/* $Id$ */ /* * 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 . */ /** @file gfx.cpp Handling of drawing text and other gfx related stuff. */ #include "stdafx.h" #include "gfx_layout.h" #include "progress.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 "window_func.h" #include "newgrf_debug.h" #include "table/palettes.h" #include "table/string_colours.h" #include "table/sprites.h" #include "table/control_codes.h" #include "safeguards.h" byte _dirkeys; ///< 1 = left, 2 = up, 4 = right, 8 = down bool _fullscreen; byte _support8bpp; 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; Palette _cur_palette; 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 GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = NULL, SpriteID sprite_id = SPR_CURSOR_MOUSE); static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = NULL, SpriteID sprite_id = SPR_CURSOR_MOUSE, ZoomLevel zoom = ZOOM_LVL_NORMAL); static ReusableBuffer _cursor_backup; ZoomLevelByte _gui_zoom; ///< GUI Zoom level ZoomLevelByte _font_zoom; ///< Font Zoom level /** * 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; extern uint _dirty_block_colour; void GfxScroll(int left, int top, int width, int height, int xo, int yo) { Blitter *blitter = BlitterFactory::GetCurrentBlitter(); if (xo == 0 && yo == 0) return; if (_cursor.visible) UndrawMouseCursor(); if (_networking) NetworkUndrawChatMessage(); blitter->ScrollBuffer(_screen.dst_ptr, left, top, width, height, xo, yo); /* This part of the screen is now dirty. */ VideoDriver::GetInstance()->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 = BlitterFactory::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; } } } /** * Check line clipping by using a linear equation and draw the visible part of * the line given by x/y and x2/y2. * @param video Destination pointer to draw into. * @param x X coordinate of first point. * @param y Y coordinate of first point. * @param x2 X coordinate of second point. * @param y2 Y coordinate of second point. * @param screen_width With of the screen to check clipping against. * @param screen_height Height of the screen to check clipping against. * @param colour Colour of the line. * @param width Width of the line. * @param dash Length of dashes for dashed lines. 0 means solid line. */ static inline void GfxDoDrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash = 0) { Blitter *blitter = BlitterFactory::GetCurrentBlitter(); assert(width > 0); if (y2 == y || x2 == x) { /* Special case: horizontal/vertical line. All checks already done in GfxPreprocessLine. */ blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash); return; } int grade_y = y2 - y; int grade_x = x2 - x; /* Clipping rectangle. Slightly extended so we can ignore the width of the line. */ int extra = (int)CeilDiv(3 * width, 4); // not less then "width * sqrt(2) / 2" Rect clip = { -extra, -extra, screen_width - 1 + extra, screen_height - 1 + extra }; /* prevent integer overflows. */ int margin = 1; while (INT_MAX / abs(grade_y) < max(abs(clip.left - x), abs(clip.right - x))) { grade_y /= 2; grade_x /= 2; margin *= 2; // account for rounding errors } /* Imagine that the line is infinitely long and it intersects with * infinitely long left and right edges of the clipping rectangle. * If both intersection points are outside the clipping rectangle * and both on the same side of it, we don't need to draw anything. */ int left_isec_y = y + (clip.left - x) * grade_y / grade_x; int right_isec_y = y + (clip.right - x) * grade_y / grade_x; if ((left_isec_y > clip.bottom + margin && right_isec_y > clip.bottom + margin) || (left_isec_y < clip.top - margin && right_isec_y < clip.top - margin)) { return; } /* It is possible to use the line equation to further reduce the amount of * work the blitter has to do by shortening the effective line segment. * However, in order to get that right and prevent the flickering effects * of rounding errors so much additional code has to be run here that in * the general case the effect is not noticable. */ blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash); } /** * Align parameters of a line to the given DPI and check simple clipping. * @param dpi Screen parameters to align with. * @param x X coordinate of first point. * @param y Y coordinate of first point. * @param x2 X coordinate of second point. * @param y2 Y coordinate of second point. * @param width Width of the line. * @return True if the line is likely to be visible, false if it's certainly * invisible. */ static inline bool GfxPreprocessLine(DrawPixelInfo *dpi, int &x, int &y, int &x2, int &y2, int width) { x -= dpi->left; x2 -= dpi->left; y -= dpi->top; y2 -= dpi->top; /* Check simple clipping */ if (x + width / 2 < 0 && x2 + width / 2 < 0 ) return false; if (y + width / 2 < 0 && y2 + width / 2 < 0 ) return false; if (x - width / 2 > dpi->width && x2 - width / 2 > dpi->width ) return false; if (y - width / 2 > dpi->height && y2 - width / 2 > dpi->height) return false; return true; } void GfxDrawLine(int x, int y, int x2, int y2, int colour, int width, int dash) { DrawPixelInfo *dpi = _cur_dpi; if (GfxPreprocessLine(dpi, x, y, x2, y2, width)) { GfxDoDrawLine(dpi->dst_ptr, x, y, x2, y2, dpi->width, dpi->height, colour, width, dash); } } void GfxDrawLineUnscaled(int x, int y, int x2, int y2, int colour) { DrawPixelInfo *dpi = _cur_dpi; if (GfxPreprocessLine(dpi, x, y, x2, y2, 1)) { GfxDoDrawLine(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, 1); } } /** * 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 = PC_WHITE; 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; /* Black strings have no shading ever; the shading is black, so it * would be invisible at best, but it actually makes it illegible. */ bool no_shade = (colour & TC_NO_SHADE) != 0 || colour == TC_BLACK; bool raw_colour = (colour & TC_IS_PALETTE_COLOUR) != 0; colour &= ~(TC_NO_SHADE | TC_IS_PALETTE_COLOUR); _string_colourremap[1] = raw_colour ? (byte)colour : _string_colourmap[colour]; _string_colourremap[2] = no_shade ? 0 : 1; _colour_remap_ptr = _string_colourremap; } /** * Drawing routine for drawing a laid out line of text. * @param line String to draw. * @param y The top most position to draw on. * @param left The left most position to draw on. * @param right The right most position to draw on. * @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 truncation Whether to perform string truncation 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 DrawLayoutLine(const ParagraphLayouter::Line *line, int y, int left, int right, StringAlignment align, bool underline, bool truncation) { if (line->CountRuns() == 0) return 0; int w = line->GetWidth(); int h = line->GetLeading(); /* * The following is needed for truncation. * Depending on the text direction, we either remove bits at the rear * or the front. For this we shift the entire area to draw so it fits * within the left/right bounds and the side we do not truncate it on. * Then we determine the truncation location, i.e. glyphs that fall * outside of the range min_x - max_x will not be drawn; they are thus * the truncated glyphs. * * At a later step we insert the dots. */ int max_w = right - left + 1; // The maximum width. int offset_x = 0; // The offset we need for positioning the glyphs int min_x = left; // The minimum x position to draw normal glyphs on. int max_x = right; // The maximum x position to draw normal glyphs on. truncation &= max_w < w; // Whether we need to do truncation. int dot_width = 0; // Cache for the width of the dot. const Sprite *dot_sprite = NULL; // Cache for the sprite of the dot. if (truncation) { /* * Assumption may be made that all fonts of a run are of the same size. * In any case, we'll use these dots for the abbreviation, so even if * another size would be chosen it won't have truncated too little for * the truncation dots. */ FontCache *fc = ((const Font*)line->GetVisualRun(0)->GetFont())->fc; GlyphID dot_glyph = fc->MapCharToGlyph('.'); dot_width = fc->GetGlyphWidth(dot_glyph); dot_sprite = fc->GetGlyph(dot_glyph); if (_current_text_dir == TD_RTL) { min_x += 3 * dot_width; offset_x = w - 3 * dot_width - max_w; } else { max_x -= 3 * dot_width; } w = max_w; } /* In case we have a RTL language we swap the alignment. */ if (!(align & SA_FORCE) && _current_text_dir == TD_RTL && (align & SA_HOR_MASK) != SA_HOR_CENTER) align ^= SA_RIGHT; /* 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 */ right = left + w - 1; break; case SA_HOR_CENTER: left = RoundDivSU(right + 1 + left - w, 2); /* right + 1 = left + w */ right = left + w - 1; break; case SA_RIGHT: left = right + 1 - w; break; default: NOT_REACHED(); } TextColour colour = TC_BLACK; bool draw_shadow = false; for (int run_index = 0; run_index < line->CountRuns(); run_index++) { const ParagraphLayouter::VisualRun *run = line->GetVisualRun(run_index); const Font *f = (const Font*)run->GetFont(); FontCache *fc = f->fc; colour = f->colour; SetColourRemap(colour); DrawPixelInfo *dpi = _cur_dpi; int dpi_left = dpi->left; int dpi_right = dpi->left + dpi->width - 1; draw_shadow = fc->GetDrawGlyphShadow() && (colour & TC_NO_SHADE) == 0 && colour != TC_BLACK; for (int i = 0; i < run->GetGlyphCount(); i++) { GlyphID glyph = run->GetGlyphs()[i]; /* Not a valid glyph (empty) */ if (glyph == 0xFFFF) continue; int begin_x = (int)run->GetPositions()[i * 2] + left - offset_x; int end_x = (int)run->GetPositions()[i * 2 + 2] + left - offset_x - 1; int top = (int)run->GetPositions()[i * 2 + 1] + y; /* Truncated away. */ if (truncation && (begin_x < min_x || end_x > max_x)) continue; const Sprite *sprite = fc->GetGlyph(glyph); /* Check clipping (the "+ 1" is for the shadow). */ if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue; if (draw_shadow && (glyph & SPRITE_GLYPH) == 0) { SetColourRemap(TC_BLACK); GfxMainBlitter(sprite, begin_x + 1, top + 1, BM_COLOUR_REMAP); SetColourRemap(colour); } GfxMainBlitter(sprite, begin_x, top, BM_COLOUR_REMAP); } } if (truncation) { int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width); for (int i = 0; i < 3; i++, x += dot_width) { if (draw_shadow) { SetColourRemap(TC_BLACK); GfxMainBlitter(dot_sprite, x + 1, y + 1, BM_COLOUR_REMAP); SetColourRemap(colour); } GfxMainBlitter(dot_sprite, x, y, BM_COLOUR_REMAP); } } if (underline) { GfxFillRect(left, y + h, right, y + h, _string_colourremap[1]); } return (align & SA_HOR_MASK) == SA_RIGHT ? left : 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. * @param fontsize The size of the initial characters. * @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. */ int DrawString(int left, int right, int top, const char *str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize) { /* The string may contain control chars to change the font, just use the biggest font for clipping. */ int max_height = max(max(FONT_HEIGHT_SMALL, FONT_HEIGHT_NORMAL), max(FONT_HEIGHT_LARGE, FONT_HEIGHT_MONO)); /* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */ int extra = max_height / 2; if (_cur_dpi->top + _cur_dpi->height + extra < top || _cur_dpi->top > top + max_height + extra || _cur_dpi->left + _cur_dpi->width + extra < left || _cur_dpi->left > right + extra) { return 0; } Layouter layout(str, INT32_MAX, colour, fontsize); if (layout.size() == 0) return 0; return DrawLayoutLine(layout.front(), top, left, right, align, underline, true); } /** * 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. * @param fontsize The size of the initial characters. * @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. */ int DrawString(int left, int right, int top, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize) { char buffer[DRAW_STRING_BUFFER]; GetString(buffer, str, lastof(buffer)); return DrawString(left, right, top, buffer, colour, align, underline, fontsize); } /** * 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(const char *str, int maxw, FontSize fontsize) { Layouter layout(str, maxw, TC_FROMSTRING, fontsize); return layout.GetBounds().height; } /** * 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)); return GetStringHeight(buffer, maxw); } /** * Calculates number of lines of string. The string is changed to a multiline string if needed. * @param str string to check * @param maxw maximum string width * @return number of lines of string when it is drawn */ int GetStringLineCount(StringID str, int maxw) { char buffer[DRAW_STRING_BUFFER]; GetString(buffer, str, lastof(buffer)); Layouter layout(buffer, maxw); return (uint)layout.size(); } /** * 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, (uint)GetStringHeight(str, suggestion.width)}; return box; } /** * 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(const char *str, const Dimension &suggestion) { Dimension box = {suggestion.width, (uint)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 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 * @param fontsize The size of the initial characters. * * @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, FontSize fontsize) { 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; Layouter layout(str, maxw, colour, fontsize); int total_height = layout.GetBounds().height; 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(); } int last_line = top; int first_line = bottom; for (const ParagraphLayouter::Line *line : layout) { int line_height = line->GetLeading(); if (y >= top && y < bottom) { last_line = y + line_height; if (first_line > y) first_line = y; DrawLayoutLine(line, y, left, right, align, underline, false); } y += line_height; } return ((align & SA_VERT_MASK) == SA_BOTTOM) ? first_line : last_line; } /** * 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 * @param fontsize The size of the initial characters. * * @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, FontSize fontsize) { char buffer[DRAW_STRING_BUFFER]; GetString(buffer, str, lastof(buffer)); return DrawStringMultiLine(left, right, top, bottom, buffer, colour, align, underline, fontsize); } /** * 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) { Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize); return layout.GetBounds(); } /** * Get bounding box of a string. Uses parameters set by #SetDParam if needed. * Has the same restrictions as #GetStringBoundingBox(const char *str, FontSize start_fontsize). * @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); } /** * Get the leading corner of a character in a single-line string relative * to the start of the string. * @param str String containing the character. * @param ch Pointer to the character in the string. * @param start_fontsize Font size to start the text with. * @return Upper left corner of the glyph associated with the character. */ Point GetCharPosInString(const char *str, const char *ch, FontSize start_fontsize) { Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize); return layout.GetCharPosition(ch); } /** * Get the character from a string that is drawn at a specific position. * @param str String to test. * @param x Position relative to the start of the string. * @param start_fontsize Font size to start the text with. * @return Pointer to the character at the position or NULL if there is no character at the position. */ const char *GetCharAtPosition(const char *str, int x, FontSize start_fontsize) { if (x < 0) return NULL; Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize); return layout.GetCharAtPosition(x); } /** * 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); } /** * Get the size of a sprite. * @param sprid Sprite to examine. * @param[out] offset Optionally returns the sprite position offset. * @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, Point *offset, ZoomLevel zoom) { const Sprite *sprite = GetSprite(sprid, ST_NORMAL); if (offset != NULL) { offset->x = UnScaleByZoom(sprite->x_offs, zoom); offset->y = UnScaleByZoom(sprite->y_offs, zoom); } Dimension d; d.width = max(0, UnScaleByZoom(sprite->x_offs + sprite->width, zoom)); d.height = max(0, UnScaleByZoom(sprite->y_offs + sprite->height, zoom)); return d; } /** * Helper function to get the blitter mode for different types of palettes. * @param pal The palette to get the blitter mode for. * @return The blitter mode associated with the palette. */ static BlitterMode GetBlitterMode(PaletteID pal) { switch (pal) { case PAL_NONE: return BM_NORMAL; case PALETTE_CRASH: return BM_CRASH_REMAP; case PALETTE_ALL_BLACK: return BM_BLACK_REMAP; default: return BM_COLOUR_REMAP; } } /** * Draw a sprite in a viewport. * @param img Image number to draw * @param pal Palette to use. * @param x Left coordinate of image in viewport, scaled by zoom * @param y Top coordinate of image in viewport, scaled by zoom * @param sub If available, draw only specified part of the sprite */ void DrawSpriteViewport(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; GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, BM_TRANSPARENT, sub, real_sprite); } else if (pal != PAL_NONE) { if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) { SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH)); } else { _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1; } GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, GetBlitterMode(pal), sub, real_sprite); } else { GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite); } } /** * Draw a sprite, not in a viewport * @param img Image number to draw * @param pal Palette to use. * @param x Left coordinate of image in pixels * @param y Top coordinate of image in pixels * @param sub If available, draw only specified part of the sprite * @param zoom Zoom level of sprite */ void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub, ZoomLevel zoom) { 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, zoom); } else if (pal != PAL_NONE) { if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) { SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH)); } else { _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1; } GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, GetBlitterMode(pal), sub, real_sprite, zoom); } else { GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite, zoom); } } /** * The code for setting up the blitter mode and sprite information before finally drawing the sprite. * @param sprite The sprite to draw. * @param x The X location to draw. * @param y The Y location to draw. * @param mode The settings for the blitter to pass. * @param sub Whether to only draw a sub set of the sprite. * @param zoom The zoom level at which to draw the sprites. * @tparam ZOOM_BASE The factor required to get the sub sprite information into the right size. * @tparam SCALED_XY Whether the X and Y are scaled or unscaled. */ template static void GfxBlitter(const Sprite * const sprite, int x, int y, BlitterMode mode, const SubSprite * const sub, SpriteID sprite_id, ZoomLevel zoom) { const DrawPixelInfo *dpi = _cur_dpi; Blitter::BlitterParams bp; if (SCALED_XY) { /* Scale it */ x = ScaleByZoom(x, zoom); y = ScaleByZoom(y, zoom); } /* Move to the correct offset */ x += sprite->x_offs; y += sprite->y_offs; if (sub == NULL) { /* No clipping. */ bp.skip_left = 0; bp.skip_top = 0; bp.width = UnScaleByZoom(sprite->width, zoom); bp.height = UnScaleByZoom(sprite->height, zoom); } else { /* Amount of pixels to clip from the source sprite */ int clip_left = max(0, -sprite->x_offs + sub->left * ZOOM_BASE ); int clip_top = max(0, -sprite->y_offs + sub->top * ZOOM_BASE ); int clip_right = max(0, sprite->width - (-sprite->x_offs + (sub->right + 1) * ZOOM_BASE)); int clip_bottom = max(0, sprite->height - (-sprite->y_offs + (sub->bottom + 1) * ZOOM_BASE)); if (clip_left + clip_right >= sprite->width) return; if (clip_top + clip_bottom >= sprite->height) return; bp.skip_left = UnScaleByZoomLower(clip_left, zoom); bp.skip_top = UnScaleByZoomLower(clip_top, zoom); bp.width = UnScaleByZoom(sprite->width - clip_left - clip_right, zoom); bp.height = UnScaleByZoom(sprite->height - clip_top - clip_bottom, zoom); x += ScaleByZoom(bp.skip_left, zoom); y += ScaleByZoom(bp.skip_top, zoom); } /* Copy the main data directly from the sprite */ bp.sprite = sprite->data; bp.sprite_width = sprite->width; bp.sprite_height = sprite->height; bp.top = 0; bp.left = 0; 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 -= SCALED_XY ? ScaleByZoom(dpi->top, zoom) : dpi->top; int y_unscaled = UnScaleByZoom(y, zoom); /* Check for top overflow */ if (y < 0) { bp.height -= -y_unscaled; if (bp.height <= 0) return; bp.skip_top += -y_unscaled; y = 0; } else { bp.top = y_unscaled; } /* Check for bottom overflow */ y += SCALED_XY ? ScaleByZoom(bp.height - dpi->height, zoom) : ScaleByZoom(bp.height, zoom) - dpi->height; if (y > 0) { bp.height -= UnScaleByZoom(y, zoom); if (bp.height <= 0) return; } x -= SCALED_XY ? ScaleByZoom(dpi->left, zoom) : dpi->left; int x_unscaled = UnScaleByZoom(x, zoom); /* Check for left overflow */ if (x < 0) { bp.width -= -x_unscaled; if (bp.width <= 0) return; bp.skip_left += -x_unscaled; x = 0; } else { bp.left = x_unscaled; } /* Check for right overflow */ x += SCALED_XY ? ScaleByZoom(bp.width - dpi->width, zoom) : ScaleByZoom(bp.width, zoom) - dpi->width; if (x > 0) { bp.width -= UnScaleByZoom(x, zoom); if (bp.width <= 0) return; } assert(bp.skip_left + bp.width <= UnScaleByZoom(sprite->width, zoom)); assert(bp.skip_top + bp.height <= UnScaleByZoom(sprite->height, 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 = BlitterFactory::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) { include(_newgrf_debug_sprite_picker.sprites, sprite_id); } } } BlitterFactory::GetCurrentBlitter()->Draw(&bp, mode, zoom); } static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id) { GfxBlitter(sprite, x, y, mode, sub, sprite_id, _cur_dpi->zoom); } static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id, ZoomLevel zoom) { GfxBlitter<1, true>(sprite, x, y, mode, sub, sprite_id, zoom); } void DoPaletteAnimations(); void GfxInitPalettes() { memcpy(&_cur_palette, &_palette, sizeof(_cur_palette)); DoPaletteAnimations(); } #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 = BlitterFactory::GetCurrentBlitter(); const Colour *s; const ExtraPaletteValues *ev = &_extra_palette_values; Colour old_val[PALETTE_ANIM_SIZE]; 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[PALETTE_ANIM_START]; // Points to where animations are taking place on the palette /* Makes a copy of the current animation 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, sizeof(old_val)); /* 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; } /* 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 */ 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[PALETTE_ANIM_START], sizeof(old_val)) != 0 && _cur_palette.count_dirty == 0) { /* Did we changed anything on the palette? Seems so. Mark it as dirty */ _cur_palette.first_dirty = PALETTE_ANIM_START; _cur_palette.count_dirty = PALETTE_ANIM_SIZE; } } } /** * Determine a contrasty text colour for a coloured background. * @param background Background colour. * @param threshold Background colour brightness threshold below which the background is considered dark and TC_WHITE is returned, range: 0 - 255, default 128. * @return TC_BLACK or TC_WHITE depending on what gives a better contrast. */ TextColour GetContrastColour(uint8 background, uint8 threshold) { Colour c = _cur_palette.palette[background]; /* Compute brightness according to http://www.w3.org/TR/AERT#color-contrast. * The following formula computes 1000 * brightness^2, with brightness being in range 0 to 255. */ uint sq1000_brightness = c.r * c.r * 299 + c.g * c.g * 587 + c.b * c.b * 114; /* Compare with threshold brightness which defaults to 128 (50%) */ return sq1000_brightness < ((uint) threshold) * ((uint) threshold) * 1000 ? TC_WHITE : TC_BLACK; } /** * Initialize _stringwidth_table cache * @param monospace Whether to load the monospace cache or the normal fonts. */ void LoadStringWidthTable(bool monospace) { ClearFontCache(); for (FontSize fs = monospace ? FS_MONO : FS_BEGIN; fs < (monospace ? FS_END : FS_MONO); fs++) { for (uint i = 0; i != 224; i++) { _stringwidth_table[fs][i] = GetGlyphWidth(fs, i + 32); } } 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; } /** * Determine the broadest digits for guessing the maximum width of a n-digit number. * @param[out] front Broadest digit, which is not 0. (Use this digit as first digit for numbers with more than one digit.) * @param[out] next Broadest digit, including 0. (Use this digit for all digits, except the first one; or for numbers with only one digit.) * @param size Font of the digit */ void GetBroadestDigit(uint *front, uint *next, FontSize size) { int width = -1; for (char c = '9'; c >= '0'; c--) { int w = GetCharacterWidth(size, c); if (w > width) { width = w; *next = c - '0'; if (c != '0') *front = c - '0'; } } } void ScreenSizeChanged() { _dirty_bytes_per_line = CeilDiv(_screen.width, DIRTY_BLOCK_WIDTH); _dirty_blocks = ReallocT(_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 = BlitterFactory::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); VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y); } } void DrawMouseCursor() { /* Don't draw the mouse cursor if the screen is not ready */ if (_screen.dst_ptr == NULL) return; Blitter *blitter = BlitterFactory::GetCurrentBlitter(); /* 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(); } /* Determine visible area */ int left = _cursor.pos.x + _cursor.total_offs.x; int width = _cursor.total_size.x; if (left < 0) { width += left; left = 0; } if (left + width > _screen.width) { width = _screen.width - left; } if (width <= 0) return; int top = _cursor.pos.y + _cursor.total_offs.y; int height = _cursor.total_size.y; if (top < 0) { height += top; top = 0; } if (top + height > _screen.height) { height = _screen.height - top; } if (height <= 0) return; _cursor.draw_pos.x = left; _cursor.draw_pos.y = top; _cursor.draw_size.x = width; _cursor.draw_size.y = height; uint8 *buffer = _cursor_backup.Allocate(blitter->BufferSize(_cursor.draw_size.x, _cursor.draw_size.y)); /* 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; for (uint i = 0; i < _cursor.sprite_count; ++i) { DrawSprite(_cursor.sprite_seq[i].sprite, _cursor.sprite_seq[i].pal, _cursor.pos.x + _cursor.sprite_pos[i].x, _cursor.pos.y + _cursor.sprite_pos[i].y); } VideoDriver::GetInstance()->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(); } } if (_networking) NetworkUndrawChatMessage(); DrawOverlappedWindowForAll(left, top, right, bottom); VideoDriver::GetInstance()->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 (HasModalProgress()) { /* We are generating the world, so release our rights to the map and * painting while we are waiting a bit. */ _modal_progress_paint_mutex.unlock(); _modal_progress_work_mutex.unlock(); /* Wait a while and update _realtime_tick so we are given the rights */ if (!IsFirstModalProgressLoop()) CSleep(MODAL_PROGRESS_REDRAW_TIMEOUT); _realtime_tick += MODAL_PROGRESS_REDRAW_TIMEOUT; /* Modal progress thread may need blitter access while we are waiting for it. */ VideoDriver::GetInstance()->ReleaseBlitterLock(); _modal_progress_paint_mutex.lock(); VideoDriver::GetInstance()->AcquireBlitterLock(); _modal_progress_work_mutex.lock(); /* When we ended with the modal progress, do not draw the blocks. * Simply let the next run do so, otherwise we would be loading * the new state (and possibly change the blitter) when we hold * the drawing lock, which we must not do. */ if (_switch_mode != SM_NONE && !HasModalProgress()) return; } 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); ++_dirty_block_colour; _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 bottom 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 != 0); 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'. * @ingroup 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 = BlitterFactory::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() { /* Ignore setting any cursor before the sprites are loaded. */ if (GetMaxSpriteID() == 0) return; assert_compile(lengthof(_cursor.sprite_seq) == lengthof(_cursor.sprite_pos)); assert(_cursor.sprite_count <= lengthof(_cursor.sprite_seq)); for (uint i = 0; i < _cursor.sprite_count; ++i) { const Sprite *p = GetSprite(GB(_cursor.sprite_seq[i].sprite, 0, SPRITE_WIDTH), ST_NORMAL); Point offs, size; offs.x = UnScaleGUI(p->x_offs) + _cursor.sprite_pos[i].x; offs.y = UnScaleGUI(p->y_offs) + _cursor.sprite_pos[i].y; size.x = UnScaleGUI(p->width); size.y = UnScaleGUI(p->height); if (i == 0) { _cursor.total_offs = offs; _cursor.total_size = size; } else { int right = max(_cursor.total_offs.x + _cursor.total_size.x, offs.x + size.x); int bottom = max(_cursor.total_offs.y + _cursor.total_size.y, offs.y + size.y); if (offs.x < _cursor.total_offs.x) _cursor.total_offs.x = offs.x; if (offs.y < _cursor.total_offs.y) _cursor.total_offs.y = offs.y; _cursor.total_size.x = right - _cursor.total_offs.x; _cursor.total_size.y = bottom - _cursor.total_offs.y; } } _cursor.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) { if (_cursor.sprite_count == 1 && _cursor.sprite_seq[0].sprite == cursor && _cursor.sprite_seq[0].pal == pal) return; _cursor.sprite_count = 1; _cursor.sprite_seq[0].sprite = cursor; _cursor.sprite_seq[0].pal = pal; _cursor.sprite_pos[0].x = 0; _cursor.sprite_pos[0].y = 0; UpdateCursorSize(); } static void SwitchAnimatedCursor() { const AnimCursor *cur = _cursor.animate_cur; if (cur == NULL || cur->sprite == AnimCursor::LAST) cur = _cursor.animate_list; SetCursorSprite(cur->sprite, _cursor.sprite_seq[0].pal); _cursor.animate_timeout = cur->display_time; _cursor.animate_cur = cur + 1; } void CursorTick() { if (_cursor.animate_timeout != 0 && --_cursor.animate_timeout == 0) { SwitchAnimatedCursor(); } } /** * Set or unset the ZZZ cursor. * @param busy Whether to show the ZZZ cursor. */ void SetMouseCursorBusy(bool busy) { if (busy) { if (_cursor.sprite_seq[0].sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE); } else { if (_cursor.sprite_seq[0].sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE); } } /** * 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.sprite_seq[0].pal = PAL_NONE; SwitchAnimatedCursor(); } /** * Update cursor position on mouse movement. * @param x New X position. * @param y New Y position. * @param queued_warp True, if the OS queues mouse warps after pending mouse movement events. * False, if the warp applies instantaneous. * @return true, if the OS cursor position should be warped back to this->pos. */ bool CursorVars::UpdateCursorPosition(int x, int y, bool queued_warp) { /* Detecting relative mouse movement is somewhat tricky. * - There may be multiple mouse move events in the video driver queue (esp. when OpenTTD lags a bit). * - When we request warping the mouse position (return true), a mouse move event is appended at the end of the queue. * * So, when this->fix_at is active, we use the following strategy: * - The first movement triggers the warp to reset the mouse position. * - Subsequent events have to compute movement relative to the previous event. * - The relative movement is finished, when we receive the event matching the warp. */ if (x == this->pos.x && y == this->pos.y) { /* Warp finished. */ this->queued_warp = false; } this->delta.x = x - (this->queued_warp ? this->last_position.x : this->pos.x); this->delta.y = y - (this->queued_warp ? this->last_position.y : this->pos.y); this->last_position.x = x; this->last_position.y = y; bool need_warp = false; if (this->fix_at) { if (this->delta.x != 0 || this->delta.y != 0) { /* Trigger warp. * Note: We also trigger warping again, if there is already a pending warp. * This makes it more tolerant about the OS or other software inbetween * botchering the warp. */ this->queued_warp = queued_warp; need_warp = true; } } else if (this->pos.x != x || this->pos.y != y) { this->queued_warp = false; // Cancel warping, we are no longer confining the position. this->dirty = true; this->pos.x = x; this->pos.y = y; } return need_warp; } bool ChangeResInGame(int width, int height) { return (_screen.width == width && _screen.height == height) || VideoDriver::GetInstance()->ChangeResolution(width, height); } bool ToggleFullScreen(bool fs) { bool result = VideoDriver::GetInstance()->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); }