/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @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); Dimension GetSpriteSize(SpriteID sprid); 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. SA_STRIP = 8, ///< Strip the SETX/SETXY commands from the string }; 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); Dimension GetStringBoundingBox(StringID strid); uint32 FormatStringLinebreaks(char *str, const char *last, int maxw); int GetStringHeight(StringID str, int maxw); Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion); 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 */ extern FontSize _cur_fontsize; ///< Currently selected font. 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]; } /** Height of characters in the small (#FS_SMALL) font. */ #define FONT_HEIGHT_SMALL (GetCharacterHeight(FS_SMALL)) /** Height of characters in the normal (#FS_NORMAL) font. */ #define FONT_HEIGHT_NORMAL (GetCharacterHeight(FS_NORMAL)) /** Height of characters in the large (#FS_LARGE) font. */ #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 */