top); void *bottomright = blitter->MoveTo(topleft, bp.width - 1, bp.height - 1); void *clicked = _newgrf_debug_sprite_picker.clicked_pixel; if (topleft <= clicked && clicked <= bottomright) { uint offset = (((size_t)clicked - (size_t)topleft) / (blitter->GetScreenDepth() / 8)) % bp.pitch; if (offset < (uint)bp.width) { _newgrf_debug_sprite_picker.sprites.Include(sprite_id); } } } BlitterFactoryBase::GetCurrentBlitter()->Draw(&bp, mode, dpi->zoom); } void DoPaletteAnimations(); void GfxInitPalettes() { memcpy(_cur_palette, _palettes[_use_palette], sizeof(_cur_palette)); DoPaletteAnimations(); _pal_first_dirty = 0; _pal_count_dirty = 256; } #define EXTR(p, q) (((uint16)(palette_animation_counter * (p)) * (q)) >> 16) #define EXTR2(p, q) (((uint16)(~palette_animation_counter * (p)) * (q)) >> 16) void DoPaletteAnimations() { /* Animation counter for the palette animation. */ static int palette_animation_counter = 0; palette_animation_counter += 8; Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); const Colour *s; const ExtraPaletteValues *ev = &_extra_palette_values; /* Amount of colours to be rotated. * A few more for the DOS palette, because the water colours are * 245-254 for DOS and 217-226 for Windows. */ const int colour_rotation_amount = (_use_palette == PAL_DOS) ? PALETTE_ANIM_SIZE_DOS : PALETTE_ANIM_SIZE_WIN; Colour old_val[PALETTE_ANIM_SIZE_DOS]; const int oldval_size = colour_rotation_amount * sizeof(*old_val); const uint old_tc = palette_animation_counter; uint i; uint j; if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) { palette_animation_counter = 0; } Colour *palette_pos = &_cur_palette[PALETTE_ANIM_SIZE_START]; // Points to where animations are taking place on the palette /* Makes a copy of the current anmation palette in old_val, * so the work on the current palette could be compared, see if there has been any changes */ memcpy(old_val, palette_pos, oldval_size); /* Dark blue water */ s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water; j = EXTR(320, EPV_CYCLES_DARK_WATER); for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) { *palette_pos++ = s[j]; j++; if (j == EPV_CYCLES_DARK_WATER) j = 0; } /* Glittery water; jumps over 3 colours each cycle! */ s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water; j = EXTR(128, EPV_CYCLES_GLITTER_WATER); for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) { *palette_pos++ = s[j]; j += 3; if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER; } /* Fizzy Drink bubbles animation */ s = ev->fizzy_drink; j = EXTR2(512, EPV_CYCLES_FIZZY_DRINK); for (i = 0; i != EPV_CYCLES_FIZZY_DRINK; i++) { *palette_pos++ = s[j]; j++; if (j == EPV_CYCLES_FIZZY_DRINK) j = 0; } /* Oil refinery fire animation */ s = ev->oil_refinery; j = EXTR2(512, EPV_CYCLES_OIL_REFINERY); for (i = 0; i != EPV_CYCLES_OIL_REFINERY; i++) { *palette_pos++ = s[j]; j++; if (j == EPV_CYCLES_OIL_REFINERY) j = 0; } /* Radio tower blinking */ { byte i = (palette_animation_counter >> 1) & 0x7F; byte v; if (i < 0x3f) { v = 255; } else if (i < 0x4A || i >= 0x75) { v = 128; } else { v = 20; } palette_pos->r = v; palette_pos->g = 0; palette_pos->b = 0; palette_pos++; i ^= 0x40; if (i < 0x3f) { v = 255; } else if (i < 0x4A || i >= 0x75) { v = 128; } else { v = 20; } palette_pos->r = v; palette_pos->g = 0; palette_pos->b = 0; palette_pos++; } /* Handle lighthouse and stadium animation */ s = ev->lighthouse; j = EXTR(256, EPV_CYCLES_LIGHTHOUSE); for (i = 0; i != EPV_CYCLES_LIGHTHOUSE; i++) { *palette_pos++ = s[j]; j++; if (j == EPV_CYCLES_LIGHTHOUSE) j = 0; } /* Animate water for old DOS graphics */ if (_use_palette == PAL_DOS) { /* Dark blue water DOS */ s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water; j = EXTR(320, EPV_CYCLES_DARK_WATER); for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) { *palette_pos++ = s[j]; j++; if (j == EPV_CYCLES_DARK_WATER) j = 0; } /* Glittery water DOS */ s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water; j = EXTR(128, EPV_CYCLES_GLITTER_WATER); for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) { *palette_pos++ = s[j]; j += 3; if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER; } } if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) { palette_animation_counter = old_tc; } else { if (memcmp(old_val, &_cur_palette[PALETTE_ANIM_SIZE_START], oldval_size) != 0) { /* Did we changed anything on the palette? Seems so. Mark it as dirty */ _pal_first_dirty = PALETTE_ANIM_SIZE_START; _pal_count_dirty = colour_rotation_amount; } } } /** Initialize _stringwidth_table cache */ void LoadStringWidthTable() { _max_char_height = 0; _max_char_width = 0; for (FontSize fs = FS_BEGIN; fs < FS_END; fs++) { _max_char_height = max<int>(_max_char_height, GetCharacterHeight(fs)); for (uint i = 0; i != 224; i++) { _stringwidth_table[fs][i] = GetGlyphWidth(fs, i + 32); _max_char_width = max<int>(_max_char_width, _stringwidth_table[fs][i]); } } /* Needed because they need to be 1 more than the widest. */ _max_char_height++; _max_char_width++; ReInitAllWindows(); } /** * Return width of character glyph. * @param size Font of the character * @param key Character code glyph * @return Width of the character glyph */ byte GetCharacterWidth(FontSize size, WChar key) { /* Use _stringwidth_table cache if possible */ if (key >= 32 && key < 256) return _stringwidth_table[size][key - 32]; return GetGlyphWidth(size, key); } /** * Return the maximum width of single digit. * @param size Font of the digit * @return Width of the digit. */ byte GetDigitWidth(FontSize size) { byte width = 0; for (char c = '0'; c <= '9'; c++) { width = max(GetCharacterWidth(size, c), width); } return width; } void ScreenSizeChanged() { _dirty_bytes_per_line = CeilDiv(_screen.width, DIRTY_BLOCK_WIDTH); _dirty_blocks = ReallocT<byte>(_dirty_blocks, _dirty_bytes_per_line * CeilDiv(_screen.height, DIRTY_BLOCK_HEIGHT)); /* check the dirty rect */ if (_invalid_rect.right >= _screen.width) _invalid_rect.right = _screen.width; if (_invalid_rect.bottom >= _screen.height) _invalid_rect.bottom = _screen.height; /* screen size changed and the old bitmap is invalid now, so we don't want to undraw it */ _cursor.visible = false; } void UndrawMouseCursor() { /* Don't undraw the mouse cursor if the screen is not ready */ if (_screen.dst_ptr == NULL) return; if (_cursor.visible) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); _cursor.visible = false; blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), _cursor_backup.GetBuffer(), _cursor.draw_size.x, _cursor.draw_size.y); _video_driver->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y); } } void DrawMouseCursor() { #if defined(WINCE) /* Don't ever draw the mouse for WinCE, as we work with a stylus */ return; #endif /* Don't draw the mouse cursor if the screen is not ready */ if (_screen.dst_ptr == NULL) return; Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); int x; int y; int w; int h; /* Redraw mouse cursor but only when it's inside the window */ if (!_cursor.in_window) return; /* Don't draw the mouse cursor if it's already drawn */ if (_cursor.visible) { if (!_cursor.dirty) return; UndrawMouseCursor(); } w = _cursor.size.x; x = _cursor.pos.x + _cursor.offs.x + _cursor.short_vehicle_offset; if (x < 0) { w += x; x = 0; } if (w > _screen.width - x) w = _screen.width - x; if (w <= 0) return; _cursor.draw_pos.x = x; _cursor.draw_size.x = w; h = _cursor.size.y; y = _cursor.pos.y + _cursor.offs.y; if (y < 0) { h += y; y = 0; } if (h > _screen.height - y) h = _screen.height - y; if (h <= 0) return; _cursor.draw_pos.y = y; _cursor.draw_size.y = h; uint8 *buffer = _cursor_backup.Allocate(blitter->BufferSize(w, h)); /* Make backup of stuff below cursor */ blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), buffer, _cursor.draw_size.x, _cursor.draw_size.y); /* Draw cursor on screen */ _cur_dpi = &_screen; DrawSprite(_cursor.sprite, _cursor.pal, _cursor.pos.x + _cursor.short_vehicle_offset, _cursor.pos.y); _video_driver->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y); _cursor.visible = true; _cursor.dirty = false; } void RedrawScreenRect(int left, int top, int right, int bottom) { assert(right <= _screen.width && bottom <= _screen.height); if (_cursor.visible) { if (right > _cursor.draw_pos.x && left < _cursor.draw_pos.x + _cursor.draw_size.x && bottom > _cursor.draw_pos.y && top < _cursor.draw_pos.y + _cursor.draw_size.y) { UndrawMouseCursor(); } } #ifdef ENABLE_NETWORK if (_networking) NetworkUndrawChatMessage(); #endif /* ENABLE_NETWORK */ DrawOverlappedWindowForAll(left, top, right, bottom); _video_driver->MakeDirty(left, top, right - left, bottom - top); } /*! * Repaints the rectangle blocks which are marked as 'dirty'. * * @see SetDirtyBlocks */ void DrawDirtyBlocks() { byte *b = _dirty_blocks; const int w = Align(_screen.width, DIRTY_BLOCK_WIDTH); const int h = Align(_screen.height, DIRTY_BLOCK_HEIGHT); int x; int y; if (IsGeneratingWorld()) { /* We are generating the world, so release our rights to the map and * painting while we are waiting a bit. */ _genworld_paint_mutex->EndCritical(); _genworld_mapgen_mutex->EndCritical(); /* Wait a while and update _realtime_tick so we are given the rights */ CSleep(GENWORLD_REDRAW_TIMEOUT); _realtime_tick += GENWORLD_REDRAW_TIMEOUT; _genworld_paint_mutex->BeginCritical(); _genworld_mapgen_mutex->BeginCritical(); } y = 0; do { x = 0; do { if (*b != 0) { int left; int top; int right = x + DIRTY_BLOCK_WIDTH; int bottom = y; byte *p = b; int h2; /* First try coalescing downwards */ do { *p = 0; p += _dirty_bytes_per_line; bottom += DIRTY_BLOCK_HEIGHT; } while (bottom != h && *p != 0); /* Try coalescing to the right too. */ h2 = (bottom - y) / DIRTY_BLOCK_HEIGHT; assert(h2 > 0); p = b; while (right != w) { byte *p2 = ++p; int h = h2; /* Check if a full line of dirty flags is set. */ do { if (!*p2) goto no_more_coalesc; p2 += _dirty_bytes_per_line; } while (--h != 0); /* Wohoo, can combine it one step to the right! * Do that, and clear the bits. */ right += DIRTY_BLOCK_WIDTH; h = h2; p2 = p; do { *p2 = 0; p2 += _dirty_bytes_per_line; } while (--h != 0); } no_more_coalesc: left = x; top = y; if (left < _invalid_rect.left ) left = _invalid_rect.left; if (top < _invalid_rect.top ) top = _invalid_rect.top; if (right > _invalid_rect.right ) right = _invalid_rect.right; if (bottom > _invalid_rect.bottom) bottom = _invalid_rect.bottom; if (left < right && top < bottom) { RedrawScreenRect(left, top, right, bottom); } } } while (b++, (x += DIRTY_BLOCK_WIDTH) != w); } while (b += -(int)(w / DIRTY_BLOCK_WIDTH) + _dirty_bytes_per_line, (y += DIRTY_BLOCK_HEIGHT) != h); _invalid_rect.left = w; _invalid_rect.top = h; _invalid_rect.right = 0; _invalid_rect.bottom = 0; } /*! * This function extends the internal _invalid_rect rectangle as it * now contains the rectangle defined by the given parameters. Note * the point (0,0) is top left. * * @param left The left edge of the rectangle * @param top The top edge of the rectangle * @param right The right edge of the rectangle * @param bottom The bottm edge of the rectangle * @see DrawDirtyBlocks * * @todo The name of the function should be called like @c AddDirtyBlock as * it neither set a dirty rect nor add several dirty rects although * the function name is in plural. (Progman) */ void SetDirtyBlocks(int left, int top, int right, int bottom) { byte *b; int width; int height; if (left < 0) left = 0; if (top < 0) top = 0; if (right > _screen.width) right = _screen.width; if (bottom > _screen.height) bottom = _screen.height; if (left >= right || top >= bottom) return; if (left < _invalid_rect.left ) _invalid_rect.left = left; if (top < _invalid_rect.top ) _invalid_rect.top = top; if (right > _invalid_rect.right ) _invalid_rect.right = right; if (bottom > _invalid_rect.bottom) _invalid_rect.bottom = bottom; left /= DIRTY_BLOCK_WIDTH; top /= DIRTY_BLOCK_HEIGHT; b = _dirty_blocks + top * _dirty_bytes_per_line + left; width = ((right - 1) / DIRTY_BLOCK_WIDTH) - left + 1; height = ((bottom - 1) / DIRTY_BLOCK_HEIGHT) - top + 1; assert(width > 0 && height > 0); do { int i = width; do b[--i] = 0xFF; while (i); b += _dirty_bytes_per_line; } while (--height != 0); } /*! * This function mark the whole screen as dirty. This results in repainting * the whole screen. Use this with care as this function will break the * idea about marking only parts of the screen as 'dirty'. */ void MarkWholeScreenDirty() { SetDirtyBlocks(0, 0, _screen.width, _screen.height); } /** * Set up a clipping area for only drawing into a certain area. To do this, * Fill a DrawPixelInfo object with the supplied relative rectangle, backup * the original (calling) _cur_dpi and assign the just returned DrawPixelInfo * _cur_dpi. When you are done, give restore _cur_dpi's original value * @param *n the DrawPixelInfo that will be the clipping rectangle box allowed * for drawing * @param left,top,width,height the relative coordinates of the clipping * rectangle relative to the current _cur_dpi. This will most likely be the * offset from the calling window coordinates * @return return false if the requested rectangle is not possible with the * current dpi pointer. Only continue of the return value is true, or you'll * get some nasty results */ bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); const DrawPixelInfo *o = _cur_dpi; n->zoom = ZOOM_LVL_NORMAL; assert(width > 0); assert(height > 0); if ((left -= o->left) < 0) { width += left; if (width <= 0) return false; n->left = -left; left = 0; } else { n->left = 0; } if (width > o->width - left) { width = o->width - left; if (width <= 0) return false; } n->width = width; if ((top -= o->top) < 0) { height += top; if (height <= 0) return false; n->top = -top; top = 0; } else { n->top = 0; } n->dst_ptr = blitter->MoveTo(o->dst_ptr, left, top); n->pitch = o->pitch; if (height > o->height - top) { height = o->height - top; if (height <= 0) return false; } n->height = height; return true; } /** * Update cursor dimension. * Called when changing cursor sprite resp. reloading grfs. */ void UpdateCursorSize() { CursorVars *cv = &_cursor; const Sprite *p = GetSprite(GB(cv->sprite, 0, SPRITE_WIDTH), ST_NORMAL); cv->size.y = p->height; cv->size.x = p->width; cv->offs.x = p->x_offs; cv->offs.y = p->y_offs; cv->dirty = true; } /** * Switch cursor to different sprite. * @param cursor Sprite to draw for the cursor. * @param pal Palette to use for recolouring. */ static void SetCursorSprite(CursorID cursor, PaletteID pal) { CursorVars *cv = &_cursor; if (cv->sprite == cursor) return; cv->sprite = cursor; cv->pal = pal; UpdateCursorSize(); cv->short_vehicle_offset = 0; } static void SwitchAnimatedCursor() { const AnimCursor *cur = _cursor.animate_cur; if (cur == NULL || cur->sprite == AnimCursor::LAST) cur = _cursor.animate_list; SetCursorSprite(cur->sprite, _cursor.pal); _cursor.animate_timeout = cur->display_time; _cursor.animate_cur = cur + 1; } void CursorTick() { if (_cursor.animate_timeout != 0 && --_cursor.animate_timeout == 0) { SwitchAnimatedCursor(); } } /** * Assign a single non-animated sprite to the cursor. * @param sprite Sprite to draw for the cursor. * @param pal Palette to use for recolouring. * @see SetAnimatedMouseCursor */ void SetMouseCursor(CursorID sprite, PaletteID pal) { /* Turn off animation */ _cursor.animate_timeout = 0; /* Set cursor */ SetCursorSprite(sprite, pal); } /** * Assign an animation to the cursor. * @param table Array of animation states. * @see SetMouseCursor */ void SetAnimatedMouseCursor(const AnimCursor *table) { _cursor.animate_list = table; _cursor.animate_cur = NULL; _cursor.pal = PAL_NONE; SwitchAnimatedCursor(); } bool ChangeResInGame(int width, int height) { return (_screen.width == width && _screen.height == height) || _video_driver->ChangeResolution(width, height); } bool ToggleFullScreen(bool fs) { bool result = _video_driver->ToggleFullscreen(fs); if (_fullscreen != fs && _num_resolutions == 0) { DEBUG(driver, 0, "Could not find a suitable fullscreen resolution"); } return result; } static int CDECL compare_res(const Dimension *pa, const Dimension *pb) { int x = pa->width - pb->width; if (x != 0) return x; return pa->height - pb->height; } void SortResolutions(int count) { QSortT(_resolutions, count, &compare_res); }