/* $Id$ */ /** @file gfx.h */ #ifndef GFX_H #define GFX_H #include "openttd.h" 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, /* Numerical keyboard */ WKC_NUM_0 = 16, WKC_NUM_1 = 17, WKC_NUM_2 = 18, WKC_NUM_3 = 19, WKC_NUM_4 = 20, WKC_NUM_5 = 21, WKC_NUM_6 = 22, WKC_NUM_7 = 23, WKC_NUM_8 = 24, WKC_NUM_9 = 25, WKC_NUM_DIV = 26, WKC_NUM_MUL = 27, WKC_NUM_MINUS = 28, WKC_NUM_PLUS = 29, WKC_NUM_ENTER = 30, WKC_NUM_DECIMAL = 31, /* 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 */ }; enum GameModes { GM_MENU, GM_NORMAL, GM_EDITOR }; void GameLoop(); void CreateConsole(); typedef int32 CursorID; typedef byte Pixel; 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 { Pixel *dst_ptr; int left, top, width, height; int pitch; uint16 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_last_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 DrawTextMessage(); 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); /* 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); 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); void DrawDirtyBlocks(); void SetDirtyBlocks(int left, int top, int right, int bottom); 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(CursorID cursor); 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 }; #ifdef _DEBUG extern bool _dbg_screen_rect; #endif #endif /* GFX_H */