4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file gfx.cpp Handling of drawing text and other gfx related stuff. */
13 #include "gfx_layout.h"
15 #include "zoom_func.h"
16 #include "blitter/factory.hpp"
17 #include "video/video_driver.hpp"
18 #include "strings_func.h"
19 #include "settings_type.h"
20 #include "network/network.h"
21 #include "network/network_func.h"
22 #include "window_func.h"
23 #include "newgrf_debug.h"
25 #include "table/palettes.h"
26 #include "table/sprites.h"
27 #include "table/control_codes.h"
29 byte _dirkeys
; ///< 1 = left, 2 = up, 4 = right, 8 = down
32 bool _ctrl_pressed
; ///< Is Ctrl pressed?
33 bool _shift_pressed
; ///< Is Shift pressed?
35 bool _left_button_down
; ///< Is left mouse button pressed?
36 bool _left_button_clicked
; ///< Is left mouse button clicked?
37 bool _right_button_down
; ///< Is right mouse button pressed?
38 bool _right_button_clicked
; ///< Is right mouse button clicked?
39 DrawPixelInfo _screen
;
40 bool _screen_disable_anim
= false; ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
43 SwitchMode _switch_mode
; ///< The next mainloop command.
44 PauseModeByte _pause_mode
;
47 static byte _stringwidth_table
[FS_END
][224]; ///< Cache containing width of often used characters. @see GetCharacterWidth()
48 DrawPixelInfo
*_cur_dpi
;
49 byte _colour_gradient
[COLOUR_END
][8];
51 static void GfxMainBlitterViewport(const Sprite
*sprite
, int x
, int y
, BlitterMode mode
, const SubSprite
*sub
= NULL
, SpriteID sprite_id
= SPR_CURSOR_MOUSE
);
52 static void GfxMainBlitter(const Sprite
*sprite
, int x
, int y
, BlitterMode mode
, const SubSprite
*sub
= NULL
, SpriteID sprite_id
= SPR_CURSOR_MOUSE
, ZoomLevel zoom
= ZOOM_LVL_NORMAL
);
54 static ReusableBuffer
<uint8
> _cursor_backup
;
57 * The rect for repaint.
59 * This rectangle defines the area which should be repaint by the video driver.
63 static Rect _invalid_rect
;
64 static const byte
*_colour_remap_ptr
;
65 static byte _string_colourremap
[3]; ///< Recoloursprite for stringdrawing. The grf loader ensures that #ST_FONT sprites only use colours 0 to 2.
67 static const uint DIRTY_BLOCK_HEIGHT
= 8;
68 static const uint DIRTY_BLOCK_WIDTH
= 64;
70 static uint _dirty_bytes_per_line
= 0;
71 static byte
*_dirty_blocks
= NULL
;
72 extern uint _dirty_block_colour
;
74 void GfxScroll(int left
, int top
, int width
, int height
, int xo
, int yo
)
76 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
78 if (xo
== 0 && yo
== 0) return;
80 if (_cursor
.visible
) UndrawMouseCursor();
83 if (_networking
) NetworkUndrawChatMessage();
84 #endif /* ENABLE_NETWORK */
86 blitter
->ScrollBuffer(_screen
.dst_ptr
, left
, top
, width
, height
, xo
, yo
);
87 /* This part of the screen is now dirty. */
88 _video_driver
->MakeDirty(left
, top
, width
, height
);
93 * Applies a certain FillRectMode-operation to a rectangle [left, right] x [top, bottom] on the screen.
95 * @pre dpi->zoom == ZOOM_LVL_NORMAL, right >= left, bottom >= top
96 * @param left Minimum X (inclusive)
97 * @param top Minimum Y (inclusive)
98 * @param right Maximum X (inclusive)
99 * @param bottom Maximum Y (inclusive)
100 * @param colour A 8 bit palette index (FILLRECT_OPAQUE and FILLRECT_CHECKER) or a recolour spritenumber (FILLRECT_RECOLOUR)
102 * FILLRECT_OPAQUE: Fill the rectangle with the specified colour
103 * FILLRECT_CHECKER: Like FILLRECT_OPAQUE, but only draw every second pixel (used to grey out things)
104 * FILLRECT_RECOLOUR: Apply a recolour sprite to every pixel in the rectangle currently on screen
106 void GfxFillRect(int left
, int top
, int right
, int bottom
, int colour
, FillRectMode mode
)
108 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
109 const DrawPixelInfo
*dpi
= _cur_dpi
;
111 const int otop
= top
;
112 const int oleft
= left
;
114 if (dpi
->zoom
!= ZOOM_LVL_NORMAL
) return;
115 if (left
> right
|| top
> bottom
) return;
116 if (right
< dpi
->left
|| left
>= dpi
->left
+ dpi
->width
) return;
117 if (bottom
< dpi
->top
|| top
>= dpi
->top
+ dpi
->height
) return;
119 if ( (left
-= dpi
->left
) < 0) left
= 0;
120 right
= right
- dpi
->left
+ 1;
121 if (right
> dpi
->width
) right
= dpi
->width
;
125 if ( (top
-= dpi
->top
) < 0) top
= 0;
126 bottom
= bottom
- dpi
->top
+ 1;
127 if (bottom
> dpi
->height
) bottom
= dpi
->height
;
131 dst
= blitter
->MoveTo(dpi
->dst_ptr
, left
, top
);
134 default: // FILLRECT_OPAQUE
135 blitter
->DrawRect(dst
, right
, bottom
, (uint8
)colour
);
138 case FILLRECT_RECOLOUR
:
139 blitter
->DrawColourMappingRect(dst
, right
, bottom
, GB(colour
, 0, PALETTE_WIDTH
));
142 case FILLRECT_CHECKER
: {
143 byte bo
= (oleft
- left
+ dpi
->left
+ otop
- top
+ dpi
->top
) & 1;
145 for (int i
= (bo
^= 1); i
< right
; i
+= 2) blitter
->SetPixel(dst
, i
, 0, (uint8
)colour
);
146 dst
= blitter
->MoveTo(dst
, 0, 1);
147 } while (--bottom
> 0);
154 * Check line clipping by using a linear equation and draw the visible part of
155 * the line given by x/y and x2/y2.
156 * @param video Destination pointer to draw into.
157 * @param x X coordinate of first point.
158 * @param y Y coordinate of first point.
159 * @param x2 X coordinate of second point.
160 * @param y2 Y coordinate of second point.
161 * @param screen_width With of the screen to check clipping against.
162 * @param screen_height Height of the screen to check clipping against.
163 * @param colour Colour of the line.
164 * @param width Width of the line.
165 * @param dash Length of dashes for dashed lines. 0 means solid line.
167 static inline void GfxDoDrawLine(void *video
, int x
, int y
, int x2
, int y2
, int screen_width
, int screen_height
, uint8 colour
, int width
, int dash
= 0)
169 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
174 /* Special case: horizontal line. */
175 blitter
->DrawLine(video
,
176 Clamp(x
, 0, screen_width
), y
,
177 Clamp(x2
, 0, screen_width
), y2
,
178 screen_width
, screen_height
, colour
, width
, dash
);
182 /* Special case: vertical line. */
183 blitter
->DrawLine(video
,
184 x
, Clamp(y
, 0, screen_height
),
185 x2
, Clamp(y2
, 0, screen_height
),
186 screen_width
, screen_height
, colour
, width
, dash
);
190 int grade_y
= y2
- y
;
191 int grade_x
= x2
- x
;
193 /* prevent integer overflows. */
195 while (INT_MAX
/ abs(grade_y
) < max(abs(x
), abs(screen_width
- x
))) {
198 margin
*= 2; // account for rounding errors
201 /* If the line is outside the screen on the same side at X positions 0
202 * and screen_width, we don't need to draw anything. */
203 int offset_0
= y
- x
* grade_y
/ grade_x
;
204 int offset_width
= y
+ (screen_width
- x
) * grade_y
/ grade_x
;
205 if ((offset_0
> screen_height
+ width
/ 2 + margin
&& offset_width
> screen_height
+ width
/ 2 + margin
) ||
206 (offset_0
< -width
/ 2 - margin
&& offset_width
< -width
/ 2 - margin
)) {
210 /* It is possible to use the line equation to further reduce the amount of
211 * work the blitter has to do by shortening the effective line segment.
212 * However, in order to get that right and prevent the flickering effects
213 * of rounding errors so much additional code has to be run here that in
214 * the general case the effect is not noticable. */
216 blitter
->DrawLine(video
, x
, y
, x2
, y2
, screen_width
, screen_height
, colour
, width
, dash
);
220 * Align parameters of a line to the given DPI and check simple clipping.
221 * @param dpi Screen parameters to align with.
222 * @param x X coordinate of first point.
223 * @param y Y coordinate of first point.
224 * @param x2 X coordinate of second point.
225 * @param y2 Y coordinate of second point.
226 * @param width Width of the line.
227 * @return True if the line is likely to be visible, false if it's certainly
230 static inline bool GfxPreprocessLine(DrawPixelInfo
*dpi
, int &x
, int &y
, int &x2
, int &y2
, int width
)
237 /* Check simple clipping */
238 if (x
+ width
/ 2 < 0 && x2
+ width
/ 2 < 0 ) return false;
239 if (y
+ width
/ 2 < 0 && y2
+ width
/ 2 < 0 ) return false;
240 if (x
- width
/ 2 > dpi
->width
&& x2
- width
/ 2 > dpi
->width
) return false;
241 if (y
- width
/ 2 > dpi
->height
&& y2
- width
/ 2 > dpi
->height
) return false;
245 void GfxDrawLine(int x
, int y
, int x2
, int y2
, int colour
, int width
, int dash
)
247 DrawPixelInfo
*dpi
= _cur_dpi
;
248 if (GfxPreprocessLine(dpi
, x
, y
, x2
, y2
, width
)) {
249 GfxDoDrawLine(dpi
->dst_ptr
, x
, y
, x2
, y2
, dpi
->width
, dpi
->height
, colour
, width
, dash
);
253 void GfxDrawLineUnscaled(int x
, int y
, int x2
, int y2
, int colour
)
255 DrawPixelInfo
*dpi
= _cur_dpi
;
256 if (GfxPreprocessLine(dpi
, x
, y
, x2
, y2
, 1)) {
257 GfxDoDrawLine(dpi
->dst_ptr
,
258 UnScaleByZoom(x
, dpi
->zoom
), UnScaleByZoom(y
, dpi
->zoom
),
259 UnScaleByZoom(x2
, dpi
->zoom
), UnScaleByZoom(y2
, dpi
->zoom
),
260 UnScaleByZoom(dpi
->width
, dpi
->zoom
), UnScaleByZoom(dpi
->height
, dpi
->zoom
), colour
, 1);
265 * Draws the projection of a parallelepiped.
266 * This can be used to draw boxes in world coordinates.
268 * @param x Screen X-coordinate of top front corner.
269 * @param y Screen Y-coordinate of top front corner.
270 * @param dx1 Screen X-length of first edge.
271 * @param dy1 Screen Y-length of first edge.
272 * @param dx2 Screen X-length of second edge.
273 * @param dy2 Screen Y-length of second edge.
274 * @param dx3 Screen X-length of third edge.
275 * @param dy3 Screen Y-length of third edge.
277 void DrawBox(int x
, int y
, int dx1
, int dy1
, int dx2
, int dy2
, int dx3
, int dy3
)
283 * <--__(dx1,dy1) /(dx2,dy2)
294 static const byte colour
= PC_WHITE
;
296 GfxDrawLineUnscaled(x
, y
, x
+ dx1
, y
+ dy1
, colour
);
297 GfxDrawLineUnscaled(x
, y
, x
+ dx2
, y
+ dy2
, colour
);
298 GfxDrawLineUnscaled(x
, y
, x
+ dx3
, y
+ dy3
, colour
);
300 GfxDrawLineUnscaled(x
+ dx1
, y
+ dy1
, x
+ dx1
+ dx2
, y
+ dy1
+ dy2
, colour
);
301 GfxDrawLineUnscaled(x
+ dx1
, y
+ dy1
, x
+ dx1
+ dx3
, y
+ dy1
+ dy3
, colour
);
302 GfxDrawLineUnscaled(x
+ dx2
, y
+ dy2
, x
+ dx2
+ dx1
, y
+ dy2
+ dy1
, colour
);
303 GfxDrawLineUnscaled(x
+ dx2
, y
+ dy2
, x
+ dx2
+ dx3
, y
+ dy2
+ dy3
, colour
);
304 GfxDrawLineUnscaled(x
+ dx3
, y
+ dy3
, x
+ dx3
+ dx1
, y
+ dy3
+ dy1
, colour
);
305 GfxDrawLineUnscaled(x
+ dx3
, y
+ dy3
, x
+ dx3
+ dx2
, y
+ dy3
+ dy2
, colour
);
309 * Set the colour remap to be for the given colour.
310 * @param colour the new colour of the remap.
312 static void SetColourRemap(TextColour colour
)
314 if (colour
== TC_INVALID
) return;
316 /* Black strings have no shading ever; the shading is black, so it
317 * would be invisible at best, but it actually makes it illegible. */
318 bool no_shade
= (colour
& TC_NO_SHADE
) != 0 || colour
== TC_BLACK
;
319 bool raw_colour
= (colour
& TC_IS_PALETTE_COLOUR
) != 0;
320 colour
&= ~(TC_NO_SHADE
| TC_IS_PALETTE_COLOUR
);
322 _string_colourremap
[1] = raw_colour
? (byte
)colour
: _string_colourmap
[colour
];
323 _string_colourremap
[2] = no_shade
? 0 : 1;
324 _colour_remap_ptr
= _string_colourremap
;
328 * Drawing routine for drawing a laid out line of text.
329 * @param line String to draw.
330 * @param y The top most position to draw on.
331 * @param left The left most position to draw on.
332 * @param right The right most position to draw on.
333 * @param align The alignment of the string when drawing left-to-right. In the
334 * case a right-to-left language is chosen this is inverted so it
335 * will be drawn in the right direction.
336 * @param underline Whether to underline what has been drawn or not.
337 * @param truncation Whether to perform string truncation or not.
339 * @return In case of left or center alignment the right most pixel we have drawn to.
340 * In case of right alignment the left most pixel we have drawn to.
342 static int DrawLayoutLine(const ParagraphLayouter::Line
*line
, int y
, int left
, int right
, StringAlignment align
, bool underline
, bool truncation
)
344 if (line
->CountRuns() == 0) return 0;
346 int w
= line
->GetWidth();
347 int h
= line
->GetLeading();
350 * The following is needed for truncation.
351 * Depending on the text direction, we either remove bits at the rear
352 * or the front. For this we shift the entire area to draw so it fits
353 * within the left/right bounds and the side we do not truncate it on.
354 * Then we determine the truncation location, i.e. glyphs that fall
355 * outside of the range min_x - max_x will not be drawn; they are thus
356 * the truncated glyphs.
358 * At a later step we insert the dots.
361 int max_w
= right
- left
+ 1; // The maximum width.
363 int offset_x
= 0; // The offset we need for positioning the glyphs
364 int min_x
= left
; // The minimum x position to draw normal glyphs on.
365 int max_x
= right
; // The maximum x position to draw normal glyphs on.
367 truncation
&= max_w
< w
; // Whether we need to do truncation.
368 int dot_width
= 0; // Cache for the width of the dot.
369 const Sprite
*dot_sprite
= NULL
; // Cache for the sprite of the dot.
373 * Assumption may be made that all fonts of a run are of the same size.
374 * In any case, we'll use these dots for the abbreviation, so even if
375 * another size would be chosen it won't have truncated too little for
376 * the truncation dots.
378 FontCache
*fc
= ((const Font
*)line
->GetVisualRun(0)->GetFont())->fc
;
379 GlyphID dot_glyph
= fc
->MapCharToGlyph('.');
380 dot_width
= fc
->GetGlyphWidth(dot_glyph
);
381 dot_sprite
= fc
->GetGlyph(dot_glyph
);
383 if (_current_text_dir
== TD_RTL
) {
384 min_x
+= 3 * dot_width
;
385 offset_x
= w
- 3 * dot_width
- max_w
;
387 max_x
-= 3 * dot_width
;
393 /* In case we have a RTL language we swap the alignment. */
394 if (!(align
& SA_FORCE
) && _current_text_dir
== TD_RTL
&& (align
& SA_HOR_MASK
) != SA_HOR_CENTER
) align
^= SA_RIGHT
;
396 /* right is the right most position to draw on. In this case we want to do
397 * calculations with the width of the string. In comparison right can be
398 * seen as lastof(todraw) and width as lengthof(todraw). They differ by 1.
399 * So most +1/-1 additions are to move from lengthof to 'indices'.
401 switch (align
& SA_HOR_MASK
) {
403 /* right + 1 = left + w */
404 right
= left
+ w
- 1;
408 left
= RoundDivSU(right
+ 1 + left
- w
, 2);
409 /* right + 1 = left + w */
410 right
= left
+ w
- 1;
414 left
= right
+ 1 - w
;
421 for (int run_index
= 0; run_index
< line
->CountRuns(); run_index
++) {
422 const ParagraphLayouter::VisualRun
*run
= line
->GetVisualRun(run_index
);
423 const Font
*f
= (const Font
*)run
->GetFont();
425 FontCache
*fc
= f
->fc
;
426 TextColour colour
= f
->colour
;
427 SetColourRemap(colour
);
429 DrawPixelInfo
*dpi
= _cur_dpi
;
430 int dpi_left
= dpi
->left
;
431 int dpi_right
= dpi
->left
+ dpi
->width
- 1;
433 bool draw_shadow
= fc
->GetDrawGlyphShadow() && colour
!= TC_BLACK
;
435 for (int i
= 0; i
< run
->GetGlyphCount(); i
++) {
436 GlyphID glyph
= run
->GetGlyphs()[i
];
438 /* Not a valid glyph (empty) */
439 if (glyph
== 0xFFFF) continue;
441 int begin_x
= (int)run
->GetPositions()[i
* 2] + left
- offset_x
;
442 int end_x
= (int)run
->GetPositions()[i
* 2 + 2] + left
- offset_x
- 1;
443 int top
= (int)run
->GetPositions()[i
* 2 + 1] + y
;
445 /* Truncated away. */
446 if (truncation
&& (begin_x
< min_x
|| end_x
> max_x
)) continue;
448 const Sprite
*sprite
= fc
->GetGlyph(glyph
);
449 /* Check clipping (the "+ 1" is for the shadow). */
450 if (begin_x
+ sprite
->x_offs
> dpi_right
|| begin_x
+ sprite
->x_offs
+ sprite
->width
/* - 1 + 1 */ < dpi_left
) continue;
452 if (draw_shadow
&& (glyph
& SPRITE_GLYPH
) == 0) {
453 SetColourRemap(TC_BLACK
);
454 GfxMainBlitter(sprite
, begin_x
+ 1, top
+ 1, BM_COLOUR_REMAP
);
455 SetColourRemap(colour
);
457 GfxMainBlitter(sprite
, begin_x
, top
, BM_COLOUR_REMAP
);
462 int x
= (_current_text_dir
== TD_RTL
) ? left
: (right
- 3 * dot_width
);
463 for (int i
= 0; i
< 3; i
++, x
+= dot_width
) {
464 GfxMainBlitter(dot_sprite
, x
, y
, BM_COLOUR_REMAP
);
469 GfxFillRect(left
, y
+ h
, right
, y
+ h
, _string_colourremap
[1]);
472 return (align
& SA_HOR_MASK
) == SA_RIGHT
? left
: right
;
476 * Draw string, possibly truncated to make it fit in its allocated space
478 * @param left The left most position to draw on.
479 * @param right The right most position to draw on.
480 * @param top The top most position to draw on.
481 * @param str String to draw.
482 * @param colour Colour used for drawing the string, see DoDrawString() for details
483 * @param align The alignment of the string when drawing left-to-right. In the
484 * case a right-to-left language is chosen this is inverted so it
485 * will be drawn in the right direction.
486 * @param underline Whether to underline what has been drawn or not.
487 * @param fontsize The size of the initial characters.
488 * @return In case of left or center alignment the right most pixel we have drawn to.
489 * In case of right alignment the left most pixel we have drawn to.
491 int DrawString(int left
, int right
, int top
, const char *str
, TextColour colour
, StringAlignment align
, bool underline
, FontSize fontsize
)
493 /* The string may contain control chars to change the font, just use the biggest font for clipping. */
494 int max_height
= max(max(FONT_HEIGHT_SMALL
, FONT_HEIGHT_NORMAL
), max(FONT_HEIGHT_LARGE
, FONT_HEIGHT_MONO
));
496 /* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */
497 int extra
= max_height
/ 2;
499 if (_cur_dpi
->top
+ _cur_dpi
->height
+ extra
< top
|| _cur_dpi
->top
> top
+ max_height
+ extra
||
500 _cur_dpi
->left
+ _cur_dpi
->width
+ extra
< left
|| _cur_dpi
->left
> right
+ extra
) {
504 Layouter
layout(str
, INT32_MAX
, colour
, fontsize
);
505 if (layout
.Length() == 0) return 0;
507 return DrawLayoutLine(*layout
.Begin(), top
, left
, right
, align
, underline
, true);
511 * Draw string, possibly truncated to make it fit in its allocated space
513 * @param left The left most position to draw on.
514 * @param right The right most position to draw on.
515 * @param top The top most position to draw on.
516 * @param str String to draw.
517 * @param colour Colour used for drawing the string, see DoDrawString() for details
518 * @param align The alignment of the string when drawing left-to-right. In the
519 * case a right-to-left language is chosen this is inverted so it
520 * will be drawn in the right direction.
521 * @param underline Whether to underline what has been drawn or not.
522 * @param fontsize The size of the initial characters.
523 * @return In case of left or center alignment the right most pixel we have drawn to.
524 * In case of right alignment the left most pixel we have drawn to.
526 int DrawString(int left
, int right
, int top
, StringID str
, TextColour colour
, StringAlignment align
, bool underline
, FontSize fontsize
)
528 char buffer
[DRAW_STRING_BUFFER
];
529 GetString(buffer
, str
, lastof(buffer
));
530 return DrawString(left
, right
, top
, buffer
, colour
, align
, underline
, fontsize
);
534 * Calculates height of string (in pixels). The string is changed to a multiline string if needed.
535 * @param str string to check
536 * @param maxw maximum string width
537 * @return height of pixels of string when it is drawn
539 int GetStringHeight(const char *str
, int maxw
, FontSize fontsize
)
541 Layouter
layout(str
, maxw
, TC_FROMSTRING
, fontsize
);
542 return layout
.GetBounds().height
;
546 * Calculates height of string (in pixels). The string is changed to a multiline string if needed.
547 * @param str string to check
548 * @param maxw maximum string width
549 * @return height of pixels of string when it is drawn
551 int GetStringHeight(StringID str
, int maxw
)
553 char buffer
[DRAW_STRING_BUFFER
];
554 GetString(buffer
, str
, lastof(buffer
));
555 return GetStringHeight(buffer
, maxw
);
559 * Calculates number of lines of string. The string is changed to a multiline string if needed.
560 * @param str string to check
561 * @param maxw maximum string width
562 * @return number of lines of string when it is drawn
564 int GetStringLineCount(StringID str
, int maxw
)
566 char buffer
[DRAW_STRING_BUFFER
];
567 GetString(buffer
, str
, lastof(buffer
));
569 Layouter
layout(buffer
, maxw
);
570 return layout
.Length();
574 * Calculate string bounding box for multi-line strings.
575 * @param str String to check.
576 * @param suggestion Suggested bounding box.
577 * @return Bounding box for the multi-line string, may be bigger than \a suggestion.
579 Dimension
GetStringMultiLineBoundingBox(StringID str
, const Dimension
&suggestion
)
581 Dimension box
= {suggestion
.width
, GetStringHeight(str
, suggestion
.width
)};
586 * Calculate string bounding box for multi-line strings.
587 * @param str String to check.
588 * @param suggestion Suggested bounding box.
589 * @return Bounding box for the multi-line string, may be bigger than \a suggestion.
591 Dimension
GetStringMultiLineBoundingBox(const char *str
, const Dimension
&suggestion
)
593 Dimension box
= {suggestion
.width
, GetStringHeight(str
, suggestion
.width
)};
598 * Draw string, possibly over multiple lines.
600 * @param left The left most position to draw on.
601 * @param right The right most position to draw on.
602 * @param top The top most position to draw on.
603 * @param bottom The bottom most position to draw on.
604 * @param str String to draw.
605 * @param colour Colour used for drawing the string, see DoDrawString() for details
606 * @param align The horizontal and vertical alignment of the string.
607 * @param underline Whether to underline all strings
608 * @param fontsize The size of the initial characters.
610 * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
612 int DrawStringMultiLine(int left
, int right
, int top
, int bottom
, const char *str
, TextColour colour
, StringAlignment align
, bool underline
, FontSize fontsize
)
614 int maxw
= right
- left
+ 1;
615 int maxh
= bottom
- top
+ 1;
617 /* It makes no sense to even try if it can't be drawn anyway, or
618 * do we really want to support fonts of 0 or less pixels high? */
619 if (maxh
<= 0) return top
;
621 Layouter
layout(str
, maxw
, colour
, fontsize
);
622 int total_height
= layout
.GetBounds().height
;
624 switch (align
& SA_VERT_MASK
) {
630 y
= RoundDivSU(bottom
+ top
- total_height
, 2);
634 y
= bottom
- total_height
;
637 default: NOT_REACHED();
641 int first_line
= bottom
;
643 for (const ParagraphLayouter::Line
**iter
= layout
.Begin(); iter
!= layout
.End(); iter
++) {
644 const ParagraphLayouter::Line
*line
= *iter
;
646 int line_height
= line
->GetLeading();
647 if (y
>= top
&& y
< bottom
) {
648 last_line
= y
+ line_height
;
649 if (first_line
> y
) first_line
= y
;
651 DrawLayoutLine(line
, y
, left
, right
, align
, underline
, false);
656 return ((align
& SA_VERT_MASK
) == SA_BOTTOM
) ? first_line
: last_line
;
660 * Draw string, possibly over multiple lines.
662 * @param left The left most position to draw on.
663 * @param right The right most position to draw on.
664 * @param top The top most position to draw on.
665 * @param bottom The bottom most position to draw on.
666 * @param str String to draw.
667 * @param colour Colour used for drawing the string, see DoDrawString() for details
668 * @param align The horizontal and vertical alignment of the string.
669 * @param underline Whether to underline all strings
670 * @param fontsize The size of the initial characters.
672 * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
674 int DrawStringMultiLine(int left
, int right
, int top
, int bottom
, StringID str
, TextColour colour
, StringAlignment align
, bool underline
, FontSize fontsize
)
676 char buffer
[DRAW_STRING_BUFFER
];
677 GetString(buffer
, str
, lastof(buffer
));
678 return DrawStringMultiLine(left
, right
, top
, bottom
, buffer
, colour
, align
, underline
, fontsize
);
682 * Return the string dimension in pixels. The height and width are returned
683 * in a single Dimension value. TINYFONT, BIGFONT modifiers are only
684 * supported as the first character of the string. The returned dimensions
685 * are therefore a rough estimation correct for all the current strings
686 * but not every possible combination
687 * @param str string to calculate pixel-width
688 * @param start_fontsize Fontsize to start the text with
689 * @return string width and height in pixels
691 Dimension
GetStringBoundingBox(const char *str
, FontSize start_fontsize
)
693 Layouter
layout(str
, INT32_MAX
, TC_FROMSTRING
, start_fontsize
);
694 return layout
.GetBounds();
698 * Get bounding box of a string. Uses parameters set by #DParam if needed.
699 * Has the same restrictions as #GetStringBoundingBox(const char *str).
700 * @param strid String to examine.
701 * @return Width and height of the bounding box for the string in pixels.
703 Dimension
GetStringBoundingBox(StringID strid
)
705 char buffer
[DRAW_STRING_BUFFER
];
707 GetString(buffer
, strid
, lastof(buffer
));
708 return GetStringBoundingBox(buffer
);
712 * Get the leading corner of a character in a single-line string relative
713 * to the start of the string.
714 * @param str String containing the character.
715 * @param ch Pointer to the character in the string.
716 * @param start_fontsize Font size to start the text with.
717 * @return Upper left corner of the glyph associated with the character.
719 Point
GetCharPosInString(const char *str
, const char *ch
, FontSize start_fontsize
)
721 Layouter
layout(str
, INT32_MAX
, TC_FROMSTRING
, start_fontsize
);
722 return layout
.GetCharPosition(ch
);
726 * Get the character from a string that is drawn at a specific position.
727 * @param str String to test.
728 * @param x Position relative to the start of the string.
729 * @param start_fontsize Font size to start the text with.
730 * @return Pointer to the character at the position or NULL if there is no character at the position.
732 const char *GetCharAtPosition(const char *str
, int x
, FontSize start_fontsize
)
734 if (x
< 0) return NULL
;
736 Layouter
layout(str
, INT32_MAX
, TC_FROMSTRING
, start_fontsize
);
737 return layout
.GetCharAtPosition(x
);
741 * Draw single character horizontally centered around (x,y)
742 * @param c Character (glyph) to draw
743 * @param x X position to draw character
744 * @param y Y position to draw character
745 * @param colour Colour to use, see DoDrawString() for details
747 void DrawCharCentered(WChar c
, int x
, int y
, TextColour colour
)
749 SetColourRemap(colour
);
750 GfxMainBlitter(GetGlyph(FS_NORMAL
, c
), x
- GetCharacterWidth(FS_NORMAL
, c
) / 2, y
, BM_COLOUR_REMAP
);
754 * Get the size of a sprite.
755 * @param sprid Sprite to examine.
756 * @param [out] offset Optionally returns the sprite position offset.
757 * @return Sprite size in pixels.
758 * @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.
760 Dimension
GetSpriteSize(SpriteID sprid
, Point
*offset
, ZoomLevel zoom
)
762 const Sprite
*sprite
= GetSprite(sprid
, ST_NORMAL
);
764 if (offset
!= NULL
) {
765 offset
->x
= UnScaleByZoom(sprite
->x_offs
, zoom
);
766 offset
->y
= UnScaleByZoom(sprite
->y_offs
, zoom
);
770 d
.width
= max
<int>(0, UnScaleByZoom(sprite
->x_offs
+ sprite
->width
, zoom
));
771 d
.height
= max
<int>(0, UnScaleByZoom(sprite
->y_offs
+ sprite
->height
, zoom
));
776 * Draw a sprite in a viewport.
777 * @param img Image number to draw
778 * @param pal Palette to use.
779 * @param x Left coordinate of image in viewport, scaled by zoom
780 * @param y Top coordinate of image in viewport, scaled by zoom
781 * @param sub If available, draw only specified part of the sprite
783 void DrawSpriteViewport(SpriteID img
, PaletteID pal
, int x
, int y
, const SubSprite
*sub
)
785 SpriteID real_sprite
= GB(img
, 0, SPRITE_WIDTH
);
786 if (HasBit(img
, PALETTE_MODIFIER_TRANSPARENT
)) {
787 _colour_remap_ptr
= GetNonSprite(GB(pal
, 0, PALETTE_WIDTH
), ST_RECOLOUR
) + 1;
788 GfxMainBlitterViewport(GetSprite(real_sprite
, ST_NORMAL
), x
, y
, BM_TRANSPARENT
, sub
, real_sprite
);
789 } else if (pal
!= PAL_NONE
) {
790 _colour_remap_ptr
= GetNonSprite(GB(pal
, 0, PALETTE_WIDTH
), ST_RECOLOUR
) + 1;
791 GfxMainBlitterViewport(GetSprite(real_sprite
, ST_NORMAL
), x
, y
, BM_COLOUR_REMAP
, sub
, real_sprite
);
793 GfxMainBlitterViewport(GetSprite(real_sprite
, ST_NORMAL
), x
, y
, BM_NORMAL
, sub
, real_sprite
);
798 * Draw a sprite, not in a viewport
799 * @param img Image number to draw
800 * @param pal Palette to use.
801 * @param x Left coordinate of image in pixels
802 * @param y Top coordinate of image in pixels
803 * @param sub If available, draw only specified part of the sprite
804 * @param zoom Zoom level of sprite
806 void DrawSprite(SpriteID img
, PaletteID pal
, int x
, int y
, const SubSprite
*sub
, ZoomLevel zoom
)
808 SpriteID real_sprite
= GB(img
, 0, SPRITE_WIDTH
);
809 if (HasBit(img
, PALETTE_MODIFIER_TRANSPARENT
)) {
810 _colour_remap_ptr
= GetNonSprite(GB(pal
, 0, PALETTE_WIDTH
), ST_RECOLOUR
) + 1;
811 GfxMainBlitter(GetSprite(real_sprite
, ST_NORMAL
), x
, y
, BM_TRANSPARENT
, sub
, real_sprite
, zoom
);
812 } else if (pal
!= PAL_NONE
) {
813 _colour_remap_ptr
= GetNonSprite(GB(pal
, 0, PALETTE_WIDTH
), ST_RECOLOUR
) + 1;
814 GfxMainBlitter(GetSprite(real_sprite
, ST_NORMAL
), x
, y
, BM_COLOUR_REMAP
, sub
, real_sprite
, zoom
);
816 GfxMainBlitter(GetSprite(real_sprite
, ST_NORMAL
), x
, y
, BM_NORMAL
, sub
, real_sprite
, zoom
);
821 * The code for setting up the blitter mode and sprite information before finally drawing the sprite.
822 * @param sprite The sprite to draw.
823 * @param x The X location to draw.
824 * @param y The Y location to draw.
825 * @param mode The settings for the blitter to pass.
826 * @param sub Whether to only draw a sub set of the sprite.
827 * @param zoom The zoom level at which to draw the sprites.
828 * @tparam ZOOM_BASE The factor required to get the sub sprite information into the right size.
829 * @tparam SCALED_XY Whether the X and Y are scaled or unscaled.
831 template <int ZOOM_BASE
, bool SCALED_XY
>
832 static void GfxBlitter(const Sprite
* const sprite
, int x
, int y
, BlitterMode mode
, const SubSprite
* const sub
, SpriteID sprite_id
, ZoomLevel zoom
)
834 const DrawPixelInfo
*dpi
= _cur_dpi
;
835 Blitter::BlitterParams bp
;
839 x
= ScaleByZoom(x
, zoom
);
840 y
= ScaleByZoom(y
, zoom
);
843 /* Move to the correct offset */
851 bp
.width
= UnScaleByZoom(sprite
->width
, zoom
);
852 bp
.height
= UnScaleByZoom(sprite
->height
, zoom
);
854 /* Amount of pixels to clip from the source sprite */
855 int clip_left
= max(0, -sprite
->x_offs
+ sub
->left
* ZOOM_BASE
);
856 int clip_top
= max(0, -sprite
->y_offs
+ sub
->top
* ZOOM_BASE
);
857 int clip_right
= max(0, sprite
->width
- (-sprite
->x_offs
+ (sub
->right
+ 1) * ZOOM_BASE
));
858 int clip_bottom
= max(0, sprite
->height
- (-sprite
->y_offs
+ (sub
->bottom
+ 1) * ZOOM_BASE
));
860 if (clip_left
+ clip_right
>= sprite
->width
) return;
861 if (clip_top
+ clip_bottom
>= sprite
->height
) return;
863 bp
.skip_left
= UnScaleByZoomLower(clip_left
, zoom
);
864 bp
.skip_top
= UnScaleByZoomLower(clip_top
, zoom
);
865 bp
.width
= UnScaleByZoom(sprite
->width
- clip_left
- clip_right
, zoom
);
866 bp
.height
= UnScaleByZoom(sprite
->height
- clip_top
- clip_bottom
, zoom
);
868 x
+= ScaleByZoom(bp
.skip_left
, zoom
);
869 y
+= ScaleByZoom(bp
.skip_top
, zoom
);
872 /* Copy the main data directly from the sprite */
873 bp
.sprite
= sprite
->data
;
874 bp
.sprite_width
= sprite
->width
;
875 bp
.sprite_height
= sprite
->height
;
879 bp
.dst
= dpi
->dst_ptr
;
880 bp
.pitch
= dpi
->pitch
;
881 bp
.remap
= _colour_remap_ptr
;
883 assert(sprite
->width
> 0);
884 assert(sprite
->height
> 0);
886 if (bp
.width
<= 0) return;
887 if (bp
.height
<= 0) return;
889 y
-= SCALED_XY
? ScaleByZoom(dpi
->top
, zoom
) : dpi
->top
;
890 int y_unscaled
= UnScaleByZoom(y
, zoom
);
891 /* Check for top overflow */
893 bp
.height
-= -y_unscaled
;
894 if (bp
.height
<= 0) return;
895 bp
.skip_top
+= -y_unscaled
;
901 /* Check for bottom overflow */
902 y
+= SCALED_XY
? ScaleByZoom(bp
.height
- dpi
->height
, zoom
) : ScaleByZoom(bp
.height
, zoom
) - dpi
->height
;
904 bp
.height
-= UnScaleByZoom(y
, zoom
);
905 if (bp
.height
<= 0) return;
908 x
-= SCALED_XY
? ScaleByZoom(dpi
->left
, zoom
) : dpi
->left
;
909 int x_unscaled
= UnScaleByZoom(x
, zoom
);
910 /* Check for left overflow */
912 bp
.width
-= -x_unscaled
;
913 if (bp
.width
<= 0) return;
914 bp
.skip_left
+= -x_unscaled
;
917 bp
.left
= x_unscaled
;
920 /* Check for right overflow */
921 x
+= SCALED_XY
? ScaleByZoom(bp
.width
- dpi
->width
, zoom
) : ScaleByZoom(bp
.width
, zoom
) - dpi
->width
;
923 bp
.width
-= UnScaleByZoom(x
, zoom
);
924 if (bp
.width
<= 0) return;
927 assert(bp
.skip_left
+ bp
.width
<= UnScaleByZoom(sprite
->width
, zoom
));
928 assert(bp
.skip_top
+ bp
.height
<= UnScaleByZoom(sprite
->height
, zoom
));
930 /* We do not want to catch the mouse. However we also use that spritenumber for unknown (text) sprites. */
931 if (_newgrf_debug_sprite_picker
.mode
== SPM_REDRAW
&& sprite_id
!= SPR_CURSOR_MOUSE
) {
932 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
933 void *topleft
= blitter
->MoveTo(bp
.dst
, bp
.left
, bp
.top
);
934 void *bottomright
= blitter
->MoveTo(topleft
, bp
.width
- 1, bp
.height
- 1);
936 void *clicked
= _newgrf_debug_sprite_picker
.clicked_pixel
;
938 if (topleft
<= clicked
&& clicked
<= bottomright
) {
939 uint offset
= (((size_t)clicked
- (size_t)topleft
) / (blitter
->GetScreenDepth() / 8)) % bp
.pitch
;
940 if (offset
< (uint
)bp
.width
) {
941 _newgrf_debug_sprite_picker
.sprites
.Include(sprite_id
);
946 BlitterFactory::GetCurrentBlitter()->Draw(&bp
, mode
, zoom
);
949 static void GfxMainBlitterViewport(const Sprite
*sprite
, int x
, int y
, BlitterMode mode
, const SubSprite
*sub
, SpriteID sprite_id
)
951 GfxBlitter
<ZOOM_LVL_BASE
, false>(sprite
, x
, y
, mode
, sub
, sprite_id
, _cur_dpi
->zoom
);
954 static void GfxMainBlitter(const Sprite
*sprite
, int x
, int y
, BlitterMode mode
, const SubSprite
*sub
, SpriteID sprite_id
, ZoomLevel zoom
)
956 GfxBlitter
<1, true>(sprite
, x
, y
, mode
, sub
, sprite_id
, zoom
);
959 void DoPaletteAnimations();
961 void GfxInitPalettes()
963 memcpy(&_cur_palette
, &_palette
, sizeof(_cur_palette
));
964 DoPaletteAnimations();
967 #define EXTR(p, q) (((uint16)(palette_animation_counter * (p)) * (q)) >> 16)
968 #define EXTR2(p, q) (((uint16)(~palette_animation_counter * (p)) * (q)) >> 16)
970 void DoPaletteAnimations()
972 /* Animation counter for the palette animation. */
973 static int palette_animation_counter
= 0;
974 palette_animation_counter
+= 8;
976 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
978 const ExtraPaletteValues
*ev
= &_extra_palette_values
;
979 Colour old_val
[PALETTE_ANIM_SIZE
];
980 const uint old_tc
= palette_animation_counter
;
984 if (blitter
!= NULL
&& blitter
->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE
) {
985 palette_animation_counter
= 0;
988 Colour
*palette_pos
= &_cur_palette
.palette
[PALETTE_ANIM_START
]; // Points to where animations are taking place on the palette
989 /* Makes a copy of the current animation palette in old_val,
990 * so the work on the current palette could be compared, see if there has been any changes */
991 memcpy(old_val
, palette_pos
, sizeof(old_val
));
993 /* Fizzy Drink bubbles animation */
995 j
= EXTR2(512, EPV_CYCLES_FIZZY_DRINK
);
996 for (i
= 0; i
!= EPV_CYCLES_FIZZY_DRINK
; i
++) {
997 *palette_pos
++ = s
[j
];
999 if (j
== EPV_CYCLES_FIZZY_DRINK
) j
= 0;
1002 /* Oil refinery fire animation */
1003 s
= ev
->oil_refinery
;
1004 j
= EXTR2(512, EPV_CYCLES_OIL_REFINERY
);
1005 for (i
= 0; i
!= EPV_CYCLES_OIL_REFINERY
; i
++) {
1006 *palette_pos
++ = s
[j
];
1008 if (j
== EPV_CYCLES_OIL_REFINERY
) j
= 0;
1011 /* Radio tower blinking */
1013 byte i
= (palette_animation_counter
>> 1) & 0x7F;
1018 } else if (i
< 0x4A || i
>= 0x75) {
1031 } else if (i
< 0x4A || i
>= 0x75) {
1042 /* Handle lighthouse and stadium animation */
1044 j
= EXTR(256, EPV_CYCLES_LIGHTHOUSE
);
1045 for (i
= 0; i
!= EPV_CYCLES_LIGHTHOUSE
; i
++) {
1046 *palette_pos
++ = s
[j
];
1048 if (j
== EPV_CYCLES_LIGHTHOUSE
) j
= 0;
1051 /* Dark blue water */
1052 s
= (_settings_game
.game_creation
.landscape
== LT_TOYLAND
) ? ev
->dark_water_toyland
: ev
->dark_water
;
1053 j
= EXTR(320, EPV_CYCLES_DARK_WATER
);
1054 for (i
= 0; i
!= EPV_CYCLES_DARK_WATER
; i
++) {
1055 *palette_pos
++ = s
[j
];
1057 if (j
== EPV_CYCLES_DARK_WATER
) j
= 0;
1060 /* Glittery water */
1061 s
= (_settings_game
.game_creation
.landscape
== LT_TOYLAND
) ? ev
->glitter_water_toyland
: ev
->glitter_water
;
1062 j
= EXTR(128, EPV_CYCLES_GLITTER_WATER
);
1063 for (i
= 0; i
!= EPV_CYCLES_GLITTER_WATER
/ 3; i
++) {
1064 *palette_pos
++ = s
[j
];
1066 if (j
>= EPV_CYCLES_GLITTER_WATER
) j
-= EPV_CYCLES_GLITTER_WATER
;
1069 if (blitter
!= NULL
&& blitter
->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE
) {
1070 palette_animation_counter
= old_tc
;
1072 if (memcmp(old_val
, &_cur_palette
.palette
[PALETTE_ANIM_START
], sizeof(old_val
)) != 0 && _cur_palette
.count_dirty
== 0) {
1073 /* Did we changed anything on the palette? Seems so. Mark it as dirty */
1074 _cur_palette
.first_dirty
= PALETTE_ANIM_START
;
1075 _cur_palette
.count_dirty
= PALETTE_ANIM_SIZE
;
1081 * Determine a contrasty text colour for a coloured background.
1082 * @param background Background colour.
1083 * @return TC_BLACK or TC_WHITE depending on what gives a better contrast.
1085 TextColour
GetContrastColour(uint8 background
)
1087 Colour c
= _cur_palette
.palette
[background
];
1088 /* Compute brightness according to http://www.w3.org/TR/AERT#color-contrast.
1089 * The following formula computes 1000 * brightness^2, with brightness being in range 0 to 255. */
1090 uint sq1000_brightness
= c
.r
* c
.r
* 299 + c
.g
* c
.g
* 587 + c
.b
* c
.b
* 114;
1091 /* Compare with threshold brightness 128 (50%) */
1092 return sq1000_brightness
< 128 * 128 * 1000 ? TC_WHITE
: TC_BLACK
;
1096 * Initialize _stringwidth_table cache
1097 * @param monospace Whether to load the monospace cache or the normal fonts.
1099 void LoadStringWidthTable(bool monospace
)
1101 for (FontSize fs
= monospace
? FS_MONO
: FS_BEGIN
; fs
< (monospace
? FS_END
: FS_MONO
); fs
++) {
1102 for (uint i
= 0; i
!= 224; i
++) {
1103 _stringwidth_table
[fs
][i
] = GetGlyphWidth(fs
, i
+ 32);
1111 * Return width of character glyph.
1112 * @param size Font of the character
1113 * @param key Character code glyph
1114 * @return Width of the character glyph
1116 byte
GetCharacterWidth(FontSize size
, WChar key
)
1118 /* Use _stringwidth_table cache if possible */
1119 if (key
>= 32 && key
< 256) return _stringwidth_table
[size
][key
- 32];
1121 return GetGlyphWidth(size
, key
);
1125 * Return the maximum width of single digit.
1126 * @param size Font of the digit
1127 * @return Width of the digit.
1129 byte
GetDigitWidth(FontSize size
)
1132 for (char c
= '0'; c
<= '9'; c
++) {
1133 width
= max(GetCharacterWidth(size
, c
), width
);
1139 * Determine the broadest digits for guessing the maximum width of a n-digit number.
1140 * @param [out] front Broadest digit, which is not 0. (Use this digit as first digit for numbers with more than one digit.)
1141 * @param [out] next Broadest digit, including 0. (Use this digit for all digits, except the first one; or for numbers with only one digit.)
1142 * @param size Font of the digit
1144 void GetBroadestDigit(uint
*front
, uint
*next
, FontSize size
)
1147 for (char c
= '9'; c
>= '0'; c
--) {
1148 int w
= GetCharacterWidth(size
, c
);
1152 if (c
!= '0') *front
= c
- '0';
1157 void ScreenSizeChanged()
1159 _dirty_bytes_per_line
= CeilDiv(_screen
.width
, DIRTY_BLOCK_WIDTH
);
1160 _dirty_blocks
= ReallocT
<byte
>(_dirty_blocks
, _dirty_bytes_per_line
* CeilDiv(_screen
.height
, DIRTY_BLOCK_HEIGHT
));
1162 /* check the dirty rect */
1163 if (_invalid_rect
.right
>= _screen
.width
) _invalid_rect
.right
= _screen
.width
;
1164 if (_invalid_rect
.bottom
>= _screen
.height
) _invalid_rect
.bottom
= _screen
.height
;
1166 /* screen size changed and the old bitmap is invalid now, so we don't want to undraw it */
1167 _cursor
.visible
= false;
1170 void UndrawMouseCursor()
1172 /* Don't undraw the mouse cursor if the screen is not ready */
1173 if (_screen
.dst_ptr
== NULL
) return;
1175 if (_cursor
.visible
) {
1176 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
1177 _cursor
.visible
= false;
1178 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
);
1179 _video_driver
->MakeDirty(_cursor
.draw_pos
.x
, _cursor
.draw_pos
.y
, _cursor
.draw_size
.x
, _cursor
.draw_size
.y
);
1183 void DrawMouseCursor()
1186 /* Don't ever draw the mouse for WinCE, as we work with a stylus */
1190 /* Don't draw the mouse cursor if the screen is not ready */
1191 if (_screen
.dst_ptr
== NULL
) return;
1193 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
1199 /* Redraw mouse cursor but only when it's inside the window */
1200 if (!_cursor
.in_window
) return;
1202 /* Don't draw the mouse cursor if it's already drawn */
1203 if (_cursor
.visible
) {
1204 if (!_cursor
.dirty
) return;
1205 UndrawMouseCursor();
1209 x
= _cursor
.pos
.x
+ _cursor
.offs
.x
+ _cursor
.short_vehicle_offset
;
1214 if (w
> _screen
.width
- x
) w
= _screen
.width
- x
;
1216 _cursor
.draw_pos
.x
= x
;
1217 _cursor
.draw_size
.x
= w
;
1220 y
= _cursor
.pos
.y
+ _cursor
.offs
.y
;
1225 if (h
> _screen
.height
- y
) h
= _screen
.height
- y
;
1227 _cursor
.draw_pos
.y
= y
;
1228 _cursor
.draw_size
.y
= h
;
1230 uint8
*buffer
= _cursor_backup
.Allocate(blitter
->BufferSize(w
, h
));
1232 /* Make backup of stuff below cursor */
1233 blitter
->CopyToBuffer(blitter
->MoveTo(_screen
.dst_ptr
, _cursor
.draw_pos
.x
, _cursor
.draw_pos
.y
), buffer
, _cursor
.draw_size
.x
, _cursor
.draw_size
.y
);
1235 /* Draw cursor on screen */
1236 _cur_dpi
= &_screen
;
1237 DrawSprite(_cursor
.sprite
, _cursor
.pal
, _cursor
.pos
.x
+ _cursor
.short_vehicle_offset
, _cursor
.pos
.y
);
1239 _video_driver
->MakeDirty(_cursor
.draw_pos
.x
, _cursor
.draw_pos
.y
, _cursor
.draw_size
.x
, _cursor
.draw_size
.y
);
1241 _cursor
.visible
= true;
1242 _cursor
.dirty
= false;
1245 void RedrawScreenRect(int left
, int top
, int right
, int bottom
)
1247 assert(right
<= _screen
.width
&& bottom
<= _screen
.height
);
1248 if (_cursor
.visible
) {
1249 if (right
> _cursor
.draw_pos
.x
&&
1250 left
< _cursor
.draw_pos
.x
+ _cursor
.draw_size
.x
&&
1251 bottom
> _cursor
.draw_pos
.y
&&
1252 top
< _cursor
.draw_pos
.y
+ _cursor
.draw_size
.y
) {
1253 UndrawMouseCursor();
1257 #ifdef ENABLE_NETWORK
1258 if (_networking
) NetworkUndrawChatMessage();
1259 #endif /* ENABLE_NETWORK */
1261 DrawOverlappedWindowForAll(left
, top
, right
, bottom
);
1263 _video_driver
->MakeDirty(left
, top
, right
- left
, bottom
- top
);
1267 * Repaints the rectangle blocks which are marked as 'dirty'.
1269 * @see SetDirtyBlocks
1271 void DrawDirtyBlocks()
1273 byte
*b
= _dirty_blocks
;
1274 const int w
= Align(_screen
.width
, DIRTY_BLOCK_WIDTH
);
1275 const int h
= Align(_screen
.height
, DIRTY_BLOCK_HEIGHT
);
1279 if (HasModalProgress()) {
1280 /* We are generating the world, so release our rights to the map and
1281 * painting while we are waiting a bit. */
1282 _modal_progress_paint_mutex
->EndCritical();
1283 _modal_progress_work_mutex
->EndCritical();
1285 /* Wait a while and update _realtime_tick so we are given the rights */
1286 if (!IsFirstModalProgressLoop()) CSleep(MODAL_PROGRESS_REDRAW_TIMEOUT
);
1287 _realtime_tick
+= MODAL_PROGRESS_REDRAW_TIMEOUT
;
1288 _modal_progress_paint_mutex
->BeginCritical();
1289 _modal_progress_work_mutex
->BeginCritical();
1291 /* When we ended with the modal progress, do not draw the blocks.
1292 * Simply let the next run do so, otherwise we would be loading
1293 * the new state (and possibly change the blitter) when we hold
1294 * the drawing lock, which we must not do. */
1295 if (_switch_mode
!= SM_NONE
&& !HasModalProgress()) return;
1305 int right
= x
+ DIRTY_BLOCK_WIDTH
;
1310 /* First try coalescing downwards */
1313 p
+= _dirty_bytes_per_line
;
1314 bottom
+= DIRTY_BLOCK_HEIGHT
;
1315 } while (bottom
!= h
&& *p
!= 0);
1317 /* Try coalescing to the right too. */
1318 h2
= (bottom
- y
) / DIRTY_BLOCK_HEIGHT
;
1322 while (right
!= w
) {
1325 /* Check if a full line of dirty flags is set. */
1327 if (!*p2
) goto no_more_coalesc
;
1328 p2
+= _dirty_bytes_per_line
;
1331 /* Wohoo, can combine it one step to the right!
1332 * Do that, and clear the bits. */
1333 right
+= DIRTY_BLOCK_WIDTH
;
1339 p2
+= _dirty_bytes_per_line
;
1347 if (left
< _invalid_rect
.left
) left
= _invalid_rect
.left
;
1348 if (top
< _invalid_rect
.top
) top
= _invalid_rect
.top
;
1349 if (right
> _invalid_rect
.right
) right
= _invalid_rect
.right
;
1350 if (bottom
> _invalid_rect
.bottom
) bottom
= _invalid_rect
.bottom
;
1352 if (left
< right
&& top
< bottom
) {
1353 RedrawScreenRect(left
, top
, right
, bottom
);
1357 } while (b
++, (x
+= DIRTY_BLOCK_WIDTH
) != w
);
1358 } while (b
+= -(int)(w
/ DIRTY_BLOCK_WIDTH
) + _dirty_bytes_per_line
, (y
+= DIRTY_BLOCK_HEIGHT
) != h
);
1360 ++_dirty_block_colour
;
1361 _invalid_rect
.left
= w
;
1362 _invalid_rect
.top
= h
;
1363 _invalid_rect
.right
= 0;
1364 _invalid_rect
.bottom
= 0;
1368 * This function extends the internal _invalid_rect rectangle as it
1369 * now contains the rectangle defined by the given parameters. Note
1370 * the point (0,0) is top left.
1372 * @param left The left edge of the rectangle
1373 * @param top The top edge of the rectangle
1374 * @param right The right edge of the rectangle
1375 * @param bottom The bottom edge of the rectangle
1376 * @see DrawDirtyBlocks
1378 * @todo The name of the function should be called like @c AddDirtyBlock as
1379 * it neither set a dirty rect nor add several dirty rects although
1380 * the function name is in plural. (Progman)
1382 void SetDirtyBlocks(int left
, int top
, int right
, int bottom
)
1388 if (left
< 0) left
= 0;
1389 if (top
< 0) top
= 0;
1390 if (right
> _screen
.width
) right
= _screen
.width
;
1391 if (bottom
> _screen
.height
) bottom
= _screen
.height
;
1393 if (left
>= right
|| top
>= bottom
) return;
1395 if (left
< _invalid_rect
.left
) _invalid_rect
.left
= left
;
1396 if (top
< _invalid_rect
.top
) _invalid_rect
.top
= top
;
1397 if (right
> _invalid_rect
.right
) _invalid_rect
.right
= right
;
1398 if (bottom
> _invalid_rect
.bottom
) _invalid_rect
.bottom
= bottom
;
1400 left
/= DIRTY_BLOCK_WIDTH
;
1401 top
/= DIRTY_BLOCK_HEIGHT
;
1403 b
= _dirty_blocks
+ top
* _dirty_bytes_per_line
+ left
;
1405 width
= ((right
- 1) / DIRTY_BLOCK_WIDTH
) - left
+ 1;
1406 height
= ((bottom
- 1) / DIRTY_BLOCK_HEIGHT
) - top
+ 1;
1408 assert(width
> 0 && height
> 0);
1413 do b
[--i
] = 0xFF; while (i
!= 0);
1415 b
+= _dirty_bytes_per_line
;
1416 } while (--height
!= 0);
1420 * This function mark the whole screen as dirty. This results in repainting
1421 * the whole screen. Use this with care as this function will break the
1422 * idea about marking only parts of the screen as 'dirty'.
1425 void MarkWholeScreenDirty()
1427 SetDirtyBlocks(0, 0, _screen
.width
, _screen
.height
);
1431 * Set up a clipping area for only drawing into a certain area. To do this,
1432 * Fill a DrawPixelInfo object with the supplied relative rectangle, backup
1433 * the original (calling) _cur_dpi and assign the just returned DrawPixelInfo
1434 * _cur_dpi. When you are done, give restore _cur_dpi's original value
1435 * @param *n the DrawPixelInfo that will be the clipping rectangle box allowed
1437 * @param left,top,width,height the relative coordinates of the clipping
1438 * rectangle relative to the current _cur_dpi. This will most likely be the
1439 * offset from the calling window coordinates
1440 * @return return false if the requested rectangle is not possible with the
1441 * current dpi pointer. Only continue of the return value is true, or you'll
1442 * get some nasty results
1444 bool FillDrawPixelInfo(DrawPixelInfo
*n
, int left
, int top
, int width
, int height
)
1446 Blitter
*blitter
= BlitterFactory::GetCurrentBlitter();
1447 const DrawPixelInfo
*o
= _cur_dpi
;
1449 n
->zoom
= ZOOM_LVL_NORMAL
;
1454 if ((left
-= o
->left
) < 0) {
1456 if (width
<= 0) return false;
1463 if (width
> o
->width
- left
) {
1464 width
= o
->width
- left
;
1465 if (width
<= 0) return false;
1469 if ((top
-= o
->top
) < 0) {
1471 if (height
<= 0) return false;
1478 n
->dst_ptr
= blitter
->MoveTo(o
->dst_ptr
, left
, top
);
1479 n
->pitch
= o
->pitch
;
1481 if (height
> o
->height
- top
) {
1482 height
= o
->height
- top
;
1483 if (height
<= 0) return false;
1491 * Update cursor dimension.
1492 * Called when changing cursor sprite resp. reloading grfs.
1494 void UpdateCursorSize()
1496 CursorVars
*cv
= &_cursor
;
1497 const Sprite
*p
= GetSprite(GB(cv
->sprite
, 0, SPRITE_WIDTH
), ST_NORMAL
);
1499 cv
->size
.y
= UnScaleByZoom(p
->height
, ZOOM_LVL_GUI
);
1500 cv
->size
.x
= UnScaleByZoom(p
->width
, ZOOM_LVL_GUI
);
1501 cv
->offs
.x
= UnScaleByZoom(p
->x_offs
, ZOOM_LVL_GUI
);
1502 cv
->offs
.y
= UnScaleByZoom(p
->y_offs
, ZOOM_LVL_GUI
);
1508 * Switch cursor to different sprite.
1509 * @param cursor Sprite to draw for the cursor.
1510 * @param pal Palette to use for recolouring.
1512 static void SetCursorSprite(CursorID cursor
, PaletteID pal
)
1514 CursorVars
*cv
= &_cursor
;
1515 if (cv
->sprite
== cursor
) return;
1517 cv
->sprite
= cursor
;
1521 cv
->short_vehicle_offset
= 0;
1524 static void SwitchAnimatedCursor()
1526 const AnimCursor
*cur
= _cursor
.animate_cur
;
1528 if (cur
== NULL
|| cur
->sprite
== AnimCursor::LAST
) cur
= _cursor
.animate_list
;
1530 SetCursorSprite(cur
->sprite
, _cursor
.pal
);
1532 _cursor
.animate_timeout
= cur
->display_time
;
1533 _cursor
.animate_cur
= cur
+ 1;
1538 if (_cursor
.animate_timeout
!= 0 && --_cursor
.animate_timeout
== 0) {
1539 SwitchAnimatedCursor();
1544 * Assign a single non-animated sprite to the cursor.
1545 * @param sprite Sprite to draw for the cursor.
1546 * @param pal Palette to use for recolouring.
1547 * @see SetAnimatedMouseCursor
1549 void SetMouseCursor(CursorID sprite
, PaletteID pal
)
1551 /* Turn off animation */
1552 _cursor
.animate_timeout
= 0;
1554 SetCursorSprite(sprite
, pal
);
1558 * Assign an animation to the cursor.
1559 * @param table Array of animation states.
1560 * @see SetMouseCursor
1562 void SetAnimatedMouseCursor(const AnimCursor
*table
)
1564 _cursor
.animate_list
= table
;
1565 _cursor
.animate_cur
= NULL
;
1566 _cursor
.pal
= PAL_NONE
;
1567 SwitchAnimatedCursor();
1570 bool ChangeResInGame(int width
, int height
)
1572 return (_screen
.width
== width
&& _screen
.height
== height
) || _video_driver
->ChangeResolution(width
, height
);
1575 bool ToggleFullScreen(bool fs
)
1577 bool result
= _video_driver
->ToggleFullscreen(fs
);
1578 if (_fullscreen
!= fs
&& _num_resolutions
== 0) {
1579 DEBUG(driver
, 0, "Could not find a suitable fullscreen resolution");
1584 static int CDECL
compare_res(const Dimension
*pa
, const Dimension
*pb
)
1586 int x
= pa
->width
- pb
->width
;
1587 if (x
!= 0) return x
;
1588 return pa
->height
- pb
->height
;
1591 void SortResolutions(int count
)
1593 QSortT(_resolutions
, count
, &compare_res
);