/*
* 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_func.h Functions related to the gfx engine. */
/**
* @defgroup dirty Dirty
*
* Handles the repaint of some part of the screen.
*
* Some places in the code are called functions which makes something "dirty".
* This has nothing to do with making a Tile or Window darker or less visible.
* This term comes from memory caching and is used to define an object must
* be repaint. If some data of an object (like a Tile, Window, Vehicle, whatever)
* are changed which are so extensive the object must be repaint its marked
* as "dirty". The video driver repaint this object instead of the whole screen
* (this is btw. also possible if needed). This is used to avoid a
* flickering of the screen by the video driver constantly repainting it.
*
* This whole mechanism is controlled by an rectangle defined in #_invalid_rect. This
* rectangle defines the area on the screen which must be repaint. If a new object
* needs to be repainted this rectangle is extended to 'catch' the object on the
* screen. At some point (which is normally uninteresting for patch writers) this
* rectangle is send to the video drivers method
* VideoDriver::MakeDirty and it is truncated back to an empty rectangle. At some
* later point (which is uninteresting, too) the video driver
* repaints all these saved rectangle instead of the whole screen and drop the
* rectangle information. Then a new round begins by marking objects "dirty".
*
* @see VideoDriver::MakeDirty
* @see _invalid_rect
* @see _screen
*/
#ifndef GFX_FUNC_H
#define GFX_FUNC_H
#include "gfx_type.h"
#include "strings_type.h"
#include "string_type.h"
void GameLoop();
void CreateConsole();
extern byte _dirkeys; ///< 1 = left, 2 = up, 4 = right, 8 = down
extern bool _fullscreen;
extern byte _support8bpp;
extern CursorVars _cursor;
extern bool _ctrl_pressed; ///< Is Ctrl pressed?
extern bool _shift_pressed; ///< Is Shift pressed?
extern uint16 _game_speed;
extern bool _left_button_down;
extern bool _left_button_clicked;
extern bool _right_button_down;
extern bool _right_button_clicked;
extern DrawPixelInfo _screen;
extern bool _screen_disable_anim; ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
extern std::vector _resolutions;
extern Dimension _cur_resolution;
extern Palette _cur_palette; ///< Current palette
void HandleKeypress(uint keycode, WChar key);
void HandleTextInput(const char *str, bool marked = false, const char *caret = nullptr, const char *insert_location = nullptr, const char *replacement_end = nullptr);
void HandleCtrlChanged();
void HandleMouseEvents();
void UpdateWindows();
void ChangeGameSpeed(bool enable_fast_forward);
void DrawMouseCursor();
void ScreenSizeChanged();
void GameSizeChanged();
void UpdateGUIZoom();
void UndrawMouseCursor();
/** Size of the buffer used for drawing strings. */
static const int DRAW_STRING_BUFFER = 2048;
void RedrawScreenRect(int left, int top, int right, int bottom);
void GfxScroll(int left, int top, int width, int height, int xo, int yo);
Dimension GetSpriteSize(SpriteID sprid, Point *offset = nullptr, ZoomLevel zoom = ZOOM_LVL_GUI);
void DrawSpriteViewport(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub = nullptr);
void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub = nullptr, ZoomLevel zoom = ZOOM_LVL_GUI);
/** How to align the to-be drawn text. */
enum StringAlignment {
SA_LEFT = 0 << 0, ///< Left align the text.
SA_HOR_CENTER = 1 << 0, ///< Horizontally center the text.
SA_RIGHT = 2 << 0, ///< Right align the text (must be a single bit).
SA_HOR_MASK = 3 << 0, ///< Mask for horizontal alignment.
SA_TOP = 0 << 2, ///< Top align the text.
SA_VERT_CENTER = 1 << 2, ///< Vertically center the text.
SA_BOTTOM = 2 << 2, ///< Bottom align the text.
SA_VERT_MASK = 3 << 2, ///< Mask for vertical alignment.
SA_CENTER = SA_HOR_CENTER | SA_VERT_CENTER, ///< Center both horizontally and vertically.
SA_FORCE = 1 << 4, ///< Force the alignment, i.e. don't swap for RTL languages.
};
DECLARE_ENUM_AS_BIT_SET(StringAlignment)
int DrawString(int left, int right, int top, const char *str, TextColour colour = TC_FROMSTRING, StringAlignment align = SA_LEFT, bool underline = false, FontSize fontsize = FS_NORMAL);
int DrawString(int left, int right, int top, StringID str, TextColour colour = TC_FROMSTRING, StringAlignment align = SA_LEFT, bool underline = false, FontSize fontsize = FS_NORMAL);
int DrawStringMultiLine(int left, int right, int top, int bottom, const char *str, TextColour colour = TC_FROMSTRING, StringAlignment align = (SA_TOP | SA_LEFT), bool underline = false, FontSize fontsize = FS_NORMAL);
int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, TextColour colour = TC_FROMSTRING, StringAlignment align = (SA_TOP | SA_LEFT), bool underline = false, FontSize fontsize = FS_NORMAL);
void DrawCharCentered(WChar c, int x, int y, TextColour colour);
void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode = FILLRECT_OPAQUE);
void GfxFillPolygon(const std::vector &shape, int colour, FillRectMode mode = FILLRECT_OPAQUE);
void GfxDrawLine(int left, int top, int right, int bottom, int colour, int width = 1, int dash = 0);
void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3);
Dimension GetStringBoundingBox(const char *str, FontSize start_fontsize = FS_NORMAL);
Dimension GetStringBoundingBox(StringID strid);
int GetStringHeight(const char *str, int maxw, FontSize fontsize = FS_NORMAL);
int GetStringHeight(StringID str, int maxw);
int GetStringLineCount(StringID str, int maxw);
Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion);
Dimension GetStringMultiLineBoundingBox(const char *str, const Dimension &suggestion);
void LoadStringWidthTable(bool monospace = false);
Point GetCharPosInString(const char *str, const char *ch, FontSize start_fontsize = FS_NORMAL);
const char *GetCharAtPosition(const char *str, int x, FontSize start_fontsize = FS_NORMAL);
void DrawDirtyBlocks();
void AddDirtyBlock(int left, int top, int right, int bottom);
void MarkWholeScreenDirty();
void GfxInitPalettes();
void CheckBlitter();
bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height);
/**
* Determine where to draw a centred object inside a widget.
* @param min The top or left coordinate.
* @param max The bottom or right coordinate.
* @param size The height or width of the object to draw.
* @return Offset of where to start drawing the object.
*/
static inline int CenterBounds(int min, int max, int size)
{
return min + (max - min - size + 1) / 2;
}
/* window.cpp */
void DrawOverlappedWindowForAll(int left, int top, int right, int bottom);
void SetMouseCursorBusy(bool busy);
void SetMouseCursor(CursorID cursor, PaletteID pal);
void SetAnimatedMouseCursor(const AnimCursor *table);
void CursorTick();
void UpdateCursorSize();
bool ChangeResInGame(int w, int h);
void SortResolutions();
bool ToggleFullScreen(bool fs);
/* gfx.cpp */
byte GetCharacterWidth(FontSize size, WChar key);
byte GetDigitWidth(FontSize size = FS_NORMAL);
void GetBroadestDigit(uint *front, uint *next, FontSize size = FS_NORMAL);
int GetCharacterHeight(FontSize size);
/** Height of characters in the small (#FS_SMALL) font. @note Some characters may be oversized. */
#define FONT_HEIGHT_SMALL (GetCharacterHeight(FS_SMALL))
/** Height of characters in the normal (#FS_NORMAL) font. @note Some characters may be oversized. */
#define FONT_HEIGHT_NORMAL (GetCharacterHeight(FS_NORMAL))
/** Height of characters in the large (#FS_LARGE) font. @note Some characters may be oversized. */
#define FONT_HEIGHT_LARGE (GetCharacterHeight(FS_LARGE))
/** Height of characters in the large (#FS_MONO) font. @note Some characters may be oversized. */
#define FONT_HEIGHT_MONO (GetCharacterHeight(FS_MONO))
extern DrawPixelInfo *_cur_dpi;
TextColour GetContrastColour(uint8 background, uint8 threshold = 128);
/**
* All 16 colour gradients
* 8 colours per gradient from darkest (0) to lightest (7)
*/
extern byte _colour_gradient[COLOUR_END][8];
extern bool _palette_remap_grf[];
/**
* Return the colour for a particular greyscale level.
* @param level Intensity, 0 = black, 15 = white
* @return colour
*/
#define GREY_SCALE(level) (level)
static const uint8 PC_BLACK = GREY_SCALE(1); ///< Black palette colour.
static const uint8 PC_DARK_GREY = GREY_SCALE(6); ///< Dark grey palette colour.
static const uint8 PC_GREY = GREY_SCALE(10); ///< Grey palette colour.
static const uint8 PC_WHITE = GREY_SCALE(15); ///< White palette colour.
static const uint8 PC_VERY_DARK_RED = 0xB2; ///< Almost-black red palette colour.
static const uint8 PC_DARK_RED = 0xB4; ///< Dark red palette colour.
static const uint8 PC_RED = 0xB8; ///< Red palette colour.
static const uint8 PC_VERY_DARK_BROWN = 0x56; ///< Almost-black brown palette colour.
static const uint8 PC_ORANGE = 0xC2; ///< Orange palette colour.
static const uint8 PC_YELLOW = 0xBF; ///< Yellow palette colour.
static const uint8 PC_LIGHT_YELLOW = 0x44; ///< Light yellow palette colour.
static const uint8 PC_VERY_LIGHT_YELLOW = 0x45; ///< Almost-white yellow palette colour.
static const uint8 PC_GREEN = 0xD0; ///< Green palette colour.
static const uint8 PC_VERY_DARK_BLUE = 0x9A; ///< Almost-black blue palette colour.
static const uint8 PC_DARK_BLUE = 0x9D; ///< Dark blue palette colour.
static const uint8 PC_LIGHT_BLUE = 0x98; ///< Light blue palette colour.
static const uint8 PC_ROUGH_LAND = 0x52; ///< Dark green palette colour for rough land.
static const uint8 PC_GRASS_LAND = 0x54; ///< Dark green palette colour for grass land.
static const uint8 PC_BARE_LAND = 0x37; ///< Brown palette colour for bare land.
static const uint8 PC_RAINFOREST = 0x5C; ///< Pale green palette colour for rainforest.
static const uint8 PC_FIELDS = 0x25; ///< Light brown palette colour for fields.
static const uint8 PC_TREES = 0x57; ///< Green palette colour for trees.
static const uint8 PC_WATER = 0xC9; ///< Dark blue palette colour for water.
#endif /* GFX_FUNC_H */