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/* $Id$ */
/** @file gfx_type.h Types related to the graphics and/or input devices. */
#ifndef GFX_TYPE_H
#define GFX_TYPE_H
#include "core/endian_type.hpp"
#include "core/enum_type.hpp"
#include "core/geometry_type.hpp"
#include "zoom_type.h"
typedef uint32 SpriteID; ///< The number of a sprite, without mapping bits and colortables
struct PalSpriteID {
SpriteID sprite;
SpriteID pal;
};
typedef int32 CursorID;
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,
/* 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 */
/* Numerical keyboard */
WKC_NUM_0 = 128,
WKC_NUM_1 = 129,
WKC_NUM_2 = 130,
WKC_NUM_3 = 131,
WKC_NUM_4 = 132,
WKC_NUM_5 = 133,
WKC_NUM_6 = 134,
WKC_NUM_7 = 135,
WKC_NUM_8 = 136,
WKC_NUM_9 = 137,
WKC_NUM_DIV = 138,
WKC_NUM_MUL = 139,
WKC_NUM_MINUS = 140,
WKC_NUM_PLUS = 141,
WKC_NUM_ENTER = 142,
WKC_NUM_DECIMAL = 143,
/* Other keys */
WKC_SLASH = 144, ///< / Forward slash
WKC_SEMICOLON = 145, ///< ; Semicolon
WKC_EQUALS = 146, ///< = Equals
WKC_L_BRACKET = 147, ///< [ Left square bracket
WKC_BACKSLASH = 148, ///< \ Backslash
WKC_R_BRACKET = 149, ///< ] Right square bracket
WKC_SINGLEQUOTE = 150, ///< ' Single quote
WKC_COMMA = 151, ///< , Comma
WKC_PERIOD = 152, ///< . Period
WKC_MINUS = 153, ///< - Minus
};
/** 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
};
/** Collection of variables for cursor-display and -animation */
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
int short_vehicle_offset; ///< offset of the X for short vehicles
SpriteID sprite; ///< current image of cursor
SpriteID pal;
int wheel; ///< mouse wheel movement
/* We need two different vars to keep track of how far the scrollwheel moved.
* OSX uses this for scrolling around the map. */
int v_wheel;
int h_wheel;
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
bool vehchain; ///< vehicle chain is dragged
};
struct DrawPixelInfo {
void *dst_ptr;
int left, top, width, height;
int pitch;
ZoomLevel zoom;
};
struct Colour {
#if TTD_ENDIAN == TTD_BIG_ENDIAN
uint8 a, r, g, b; ///< colour channels in BE order
#else
uint8 b, g, r, a; ///< colour channels in LE order
#endif /* TTD_ENDIAN == TTD_BIG_ENDIAN */
operator uint32 () const { return *(uint32 *)this; }
};
/** Available font sizes */
enum FontSize {
FS_NORMAL,
FS_SMALL,
FS_LARGE,
FS_END,
};
DECLARE_POSTFIX_INCREMENT(FontSize);
/**
* Used to only draw a part of the sprite.
* Draw the subsprite in the rect (sprite_x_offset + left, sprite_y_offset + top) to (sprite_x_offset + right, sprite_y_offset + bottom).
* Both corners are included in the drawing area.
*/
struct SubSprite {
int left, top, right, bottom;
};
enum Colours {
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,
COLOUR_END,
INVALID_COLOUR = 0xFF
};
/** Colour of the strings, see _string_colormap in table/palettes.h or docs/ottd-colourtext-palette.png */
enum TextColour {
TC_FROMSTRING = 0x00,
TC_BLUE = 0x00,
TC_SILVER = 0x01,
TC_GOLD = 0x02,
TC_RED = 0x03,
TC_PURPLE = 0x04,
TC_LIGHT_BROWN = 0x05,
TC_ORANGE = 0x06,
TC_GREEN = 0x07,
TC_YELLOW = 0x08,
TC_DARK_GREEN = 0x09,
TC_CREAM = 0x0A,
TC_BROWN = 0x0B,
TC_WHITE = 0x0C,
TC_LIGHT_BLUE = 0x0D,
TC_GREY = 0x0E,
TC_DARK_BLUE = 0x0F,
TC_BLACK = 0x10,
};
enum StringColorFlags {
IS_PALETTE_COLOR = 0x100, ///< color value is already a real palette color index, not an index of a StringColor
};
/** Define the operation GfxFillRect performs */
enum FillRectMode {
FILLRECT_OPAQUE, ///< Fill rectangle with a single color
FILLRECT_CHECKER, ///< Draw only every second pixel, used for greying-out
FILLRECT_RECOLOR, ///< Apply a recolor sprite to the screen content
};
#endif /* GFX_TYPE_H */
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