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Location: cpp/openttd-patchpack/source/src/gfx_type.h - annotation
r28627:3ac57f81c4f2
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Change: make -dnet=9 give traces of the details of the network protocol (#11931)
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r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r25214:ac90bf6da654 r8123:dde0a9a84019 | /*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file gfx_type.h Types related to the graphics and/or input devices. */
#ifndef GFX_TYPE_H
#define GFX_TYPE_H
#include "core/endian_type.hpp"
#include "core/geometry_type.hpp"
#include "zoom_type.h"
typedef uint32_t SpriteID; ///< The number of a sprite, without mapping bits and colourtables
typedef uint32_t PaletteID; ///< The number of the palette
typedef uint32_t CursorID; ///< The number of the cursor (sprite)
/** Combination of a palette sprite and a 'real' sprite */
struct PalSpriteID {
SpriteID sprite; ///< The 'real' sprite
PaletteID pal; ///< The palette (use \c PAL_NONE) if not needed)
};
enum WindowKeyCodes {
WKC_SHIFT = 0x8000,
WKC_CTRL = 0x4000,
WKC_ALT = 0x2000,
WKC_META = 0x1000,
WKC_GLOBAL_HOTKEY = 0x0800, ///< Fake keycode bit to indicate global hotkeys
WKC_SPECIAL_KEYS = WKC_SHIFT | WKC_CTRL | WKC_ALT | WKC_META | WKC_GLOBAL_HOTKEY,
/* 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_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
};
/** 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
};
/** Collection of variables for cursor-display and -animation */
struct CursorVars {
/* Logical mouse position */
Point pos; ///< logical mouse position
Point delta; ///< relative mouse movement in this tick
int wheel; ///< mouse wheel movement
bool fix_at; ///< mouse is moving, but cursor is not (used for scrolling)
/* 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;
/* Mouse appearance */
PalSpriteID sprite_seq[16]; ///< current image of cursor
Point sprite_pos[16]; ///< relative position of individual sprites
uint sprite_count; ///< number of sprites to draw
Point total_offs, total_size; ///< union of sprite properties
Point draw_pos, draw_size; ///< position and size bounding-box for drawing
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 in_window; ///< mouse inside this window, determines drawing logic
/* Drag data */
bool vehchain; ///< vehicle chain is dragged
void UpdateCursorPositionRelative(int delta_x, int delta_y);
bool UpdateCursorPosition(int x, int y);
};
/** Data about how and where to blit pixels. */
struct DrawPixelInfo {
void *dst_ptr;
int left, top, width, height;
int pitch;
ZoomLevel zoom;
};
/** Structure to access the alpha, red, green, and blue channels from a 32 bit number. */
union Colour {
uint32_t data; ///< Conversion of the channel information to a 32 bit number.
struct {
#if defined(__EMSCRIPTEN__)
uint8_t r, g, b, a; ///< colour channels as used in browsers
#elif TTD_ENDIAN == TTD_BIG_ENDIAN
uint8_t a, r, g, b; ///< colour channels in BE order
#else
uint8_t b, g, r, a; ///< colour channels in LE order
#endif /* TTD_ENDIAN == TTD_BIG_ENDIAN */
};
/**
* Create a new colour.
* @param r The channel for the red colour.
* @param g The channel for the green colour.
* @param b The channel for the blue colour.
* @param a The channel for the alpha/transparency.
*/
Colour(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 0xFF) :
#if defined(__EMSCRIPTEN__)
r(r), g(g), b(b), a(a)
#elif TTD_ENDIAN == TTD_BIG_ENDIAN
a(a), r(r), g(g), b(b)
#else
b(b), g(g), r(r), a(a)
#endif /* TTD_ENDIAN == TTD_BIG_ENDIAN */
{
}
/**
* Create a new colour.
* @param data The colour in the correct packed format.
*/
Colour(uint data = 0) : data(data)
{
}
};
static_assert(sizeof(Colour) == sizeof(uint32_t));
/** Available font sizes */
enum FontSize {
FS_NORMAL, ///< Index of the normal font in the font tables.
FS_SMALL, ///< Index of the small font in the font tables.
FS_LARGE, ///< Index of the large font in the font tables.
FS_MONO, ///< Index of the monospaced font in the font tables.
FS_END,
FS_BEGIN = FS_NORMAL, ///< First font.
};
DECLARE_POSTFIX_INCREMENT(FontSize)
inline const char *FontSizeToName(FontSize fs)
{
static const char *SIZE_TO_NAME[] = { "medium", "small", "large", "mono" };
assert(fs < FS_END);
return SIZE_TO_NAME[fs];
}
/**
* 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;
};
enum Colours : byte {
COLOUR_BEGIN,
COLOUR_DARK_BLUE = COLOUR_BEGIN,
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,
COLOUR_END,
INVALID_COLOUR = 0xFF,
};
DECLARE_ENUM_AS_ADDABLE(Colours)
/** Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palette.png */
enum TextColour {
TC_BEGIN = 0x00,
TC_FROMSTRING = 0x00,
TC_BLUE = 0x00,
TC_SILVER = 0x01,
TC_GOLD = 0x02,
TC_RED = 0x03,
TC_PURPLE = 0x04,
TC_LIGHT_BROWN = 0x05,
TC_ORANGE = 0x06,
TC_GREEN = 0x07,
TC_YELLOW = 0x08,
TC_DARK_GREEN = 0x09,
TC_CREAM = 0x0A,
TC_BROWN = 0x0B,
TC_WHITE = 0x0C,
TC_LIGHT_BLUE = 0x0D,
TC_GREY = 0x0E,
TC_DARK_BLUE = 0x0F,
TC_BLACK = 0x10,
TC_END,
TC_INVALID = 0xFF,
TC_IS_PALETTE_COLOUR = 0x100, ///< Colour value is already a real palette colour index, not an index of a StringColour.
TC_NO_SHADE = 0x200, ///< Do not add shading to this text colour.
TC_FORCED = 0x400, ///< Ignore colour changes from strings.
TC_COLOUR_MASK = 0xFF, ///< Mask to test if TextColour (without flags) is within limits.
TC_FLAGS_MASK = 0x700, ///< Mask to test if TextColour (with flags) is within limits.
};
DECLARE_ENUM_AS_BIT_SET(TextColour)
/** Defines a few values that are related to animations using palette changes */
enum PaletteAnimationSizes {
PALETTE_ANIM_SIZE = 28, ///< number of animated colours
PALETTE_ANIM_START = 227, ///< Index in the _palettes array from which all animations are taking places (table/palettes.h)
};
/** Define the operation GfxFillRect performs */
enum FillRectMode {
FILLRECT_OPAQUE, ///< Fill rectangle with a single colour
FILLRECT_CHECKER, ///< Draw only every second pixel, used for greying-out
FILLRECT_RECOLOUR, ///< Apply a recolour sprite to the screen content
};
/** Palettes OpenTTD supports. */
enum PaletteType {
PAL_DOS, ///< Use the DOS palette.
PAL_WINDOWS, ///< Use the Windows palette.
PAL_AUTODETECT, ///< Automatically detect the palette based on the graphics pack.
MAX_PAL = 2, ///< The number of palettes.
};
/** Types of sprites that might be loaded */
enum class SpriteType : byte {
Normal = 0, ///< The most basic (normal) sprite
MapGen = 1, ///< Special sprite for the map generator
Font = 2, ///< A sprite used for fonts
Recolour = 3, ///< Recolour sprite
Invalid = 4, ///< Pseudosprite or other unusable sprite, used only internally
};
/**
* The number of milliseconds per game tick.
* The value 27 together with a day length of 74 ticks makes one day 1998 milliseconds, almost exactly 2 seconds.
* With a 2 second day, one standard month is 1 minute, and one standard year is slightly over 12 minutes.
*/
static const uint MILLISECONDS_PER_TICK = 27;
/** Information about the currently used palette. */
struct Palette {
Colour palette[256]; ///< Current palette. Entry 0 has to be always fully transparent!
int first_dirty; ///< The first dirty element.
int count_dirty; ///< The number of dirty elements.
};
/** Modes for 8bpp support */
enum Support8bpp {
S8BPP_NONE = 0, ///< No support for 8bpp by OS or hardware, force 32bpp blitters.
S8BPP_SYSTEM, ///< No 8bpp support by hardware, do not try to use 8bpp video modes or hardware palettes.
S8BPP_HARDWARE, ///< Full 8bpp support by OS and hardware.
};
/** How to align the to-be drawn text. */
enum StringAlignment {
SA_LEFT = 0 << 0, ///< Left align the text.
SA_HOR_CENTER = 1 << 0, ///< Horizontally center the text.
SA_RIGHT = 2 << 0, ///< Right align the text (must be a single bit).
SA_HOR_MASK = 3 << 0, ///< Mask for horizontal alignment.
SA_TOP = 0 << 2, ///< Top align the text.
SA_VERT_CENTER = 1 << 2, ///< Vertically center the text.
SA_BOTTOM = 2 << 2, ///< Bottom align the text.
SA_VERT_MASK = 3 << 2, ///< Mask for vertical alignment.
SA_CENTER = SA_HOR_CENTER | SA_VERT_CENTER, ///< Center both horizontally and vertically.
SA_FORCE = 1 << 4, ///< Force the alignment, i.e. don't swap for RTL languages.
};
DECLARE_ENUM_AS_BIT_SET(StringAlignment)
#endif /* GFX_TYPE_H */
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