Files
@ r14312:be27b5f00b31
Branch filter:
Location: cpp/openttd-patchpack/source/src/gfx_func.h
r14312:be27b5f00b31
7.0 KiB
text/x-c
(svn r18875) -Codechange: remove some unneeded bits from the network protocol and improve the naming of some variables
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 | /* $Id$ */
/*
* 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_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 bool _screen_disable_anim; ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
extern int _pal_first_dirty;
extern int _pal_count_dirty;
extern int _num_resolutions;
extern Dimension _resolutions[32];
extern Dimension _cur_resolution;
extern Colour _cur_palette[256]; ///< Current palette. Entry 0 has to be always fully transparent!
void HandleKeypress(uint32 key);
void HandleCtrlChanged();
void HandleMouseEvents();
void CSleep(int milliseconds);
void UpdateWindows();
void DrawMouseCursor();
void ScreenSizeChanged();
void GameSizeChanged();
void UndrawMouseCursor();
enum {
/* Size of the buffer used for drawing strings. */
DRAW_STRING_BUFFER = 2048,
};
void RedrawScreenRect(int left, int top, int right, int bottom);
void GfxScroll(int left, int top, int width, int height, int xo, int yo);
Dimension GetSpriteSize(SpriteID sprid);
void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub = NULL);
/** How to align the to-be drawn text. */
enum StringAlignment {
SA_LEFT, ///< Left align the text
SA_CENTER, ///< Center the text
SA_RIGHT, ///< Right align the text
SA_MASK = 3, ///< Mask for base alignment
SA_FORCE = 4, ///< Force the alignment, i.e. don't swap for RTL languages.
SA_STRIP = 8, ///< Strip the SETX/SETXY commands from the string
};
DECLARE_ENUM_AS_BIT_SET(StringAlignment);
int DrawString(int left, int right, int top, const char *str, TextColour colour = TC_FROMSTRING, StringAlignment align = SA_LEFT, bool underline = false);
int DrawString(int left, int right, int top, StringID str, TextColour colour = TC_FROMSTRING, StringAlignment align = SA_LEFT, bool underline = false);
int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, TextColour colour = TC_FROMSTRING, StringAlignment align = SA_LEFT, bool underline = false);
void DrawCharCentered(uint32 c, int x, int y, TextColour colour);
void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode = FILLRECT_OPAQUE);
void GfxDrawLine(int left, int top, int right, int bottom, int colour);
void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3);
Dimension GetStringBoundingBox(const char *str);
Dimension GetStringBoundingBox(StringID strid);
uint32 FormatStringLinebreaks(char *str, const char *last, int maxw);
int GetStringHeight(StringID str, int maxw);
Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion);
void LoadStringWidthTable();
/**
* 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(CursorID cursor, PaletteID pal);
void SetAnimatedMouseCursor(const AnimCursor *table);
void CursorTick();
bool ChangeResInGame(int w, int h);
void SortResolutions(int count);
bool ToggleFullScreen(bool fs);
/* gfx.cpp */
extern FontSize _cur_fontsize; ///< Currently selected font.
byte GetCharacterWidth(FontSize size, uint32 key);
byte GetDigitWidth(FontSize size = FS_NORMAL);
/**
* Get height of a character for a given font size.
* @param size Font size to get height of
* @return Height of characters in the given font (pixels)
*/
static inline byte GetCharacterHeight(FontSize size)
{
assert(size < FS_END);
extern int _font_height[FS_END];
return _font_height[size];
}
/** Height of characters in the small (#FS_SMALL) font. */
#define FONT_HEIGHT_SMALL (GetCharacterHeight(FS_SMALL))
/** Height of characters in the normal (#FS_NORMAL) font. */
#define FONT_HEIGHT_NORMAL (GetCharacterHeight(FS_NORMAL))
/** Height of characters in the large (#FS_LARGE) font. */
#define FONT_HEIGHT_LARGE (GetCharacterHeight(FS_LARGE))
extern DrawPixelInfo *_cur_dpi;
/**
* All 16 colour gradients
* 8 colours per gradient from darkest (0) to lightest (7)
*/
extern byte _colour_gradient[COLOUR_END][8];
extern PaletteType _use_palette;
extern bool _palette_remap_grf[];
extern const byte *_palette_remap;
extern const byte *_palette_reverse_remap;
#endif /* GFX_FUNC_H */
|