src/gfx.h
author celestar
Tue, 19 Jun 2007 07:21:01 +0000
branchgamebalance
changeset 9913 e79cd19772dd
parent 9912 1ac8aac92385
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/* $Id$ */
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/** @file gfx.h */
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#ifndef GFX_H
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#define GFX_H
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#include "openttd.h"
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#include "zoom.hpp"
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enum WindowKeyCodes {
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	WKC_SHIFT = 0x8000,
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	WKC_CTRL  = 0x4000,
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	WKC_ALT   = 0x2000,
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	WKC_META  = 0x1000,
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	/* Special ones */
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	WKC_NONE        =  0,
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	WKC_ESC         =  1,
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	WKC_BACKSPACE   =  2,
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	WKC_INSERT      =  3,
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	WKC_DELETE      =  4,
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	WKC_PAGEUP      =  5,
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	WKC_PAGEDOWN    =  6,
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	WKC_END         =  7,
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	WKC_HOME        =  8,
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	/* Arrow keys */
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	WKC_LEFT        =  9,
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	WKC_UP          = 10,
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	WKC_RIGHT       = 11,
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	WKC_DOWN        = 12,
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	/* Return & tab */
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	WKC_RETURN      = 13,
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	WKC_TAB         = 14,
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	/* Numerical keyboard */
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	WKC_NUM_0       = 16,
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	WKC_NUM_1       = 17,
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	WKC_NUM_2       = 18,
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	WKC_NUM_3       = 19,
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	WKC_NUM_4       = 20,
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	WKC_NUM_5       = 21,
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	WKC_NUM_6       = 22,
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	WKC_NUM_7       = 23,
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	WKC_NUM_8       = 24,
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	WKC_NUM_9       = 25,
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	WKC_NUM_DIV     = 26,
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	WKC_NUM_MUL     = 27,
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	WKC_NUM_MINUS   = 28,
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	WKC_NUM_PLUS    = 29,
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	WKC_NUM_ENTER   = 30,
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	WKC_NUM_DECIMAL = 31,
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	/* Space */
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	WKC_SPACE       = 32,
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	/* Function keys */
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	WKC_F1          = 33,
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	WKC_F2          = 34,
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	WKC_F3          = 35,
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	WKC_F4          = 36,
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	WKC_F5          = 37,
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	WKC_F6          = 38,
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	WKC_F7          = 39,
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	WKC_F8          = 40,
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	WKC_F9          = 41,
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	WKC_F10         = 42,
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	WKC_F11         = 43,
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	WKC_F12         = 44,
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	/* backquote is the key left of "1"
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	 * we only store this key here, no matter what character is really mapped to it
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	 * on a particular keyboard. (US keyboard: ` and ~ ; German keyboard: ^ and °) */
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	WKC_BACKQUOTE   = 45,
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	WKC_PAUSE       = 46,
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	/* 0-9 are mapped to 48-57
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	 * A-Z are mapped to 65-90
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	 * a-z are mapped to 97-122 */
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};
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enum GameModes {
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	GM_MENU,
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	GM_NORMAL,
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	GM_EDITOR
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};
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void GameLoop();
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void CreateConsole();
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typedef int32 CursorID;
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struct Point {
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	int x,y;
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};
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struct Rect {
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	int left,top,right,bottom;
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};
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/** A single sprite of a list of animated cursors */
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struct AnimCursor {
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	static const CursorID LAST = MAX_UVALUE(CursorID);
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	CursorID sprite;   ///< Must be set to LAST_ANIM when it is the last sprite of the loop
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	byte display_time; ///< Amount of ticks this sprite will be shown
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};
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struct CursorVars {
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	Point pos, size, offs, delta; ///< position, size, offset from top-left, and movement
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	Point draw_pos, draw_size;    ///< position and size bounding-box for drawing
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	SpriteID sprite; ///< current image of cursor
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	SpriteID pal;
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	int wheel;       ///< mouse wheel movement
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	/* We need two different vars to keep track of how far the scrollwheel moved.
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	 * OSX uses this for scrolling around the map. */
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	int v_wheel;
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	int h_wheel;
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	const AnimCursor *animate_list; ///< in case of animated cursor, list of frames
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	const AnimCursor *animate_cur;  ///< in case of animated cursor, current frame
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	uint animate_timeout;           ///< in case of animated cursor, number of ticks to show the current cursor
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	bool visible;    ///< cursor is visible
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	bool dirty;      ///< the rect occupied by the mouse is dirty (redraw)
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	bool fix_at;     ///< mouse is moving, but cursor is not (used for scrolling)
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	bool in_window;  ///< mouse inside this window, determines drawing logic
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};
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struct DrawPixelInfo {
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	void *dst_ptr;
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	int left, top, width, height;
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	int pitch;
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	ZoomLevel zoom;
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};
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struct Colour {
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	byte r;
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	byte g;
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	byte b;
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};
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extern byte _dirkeys;        ///< 1 = left, 2 = up, 4 = right, 8 = down
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extern bool _fullscreen;
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extern CursorVars _cursor;
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extern bool _ctrl_pressed;   ///< Is Ctrl pressed?
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extern bool _shift_pressed;  ///< Is Shift pressed?
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extern byte _fast_forward;
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extern bool _left_button_down;
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extern bool _left_button_clicked;
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extern bool _right_button_down;
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extern bool _right_button_clicked;
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extern DrawPixelInfo _screen;
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extern bool _exit_game;
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extern bool _networking;         ///< are we in networking mode?
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extern byte _game_mode;
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extern byte _pause_game;
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extern int _pal_first_dirty;
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extern int _pal_last_dirty;
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extern int _num_resolutions;
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extern uint16 _resolutions[32][2];
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extern uint16 _cur_resolution[2];
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extern Colour _cur_palette[256];
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void HandleKeypress(uint32 key);
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void HandleMouseEvents();
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void CSleep(int milliseconds);
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void UpdateWindows();
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uint32 InteractiveRandom(); //< Used for random sequences that are not the same on the other end of the multiplayer link
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uint InteractiveRandomRange(uint max);
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void DrawTextMessage();
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void DrawMouseCursor();
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void ScreenSizeChanged();
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void HandleExitGameRequest();
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void GameSizeChanged();
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void UndrawMouseCursor();
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#include "helpers.hpp"
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enum FontSize {
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	FS_NORMAL,
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	FS_SMALL,
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	FS_LARGE,
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	FS_END,
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};
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DECLARE_POSTFIX_INCREMENT(FontSize);
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void RedrawScreenRect(int left, int top, int right, int bottom);
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void GfxScroll(int left, int top, int width, int height, int xo, int yo);
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/* XXX doesn't really belong here, but the only
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 * consumers always use it in conjunction with DoDrawString() */
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#define UPARROW   "\xEE\x8A\x80"
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#define DOWNARROW "\xEE\x8A\xAA"
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int DrawStringCentered(int x, int y, StringID str, uint16 color);
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int DrawStringCenteredTruncated(int xl, int xr, int y, StringID str, uint16 color);
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int DoDrawStringCentered(int x, int y, const char *str, uint16 color);
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int DrawString(int x, int y, StringID str, uint16 color);
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int DrawStringTruncated(int x, int y, StringID str, uint16 color, uint maxw);
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int DoDrawString(const char *string, int x, int y, uint16 color);
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int DoDrawStringTruncated(const char *str, int x, int y, uint16 color, uint maxw);
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void DrawStringCenterUnderline(int x, int y, StringID str, uint16 color);
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void DrawStringCenterUnderlineTruncated(int xl, int xr, int y, StringID str, uint16 color);
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int DrawStringRightAligned(int x, int y, StringID str, uint16 color);
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void DrawStringRightAlignedTruncated(int x, int y, StringID str, uint16 color, uint maxw);
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void DrawStringRightAlignedUnderline(int x, int y, StringID str, uint16 color);
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void GfxFillRect(int left, int top, int right, int bottom, int color);
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void GfxDrawLine(int left, int top, int right, int bottom, int color);
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BoundingRect GetStringBoundingBox(const char *str);
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uint32 FormatStringLinebreaks(char *str, int maxw);
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void LoadStringWidthTable();
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void DrawStringMultiCenter(int x, int y, StringID str, int maxw);
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uint DrawStringMultiLine(int x, int y, StringID str, int maxw, int maxh = -1);
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void DrawDirtyBlocks();
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void SetDirtyBlocks(int left, int top, int right, int bottom);
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void MarkWholeScreenDirty();
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void GfxInitPalettes();
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bool FillDrawPixelInfo(DrawPixelInfo* n, int left, int top, int width, int height);
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/* window.cpp */
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void DrawOverlappedWindowForAll(int left, int top, int right, int bottom);
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void SetMouseCursor(SpriteID sprite, SpriteID pal);
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void SetAnimatedMouseCursor(const AnimCursor *table);
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void CursorTick();
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void DrawMouseCursor();
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void ScreenSizeChanged();
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void UndrawMouseCursor();
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bool ChangeResInGame(int w, int h);
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void SortResolutions(int count);
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void ToggleFullScreen(bool fs);
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/* gfx.cpp */
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#define ASCII_LETTERSTART 32
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extern FontSize _cur_fontsize;
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byte GetCharacterWidth(FontSize size, uint32 key);
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static inline byte GetCharacterHeight(FontSize size)
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{
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	switch (size) {
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		default: NOT_REACHED();
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		case FS_NORMAL: return 10;
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		case FS_SMALL:  return 6;
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		case FS_LARGE:  return 18;
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	}
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}
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VARDEF DrawPixelInfo *_cur_dpi;
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enum {
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	COLOUR_DARK_BLUE,
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	COLOUR_PALE_GREEN,
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	COLOUR_PINK,
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	COLOUR_YELLOW,
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	COLOUR_RED,
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	COLOUR_LIGHT_BLUE,
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	COLOUR_GREEN,
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	COLOUR_DARK_GREEN,
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	COLOUR_BLUE,
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	COLOUR_CREAM,
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	COLOUR_MAUVE,
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	COLOUR_PURPLE,
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	COLOUR_ORANGE,
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	COLOUR_BROWN,
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	COLOUR_GREY,
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	COLOUR_WHITE
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};
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/**
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 * All 16 colour gradients
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 * 8 colours per gradient from darkest (0) to lightest (7)
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 */
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VARDEF byte _colour_gradient[16][8];
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VARDEF bool _use_dos_palette;
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enum StringColorFlags {
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	IS_PALETTE_COLOR = 0x100, ///< color value is already a real palette color index, not an index of a StringColor
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};
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#ifdef _DEBUG
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extern bool _dbg_screen_rect;
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#endif
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#endif /* GFX_H */