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Location: cpp/openttd-patchpack/source/src/video/video_driver.hpp
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Change: disable precompiled headers on Linux (GCC - Dedicated) target to ensure those still build
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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 <atomic>
#include <chrono>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <vector>
#include <functional>
extern std::string _ini_videodriver;
extern std::vector<Dimension> _resolutions;
extern Dimension _cur_resolution;
extern bool _rightclick_emulate;
extern bool _video_hw_accel;
extern bool _video_vsync;
/** 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:
VideoDriver() : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true) {}
/**
* 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;
/**
* Change the vsync setting.
* @param vsync The new setting.
*/
virtual void ToggleVsync(bool vsync) {}
/**
* Callback invoked after the blitter was changed.
* @return True if no error.
*/
virtual bool AfterBlitterChange()
{
return true;
}
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;
}
/**
* Populate all sprites in cache.
*/
virtual void PopulateSystemSprites() {}
/**
* 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 list of refresh rates of each available monitor.
* @return A vector of the refresh rates of all available monitors.
*/
virtual std::vector<int> GetListOfMonitorRefreshRates()
{
return {};
}
/**
* Get a suggested default GUI scale taking screen DPI into account.
*/
virtual int GetSuggestedUIScale()
{
float dpi_scale = this->GetDPIScale();
return Clamp(dpi_scale * 100, MIN_INTERFACE_SCALE, MAX_INTERFACE_SCALE);
}
virtual const char *GetInfoString() const
{
return this->GetName();
}
/**
* Queue a function to be called on the main thread with game state
* lock held and video buffer locked. Queued functions will be
* executed on the next draw tick.
* @param func Function to call.
*/
void QueueOnMainThread(std::function<void()> &&func)
{
std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
this->cmd_queue.emplace_back(std::forward<std::function<void()>>(func));
}
void GameLoopPause();
/**
* 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() {}
/**
* 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; };
/**
* Start the loop for game-tick.
*/
void StartGameThread();
/**
* Stop the loop for the game-tick. This can still tick at most one time before truly shutting down.
*/
void StopGameThread();
/**
* Give the video-driver a tick.
* It will process any potential game-tick and/or draw-tick, and/or any
* other video-driver related event.
*/
void 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()
{
/* If vsync, draw interval is decided by the display driver */
if (_video_vsync && _video_hw_accel) return std::chrono::microseconds(0);
return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
}
/** Execute all queued commands. */
void DrainCommandQueue()
{
std::vector<std::function<void()>> cmds{};
{
/* Exchange queue with an empty one to limit the time we
* hold the mutex. This also ensures that queued functions can
* add new functions to the queue without everything blocking. */
std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
cmds.swap(this->cmd_queue);
}
for (auto &f : cmds) {
f();
}
}
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.
bool is_game_threaded;
std::thread game_thread;
std::mutex game_state_mutex;
std::mutex game_thread_wait_mutex;
static void GameThreadThunk(VideoDriver *drv);
private:
std::mutex cmd_queue_mutex;
std::vector<std::function<void()>> cmd_queue;
void GameLoop();
void GameThread();
};
#endif /* VIDEO_VIDEO_DRIVER_HPP */
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