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https://github.com/JGRennison/OpenTTD-patches.git
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246 lines
6.9 KiB
C
246 lines
6.9 KiB
C
/* $Id$ */
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/** @file gfx_type.h Types related to the graphics and/or input devices. */
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#ifndef GFX_TYPE_H
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#define GFX_TYPE_H
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#include "core/endian_type.hpp"
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#include "core/enum_type.hpp"
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#include "core/geometry_type.hpp"
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#include "zoom_type.h"
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typedef uint32 SpriteID; ///< The number of a sprite, without mapping bits and colourtables
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/** Combination of a palette sprite and a 'real' sprite */
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struct PalSpriteID {
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SpriteID sprite; ///< The 'real' sprite
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SpriteID pal; ///< The palette (use \c PAL_NONE) if not needed)
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};
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typedef int32 CursorID;
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enum WindowKeyCodes {
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WKC_SHIFT = 0x8000,
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WKC_CTRL = 0x4000,
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WKC_ALT = 0x2000,
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WKC_META = 0x1000,
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/* Special ones */
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WKC_NONE = 0,
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WKC_ESC = 1,
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WKC_BACKSPACE = 2,
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WKC_INSERT = 3,
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WKC_DELETE = 4,
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WKC_PAGEUP = 5,
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WKC_PAGEDOWN = 6,
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WKC_END = 7,
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WKC_HOME = 8,
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/* Arrow keys */
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WKC_LEFT = 9,
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WKC_UP = 10,
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WKC_RIGHT = 11,
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WKC_DOWN = 12,
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/* Return & tab */
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WKC_RETURN = 13,
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WKC_TAB = 14,
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/* Space */
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WKC_SPACE = 32,
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/* Function keys */
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WKC_F1 = 33,
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WKC_F2 = 34,
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WKC_F3 = 35,
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WKC_F4 = 36,
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WKC_F5 = 37,
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WKC_F6 = 38,
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WKC_F7 = 39,
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WKC_F8 = 40,
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WKC_F9 = 41,
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WKC_F10 = 42,
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WKC_F11 = 43,
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WKC_F12 = 44,
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/* Backquote is the key left of "1"
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* we only store this key here, no matter what character is really mapped to it
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* on a particular keyboard. (US keyboard: ` and ~ ; German keyboard: ^ and °) */
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WKC_BACKQUOTE = 45,
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WKC_PAUSE = 46,
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/* 0-9 are mapped to 48-57
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* A-Z are mapped to 65-90
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* a-z are mapped to 97-122 */
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/* Numerical keyboard */
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WKC_NUM_DIV = 138,
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WKC_NUM_MUL = 139,
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WKC_NUM_MINUS = 140,
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WKC_NUM_PLUS = 141,
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WKC_NUM_ENTER = 142,
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WKC_NUM_DECIMAL = 143,
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/* Other keys */
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WKC_SLASH = 144, ///< / Forward slash
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WKC_SEMICOLON = 145, ///< ; Semicolon
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WKC_EQUALS = 146, ///< = Equals
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WKC_L_BRACKET = 147, ///< [ Left square bracket
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WKC_BACKSLASH = 148, ///< \ Backslash
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WKC_R_BRACKET = 149, ///< ] Right square bracket
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WKC_SINGLEQUOTE = 150, ///< ' Single quote
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WKC_COMMA = 151, ///< , Comma
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WKC_PERIOD = 152, ///< . Period
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WKC_MINUS = 153, ///< - Minus
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};
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/** A single sprite of a list of animated cursors */
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struct AnimCursor {
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static const CursorID LAST = MAX_UVALUE(CursorID);
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CursorID sprite; ///< Must be set to LAST_ANIM when it is the last sprite of the loop
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byte display_time; ///< Amount of ticks this sprite will be shown
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};
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/** Collection of variables for cursor-display and -animation */
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struct CursorVars {
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Point pos, size, offs, delta; ///< position, size, offset from top-left, and movement
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Point draw_pos, draw_size; ///< position and size bounding-box for drawing
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int short_vehicle_offset; ///< offset of the X for short vehicles
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SpriteID sprite; ///< current image of cursor
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SpriteID pal;
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int wheel; ///< mouse wheel movement
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/* We need two different vars to keep track of how far the scrollwheel moved.
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* OSX uses this for scrolling around the map. */
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int v_wheel;
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int h_wheel;
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const AnimCursor *animate_list; ///< in case of animated cursor, list of frames
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const AnimCursor *animate_cur; ///< in case of animated cursor, current frame
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uint animate_timeout; ///< in case of animated cursor, number of ticks to show the current cursor
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bool visible; ///< cursor is visible
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bool dirty; ///< the rect occupied by the mouse is dirty (redraw)
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bool fix_at; ///< mouse is moving, but cursor is not (used for scrolling)
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bool in_window; ///< mouse inside this window, determines drawing logic
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bool vehchain; ///< vehicle chain is dragged
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};
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struct DrawPixelInfo {
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void *dst_ptr;
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int left, top, width, height;
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int pitch;
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ZoomLevel zoom;
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};
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struct Colour {
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#if TTD_ENDIAN == TTD_BIG_ENDIAN
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uint8 a, r, g, b; ///< colour channels in BE order
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#else
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uint8 b, g, r, a; ///< colour channels in LE order
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#endif /* TTD_ENDIAN == TTD_BIG_ENDIAN */
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operator uint32 () const { return *(uint32 *)this; }
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};
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/** Available font sizes */
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enum FontSize {
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FS_NORMAL,
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FS_SMALL,
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FS_LARGE,
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FS_END,
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};
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DECLARE_POSTFIX_INCREMENT(FontSize);
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/**
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* Used to only draw a part of the sprite.
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* Draw the subsprite in the rect (sprite_x_offset + left, sprite_y_offset + top) to (sprite_x_offset + right, sprite_y_offset + bottom).
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* Both corners are included in the drawing area.
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*/
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struct SubSprite {
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int left, top, right, bottom;
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};
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enum Colours {
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COLOUR_DARK_BLUE,
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COLOUR_PALE_GREEN,
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COLOUR_PINK,
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COLOUR_YELLOW,
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COLOUR_RED,
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COLOUR_LIGHT_BLUE,
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COLOUR_GREEN,
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COLOUR_DARK_GREEN,
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COLOUR_BLUE,
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COLOUR_CREAM,
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COLOUR_MAUVE,
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COLOUR_PURPLE,
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COLOUR_ORANGE,
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COLOUR_BROWN,
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COLOUR_GREY,
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COLOUR_WHITE,
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COLOUR_END,
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INVALID_COLOUR = 0xFF,
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};
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/** Colour of the strings, see _string_colourmap in table/palettes.h or docs/ottd-colourtext-palette.png */
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enum TextColour {
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TC_FROMSTRING = 0x00,
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TC_BLUE = 0x00,
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TC_SILVER = 0x01,
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TC_GOLD = 0x02,
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TC_RED = 0x03,
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TC_PURPLE = 0x04,
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TC_LIGHT_BROWN = 0x05,
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TC_ORANGE = 0x06,
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TC_GREEN = 0x07,
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TC_YELLOW = 0x08,
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TC_DARK_GREEN = 0x09,
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TC_CREAM = 0x0A,
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TC_BROWN = 0x0B,
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TC_WHITE = 0x0C,
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TC_LIGHT_BLUE = 0x0D,
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TC_GREY = 0x0E,
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TC_DARK_BLUE = 0x0F,
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TC_BLACK = 0x10,
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TC_INVALID = 0xFF,
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IS_PALETTE_COLOUR = 0x100, ///< colour value is already a real palette colour index, not an index of a StringColour
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};
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DECLARE_ENUM_AS_BIT_SET(TextColour);
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/** Defines a few values that are related to animations using palette changes */
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enum PaletteAnimationSizes {
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PALETTE_ANIM_SIZE_WIN = 28, ///< number of animated colours in Windows palette
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PALETTE_ANIM_SIZE_DOS = 38, ///< number of animated colours in DOS palette
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PALETTE_ANIM_SIZE_START = 217, ///< Index in the _palettes array from which all animations are taking places (table/palettes.h)
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};
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/** Define the operation GfxFillRect performs */
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enum FillRectMode {
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FILLRECT_OPAQUE, ///< Fill rectangle with a single colour
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FILLRECT_CHECKER, ///< Draw only every second pixel, used for greying-out
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FILLRECT_RECOLOUR, ///< Apply a recolour sprite to the screen content
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};
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/** Palettes OpenTTD supports. */
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enum PaletteType {
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PAL_DOS, ///< Use the DOS palette.
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PAL_WINDOWS, ///< Use the Windows palette.
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PAL_AUTODETECT, ///< Automatically detect the palette based on the graphics pack.
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MAX_PAL = 2, ///< The number of palettes.
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};
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/** Types of sprites that might be loaded */
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enum SpriteType {
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ST_NORMAL = 0, ///< The most basic (normal) sprite
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ST_MAPGEN = 1, ///< Special sprite for the map generator
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ST_FONT = 2, ///< A sprite used for fonts
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ST_RECOLOUR = 3, ///< Recolour sprite
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ST_INVALID = 4, ///< Pseudosprite or other unusable sprite, used only internally
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};
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#endif /* GFX_TYPE_H */
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