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/* $Id$ */
/** @file gfx.h */
#ifndef GFX_H
#define GFX_H
enum WindowKeyCodes {
WKC_SHIFT = 0x8000,
WKC_CTRL = 0x4000,
WKC_ALT = 0x2000,
WKC_META = 0x1000,
/* Special ones */
WKC_NONE = 0,
WKC_ESC = 1,
WKC_BACKSPACE = 2,
WKC_INSERT = 3,
WKC_DELETE = 4,
WKC_PAGEUP = 5,
WKC_PAGEDOWN = 6,
WKC_END = 7,
WKC_HOME = 8,
/* Arrow keys */
WKC_LEFT = 9,
WKC_UP = 10,
WKC_RIGHT = 11,
WKC_DOWN = 12,
/* Return & tab */
WKC_RETURN = 13,
WKC_TAB = 14,
/* Numerical keyboard */
WKC_NUM_0 = 16,
WKC_NUM_1 = 17,
WKC_NUM_2 = 18,
WKC_NUM_3 = 19,
WKC_NUM_4 = 20,
WKC_NUM_5 = 21,
WKC_NUM_6 = 22,
WKC_NUM_7 = 23,
WKC_NUM_8 = 24,
WKC_NUM_9 = 25,
WKC_NUM_DIV = 26,
WKC_NUM_MUL = 27,
WKC_NUM_MINUS = 28,
WKC_NUM_PLUS = 29,
WKC_NUM_ENTER = 30,
WKC_NUM_DECIMAL = 31,
/* Space */
WKC_SPACE = 32,
/* Function keys */
WKC_F1 = 33,
WKC_F2 = 34,
WKC_F3 = 35,
WKC_F4 = 36,
WKC_F5 = 37,
WKC_F6 = 38,
WKC_F7 = 39,
WKC_F8 = 40,
WKC_F9 = 41,
WKC_F10 = 42,
WKC_F11 = 43,
WKC_F12 = 44,
/* backquote is the key left of "1"
* we only store this key here, no matter what character is really mapped to it
* on a particular keyboard. (US keyboard: ` and ~ ; German keyboard: ^ and °) */
WKC_BACKQUOTE = 45,
WKC_PAUSE = 46,
/* 0-9 are mapped to 48-57
* A-Z are mapped to 65-90
* a-z are mapped to 97-122 */
};
enum GameModes {
GM_MENU,
GM_NORMAL,
GM_EDITOR
};
void GameLoop(void);
void CreateConsole(void);
typedef int32 CursorID;
typedef byte Pixel;
typedef struct Point {
int x,y;
} Point;
typedef struct Rect {
int left,top,right,bottom;
} Rect;
/** A single sprite of a list of animated cursors */
struct AnimCursor {
static const CursorID LAST = MAX_UVALUE(CursorID);
CursorID sprite; ///< Must be set to LAST_ANIM when it is the last sprite of the loop
byte display_time; ///< Amount of ticks this sprite will be shown
};
typedef struct CursorVars {
Point pos, size, offs, delta; ///< position, size, offset from top-left, and movement
Point draw_pos, draw_size; ///< position and size bounding-box for drawing
SpriteID sprite; ///< current image of cursor
SpriteID pal;
int wheel; ///< mouse wheel movement
const AnimCursor *animate_list; ///< in case of animated cursor, list of frames
const AnimCursor *animate_cur; ///< in case of animated cursor, current frame
uint animate_timeout; ///< in case of animated cursor, number of ticks to show the current cursor
bool visible; ///< cursor is visible
bool dirty; ///< the rect occupied by the mouse is dirty (redraw)
bool fix_at; ///< mouse is moving, but cursor is not (used for scrolling)
bool in_window; ///< mouse inside this window, determines drawing logic
} CursorVars;
typedef struct DrawPixelInfo {
Pixel *dst_ptr;
int left, top, width, height;
int pitch;
uint16 zoom;
} DrawPixelInfo;
typedef struct Colour {
byte r;
byte g;
byte b;
} Colour;
extern byte _dirkeys; ///< 1 = left, 2 = up, 4 = right, 8 = down
extern bool _fullscreen;
extern CursorVars _cursor;
extern bool _ctrl_pressed; ///< Is Ctrl pressed?
extern bool _shift_pressed; ///< Is Shift pressed?
extern byte _fast_forward;
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 _exit_game;
extern bool _networking; ///< are we in networking mode?
extern byte _game_mode;
extern byte _pause_game;
extern int _pal_first_dirty;
extern int _pal_last_dirty;
extern int _num_resolutions;
extern uint16 _resolutions[32][2];
extern uint16 _cur_resolution[2];
extern Colour _cur_palette[256];
void HandleKeypress(uint32 key);
void HandleMouseEvents(void);
void CSleep(int milliseconds);
void UpdateWindows(void);
uint32 InteractiveRandom(void); //< Used for random sequences that are not the same on the other end of the multiplayer link
uint InteractiveRandomRange(uint max);
void DrawTextMessage(void);
void DrawMouseCursor(void);
void ScreenSizeChanged(void);
void HandleExitGameRequest(void);
void GameSizeChanged(void);
void UndrawMouseCursor(void);
#include "helpers.hpp"
typedef enum FontSizes {
FS_NORMAL,
FS_SMALL,
FS_LARGE,
FS_END,
} FontSize;
DECLARE_POSTFIX_INCREMENT(FontSize);
void RedrawScreenRect(int left, int top, int right, int bottom);
void GfxScroll(int left, int top, int width, int height, int xo, int yo);
/* XXX doesn't really belong here, but the only
* consumers always use it in conjunction with DoDrawString() */
#define UPARROW "\xEE\x8A\x80"
#define DOWNARROW "\xEE\x8A\xAA"
int DrawStringCentered(int x, int y, StringID str, uint16 color);
int DrawStringCenteredTruncated(int xl, int xr, int y, StringID str, uint16 color);
int DoDrawStringCentered(int x, int y, const char *str, uint16 color);
int DrawString(int x, int y, StringID str, uint16 color);
int DrawStringTruncated(int x, int y, StringID str, uint16 color, uint maxw);
int DoDrawString(const char *string, int x, int y, uint16 color);
int DoDrawStringTruncated(const char *str, int x, int y, uint16 color, uint maxw);
void DrawStringCenterUnderline(int x, int y, StringID str, uint16 color);
void DrawStringCenterUnderlineTruncated(int xl, int xr, int y, StringID str, uint16 color);
int DrawStringRightAligned(int x, int y, StringID str, uint16 color);
void DrawStringRightAlignedTruncated(int x, int y, StringID str, uint16 color, uint maxw);
void DrawStringRightAlignedUnderline(int x, int y, StringID str, uint16 color);
void GfxFillRect(int left, int top, int right, int bottom, int color);
void GfxDrawLine(int left, int top, int right, int bottom, int color);
BoundingRect GetStringBoundingBox(const char *str);
uint32 FormatStringLinebreaks(char *str, int maxw);
void LoadStringWidthTable(void);
void DrawStringMultiCenter(int x, int y, StringID str, int maxw);
uint DrawStringMultiLine(int x, int y, StringID str, int maxw);
void DrawDirtyBlocks(void);
void SetDirtyBlocks(int left, int top, int right, int bottom);
void MarkWholeScreenDirty(void);
void GfxInitPalettes(void);
bool FillDrawPixelInfo(DrawPixelInfo* n, int left, int top, int width, int height);
/* window.cpp */
void DrawOverlappedWindowForAll(int left, int top, int right, int bottom);
void SetMouseCursor(CursorID cursor);
void SetMouseCursor(SpriteID sprite, SpriteID pal);
void SetAnimatedMouseCursor(const AnimCursor *table);
void CursorTick(void);
void DrawMouseCursor(void);
void ScreenSizeChanged(void);
void UndrawMouseCursor(void);
bool ChangeResInGame(int w, int h);
void SortResolutions(int count);
void ToggleFullScreen(bool fs);
/* gfx.cpp */
#define ASCII_LETTERSTART 32
extern FontSize _cur_fontsize;
byte GetCharacterWidth(FontSize size, uint32 key);
static inline byte GetCharacterHeight(FontSize size)
{
switch (size) {
default: NOT_REACHED();
case FS_NORMAL: return 10;
case FS_SMALL: return 6;
case FS_LARGE: return 18;
}
}
VARDEF DrawPixelInfo *_cur_dpi;
enum {
COLOUR_DARK_BLUE,
COLOUR_PALE_GREEN,
COLOUR_PINK,
COLOUR_YELLOW,
COLOUR_RED,
COLOUR_LIGHT_BLUE,
COLOUR_GREEN,
COLOUR_DARK_GREEN,
COLOUR_BLUE,
COLOUR_CREAM,
COLOUR_MAUVE,
COLOUR_PURPLE,
COLOUR_ORANGE,
COLOUR_BROWN,
COLOUR_GREY,
COLOUR_WHITE
};
/**
* All 16 colour gradients
* 8 colours per gradient from darkest (0) to lightest (7)
*/
VARDEF byte _colour_gradient[16][8];
VARDEF bool _use_dos_palette;
typedef enum StringColorFlags {
IS_PALETTE_COLOR = 0x100, ///< color value is already a real palette color index, not an index of a StringColor
} StringColorFlags;
#ifdef _DEBUG
extern bool _dbg_screen_rect;
#endif
#endif /* GFX_H */
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