/* * 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 . */ /** @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 "../settings_type.h" #include "../zoom_type.h" #include #include extern std::string _ini_videodriver; extern std::vector _resolutions; extern Dimension _cur_resolution; extern bool _rightclick_emulate; /** 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: /** * 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; /** * Callback invoked after the blitter was changed. * This may only be called between AcquireBlitterLock and ReleaseBlitterLock. * @return True if no error. */ virtual bool AfterBlitterChange() { return true; } /** * Acquire any lock(s) required to be held when changing blitters. * These lock(s) may not be acquired recursively. */ virtual void AcquireBlitterLock() { } /** * Release any lock(s) required to be held when changing blitters. * These lock(s) may not be acquired recursively. */ virtual void ReleaseBlitterLock() { } virtual bool ClaimMousePointer() { return true; } /** * 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; } /** * 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 suggested default GUI zoom taking screen DPI into account. */ virtual ZoomLevel GetSuggestedUIZoom() { float dpi_scale = this->GetDPIScale(); if (dpi_scale >= 3.0f) return ZOOM_LVL_NORMAL; if (dpi_scale >= 1.5f) return ZOOM_LVL_OUT_2X; return ZOOM_LVL_OUT_4X; } /** * Get the currently active instance of the video driver. */ static VideoDriver *GetInstance() { return static_cast(*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() {} /** * Thread function for threaded drawing. */ virtual void PaintThread() {} /** * Process any pending palette animation. */ virtual void CheckPaletteAnim() {} /** * Run the game for a single tick, processing boththe game-tick and draw-tick. * @returns True if the driver should redraw the screen. */ bool Tick(); /** * Sleep till the next tick is about to happen. */ void SleepTillNextTick(); std::chrono::steady_clock::duration GetGameInterval() { return std::chrono::milliseconds(MILLISECONDS_PER_TICK); } std::chrono::steady_clock::duration GetDrawInterval() { return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate); } std::chrono::steady_clock::time_point last_realtime_tick; std::chrono::steady_clock::time_point next_game_tick; std::chrono::steady_clock::time_point next_draw_tick; }; #endif /* VIDEO_VIDEO_DRIVER_HPP */