OpenRCT2/src/openrct2-ui/UiContext.cpp

874 lines
28 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2019 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "UiContext.h"
#include "CursorRepository.h"
#include "SDLException.h"
#include "TextComposition.h"
#include "WindowManager.h"
#include "drawing/engines/DrawingEngineFactory.hpp"
#include "input/KeyboardShortcuts.h"
#include "interface/InGameConsole.h"
#include "interface/Theme.h"
#include "title/TitleSequencePlayer.h"
#include <SDL.h>
#include <algorithm>
#include <chrono>
#include <cmath>
#include <cstdlib>
#include <memory>
#include <openrct2-ui/interface/Window.h>
#include <openrct2/Context.h>
#include <openrct2/Input.h>
#include <openrct2/Version.h>
#include <openrct2/audio/AudioMixer.h>
#include <openrct2/config/Config.h>
#include <openrct2/core/String.hpp>
#include <openrct2/drawing/Drawing.h>
#include <openrct2/drawing/IDrawingEngine.h>
#include <openrct2/interface/Chat.h>
#include <openrct2/interface/InteractiveConsole.h>
#include <openrct2/localisation/StringIds.h>
#include <openrct2/platform/Platform2.h>
#include <openrct2/title/TitleSequencePlayer.h>
#include <openrct2/ui/UiContext.h>
#include <openrct2/ui/WindowManager.h>
#include <vector>
using namespace OpenRCT2;
using namespace OpenRCT2::Drawing;
using namespace OpenRCT2::Input;
using namespace OpenRCT2::Ui;
#ifdef __MACOSX__
// macOS uses COMMAND rather than CTRL for many keyboard shortcuts
# define KEYBOARD_PRIMARY_MODIFIER KMOD_GUI
#else
# define KEYBOARD_PRIMARY_MODIFIER KMOD_CTRL
#endif
class UiContext final : public IUiContext
{
private:
constexpr static uint32_t TOUCH_DOUBLE_TIMEOUT = 300;
IPlatformUiContext* const _platformUiContext;
IWindowManager* const _windowManager;
CursorRepository _cursorRepository;
SDL_Window* _window = nullptr;
int32_t _width = 0;
int32_t _height = 0;
int32_t _scaleQuality = 0;
std::vector<Resolution> _fsResolutions;
bool _steamOverlayActive = false;
// Input
KeyboardShortcuts _keyboardShortcuts;
TextComposition _textComposition;
CursorState _cursorState = {};
uint32_t _lastKeyPressed = 0;
const uint8_t* _keysState = nullptr;
uint8_t _keysPressed[256] = {};
uint32_t _lastGestureTimestamp = 0;
float _gestureRadius = 0;
InGameConsole _inGameConsole;
std::unique_ptr<ITitleSequencePlayer> _titleSequencePlayer;
public:
InGameConsole& GetInGameConsole()
{
return _inGameConsole;
}
explicit UiContext(const std::shared_ptr<IPlatformEnvironment>& env)
: _platformUiContext(CreatePlatformUiContext())
, _windowManager(CreateWindowManager())
, _keyboardShortcuts(env)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
SDLException::Throw("SDL_Init(SDL_INIT_VIDEO)");
}
_cursorRepository.LoadCursors();
_keyboardShortcuts.Reset();
_keyboardShortcuts.Load();
}
~UiContext() override
{
CloseWindow();
delete _windowManager;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
delete _platformUiContext;
}
void Update() override
{
_inGameConsole.Update();
}
void Draw(rct_drawpixelinfo* dpi) override
{
auto bgColour = theme_get_colour(WC_CHAT, 0);
chat_draw(dpi, bgColour);
_inGameConsole.Draw(dpi);
}
// Window
void* GetWindow() override
{
return _window;
}
int32_t GetWidth() override
{
return _width;
}
int32_t GetHeight() override
{
return _height;
}
int32_t GetScaleQuality() override
{
return _scaleQuality;
}
void SetFullscreenMode(FULLSCREEN_MODE mode) override
{
static constexpr const int32_t SDLFSFlags[] = { 0, SDL_WINDOW_FULLSCREEN, SDL_WINDOW_FULLSCREEN_DESKTOP };
uint32_t windowFlags = SDLFSFlags[(int32_t)mode];
// HACK Changing window size when in fullscreen usually has no effect
if (mode == FULLSCREEN_MODE::FULLSCREEN)
{
SDL_SetWindowFullscreen(_window, 0);
}
// Set window size
if (mode == FULLSCREEN_MODE::FULLSCREEN)
{
UpdateFullscreenResolutions();
Resolution resolution = GetClosestResolution(gConfigGeneral.fullscreen_width, gConfigGeneral.fullscreen_height);
SDL_SetWindowSize(_window, resolution.Width, resolution.Height);
}
else if (mode == FULLSCREEN_MODE::WINDOWED)
{
SDL_SetWindowSize(_window, gConfigGeneral.window_width, gConfigGeneral.window_height);
}
if (SDL_SetWindowFullscreen(_window, windowFlags))
{
log_fatal("SDL_SetWindowFullscreen %s", SDL_GetError());
exit(1);
// TODO try another display mode rather than just exiting the game
}
}
const std::vector<Resolution>& GetFullscreenResolutions() override
{
UpdateFullscreenResolutions();
return _fsResolutions;
}
bool HasFocus() override
{
uint32_t windowFlags = GetWindowFlags();
return (windowFlags & SDL_WINDOW_INPUT_FOCUS) != 0;
}
bool IsMinimised() override
{
uint32_t windowFlags = GetWindowFlags();
return (windowFlags & SDL_WINDOW_MINIMIZED) || (windowFlags & SDL_WINDOW_HIDDEN);
}
bool IsSteamOverlayActive() override
{
return _steamOverlayActive;
}
// Input
const CursorState* GetCursorState() override
{
return &_cursorState;
}
const uint8_t* GetKeysState() override
{
return _keysState;
}
const uint8_t* GetKeysPressed() override
{
return _keysPressed;
}
CURSOR_ID GetCursor() override
{
return _cursorRepository.GetCurrentCursor();
}
void SetCursor(CURSOR_ID cursor) override
{
_cursorRepository.SetCurrentCursor(cursor);
}
void SetCursorScale(uint8_t scale) override
{
_cursorRepository.SetCursorScale(scale);
}
void SetCursorVisible(bool value) override
{
SDL_ShowCursor(value ? SDL_ENABLE : SDL_DISABLE);
}
void GetCursorPosition(int32_t* x, int32_t* y) override
{
SDL_GetMouseState(x, y);
}
void SetCursorPosition(int32_t x, int32_t y) override
{
SDL_WarpMouseInWindow(nullptr, x, y);
}
void SetCursorTrap(bool value) override
{
SDL_SetWindowGrab(_window, value ? SDL_TRUE : SDL_FALSE);
}
void SetKeysPressed(uint32_t keysym, uint8_t scancode) override
{
_lastKeyPressed = keysym;
_keysPressed[scancode] = 1;
}
// Drawing
std::shared_ptr<Drawing::IDrawingEngineFactory> GetDrawingEngineFactory() override
{
return std::make_shared<DrawingEngineFactory>();
}
void DrawRainAnimation(IRainDrawer* rainDrawer, rct_drawpixelinfo* dpi, DrawRainFunc drawFunc) override
{
int32_t left = dpi->x;
int32_t right = left + dpi->width;
int32_t top = dpi->y;
int32_t bottom = top + dpi->height;
for (auto& w : g_window_list)
{
DrawRainWindow(rainDrawer, w.get(), left, right, top, bottom, drawFunc);
}
}
// Text input
bool IsTextInputActive() override
{
return _textComposition.IsActive();
}
TextInputSession* StartTextInput(utf8* buffer, size_t bufferSize) override
{
return _textComposition.Start(buffer, bufferSize);
}
void StopTextInput() override
{
_textComposition.Stop();
}
void ProcessMessages() override
{
_lastKeyPressed = 0;
_cursorState.left &= ~CURSOR_CHANGED;
_cursorState.middle &= ~CURSOR_CHANGED;
_cursorState.right &= ~CURSOR_CHANGED;
_cursorState.old = 0;
SDL_Event e;
while (SDL_PollEvent(&e))
{
switch (e.type)
{
case SDL_QUIT:
context_quit();
break;
case SDL_WINDOWEVENT:
// HACK: Fix #2158, OpenRCT2 does not draw if it does not think that the window is
// visible - due a bug in SDL 2.0.3 this hack is required if the
// window is maximised, minimised and then restored again.
if (e.window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
{
if (SDL_GetWindowFlags(_window) & SDL_WINDOW_MAXIMIZED)
{
SDL_RestoreWindow(_window);
SDL_MaximizeWindow(_window);
}
if ((SDL_GetWindowFlags(_window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
SDL_RestoreWindow(_window);
SDL_SetWindowFullscreen(_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
}
if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
OnResize(e.window.data1, e.window.data2);
}
switch (e.window.event)
{
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_MOVED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
{
// Update default display index
int32_t displayIndex = SDL_GetWindowDisplayIndex(_window);
if (displayIndex != gConfigGeneral.default_display)
{
gConfigGeneral.default_display = displayIndex;
config_save_default();
}
break;
}
}
if (gConfigSound.audio_focus)
{
if (e.window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
{
Mixer_SetVolume(1);
}
if (e.window.event == SDL_WINDOWEVENT_FOCUS_LOST)
{
Mixer_SetVolume(0);
}
}
break;
case SDL_MOUSEMOTION:
_cursorState.x = (int32_t)(e.motion.x / gConfigGeneral.window_scale);
_cursorState.y = (int32_t)(e.motion.y / gConfigGeneral.window_scale);
break;
case SDL_MOUSEWHEEL:
if (_inGameConsole.IsOpen())
{
_inGameConsole.Scroll(e.wheel.y * 3); // Scroll 3 lines at a time
break;
}
_cursorState.wheel -= e.wheel.y;
break;
case SDL_MOUSEBUTTONDOWN:
{
if (e.button.which == SDL_TOUCH_MOUSEID)
{
break;
}
int32_t x = (int32_t)(e.button.x / gConfigGeneral.window_scale);
int32_t y = (int32_t)(e.button.y / gConfigGeneral.window_scale);
switch (e.button.button)
{
case SDL_BUTTON_LEFT:
store_mouse_input(MOUSE_STATE_LEFT_PRESS, x, y);
_cursorState.left = CURSOR_PRESSED;
_cursorState.old = 1;
break;
case SDL_BUTTON_MIDDLE:
_cursorState.middle = CURSOR_PRESSED;
break;
case SDL_BUTTON_RIGHT:
store_mouse_input(MOUSE_STATE_RIGHT_PRESS, x, y);
_cursorState.right = CURSOR_PRESSED;
_cursorState.old = 2;
break;
}
_cursorState.touch = false;
break;
}
case SDL_MOUSEBUTTONUP:
{
if (e.button.which == SDL_TOUCH_MOUSEID)
{
break;
}
int32_t x = (int32_t)(e.button.x / gConfigGeneral.window_scale);
int32_t y = (int32_t)(e.button.y / gConfigGeneral.window_scale);
switch (e.button.button)
{
case SDL_BUTTON_LEFT:
store_mouse_input(MOUSE_STATE_LEFT_RELEASE, x, y);
_cursorState.left = CURSOR_RELEASED;
_cursorState.old = 3;
break;
case SDL_BUTTON_MIDDLE:
_cursorState.middle = CURSOR_RELEASED;
break;
case SDL_BUTTON_RIGHT:
store_mouse_input(MOUSE_STATE_RIGHT_RELEASE, x, y);
_cursorState.right = CURSOR_RELEASED;
_cursorState.old = 4;
break;
}
_cursorState.touch = false;
break;
}
// Apple sends touchscreen events for trackpads, so ignore these events on macOS
#ifndef __MACOSX__
case SDL_FINGERMOTION:
_cursorState.x = (int32_t)(e.tfinger.x * _width);
_cursorState.y = (int32_t)(e.tfinger.y * _height);
break;
case SDL_FINGERDOWN:
{
int32_t x = (int32_t)(e.tfinger.x * _width);
int32_t y = (int32_t)(e.tfinger.y * _height);
_cursorState.touchIsDouble
= (!_cursorState.touchIsDouble
&& e.tfinger.timestamp - _cursorState.touchDownTimestamp < TOUCH_DOUBLE_TIMEOUT);
if (_cursorState.touchIsDouble)
{
store_mouse_input(MOUSE_STATE_RIGHT_PRESS, x, y);
_cursorState.right = CURSOR_PRESSED;
_cursorState.old = 2;
}
else
{
store_mouse_input(MOUSE_STATE_LEFT_PRESS, x, y);
_cursorState.left = CURSOR_PRESSED;
_cursorState.old = 1;
}
_cursorState.touch = true;
_cursorState.touchDownTimestamp = e.tfinger.timestamp;
break;
}
case SDL_FINGERUP:
{
int32_t x = (int32_t)(e.tfinger.x * _width);
int32_t y = (int32_t)(e.tfinger.y * _height);
if (_cursorState.touchIsDouble)
{
store_mouse_input(MOUSE_STATE_RIGHT_RELEASE, x, y);
_cursorState.right = CURSOR_RELEASED;
_cursorState.old = 4;
}
else
{
store_mouse_input(MOUSE_STATE_LEFT_RELEASE, x, y);
_cursorState.left = CURSOR_RELEASED;
_cursorState.old = 3;
}
_cursorState.touch = true;
break;
}
#endif
case SDL_KEYDOWN:
_textComposition.HandleMessage(&e);
break;
case SDL_MULTIGESTURE:
if (e.mgesture.numFingers == 2)
{
if (e.mgesture.timestamp > _lastGestureTimestamp + 1000)
{
_gestureRadius = 0;
}
_lastGestureTimestamp = e.mgesture.timestamp;
_gestureRadius += e.mgesture.dDist;
// Zoom gesture
constexpr int32_t tolerance = 128;
int32_t gesturePixels = (int32_t)(_gestureRadius * _width);
if (abs(gesturePixels) > tolerance)
{
_gestureRadius = 0;
main_window_zoom(gesturePixels > 0, true);
}
}
break;
case SDL_TEXTEDITING:
_textComposition.HandleMessage(&e);
break;
case SDL_TEXTINPUT:
_textComposition.HandleMessage(&e);
break;
default:
break;
}
}
_cursorState.any = _cursorState.left | _cursorState.middle | _cursorState.right;
// Updates the state of the keys
int32_t numKeys = 256;
_keysState = SDL_GetKeyboardState(&numKeys);
}
/**
* Helper function to set various render target features.
* Does not get triggered on resize, but rather manually on config changes.
*/
void TriggerResize() override
{
char scaleQualityBuffer[4];
_scaleQuality = gConfigGeneral.scale_quality;
if (gConfigGeneral.window_scale == std::floor(gConfigGeneral.window_scale))
{
_scaleQuality = SCALE_QUALITY_NN;
}
int32_t scaleQuality = _scaleQuality;
if (_scaleQuality == SCALE_QUALITY_SMOOTH_NN)
{
scaleQuality = SCALE_QUALITY_LINEAR;
}
snprintf(scaleQualityBuffer, sizeof(scaleQualityBuffer), "%u", scaleQuality);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, scaleQualityBuffer);
int32_t width, height;
SDL_GetWindowSize(_window, &width, &height);
OnResize(width, height);
}
void CreateWindow() override
{
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, gConfigGeneral.minimize_fullscreen_focus_loss ? "1" : "0");
// Set window position to default display
int32_t defaultDisplay = std::clamp(gConfigGeneral.default_display, 0, 0xFFFF);
int32_t x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(defaultDisplay);
int32_t y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(defaultDisplay);
CreateWindow(x, y);
// Check if steam overlay renderer is loaded into the process
_steamOverlayActive = _platformUiContext->IsSteamOverlayAttached();
}
void CloseWindow() override
{
drawing_engine_dispose();
if (_window != nullptr)
{
SDL_DestroyWindow(_window);
_window = nullptr;
}
}
void RecreateWindow() override
{
// Use the position of the current window for the new window
int32_t x, y;
SDL_SetWindowFullscreen(_window, 0);
SDL_GetWindowPosition(_window, &x, &y);
CloseWindow();
CreateWindow(x, y);
}
void ShowMessageBox(const std::string& message) override
{
_platformUiContext->ShowMessageBox(_window, message);
}
void OpenFolder(const std::string& path) override
{
_platformUiContext->OpenFolder(path);
}
std::string ShowFileDialog(const FileDialogDesc& desc) override
{
return _platformUiContext->ShowFileDialog(_window, desc);
}
std::string ShowDirectoryDialog(const std::string& title) override
{
return _platformUiContext->ShowDirectoryDialog(_window, title);
}
IWindowManager* GetWindowManager() override
{
return _windowManager;
}
bool SetClipboardText(const utf8* target) override
{
return (SDL_SetClipboardText(target) == 0);
}
ITitleSequencePlayer* GetTitleSequencePlayer() override
{
if (_titleSequencePlayer == nullptr)
{
auto context = GetContext();
auto scenarioRepository = context->GetScenarioRepository();
auto gameState = context->GetGameState();
_titleSequencePlayer = CreateTitleSequencePlayer(*scenarioRepository, *gameState);
}
return _titleSequencePlayer.get();
}
private:
void CreateWindow(int32_t x, int32_t y)
{
// Get saved window size
int32_t width = gConfigGeneral.window_width;
int32_t height = gConfigGeneral.window_height;
if (width <= 0)
width = 640;
if (height <= 0)
height = 480;
// Create window in window first rather than fullscreen so we have the display the window is on first
uint32_t flags = SDL_WINDOW_RESIZABLE;
if (gConfigGeneral.drawing_engine == DRAWING_ENGINE_OPENGL)
{
flags |= SDL_WINDOW_OPENGL;
}
_window = SDL_CreateWindow(OPENRCT2_NAME, x, y, width, height, flags);
if (_window == nullptr)
{
SDLException::Throw("SDL_CreateWindow(...)");
}
SDL_SetWindowMinimumSize(_window, 720, 480);
SetCursorTrap(gConfigGeneral.trap_cursor);
_platformUiContext->SetWindowIcon(_window);
// Initialise the surface, palette and draw buffer
drawing_engine_init();
OnResize(width, height);
UpdateFullscreenResolutions();
SetFullscreenMode((FULLSCREEN_MODE)gConfigGeneral.fullscreen_mode);
TriggerResize();
}
void OnResize(int32_t width, int32_t height)
{
// Scale the native window size to the game's canvas size
_width = (int32_t)(width / gConfigGeneral.window_scale);
_height = (int32_t)(height / gConfigGeneral.window_scale);
drawing_engine_resize();
uint32_t flags = SDL_GetWindowFlags(_window);
if ((flags & SDL_WINDOW_MINIMIZED) == 0)
{
window_resize_gui(_width, _height);
window_relocate_windows(_width, _height);
}
gfx_invalidate_screen();
// Check if the window has been resized in windowed mode and update the config file accordingly
int32_t nonWindowFlags =
#ifndef __MACOSX__
SDL_WINDOW_MAXIMIZED |
#endif
SDL_WINDOW_MINIMIZED | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP;
if (!(flags & nonWindowFlags))
{
if (width != gConfigGeneral.window_width || height != gConfigGeneral.window_height)
{
gConfigGeneral.window_width = width;
gConfigGeneral.window_height = height;
config_save_default();
}
}
}
void UpdateFullscreenResolutions()
{
// Query number of display modes
int32_t displayIndex = SDL_GetWindowDisplayIndex(_window);
int32_t numDisplayModes = SDL_GetNumDisplayModes(displayIndex);
// Get desktop aspect ratio
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(displayIndex, &mode);
// Get resolutions
auto resolutions = std::vector<Resolution>();
float desktopAspectRatio = (float)mode.w / mode.h;
for (int32_t i = 0; i < numDisplayModes; i++)
{
SDL_GetDisplayMode(displayIndex, i, &mode);
if (mode.w > 0 && mode.h > 0)
{
float aspectRatio = (float)mode.w / mode.h;
if (std::fabs(desktopAspectRatio - aspectRatio) < 0.1f)
{
resolutions.push_back({ mode.w, mode.h });
}
}
}
// Sort by area
std::sort(resolutions.begin(), resolutions.end(), [](const Resolution& a, const Resolution& b) -> bool {
int32_t areaA = a.Width * a.Height;
int32_t areaB = b.Width * b.Height;
return areaA < areaB;
});
// Remove duplicates
auto last = std::unique(resolutions.begin(), resolutions.end(), [](const Resolution& a, const Resolution& b) -> bool {
return (a.Width == b.Width && a.Height == b.Height);
});
resolutions.erase(last, resolutions.end());
// Update config fullscreen resolution if not set
if (gConfigGeneral.fullscreen_width == -1 || gConfigGeneral.fullscreen_height == -1)
{
gConfigGeneral.fullscreen_width = resolutions.back().Width;
gConfigGeneral.fullscreen_height = resolutions.back().Height;
}
_fsResolutions = resolutions;
}
Resolution GetClosestResolution(int32_t inWidth, int32_t inHeight)
{
Resolution result = { 640, 480 };
int32_t closestAreaDiff = -1;
int32_t destinationArea = inWidth * inHeight;
for (const Resolution& resolution : _fsResolutions)
{
// Check if exact match
if (resolution.Width == inWidth && resolution.Height == inHeight)
{
result = resolution;
break;
}
// Check if area is closer to best match
int32_t areaDiff = std::abs((resolution.Width * resolution.Height) - destinationArea);
if (closestAreaDiff == -1 || areaDiff < closestAreaDiff)
{
closestAreaDiff = areaDiff;
result = resolution;
}
}
return result;
}
uint32_t GetWindowFlags()
{
return SDL_GetWindowFlags(_window);
}
static void DrawRainWindow(
IRainDrawer* rainDrawer, rct_window* original_w, int16_t left, int16_t right, int16_t top, int16_t bottom,
DrawRainFunc drawFunc)
{
rct_window* w{};
auto itStart = window_get_iterator(original_w);
for (auto it = std::next(itStart);; it++)
{
if (it == g_window_list.end())
{
// Loop ended, draw rain for original_w
auto vp = original_w->viewport;
if (vp != nullptr)
{
left = std::max<int16_t>(left, vp->x);
right = std::min<int16_t>(right, vp->x + vp->width);
top = std::max<int16_t>(top, vp->y);
bottom = std::min<int16_t>(bottom, vp->y + vp->height);
if (left < right && top < bottom)
{
auto width = right - left;
auto height = bottom - top;
drawFunc(rainDrawer, left, top, width, height);
}
}
return;
}
w = it->get();
if (right <= w->x || bottom <= w->y)
{
continue;
}
if (RCT_WINDOW_RIGHT(w) <= left || RCT_WINDOW_BOTTOM(w) <= top)
{
continue;
}
if (left >= w->x)
{
break;
}
DrawRainWindow(rainDrawer, original_w, left, w->x, top, bottom, drawFunc);
left = w->x;
DrawRainWindow(rainDrawer, original_w, left, right, top, bottom, drawFunc);
return;
}
int16_t w_right = RCT_WINDOW_RIGHT(w);
if (right > w_right)
{
DrawRainWindow(rainDrawer, original_w, left, w_right, top, bottom, drawFunc);
left = w_right;
DrawRainWindow(rainDrawer, original_w, left, right, top, bottom, drawFunc);
return;
}
if (top < w->y)
{
DrawRainWindow(rainDrawer, original_w, left, right, top, w->y, drawFunc);
top = w->y;
DrawRainWindow(rainDrawer, original_w, left, right, top, bottom, drawFunc);
return;
}
int16_t w_bottom = RCT_WINDOW_BOTTOM(w);
if (bottom > w_bottom)
{
DrawRainWindow(rainDrawer, original_w, left, right, top, w_bottom, drawFunc);
top = w_bottom;
DrawRainWindow(rainDrawer, original_w, left, right, top, bottom, drawFunc);
return;
}
}
};
std::unique_ptr<IUiContext> OpenRCT2::Ui::CreateUiContext(const std::shared_ptr<IPlatformEnvironment>& env)
{
return std::make_unique<UiContext>(env);
}
InGameConsole& OpenRCT2::Ui::GetInGameConsole()
{
auto uiContext = std::static_pointer_cast<UiContext>(GetContext()->GetUiContext());
return uiContext->GetInGameConsole();
}