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