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Codechange: List functions in gui.h under correct source file. (#11775)
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1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 | /*
* 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.cpp Handling of drawing text and other gfx related stuff. */
#include "stdafx.h"
#include "gfx_layout.h"
#include "progress.h"
#include "zoom_func.h"
#include "blitter/factory.hpp"
#include "video/video_driver.hpp"
#include "strings_func.h"
#include "settings_type.h"
#include "network/network.h"
#include "network/network_func.h"
#include "window_gui.h"
#include "window_func.h"
#include "newgrf_debug.h"
#include "core/backup_type.hpp"
#include "core/container_func.hpp"
#include "viewport_func.h"
#include "table/string_colours.h"
#include "table/sprites.h"
#include "table/control_codes.h"
#include "safeguards.h"
byte _dirkeys; ///< 1 = left, 2 = up, 4 = right, 8 = down
bool _fullscreen;
byte _support8bpp;
CursorVars _cursor;
bool _ctrl_pressed; ///< Is Ctrl pressed?
bool _shift_pressed; ///< Is Shift pressed?
uint16_t _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)
std::atomic<bool> _exit_game;
GameMode _game_mode;
SwitchMode _switch_mode; ///< The next mainloop command.
std::chrono::steady_clock::time_point _switch_mode_time; ///< The time when the switch mode was requested.
PauseMode _pause_mode;
static byte _stringwidth_table[FS_END][224]; ///< Cache containing width of often used characters. @see GetCharacterWidth()
DrawPixelInfo *_cur_dpi;
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);
static ReusableBuffer<uint8_t> _cursor_backup;
ZoomLevel _gui_zoom = ZOOM_LVL_OUT_4X; ///< GUI Zoom level
ZoomLevel _font_zoom = _gui_zoom; ///< Sprite font Zoom level (not clamped)
int _gui_scale = MIN_INTERFACE_SCALE; ///< GUI scale, 100 is 100%.
int _gui_scale_cfg; ///< GUI scale in config.
/**
* The rect for repaint.
*
* This rectangle defines the area which should be repaint by the video driver.
*
* @ingroup dirty
*/
static Rect _invalid_rect;
static const byte *_colour_remap_ptr;
static byte _string_colourremap[3]; ///< Recoloursprite for stringdrawing. The grf loader ensures that #SpriteType::Font sprites only use colours 0 to 2.
static const uint DIRTY_BLOCK_HEIGHT = 8;
static const uint DIRTY_BLOCK_WIDTH = 64;
static uint _dirty_bytes_per_line = 0;
static byte *_dirty_blocks = nullptr;
extern uint _dirty_block_colour;
void GfxScroll(int left, int top, int width, int height, int xo, int yo)
{
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
if (xo == 0 && yo == 0) return;
if (_cursor.visible) UndrawMouseCursor();
if (_networking) NetworkUndrawChatMessage();
blitter->ScrollBuffer(_screen.dst_ptr, left, top, width, height, xo, yo);
/* This part of the screen is now dirty. */
VideoDriver::GetInstance()->MakeDirty(left, top, width, height);
}
/**
* Applies a certain FillRectMode-operation to a rectangle [left, right] x [top, bottom] on the screen.
*
* @pre dpi->zoom == ZOOM_LVL_NORMAL, right >= left, bottom >= top
* @param left Minimum X (inclusive)
* @param top Minimum Y (inclusive)
* @param right Maximum X (inclusive)
* @param bottom Maximum Y (inclusive)
* @param colour A 8 bit palette index (FILLRECT_OPAQUE and FILLRECT_CHECKER) or a recolour spritenumber (FILLRECT_RECOLOUR)
* @param mode
* FILLRECT_OPAQUE: Fill the rectangle with the specified colour
* FILLRECT_CHECKER: Like FILLRECT_OPAQUE, but only draw every second pixel (used to grey out things)
* FILLRECT_RECOLOUR: Apply a recolour sprite to every pixel in the rectangle currently on screen
*/
void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode)
{
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
const DrawPixelInfo *dpi = _cur_dpi;
void *dst;
const int otop = top;
const int oleft = left;
if (dpi->zoom != ZOOM_LVL_NORMAL) return;
if (left > right || top > bottom) return;
if (right < dpi->left || left >= dpi->left + dpi->width) return;
if (bottom < dpi->top || top >= dpi->top + dpi->height) return;
if ( (left -= dpi->left) < 0) left = 0;
right = right - dpi->left + 1;
if (right > dpi->width) right = dpi->width;
right -= left;
assert(right > 0);
if ( (top -= dpi->top) < 0) top = 0;
bottom = bottom - dpi->top + 1;
if (bottom > dpi->height) bottom = dpi->height;
bottom -= top;
assert(bottom > 0);
dst = blitter->MoveTo(dpi->dst_ptr, left, top);
switch (mode) {
default: // FILLRECT_OPAQUE
blitter->DrawRect(dst, right, bottom, (uint8_t)colour);
break;
case FILLRECT_RECOLOUR:
blitter->DrawColourMappingRect(dst, right, bottom, GB(colour, 0, PALETTE_WIDTH));
break;
case FILLRECT_CHECKER: {
byte bo = (oleft - left + dpi->left + otop - top + dpi->top) & 1;
do {
for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8_t)colour);
dst = blitter->MoveTo(dst, 0, 1);
} while (--bottom > 0);
break;
}
}
}
typedef std::pair<Point, Point> LineSegment;
/**
* Make line segments from a polygon defined by points, translated by an offset.
* Entirely horizontal lines (start and end at same Y coordinate) are skipped, as they are irrelevant to scanline conversion algorithms.
* Generated line segments always have the lowest Y coordinate point first, i.e. original direction is lost.
* @param shape The polygon to convert.
* @param offset Offset vector subtracted from all coordinates in the shape.
* @return Vector of undirected line segments.
*/
static std::vector<LineSegment> MakePolygonSegments(const std::vector<Point> &shape, Point offset)
{
std::vector<LineSegment> segments;
if (shape.size() < 3) return segments; // fewer than 3 will always result in an empty polygon
segments.reserve(shape.size());
/* Connect first and last point by having initial previous point be the last */
Point prev = shape.back();
prev.x -= offset.x;
prev.y -= offset.y;
for (Point pt : shape) {
pt.x -= offset.x;
pt.y -= offset.y;
/* Create segments for all non-horizontal lines in the polygon.
* The segments always have lowest Y coordinate first. */
if (prev.y > pt.y) {
segments.emplace_back(pt, prev);
} else if (prev.y < pt.y) {
segments.emplace_back(prev, pt);
}
prev = pt;
}
return segments;
}
/**
* Fill a polygon with colour.
* The odd-even winding rule is used, i.e. self-intersecting polygons will have holes in them.
* Left and top edges are inclusive, right and bottom edges are exclusive.
* @note For rectangles the GfxFillRect function will be faster.
* @pre dpi->zoom == ZOOM_LVL_NORMAL
* @param shape List of points on the polygon.
* @param colour An 8 bit palette index (FILLRECT_OPAQUE and FILLRECT_CHECKER) or a recolour spritenumber (FILLRECT_RECOLOUR).
* @param mode
* FILLRECT_OPAQUE: Fill the polygon with the specified colour.
* FILLRECT_CHECKER: Fill every other pixel with the specified colour, in a checkerboard pattern.
* FILLRECT_RECOLOUR: Apply a recolour sprite to every pixel in the polygon.
*/
void GfxFillPolygon(const std::vector<Point> &shape, int colour, FillRectMode mode)
{
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
const DrawPixelInfo *dpi = _cur_dpi;
if (dpi->zoom != ZOOM_LVL_NORMAL) return;
std::vector<LineSegment> segments = MakePolygonSegments(shape, Point{ dpi->left, dpi->top });
/* Remove segments appearing entirely above or below the clipping area. */
segments.erase(std::remove_if(segments.begin(), segments.end(), [dpi](const LineSegment &s) { return s.second.y <= 0 || s.first.y >= dpi->height; }), segments.end());
/* Check that this wasn't an empty shape (all points on a horizontal line or outside clipping.) */
if (segments.empty()) return;
/* Sort the segments by first point Y coordinate. */
std::sort(segments.begin(), segments.end(), [](const LineSegment &a, const LineSegment &b) { return a.first.y < b.first.y; });
/* Segments intersecting current scanline. */
std::vector<LineSegment> active;
/* Intersection points with a scanline.
* Kept outside loop to avoid repeated re-allocations. */
std::vector<int> intersections;
/* Normal, reasonable polygons don't have many intersections per scanline. */
active.reserve(4);
intersections.reserve(4);
/* Scan through the segments and paint each scanline. */
int y = segments.front().first.y;
std::vector<LineSegment>::iterator nextseg = segments.begin();
while (!active.empty() || nextseg != segments.end()) {
/* Clean up segments that have ended. */
active.erase(std::remove_if(active.begin(), active.end(), [y](const LineSegment &s) { return s.second.y == y; }), active.end());
/* Activate all segments starting on this scanline. */
while (nextseg != segments.end() && nextseg->first.y == y) {
active.push_back(*nextseg);
++nextseg;
}
/* Check clipping. */
if (y < 0) {
++y;
continue;
}
if (y >= dpi->height) return;
/* Intersect scanline with all active segments. */
intersections.clear();
for (const LineSegment &s : active) {
const int sdx = s.second.x - s.first.x;
const int sdy = s.second.y - s.first.y;
const int ldy = y - s.first.y;
const int x = s.first.x + sdx * ldy / sdy;
intersections.push_back(x);
}
/* Fill between pairs of intersections. */
std::sort(intersections.begin(), intersections.end());
for (size_t i = 1; i < intersections.size(); i += 2) {
/* Check clipping. */
const int x1 = std::max(0, intersections[i - 1]);
const int x2 = std::min(intersections[i], dpi->width);
if (x2 < 0) continue;
if (x1 >= dpi->width) continue;
/* Fill line y from x1 to x2. */
void *dst = blitter->MoveTo(dpi->dst_ptr, x1, y);
switch (mode) {
default: // FILLRECT_OPAQUE
blitter->DrawRect(dst, x2 - x1, 1, (uint8_t)colour);
break;
case FILLRECT_RECOLOUR:
blitter->DrawColourMappingRect(dst, x2 - x1, 1, GB(colour, 0, PALETTE_WIDTH));
break;
case FILLRECT_CHECKER:
/* Fill every other pixel, offset such that the sum of filled pixels' X and Y coordinates is odd.
* This creates a checkerboard effect. */
for (int x = (x1 + y) & 1; x < x2 - x1; x += 2) {
blitter->SetPixel(dst, x, 0, (uint8_t)colour);
}
break;
}
}
/* Next line */
++y;
}
}
/**
* Check line clipping by using a linear equation and draw the visible part of
* the line given by x/y and x2/y2.
* @param video Destination pointer to draw into.
* @param x X coordinate of first point.
* @param y Y coordinate of first point.
* @param x2 X coordinate of second point.
* @param y2 Y coordinate of second point.
* @param screen_width With of the screen to check clipping against.
* @param screen_height Height of the screen to check clipping against.
* @param colour Colour of the line.
* @param width Width of the line.
* @param dash Length of dashes for dashed lines. 0 means solid line.
*/
static inline void GfxDoDrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8_t colour, int width, int dash = 0)
{
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
assert(width > 0);
if (y2 == y || x2 == x) {
/* Special case: horizontal/vertical line. All checks already done in GfxPreprocessLine. */
blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
return;
}
int grade_y = y2 - y;
int grade_x = x2 - x;
/* Clipping rectangle. Slightly extended so we can ignore the width of the line. */
int extra = (int)CeilDiv(3 * width, 4); // not less then "width * sqrt(2) / 2"
Rect clip = { -extra, -extra, screen_width - 1 + extra, screen_height - 1 + extra };
/* prevent integer overflows. */
int margin = 1;
while (INT_MAX / abs(grade_y) < std::max(abs(clip.left - x), abs(clip.right - x))) {
grade_y /= 2;
grade_x /= 2;
margin *= 2; // account for rounding errors
}
/* Imagine that the line is infinitely long and it intersects with
* infinitely long left and right edges of the clipping rectangle.
* If both intersection points are outside the clipping rectangle
* and both on the same side of it, we don't need to draw anything. */
int left_isec_y = y + (clip.left - x) * grade_y / grade_x;
int right_isec_y = y + (clip.right - x) * grade_y / grade_x;
if ((left_isec_y > clip.bottom + margin && right_isec_y > clip.bottom + margin) ||
(left_isec_y < clip.top - margin && right_isec_y < clip.top - margin)) {
return;
}
/* It is possible to use the line equation to further reduce the amount of
* work the blitter has to do by shortening the effective line segment.
* However, in order to get that right and prevent the flickering effects
* of rounding errors so much additional code has to be run here that in
* the general case the effect is not noticeable. */
blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
}
/**
* Align parameters of a line to the given DPI and check simple clipping.
* @param dpi Screen parameters to align with.
* @param x X coordinate of first point.
* @param y Y coordinate of first point.
* @param x2 X coordinate of second point.
* @param y2 Y coordinate of second point.
* @param width Width of the line.
* @return True if the line is likely to be visible, false if it's certainly
* invisible.
*/
static inline bool GfxPreprocessLine(DrawPixelInfo *dpi, int &x, int &y, int &x2, int &y2, int width)
{
x -= dpi->left;
x2 -= dpi->left;
y -= dpi->top;
y2 -= dpi->top;
/* Check simple clipping */
if (x + width / 2 < 0 && x2 + width / 2 < 0 ) return false;
if (y + width / 2 < 0 && y2 + width / 2 < 0 ) return false;
if (x - width / 2 > dpi->width && x2 - width / 2 > dpi->width ) return false;
if (y - width / 2 > dpi->height && y2 - width / 2 > dpi->height) return false;
return true;
}
void GfxDrawLine(int x, int y, int x2, int y2, int colour, int width, int dash)
{
DrawPixelInfo *dpi = _cur_dpi;
if (GfxPreprocessLine(dpi, x, y, x2, y2, width)) {
GfxDoDrawLine(dpi->dst_ptr, x, y, x2, y2, dpi->width, dpi->height, colour, width, dash);
}
}
void GfxDrawLineUnscaled(int x, int y, int x2, int y2, int colour)
{
DrawPixelInfo *dpi = _cur_dpi;
if (GfxPreprocessLine(dpi, x, y, x2, y2, 1)) {
GfxDoDrawLine(dpi->dst_ptr,
UnScaleByZoom(x, dpi->zoom), UnScaleByZoom(y, dpi->zoom),
UnScaleByZoom(x2, dpi->zoom), UnScaleByZoom(y2, dpi->zoom),
UnScaleByZoom(dpi->width, dpi->zoom), UnScaleByZoom(dpi->height, dpi->zoom), colour, 1);
}
}
/**
* Draws the projection of a parallelepiped.
* This can be used to draw boxes in world coordinates.
*
* @param x Screen X-coordinate of top front corner.
* @param y Screen Y-coordinate of top front corner.
* @param dx1 Screen X-length of first edge.
* @param dy1 Screen Y-length of first edge.
* @param dx2 Screen X-length of second edge.
* @param dy2 Screen Y-length of second edge.
* @param dx3 Screen X-length of third edge.
* @param dy3 Screen Y-length of third edge.
*/
void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3)
{
/* ....
* .. ....
* .. ....
* .. ^
* <--__(dx1,dy1) /(dx2,dy2)
* : --__ / :
* : --__ / :
* : *(x,y) :
* : | :
* : | ..
* .... |(dx3,dy3)
* .... | ..
* ....V.
*/
static const byte colour = PC_WHITE;
GfxDrawLineUnscaled(x, y, x + dx1, y + dy1, colour);
GfxDrawLineUnscaled(x, y, x + dx2, y + dy2, colour);
GfxDrawLineUnscaled(x, y, x + dx3, y + dy3, colour);
GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx2, y + dy1 + dy2, colour);
GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx3, y + dy1 + dy3, colour);
GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx1, y + dy2 + dy1, colour);
GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx3, y + dy2 + dy3, colour);
GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx1, y + dy3 + dy1, colour);
GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx2, y + dy3 + dy2, colour);
}
/**
* Draw the outline of a Rect
* @param r Rect to draw.
* @param colour Colour of the outline.
* @param width Width of the outline.
* @param dash Length of dashes for dashed lines. 0 means solid lines.
*/
void DrawRectOutline(const Rect &r, int colour, int width, int dash)
{
GfxDrawLine(r.left, r.top, r.right, r.top, colour, width, dash);
GfxDrawLine(r.left, r.top, r.left, r.bottom, colour, width, dash);
GfxDrawLine(r.right, r.top, r.right, r.bottom, colour, width, dash);
GfxDrawLine(r.left, r.bottom, r.right, r.bottom, colour, width, dash);
}
/**
* Set the colour remap to be for the given colour.
* @param colour the new colour of the remap.
*/
static void SetColourRemap(TextColour colour)
{
if (colour == TC_INVALID) return;
/* Black strings have no shading ever; the shading is black, so it
* would be invisible at best, but it actually makes it illegible. */
bool no_shade = (colour & TC_NO_SHADE) != 0 || colour == TC_BLACK;
bool raw_colour = (colour & TC_IS_PALETTE_COLOUR) != 0;
colour &= ~(TC_NO_SHADE | TC_IS_PALETTE_COLOUR | TC_FORCED);
_string_colourremap[1] = raw_colour ? (byte)colour : _string_colourmap[colour];
_string_colourremap[2] = no_shade ? 0 : 1;
_colour_remap_ptr = _string_colourremap;
}
/**
* Drawing routine for drawing a laid out line of text.
* @param line String to draw.
* @param y The top most position to draw on.
* @param left The left most position to draw on.
* @param right The right most position to draw on.
* @param align The alignment of the string when drawing left-to-right. In the
* case a right-to-left language is chosen this is inverted so it
* will be drawn in the right direction.
* @param underline Whether to underline what has been drawn or not.
* @param truncation Whether to perform string truncation or not.
*
* @return In case of left or center alignment the right most pixel we have drawn to.
* In case of right alignment the left most pixel we have drawn to.
*/
static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left, int right, StringAlignment align, bool underline, bool truncation)
{
if (line.CountRuns() == 0) return 0;
int w = line.GetWidth();
int h = line.GetLeading();
/*
* The following is needed for truncation.
* Depending on the text direction, we either remove bits at the rear
* or the front. For this we shift the entire area to draw so it fits
* within the left/right bounds and the side we do not truncate it on.
* Then we determine the truncation location, i.e. glyphs that fall
* outside of the range min_x - max_x will not be drawn; they are thus
* the truncated glyphs.
*
* At a later step we insert the dots.
*/
int max_w = right - left + 1; // The maximum width.
int offset_x = 0; // The offset we need for positioning the glyphs
int min_x = left; // The minimum x position to draw normal glyphs on.
int max_x = right; // The maximum x position to draw normal glyphs on.
truncation &= max_w < w; // Whether we need to do truncation.
int dot_width = 0; // Cache for the width of the dot.
const Sprite *dot_sprite = nullptr; // Cache for the sprite of the dot.
if (truncation) {
/*
* Assumption may be made that all fonts of a run are of the same size.
* In any case, we'll use these dots for the abbreviation, so even if
* another size would be chosen it won't have truncated too little for
* the truncation dots.
*/
FontCache *fc = line.GetVisualRun(0).GetFont()->fc;
GlyphID dot_glyph = fc->MapCharToGlyph('.');
dot_width = fc->GetGlyphWidth(dot_glyph);
dot_sprite = fc->GetGlyph(dot_glyph);
if (_current_text_dir == TD_RTL) {
min_x += 3 * dot_width;
offset_x = w - 3 * dot_width - max_w;
} else {
max_x -= 3 * dot_width;
}
w = max_w;
}
/* In case we have a RTL language we swap the alignment. */
if (!(align & SA_FORCE) && _current_text_dir == TD_RTL && (align & SA_HOR_MASK) != SA_HOR_CENTER) align ^= SA_RIGHT;
/* right is the right most position to draw on. In this case we want to do
* calculations with the width of the string. In comparison right can be
* seen as lastof(todraw) and width as lengthof(todraw). They differ by 1.
* So most +1/-1 additions are to move from lengthof to 'indices'.
*/
switch (align & SA_HOR_MASK) {
case SA_LEFT:
/* right + 1 = left + w */
right = left + w - 1;
break;
case SA_HOR_CENTER:
left = RoundDivSU(right + 1 + left - w, 2);
/* right + 1 = left + w */
right = left + w - 1;
break;
case SA_RIGHT:
left = right + 1 - w;
break;
default:
NOT_REACHED();
}
const uint shadow_offset = ScaleGUITrad(1);
TextColour colour = TC_BLACK;
bool draw_shadow = false;
for (int run_index = 0; run_index < line.CountRuns(); run_index++) {
const ParagraphLayouter::VisualRun &run = line.GetVisualRun(run_index);
const Font *f = run.GetFont();
FontCache *fc = f->fc;
colour = f->colour;
SetColourRemap(colour);
DrawPixelInfo *dpi = _cur_dpi;
int dpi_left = dpi->left;
int dpi_right = dpi->left + dpi->width - 1;
draw_shadow = fc->GetDrawGlyphShadow() && (colour & TC_NO_SHADE) == 0 && colour != TC_BLACK;
for (int i = 0; i < run.GetGlyphCount(); i++) {
GlyphID glyph = run.GetGlyphs()[i];
/* Not a valid glyph (empty) */
if (glyph == 0xFFFF) continue;
int begin_x = (int)run.GetPositions()[i * 2] + left - offset_x;
int end_x = (int)run.GetPositions()[i * 2 + 2] + left - offset_x - 1;
int top = (int)run.GetPositions()[i * 2 + 1] + y;
/* Truncated away. */
if (truncation && (begin_x < min_x || end_x > max_x)) continue;
const Sprite *sprite = fc->GetGlyph(glyph);
/* Check clipping (the "+ 1" is for the shadow). */
if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
if (draw_shadow && (glyph & SPRITE_GLYPH) == 0) {
SetColourRemap(TC_BLACK);
GfxMainBlitter(sprite, begin_x + shadow_offset, top + shadow_offset, BM_COLOUR_REMAP);
SetColourRemap(colour);
}
GfxMainBlitter(sprite, begin_x, top, BM_COLOUR_REMAP);
}
}
if (truncation) {
int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
for (int i = 0; i < 3; i++, x += dot_width) {
if (draw_shadow) {
SetColourRemap(TC_BLACK);
GfxMainBlitter(dot_sprite, x + shadow_offset, y + shadow_offset, BM_COLOUR_REMAP);
SetColourRemap(colour);
}
GfxMainBlitter(dot_sprite, x, y, BM_COLOUR_REMAP);
}
}
if (underline) {
GfxFillRect(left, y + h, right, y + h + WidgetDimensions::scaled.bevel.top - 1, _string_colourremap[1]);
}
return (align & SA_HOR_MASK) == SA_RIGHT ? left : right;
}
/**
* Draw string, possibly truncated to make it fit in its allocated space
*
* @param left The left most position to draw on.
* @param right The right most position to draw on.
* @param top The top most position to draw on.
* @param str String to draw.
* @param colour Colour used for drawing the string, for details see _string_colourmap in
* table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
* @param align The alignment of the string when drawing left-to-right. In the
* case a right-to-left language is chosen this is inverted so it
* will be drawn in the right direction.
* @param underline Whether to underline what has been drawn or not.
* @param fontsize The size of the initial characters.
* @return In case of left or center alignment the right most pixel we have drawn to.
* In case of right alignment the left most pixel we have drawn to.
*/
int DrawString(int left, int right, int top, std::string_view str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
/* The string may contain control chars to change the font, just use the biggest font for clipping. */
int max_height = std::max({GetCharacterHeight(FS_SMALL), GetCharacterHeight(FS_NORMAL), GetCharacterHeight(FS_LARGE), GetCharacterHeight(FS_MONO)});
/* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */
int extra = max_height / 2;
if (_cur_dpi->top + _cur_dpi->height + extra < top || _cur_dpi->top > top + max_height + extra ||
_cur_dpi->left + _cur_dpi->width + extra < left || _cur_dpi->left > right + extra) {
return 0;
}
Layouter layout(str, INT32_MAX, colour, fontsize);
if (layout.empty()) return 0;
return DrawLayoutLine(*layout.front(), top, left, right, align, underline, true);
}
/**
* Draw string, possibly truncated to make it fit in its allocated space
*
* @param left The left most position to draw on.
* @param right The right most position to draw on.
* @param top The top most position to draw on.
* @param str String to draw.
* @param colour Colour used for drawing the string, for details see _string_colourmap in
* table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
* @param align The alignment of the string when drawing left-to-right. In the
* case a right-to-left language is chosen this is inverted so it
* will be drawn in the right direction.
* @param underline Whether to underline what has been drawn or not.
* @param fontsize The size of the initial characters.
* @return In case of left or center alignment the right most pixel we have drawn to.
* In case of right alignment the left most pixel we have drawn to.
*/
int DrawString(int left, int right, int top, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
return DrawString(left, right, top, GetString(str), colour, align, underline, fontsize);
}
/**
* Calculates height of string (in pixels). The string is changed to a multiline string if needed.
* @param str string to check
* @param maxw maximum string width
* @return height of pixels of string when it is drawn
*/
int GetStringHeight(std::string_view str, int maxw, FontSize fontsize)
{
assert(maxw > 0);
Layouter layout(str, maxw, TC_FROMSTRING, fontsize);
return layout.GetBounds().height;
}
/**
* Calculates height of string (in pixels). The string is changed to a multiline string if needed.
* @param str string to check
* @param maxw maximum string width
* @return height of pixels of string when it is drawn
*/
int GetStringHeight(StringID str, int maxw)
{
return GetStringHeight(GetString(str), maxw);
}
/**
* Calculates number of lines of string. The string is changed to a multiline string if needed.
* @param str string to check
* @param maxw maximum string width
* @return number of lines of string when it is drawn
*/
int GetStringLineCount(StringID str, int maxw)
{
Layouter layout(GetString(str), maxw);
return (uint)layout.size();
}
/**
* Calculate string bounding box for multi-line strings.
* @param str String to check.
* @param suggestion Suggested bounding box.
* @return Bounding box for the multi-line string, may be bigger than \a suggestion.
*/
Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion)
{
Dimension box = {suggestion.width, (uint)GetStringHeight(str, suggestion.width)};
return box;
}
/**
* Calculate string bounding box for multi-line strings.
* @param str String to check.
* @param suggestion Suggested bounding box.
* @return Bounding box for the multi-line string, may be bigger than \a suggestion.
*/
Dimension GetStringMultiLineBoundingBox(std::string_view str, const Dimension &suggestion)
{
Dimension box = {suggestion.width, (uint)GetStringHeight(str, suggestion.width)};
return box;
}
/**
* Draw string, possibly over multiple lines.
*
* @param left The left most position to draw on.
* @param right The right most position to draw on.
* @param top The top most position to draw on.
* @param bottom The bottom most position to draw on.
* @param str String to draw.
* @param colour Colour used for drawing the string, for details see _string_colourmap in
* table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
* @param align The horizontal and vertical alignment of the string.
* @param underline Whether to underline all strings
* @param fontsize The size of the initial characters.
*
* @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
*/
int DrawStringMultiLine(int left, int right, int top, int bottom, std::string_view str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
int maxw = right - left + 1;
int maxh = bottom - top + 1;
/* It makes no sense to even try if it can't be drawn anyway, or
* do we really want to support fonts of 0 or less pixels high? */
if (maxh <= 0) return top;
Layouter layout(str, maxw, colour, fontsize);
int total_height = layout.GetBounds().height;
int y;
switch (align & SA_VERT_MASK) {
case SA_TOP:
y = top;
break;
case SA_VERT_CENTER:
y = RoundDivSU(bottom + top - total_height, 2);
break;
case SA_BOTTOM:
y = bottom - total_height;
break;
default: NOT_REACHED();
}
int last_line = top;
int first_line = bottom;
for (const auto &line : layout) {
int line_height = line->GetLeading();
if (y >= top && y + line_height - 1 <= bottom) {
last_line = y + line_height;
if (first_line > y) first_line = y;
DrawLayoutLine(*line, y, left, right, align, underline, false);
}
y += line_height;
}
return ((align & SA_VERT_MASK) == SA_BOTTOM) ? first_line : last_line;
}
/**
* Draw string, possibly over multiple lines.
*
* @param left The left most position to draw on.
* @param right The right most position to draw on.
* @param top The top most position to draw on.
* @param bottom The bottom most position to draw on.
* @param str String to draw.
* @param colour Colour used for drawing the string, for details see _string_colourmap in
* table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
* @param align The horizontal and vertical alignment of the string.
* @param underline Whether to underline all strings
* @param fontsize The size of the initial characters.
*
* @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
*/
int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
return DrawStringMultiLine(left, right, top, bottom, GetString(str), colour, align, underline, fontsize);
}
/**
* Return the string dimension in pixels. The height and width are returned
* in a single Dimension value. TINYFONT, BIGFONT modifiers are only
* supported as the first character of the string. The returned dimensions
* are therefore a rough estimation correct for all the current strings
* but not every possible combination
* @param str string to calculate pixel-width
* @param start_fontsize Fontsize to start the text with
* @return string width and height in pixels
*/
Dimension GetStringBoundingBox(std::string_view str, FontSize start_fontsize)
{
Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
return layout.GetBounds();
}
/**
* Get bounding box of a string. Uses parameters set by #SetDParam if needed.
* Has the same restrictions as #GetStringBoundingBox(std::string_view str, FontSize start_fontsize).
* @param strid String to examine.
* @return Width and height of the bounding box for the string in pixels.
*/
Dimension GetStringBoundingBox(StringID strid, FontSize start_fontsize)
{
return GetStringBoundingBox(GetString(strid), start_fontsize);
}
/**
* Get maximum width of a list of strings.
* @param list List of strings, terminated with INVALID_STRING_ID.
* @param fontsize Font size to use.
* @return Width of longest string within the list.
*/
uint GetStringListWidth(const StringID *list, FontSize fontsize)
{
uint width = 0;
for (const StringID *str = list; *str != INVALID_STRING_ID; str++) {
width = std::max(width, GetStringBoundingBox(*str, fontsize).width);
}
return width;
}
/**
* Get the leading corner of a character in a single-line string relative
* to the start of the string.
* @param str String containing the character.
* @param ch Pointer to the character in the string.
* @param start_fontsize Font size to start the text with.
* @return Upper left corner of the glyph associated with the character.
*/
Point GetCharPosInString(std::string_view str, const char *ch, FontSize start_fontsize)
{
/* Ensure "ch" is inside "str" or at the exact end. */
assert(ch >= str.data() && (ch - str.data()) <= static_cast<ptrdiff_t>(str.size()));
auto it_ch = str.begin() + (ch - str.data());
Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
return layout.GetCharPosition(it_ch);
}
/**
* Get the character from a string that is drawn at a specific position.
* @param str String to test.
* @param x Position relative to the start of the string.
* @param start_fontsize Font size to start the text with.
* @return Index of the character position or -1 if there is no character at the position.
*/
ptrdiff_t GetCharAtPosition(std::string_view str, int x, FontSize start_fontsize)
{
if (x < 0) return -1;
Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
return layout.GetCharAtPosition(x, 0);
}
/**
* Draw single character horizontally centered around (x,y)
* @param c Character (glyph) to draw
* @param r Rectangle to draw character within
* @param colour Colour to use, for details see _string_colourmap in
* table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
*/
void DrawCharCentered(char32_t c, const Rect &r, TextColour colour)
{
SetColourRemap(colour);
GfxMainBlitter(GetGlyph(FS_NORMAL, c),
CenterBounds(r.left, r.right, GetCharacterWidth(FS_NORMAL, c)),
CenterBounds(r.top, r.bottom, GetCharacterHeight(FS_NORMAL)),
BM_COLOUR_REMAP);
}
/**
* Get the size of a sprite.
* @param sprid Sprite to examine.
* @param[out] offset Optionally returns the sprite position offset.
* @param zoom The zoom level applicable to the sprite.
* @return Sprite size in pixels.
* @note The size assumes (0, 0) as top-left coordinate and ignores any part of the sprite drawn at the left or above that position.
*/
Dimension GetSpriteSize(SpriteID sprid, Point *offset, ZoomLevel zoom)
{
const Sprite *sprite = GetSprite(sprid, SpriteType::Normal);
if (offset != nullptr) {
offset->x = UnScaleByZoom(sprite->x_offs, zoom);
offset->y = UnScaleByZoom(sprite->y_offs, zoom);
}
Dimension d;
d.width = std::max<int>(0, UnScaleByZoom(sprite->x_offs + sprite->width, zoom));
d.height = std::max<int>(0, UnScaleByZoom(sprite->y_offs + sprite->height, zoom));
return d;
}
/**
* Helper function to get the blitter mode for different types of palettes.
* @param pal The palette to get the blitter mode for.
* @return The blitter mode associated with the palette.
*/
static BlitterMode GetBlitterMode(PaletteID pal)
{
switch (pal) {
case PAL_NONE: return BM_NORMAL;
case PALETTE_CRASH: return BM_CRASH_REMAP;
case PALETTE_ALL_BLACK: return BM_BLACK_REMAP;
default: return BM_COLOUR_REMAP;
}
}
/**
* Draw a sprite in a viewport.
* @param img Image number to draw
* @param pal Palette to use.
* @param x Left coordinate of image in viewport, scaled by zoom
* @param y Top coordinate of image in viewport, scaled by zoom
* @param sub If available, draw only specified part of the sprite
*/
void DrawSpriteViewport(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub)
{
SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
pal = GB(pal, 0, PALETTE_WIDTH);
_colour_remap_ptr = GetNonSprite(pal, SpriteType::Recolour) + 1;
GfxMainBlitterViewport(GetSprite(real_sprite, SpriteType::Normal), x, y, pal == PALETTE_TO_TRANSPARENT ? BM_TRANSPARENT : BM_TRANSPARENT_REMAP, sub, real_sprite);
} else if (pal != PAL_NONE) {
if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
} else {
_colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), SpriteType::Recolour) + 1;
}
GfxMainBlitterViewport(GetSprite(real_sprite, SpriteType::Normal), x, y, GetBlitterMode(pal), sub, real_sprite);
} else {
GfxMainBlitterViewport(GetSprite(real_sprite, SpriteType::Normal), x, y, BM_NORMAL, sub, real_sprite);
}
}
/**
* Draw a sprite, not in a viewport
* @param img Image number to draw
* @param pal Palette to use.
* @param x Left coordinate of image in pixels
* @param y Top coordinate of image in pixels
* @param sub If available, draw only specified part of the sprite
* @param zoom Zoom level of sprite
*/
void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub, ZoomLevel zoom)
{
SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
pal = GB(pal, 0, PALETTE_WIDTH);
_colour_remap_ptr = GetNonSprite(pal, SpriteType::Recolour) + 1;
GfxMainBlitter(GetSprite(real_sprite, SpriteType::Normal), x, y, pal == PALETTE_TO_TRANSPARENT ? BM_TRANSPARENT : BM_TRANSPARENT_REMAP, sub, real_sprite, zoom);
} else if (pal != PAL_NONE) {
if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
} else {
_colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), SpriteType::Recolour) + 1;
}
GfxMainBlitter(GetSprite(real_sprite, SpriteType::Normal), x, y, GetBlitterMode(pal), sub, real_sprite, zoom);
} else {
GfxMainBlitter(GetSprite(real_sprite, SpriteType::Normal), x, y, BM_NORMAL, sub, real_sprite, zoom);
}
}
/**
* The code for setting up the blitter mode and sprite information before finally drawing the sprite.
* @param sprite The sprite to draw.
* @param x The X location to draw.
* @param y The Y location to draw.
* @param mode The settings for the blitter to pass.
* @param sub Whether to only draw a sub set of the sprite.
* @param zoom The zoom level at which to draw the sprites.
* @param dst Optional parameter for a different blitting destination.
* @tparam ZOOM_BASE The factor required to get the sub sprite information into the right size.
* @tparam SCALED_XY Whether the X and Y are scaled or unscaled.
*/
template <int ZOOM_BASE, bool SCALED_XY>
static void GfxBlitter(const Sprite * const sprite, int x, int y, BlitterMode mode, const SubSprite * const sub, SpriteID sprite_id, ZoomLevel zoom, const DrawPixelInfo *dst = nullptr)
{
const DrawPixelInfo *dpi = (dst != nullptr) ? dst : _cur_dpi;
Blitter::BlitterParams bp;
if (SCALED_XY) {
/* Scale it */
x = ScaleByZoom(x, zoom);
y = ScaleByZoom(y, zoom);
}
/* Move to the correct offset */
x += sprite->x_offs;
y += sprite->y_offs;
if (sub == nullptr) {
/* No clipping. */
bp.skip_left = 0;
bp.skip_top = 0;
bp.width = UnScaleByZoom(sprite->width, zoom);
bp.height = UnScaleByZoom(sprite->height, zoom);
} else {
/* Amount of pixels to clip from the source sprite */
int clip_left = std::max(0, -sprite->x_offs + sub->left * ZOOM_BASE );
int clip_top = std::max(0, -sprite->y_offs + sub->top * ZOOM_BASE );
int clip_right = std::max(0, sprite->width - (-sprite->x_offs + (sub->right + 1) * ZOOM_BASE));
int clip_bottom = std::max(0, sprite->height - (-sprite->y_offs + (sub->bottom + 1) * ZOOM_BASE));
if (clip_left + clip_right >= sprite->width) return;
if (clip_top + clip_bottom >= sprite->height) return;
bp.skip_left = UnScaleByZoomLower(clip_left, zoom);
bp.skip_top = UnScaleByZoomLower(clip_top, zoom);
bp.width = UnScaleByZoom(sprite->width - clip_left - clip_right, zoom);
bp.height = UnScaleByZoom(sprite->height - clip_top - clip_bottom, zoom);
x += ScaleByZoom(bp.skip_left, zoom);
y += ScaleByZoom(bp.skip_top, zoom);
}
/* Copy the main data directly from the sprite */
bp.sprite = sprite->data;
bp.sprite_width = sprite->width;
bp.sprite_height = sprite->height;
bp.top = 0;
bp.left = 0;
bp.dst = dpi->dst_ptr;
bp.pitch = dpi->pitch;
bp.remap = _colour_remap_ptr;
assert(sprite->width > 0);
assert(sprite->height > 0);
if (bp.width <= 0) return;
if (bp.height <= 0) return;
y -= SCALED_XY ? ScaleByZoom(dpi->top, zoom) : dpi->top;
int y_unscaled = UnScaleByZoom(y, zoom);
/* Check for top overflow */
if (y < 0) {
bp.height -= -y_unscaled;
if (bp.height <= 0) return;
bp.skip_top += -y_unscaled;
y = 0;
} else {
bp.top = y_unscaled;
}
/* Check for bottom overflow */
y += SCALED_XY ? ScaleByZoom(bp.height - dpi->height, zoom) : ScaleByZoom(bp.height, zoom) - dpi->height;
if (y > 0) {
bp.height -= UnScaleByZoom(y, zoom);
if (bp.height <= 0) return;
}
x -= SCALED_XY ? ScaleByZoom(dpi->left, zoom) : dpi->left;
int x_unscaled = UnScaleByZoom(x, zoom);
/* Check for left overflow */
if (x < 0) {
bp.width -= -x_unscaled;
if (bp.width <= 0) return;
bp.skip_left += -x_unscaled;
x = 0;
} else {
bp.left = x_unscaled;
}
/* Check for right overflow */
x += SCALED_XY ? ScaleByZoom(bp.width - dpi->width, zoom) : ScaleByZoom(bp.width, zoom) - dpi->width;
if (x > 0) {
bp.width -= UnScaleByZoom(x, zoom);
if (bp.width <= 0) return;
}
assert(bp.skip_left + bp.width <= UnScaleByZoom(sprite->width, zoom));
assert(bp.skip_top + bp.height <= UnScaleByZoom(sprite->height, zoom));
/* We do not want to catch the mouse. However we also use that spritenumber for unknown (text) sprites. */
if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && sprite_id != SPR_CURSOR_MOUSE) {
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
void *topleft = blitter->MoveTo(bp.dst, bp.left, bp.top);
void *bottomright = blitter->MoveTo(topleft, bp.width - 1, bp.height - 1);
void *clicked = _newgrf_debug_sprite_picker.clicked_pixel;
if (topleft <= clicked && clicked <= bottomright) {
uint offset = (((size_t)clicked - (size_t)topleft) / (blitter->GetScreenDepth() / 8)) % bp.pitch;
if (offset < (uint)bp.width) {
include(_newgrf_debug_sprite_picker.sprites, sprite_id);
}
}
}
BlitterFactory::GetCurrentBlitter()->Draw(&bp, mode, zoom);
}
/**
* Draws a sprite to a new RGBA buffer (see Colour union) instead of drawing to the screen.
*
* @param spriteId The sprite to draw.
* @param zoom The zoom level at which to draw the sprites.
* @return Pixel buffer, or nullptr if an 8bpp blitter is being used.
*/
std::unique_ptr<uint32_t[]> DrawSpriteToRgbaBuffer(SpriteID spriteId, ZoomLevel zoom)
{
/* Invalid zoom level requested? */
if (zoom < _settings_client.gui.zoom_min || zoom > _settings_client.gui.zoom_max) return nullptr;
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
if (blitter->GetScreenDepth() != 8 && blitter->GetScreenDepth() != 32) return nullptr;
/* Gather information about the sprite to write, reserve memory */
const SpriteID real_sprite = GB(spriteId, 0, SPRITE_WIDTH);
const Sprite *sprite = GetSprite(real_sprite, SpriteType::Normal);
Dimension dim = GetSpriteSize(real_sprite, nullptr, zoom);
size_t dim_size = static_cast<size_t>(dim.width) * dim.height;
std::unique_ptr<uint32_t[]> result(new uint32_t[dim_size]);
/* Set buffer to fully transparent. */
MemSetT(result.get(), 0, dim_size);
/* Prepare new DrawPixelInfo - Normally this would be the screen but we want to draw to another buffer here.
* Normally, pitch would be scaled screen width, but in our case our "screen" is only the sprite width wide. */
DrawPixelInfo dpi;
dpi.dst_ptr = result.get();
dpi.pitch = dim.width;
dpi.left = 0;
dpi.top = 0;
dpi.width = dim.width;
dpi.height = dim.height;
dpi.zoom = zoom;
dim_size = static_cast<size_t>(dim.width) * dim.height;
/* If the current blitter is a paletted blitter, we have to render to an extra buffer and resolve the palette later. */
std::unique_ptr<byte[]> pal_buffer{};
if (blitter->GetScreenDepth() == 8) {
pal_buffer.reset(new byte[dim_size]);
MemSetT(pal_buffer.get(), 0, dim_size);
dpi.dst_ptr = pal_buffer.get();
}
/* Temporarily disable screen animations while blitting - This prevents 40bpp_anim from writing to the animation buffer. */
Backup<bool> disable_anim(_screen_disable_anim, true, FILE_LINE);
GfxBlitter<1, true>(sprite, 0, 0, BM_NORMAL, nullptr, real_sprite, zoom, &dpi);
disable_anim.Restore();
if (blitter->GetScreenDepth() == 8) {
/* Resolve palette. */
uint32_t *dst = result.get();
const byte *src = pal_buffer.get();
for (size_t i = 0; i < dim_size; ++i) {
*dst++ = _cur_palette.palette[*src++].data;
}
}
return result;
}
static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id)
{
GfxBlitter<ZOOM_LVL_BASE, false>(sprite, x, y, mode, sub, sprite_id, _cur_dpi->zoom);
}
static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id, ZoomLevel zoom)
{
GfxBlitter<1, true>(sprite, x, y, mode, sub, sprite_id, zoom);
}
/**
* Initialize _stringwidth_table cache
* @param monospace Whether to load the monospace cache or the normal fonts.
*/
void LoadStringWidthTable(bool monospace)
{
ClearFontCache();
for (FontSize fs = monospace ? FS_MONO : FS_BEGIN; fs < (monospace ? FS_END : FS_MONO); fs++) {
for (uint i = 0; i != 224; i++) {
_stringwidth_table[fs][i] = GetGlyphWidth(fs, i + 32);
}
}
}
/**
* Return width of character glyph.
* @param size Font of the character
* @param key Character code glyph
* @return Width of the character glyph
*/
byte GetCharacterWidth(FontSize size, char32_t key)
{
/* Use _stringwidth_table cache if possible */
if (key >= 32 && key < 256) return _stringwidth_table[size][key - 32];
return GetGlyphWidth(size, key);
}
/**
* Return the maximum width of single digit.
* @param size Font of the digit
* @return Width of the digit.
*/
byte GetDigitWidth(FontSize size)
{
byte width = 0;
for (char c = '0'; c <= '9'; c++) {
width = std::max(GetCharacterWidth(size, c), width);
}
return width;
}
/**
* Determine the broadest digits for guessing the maximum width of a n-digit number.
* @param[out] front Broadest digit, which is not 0. (Use this digit as first digit for numbers with more than one digit.)
* @param[out] next Broadest digit, including 0. (Use this digit for all digits, except the first one; or for numbers with only one digit.)
* @param size Font of the digit
*/
void GetBroadestDigit(uint *front, uint *next, FontSize size)
{
int width = -1;
for (char c = '9'; c >= '0'; c--) {
int w = GetCharacterWidth(size, c);
if (w > width) {
width = w;
*next = c - '0';
if (c != '0') *front = c - '0';
}
}
}
void ScreenSizeChanged()
{
_dirty_bytes_per_line = CeilDiv(_screen.width, DIRTY_BLOCK_WIDTH);
_dirty_blocks = ReallocT<byte>(_dirty_blocks, static_cast<size_t>(_dirty_bytes_per_line) * CeilDiv(_screen.height, DIRTY_BLOCK_HEIGHT));
/* check the dirty rect */
if (_invalid_rect.right >= _screen.width) _invalid_rect.right = _screen.width;
if (_invalid_rect.bottom >= _screen.height) _invalid_rect.bottom = _screen.height;
/* screen size changed and the old bitmap is invalid now, so we don't want to undraw it */
_cursor.visible = false;
}
void UndrawMouseCursor()
{
/* Don't undraw mouse cursor if it is handled by the video driver. */
if (VideoDriver::GetInstance()->UseSystemCursor()) return;
/* Don't undraw the mouse cursor if the screen is not ready */
if (_screen.dst_ptr == nullptr) return;
if (_cursor.visible) {
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
_cursor.visible = false;
blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), _cursor_backup.GetBuffer(), _cursor.draw_size.x, _cursor.draw_size.y);
VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
}
}
void DrawMouseCursor()
{
/* Don't draw mouse cursor if it is handled by the video driver. */
if (VideoDriver::GetInstance()->UseSystemCursor()) return;
/* Don't draw the mouse cursor if the screen is not ready */
if (_screen.dst_ptr == nullptr) return;
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
/* Redraw mouse cursor but only when it's inside the window */
if (!_cursor.in_window) return;
/* Don't draw the mouse cursor if it's already drawn */
if (_cursor.visible) {
if (!_cursor.dirty) return;
UndrawMouseCursor();
}
/* Determine visible area */
int left = _cursor.pos.x + _cursor.total_offs.x;
int width = _cursor.total_size.x;
if (left < 0) {
width += left;
left = 0;
}
if (left + width > _screen.width) {
width = _screen.width - left;
}
if (width <= 0) return;
int top = _cursor.pos.y + _cursor.total_offs.y;
int height = _cursor.total_size.y;
if (top < 0) {
height += top;
top = 0;
}
if (top + height > _screen.height) {
height = _screen.height - top;
}
if (height <= 0) return;
_cursor.draw_pos.x = left;
_cursor.draw_pos.y = top;
_cursor.draw_size.x = width;
_cursor.draw_size.y = height;
uint8_t *buffer = _cursor_backup.Allocate(blitter->BufferSize(_cursor.draw_size.x, _cursor.draw_size.y));
/* Make backup of stuff below cursor */
blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), buffer, _cursor.draw_size.x, _cursor.draw_size.y);
/* Draw cursor on screen */
_cur_dpi = &_screen;
for (uint i = 0; i < _cursor.sprite_count; ++i) {
DrawSprite(_cursor.sprite_seq[i].sprite, _cursor.sprite_seq[i].pal, _cursor.pos.x + _cursor.sprite_pos[i].x, _cursor.pos.y + _cursor.sprite_pos[i].y);
}
VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
_cursor.visible = true;
_cursor.dirty = false;
}
/**
* Repaints a specific rectangle of the screen.
*
* @param left,top,right,bottom The area of the screen that needs repainting
* @pre The rectangle should have been previously marked dirty with \c AddDirtyBlock.
* @see AddDirtyBlock
* @see DrawDirtyBlocks
* @ingroup dirty
*
*/
void RedrawScreenRect(int left, int top, int right, int bottom)
{
assert(right <= _screen.width && bottom <= _screen.height);
if (_cursor.visible) {
if (right > _cursor.draw_pos.x &&
left < _cursor.draw_pos.x + _cursor.draw_size.x &&
bottom > _cursor.draw_pos.y &&
top < _cursor.draw_pos.y + _cursor.draw_size.y) {
UndrawMouseCursor();
}
}
if (_networking) NetworkUndrawChatMessage();
DrawOverlappedWindowForAll(left, top, right, bottom);
VideoDriver::GetInstance()->MakeDirty(left, top, right - left, bottom - top);
}
/**
* Repaints the rectangle blocks which are marked as 'dirty'.
*
* @see AddDirtyBlock
*
* @ingroup dirty
*/
void DrawDirtyBlocks()
{
byte *b = _dirty_blocks;
const int w = Align(_screen.width, DIRTY_BLOCK_WIDTH);
const int h = Align(_screen.height, DIRTY_BLOCK_HEIGHT);
int x;
int y;
y = 0;
do {
x = 0;
do {
if (*b != 0) {
int left;
int top;
int right = x + DIRTY_BLOCK_WIDTH;
int bottom = y;
byte *p = b;
int h2;
/* First try coalescing downwards */
do {
*p = 0;
p += _dirty_bytes_per_line;
bottom += DIRTY_BLOCK_HEIGHT;
} while (bottom != h && *p != 0);
/* Try coalescing to the right too. */
h2 = (bottom - y) / DIRTY_BLOCK_HEIGHT;
assert(h2 > 0);
p = b;
while (right != w) {
byte *p2 = ++p;
int i = h2;
/* Check if a full line of dirty flags is set. */
do {
if (!*p2) goto no_more_coalesc;
p2 += _dirty_bytes_per_line;
} while (--i != 0);
/* Wohoo, can combine it one step to the right!
* Do that, and clear the bits. */
right += DIRTY_BLOCK_WIDTH;
i = h2;
p2 = p;
do {
*p2 = 0;
p2 += _dirty_bytes_per_line;
} while (--i != 0);
}
no_more_coalesc:
left = x;
top = y;
if (left < _invalid_rect.left ) left = _invalid_rect.left;
if (top < _invalid_rect.top ) top = _invalid_rect.top;
if (right > _invalid_rect.right ) right = _invalid_rect.right;
if (bottom > _invalid_rect.bottom) bottom = _invalid_rect.bottom;
if (left < right && top < bottom) {
RedrawScreenRect(left, top, right, bottom);
}
}
} while (b++, (x += DIRTY_BLOCK_WIDTH) != w);
} while (b += -(int)(w / DIRTY_BLOCK_WIDTH) + _dirty_bytes_per_line, (y += DIRTY_BLOCK_HEIGHT) != h);
++_dirty_block_colour;
_invalid_rect.left = w;
_invalid_rect.top = h;
_invalid_rect.right = 0;
_invalid_rect.bottom = 0;
}
/**
* Extend the internal _invalid_rect rectangle to contain the rectangle
* defined by the given parameters. Note the point (0,0) is top left.
*
* @param left The left edge of the rectangle
* @param top The top edge of the rectangle
* @param right The right edge of the rectangle
* @param bottom The bottom edge of the rectangle
* @see DrawDirtyBlocks
* @ingroup dirty
*
*/
void AddDirtyBlock(int left, int top, int right, int bottom)
{
byte *b;
int width;
int height;
if (left < 0) left = 0;
if (top < 0) top = 0;
if (right > _screen.width) right = _screen.width;
if (bottom > _screen.height) bottom = _screen.height;
if (left >= right || top >= bottom) return;
if (left < _invalid_rect.left ) _invalid_rect.left = left;
if (top < _invalid_rect.top ) _invalid_rect.top = top;
if (right > _invalid_rect.right ) _invalid_rect.right = right;
if (bottom > _invalid_rect.bottom) _invalid_rect.bottom = bottom;
left /= DIRTY_BLOCK_WIDTH;
top /= DIRTY_BLOCK_HEIGHT;
b = _dirty_blocks + top * _dirty_bytes_per_line + left;
width = ((right - 1) / DIRTY_BLOCK_WIDTH) - left + 1;
height = ((bottom - 1) / DIRTY_BLOCK_HEIGHT) - top + 1;
assert(width > 0 && height > 0);
do {
int i = width;
do b[--i] = 0xFF; while (i != 0);
b += _dirty_bytes_per_line;
} while (--height != 0);
}
/**
* This function mark the whole screen as dirty. This results in repainting
* the whole screen. Use this with care as this function will break the
* idea about marking only parts of the screen as 'dirty'.
* @ingroup dirty
*/
void MarkWholeScreenDirty()
{
AddDirtyBlock(0, 0, _screen.width, _screen.height);
}
/**
* Set up a clipping area for only drawing into a certain area. To do this,
* Fill a DrawPixelInfo object with the supplied relative rectangle, backup
* the original (calling) _cur_dpi and assign the just returned DrawPixelInfo
* _cur_dpi. When you are done, give restore _cur_dpi's original value
* @param *n the DrawPixelInfo that will be the clipping rectangle box allowed
* for drawing
* @param left,top,width,height the relative coordinates of the clipping
* rectangle relative to the current _cur_dpi. This will most likely be the
* offset from the calling window coordinates
* @return return false if the requested rectangle is not possible with the
* current dpi pointer. Only continue of the return value is true, or you'll
* get some nasty results
*/
bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height)
{
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
const DrawPixelInfo *o = _cur_dpi;
n->zoom = ZOOM_LVL_NORMAL;
assert(width > 0);
assert(height > 0);
if ((left -= o->left) < 0) {
width += left;
if (width <= 0) return false;
n->left = -left;
left = 0;
} else {
n->left = 0;
}
if (width > o->width - left) {
width = o->width - left;
if (width <= 0) return false;
}
n->width = width;
if ((top -= o->top) < 0) {
height += top;
if (height <= 0) return false;
n->top = -top;
top = 0;
} else {
n->top = 0;
}
n->dst_ptr = blitter->MoveTo(o->dst_ptr, left, top);
n->pitch = o->pitch;
if (height > o->height - top) {
height = o->height - top;
if (height <= 0) return false;
}
n->height = height;
return true;
}
/**
* Update cursor dimension.
* Called when changing cursor sprite resp. reloading grfs.
*/
void UpdateCursorSize()
{
/* Ignore setting any cursor before the sprites are loaded. */
if (GetMaxSpriteID() == 0) return;
static_assert(lengthof(_cursor.sprite_seq) == lengthof(_cursor.sprite_pos));
assert(_cursor.sprite_count <= lengthof(_cursor.sprite_seq));
for (uint i = 0; i < _cursor.sprite_count; ++i) {
const Sprite *p = GetSprite(GB(_cursor.sprite_seq[i].sprite, 0, SPRITE_WIDTH), SpriteType::Normal);
Point offs, size;
offs.x = UnScaleGUI(p->x_offs) + _cursor.sprite_pos[i].x;
offs.y = UnScaleGUI(p->y_offs) + _cursor.sprite_pos[i].y;
size.x = UnScaleGUI(p->width);
size.y = UnScaleGUI(p->height);
if (i == 0) {
_cursor.total_offs = offs;
_cursor.total_size = size;
} else {
int right = std::max(_cursor.total_offs.x + _cursor.total_size.x, offs.x + size.x);
int bottom = std::max(_cursor.total_offs.y + _cursor.total_size.y, offs.y + size.y);
if (offs.x < _cursor.total_offs.x) _cursor.total_offs.x = offs.x;
if (offs.y < _cursor.total_offs.y) _cursor.total_offs.y = offs.y;
_cursor.total_size.x = right - _cursor.total_offs.x;
_cursor.total_size.y = bottom - _cursor.total_offs.y;
}
}
_cursor.dirty = true;
}
/**
* Switch cursor to different sprite.
* @param cursor Sprite to draw for the cursor.
* @param pal Palette to use for recolouring.
*/
static void SetCursorSprite(CursorID cursor, PaletteID pal)
{
if (_cursor.sprite_count == 1 && _cursor.sprite_seq[0].sprite == cursor && _cursor.sprite_seq[0].pal == pal) return;
_cursor.sprite_count = 1;
_cursor.sprite_seq[0].sprite = cursor;
_cursor.sprite_seq[0].pal = pal;
_cursor.sprite_pos[0].x = 0;
_cursor.sprite_pos[0].y = 0;
UpdateCursorSize();
}
static void SwitchAnimatedCursor()
{
const AnimCursor *cur = _cursor.animate_cur;
if (cur == nullptr || cur->sprite == AnimCursor::LAST) cur = _cursor.animate_list;
SetCursorSprite(cur->sprite, _cursor.sprite_seq[0].pal);
_cursor.animate_timeout = cur->display_time;
_cursor.animate_cur = cur + 1;
}
void CursorTick()
{
if (_cursor.animate_timeout != 0 && --_cursor.animate_timeout == 0) {
SwitchAnimatedCursor();
}
}
/**
* Set or unset the ZZZ cursor.
* @param busy Whether to show the ZZZ cursor.
*/
void SetMouseCursorBusy(bool busy)
{
if (busy) {
if (_cursor.sprite_seq[0].sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
} else {
if (_cursor.sprite_seq[0].sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
}
}
/**
* Assign a single non-animated sprite to the cursor.
* @param sprite Sprite to draw for the cursor.
* @param pal Palette to use for recolouring.
* @see SetAnimatedMouseCursor
*/
void SetMouseCursor(CursorID sprite, PaletteID pal)
{
/* Turn off animation */
_cursor.animate_timeout = 0;
/* Set cursor */
SetCursorSprite(sprite, pal);
}
/**
* Assign an animation to the cursor.
* @param table Array of animation states.
* @see SetMouseCursor
*/
void SetAnimatedMouseCursor(const AnimCursor *table)
{
_cursor.animate_list = table;
_cursor.animate_cur = nullptr;
_cursor.sprite_seq[0].pal = PAL_NONE;
SwitchAnimatedCursor();
}
/**
* Update cursor position based on a relative change.
*
* @param delta_x How much change in the X position.
* @param delta_y How much change in the Y position.
*/
void CursorVars::UpdateCursorPositionRelative(int delta_x, int delta_y)
{
assert(this->fix_at);
this->delta.x = delta_x;
this->delta.y = delta_y;
}
/**
* Update cursor position on mouse movement.
* @param x New X position.
* @param y New Y position.
* @return true, if the OS cursor position should be warped back to this->pos.
*/
bool CursorVars::UpdateCursorPosition(int x, int y)
{
this->delta.x = x - this->pos.x;
this->delta.y = y - this->pos.y;
if (this->fix_at) {
return this->delta.x != 0 || this->delta.y != 0;
} else if (this->pos.x != x || this->pos.y != y) {
this->dirty = true;
this->pos.x = x;
this->pos.y = y;
}
return false;
}
bool ChangeResInGame(int width, int height)
{
return (_screen.width == width && _screen.height == height) || VideoDriver::GetInstance()->ChangeResolution(width, height);
}
bool ToggleFullScreen(bool fs)
{
bool result = VideoDriver::GetInstance()->ToggleFullscreen(fs);
if (_fullscreen != fs && _resolutions.empty()) {
Debug(driver, 0, "Could not find a suitable fullscreen resolution");
}
return result;
}
void SortResolutions()
{
std::sort(_resolutions.begin(), _resolutions.end());
}
/**
* Resolve GUI zoom level, if auto-suggestion is requested.
*/
void UpdateGUIZoom()
{
/* Determine real GUI zoom to use. */
if (_gui_scale_cfg == -1) {
_gui_scale = VideoDriver::GetInstance()->GetSuggestedUIScale();
} else {
_gui_scale = Clamp(_gui_scale_cfg, MIN_INTERFACE_SCALE, MAX_INTERFACE_SCALE);
}
int8_t new_zoom = ScaleGUITrad(1) <= 1 ? ZOOM_LVL_OUT_4X : ScaleGUITrad(1) >= 4 ? ZOOM_LVL_MIN : ZOOM_LVL_OUT_2X;
/* Font glyphs should not be clamped to min/max zoom. */
_font_zoom = static_cast<ZoomLevel>(new_zoom);
/* Ensure the gui_zoom is clamped between min/max. */
new_zoom = Clamp(new_zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max);
_gui_zoom = static_cast<ZoomLevel>(new_zoom);
}
/**
* Resolve GUI zoom level and adjust GUI to new zoom, if auto-suggestion is requested.
* @param automatic Set if the change is occuring due to OS DPI scaling being changed.
* @returns true when the zoom level has changed, caller must call ReInitAllWindows(true)
* after resizing the application's window/buffer.
*/
bool AdjustGUIZoom(bool automatic)
{
ZoomLevel old_gui_zoom = _gui_zoom;
ZoomLevel old_font_zoom = _font_zoom;
int old_scale = _gui_scale;
UpdateGUIZoom();
if (old_scale == _gui_scale && old_gui_zoom == _gui_zoom) return false;
/* Update cursors if sprite zoom level has changed. */
if (old_gui_zoom != _gui_zoom) {
VideoDriver::GetInstance()->ClearSystemSprites();
UpdateCursorSize();
}
if (old_font_zoom != _font_zoom) {
GfxClearFontSpriteCache();
}
ClearFontCache();
LoadStringWidthTable();
SetupWidgetDimensions();
UpdateAllVirtCoords();
/* Adjust all window sizes to match the new zoom level, so that they don't appear
to move around when the application is moved to a screen with different DPI. */
auto zoom_shift = old_gui_zoom - _gui_zoom;
for (Window *w : Window::Iterate()) {
if (automatic) {
w->left = (w->left * _gui_scale) / old_scale;
w->top = (w->top * _gui_scale) / old_scale;
}
if (w->viewport != nullptr) {
w->viewport->zoom = static_cast<ZoomLevel>(Clamp(w->viewport->zoom - zoom_shift, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
}
}
return true;
}
void ChangeGameSpeed(bool enable_fast_forward)
{
if (enable_fast_forward) {
_game_speed = _settings_client.gui.fast_forward_speed_limit;
} else {
_game_speed = 100;
}
}
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