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https://github.com/JGRennison/OpenTTD-patches.git
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e1dc47e65c
If you resize the window so it's smaller than default the text might still not fit
218 lines
9.2 KiB
C
218 lines
9.2 KiB
C
/* $Id$ */
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/*
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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 gfx_func.h Functions related to the gfx engine. */
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/**
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* @defgroup dirty Dirty
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*
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* Handles the repaint of some part of the screen.
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*
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* Some places in the code are called functions which makes something "dirty".
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* This has nothing to do with making a Tile or Window darker or less visible.
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* This term comes from memory caching and is used to define an object must
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* be repaint. If some data of an object (like a Tile, Window, Vehicle, whatever)
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* are changed which are so extensive the object must be repaint its marked
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* as "dirty". The video driver repaint this object instead of the whole screen
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* (this is btw. also possible if needed). This is used to avoid a
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* flickering of the screen by the video driver constantly repainting it.
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*
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* This whole mechanism is controlled by an rectangle defined in #_invalid_rect. This
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* rectangle defines the area on the screen which must be repaint. If a new object
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* needs to be repainted this rectangle is extended to 'catch' the object on the
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* screen. At some point (which is normaly uninteressted for patch writers) this
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* rectangle is send to the video drivers method
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* VideoDriver::MakeDirty and it is truncated back to an empty rectangle. At some
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* later point (which is uninteressted, too) the video driver
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* repaints all these saved rectangle instead of the whole screen and drop the
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* rectangle informations. Then a new round begins by marking objects "dirty".
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*
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* @see VideoDriver::MakeDirty
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* @see _invalid_rect
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* @see _screen
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*/
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#ifndef GFX_FUNC_H
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#define GFX_FUNC_H
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#include "gfx_type.h"
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#include "strings_type.h"
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void GameLoop();
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void CreateConsole();
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extern byte _dirkeys; ///< 1 = left, 2 = up, 4 = right, 8 = down
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extern bool _fullscreen;
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extern CursorVars _cursor;
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extern bool _ctrl_pressed; ///< Is Ctrl pressed?
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extern bool _shift_pressed; ///< Is Shift pressed?
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extern byte _fast_forward;
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extern bool _left_button_down;
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extern bool _left_button_clicked;
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extern bool _right_button_down;
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extern bool _right_button_clicked;
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extern DrawPixelInfo _screen;
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extern bool _screen_disable_anim; ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
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extern int _num_resolutions;
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extern Dimension _resolutions[32];
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extern Dimension _cur_resolution;
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extern Palette _cur_palette; ///< Current palette
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void HandleKeypress(uint32 key);
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void HandleCtrlChanged();
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void HandleMouseEvents();
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void CSleep(int milliseconds);
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void UpdateWindows();
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void DrawMouseCursor();
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void ScreenSizeChanged();
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void GameSizeChanged();
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void UndrawMouseCursor();
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/** Size of the buffer used for drawing strings. */
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static const int DRAW_STRING_BUFFER = 2048;
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void RedrawScreenRect(int left, int top, int right, int bottom);
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void GfxScroll(int left, int top, int width, int height, int xo, int yo);
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Dimension GetSpriteSize(SpriteID sprid, Point *offset = NULL, ZoomLevel zoom = ZOOM_LVL_GUI);
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void DrawSpriteViewport(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub = NULL);
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void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub = NULL, ZoomLevel zoom = ZOOM_LVL_GUI);
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/** How to align the to-be drawn text. */
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enum StringAlignment {
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SA_LEFT = 0 << 0, ///< Left align the text.
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SA_HOR_CENTER = 1 << 0, ///< Horizontally center the text.
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SA_RIGHT = 2 << 0, ///< Right align the text (must be a single bit).
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SA_HOR_MASK = 3 << 0, ///< Mask for horizontal alignment.
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SA_TOP = 0 << 2, ///< Top align the text.
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SA_VERT_CENTER = 1 << 2, ///< Vertically center the text.
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SA_BOTTOM = 2 << 2, ///< Bottom align the text.
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SA_VERT_MASK = 3 << 2, ///< Mask for vertical alignment.
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SA_CENTER = SA_HOR_CENTER | SA_VERT_CENTER, ///< Center both horizontally and vertically.
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SA_FORCE = 1 << 4, ///< Force the alignment, i.e. don't swap for RTL languages.
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SA_STRIP = 1 << 5, ///< Strip the SETX/SETXY commands from the string
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};
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DECLARE_ENUM_AS_BIT_SET(StringAlignment)
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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);
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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);
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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);
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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);
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void DrawCharCentered(uint32 c, int x, int y, TextColour colour);
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void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode = FILLRECT_OPAQUE);
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void GfxDrawLine(int left, int top, int right, int bottom, int colour, int width = 1);
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void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3);
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Dimension GetStringBoundingBox(const char *str, FontSize start_fontsize = FS_NORMAL);
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Dimension GetStringBoundingBox(StringID strid);
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uint32 FormatStringLinebreaks(char *str, const char *last, int maxw, FontSize start_fontsize = FS_NORMAL);
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int GetStringHeight(StringID str, int maxw);
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Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion);
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Dimension GetStringMultiLineBoundingBox(const char *str, const Dimension &suggestion);
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void LoadStringWidthTable(bool monospace = false);
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void DrawDirtyBlocks();
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void SetDirtyBlocks(int left, int top, int right, int bottom);
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void MarkWholeScreenDirty();
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void GfxInitPalettes();
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bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height);
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/* window.cpp */
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void DrawOverlappedWindowForAll(int left, int top, int right, int bottom);
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void SetMouseCursor(CursorID cursor, PaletteID pal);
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void SetAnimatedMouseCursor(const AnimCursor *table);
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void CursorTick();
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void UpdateCursorSize();
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bool ChangeResInGame(int w, int h);
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void SortResolutions(int count);
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bool ToggleFullScreen(bool fs);
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/* gfx.cpp */
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byte GetCharacterWidth(FontSize size, uint32 key);
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byte GetDigitWidth(FontSize size = FS_NORMAL);
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/**
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* Get height of a character for a given font size.
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* @param size Font size to get height of
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* @return Height of characters in the given font (pixels)
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*/
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static inline byte GetCharacterHeight(FontSize size)
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{
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assert(size < FS_END);
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extern int _font_height[FS_END];
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return _font_height[size];
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}
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/** Height of characters in the small (#FS_SMALL) font. */
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#define FONT_HEIGHT_SMALL (GetCharacterHeight(FS_SMALL))
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/** Height of characters in the normal (#FS_NORMAL) font. */
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#define FONT_HEIGHT_NORMAL (GetCharacterHeight(FS_NORMAL))
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/** Height of characters in the large (#FS_LARGE) font. */
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#define FONT_HEIGHT_LARGE (GetCharacterHeight(FS_LARGE))
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/** Height of characters in the large (#FS_MONO) font. */
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#define FONT_HEIGHT_MONO (GetCharacterHeight(FS_MONO))
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extern DrawPixelInfo *_cur_dpi;
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/**
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* All 16 colour gradients
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* 8 colours per gradient from darkest (0) to lightest (7)
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*/
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extern byte _colour_gradient[COLOUR_END][8];
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extern bool _palette_remap_grf[];
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/**
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* Return the colour for a particular greyscale level.
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* @param level Intensity, 0 = black, 15 = white
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* @return colour
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*/
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#define GREY_SCALE(level) (level)
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static const uint8 PC_BLACK = GREY_SCALE(1); ///< Black palette colour.
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static const uint8 PC_DARK_GREY = GREY_SCALE(6); ///< Dark grey palette colour.
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static const uint8 PC_GREY = GREY_SCALE(10); ///< Grey palette colour.
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static const uint8 PC_WHITE = GREY_SCALE(15); ///< White palette colour.
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static const uint8 PC_VERY_DARK_RED = 0xB2; ///< Almost-black red palette colour.
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static const uint8 PC_DARK_RED = 0xB4; ///< Dark red palette colour.
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static const uint8 PC_RED = 0xB8; ///< Red palette colour.
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static const uint8 PC_VERY_DARK_BROWN = 0x56; ///< Almost-black brown palette colour.
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static const uint8 PC_ORANGE = 0xC2; ///< Orange palette colour.
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static const uint8 PC_YELLOW = 0xBF; ///< Yellow palette colour.
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static const uint8 PC_LIGHT_YELLOW = 0x44; ///< Light yellow palette colour.
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static const uint8 PC_VERY_LIGHT_YELLOW = 0x45; ///< Almost-white yellow palette colour.
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static const uint8 PC_GREEN = 0xD0; ///< Green palette colour.
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static const uint8 PC_DARK_BLUE = 0x9D; ///< Dark blue palette colour.
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static const uint8 PC_LIGHT_BLUE = 0x98; ///< Light blue palette colour.
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#endif /* GFX_FUNC_H */
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