/* * 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 video_driver.hpp Base of all video drivers. */ #ifndef VIDEO_VIDEO_DRIVER_HPP #define VIDEO_VIDEO_DRIVER_HPP #include "../driver.h" #include "../core/geometry_type.hpp" #include "../core/math_func.hpp" #include "../gfx_func.h" #include "../settings_type.h" #include "../zoom_type.h" #include #include #include #include #include #include #include extern std::string _ini_videodriver; extern std::vector _resolutions; extern Dimension _cur_resolution; extern bool _rightclick_emulate; extern bool _video_hw_accel; extern bool _video_vsync; /** The base of all video drivers. */ class VideoDriver : public Driver { const uint DEFAULT_WINDOW_WIDTH = 640u; ///< Default window width. const uint DEFAULT_WINDOW_HEIGHT = 480u; ///< Default window height. public: VideoDriver(bool uses_hardware_acceleration = false) : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true), uses_hardware_acceleration(uses_hardware_acceleration) {} /** * Mark a particular area dirty. * @param left The left most line of the dirty area. * @param top The top most line of the dirty area. * @param width The width of the dirty area. * @param height The height of the dirty area. */ virtual void MakeDirty(int left, int top, int width, int height) = 0; /** * Perform the actual drawing. */ virtual void MainLoop() = 0; /** * Change the resolution of the window. * @param w The new width. * @param h The new height. * @return True if the change succeeded. */ virtual bool ChangeResolution(int w, int h) = 0; /** * Change the full screen setting. * @param fullscreen The new setting. * @return True if the change succeeded. */ virtual bool ToggleFullscreen(bool fullscreen) = 0; /** * Change the vsync setting. * @param vsync The new setting. */ virtual void ToggleVsync([[maybe_unused]] bool vsync) {} /** * Callback invoked after the blitter was changed. * @return True if no error. */ virtual bool AfterBlitterChange() { return true; } virtual bool ClaimMousePointer() { return true; } /** * Get whether the mouse cursor is drawn by the video driver. * @return True if cursor drawing is done by the video driver. */ virtual bool UseSystemCursor() { return false; } /** * Populate all sprites in cache. */ virtual void PopulateSystemSprites() {} /** * Clear all cached sprites. */ virtual void ClearSystemSprites() {} /** * Whether the driver has a graphical user interface with the end user. * Or in other words, whether we should spawn a thread for world generation * and NewGRF scanning so the graphical updates can keep coming. Otherwise * progress has to be shown on the console, which uses by definition another * thread/process for display purposes. * @return True for all drivers except null and dedicated. */ virtual bool HasGUI() const { return true; } /** * Has this video driver an efficient code path for palette animated 8-bpp sprites? * @return True if the driver has an efficient code path for 8-bpp. */ virtual bool HasEfficient8Bpp() const { return false; } /** * Does this video driver support a separate animation buffer in addition to the colour buffer? * @return True if a separate animation buffer is supported. */ virtual bool HasAnimBuffer() { return false; } /** * Get a pointer to the animation buffer of the video back-end. * @return Pointer to the buffer or nullptr if no animation buffer is supported. */ inline uint8_t *GetAnimBuffer() { return this->anim_buffer; } /** * An edit box lost the input focus. Abort character compositing if necessary. */ virtual void EditBoxLostFocus() {} /** * An edit box gained the input focus */ virtual void EditBoxGainedFocus() {} /** * Get a list of refresh rates of each available monitor. * @return A vector of the refresh rates of all available monitors. */ virtual std::vector GetListOfMonitorRefreshRates() { return {}; } /** * Get a suggested default GUI scale taking screen DPI into account. */ virtual int GetSuggestedUIScale() { float dpi_scale = this->GetDPIScale(); return Clamp(dpi_scale * 100, MIN_INTERFACE_SCALE, MAX_INTERFACE_SCALE); } virtual const char *GetInfoString() const { return this->GetName(); } /** * Queue a function to be called on the main thread with game state * lock held and video buffer locked. Queued functions will be * executed on the next draw tick. * @param func Function to call. */ void QueueOnMainThread(std::function &&func) { std::lock_guard lock(this->cmd_queue_mutex); this->cmd_queue.emplace_back(std::forward>(func)); } void GameLoopPause(); /** * Get the currently active instance of the video driver. */ static VideoDriver *GetInstance() { return static_cast(*DriverFactoryBase::GetActiveDriver(Driver::DT_VIDEO)); } static std::string GetCaption(); /** * Helper struct to ensure the video buffer is locked and ready for drawing. The destructor * will make sure the buffer is unlocked no matter how the scope is exited. */ struct VideoBufferLocker { VideoBufferLocker() { this->unlock = VideoDriver::GetInstance()->LockVideoBuffer(); } ~VideoBufferLocker() { if (this->unlock) VideoDriver::GetInstance()->UnlockVideoBuffer(); } private: bool unlock; ///< Stores if the lock did anything that has to be undone. }; static bool EmergencyAcquireGameLock(uint tries, uint delay_ms); protected: const uint ALLOWED_DRIFT = 5; ///< How many times videodriver can miss deadlines without it being overly compensated. /** * Get the resolution of the main screen. */ virtual Dimension GetScreenSize() const { return { DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT }; } /** * Get DPI scaling factor of the screen OTTD is displayed on. * @return 1.0 for default platform DPI, > 1.0 for higher DPI values, and < 1.0 for smaller DPI values. */ virtual float GetDPIScale() { return 1.0f; } /** * Apply resolution auto-detection and clamp to sensible defaults. */ void UpdateAutoResolution() { if (_cur_resolution.width == 0 || _cur_resolution.height == 0) { /* Auto-detect a good resolution. We aim for 75% of the screen size. * Limit width times height times bytes per pixel to fit a 32 bit * integer, This way all internal drawing routines work correctly. */ Dimension res = this->GetScreenSize(); _cur_resolution.width = ClampU(res.width * 3 / 4, DEFAULT_WINDOW_WIDTH, UINT16_MAX / 2); _cur_resolution.height = ClampU(res.height * 3 / 4, DEFAULT_WINDOW_HEIGHT, UINT16_MAX / 2); } } /** * Handle input logic, is CTRL pressed, should we fast-forward, etc. */ virtual void InputLoop() {} /** * Make sure the video buffer is ready for drawing. * @returns True if the video buffer has to be unlocked. */ virtual bool LockVideoBuffer() { return false; } /** * Unlock a previously locked video buffer. */ virtual void UnlockVideoBuffer() {} /** * Paint the window. */ virtual void Paint() {} /** * Process any pending palette animation. */ virtual void CheckPaletteAnim() {} /** * Process a single system event. * @returns False if there are no more events to process. */ virtual bool PollEvent() { return false; }; /** * Start the loop for game-tick. */ void StartGameThread(); /** * Stop the loop for the game-tick. This can still tick at most one time before truly shutting down. */ void StopGameThread(); /** * Give the video-driver a tick. * It will process any potential game-tick and/or draw-tick, and/or any * other video-driver related event. */ void Tick(); /** * Sleep till the next tick is about to happen. */ void SleepTillNextTick(); void InvalidateGameOptionsWindow(); std::chrono::steady_clock::duration GetGameInterval() { /* If we are paused, run on normal speed. */ if (_pause_mode) return std::chrono::milliseconds(MILLISECONDS_PER_TICK); /* Infinite speed, as quickly as you can. */ if (_game_speed == 0) return std::chrono::microseconds(0); return std::chrono::microseconds(MILLISECONDS_PER_TICK * 1000 * 100 / _game_speed); } std::chrono::steady_clock::duration GetDrawInterval() { /* If vsync, draw interval is decided by the display driver */ if (_video_vsync && this->uses_hardware_acceleration) return std::chrono::microseconds(0); return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate); } /** Execute all queued commands. */ void DrainCommandQueue() { std::vector> cmds{}; { /* Exchange queue with an empty one to limit the time we * hold the mutex. This also ensures that queued functions can * add new functions to the queue without everything blocking. */ std::lock_guard lock(this->cmd_queue_mutex); cmds.swap(this->cmd_queue); } for (auto &f : cmds) { f(); } } std::chrono::steady_clock::time_point next_game_tick; std::chrono::steady_clock::time_point next_draw_tick; bool fast_forward_key_pressed; ///< The fast-forward key is being pressed. bool fast_forward_via_key; ///< The fast-forward was enabled by key press. bool is_game_threaded; std::thread game_thread; std::recursive_mutex game_state_mutex; std::mutex game_thread_wait_mutex; bool uses_hardware_acceleration; uint8_t *anim_buffer = nullptr; ///< Animation buffer, (not used by all drivers, here because it is accessed very frequently) static void GameThreadThunk(VideoDriver *drv); private: std::mutex cmd_queue_mutex; std::vector> cmd_queue; void GameLoop(); void GameThread(); }; #endif /* VIDEO_VIDEO_DRIVER_HPP */