uint16 _game_speed = 100; ///< Current game-speed; 100 is 1x, 0 is infinite.
bool _left_button_down; ///< Is left mouse button pressed?
bool _left_button_clicked; ///< Is left mouse button clicked?
bool _right_button_down; ///< Is right mouse button pressed?
bool _right_button_clicked; ///< Is right mouse button clicked?
DrawPixelInfo _screen;
bool _screen_disable_anim = false; ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
bool _exit_game;
std::atomic<bool> _exit_game;
GameMode _game_mode;
SwitchMode _switch_mode; ///< The next mainloop command.
PauseMode _pause_mode;
Palette _cur_palette;
static byte _stringwidth_table[FS_END][224]; ///< Cache containing width of often used characters. @see GetCharacterWidth()
DrawPixelInfo *_cur_dpi;
byte _colour_gradient[COLOUR_END][8];
static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = nullptr, SpriteID sprite_id = SPR_CURSOR_MOUSE);
static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = nullptr, SpriteID sprite_id = SPR_CURSOR_MOUSE, ZoomLevel zoom = ZOOM_LVL_NORMAL);
src/openttd.h
➞
Show inline comments
/*
* 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 openttd.h Some generic types. */
#ifndef OPENTTD_H
#define OPENTTD_H
#include <atomic>
#include "core/enum_type.hpp"
/** Mode which defines the state of the game. */
enum GameMode {
GM_MENU,
GM_NORMAL,
GM_EDITOR,
GM_BOOTSTRAP
};
/** Mode which defines what mode we're switching to. */
enum SwitchMode {
@@ -43,25 +44,25 @@ enum SwitchMode {
enum DisplayOptions {
DO_SHOW_TOWN_NAMES = 0, ///< Display town names.
DO_SHOW_STATION_NAMES = 1, ///< Display station names.
DO_SHOW_COMPETITOR_SIGNS = 7, ///< Display signs, station names and waypoint names of opponent companies. Buoys and oilrig-stations are always shown, even if this option is turned off.
};
extern GameMode _game_mode;
extern SwitchMode _switch_mode;
extern bool _exit_game;
extern std::atomic<bool> _exit_game;
extern bool _save_config;
/** Modes of pausing we've got */
enum PauseMode : byte {
PM_UNPAUSED = 0, ///< A normal unpaused game
PM_PAUSED_NORMAL = 1 << 0, ///< A game normally paused
PM_PAUSED_SAVELOAD = 1 << 1, ///< A game paused for saving/loading
PM_PAUSED_JOIN = 1 << 2, ///< A game paused for 'pause_on_join'
PM_PAUSED_ERROR = 1 << 3, ///< A game paused because a (critical) error
PM_PAUSED_ACTIVE_CLIENTS = 1 << 4, ///< A game paused for 'min_active_clients'
PM_PAUSED_GAME_SCRIPT = 1 << 5, ///< A game paused by a game script
PM_PAUSED_LINK_GRAPH = 1 << 6, ///< A game paused due to the link graph schedule lagging