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gfx.cpp
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1 /* $Id: gfx.cpp 27172 2015-02-28 17:13:07Z frosch $ */
2
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 */
9
12 #include "stdafx.h"
13 #include "gfx_layout.h"
14 #include "progress.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"
24
25 #include "table/palettes.h"
26 #include "table/sprites.h"
27 #include "table/control_codes.h"
28
29 #include "safeguards.h"
30
31 byte _dirkeys;
32 bool _fullscreen;
33 byte _support8bpp;
34 CursorVars _cursor;
35 bool _ctrl_pressed;
36 bool _shift_pressed;
37 byte _fast_forward;
38 bool _left_button_down;
39 bool _left_button_clicked;
40 bool _right_button_down;
41 bool _right_button_clicked;
42 DrawPixelInfo _screen;
43 bool _screen_disable_anim = false;
44 bool _exit_game;
45 GameMode _game_mode;
46 SwitchMode _switch_mode;
47 PauseModeByte _pause_mode;
48 Palette _cur_palette;
49
50 static byte _stringwidth_table[FS_END][224];
51 DrawPixelInfo *_cur_dpi;
52 byte _colour_gradient[COLOUR_END][8];
53
54 static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = NULL, SpriteID sprite_id = SPR_CURSOR_MOUSE);
55 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);
56
57 static ReusableBuffer<uint8> _cursor_backup;
58
59 ZoomLevelByte _gui_zoom;
60
68 static Rect _invalid_rect;
69 static const byte *_colour_remap_ptr;
70 static byte _string_colourremap[3];
71
72 static const uint DIRTY_BLOCK_HEIGHT = 8;
73 static const uint DIRTY_BLOCK_WIDTH = 64;
74
75 static uint _dirty_bytes_per_line = 0;
76 static byte *_dirty_blocks = NULL;
77 extern uint _dirty_block_colour;
78
79 void GfxScroll(int left, int top, int width, int height, int xo, int yo)
80 {
81 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
82
83 if (xo == 0 && yo == 0) return;
84
85 if (_cursor.visible) UndrawMouseCursor();
86
87 #ifdef ENABLE_NETWORK
88 if (_networking) NetworkUndrawChatMessage();
89 #endif /* ENABLE_NETWORK */
90
91 blitter->ScrollBuffer(_screen.dst_ptr, left, top, width, height, xo, yo);
92 /* This part of the screen is now dirty. */
93 VideoDriver::GetInstance()->MakeDirty(left, top, width, height);
94 }
95
96
111 void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode)
112 {
113 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
114 const DrawPixelInfo *dpi = _cur_dpi;
115 void *dst;
116 const int otop = top;
117 const int oleft = left;
118
119 if (dpi->zoom != ZOOM_LVL_NORMAL) return;
120 if (left > right || top > bottom) return;
121 if (right < dpi->left || left >= dpi->left + dpi->width) return;
122 if (bottom < dpi->top || top >= dpi->top + dpi->height) return;
123
124 if ( (left -= dpi->left) < 0) left = 0;
125 right = right - dpi->left + 1;
126 if (right > dpi->width) right = dpi->width;
127 right -= left;
128 assert(right > 0);
129
130 if ( (top -= dpi->top) < 0) top = 0;
131 bottom = bottom - dpi->top + 1;
132 if (bottom > dpi->height) bottom = dpi->height;
133 bottom -= top;
134 assert(bottom > 0);
135
136 dst = blitter->MoveTo(dpi->dst_ptr, left, top);
137
138 switch (mode) {
139 default: // FILLRECT_OPAQUE
140 blitter->DrawRect(dst, right, bottom, (uint8)colour);
141 break;
142
143 case FILLRECT_RECOLOUR:
144 blitter->DrawColourMappingRect(dst, right, bottom, GB(colour, 0, PALETTE_WIDTH));
145 break;
146
147 case FILLRECT_CHECKER: {
148 byte bo = (oleft - left + dpi->left + otop - top + dpi->top) & 1;
149 do {
150 for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour);
151 dst = blitter->MoveTo(dst, 0, 1);
152 } while (--bottom > 0);
153 break;
154 }
155 }
156 }
157
172 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)
173 {
174 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
175
176 assert(width > 0);
177
178 if (y2 == y) {
179 /* Special case: horizontal line. */
180 blitter->DrawLine(video,
181 Clamp(x, 0, screen_width), y,
182 Clamp(x2, 0, screen_width), y2,
183 screen_width, screen_height, colour, width, dash);
184 return;
185 }
186 if (x2 == x) {
187 /* Special case: vertical line. */
188 blitter->DrawLine(video,
189 x, Clamp(y, 0, screen_height),
190 x2, Clamp(y2, 0, screen_height),
191 screen_width, screen_height, colour, width, dash);
192 return;
193 }
194
195 int grade_y = y2 - y;
196 int grade_x = x2 - x;
197
198 /* prevent integer overflows. */
199 int margin = 1;
200 while (INT_MAX / abs(grade_y) < max(abs(x), abs(screen_width - x))) {
201 grade_y /= 2;
202 grade_x /= 2;
203 margin *= 2; // account for rounding errors
204 }
205
206 /* If the line is outside the screen on the same side at X positions 0
207 * and screen_width, we don't need to draw anything. */
208 int offset_0 = y - x * grade_y / grade_x;
209 int offset_width = y + (screen_width - x) * grade_y / grade_x;
210 if ((offset_0 > screen_height + width / 2 + margin && offset_width > screen_height + width / 2 + margin) ||
211 (offset_0 < -width / 2 - margin && offset_width < -width / 2 - margin)) {
212 return;
213 }
214
215 /* It is possible to use the line equation to further reduce the amount of
216 * work the blitter has to do by shortening the effective line segment.
217 * However, in order to get that right and prevent the flickering effects
218 * of rounding errors so much additional code has to be run here that in
219 * the general case the effect is not noticable. */
220
221 blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
222 }
223
235 static inline bool GfxPreprocessLine(DrawPixelInfo *dpi, int &x, int &y, int &x2, int &y2, int width)
236 {
237 x -= dpi->left;
238 x2 -= dpi->left;
239 y -= dpi->top;
240 y2 -= dpi->top;
241
242 /* Check simple clipping */
243 if (x + width / 2 < 0 && x2 + width / 2 < 0 ) return false;
244 if (y + width / 2 < 0 && y2 + width / 2 < 0 ) return false;
245 if (x - width / 2 > dpi->width && x2 - width / 2 > dpi->width ) return false;
246 if (y - width / 2 > dpi->height && y2 - width / 2 > dpi->height) return false;
247 return true;
248 }
249
250 void GfxDrawLine(int x, int y, int x2, int y2, int colour, int width, int dash)
251 {
252 DrawPixelInfo *dpi = _cur_dpi;
253 if (GfxPreprocessLine(dpi, x, y, x2, y2, width)) {
254 GfxDoDrawLine(dpi->dst_ptr, x, y, x2, y2, dpi->width, dpi->height, colour, width, dash);
255 }
256 }
257
258 void GfxDrawLineUnscaled(int x, int y, int x2, int y2, int colour)
259 {
260 DrawPixelInfo *dpi = _cur_dpi;
261 if (GfxPreprocessLine(dpi, x, y, x2, y2, 1)) {
262 GfxDoDrawLine(dpi->dst_ptr,
263 UnScaleByZoom(x, dpi->zoom), UnScaleByZoom(y, dpi->zoom),
264 UnScaleByZoom(x2, dpi->zoom), UnScaleByZoom(y2, dpi->zoom),
265 UnScaleByZoom(dpi->width, dpi->zoom), UnScaleByZoom(dpi->height, dpi->zoom), colour, 1);
266 }
267 }
268
282 void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3)
283 {
284 /* ....
285 * .. ....
286 * .. ....
287 * .. ^
288 * <--__(dx1,dy1) /(dx2,dy2)
289 * : --__ / :
290 * : --__ / :
291 * : *(x,y) :
292 * : | :
293 * : | ..
294 * .... |(dx3,dy3)
295 * .... | ..
296 * ....V.
297 */
298
299 static const byte colour = PC_WHITE;
300
301 GfxDrawLineUnscaled(x, y, x + dx1, y + dy1, colour);
302 GfxDrawLineUnscaled(x, y, x + dx2, y + dy2, colour);
303 GfxDrawLineUnscaled(x, y, x + dx3, y + dy3, colour);
304
305 GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx2, y + dy1 + dy2, colour);
306 GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx3, y + dy1 + dy3, colour);
307 GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx1, y + dy2 + dy1, colour);
308 GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx3, y + dy2 + dy3, colour);
309 GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx1, y + dy3 + dy1, colour);
310 GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx2, y + dy3 + dy2, colour);
311 }
312
317 static void SetColourRemap(TextColour colour)
318 {
319 if (colour == TC_INVALID) return;
320
321 /* Black strings have no shading ever; the shading is black, so it
322 * would be invisible at best, but it actually makes it illegible. */
323 bool no_shade = (colour & TC_NO_SHADE) != 0 || colour == TC_BLACK;
324 bool raw_colour = (colour & TC_IS_PALETTE_COLOUR) != 0;
325 colour &= ~(TC_NO_SHADE | TC_IS_PALETTE_COLOUR);
326
327 _string_colourremap[1] = raw_colour ? (byte)colour : _string_colourmap[colour];
328 _string_colourremap[2] = no_shade ? 0 : 1;
329 _colour_remap_ptr = _string_colourremap;
330 }
331
347 static int DrawLayoutLine(const ParagraphLayouter::Line *line, int y, int left, int right, StringAlignment align, bool underline, bool truncation)
348 {
349 if (line->CountRuns() == 0) return 0;
350
351 int w = line->GetWidth();
352 int h = line->GetLeading();
353
354 /*
355 * The following is needed for truncation.
356 * Depending on the text direction, we either remove bits at the rear
357 * or the front. For this we shift the entire area to draw so it fits
358 * within the left/right bounds and the side we do not truncate it on.
359 * Then we determine the truncation location, i.e. glyphs that fall
360 * outside of the range min_x - max_x will not be drawn; they are thus
361 * the truncated glyphs.
362 *
363 * At a later step we insert the dots.
364 */
365
366 int max_w = right - left + 1; // The maximum width.
367
368 int offset_x = 0; // The offset we need for positioning the glyphs
369 int min_x = left; // The minimum x position to draw normal glyphs on.
370 int max_x = right; // The maximum x position to draw normal glyphs on.
371
372 truncation &= max_w < w; // Whether we need to do truncation.
373 int dot_width = 0; // Cache for the width of the dot.
374 const Sprite *dot_sprite = NULL; // Cache for the sprite of the dot.
375
376 if (truncation) {
377 /*
378 * Assumption may be made that all fonts of a run are of the same size.
379 * In any case, we'll use these dots for the abbreviation, so even if
380 * another size would be chosen it won't have truncated too little for
381 * the truncation dots.
382 */
383 FontCache *fc = ((const Font*)line->GetVisualRun(0)->GetFont())->fc;
384 GlyphID dot_glyph = fc->MapCharToGlyph('.');
385 dot_width = fc->GetGlyphWidth(dot_glyph);
386 dot_sprite = fc->GetGlyph(dot_glyph);
387
388 if (_current_text_dir == TD_RTL) {
389 min_x += 3 * dot_width;
390 offset_x = w - 3 * dot_width - max_w;
391 } else {
392 max_x -= 3 * dot_width;
393 }
394
395 w = max_w;
396 }
397
398 /* In case we have a RTL language we swap the alignment. */
399 if (!(align & SA_FORCE) && _current_text_dir == TD_RTL && (align & SA_HOR_MASK) != SA_HOR_CENTER) align ^= SA_RIGHT;
400
401 /* right is the right most position to draw on. In this case we want to do
402 * calculations with the width of the string. In comparison right can be
403 * seen as lastof(todraw) and width as lengthof(todraw). They differ by 1.
404 * So most +1/-1 additions are to move from lengthof to 'indices'.
405 */
406 switch (align & SA_HOR_MASK) {
407 case SA_LEFT:
408 /* right + 1 = left + w */
409 right = left + w - 1;
410 break;
411
412 case SA_HOR_CENTER:
413 left = RoundDivSU(right + 1 + left - w, 2);
414 /* right + 1 = left + w */
415 right = left + w - 1;
416 break;
417
418 case SA_RIGHT:
419 left = right + 1 - w;
420 break;
421
422 default:
423 NOT_REACHED();
424 }
425
426 TextColour colour = TC_BLACK;
427 bool draw_shadow = false;
428 for (int run_index = 0; run_index < line->CountRuns(); run_index++) {
429 const ParagraphLayouter::VisualRun *run = line->GetVisualRun(run_index);
430 const Font *f = (const Font*)run->GetFont();
431
432 FontCache *fc = f->fc;
433 colour = f->colour;
434 SetColourRemap(colour);
435
436 DrawPixelInfo *dpi = _cur_dpi;
437 int dpi_left = dpi->left;
438 int dpi_right = dpi->left + dpi->width - 1;
439
440 draw_shadow = fc->GetDrawGlyphShadow() && (colour & TC_NO_SHADE) == 0 && colour != TC_BLACK;
441
442 for (int i = 0; i < run->GetGlyphCount(); i++) {
443 GlyphID glyph = run->GetGlyphs()[i];
444
445 /* Not a valid glyph (empty) */
446 if (glyph == 0xFFFF) continue;
447
448 int begin_x = (int)run->GetPositions()[i * 2] + left - offset_x;
449 int end_x = (int)run->GetPositions()[i * 2 + 2] + left - offset_x - 1;
450 int top = (int)run->GetPositions()[i * 2 + 1] + y;
451
452 /* Truncated away. */
453 if (truncation && (begin_x < min_x || end_x > max_x)) continue;
454
455 const Sprite *sprite = fc->GetGlyph(glyph);
456 /* Check clipping (the "+ 1" is for the shadow). */
457 if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
458
459 if (draw_shadow && (glyph & SPRITE_GLYPH) == 0) {
460 SetColourRemap(TC_BLACK);
461 GfxMainBlitter(sprite, begin_x + 1, top + 1, BM_COLOUR_REMAP);
462 SetColourRemap(colour);
463 }
464 GfxMainBlitter(sprite, begin_x, top, BM_COLOUR_REMAP);
465 }
466 }
467
468 if (truncation) {
469 int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
470 for (int i = 0; i < 3; i++, x += dot_width) {
471 if (draw_shadow) {
472 SetColourRemap(TC_BLACK);
473 GfxMainBlitter(dot_sprite, x + 1, y + 1, BM_COLOUR_REMAP);
474 SetColourRemap(colour);
475 }
476 GfxMainBlitter(dot_sprite, x, y, BM_COLOUR_REMAP);
477 }
478 }
479
480 if (underline) {
481 GfxFillRect(left, y + h, right, y + h, _string_colourremap[1]);
482 }
483
484 return (align & SA_HOR_MASK) == SA_RIGHT ? left : right;
485 }
486
503 int DrawString(int left, int right, int top, const char *str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
504 {
505 /* The string may contain control chars to change the font, just use the biggest font for clipping. */
506 int max_height = max(max(FONT_HEIGHT_SMALL, FONT_HEIGHT_NORMAL), max(FONT_HEIGHT_LARGE, FONT_HEIGHT_MONO));
507
508 /* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */
509 int extra = max_height / 2;
510
511 if (_cur_dpi->top + _cur_dpi->height + extra < top || _cur_dpi->top > top + max_height + extra ||
512 _cur_dpi->left + _cur_dpi->width + extra < left || _cur_dpi->left > right + extra) {
513 return 0;
514 }
515
516 Layouter layout(str, INT32_MAX, colour, fontsize);
517 if (layout.Length() == 0) return 0;
518
519 return DrawLayoutLine(*layout.Begin(), top, left, right, align, underline, true);
520 }
521
538 int DrawString(int left, int right, int top, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
539 {
540 char buffer[DRAW_STRING_BUFFER];
541 GetString(buffer, str, lastof(buffer));
542 return DrawString(left, right, top, buffer, colour, align, underline, fontsize);
543 }
544
551 int GetStringHeight(const char *str, int maxw, FontSize fontsize)
552 {
553 Layouter layout(str, maxw, TC_FROMSTRING, fontsize);
554 return layout.GetBounds().height;
555 }
556
563 int GetStringHeight(StringID str, int maxw)
564 {
565 char buffer[DRAW_STRING_BUFFER];
566 GetString(buffer, str, lastof(buffer));
567 return GetStringHeight(buffer, maxw);
568 }
569
576 int GetStringLineCount(StringID str, int maxw)
577 {
578 char buffer[DRAW_STRING_BUFFER];
579 GetString(buffer, str, lastof(buffer));
580
581 Layouter layout(buffer, maxw);
582 return layout.Length();
583 }
584
591 Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion)
592 {
593 Dimension box = {suggestion.width, GetStringHeight(str, suggestion.width)};
594 return box;
595 }
596
603 Dimension GetStringMultiLineBoundingBox(const char *str, const Dimension &suggestion)
604 {
605 Dimension box = {suggestion.width, GetStringHeight(str, suggestion.width)};
606 return box;
607 }
608
624 int DrawStringMultiLine(int left, int right, int top, int bottom, const char *str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
625 {
626 int maxw = right - left + 1;
627 int maxh = bottom - top + 1;
628
629 /* It makes no sense to even try if it can't be drawn anyway, or
630 * do we really want to support fonts of 0 or less pixels high? */
631 if (maxh <= 0) return top;
632
633 Layouter layout(str, maxw, colour, fontsize);
634 int total_height = layout.GetBounds().height;
635 int y;
636 switch (align & SA_VERT_MASK) {
637 case SA_TOP:
638 y = top;
639 break;
640
641 case SA_VERT_CENTER:
642 y = RoundDivSU(bottom + top - total_height, 2);
643 break;
644
645 case SA_BOTTOM:
646 y = bottom - total_height;
647 break;
648
649 default: NOT_REACHED();
650 }
651
652 int last_line = top;
653 int first_line = bottom;
654
655 for (const ParagraphLayouter::Line **iter = layout.Begin(); iter != layout.End(); iter++) {
656 const ParagraphLayouter::Line *line = *iter;
657
658 int line_height = line->GetLeading();
659 if (y >= top && y < bottom) {
660 last_line = y + line_height;
661 if (first_line > y) first_line = y;
662
663 DrawLayoutLine(line, y, left, right, align, underline, false);
664 }
665 y += line_height;
666 }
667
668 return ((align & SA_VERT_MASK) == SA_BOTTOM) ? first_line : last_line;
669 }
670
686 int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
687 {
688 char buffer[DRAW_STRING_BUFFER];
689 GetString(buffer, str, lastof(buffer));
690 return DrawStringMultiLine(left, right, top, bottom, buffer, colour, align, underline, fontsize);
691 }
692
703 Dimension GetStringBoundingBox(const char *str, FontSize start_fontsize)
704 {
705 Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
706 return layout.GetBounds();
707 }
708
715 Dimension GetStringBoundingBox(StringID strid)
716 {
717 char buffer[DRAW_STRING_BUFFER];
718
719 GetString(buffer, strid, lastof(buffer));
720 return GetStringBoundingBox(buffer);
721 }
722
731 Point GetCharPosInString(const char *str, const char *ch, FontSize start_fontsize)
732 {
733 Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
734 return layout.GetCharPosition(ch);
735 }
736
744 const char *GetCharAtPosition(const char *str, int x, FontSize start_fontsize)
745 {
746 if (x < 0) return NULL;
747
748 Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
749 return layout.GetCharAtPosition(x);
750 }
751
759 void DrawCharCentered(WChar c, int x, int y, TextColour colour)
760 {
761 SetColourRemap(colour);
762 GfxMainBlitter(GetGlyph(FS_NORMAL, c), x - GetCharacterWidth(FS_NORMAL, c) / 2, y, BM_COLOUR_REMAP);
763 }
764
772 Dimension GetSpriteSize(SpriteID sprid, Point *offset, ZoomLevel zoom)
773 {
774 const Sprite *sprite = GetSprite(sprid, ST_NORMAL);
775
776 if (offset != NULL) {
777 offset->x = UnScaleByZoom(sprite->x_offs, zoom);
778 offset->y = UnScaleByZoom(sprite->y_offs, zoom);
779 }
780
781 Dimension d;
782 d.width = max<int>(0, UnScaleByZoom(sprite->x_offs + sprite->width, zoom));
783 d.height = max<int>(0, UnScaleByZoom(sprite->y_offs + sprite->height, zoom));
784 return d;
785 }
786
792 static BlitterMode GetBlitterMode(PaletteID pal)
793 {
794 switch (pal) {
795 case PAL_NONE: return BM_NORMAL;
796 case PALETTE_CRASH: return BM_CRASH_REMAP;
797 case PALETTE_ALL_BLACK: return BM_BLACK_REMAP;
798 default: return BM_COLOUR_REMAP;
799 }
800 }
801
810 void DrawSpriteViewport(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub)
811 {
812 SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
813 if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
814 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
815 GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, BM_TRANSPARENT, sub, real_sprite);
816 } else if (pal != PAL_NONE) {
817 if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
818 SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
819 } else {
820 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
821 }
822 GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, GetBlitterMode(pal), sub, real_sprite);
823 } else {
824 GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite);
825 }
826 }
827
837 void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub, ZoomLevel zoom)
838 {
839 SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
840 if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
841 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
842 GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_TRANSPARENT, sub, real_sprite, zoom);
843 } else if (pal != PAL_NONE) {
844 if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
845 SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
846 } else {
847 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
848 }
849 GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, GetBlitterMode(pal), sub, real_sprite, zoom);
850 } else {
851 GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite, zoom);
852 }
853 }
854
866 template <int ZOOM_BASE, bool SCALED_XY>
867 static void GfxBlitter(const Sprite * const sprite, int x, int y, BlitterMode mode, const SubSprite * const sub, SpriteID sprite_id, ZoomLevel zoom)
868 {
869 const DrawPixelInfo *dpi = _cur_dpi;
870 Blitter::BlitterParams bp;
871
872 if (SCALED_XY) {
873 /* Scale it */
874 x = ScaleByZoom(x, zoom);
875 y = ScaleByZoom(y, zoom);
876 }
877
878 /* Move to the correct offset */
879 x += sprite->x_offs;
880 y += sprite->y_offs;
881
882 if (sub == NULL) {
883 /* No clipping. */
884 bp.skip_left = 0;
885 bp.skip_top = 0;
886 bp.width = UnScaleByZoom(sprite->width, zoom);
887 bp.height = UnScaleByZoom(sprite->height, zoom);
888 } else {
889 /* Amount of pixels to clip from the source sprite */
890 int clip_left = max(0, -sprite->x_offs + sub->left * ZOOM_BASE );
891 int clip_top = max(0, -sprite->y_offs + sub->top * ZOOM_BASE );
892 int clip_right = max(0, sprite->width - (-sprite->x_offs + (sub->right + 1) * ZOOM_BASE));
893 int clip_bottom = max(0, sprite->height - (-sprite->y_offs + (sub->bottom + 1) * ZOOM_BASE));
894
895 if (clip_left + clip_right >= sprite->width) return;
896 if (clip_top + clip_bottom >= sprite->height) return;
897
898 bp.skip_left = UnScaleByZoomLower(clip_left, zoom);
899 bp.skip_top = UnScaleByZoomLower(clip_top, zoom);
900 bp.width = UnScaleByZoom(sprite->width - clip_left - clip_right, zoom);
901 bp.height = UnScaleByZoom(sprite->height - clip_top - clip_bottom, zoom);
902
903 x += ScaleByZoom(bp.skip_left, zoom);
904 y += ScaleByZoom(bp.skip_top, zoom);
905 }
906
907 /* Copy the main data directly from the sprite */
908 bp.sprite = sprite->data;
909 bp.sprite_width = sprite->width;
910 bp.sprite_height = sprite->height;
911 bp.top = 0;
912 bp.left = 0;
913
914 bp.dst = dpi->dst_ptr;
915 bp.pitch = dpi->pitch;
916 bp.remap = _colour_remap_ptr;
917
918 assert(sprite->width > 0);
919 assert(sprite->height > 0);
920
921 if (bp.width <= 0) return;
922 if (bp.height <= 0) return;
923
924 y -= SCALED_XY ? ScaleByZoom(dpi->top, zoom) : dpi->top;
925 int y_unscaled = UnScaleByZoom(y, zoom);
926 /* Check for top overflow */
927 if (y < 0) {
928 bp.height -= -y_unscaled;
929 if (bp.height <= 0) return;
930 bp.skip_top += -y_unscaled;
931 y = 0;
932 } else {
933 bp.top = y_unscaled;
934 }
935
936 /* Check for bottom overflow */
937 y += SCALED_XY ? ScaleByZoom(bp.height - dpi->height, zoom) : ScaleByZoom(bp.height, zoom) - dpi->height;
938 if (y > 0) {
939 bp.height -= UnScaleByZoom(y, zoom);
940 if (bp.height <= 0) return;
941 }
942
943 x -= SCALED_XY ? ScaleByZoom(dpi->left, zoom) : dpi->left;
944 int x_unscaled = UnScaleByZoom(x, zoom);
945 /* Check for left overflow */
946 if (x < 0) {
947 bp.width -= -x_unscaled;
948 if (bp.width <= 0) return;
949 bp.skip_left += -x_unscaled;
950 x = 0;
951 } else {
952 bp.left = x_unscaled;
953 }
954
955 /* Check for right overflow */
956 x += SCALED_XY ? ScaleByZoom(bp.width - dpi->width, zoom) : ScaleByZoom(bp.width, zoom) - dpi->width;
957 if (x > 0) {
958 bp.width -= UnScaleByZoom(x, zoom);
959 if (bp.width <= 0) return;
960 }
961
962 assert(bp.skip_left + bp.width <= UnScaleByZoom(sprite->width, zoom));
963 assert(bp.skip_top + bp.height <= UnScaleByZoom(sprite->height, zoom));
964
965 /* We do not want to catch the mouse. However we also use that spritenumber for unknown (text) sprites. */
966 if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && sprite_id != SPR_CURSOR_MOUSE) {
967 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
968 void *topleft = blitter->MoveTo(bp.dst, bp.left, bp.top);
969 void *bottomright = blitter->MoveTo(topleft, bp.width - 1, bp.height - 1);
970
971 void *clicked = _newgrf_debug_sprite_picker.clicked_pixel;
972
973 if (topleft <= clicked && clicked <= bottomright) {
974 uint offset = (((size_t)clicked - (size_t)topleft) / (blitter->GetScreenDepth() / 8)) % bp.pitch;
975 if (offset < (uint)bp.width) {
976 _newgrf_debug_sprite_picker.sprites.Include(sprite_id);
977 }
978 }
979 }
980
981 BlitterFactory::GetCurrentBlitter()->Draw(&bp, mode, zoom);
982 }
983
984 static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id)
985 {
986 GfxBlitter<ZOOM_LVL_BASE, false>(sprite, x, y, mode, sub, sprite_id, _cur_dpi->zoom);
987 }
988
989 static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id, ZoomLevel zoom)
990 {
991 GfxBlitter<1, true>(sprite, x, y, mode, sub, sprite_id, zoom);
992 }
993
994 void DoPaletteAnimations();
995
996 void GfxInitPalettes()
997 {
998 memcpy(&_cur_palette, &_palette, sizeof(_cur_palette));
999 DoPaletteAnimations();
1000 }
1001
1002 #define EXTR(p, q) (((uint16)(palette_animation_counter * (p)) * (q)) >> 16)
1003 #define EXTR2(p, q) (((uint16)(~palette_animation_counter * (p)) * (q)) >> 16)
1004
1005 void DoPaletteAnimations()
1006 {
1007 /* Animation counter for the palette animation. */
1008 static int palette_animation_counter = 0;
1009 palette_animation_counter += 8;
1010
1011 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1012 const Colour *s;
1013 const ExtraPaletteValues *ev = &_extra_palette_values;
1014 Colour old_val[PALETTE_ANIM_SIZE];
1015 const uint old_tc = palette_animation_counter;
1016 uint i;
1017 uint j;
1018
1019 if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
1020 palette_animation_counter = 0;
1021 }
1022
1023 Colour *palette_pos = &_cur_palette.palette[PALETTE_ANIM_START]; // Points to where animations are taking place on the palette
1024 /* Makes a copy of the current animation palette in old_val,
1025 * so the work on the current palette could be compared, see if there has been any changes */
1026 memcpy(old_val, palette_pos, sizeof(old_val));
1027
1028 /* Fizzy Drink bubbles animation */
1029 s = ev->fizzy_drink;
1030 j = EXTR2(512, EPV_CYCLES_FIZZY_DRINK);
1031 for (i = 0; i != EPV_CYCLES_FIZZY_DRINK; i++) {
1032 *palette_pos++ = s[j];
1033 j++;
1034 if (j == EPV_CYCLES_FIZZY_DRINK) j = 0;
1035 }
1036
1037 /* Oil refinery fire animation */
1038 s = ev->oil_refinery;
1039 j = EXTR2(512, EPV_CYCLES_OIL_REFINERY);
1040 for (i = 0; i != EPV_CYCLES_OIL_REFINERY; i++) {
1041 *palette_pos++ = s[j];
1042 j++;
1043 if (j == EPV_CYCLES_OIL_REFINERY) j = 0;
1044 }
1045
1046 /* Radio tower blinking */
1047 {
1048 byte i = (palette_animation_counter >> 1) & 0x7F;
1049 byte v;
1050
1051 if (i < 0x3f) {
1052 v = 255;
1053 } else if (i < 0x4A || i >= 0x75) {
1054 v = 128;
1055 } else {
1056 v = 20;
1057 }
1058 palette_pos->r = v;
1059 palette_pos->g = 0;
1060 palette_pos->b = 0;
1061 palette_pos++;
1062
1063 i ^= 0x40;
1064 if (i < 0x3f) {
1065 v = 255;
1066 } else if (i < 0x4A || i >= 0x75) {
1067 v = 128;
1068 } else {
1069 v = 20;
1070 }
1071 palette_pos->r = v;
1072 palette_pos->g = 0;
1073 palette_pos->b = 0;
1074 palette_pos++;
1075 }
1076
1077 /* Handle lighthouse and stadium animation */
1078 s = ev->lighthouse;
1079 j = EXTR(256, EPV_CYCLES_LIGHTHOUSE);
1080 for (i = 0; i != EPV_CYCLES_LIGHTHOUSE; i++) {
1081 *palette_pos++ = s[j];
1082 j++;
1083 if (j == EPV_CYCLES_LIGHTHOUSE) j = 0;
1084 }
1085
1086 /* Dark blue water */
1087 s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
1088 j = EXTR(320, EPV_CYCLES_DARK_WATER);
1089 for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
1090 *palette_pos++ = s[j];
1091 j++;
1092 if (j == EPV_CYCLES_DARK_WATER) j = 0;
1093 }
1094
1095 /* Glittery water */
1096 s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
1097 j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
1098 for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
1099 *palette_pos++ = s[j];
1100 j += 3;
1101 if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
1102 }
1103
1104 if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
1105 palette_animation_counter = old_tc;
1106 } else {
1107 if (memcmp(old_val, &_cur_palette.palette[PALETTE_ANIM_START], sizeof(old_val)) != 0 && _cur_palette.count_dirty == 0) {
1108 /* Did we changed anything on the palette? Seems so. Mark it as dirty */
1109 _cur_palette.first_dirty = PALETTE_ANIM_START;
1110 _cur_palette.count_dirty = PALETTE_ANIM_SIZE;
1111 }
1112 }
1113 }
1114
1120 TextColour GetContrastColour(uint8 background)
1121 {
1122 Colour c = _cur_palette.palette[background];
1123 /* Compute brightness according to http://www.w3.org/TR/AERT#color-contrast.
1124 * The following formula computes 1000 * brightness^2, with brightness being in range 0 to 255. */
1125 uint sq1000_brightness = c.r * c.r * 299 + c.g * c.g * 587 + c.b * c.b * 114;
1126 /* Compare with threshold brightness 128 (50%) */
1127 return sq1000_brightness < 128 * 128 * 1000 ? TC_WHITE : TC_BLACK;
1128 }
1129
1134 void LoadStringWidthTable(bool monospace)
1135 {
1136 for (FontSize fs = monospace ? FS_MONO : FS_BEGIN; fs < (monospace ? FS_END : FS_MONO); fs++) {
1137 for (uint i = 0; i != 224; i++) {
1138 _stringwidth_table[fs][i] = GetGlyphWidth(fs, i + 32);
1139 }
1140 }
1141
1142 ClearFontCache();
1143 ReInitAllWindows();
1144 }
1145
1152 byte GetCharacterWidth(FontSize size, WChar key)
1153 {
1154 /* Use _stringwidth_table cache if possible */
1155 if (key >= 32 && key < 256) return _stringwidth_table[size][key - 32];
1156
1157 return GetGlyphWidth(size, key);
1158 }
1159
1165 byte GetDigitWidth(FontSize size)
1166 {
1167 byte width = 0;
1168 for (char c = '0'; c <= '9'; c++) {
1169 width = max(GetCharacterWidth(size, c), width);
1170 }
1171 return width;
1172 }
1173
1180 void GetBroadestDigit(uint *front, uint *next, FontSize size)
1181 {
1182 int width = -1;
1183 for (char c = '9'; c >= '0'; c--) {
1184 int w = GetCharacterWidth(size, c);
1185 if (w > width) {
1186 width = w;
1187 *next = c - '0';
1188 if (c != '0') *front = c - '0';
1189 }
1190 }
1191 }
1192
1193 void ScreenSizeChanged()
1194 {
1195 _dirty_bytes_per_line = CeilDiv(_screen.width, DIRTY_BLOCK_WIDTH);
1196 _dirty_blocks = ReallocT<byte>(_dirty_blocks, _dirty_bytes_per_line * CeilDiv(_screen.height, DIRTY_BLOCK_HEIGHT));
1197
1198 /* check the dirty rect */
1199 if (_invalid_rect.right >= _screen.width) _invalid_rect.right = _screen.width;
1200 if (_invalid_rect.bottom >= _screen.height) _invalid_rect.bottom = _screen.height;
1201
1202 /* screen size changed and the old bitmap is invalid now, so we don't want to undraw it */
1203 _cursor.visible = false;
1204 }
1205
1206 void UndrawMouseCursor()
1207 {
1208 /* Don't undraw the mouse cursor if the screen is not ready */
1209 if (_screen.dst_ptr == NULL) return;
1210
1211 if (_cursor.visible) {
1212 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1213 _cursor.visible = false;
1214 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);
1215 VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1216 }
1217 }
1218
1219 void DrawMouseCursor()
1220 {
1221 #if defined(WINCE)
1222 /* Don't ever draw the mouse for WinCE, as we work with a stylus */
1223 return;
1224 #endif
1225
1226 /* Don't draw the mouse cursor if the screen is not ready */
1227 if (_screen.dst_ptr == NULL) return;
1228
1229 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1230 int x;
1231 int y;
1232 int w;
1233 int h;
1234
1235 /* Redraw mouse cursor but only when it's inside the window */
1236 if (!_cursor.in_window) return;
1237
1238 /* Don't draw the mouse cursor if it's already drawn */
1239 if (_cursor.visible) {
1240 if (!_cursor.dirty) return;
1241 UndrawMouseCursor();
1242 }
1243
1244 w = _cursor.size.x;
1245 x = _cursor.pos.x + _cursor.offs.x + _cursor.short_vehicle_offset;
1246 if (x < 0) {
1247 w += x;
1248 x = 0;
1249 }
1250 if (w > _screen.width - x) w = _screen.width - x;
1251 if (w <= 0) return;
1252 _cursor.draw_pos.x = x;
1253 _cursor.draw_size.x = w;
1254
1255 h = _cursor.size.y;
1256 y = _cursor.pos.y + _cursor.offs.y;
1257 if (y < 0) {
1258 h += y;
1259 y = 0;
1260 }
1261 if (h > _screen.height - y) h = _screen.height - y;
1262 if (h <= 0) return;
1263 _cursor.draw_pos.y = y;
1264 _cursor.draw_size.y = h;
1265
1266 uint8 *buffer = _cursor_backup.Allocate(blitter->BufferSize(w, h));
1267
1268 /* Make backup of stuff below cursor */
1269 blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), buffer, _cursor.draw_size.x, _cursor.draw_size.y);
1270
1271 /* Draw cursor on screen */
1272 _cur_dpi = &_screen;
1273 DrawSprite(_cursor.sprite, _cursor.pal, _cursor.pos.x + _cursor.short_vehicle_offset, _cursor.pos.y);
1274
1275 VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1276
1277 _cursor.visible = true;
1278 _cursor.dirty = false;
1279 }
1280
1281 void RedrawScreenRect(int left, int top, int right, int bottom)
1282 {
1283 assert(right <= _screen.width && bottom <= _screen.height);
1284 if (_cursor.visible) {
1285 if (right > _cursor.draw_pos.x &&
1286 left < _cursor.draw_pos.x + _cursor.draw_size.x &&
1287 bottom > _cursor.draw_pos.y &&
1288 top < _cursor.draw_pos.y + _cursor.draw_size.y) {
1289 UndrawMouseCursor();
1290 }
1291 }
1292
1293 #ifdef ENABLE_NETWORK
1294 if (_networking) NetworkUndrawChatMessage();
1295 #endif /* ENABLE_NETWORK */
1296
1297 DrawOverlappedWindowForAll(left, top, right, bottom);
1298
1299 VideoDriver::GetInstance()->MakeDirty(left, top, right - left, bottom - top);
1300 }
1301
1307 void DrawDirtyBlocks()
1308 {
1309 byte *b = _dirty_blocks;
1310 const int w = Align(_screen.width, DIRTY_BLOCK_WIDTH);
1311 const int h = Align(_screen.height, DIRTY_BLOCK_HEIGHT);
1312 int x;
1313 int y;
1314
1315 if (HasModalProgress()) {
1316 /* We are generating the world, so release our rights to the map and
1317 * painting while we are waiting a bit. */
1318 _modal_progress_paint_mutex->EndCritical();
1319 _modal_progress_work_mutex->EndCritical();
1320
1321 /* Wait a while and update _realtime_tick so we are given the rights */
1322 if (!IsFirstModalProgressLoop()) CSleep(MODAL_PROGRESS_REDRAW_TIMEOUT);
1323 _realtime_tick += MODAL_PROGRESS_REDRAW_TIMEOUT;
1324 _modal_progress_paint_mutex->BeginCritical();
1325 _modal_progress_work_mutex->BeginCritical();
1326
1327 /* When we ended with the modal progress, do not draw the blocks.
1328 * Simply let the next run do so, otherwise we would be loading
1329 * the new state (and possibly change the blitter) when we hold
1330 * the drawing lock, which we must not do. */
1331 if (_switch_mode != SM_NONE && !HasModalProgress()) return;
1332 }
1333
1334 y = 0;
1335 do {
1336 x = 0;
1337 do {
1338 if (*b != 0) {
1339 int left;
1340 int top;
1341 int right = x + DIRTY_BLOCK_WIDTH;
1342 int bottom = y;
1343 byte *p = b;
1344 int h2;
1345
1346 /* First try coalescing downwards */
1347 do {
1348 *p = 0;
1349 p += _dirty_bytes_per_line;
1350 bottom += DIRTY_BLOCK_HEIGHT;
1351 } while (bottom != h && *p != 0);
1352
1353 /* Try coalescing to the right too. */
1354 h2 = (bottom - y) / DIRTY_BLOCK_HEIGHT;
1355 assert(h2 > 0);
1356 p = b;
1357
1358 while (right != w) {
1359 byte *p2 = ++p;
1360 int h = h2;
1361 /* Check if a full line of dirty flags is set. */
1362 do {
1363 if (!*p2) goto no_more_coalesc;
1364 p2 += _dirty_bytes_per_line;
1365 } while (--h != 0);
1366
1367 /* Wohoo, can combine it one step to the right!
1368 * Do that, and clear the bits. */
1369 right += DIRTY_BLOCK_WIDTH;
1370
1371 h = h2;
1372 p2 = p;
1373 do {
1374 *p2 = 0;
1375 p2 += _dirty_bytes_per_line;
1376 } while (--h != 0);
1377 }
1378 no_more_coalesc:
1379
1380 left = x;
1381 top = y;
1382
1383 if (left < _invalid_rect.left ) left = _invalid_rect.left;
1384 if (top < _invalid_rect.top ) top = _invalid_rect.top;
1385 if (right > _invalid_rect.right ) right = _invalid_rect.right;
1386 if (bottom > _invalid_rect.bottom) bottom = _invalid_rect.bottom;
1387
1388 if (left < right && top < bottom) {
1389 RedrawScreenRect(left, top, right, bottom);
1390 }
1391
1392 }
1393 } while (b++, (x += DIRTY_BLOCK_WIDTH) != w);
1394 } while (b += -(int)(w / DIRTY_BLOCK_WIDTH) + _dirty_bytes_per_line, (y += DIRTY_BLOCK_HEIGHT) != h);
1395
1396 ++_dirty_block_colour;
1397 _invalid_rect.left = w;
1398 _invalid_rect.top = h;
1399 _invalid_rect.right = 0;
1400 _invalid_rect.bottom = 0;
1401 }
1402
1418 void SetDirtyBlocks(int left, int top, int right, int bottom)
1419 {
1420 byte *b;
1421 int width;
1422 int height;
1423
1424 if (left < 0) left = 0;
1425 if (top < 0) top = 0;
1426 if (right > _screen.width) right = _screen.width;
1427 if (bottom > _screen.height) bottom = _screen.height;
1428
1429 if (left >= right || top >= bottom) return;
1430
1431 if (left < _invalid_rect.left ) _invalid_rect.left = left;
1432 if (top < _invalid_rect.top ) _invalid_rect.top = top;
1433 if (right > _invalid_rect.right ) _invalid_rect.right = right;
1434 if (bottom > _invalid_rect.bottom) _invalid_rect.bottom = bottom;
1435
1436 left /= DIRTY_BLOCK_WIDTH;
1437 top /= DIRTY_BLOCK_HEIGHT;
1438
1439 b = _dirty_blocks + top * _dirty_bytes_per_line + left;
1440
1441 width = ((right - 1) / DIRTY_BLOCK_WIDTH) - left + 1;
1442 height = ((bottom - 1) / DIRTY_BLOCK_HEIGHT) - top + 1;
1443
1444 assert(width > 0 && height > 0);
1445
1446 do {
1447 int i = width;
1448
1449 do b[--i] = 0xFF; while (i != 0);
1450
1451 b += _dirty_bytes_per_line;
1452 } while (--height != 0);
1453 }
1454
1461 void MarkWholeScreenDirty()
1462 {
1463 SetDirtyBlocks(0, 0, _screen.width, _screen.height);
1464 }
1465
1480 bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height)
1481 {
1482 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1483 const DrawPixelInfo *o = _cur_dpi;
1484
1485 n->zoom = ZOOM_LVL_NORMAL;
1486
1487 assert(width > 0);
1488 assert(height > 0);
1489
1490 if ((left -= o->left) < 0) {
1491 width += left;
1492 if (width <= 0) return false;
1493 n->left = -left;
1494 left = 0;
1495 } else {
1496 n->left = 0;
1497 }
1498
1499 if (width > o->width - left) {
1500 width = o->width - left;
1501 if (width <= 0) return false;
1502 }
1503 n->width = width;
1504
1505 if ((top -= o->top) < 0) {
1506 height += top;
1507 if (height <= 0) return false;
1508 n->top = -top;
1509 top = 0;
1510 } else {
1511 n->top = 0;
1512 }
1513
1514 n->dst_ptr = blitter->MoveTo(o->dst_ptr, left, top);
1515 n->pitch = o->pitch;
1516
1517 if (height > o->height - top) {
1518 height = o->height - top;
1519 if (height <= 0) return false;
1520 }
1521 n->height = height;
1522
1523 return true;
1524 }
1525
1530 void UpdateCursorSize()
1531 {
1532 CursorVars *cv = &_cursor;
1533 const Sprite *p = GetSprite(GB(cv->sprite, 0, SPRITE_WIDTH), ST_NORMAL);
1534
1535 cv->size.y = UnScaleGUI(p->height);
1536 cv->size.x = UnScaleGUI(p->width);
1537 cv->offs.x = UnScaleGUI(p->x_offs);
1538 cv->offs.y = UnScaleGUI(p->y_offs);
1539
1540 cv->dirty = true;
1541 }
1542
1548 static void SetCursorSprite(CursorID cursor, PaletteID pal)
1549 {
1550 CursorVars *cv = &_cursor;
1551 if (cv->sprite == cursor) return;
1552
1553 cv->sprite = cursor;
1554 cv->pal = pal;
1555 UpdateCursorSize();
1556
1557 cv->short_vehicle_offset = 0;
1558 }
1559
1560 static void SwitchAnimatedCursor()
1561 {
1562 const AnimCursor *cur = _cursor.animate_cur;
1563
1564 if (cur == NULL || cur->sprite == AnimCursor::LAST) cur = _cursor.animate_list;
1565
1566 SetCursorSprite(cur->sprite, _cursor.pal);
1567
1568 _cursor.animate_timeout = cur->display_time;
1569 _cursor.animate_cur = cur + 1;
1570 }
1571
1572 void CursorTick()
1573 {
1574 if (_cursor.animate_timeout != 0 && --_cursor.animate_timeout == 0) {
1575 SwitchAnimatedCursor();
1576 }
1577 }
1578
1585 void SetMouseCursor(CursorID sprite, PaletteID pal)
1586 {
1587 /* Turn off animation */
1588 _cursor.animate_timeout = 0;
1589 /* Set cursor */
1590 SetCursorSprite(sprite, pal);
1591 }
1592
1598 void SetAnimatedMouseCursor(const AnimCursor *table)
1599 {
1600 _cursor.animate_list = table;
1601 _cursor.animate_cur = NULL;
1602 _cursor.pal = PAL_NONE;
1603 SwitchAnimatedCursor();
1604 }
1605
1614 bool CursorVars::UpdateCursorPosition(int x, int y, bool queued_warp)
1615 {
1616 /* Detecting relative mouse movement is somewhat tricky.
1617 * - There may be multiple mouse move events in the video driver queue (esp. when OpenTTD lags a bit).
1618 * - When we request warping the mouse position (return true), a mouse move event is appended at the end of the queue.
1619 *
1620 * So, when this->fix_at is active, we use the following strategy:
1621 * - The first movement triggers the warp to reset the mouse position.
1622 * - Subsequent events have to compute movement relative to the previous event.
1623 * - The relative movement is finished, when we receive the event matching the warp.
1624 */
1625
1626 if (x == this->pos.x && y == this->pos.y) {
1627 /* Warp finished. */
1628 this->queued_warp = false;
1629 }
1630
1631 this->delta.x = x - (this->queued_warp ? this->last_position.x : this->pos.x);
1632 this->delta.y = y - (this->queued_warp ? this->last_position.y : this->pos.y);
1633
1634 this->last_position.x = x;
1635 this->last_position.y = y;
1636
1637 bool need_warp = false;
1638 if (this->fix_at) {
1639 if (this->delta.x != 0 || this->delta.y != 0) {
1640 /* Trigger warp.
1641 * Note: We also trigger warping again, if there is already a pending warp.
1642 * This makes it more tolerant about the OS or other software inbetween
1643 * botchering the warp. */
1644 this->queued_warp = queued_warp;
1645 need_warp = true;
1646 }
1647 } else if (this->pos.x != x || this->pos.y != y) {
1648 this->queued_warp = false; // Cancel warping, we are no longer confining the position.
1649 this->dirty = true;
1650 this->pos.x = x;
1651 this->pos.y = y;
1652 }
1653 return need_warp;
1654 }
1655
1656 bool ChangeResInGame(int width, int height)
1657 {
1658 return (_screen.width == width && _screen.height == height) || VideoDriver::GetInstance()->ChangeResolution(width, height);
1659 }
1660
1661 bool ToggleFullScreen(bool fs)
1662 {
1663 bool result = VideoDriver::GetInstance()->ToggleFullscreen(fs);
1664 if (_fullscreen != fs && _num_resolutions == 0) {
1665 DEBUG(driver, 0, "Could not find a suitable fullscreen resolution");
1666 }
1667 return result;
1668 }
1669
1670 static int CDECL compare_res(const Dimension *pa, const Dimension *pb)
1671 {
1672 int x = pa->width - pb->width;
1673 if (x != 0) return x;
1674 return pa->height - pb->height;
1675 }
1676
1677 void SortResolutions(int count)
1678 {
1679 QSortT(_resolutions, count, &compare_res);
1680 }