src/gfx_func.h
author rubidium
Fri, 04 Jul 2008 19:00:11 +0000
changeset 11118 f66e0a4ce878
parent 11092 e4fce2b3cded
permissions -rw-r--r--
(svn r13676) -Fix [FS#2126]: inactive companies from old (TTD) saves could be marked active in some cases, which then loads garbage in their statistics and such.
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/* $Id$ */
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/** @file gfx_func.h Functions related to the gfx engine. */
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/**
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 * @defgroup dirty Dirty
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 *
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 * Handles the repaint of some part of the screen.
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 *
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 * Some places in the code are called functions which makes something "dirty".
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 * This has nothing to do with making a Tile or Window darker or less visible.
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 * This term comes from memory caching and is used to define an object must
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 * be repaint. If some data of an object (like a Tile, Window, Vehicle, whatever)
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 * are changed which are so extensive the object must be repaint its marked
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 * as "dirty". The video driver repaint this object instead of the whole screen
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 * (this is btw. also possible if needed). This is used to avoid a
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 * flickering of the screen by the video driver constantly repainting it.
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 *
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 * This whole mechanism is controlled by an rectangle defined in #_invalid_rect. This
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 * rectangle defines the area on the screen which must be repaint. If a new object
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 * needs to be repainted this rectangle is extended to 'catch' the object on the
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 * screen. At some point (which is normaly uninteressted for patch writers) this
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 * rectangle is send to the video drivers method
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 * VideoDriver::MakeDirty and it is truncated back to an empty rectangle. At some
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 * later point (which is uninteressted, too) the video driver
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 * repaints all these saved rectangle instead of the whole screen and drop the
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 * rectangle informations. Then a new round begins by marking objects "dirty".
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 *
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 * @see VideoDriver::MakeDirty
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 * @see _invalid_rect
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 * @see _screen
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 */
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#ifndef GFX_FUNC_H
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#define GFX_FUNC_H
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#include "gfx_type.h"
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#include "strings_type.h"
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void GameLoop();
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void CreateConsole();
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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 _screen_disable_anim;   ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
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extern int _pal_first_dirty;
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extern int _pal_count_dirty;
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extern int _num_resolutions;
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extern Dimension _resolutions[32];
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extern Dimension _cur_resolution;
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extern Colour _cur_palette[256]; ///< Current palette. Entry 0 has to be always fully transparent!
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void HandleKeypress(uint32 key);
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void HandleCtrlChanged();
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void HandleMouseEvents();
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void CSleep(int milliseconds);
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void UpdateWindows();
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void DrawMouseCursor();
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void ScreenSizeChanged();
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void GameSizeChanged();
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void UndrawMouseCursor();
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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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void DrawSprite(SpriteID img, SpriteID pal, int x, int y, const SubSprite *sub = NULL);
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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 DrawCharCentered(uint32 c, int x, int y, uint16 color);
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void GfxFillRect(int left, int top, int right, int bottom, int color, FillRectMode mode = FILLRECT_OPAQUE);
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void GfxDrawLine(int left, int top, int right, int bottom, int color);
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void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3);
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Dimension 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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/**
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 * Let the dirty blocks repainting by the video driver.
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 *
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 * @ingroup dirty
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 */
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void DrawDirtyBlocks();
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/**
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 * Set a new dirty block.
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 *
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 * @ingroup dirty
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 */
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void SetDirtyBlocks(int left, int top, int right, int bottom);
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/**
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 * Marks the whole screen as dirty.
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 *
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 * @ingroup dirty
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 */
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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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bool ChangeResInGame(int w, int h);
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void SortResolutions(int count);
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bool 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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extern DrawPixelInfo *_cur_dpi;
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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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extern byte _colour_gradient[16][8];
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extern bool _use_dos_palette;
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#endif /* GFX_FUNC_H */