File diff r8122:b60b03677b3f → r8123:dde0a9a84019
src/gfx_func.h
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new file 100644
 
/* $Id$ */
 

	
 
/** @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 int _pal_first_dirty;
 
extern int _pal_count_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 DrawChatMessage();
 
void DrawMouseCursor();
 
void ScreenSizeChanged();
 
void HandleExitGameRequest();
 
void GameSizeChanged();
 
void UndrawMouseCursor();
 

	
 
void RedrawScreenRect(int left, int top, int right, int bottom);
 
void GfxScroll(int left, int top, int width, int height, int xo, int yo);
 

	
 
void DrawSprite(SpriteID img, SpriteID pal, int x, int y, const SubSprite *sub = NULL);
 

	
 
/* 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);
 
void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3);
 

	
 
Dimension 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);
 

	
 
/**
 
 * 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();
 
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;
 
	}
 
}
 

	
 
extern DrawPixelInfo *_cur_dpi;
 

	
 
/**
 
 * All 16 colour gradients
 
 * 8 colours per gradient from darkest (0) to lightest (7)
 
 */
 
extern byte _colour_gradient[16][8];
 

	
 
extern bool _use_dos_palette;
 

	
 
#endif /* GFX_FUNC_H */