OpenTTD-patches/src/gfx_func.h

184 lines
5.9 KiB
C

/* $Id$ */
/** @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 is 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 normaly uninteressted 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 uninteressted, too) the video driver
* repaints all these saved rectangle instead of the whole screen and drop the
* rectangle informations. Then a new round begins by marking objects "dirty".
*
* @see VideoDriver::MakeDirty
* @see _invalid_rect
* @see _screen
*/
#ifndef GFX_FUNC_H
#define GFX_FUNC_H
#include "gfx_type.h"
#include "strings_type.h"
void GameLoop();
void CreateConsole();
extern byte _dirkeys; ///< 1 = left, 2 = up, 4 = right, 8 = down
extern bool _fullscreen;
extern CursorVars _cursor;
extern bool _ctrl_pressed; ///< Is Ctrl pressed?
extern bool _shift_pressed; ///< Is Shift pressed?
extern byte _fast_forward;
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 int _pal_first_dirty;
extern int _pal_count_dirty;
extern int _num_resolutions;
extern Dimension _resolutions[32];
extern Dimension _cur_resolution;
extern Colour _cur_palette[256]; ///< Current palette. Entry 0 has to be always fully transparent!
void HandleKeypress(uint32 key);
void HandleCtrlChanged();
void HandleMouseEvents();
void CSleep(int milliseconds);
void UpdateWindows();
void DrawMouseCursor();
void ScreenSizeChanged();
void GameSizeChanged();
void UndrawMouseCursor();
enum {
/* Size of the buffer used for drawing strings. */
DRAW_STRING_BUFFER = 2048,
};
void RedrawScreenRect(int left, int top, int right, int bottom);
void GfxScroll(int left, int top, int width, int height, int xo, int yo);
void DrawSprite(SpriteID img, SpriteID pal, int x, int y, const SubSprite *sub = NULL);
/** How to align the to-be drawn text. */
enum StringAlignment {
SA_LEFT, ///< Left align the text
SA_CENTER, ///< Center the text
SA_RIGHT, ///< Right align the text
SA_MASK = 3, ///< Mask for base alignment
SA_FORCE = 4, ///< Force the alignment, i.e. don't swap for RTL languages.
};
DECLARE_ENUM_AS_BIT_SET(StringAlignment);
int DrawString(int left, int right, int top, const char *str, TextColour colour = TC_FROMSTRING, StringAlignment align = SA_LEFT, bool underline = false);
int DrawString(int left, int right, int top, StringID str, TextColour colour = TC_FROMSTRING, StringAlignment align = SA_LEFT, bool underline = false);
int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, TextColour colour = TC_FROMSTRING, StringAlignment align = SA_LEFT, bool underline = false);
void DrawCharCentered(uint32 c, int x, int y, TextColour colour);
void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode = FILLRECT_OPAQUE);
void GfxDrawLine(int left, int top, int right, int bottom, int colour);
void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3);
Dimension GetStringBoundingBox(const char *str);
uint32 FormatStringLinebreaks(char *str, int maxw);
int GetStringHeight(StringID str, int maxw);
void LoadStringWidthTable();
/**
* Let the dirty blocks repainting by the video driver.
*
* @ingroup dirty
*/
void DrawDirtyBlocks();
/**
* Set a new dirty block.
*
* @ingroup dirty
*/
void SetDirtyBlocks(int left, int top, int right, int bottom);
/**
* Marks the whole screen as dirty.
*
* @ingroup dirty
*/
void MarkWholeScreenDirty();
void GfxInitPalettes();
bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height);
/* window.cpp */
void DrawOverlappedWindowForAll(int left, int top, int right, int bottom);
void SetMouseCursor(SpriteID sprite, SpriteID pal);
void SetAnimatedMouseCursor(const AnimCursor *table);
void CursorTick();
bool ChangeResInGame(int w, int h);
void SortResolutions(int count);
bool ToggleFullScreen(bool fs);
/* gfx.cpp */
#define ASCII_LETTERSTART 32
extern FontSize _cur_fontsize;
byte GetCharacterWidth(FontSize size, uint32 key);
/**
* 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)
*/
static inline byte GetCharacterHeight(FontSize size)
{
assert(size < FS_END);
extern int _font_height[FS_END];
return _font_height[size];
}
#define FONT_HEIGHT_SMALL (GetCharacterHeight(FS_SMALL))
#define FONT_HEIGHT_NORMAL (GetCharacterHeight(FS_NORMAL))
#define FONT_HEIGHT_LARGE (GetCharacterHeight(FS_LARGE))
extern DrawPixelInfo *_cur_dpi;
/**
* All 16 colour gradients
* 8 colours per gradient from darkest (0) to lightest (7)
*/
extern byte _colour_gradient[COLOUR_END][8];
extern PaletteType _use_palette;
extern bool _palette_remap_grf[];
extern const byte *_palette_remap;
extern const byte *_palette_reverse_remap;
#endif /* GFX_FUNC_H */