Files @ r25003:fdd8312ceea6
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Location: cpp/openttd-patchpack/source/src/video/video_driver.hpp - annotation

Patric Stout
Add: Option to (dis-)allow accelerated video drivers. (#8819)

The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.

Co-authored-by: Michael Lutz <michi@icosahedron.de>
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/*
 * 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 video_driver.hpp Base of all video drivers. */

#ifndef VIDEO_VIDEO_DRIVER_HPP
#define VIDEO_VIDEO_DRIVER_HPP

#include "../driver.h"
#include "../core/geometry_type.hpp"
#include "../core/math_func.hpp"
#include "../gfx_func.h"
#include "../settings_type.h"
#include "../zoom_type.h"
#include <chrono>
#include <vector>

extern std::string _ini_videodriver;
extern std::vector<Dimension> _resolutions;
extern Dimension _cur_resolution;
extern bool _rightclick_emulate;
extern bool _video_hw_accel;

/** The base of all video drivers. */
class VideoDriver : public Driver {
	const uint DEFAULT_WINDOW_WIDTH = 640u;  ///< Default window width.
	const uint DEFAULT_WINDOW_HEIGHT = 480u; ///< Default window height.

public:
	/**
	 * Mark a particular area dirty.
	 * @param left   The left most line of the dirty area.
	 * @param top    The top most line of the dirty area.
	 * @param width  The width of the dirty area.
	 * @param height The height of the dirty area.
	 */
	virtual void MakeDirty(int left, int top, int width, int height) = 0;

	/**
	 * Perform the actual drawing.
	 */
	virtual void MainLoop() = 0;

	/**
	 * Change the resolution of the window.
	 * @param w The new width.
	 * @param h The new height.
	 * @return True if the change succeeded.
	 */
	virtual bool ChangeResolution(int w, int h) = 0;

	/**
	 * Change the full screen setting.
	 * @param fullscreen The new setting.
	 * @return True if the change succeeded.
	 */
	virtual bool ToggleFullscreen(bool fullscreen) = 0;

	/**
	 * Callback invoked after the blitter was changed.
	 * This may only be called between AcquireBlitterLock and ReleaseBlitterLock.
	 * @return True if no error.
	 */
	virtual bool AfterBlitterChange()
	{
		return true;
	}

	/**
	 * Acquire any lock(s) required to be held when changing blitters.
	 * These lock(s) may not be acquired recursively.
	 */
	virtual void AcquireBlitterLock() { }

	/**
	 * Release any lock(s) required to be held when changing blitters.
	 * These lock(s) may not be acquired recursively.
	 */
	virtual void ReleaseBlitterLock() { }

	virtual bool ClaimMousePointer()
	{
		return true;
	}

	/**
	 * Get whether the mouse cursor is drawn by the video driver.
	 * @return True if cursor drawing is done by the video driver.
	 */
	virtual bool UseSystemCursor()
	{
		return false;
	}

	/**
	 * Clear all cached sprites.
	 */
	virtual void ClearSystemSprites() {}

	/**
	 * Whether the driver has a graphical user interface with the end user.
	 * Or in other words, whether we should spawn a thread for world generation
	 * and NewGRF scanning so the graphical updates can keep coming. Otherwise
	 * progress has to be shown on the console, which uses by definition another
	 * thread/process for display purposes.
	 * @return True for all drivers except null and dedicated.
	 */
	virtual bool HasGUI() const
	{
		return true;
	}

	/**
	 * Has this video driver an efficient code path for palette animated 8-bpp sprites?
	 * @return True if the driver has an efficient code path for 8-bpp.
	 */
	virtual bool HasEfficient8Bpp() const
	{
		return false;
	}

	/**
	 * Does this video driver support a separate animation buffer in addition to the colour buffer?
	 * @return True if a separate animation buffer is supported.
	 */
	virtual bool HasAnimBuffer()
	{
		return false;
	}

	/**
	 * Get a pointer to the animation buffer of the video back-end.
	 * @return Pointer to the buffer or nullptr if no animation buffer is supported.
	 */
	virtual uint8 *GetAnimBuffer()
	{
		return nullptr;
	}

	/**
	 * An edit box lost the input focus. Abort character compositing if necessary.
	 */
	virtual void EditBoxLostFocus() {}

	/**
	 * An edit box gained the input focus
	 */
	virtual void EditBoxGainedFocus() {}

	/**
	 * Get a suggested default GUI zoom taking screen DPI into account.
	 */
	virtual ZoomLevel GetSuggestedUIZoom()
	{
		float dpi_scale = this->GetDPIScale();

		if (dpi_scale >= 3.0f) return ZOOM_LVL_NORMAL;
		if (dpi_scale >= 1.5f) return ZOOM_LVL_OUT_2X;
		return ZOOM_LVL_OUT_4X;
	}

	/**
	 * Get the currently active instance of the video driver.
	 */
	static VideoDriver *GetInstance() {
		return static_cast<VideoDriver*>(*DriverFactoryBase::GetActiveDriver(Driver::DT_VIDEO));
	}

	/**
	 * Helper struct to ensure the video buffer is locked and ready for drawing. The destructor
	 * will make sure the buffer is unlocked no matter how the scope is exited.
	 */
	struct VideoBufferLocker {
		VideoBufferLocker()
		{
			this->unlock = VideoDriver::GetInstance()->LockVideoBuffer();
		}

		~VideoBufferLocker()
		{
			if (this->unlock) VideoDriver::GetInstance()->UnlockVideoBuffer();
		}

	private:
		bool unlock; ///< Stores if the lock did anything that has to be undone.
	};

protected:
	const uint ALLOWED_DRIFT = 5; ///< How many times videodriver can miss deadlines without it being overly compensated.

	/**
	 * Get the resolution of the main screen.
	 */
	virtual Dimension GetScreenSize() const { return { DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT }; }

	/**
	 * Get DPI scaling factor of the screen OTTD is displayed on.
	 * @return 1.0 for default platform DPI, > 1.0 for higher DPI values, and < 1.0 for smaller DPI values.
	 */
	virtual float GetDPIScale() { return 1.0f; }

	/**
	 * Apply resolution auto-detection and clamp to sensible defaults.
	 */
	void UpdateAutoResolution()
	{
		if (_cur_resolution.width == 0 || _cur_resolution.height == 0) {
			/* Auto-detect a good resolution. We aim for 75% of the screen size.
			 * Limit width times height times bytes per pixel to fit a 32 bit
			 * integer, This way all internal drawing routines work correctly. */
			Dimension res = this->GetScreenSize();
			_cur_resolution.width  = ClampU(res.width  * 3 / 4, DEFAULT_WINDOW_WIDTH, UINT16_MAX / 2);
			_cur_resolution.height = ClampU(res.height * 3 / 4, DEFAULT_WINDOW_HEIGHT, UINT16_MAX / 2);
		}
	}

	/**
	 * Handle input logic, is CTRL pressed, should we fast-forward, etc.
	 */
	virtual void InputLoop() {}

	/**
	 * Make sure the video buffer is ready for drawing.
	 * @returns True if the video buffer has to be unlocked.
	 */
	virtual bool LockVideoBuffer() {
		return false;
	}

	/**
	 * Unlock a previously locked video buffer.
	 */
	virtual void UnlockVideoBuffer() {}

	/**
	 * Paint the window.
	 */
	virtual void Paint() {}

	/**
	 * Thread function for threaded drawing.
	 */
	virtual void PaintThread() {}

	/**
	 * Process any pending palette animation.
	 */
	virtual void CheckPaletteAnim() {}

	/**
	 * Process a single system event.
	 * @returns False if there are no more events to process.
	 */
	virtual bool PollEvent() { return false; };

	/**
	 * Run the game for a single tick, processing boththe game-tick and draw-tick.
	 * @returns True if the driver should redraw the screen.
	 */
	bool Tick();

	/**
	 * Sleep till the next tick is about to happen.
	 */
	void SleepTillNextTick();

	std::chrono::steady_clock::duration GetGameInterval()
	{
		/* If we are paused, run on normal speed. */
		if (_pause_mode) return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
		/* Infinite speed, as quickly as you can. */
		if (_game_speed == 0) return std::chrono::microseconds(0);

		return std::chrono::microseconds(MILLISECONDS_PER_TICK * 1000 * 100 / _game_speed);
	}

	std::chrono::steady_clock::duration GetDrawInterval()
	{
		return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
	}

	std::chrono::steady_clock::time_point next_game_tick;
	std::chrono::steady_clock::time_point next_draw_tick;

	bool fast_forward_key_pressed; ///< The fast-forward key is being pressed.
	bool fast_forward_via_key; ///< The fast-forward was enabled by key press.
};

#endif /* VIDEO_VIDEO_DRIVER_HPP */