/* $Id$ */ /** @file gfx.h */ /** * @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_H #define GFX_H #include "openttd.h" #include "zoom.hpp" enum WindowKeyCodes { WKC_SHIFT = 0x8000, WKC_CTRL = 0x4000, WKC_ALT = 0x2000, WKC_META = 0x1000, /* Special ones */ WKC_NONE = 0, WKC_ESC = 1, WKC_BACKSPACE = 2, WKC_INSERT = 3, WKC_DELETE = 4, WKC_PAGEUP = 5, WKC_PAGEDOWN = 6, WKC_END = 7, WKC_HOME = 8, /* Arrow keys */ WKC_LEFT = 9, WKC_UP = 10, WKC_RIGHT = 11, WKC_DOWN = 12, /* Return & tab */ WKC_RETURN = 13, WKC_TAB = 14, /* Space */ WKC_SPACE = 32, /* Function keys */ WKC_F1 = 33, WKC_F2 = 34, WKC_F3 = 35, WKC_F4 = 36, WKC_F5 = 37, WKC_F6 = 38, WKC_F7 = 39, WKC_F8 = 40, WKC_F9 = 41, WKC_F10 = 42, WKC_F11 = 43, WKC_F12 = 44, /* Backquote is the key left of "1" * we only store this key here, no matter what character is really mapped to it * on a particular keyboard. (US keyboard: ` and ~ ; German keyboard: ^ and °) */ WKC_BACKQUOTE = 45, WKC_PAUSE = 46, /* 0-9 are mapped to 48-57 * A-Z are mapped to 65-90 * a-z are mapped to 97-122 */ /* Numerical keyboard */ WKC_NUM_0 = 128, WKC_NUM_1 = 129, WKC_NUM_2 = 130, WKC_NUM_3 = 131, WKC_NUM_4 = 132, WKC_NUM_5 = 133, WKC_NUM_6 = 134, WKC_NUM_7 = 135, WKC_NUM_8 = 136, WKC_NUM_9 = 137, WKC_NUM_DIV = 138, WKC_NUM_MUL = 139, WKC_NUM_MINUS = 140, WKC_NUM_PLUS = 141, WKC_NUM_ENTER = 142, WKC_NUM_DECIMAL = 143, /* Other keys */ WKC_SLASH = 144, ///< / Forward slash WKC_SEMICOLON = 145, ///< ; Semicolon WKC_EQUALS = 146, ///< = Equals WKC_L_BRACKET = 147, ///< [ Left square bracket WKC_BACKSLASH = 148, ///< \ Backslash WKC_R_BRACKET = 149, ///< ] Right square bracket WKC_SINGLEQUOTE = 150, ///< ' Single quote WKC_COMMA = 151, ///< , Comma WKC_PERIOD = 152, ///< . Period WKC_MINUS = 153, ///< - Minus }; enum GameModes { GM_MENU, GM_NORMAL, GM_EDITOR }; void GameLoop(); void CreateConsole(); typedef int32 CursorID; struct Point { int x, y; }; struct Rect { int left,top,right,bottom; }; /** A single sprite of a list of animated cursors */ struct AnimCursor { static const CursorID LAST = MAX_UVALUE(CursorID); CursorID sprite; ///< Must be set to LAST_ANIM when it is the last sprite of the loop byte display_time; ///< Amount of ticks this sprite will be shown }; struct CursorVars { Point pos, size, offs, delta; ///< position, size, offset from top-left, and movement Point draw_pos, draw_size; ///< position and size bounding-box for drawing SpriteID sprite; ///< current image of cursor SpriteID pal; int wheel; ///< mouse wheel movement /* We need two different vars to keep track of how far the scrollwheel moved. * OSX uses this for scrolling around the map. */ int v_wheel; int h_wheel; const AnimCursor *animate_list; ///< in case of animated cursor, list of frames const AnimCursor *animate_cur; ///< in case of animated cursor, current frame uint animate_timeout; ///< in case of animated cursor, number of ticks to show the current cursor bool visible; ///< cursor is visible bool dirty; ///< the rect occupied by the mouse is dirty (redraw) bool fix_at; ///< mouse is moving, but cursor is not (used for scrolling) bool in_window; ///< mouse inside this window, determines drawing logic }; struct DrawPixelInfo { void *dst_ptr; int left, top, width, height; int pitch; ZoomLevel zoom; }; struct Colour { byte r; byte g; byte b; }; 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 _exit_game; extern bool _networking; ///< are we in networking mode? extern byte _game_mode; extern byte _pause_game; extern int _pal_first_dirty; extern int _pal_count_dirty; extern int _num_resolutions; extern uint16 _resolutions[32][2]; extern uint16 _cur_resolution[2]; extern Colour _cur_palette[256]; void HandleKeypress(uint32 key); void HandleMouseEvents(); void CSleep(int milliseconds); void UpdateWindows(); uint32 InteractiveRandom(); //< Used for random sequences that are not the same on the other end of the multiplayer link uint InteractiveRandomRange(uint max); void DrawChatMessage(); void DrawMouseCursor(); void ScreenSizeChanged(); void HandleExitGameRequest(); void GameSizeChanged(); void UndrawMouseCursor(); #include "helpers.hpp" enum FontSize { FS_NORMAL, FS_SMALL, FS_LARGE, FS_END, }; DECLARE_POSTFIX_INCREMENT(FontSize); void RedrawScreenRect(int left, int top, int right, int bottom); void GfxScroll(int left, int top, int width, int height, int xo, int yo); /** * Used to only draw a part of the sprite. * Draw the subsprite in the rect (sprite_x_offset + left, sprite_y_offset + top) to (sprite_x_offset + right, sprite_y_offset + bottom). * Both corners are included in the drawing area. */ struct SubSprite { int left, top, right, bottom; }; void DrawSprite(SpriteID img, SpriteID pal, int x, int y, const SubSprite *sub = NULL); /* XXX doesn't really belong here, but the only * consumers always use it in conjunction with DoDrawString() */ #define UPARROW "\xEE\x8A\x80" #define DOWNARROW "\xEE\x8A\xAA" int DrawStringCentered(int x, int y, StringID str, uint16 color); int DrawStringCenteredTruncated(int xl, int xr, int y, StringID str, uint16 color); int DoDrawStringCentered(int x, int y, const char *str, uint16 color); int DrawString(int x, int y, StringID str, uint16 color); int DrawStringTruncated(int x, int y, StringID str, uint16 color, uint maxw); int DoDrawString(const char *string, int x, int y, uint16 color); int DoDrawStringTruncated(const char *str, int x, int y, uint16 color, uint maxw); void DrawStringCenterUnderline(int x, int y, StringID str, uint16 color); void DrawStringCenterUnderlineTruncated(int xl, int xr, int y, StringID str, uint16 color); int DrawStringRightAligned(int x, int y, StringID str, uint16 color); void DrawStringRightAlignedTruncated(int x, int y, StringID str, uint16 color, uint maxw); void DrawStringRightAlignedUnderline(int x, int y, StringID str, uint16 color); void GfxFillRect(int left, int top, int right, int bottom, int color); void GfxDrawLine(int left, int top, int right, int bottom, int color); void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3); BoundingRect GetStringBoundingBox(const char *str); uint32 FormatStringLinebreaks(char *str, int maxw); void LoadStringWidthTable(); void DrawStringMultiCenter(int x, int y, StringID str, int maxw); uint DrawStringMultiLine(int x, int y, StringID str, int maxw, int maxh = -1); /** * 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(); void DrawMouseCursor(); void ScreenSizeChanged(); void UndrawMouseCursor(); bool ChangeResInGame(int w, int h); void SortResolutions(int count); void ToggleFullScreen(bool fs); /* gfx.cpp */ #define ASCII_LETTERSTART 32 extern FontSize _cur_fontsize; byte GetCharacterWidth(FontSize size, uint32 key); static inline byte GetCharacterHeight(FontSize size) { switch (size) { default: NOT_REACHED(); case FS_NORMAL: return 10; case FS_SMALL: return 6; case FS_LARGE: return 18; } } VARDEF DrawPixelInfo *_cur_dpi; enum { COLOUR_DARK_BLUE, COLOUR_PALE_GREEN, COLOUR_PINK, COLOUR_YELLOW, COLOUR_RED, COLOUR_LIGHT_BLUE, COLOUR_GREEN, COLOUR_DARK_GREEN, COLOUR_BLUE, COLOUR_CREAM, COLOUR_MAUVE, COLOUR_PURPLE, COLOUR_ORANGE, COLOUR_BROWN, COLOUR_GREY, COLOUR_WHITE }; /** * All 16 colour gradients * 8 colours per gradient from darkest (0) to lightest (7) */ VARDEF byte _colour_gradient[16][8]; VARDEF bool _use_dos_palette; enum StringColorFlags { IS_PALETTE_COLOR = 0x100, ///< color value is already a real palette color index, not an index of a StringColor }; #endif /* GFX_H */