/* * 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 was 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 _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 bool _invert_ctrl; extern bool _invert_shift; 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 HandleToolbarHotkey(int hotkey); 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 HandleShiftChanged(); 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); 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); std::unique_ptr DrawSpriteToRgbaBuffer(SpriteID spriteId, ZoomLevel zoom = ZOOM_LVL_GUI); 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, const std::string &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, const std::string &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, const Rect &r, 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(const std::string &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 SetDirtyBlocks(int left, int top, int right, int bottom); void SetPendingDirtyBlocks(int left, int top, int right, int bottom); void UnsetDirtyBlocks(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 */ enum DrawOverlappedWindowFlags { DOWF_NONE = 0, DOWF_MARK_DIRTY = 1 << 0, DOWF_SHOW_DEBUG = 1 << 1, }; DECLARE_ENUM_AS_BIT_SET(DrawOverlappedWindowFlags) 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); extern int font_height_cache[FS_END]; /** * Get height of a character for a given font size. * @param size Font size to get height of * @return Height of characters in the given font (pixels) */ inline int GetCharacterHeight(FontSize size) { return font_height_cache[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 byte _colour_value[COLOUR_END]; /** * 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. #endif /* GFX_FUNC_H */