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[openttd/fttd.git] / src / gfx.cpp
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1 /* $Id$ */
3 /*
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/>.
8 */
10 /** @file gfx.cpp Handling of drawing text and other gfx related stuff. */
12 #include "stdafx.h"
13 #include "debug.h"
14 #include "gfx_layout.h"
15 #include "progress.h"
16 #include "zoom_func.h"
17 #include "blitter/blitter.h"
18 #include "video/video_driver.hpp"
19 #include "strings_func.h"
20 #include "settings_type.h"
21 #include "network/network.h"
22 #include "network/network_func.h"
23 #include "window_func.h"
24 #include "newgrf_debug.h"
26 #include "table/palettes.h"
27 #include "table/string_colours.h"
28 #include "table/sprites.h"
29 #include "table/control_codes.h"
31 byte _dirkeys; ///< 1 = left, 2 = up, 4 = right, 8 = down
32 bool _fullscreen;
33 byte _support8bpp;
34 CursorVars _cursor;
35 static const AnimCursor *_cursor_animate_list; ///< in case of animated cursor, list of frames
36 static const AnimCursor *_cursor_animate_cur; ///< in case of animated cursor, current frame
37 static uint _cursor_animate_timeout; ///< in case of animated cursor, number of ticks to show the current cursor
39 bool _ctrl_pressed; ///< Is Ctrl pressed?
40 bool _shift_pressed; ///< Is Shift pressed?
41 byte _fast_forward;
42 bool _left_button_down; ///< Is left mouse button pressed?
43 bool _left_button_clicked; ///< Is left mouse button clicked?
44 bool _right_button_down; ///< Is right mouse button pressed?
45 bool _right_button_clicked; ///< Is right mouse button clicked?
47 ttd_unique_ptr <Blitter::Surface> _screen_surface;
48 int _screen_width, _screen_height;
50 bool _exit_game;
51 GameMode _game_mode;
52 SwitchMode _switch_mode; ///< The next mainloop command.
53 PauseModeByte _pause_mode;
54 Palette _cur_palette;
55 int _cur_palette_first_dirty;
56 int _cur_palette_count_dirty;
58 byte _colour_gradient[COLOUR_END][8];
60 static void GfxMainBlitterViewport (DrawPixelInfo *dpi, const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = NULL, SpriteID sprite_id = SPR_CURSOR_MOUSE);
61 static void GfxMainBlitter (BlitArea *dpi, const Sprite *sprite, int x, int y, BlitterMode mode, SpriteID sprite_id = SPR_CURSOR_MOUSE, ZoomLevel zoom = ZOOM_LVL_NORMAL);
63 static Blitter::Buffer _cursor_backup;
65 ZoomLevelByte _gui_zoom; ///< GUI Zoom level
67 /**
68 * The rect for repaint.
70 * This rectangle defines the area which should be repaint by the video driver.
72 * @ingroup dirty
74 static Rect _invalid_rect;
75 static const byte *_colour_remap_ptr;
76 static byte _string_colourremap[3]; ///< Recoloursprite for stringdrawing. The grf loader ensures that #ST_FONT sprites only use colours 0 to 2.
78 static const uint DIRTY_BLOCK_HEIGHT = 8;
79 static const uint DIRTY_BLOCK_WIDTH = 64;
81 static uint _dirty_bytes_per_line = 0;
82 static byte *_dirty_blocks = NULL;
83 extern uint _dirty_block_colour;
86 /**
87 * Applies a certain FillRectMode-operation to a rectangle [left, right] x [top, bottom] on the screen.
89 * @pre dpi->zoom == ZOOM_LVL_NORMAL, right >= left, bottom >= top
90 * @param dpi Area to blit to
91 * @param left Minimum X (inclusive)
92 * @param top Minimum Y (inclusive)
93 * @param right Maximum X (inclusive)
94 * @param bottom Maximum Y (inclusive)
95 * @param colour A 8 bit palette index (FILLRECT_OPAQUE and FILLRECT_CHECKER) or a recolour spritenumber (FILLRECT_RECOLOUR)
96 * @param mode
97 * FILLRECT_OPAQUE: Fill the rectangle with the specified colour
98 * FILLRECT_CHECKER: Like FILLRECT_OPAQUE, but only draw every second pixel (used to grey out things)
99 * FILLRECT_RECOLOUR: Apply a recolour sprite to every pixel in the rectangle currently on screen
101 void GfxFillRect (BlitArea *dpi, int left, int top, int right, int bottom, int colour, FillRectMode mode)
103 void *dst;
104 const int otopleft = top + left;
106 if (left > right || top > bottom) return;
107 if (right < dpi->left || left >= dpi->left + dpi->width) return;
108 if (bottom < dpi->top || top >= dpi->top + dpi->height) return;
110 if ( (left -= dpi->left) < 0) left = 0;
111 right = right - dpi->left + 1;
112 if (right > dpi->width) right = dpi->width;
113 right -= left;
114 assert(right > 0);
116 if ( (top -= dpi->top) < 0) top = 0;
117 bottom = bottom - dpi->top + 1;
118 if (bottom > dpi->height) bottom = dpi->height;
119 bottom -= top;
120 assert(bottom > 0);
122 dst = dpi->surface->move (dpi->dst_ptr, left, top);
124 switch (mode) {
125 default: // FILLRECT_OPAQUE
126 dpi->surface->draw_rect (dst, right, bottom, (uint8)colour);
127 break;
129 case FILLRECT_RECOLOUR:
130 dpi->surface->recolour_rect (dst, right, bottom, GB(colour, 0, PALETTE_WIDTH));
131 break;
133 case FILLRECT_CHECKER: {
134 byte bo = (otopleft - left + dpi->left - top + dpi->top) & 1;
135 dpi->surface->draw_checker (dst, right, bottom, colour, bo);
136 break;
142 * Check line clipping by using a linear equation and draw the visible part of
143 * the line given by x/y and x2/y2.
144 * @param dpi Area to blit to.
145 * @param x X coordinate of first point.
146 * @param y Y coordinate of first point.
147 * @param x2 X coordinate of second point.
148 * @param y2 Y coordinate of second point.
149 * @param screen_width With of the screen to check clipping against.
150 * @param screen_height Height of the screen to check clipping against.
151 * @param colour Colour of the line.
152 * @param width Width of the line.
153 * @param dash Length of dashes for dashed lines. 0 means solid line.
155 static inline void GfxDoDrawLine (BlitArea *dpi, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash = 0)
157 assert(width > 0);
159 if (y2 == y || x2 == x) {
160 /* Special case: horizontal/vertical line. All checks already done in GfxPreprocessLine. */
161 } else {
162 int grade_y = y2 - y;
163 int grade_x = x2 - x;
165 /* Clipping rectangle. Slightly extended so we can ignore the width of the line. */
166 int extra = (int)CeilDiv(3 * width, 4); // not less then "width * sqrt(2) / 2"
167 int clip_left = -extra - x;
168 int clip_right = screen_width - 1 + extra - x;
170 /* prevent integer overflows. */
171 int margin = 1;
172 int dinf = max (abs (clip_left), abs (clip_right));
173 while (INT_MAX / abs(grade_y) < dinf) {
174 grade_y /= 2;
175 grade_x /= 2;
176 margin *= 2; // account for rounding errors
179 /* Imagine that the line is infinitely long and it intersects
180 * with infinitely long left and right edges of the clipping
181 * rectangle. If both intersection points are outside the
182 * clipping rectangle and both on the same side of it,
183 * we don't need to draw anything. */
184 int left_isec_y = y + clip_left * grade_y / grade_x;
185 int right_isec_y = y + clip_right * grade_y / grade_x;
187 int clip_bottom = screen_height - 1 + extra + margin;
188 if (left_isec_y > clip_bottom && right_isec_y > clip_bottom) return;
190 int clip_top = -extra - margin;
191 if (left_isec_y < clip_top && right_isec_y < clip_top) return;
193 /* It is possible to use the line equation to further reduce
194 * the amount of work the blitter has to do by shortening the
195 * effective line segment. However, in order to get that right
196 * and prevent the flickering effects of rounding errors so
197 * much additional code has to be run here that in the general
198 * case the effect is not noticable. */
201 dpi->surface->draw_line (dpi->dst_ptr, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
205 * Align parameters of a line to the given DPI and check simple clipping.
206 * @param dpi Screen parameters to align with.
207 * @param x X coordinate of first point.
208 * @param y Y coordinate of first point.
209 * @param x2 X coordinate of second point.
210 * @param y2 Y coordinate of second point.
211 * @param width Width of the line.
212 * @return True if the line is likely to be visible, false if it's certainly
213 * invisible.
215 static inline bool GfxPreprocessLine (BlitArea *dpi, int &x, int &y, int &x2, int &y2, int width)
217 x -= dpi->left;
218 x2 -= dpi->left;
219 y -= dpi->top;
220 y2 -= dpi->top;
222 /* Check simple clipping */
223 if (x + width / 2 < 0 && x2 + width / 2 < 0 ) return false;
224 if (y + width / 2 < 0 && y2 + width / 2 < 0 ) return false;
225 if (x - width / 2 > dpi->width && x2 - width / 2 > dpi->width ) return false;
226 if (y - width / 2 > dpi->height && y2 - width / 2 > dpi->height) return false;
227 return true;
230 void GfxDrawLine (BlitArea *dpi, int x, int y, int x2, int y2, int colour, int width, int dash)
232 if (GfxPreprocessLine(dpi, x, y, x2, y2, width)) {
233 GfxDoDrawLine (dpi, x, y, x2, y2, dpi->width, dpi->height, colour, width, dash);
237 static void GfxDrawLineUnscaled (DrawPixelInfo *dpi, int x, int y, int x2, int y2, int colour)
239 if (GfxPreprocessLine(dpi, x, y, x2, y2, 1)) {
240 GfxDoDrawLine (dpi,
241 UnScaleByZoom(x, dpi->zoom), UnScaleByZoom(y, dpi->zoom),
242 UnScaleByZoom(x2, dpi->zoom), UnScaleByZoom(y2, dpi->zoom),
243 UnScaleByZoom(dpi->width, dpi->zoom), UnScaleByZoom(dpi->height, dpi->zoom), colour, 1);
248 * Draws the projection of a parallelepiped.
249 * This can be used to draw boxes in world coordinates.
250 * @param dpi Screen parameters to align with.
251 * @param x Screen X-coordinate of top front corner.
252 * @param y Screen Y-coordinate of top front corner.
253 * @param dx1 Screen X-length of first edge.
254 * @param dy1 Screen Y-length of first edge.
255 * @param dx2 Screen X-length of second edge.
256 * @param dy2 Screen Y-length of second edge.
257 * @param dx3 Screen X-length of third edge.
258 * @param dy3 Screen Y-length of third edge.
260 void DrawBox (DrawPixelInfo *dpi, int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3)
262 /* ....
263 * .. ....
264 * .. ....
265 * .. ^
266 * <--__(dx1,dy1) /(dx2,dy2)
267 * : --__ / :
268 * : --__ / :
269 * : *(x,y) :
270 * : | :
271 * : | ..
272 * .... |(dx3,dy3)
273 * .... | ..
274 * ....V.
277 static const byte colour = PC_WHITE;
279 GfxDrawLineUnscaled (dpi, x, y, x + dx1, y + dy1, colour);
280 GfxDrawLineUnscaled (dpi, x, y, x + dx2, y + dy2, colour);
281 GfxDrawLineUnscaled (dpi, x, y, x + dx3, y + dy3, colour);
283 GfxDrawLineUnscaled (dpi, x + dx1, y + dy1, x + dx1 + dx2, y + dy1 + dy2, colour);
284 GfxDrawLineUnscaled (dpi, x + dx1, y + dy1, x + dx1 + dx3, y + dy1 + dy3, colour);
285 GfxDrawLineUnscaled (dpi, x + dx2, y + dy2, x + dx2 + dx1, y + dy2 + dy1, colour);
286 GfxDrawLineUnscaled (dpi, x + dx2, y + dy2, x + dx2 + dx3, y + dy2 + dy3, colour);
287 GfxDrawLineUnscaled (dpi, x + dx3, y + dy3, x + dx3 + dx1, y + dy3 + dy1, colour);
288 GfxDrawLineUnscaled (dpi, x + dx3, y + dy3, x + dx3 + dx2, y + dy3 + dy2, colour);
292 * Set the colour remap to be for the given colour.
293 * @param colour the new colour of the remap.
295 static void SetColourRemap(TextColour colour)
297 if (colour == TC_INVALID) return;
299 /* Black strings have no shading ever; the shading is black, so it
300 * would be invisible at best, but it actually makes it illegible. */
301 bool no_shade = (colour & TC_NO_SHADE) != 0 || colour == TC_BLACK;
302 bool raw_colour = (colour & TC_IS_PALETTE_COLOUR) != 0;
303 colour &= ~(TC_NO_SHADE | TC_IS_PALETTE_COLOUR);
305 _string_colourremap[1] = raw_colour ? (byte)colour : _string_colourmap[colour];
306 _string_colourremap[2] = no_shade ? 0 : 1;
307 _colour_remap_ptr = _string_colourremap;
311 * Drawing routine for drawing a laid out line of text.
312 * @param line String to draw.
313 * @param dpi The area to draw on.
314 * @param y The top most position to draw on.
315 * @param left The left most position to draw on.
316 * @param right The right most position to draw on.
317 * @param align The alignment of the string when drawing left-to-right. In the
318 * case a right-to-left language is chosen this is inverted so it
319 * will be drawn in the right direction.
320 * @param underline Whether to underline what has been drawn or not.
321 * @param truncation Whether to perform string truncation or not.
323 * @return In case of left or center alignment the right most pixel we have drawn to.
324 * In case of right alignment the left most pixel we have drawn to.
326 static int DrawLayoutLine (const ParagraphLayouter::Line *line,
327 BlitArea *dpi, int y, int left, int right,
328 StringAlignment align, bool underline, bool truncation)
330 if (line->CountRuns() == 0) return 0;
332 int w = line->GetWidth();
333 int h = line->GetLeading();
336 * The following is needed for truncation.
337 * Depending on the text direction, we either remove bits at the rear
338 * or the front. For this we shift the entire area to draw so it fits
339 * within the left/right bounds and the side we do not truncate it on.
340 * Then we determine the truncation location, i.e. glyphs that fall
341 * outside of the range min_x - max_x will not be drawn; they are thus
342 * the truncated glyphs.
344 * At a later step we insert the dots.
347 int max_w = right - left + 1; // The maximum width.
349 int offset_x = 0; // The offset we need for positioning the glyphs
350 int min_x = left; // The minimum x position to draw normal glyphs on.
351 int max_x = right; // The maximum x position to draw normal glyphs on.
353 truncation &= max_w < w; // Whether we need to do truncation.
354 int dot_width = 0; // Cache for the width of the dot.
355 const Sprite *dot_sprite = NULL; // Cache for the sprite of the dot.
357 if (truncation) {
359 * Assumption may be made that all fonts of a run are of the same size.
360 * In any case, we'll use these dots for the abbreviation, so even if
361 * another size would be chosen it won't have truncated too little for
362 * the truncation dots.
364 FontCache *fc = line->GetVisualRun(0)->GetFont()->fc;
365 GlyphID dot_glyph = fc->MapCharToGlyph('.');
366 dot_width = fc->GetGlyphWidth(dot_glyph);
367 dot_sprite = fc->GetGlyph(dot_glyph);
369 if (_current_text_dir == TD_RTL) {
370 min_x += 3 * dot_width;
371 offset_x = w - 3 * dot_width - max_w;
372 } else {
373 max_x -= 3 * dot_width;
376 w = max_w;
379 /* In case we have a RTL language we swap the alignment. */
380 if (!(align & SA_FORCE) && _current_text_dir == TD_RTL && (align & SA_HOR_MASK) != SA_HOR_CENTER) align ^= SA_RIGHT;
382 /* right is the right most position to draw on. In this case we want to do
383 * calculations with the width of the string. In comparison right can be
384 * seen as lastof(todraw) and width as lengthof(todraw). They differ by 1.
385 * So most +1/-1 additions are to move from lengthof to 'indices'.
387 switch (align & SA_HOR_MASK) {
388 case SA_LEFT:
389 /* right + 1 = left + w */
390 right = left + w - 1;
391 break;
393 case SA_HOR_CENTER:
394 left = RoundDivSU(right + 1 + left - w, 2);
395 /* right + 1 = left + w */
396 right = left + w - 1;
397 break;
399 case SA_RIGHT:
400 left = right + 1 - w;
401 break;
403 default:
404 NOT_REACHED();
407 TextColour colour = TC_BLACK;
408 bool draw_shadow = false;
409 for (int run_index = 0; run_index < line->CountRuns(); run_index++) {
410 const ParagraphLayouter::VisualRun *run = line->GetVisualRun(run_index);
411 const FontBase *f = run->GetFont();
413 FontCache *fc = f->fc;
414 colour = f->colour;
415 SetColourRemap(colour);
417 int dpi_left = dpi->left;
418 int dpi_right = dpi->left + dpi->width - 1;
420 draw_shadow = colour != TC_BLACK && (colour & TC_NO_SHADE) == 0 && fc->GetDrawGlyphShadow();
422 for (int i = 0; i < run->GetGlyphCount(); i++) {
423 ParagraphLayouter::GlyphPos gp;
424 /* Not a valid glyph (empty) */
425 if (!run->GetGlyphPos (&gp, i)) continue;
427 int begin_x = gp.x0 + left - offset_x;
428 int end_x = gp.x1 + left - offset_x - 1;
429 int top = gp.y + y;
431 /* Truncated away. */
432 if (truncation && (begin_x < min_x || end_x > max_x)) continue;
434 const Sprite *sprite = fc->GetGlyph (gp.glyph);
435 /* Check clipping (the "+ 1" is for the shadow). */
436 if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
438 if (draw_shadow && (gp.glyph & SPRITE_GLYPH) == 0) {
439 SetColourRemap(TC_BLACK);
440 GfxMainBlitter (dpi, sprite, begin_x + 1, top + 1, BM_COLOUR_REMAP);
441 SetColourRemap(colour);
443 GfxMainBlitter (dpi, sprite, begin_x, top, BM_COLOUR_REMAP);
447 if (truncation) {
448 int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
449 for (int i = 0; i < 3; i++, x += dot_width) {
450 if (draw_shadow) {
451 SetColourRemap(TC_BLACK);
452 GfxMainBlitter (dpi, dot_sprite, x + 1, y + 1, BM_COLOUR_REMAP);
453 SetColourRemap(colour);
455 GfxMainBlitter (dpi, dot_sprite, x, y, BM_COLOUR_REMAP);
459 if (underline) {
460 GfxFillRect (dpi, left, y + h, right, y + h, _string_colourremap[1]);
463 return (align & SA_HOR_MASK) == SA_RIGHT ? left : right;
467 * Draw string, possibly truncated to make it fit in its allocated space
469 * @param dpi The area to draw on.
470 * @param left The left most position to draw on.
471 * @param right The right most position to draw on.
472 * @param top The top most position to draw on.
473 * @param str String to draw.
474 * @param colour Colour used for drawing the string, see DoDrawString() for details
475 * @param align The alignment of the string when drawing left-to-right. In the
476 * case a right-to-left language is chosen this is inverted so it
477 * will be drawn in the right direction.
478 * @param underline Whether to underline what has been drawn or not.
479 * @param fontsize The size of the initial characters.
480 * @return In case of left or center alignment the right most pixel we have drawn to.
481 * In case of right alignment the left most pixel we have drawn to.
483 int DrawString (BlitArea *dpi, int left, int right, int top,
484 const char *str, TextColour colour, StringAlignment align,
485 bool underline, FontSize fontsize)
487 /* The string may contain control chars to change the font, just use the biggest font for clipping. */
488 int max_height = max(max(FONT_HEIGHT_SMALL, FONT_HEIGHT_NORMAL), max(FONT_HEIGHT_LARGE, FONT_HEIGHT_MONO));
490 /* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */
491 int extra = max_height / 2;
493 if (dpi->top + dpi->height + extra < top || dpi->top > top + max_height + extra ||
494 dpi->left + dpi->width + extra < left || dpi->left > right + extra) {
495 return 0;
498 Layouter layout(str, INT32_MAX, colour, fontsize);
499 if (layout.empty()) return 0;
501 return DrawLayoutLine (layout.front().get(), dpi, top, left, right, align, underline, true);
505 * Draw string, possibly truncated to make it fit in its allocated space
507 * @param dpi The area to draw on.
508 * @param left The left most position to draw on.
509 * @param right The right most position to draw on.
510 * @param top The top most position to draw on.
511 * @param str String to draw.
512 * @param colour Colour used for drawing the string, see DoDrawString() for details
513 * @param align The alignment of the string when drawing left-to-right. In the
514 * case a right-to-left language is chosen this is inverted so it
515 * will be drawn in the right direction.
516 * @param underline Whether to underline what has been drawn or not.
517 * @param fontsize The size of the initial characters.
518 * @return In case of left or center alignment the right most pixel we have drawn to.
519 * In case of right alignment the left most pixel we have drawn to.
521 int DrawString (BlitArea *dpi, int left, int right, int top,
522 StringID str, TextColour colour, StringAlignment align,
523 bool underline, FontSize fontsize)
525 char buffer[DRAW_STRING_BUFFER];
526 GetString (buffer, str);
527 return DrawString (dpi, left, right, top, buffer, colour, align, underline, fontsize);
531 * Calculates height of string (in pixels). The string is changed to a multiline string if needed.
532 * @param str string to check
533 * @param maxw maximum string width
534 * @return height of pixels of string when it is drawn
536 uint GetStringHeight (const char *str, int maxw, FontSize fontsize)
538 Layouter layout(str, maxw, TC_FROMSTRING, fontsize);
539 return layout.GetBounds().height;
543 * Calculates height of string (in pixels). The string is changed to a multiline string if needed.
544 * @param str string to check
545 * @param maxw maximum string width
546 * @return height of pixels of string when it is drawn
548 uint GetStringHeight (StringID str, int maxw)
550 char buffer[DRAW_STRING_BUFFER];
551 GetString (buffer, str);
552 return GetStringHeight(buffer, maxw);
556 * Calculates number of lines of string. The string is changed to a multiline string if needed.
557 * @param str string to check
558 * @param maxw maximum string width
559 * @return number of lines of string when it is drawn
561 int GetStringLineCount(StringID str, int maxw)
563 char buffer[DRAW_STRING_BUFFER];
564 GetString (buffer, str);
566 Layouter layout(buffer, maxw);
567 return layout.size();
571 * Draw string, possibly over multiple lines.
573 * @param dpi The area to draw on.
574 * @param left The left most position to draw on.
575 * @param right The right most position to draw on.
576 * @param top The top most position to draw on.
577 * @param bottom The bottom most position to draw on.
578 * @param str String to draw.
579 * @param colour Colour used for drawing the string, see DoDrawString() for details
580 * @param align The horizontal and vertical alignment of the string.
581 * @param underline Whether to underline all strings
582 * @param fontsize The size of the initial characters.
584 * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
586 int DrawStringMultiLine (BlitArea *dpi, int left, int right, int top, int bottom,
587 const char *str, TextColour colour, StringAlignment align,
588 bool underline, FontSize fontsize)
590 int maxw = right - left + 1;
591 int maxh = bottom - top + 1;
593 /* It makes no sense to even try if it can't be drawn anyway, or
594 * do we really want to support fonts of 0 or less pixels high? */
595 if (maxh <= 0) return top;
597 Layouter layout(str, maxw, colour, fontsize);
598 int total_height = layout.GetBounds().height;
599 int y;
600 switch (align & SA_VERT_MASK) {
601 case SA_TOP:
602 y = top;
603 break;
605 case SA_VERT_CENTER:
606 y = RoundDivSU(bottom + top - total_height, 2);
607 break;
609 case SA_BOTTOM:
610 y = bottom - total_height;
611 break;
613 default: NOT_REACHED();
616 int last_line = top;
617 int first_line = bottom;
619 for (Layouter::const_iterator iter (layout.begin()); iter != layout.end(); iter++) {
620 const ParagraphLayouter::Line *line = iter->get();
622 int line_height = line->GetLeading();
623 if (y >= top && y < bottom) {
624 last_line = y + line_height;
625 if (first_line > y) first_line = y;
627 DrawLayoutLine (line, dpi, y, left, right, align, underline, false);
629 y += line_height;
632 return ((align & SA_VERT_MASK) == SA_BOTTOM) ? first_line : last_line;
636 * Draw string, possibly over multiple lines.
638 * @param dpi The area to draw on.
639 * @param left The left most position to draw on.
640 * @param right The right most position to draw on.
641 * @param top The top most position to draw on.
642 * @param bottom The bottom most position to draw on.
643 * @param str String to draw.
644 * @param colour Colour used for drawing the string, see DoDrawString() for details
645 * @param align The horizontal and vertical alignment of the string.
646 * @param underline Whether to underline all strings
647 * @param fontsize The size of the initial characters.
649 * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
651 int DrawStringMultiLine (BlitArea *dpi, int left, int right, int top, int bottom,
652 StringID str, TextColour colour, StringAlignment align,
653 bool underline, FontSize fontsize)
655 char buffer[DRAW_STRING_BUFFER];
656 GetString (buffer, str);
657 return DrawStringMultiLine (dpi, left, right, top, bottom, buffer, colour, align, underline, fontsize);
661 * Return the string dimension in pixels. The height and width are returned
662 * in a single Dimension value. TINYFONT, BIGFONT modifiers are only
663 * supported as the first character of the string. The returned dimensions
664 * are therefore a rough estimation correct for all the current strings
665 * but not every possible combination
666 * @param str string to calculate pixel-width
667 * @param start_fontsize Fontsize to start the text with
668 * @return string width and height in pixels
670 Dimension GetStringBoundingBox(const char *str, FontSize start_fontsize)
672 Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
673 return layout.GetBounds();
677 * Get bounding box of a string. Uses parameters set by #DParam if needed.
678 * Has the same restrictions as #GetStringBoundingBox(const char *str).
679 * @param strid String to examine.
680 * @return Width and height of the bounding box for the string in pixels.
682 Dimension GetStringBoundingBox(StringID strid)
684 char buffer[DRAW_STRING_BUFFER];
686 GetString (buffer, strid);
687 return GetStringBoundingBox(buffer);
691 * Draw single character horizontally centered around (x,y)
692 * @param dpi The area to draw on.
693 * @param c Character (glyph) to draw
694 * @param x X position to draw character
695 * @param y Y position to draw character
696 * @param colour Colour to use, see DoDrawString() for details
698 void DrawCharCentered (BlitArea *dpi, WChar c, int x, int y, TextColour colour)
700 SetColourRemap(colour);
701 FontCache *fc = FontCache::Get (FS_NORMAL);
702 GfxMainBlitter (dpi, fc->GetCharGlyph (c),
703 x - fc->GetCharacterWidth(c) / 2, y, BM_COLOUR_REMAP);
707 * Get the size of a sprite.
708 * @param sprid Sprite to examine.
709 * @param [out] offset Optionally returns the sprite position offset.
710 * @return Sprite size in pixels.
711 * @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.
713 Dimension GetSpriteSize(SpriteID sprid, Point *offset, ZoomLevel zoom)
715 const Sprite *sprite = GetSprite(sprid, ST_NORMAL);
717 if (offset != NULL) {
718 offset->x = UnScaleByZoom(sprite->x_offs, zoom);
719 offset->y = UnScaleByZoom(sprite->y_offs, zoom);
722 Dimension d;
723 d.width = max<int>(0, UnScaleByZoom(sprite->x_offs + sprite->width, zoom));
724 d.height = max<int>(0, UnScaleByZoom(sprite->y_offs + sprite->height, zoom));
725 return d;
729 * Set up the colour remap for a sprite.
730 * @param img The sprite to draw.
731 * @param pal The palette to use.
732 * @return The BlitterMode to use for drawing.
734 static BlitterMode GetBlitterMode (SpriteID img, PaletteID pal)
736 if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
737 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
738 return BM_TRANSPARENT;
739 } else if (pal == PAL_NONE) {
740 return BM_NORMAL;
741 } else if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
742 SetColourRemap ((TextColour)GB(pal, 0, PALETTE_WIDTH));
743 return BM_COLOUR_REMAP;
744 } else {
745 _colour_remap_ptr = GetNonSprite (GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
746 switch (pal) {
747 case PALETTE_CRASH: return BM_CRASH_REMAP;
748 case PALETTE_ALL_BLACK: return BM_BLACK_REMAP;
749 default: return BM_COLOUR_REMAP;
755 * Draw a sprite in a viewport.
756 * @param dpi The area to draw on.
757 * @param img Image number to draw
758 * @param pal Palette to use.
759 * @param x Left coordinate of image in viewport, scaled by zoom
760 * @param y Top coordinate of image in viewport, scaled by zoom
761 * @param sub If available, draw only specified part of the sprite
763 void DrawSpriteViewport (DrawPixelInfo *dpi, SpriteID img, PaletteID pal,
764 int x, int y, const SubSprite *sub)
766 BlitterMode bm = GetBlitterMode (img, pal);
767 SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
768 GfxMainBlitterViewport (dpi, GetSprite (real_sprite, ST_NORMAL), x, y, bm, sub, real_sprite);
772 * Draw a sprite, not in a viewport
773 * @param dpi The area to draw on.
774 * @param img Image number to draw
775 * @param pal Palette to use.
776 * @param x Left coordinate of image in pixels
777 * @param y Top coordinate of image in pixels
779 void DrawSprite (BlitArea *dpi, SpriteID img, PaletteID pal, int x, int y)
781 BlitterMode bm = GetBlitterMode (img, pal);
782 SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
783 GfxMainBlitter (dpi, GetSprite (real_sprite, ST_NORMAL), x, y, bm, real_sprite, ZOOM_LVL_GUI);
787 * The code for setting up the blitter mode and sprite information before finally drawing the sprite.
788 * @param dpi The area to draw on.
789 * @param sprite The sprite to draw.
790 * @param x The X location to draw.
791 * @param y The Y location to draw.
792 * @param mode The settings for the blitter to pass.
793 * @param sub Whether to only draw a sub set of the sprite.
794 * @param zoom The zoom level at which to draw the sprites.
795 * @tparam SCALED_XY Whether the X and Y are scaled or unscaled.
797 template <bool SCALED_XY>
798 static void GfxBlitter (BlitArea *dpi, const Sprite * const sprite,
799 int x, int y, BlitterMode mode, const SubSprite * const sub,
800 SpriteID sprite_id, ZoomLevel zoom)
802 Blitter::BlitterParams bp;
804 if (SCALED_XY) {
805 /* Scale it */
806 x = ScaleByZoom(x, zoom);
807 y = ScaleByZoom(y, zoom);
810 /* Move to the correct offset */
811 x += sprite->x_offs;
812 y += sprite->y_offs;
814 if (sub == NULL) {
815 /* No clipping. */
816 bp.skip_left = 0;
817 bp.skip_top = 0;
818 bp.width = UnScaleByZoom(sprite->width, zoom);
819 bp.height = UnScaleByZoom(sprite->height, zoom);
820 } else {
821 assert (!SCALED_XY);
823 /* Amount of pixels to clip from the source sprite */
824 int clip_left = max (0, -sprite->x_offs + sub->left * ZOOM_LVL_BASE );
825 int clip_top = max (0, -sprite->y_offs + sub->top * ZOOM_LVL_BASE );
826 int clip_right = max (0, sprite->width - (-sprite->x_offs + (sub->right + 1) * ZOOM_LVL_BASE));
827 int clip_bottom = max (0, sprite->height - (-sprite->y_offs + (sub->bottom + 1) * ZOOM_LVL_BASE));
829 if (clip_left + clip_right >= sprite->width) return;
830 if (clip_top + clip_bottom >= sprite->height) return;
832 bp.skip_left = UnScaleByZoomLower(clip_left, zoom);
833 bp.skip_top = UnScaleByZoomLower(clip_top, zoom);
834 bp.width = UnScaleByZoom(sprite->width - clip_left - clip_right, zoom);
835 bp.height = UnScaleByZoom(sprite->height - clip_top - clip_bottom, zoom);
837 x += ScaleByZoom(bp.skip_left, zoom);
838 y += ScaleByZoom(bp.skip_top, zoom);
841 /* Copy the main data directly from the sprite */
842 bp.sprite = sprite;
843 bp.top = 0;
844 bp.left = 0;
846 bp.dst = dpi->dst_ptr;
847 bp.pitch = dpi->surface->pitch;
848 bp.remap = _colour_remap_ptr;
850 assert(sprite->width > 0);
851 assert(sprite->height > 0);
853 if (bp.width <= 0) return;
854 if (bp.height <= 0) return;
856 y -= SCALED_XY ? ScaleByZoom(dpi->top, zoom) : dpi->top;
857 int y_unscaled = UnScaleByZoom(y, zoom);
858 /* Check for top overflow */
859 if (y < 0) {
860 bp.height -= -y_unscaled;
861 if (bp.height <= 0) return;
862 bp.skip_top += -y_unscaled;
863 y = 0;
864 } else {
865 bp.top = y_unscaled;
868 /* Check for bottom overflow */
869 y += SCALED_XY ? ScaleByZoom(bp.height - dpi->height, zoom) : ScaleByZoom(bp.height, zoom) - dpi->height;
870 if (y > 0) {
871 bp.height -= UnScaleByZoom(y, zoom);
872 if (bp.height <= 0) return;
875 x -= SCALED_XY ? ScaleByZoom(dpi->left, zoom) : dpi->left;
876 int x_unscaled = UnScaleByZoom(x, zoom);
877 /* Check for left overflow */
878 if (x < 0) {
879 bp.width -= -x_unscaled;
880 if (bp.width <= 0) return;
881 bp.skip_left += -x_unscaled;
882 x = 0;
883 } else {
884 bp.left = x_unscaled;
887 /* Check for right overflow */
888 x += SCALED_XY ? ScaleByZoom(bp.width - dpi->width, zoom) : ScaleByZoom(bp.width, zoom) - dpi->width;
889 if (x > 0) {
890 bp.width -= UnScaleByZoom(x, zoom);
891 if (bp.width <= 0) return;
894 assert(bp.skip_left + bp.width <= UnScaleByZoom(sprite->width, zoom));
895 assert(bp.skip_top + bp.height <= UnScaleByZoom(sprite->height, zoom));
897 /* We do not want to catch the mouse. However we also use that spritenumber for unknown (text) sprites. */
898 if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && sprite_id != SPR_CURSOR_MOUSE) {
899 void *topleft = dpi->surface->move (bp.dst, bp.left, bp.top);
900 void *bottomright = dpi->surface->move (topleft, bp.width - 1, bp.height - 1);
902 void *clicked = _newgrf_debug_sprite_picker.clicked_pixel;
904 if (topleft <= clicked && clicked <= bottomright) {
905 uint offset = (((size_t)clicked - (size_t)topleft) / (Blitter::get()->screen_depth / 8)) % bp.pitch;
906 if (offset < (uint)bp.width) {
907 _newgrf_debug_sprite_picker.sprites.Include(sprite_id);
912 dpi->surface->draw (&bp, mode, zoom);
915 static void GfxMainBlitterViewport (DrawPixelInfo *dpi, const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id)
917 GfxBlitter <false> (dpi, sprite, x, y, mode, sub, sprite_id, dpi->zoom);
920 static void GfxMainBlitter (BlitArea *dpi, const Sprite *sprite, int x, int y, BlitterMode mode, SpriteID sprite_id, ZoomLevel zoom)
922 GfxBlitter <true> (dpi, sprite, x, y, mode, NULL, sprite_id, zoom);
926 * Compute the cycle in an animation.
927 * @param x Global animation counter.
928 * @param n Number of cycles in the animation.
929 * @param s Animation speed factor (higher is slower).
931 static inline uint get_animation_cycle (uint x, uint n, uint s)
933 return ((x & ((1 << s) - 1)) * n) >> s;
936 void DoPaletteAnimations()
938 /* Animation counter for the palette animation. */
939 static uint palette_animation_counter = 0;
940 palette_animation_counter++;
942 const Blitter::Info *blitter = Blitter::get();
943 bool noanim = (blitter != NULL) && (blitter->palette_animation == Blitter::PALETTE_ANIMATION_NONE);
944 const uint tc = noanim ? 0 : palette_animation_counter;
946 const Colour *s;
947 const ExtraPaletteValues *ev = &_extra_palette_values;
948 Colour old_val[PALETTE_ANIM_SIZE];
949 uint i;
950 uint j;
952 Colour *palette_pos = &_cur_palette[PALETTE_ANIM_START]; // Points to where animations are taking place on the palette
953 /* Makes a copy of the current animation palette in old_val,
954 * so the work on the current palette could be compared, see if there has been any changes */
955 memcpy(old_val, palette_pos, sizeof(old_val));
957 /* Fizzy Drink bubbles animation */
958 s = ev->fizzy_drink;
959 j = get_animation_cycle (~tc, EPV_CYCLES_FIZZY_DRINK, 4);
960 for (i = 0; i != EPV_CYCLES_FIZZY_DRINK; i++) {
961 *palette_pos++ = s[j];
962 j++;
963 if (j == EPV_CYCLES_FIZZY_DRINK) j = 0;
966 /* Oil refinery fire animation */
967 s = ev->oil_refinery;
968 j = get_animation_cycle (~tc, EPV_CYCLES_OIL_REFINERY, 4);
969 for (i = 0; i != EPV_CYCLES_OIL_REFINERY; i++) {
970 *palette_pos++ = s[j];
971 j++;
972 if (j == EPV_CYCLES_OIL_REFINERY) j = 0;
975 /* Radio tower blinking */
977 byte v = (((tc & 0x0F) - 0x3) > 0xA) ? 128 : 20;
978 bool b = (tc & 0x10) != 0;
980 palette_pos->r = b ? v : 255;
981 palette_pos->g = 0;
982 palette_pos->b = 0;
983 palette_pos++;
985 palette_pos->r = b ? 255 : v;
986 palette_pos->g = 0;
987 palette_pos->b = 0;
988 palette_pos++;
991 /* Handle lighthouse and stadium animation */
992 s = ev->lighthouse;
993 j = get_animation_cycle (tc, EPV_CYCLES_LIGHTHOUSE, 5);
994 for (i = 0; i != EPV_CYCLES_LIGHTHOUSE; i++) {
995 *palette_pos++ = s[j];
996 j++;
997 if (j == EPV_CYCLES_LIGHTHOUSE) j = 0;
1000 /* Dark blue water */
1001 s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
1002 j = get_animation_cycle (tc * 10, EPV_CYCLES_DARK_WATER, 8);
1003 for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
1004 *palette_pos++ = s[j];
1005 j++;
1006 if (j == EPV_CYCLES_DARK_WATER) j = 0;
1009 /* Glittery water */
1010 s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
1011 j = get_animation_cycle (tc, EPV_CYCLES_GLITTER_WATER, 6);
1012 for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
1013 *palette_pos++ = s[j];
1014 j += 3;
1015 if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
1018 if (!noanim && (memcmp (old_val, &_cur_palette[PALETTE_ANIM_START], sizeof(old_val)) != 0)
1019 && (_cur_palette_count_dirty == 0)) {
1020 /* Did we changed anything on the palette? Seems so. Mark it as dirty */
1021 _cur_palette_first_dirty = PALETTE_ANIM_START;
1022 _cur_palette_count_dirty = PALETTE_ANIM_SIZE;
1026 void GfxInitPalettes()
1028 assert_compile (sizeof(_cur_palette) == sizeof(_palette));
1029 memcpy(&_cur_palette, &_palette, sizeof(_cur_palette));
1030 _cur_palette_first_dirty = 0;
1031 _cur_palette_count_dirty = 256;
1032 DoPaletteAnimations();
1036 * Determine a contrasty text colour for a coloured background.
1037 * @param background Background colour.
1038 * @return TC_BLACK or TC_WHITE depending on what gives a better contrast.
1040 TextColour GetContrastColour(uint8 background)
1042 Colour c = _cur_palette[background];
1043 /* Compute brightness according to http://www.w3.org/TR/AERT#color-contrast.
1044 * The following formula computes 1000 * brightness^2, with brightness being in range 0 to 255. */
1045 uint sq1000_brightness = c.r * c.r * 299 + c.g * c.g * 587 + c.b * c.b * 114;
1046 /* Compare with threshold brightness 128 (50%) */
1047 return sq1000_brightness < 128 * 128 * 1000 ? TC_WHITE : TC_BLACK;
1051 * Initialize the font cache.
1052 * @param monospace Whether to load the monospace cache or the normal fonts.
1054 void LoadStringWidthTable(bool monospace)
1056 for (FontSize fs = monospace ? FS_MONO : FS_BEGIN; fs < (monospace ? FS_END : FS_MONO); fs++) {
1057 FontCache::Get(fs)->ClearFontCache();
1060 ReInitAllWindows();
1063 void ScreenSizeChanged()
1065 _dirty_bytes_per_line = CeilDiv (_screen_width, DIRTY_BLOCK_WIDTH);
1066 _dirty_blocks = xrealloct<byte> (_dirty_blocks, _dirty_bytes_per_line * CeilDiv (_screen_height, DIRTY_BLOCK_HEIGHT));
1068 /* check the dirty rect */
1069 if (_invalid_rect.right >= _screen_width) _invalid_rect.right = _screen_width;
1070 if (_invalid_rect.bottom >= _screen_height) _invalid_rect.bottom = _screen_height;
1072 /* screen size changed and the old bitmap is invalid now, so we don't want to undraw it */
1073 _cursor.visible = false;
1076 void UndrawMouseCursor()
1078 /* Don't undraw the mouse cursor if the screen is not ready */
1079 if (!_screen_surface) return;
1081 if (_cursor.visible) {
1082 _cursor.visible = false;
1083 _screen_surface->paste (&_cursor_backup, _cursor.draw_pos.x, _cursor.draw_pos.y);
1084 VideoDriver::GetActiveDriver()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1088 void DrawMouseCursor()
1090 #if defined(WINCE)
1091 /* Don't ever draw the mouse for WinCE, as we work with a stylus */
1092 return;
1093 #endif
1095 /* Don't draw the mouse cursor if the screen is not ready */
1096 if (!_screen_surface) return;
1098 /* Redraw mouse cursor but only when it's inside the window */
1099 if (!_cursor.in_window) return;
1101 /* Don't draw the mouse cursor if it's already drawn */
1102 if (_cursor.visible) {
1103 if (!_cursor.dirty) return;
1104 UndrawMouseCursor();
1107 /* Determine visible area */
1108 int left = _cursor.pos.x + _cursor.total_offs.x;
1109 int width = _cursor.total_size.x;
1110 if (left < 0) {
1111 width += left;
1112 left = 0;
1114 if (left + width > _screen_width) {
1115 width = _screen_width - left;
1117 if (width <= 0) return;
1119 int top = _cursor.pos.y + _cursor.total_offs.y;
1120 int height = _cursor.total_size.y;
1121 if (top < 0) {
1122 height += top;
1123 top = 0;
1125 if (top + height > _screen_height) {
1126 height = _screen_height - top;
1128 if (height <= 0) return;
1130 _cursor.draw_pos.x = left;
1131 _cursor.draw_pos.y = top;
1132 _cursor.draw_size.x = width;
1133 _cursor.draw_size.y = height;
1135 /* Make backup of stuff below cursor */
1136 _screen_surface->copy (&_cursor_backup, _cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1138 /* Draw cursor on screen */
1139 BlitArea screen;
1140 screen.surface = _screen_surface.get();
1141 screen.dst_ptr = _screen_surface->ptr;
1142 screen.left = screen.top = 0;
1143 screen.width = _screen_width;
1144 screen.height = _screen_height;
1145 for (uint i = 0; i < _cursor.sprite_count; ++i) {
1146 DrawSprite (&screen, _cursor.sprite_seq[i].sprite, _cursor.sprite_seq[i].pal, _cursor.pos.x + _cursor.sprite_seq[i].pos, _cursor.pos.y);
1149 VideoDriver::GetActiveDriver()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1151 _cursor.visible = true;
1152 _cursor.dirty = false;
1155 static void RedrawScreenRect (int left, int top, int right, int bottom)
1157 assert (right <= _screen_width && bottom <= _screen_height);
1158 if (_cursor.visible) {
1159 if (right > _cursor.draw_pos.x &&
1160 left < _cursor.draw_pos.x + _cursor.draw_size.x &&
1161 bottom > _cursor.draw_pos.y &&
1162 top < _cursor.draw_pos.y + _cursor.draw_size.y) {
1163 UndrawMouseCursor();
1167 #ifdef ENABLE_NETWORK
1168 if (_networking) NetworkUndrawChatMessage();
1169 #endif /* ENABLE_NETWORK */
1171 DrawOverlappedWindowForAll(left, top, right, bottom);
1173 VideoDriver::GetActiveDriver()->MakeDirty(left, top, right - left, bottom - top);
1176 void ScrollScreenRect (int left, int top, int width, int height, int dx, int dy)
1178 assert ((dx != 0) || (dy != 0));
1180 if (abs(dx) >= width || abs(dy) >= height) {
1181 /* fully_outside */
1182 RedrawScreenRect (left, top, left + width, top + height);
1183 return;
1186 if (_cursor.visible) UndrawMouseCursor();
1188 #ifdef ENABLE_NETWORK
1189 if (_networking) NetworkUndrawChatMessage();
1190 #endif /* ENABLE_NETWORK */
1192 _screen_surface->scroll (left, top, width, height, dx, dy);
1194 int l = left;
1195 int w = width;
1196 if (dx > 0) {
1197 DrawOverlappedWindowForAll (left, top, dx + left, top + height);
1198 l += dx;
1199 w -= dx;
1200 } else if (dx < 0) {
1201 DrawOverlappedWindowForAll (left + width + dx, top, left + width, top + height);
1202 w += dx;
1205 if (dy > 0) {
1206 DrawOverlappedWindowForAll (l, top, w + l, top + dy);
1207 } else if (dy < 0) {
1208 DrawOverlappedWindowForAll (l, top + height + dy, w + l, top + height);
1211 VideoDriver::GetActiveDriver()->MakeDirty (left, top, width, height);
1215 * Repaints the rectangle blocks which are marked as 'dirty'.
1217 * @see SetDirtyBlocks
1219 void DrawDirtyBlocks()
1221 byte *b = _dirty_blocks;
1222 const int w = Align (_screen_width, DIRTY_BLOCK_WIDTH);
1223 const int h = Align (_screen_height, DIRTY_BLOCK_HEIGHT);
1224 int x;
1225 int y;
1227 if (HasModalProgress()) {
1228 /* We are generating the world, so release our rights to the map and
1229 * painting while we are waiting a bit. */
1230 _modal_progress_paint_mutex->EndCritical();
1231 _modal_progress_work_mutex->EndCritical();
1233 /* Wait a while and update _realtime_tick so we are given the rights */
1234 if (!IsFirstModalProgressLoop()) CSleep(MODAL_PROGRESS_REDRAW_TIMEOUT);
1235 _realtime_tick += MODAL_PROGRESS_REDRAW_TIMEOUT;
1236 _modal_progress_paint_mutex->BeginCritical();
1237 _modal_progress_work_mutex->BeginCritical();
1239 /* When we ended with the modal progress, do not draw the blocks.
1240 * Simply let the next run do so, otherwise we would be loading
1241 * the new state (and possibly change the blitter) when we hold
1242 * the drawing lock, which we must not do. */
1243 if (_switch_mode != SM_NONE && !HasModalProgress()) return;
1246 y = 0;
1247 do {
1248 x = 0;
1249 do {
1250 if (*b != 0) {
1251 int left;
1252 int top;
1253 int right = x + DIRTY_BLOCK_WIDTH;
1254 int bottom = y;
1255 byte *p = b;
1256 int h2;
1258 /* First try coalescing downwards */
1259 do {
1260 *p = 0;
1261 p += _dirty_bytes_per_line;
1262 bottom += DIRTY_BLOCK_HEIGHT;
1263 } while (bottom != h && *p != 0);
1265 /* Try coalescing to the right too. */
1266 h2 = (bottom - y) / DIRTY_BLOCK_HEIGHT;
1267 assert(h2 > 0);
1268 p = b;
1270 while (right != w) {
1271 byte *p2 = ++p;
1272 int h = h2;
1273 /* Check if a full line of dirty flags is set. */
1274 do {
1275 if (!*p2) goto no_more_coalesc;
1276 p2 += _dirty_bytes_per_line;
1277 } while (--h != 0);
1279 /* Wohoo, can combine it one step to the right!
1280 * Do that, and clear the bits. */
1281 right += DIRTY_BLOCK_WIDTH;
1283 h = h2;
1284 p2 = p;
1285 do {
1286 *p2 = 0;
1287 p2 += _dirty_bytes_per_line;
1288 } while (--h != 0);
1290 no_more_coalesc:
1292 left = x;
1293 top = y;
1295 if (left < _invalid_rect.left ) left = _invalid_rect.left;
1296 if (top < _invalid_rect.top ) top = _invalid_rect.top;
1297 if (right > _invalid_rect.right ) right = _invalid_rect.right;
1298 if (bottom > _invalid_rect.bottom) bottom = _invalid_rect.bottom;
1300 if (left < right && top < bottom) {
1301 RedrawScreenRect(left, top, right, bottom);
1305 } while (b++, (x += DIRTY_BLOCK_WIDTH) != w);
1306 } while (b += -(int)(w / DIRTY_BLOCK_WIDTH) + _dirty_bytes_per_line, (y += DIRTY_BLOCK_HEIGHT) != h);
1308 ++_dirty_block_colour;
1309 _invalid_rect.left = w;
1310 _invalid_rect.top = h;
1311 _invalid_rect.right = 0;
1312 _invalid_rect.bottom = 0;
1316 * This function extends the internal _invalid_rect rectangle as it
1317 * now contains the rectangle defined by the given parameters. Note
1318 * the point (0,0) is top left.
1320 * @param left The left edge of the rectangle
1321 * @param top The top edge of the rectangle
1322 * @param right The right edge of the rectangle
1323 * @param bottom The bottom edge of the rectangle
1324 * @see DrawDirtyBlocks
1326 * @todo The name of the function should be called like @c AddDirtyBlock as
1327 * it neither set a dirty rect nor add several dirty rects although
1328 * the function name is in plural. (Progman)
1330 void SetDirtyBlocks(int left, int top, int right, int bottom)
1332 byte *b;
1333 int width;
1334 int height;
1336 if (left < 0) left = 0;
1337 if (top < 0) top = 0;
1338 if (right > _screen_width) right = _screen_width;
1339 if (bottom > _screen_height) bottom = _screen_height;
1341 if (left >= right || top >= bottom) return;
1343 if (left < _invalid_rect.left ) _invalid_rect.left = left;
1344 if (top < _invalid_rect.top ) _invalid_rect.top = top;
1345 if (right > _invalid_rect.right ) _invalid_rect.right = right;
1346 if (bottom > _invalid_rect.bottom) _invalid_rect.bottom = bottom;
1348 left /= DIRTY_BLOCK_WIDTH;
1349 top /= DIRTY_BLOCK_HEIGHT;
1351 b = _dirty_blocks + top * _dirty_bytes_per_line + left;
1353 width = ((right - 1) / DIRTY_BLOCK_WIDTH) - left + 1;
1354 height = ((bottom - 1) / DIRTY_BLOCK_HEIGHT) - top + 1;
1356 assert(width > 0 && height > 0);
1358 do {
1359 int i = width;
1361 do b[--i] = 0xFF; while (i != 0);
1363 b += _dirty_bytes_per_line;
1364 } while (--height != 0);
1368 * This function mark the whole screen as dirty. This results in repainting
1369 * the whole screen. Use this with care as this function will break the
1370 * idea about marking only parts of the screen as 'dirty'.
1371 * @ingroup dirty
1373 void MarkWholeScreenDirty()
1375 SetDirtyBlocks (0, 0, _screen_width, _screen_height);
1379 * Set up a clipping area for only drawing into a certain area.
1380 * @param *o the parent BlitArea
1381 * @param *n the BlitArea that will be the clipping rectangle box allowed
1382 * for drawing
1383 * @param left,top,width,height the relative coordinates of the clipping
1384 * rectangle relative to the current area. This will most likely be the
1385 * offset from the calling window coordinates
1386 * @return return false if the requested rectangle is not possible with the
1387 * current dpi pointer. Only continue of the return value is true, or you'll
1388 * get some nasty results
1390 bool InitBlitArea (const BlitArea *o, BlitArea *n,
1391 int left, int top, int width, int height)
1393 assert(width > 0);
1394 assert(height > 0);
1396 if ((left -= o->left) < 0) {
1397 width += left;
1398 if (width <= 0) return false;
1399 n->left = -left;
1400 left = 0;
1401 } else {
1402 n->left = 0;
1405 if (width > o->width - left) {
1406 width = o->width - left;
1407 if (width <= 0) return false;
1409 n->width = width;
1411 if ((top -= o->top) < 0) {
1412 height += top;
1413 if (height <= 0) return false;
1414 n->top = -top;
1415 top = 0;
1416 } else {
1417 n->top = 0;
1420 n->dst_ptr = o->surface->move (o->dst_ptr, left, top);
1421 n->surface = o->surface;
1423 if (height > o->height - top) {
1424 height = o->height - top;
1425 if (height <= 0) return false;
1427 n->height = height;
1429 return true;
1433 * Update cursor dimension.
1434 * Called when changing cursor sprite resp. reloading grfs.
1436 void UpdateCursorSize()
1438 /* Ignore setting any cursor before the sprites are loaded. */
1439 if (GetMaxSpriteID() == 0) return;
1441 assert(_cursor.sprite_count <= lengthof(_cursor.sprite_seq));
1442 for (uint i = 0; i < _cursor.sprite_count; ++i) {
1443 const Sprite *p = GetSprite(GB(_cursor.sprite_seq[i].sprite, 0, SPRITE_WIDTH), ST_NORMAL);
1444 Point offs, size;
1445 offs.x = UnScaleGUI(p->x_offs) + _cursor.sprite_seq[i].pos;
1446 offs.y = UnScaleGUI(p->y_offs);
1447 size.x = UnScaleGUI(p->width);
1448 size.y = UnScaleGUI(p->height);
1450 if (i == 0) {
1451 _cursor.total_offs = offs;
1452 _cursor.total_size = size;
1453 } else {
1454 int right = max(_cursor.total_offs.x + _cursor.total_size.x, offs.x + size.x);
1455 int bottom = max(_cursor.total_offs.y + _cursor.total_size.y, offs.y + size.y);
1456 if (offs.x < _cursor.total_offs.x) _cursor.total_offs.x = offs.x;
1457 if (offs.y < _cursor.total_offs.y) _cursor.total_offs.y = offs.y;
1458 _cursor.total_size.x = right - _cursor.total_offs.x;
1459 _cursor.total_size.y = bottom - _cursor.total_offs.y;
1463 _cursor.dirty = true;
1467 * Switch cursor to different sprite.
1468 * @param cursor Sprite to draw for the cursor.
1469 * @param pal Palette to use for recolouring.
1471 static void SetCursorSprite(CursorID cursor, PaletteID pal)
1473 if (_cursor.sprite_count == 1 && _cursor.sprite_seq[0].sprite == cursor && _cursor.sprite_seq[0].pal == pal) return;
1475 _cursor.sprite_count = 1;
1476 _cursor.sprite_seq[0].sprite = cursor;
1477 _cursor.sprite_seq[0].pal = pal;
1478 _cursor.sprite_seq[0].pos = 0;
1480 UpdateCursorSize();
1483 static void SwitchAnimatedCursor()
1485 const AnimCursor *cur = _cursor_animate_cur;
1487 if (cur == NULL || cur->sprite == AnimCursor::LAST) cur = _cursor_animate_list;
1489 SetCursorSprite(cur->sprite, _cursor.sprite_seq[0].pal);
1491 _cursor_animate_timeout = cur->display_time;
1492 _cursor_animate_cur = cur + 1;
1495 void CursorTick()
1497 if (_cursor_animate_timeout != 0 && --_cursor_animate_timeout == 0) {
1498 SwitchAnimatedCursor();
1503 * Set or unset the ZZZ cursor.
1504 * @param busy Whether to show the ZZZ cursor.
1506 void SetMouseCursorBusy(bool busy)
1508 if (busy) {
1509 if (_cursor.sprite_seq[0].sprite == SPR_CURSOR_MOUSE) SetMouseCursor (SPR_CURSOR_ZZZ);
1510 } else {
1511 if (_cursor.sprite_seq[0].sprite == SPR_CURSOR_ZZZ) SetMouseCursor (SPR_CURSOR_MOUSE);
1516 * Assign a single non-animated sprite to the cursor.
1517 * @param sprite Sprite to draw for the cursor.
1518 * @see SetAnimatedMouseCursor
1520 void SetMouseCursor (CursorID sprite)
1522 /* Turn off animation */
1523 _cursor_animate_timeout = 0;
1524 /* Set cursor */
1525 SetCursorSprite (sprite, PAL_NONE);
1529 * Assign an animation to the cursor.
1530 * @param table Array of animation states.
1531 * @see SetMouseCursor
1533 void SetAnimatedMouseCursor(const AnimCursor *table)
1535 _cursor_animate_list = table;
1536 _cursor_animate_cur = NULL;
1537 _cursor.sprite_seq[0].pal = PAL_NONE;
1538 SwitchAnimatedCursor();
1542 * Update cursor position on mouse movement.
1543 * @param x New X position.
1544 * @param y New Y position.
1545 * @param queued True, if the OS queues mouse warps after pending mouse movement events.
1546 * False, if the warp applies instantaneous.
1547 * @return true, if the OS cursor position should be warped back to this->pos.
1549 bool CursorVars::UpdateCursorPosition(int x, int y, bool queued_warp)
1551 /* Detecting relative mouse movement is somewhat tricky.
1552 * - There may be multiple mouse move events in the video driver queue (esp. when OpenTTD lags a bit).
1553 * - When we request warping the mouse position (return true), a mouse move event is appended at the end of the queue.
1555 * So, when this->fix_at is active, we use the following strategy:
1556 * - The first movement triggers the warp to reset the mouse position.
1557 * - Subsequent events have to compute movement relative to the previous event.
1558 * - The relative movement is finished, when we receive the event matching the warp.
1561 if (x == this->pos.x && y == this->pos.y) {
1562 /* Warp finished. */
1563 this->queued_warp = false;
1565 this->delta.x = 0;
1566 this->delta.y = 0;
1568 this->last_position.x = x;
1569 this->last_position.y = y;
1571 return false;
1574 this->delta.x = x - (this->queued_warp ? this->last_position.x : this->pos.x);
1575 this->delta.y = y - (this->queued_warp ? this->last_position.y : this->pos.y);
1577 this->last_position.x = x;
1578 this->last_position.y = y;
1580 bool need_warp = false;
1581 if (!this->fix_at) {
1582 this->queued_warp = false; // Cancel warping, we are no longer confining the position.
1583 this->dirty = true;
1584 this->pos.x = x;
1585 this->pos.y = y;
1586 } else if (this->delta.x != 0 || this->delta.y != 0) {
1587 /* Trigger warp.
1588 * Note: We also trigger warping again, if there is already a pending warp.
1589 * This makes it more tolerant about the OS or other software inbetween
1590 * botchering the warp. */
1591 this->queued_warp = queued_warp;
1592 need_warp = true;
1594 return need_warp;
1597 bool ChangeResInGame(int width, int height)
1599 return (_screen_width == width && _screen_height == height) || VideoDriver::GetActiveDriver()->ChangeResolution(width, height);
1602 bool ToggleFullScreen(bool fs)
1604 bool result = VideoDriver::GetActiveDriver()->ToggleFullscreen(fs);
1605 if (_fullscreen != fs && _num_resolutions == 0) {
1606 DEBUG(driver, 0, "Could not find a suitable fullscreen resolution");
1608 return result;
1611 static int CDECL compare_res(const Dimension *pa, const Dimension *pb)
1613 int x = pa->width - pb->width;
1614 if (x != 0) return x;
1615 return pa->height - pb->height;
1618 void SortResolutions(int count)
1620 QSortT(_resolutions, count, &compare_res);