OpenTTD: src/gfx.cpp Source File

OpenTTD

- Main Page
- Related Pages
- Modules
- Namespaces
- Data Structures
- Files

- File List
- Globals

gfx.cpp
Go to the documentation of this file.
1 /* $Id: gfx.cpp 27340 2015-07-26 09:47:17Z 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/string_colours.h"
27 #include "table/sprites.h"
28 #include "table/control_codes.h"
29
30 #include "safeguards.h"
31
32 byte _dirkeys;
33 bool _fullscreen;
34 byte _support8bpp;
35 CursorVars _cursor;
36 bool _ctrl_pressed;
37 bool _shift_pressed;
38 byte _fast_forward;
39 bool _left_button_down;
40 bool _left_button_clicked;
41 bool _right_button_down;
42 bool _right_button_clicked;
43 DrawPixelInfo _screen;
44 bool _screen_disable_anim = false;
45 bool _exit_game;
46 GameMode _game_mode;
47 SwitchMode _switch_mode;
48 PauseModeByte _pause_mode;
49 Palette _cur_palette;
50
51 static byte _stringwidth_table[FS_END][224];
52 DrawPixelInfo *_cur_dpi;
53 byte _colour_gradient[COLOUR_END][8];
54
55 static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = NULL, SpriteID sprite_id = SPR_CURSOR_MOUSE);
56 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);
57
58 static ReusableBuffer<uint8> _cursor_backup;
59
60 ZoomLevelByte _gui_zoom;
61
69 static Rect _invalid_rect;
70 static const byte *_colour_remap_ptr;
71 static byte _string_colourremap[3];
72
73 static const uint DIRTY_BLOCK_HEIGHT = 8;
74 static const uint DIRTY_BLOCK_WIDTH = 64;
75
76 static uint _dirty_bytes_per_line = 0;
77 static byte *_dirty_blocks = NULL;
78 extern uint _dirty_block_colour;
79
80 void GfxScroll(int left, int top, int width, int height, int xo, int yo)
81 {
82 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
83
84 if (xo == 0 && yo == 0) return;
85
86 if (_cursor.visible) UndrawMouseCursor();
87
88 #ifdef ENABLE_NETWORK
89 if (_networking) NetworkUndrawChatMessage();
90 #endif /* ENABLE_NETWORK */
91
92 blitter->ScrollBuffer(_screen.dst_ptr, left, top, width, height, xo, yo);
93 /* This part of the screen is now dirty. */
94 VideoDriver::GetInstance()->MakeDirty(left, top, width, height);
95 }
96
97
112 void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode)
113 {
114 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
115 const DrawPixelInfo *dpi = _cur_dpi;
116 void *dst;
117 const int otop = top;
118 const int oleft = left;
119
120 if (dpi->zoom != ZOOM_LVL_NORMAL) return;
121 if (left > right || top > bottom) return;
122 if (right < dpi->left || left >= dpi->left + dpi->width) return;
123 if (bottom < dpi->top || top >= dpi->top + dpi->height) return;
124
125 if ( (left -= dpi->left) < 0) left = 0;
126 right = right - dpi->left + 1;
127 if (right > dpi->width) right = dpi->width;
128 right -= left;
129 assert(right > 0);
130
131 if ( (top -= dpi->top) < 0) top = 0;
132 bottom = bottom - dpi->top + 1;
133 if (bottom > dpi->height) bottom = dpi->height;
134 bottom -= top;
135 assert(bottom > 0);
136
137 dst = blitter->MoveTo(dpi->dst_ptr, left, top);
138
139 switch (mode) {
140 default: // FILLRECT_OPAQUE
141 blitter->DrawRect(dst, right, bottom, (uint8)colour);
142 break;
143
144 case FILLRECT_RECOLOUR:
145 blitter->DrawColourMappingRect(dst, right, bottom, GB(colour, 0, PALETTE_WIDTH));
146 break;
147
148 case FILLRECT_CHECKER: {
149 byte bo = (oleft - left + dpi->left + otop - top + dpi->top) & 1;
150 do {
151 for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour);
152 dst = blitter->MoveTo(dst, 0, 1);
153 } while (--bottom > 0);
154 break;
155 }
156 }
157 }
158
173 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)
174 {
175 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
176
177 assert(width > 0);
178
179 if (y2 == y || x2 == x) {
180 /* Special case: horizontal/vertical line. All checks already done in GfxPreprocessLine. */
181 blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
182 return;
183 }
184
185 int grade_y = y2 - y;
186 int grade_x = x2 - x;
187
188 /* Clipping rectangle. Slightly extended so we can ignore the width of the line. */
189 uint extra = CeilDiv(3 * width, 4); // not less then "width * sqrt(2) / 2"
190 Rect clip = { -extra, -extra, screen_width - 1 + extra, screen_height - 1 + extra };
191
192 /* prevent integer overflows. */
193 int margin = 1;
194 while (INT_MAX / abs(grade_y) < max(abs(clip.left - x), abs(clip.right - x))) {
195 grade_y /= 2;
196 grade_x /= 2;
197 margin *= 2; // account for rounding errors
198 }
199
200 /* Imagine that the line is infinitely long and it intersects with
201 * infinitely long left and right edges of the clipping rectangle.
202 * If both intersection points are outside the clipping rectangle
203 * and both on the same side of it, we don't need to draw anything. */
204 int left_isec_y = y + (clip.left - x) * grade_y / grade_x;
205 int right_isec_y = y + (clip.right - x) * grade_y / grade_x;
206 if ((left_isec_y > clip.bottom + margin && right_isec_y > clip.bottom + margin) ||
207 (left_isec_y < clip.top - margin && right_isec_y < clip.top - margin)) {
208 return;
209 }
210
211 /* It is possible to use the line equation to further reduce the amount of
212 * work the blitter has to do by shortening the effective line segment.
213 * However, in order to get that right and prevent the flickering effects
214 * of rounding errors so much additional code has to be run here that in
215 * the general case the effect is not noticable. */
216
217 blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
218 }
219
231 static inline bool GfxPreprocessLine(DrawPixelInfo *dpi, int &x, int &y, int &x2, int &y2, int width)
232 {
233 x -= dpi->left;
234 x2 -= dpi->left;
235 y -= dpi->top;
236 y2 -= dpi->top;
237
238 /* Check simple clipping */
239 if (x + width / 2 < 0 && x2 + width / 2 < 0 ) return false;
240 if (y + width / 2 < 0 && y2 + width / 2 < 0 ) return false;
241 if (x - width / 2 > dpi->width && x2 - width / 2 > dpi->width ) return false;
242 if (y - width / 2 > dpi->height && y2 - width / 2 > dpi->height) return false;
243 return true;
244 }
245
246 void GfxDrawLine(int x, int y, int x2, int y2, int colour, int width, int dash)
247 {
248 DrawPixelInfo *dpi = _cur_dpi;
249 if (GfxPreprocessLine(dpi, x, y, x2, y2, width)) {
250 GfxDoDrawLine(dpi->dst_ptr, x, y, x2, y2, dpi->width, dpi->height, colour, width, dash);
251 }
252 }
253
254 void GfxDrawLineUnscaled(int x, int y, int x2, int y2, int colour)
255 {
256 DrawPixelInfo *dpi = _cur_dpi;
257 if (GfxPreprocessLine(dpi, x, y, x2, y2, 1)) {
258 GfxDoDrawLine(dpi->dst_ptr,
259 UnScaleByZoom(x, dpi->zoom), UnScaleByZoom(y, dpi->zoom),
260 UnScaleByZoom(x2, dpi->zoom), UnScaleByZoom(y2, dpi->zoom),
261 UnScaleByZoom(dpi->width, dpi->zoom), UnScaleByZoom(dpi->height, dpi->zoom), colour, 1);
262 }
263 }
264
278 void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3)
279 {
280 /* ....
281 * .. ....
282 * .. ....
283 * .. ^
284 * <--__(dx1,dy1) /(dx2,dy2)
285 * : --__ / :
286 * : --__ / :
287 * : *(x,y) :
288 * : | :
289 * : | ..
290 * .... |(dx3,dy3)
291 * .... | ..
292 * ....V.
293 */
294
295 static const byte colour = PC_WHITE;
296
297 GfxDrawLineUnscaled(x, y, x + dx1, y + dy1, colour);
298 GfxDrawLineUnscaled(x, y, x + dx2, y + dy2, colour);
299 GfxDrawLineUnscaled(x, y, x + dx3, y + dy3, colour);
300
301 GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx2, y + dy1 + dy2, colour);
302 GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx3, y + dy1 + dy3, colour);
303 GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx1, y + dy2 + dy1, colour);
304 GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx3, y + dy2 + dy3, colour);
305 GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx1, y + dy3 + dy1, colour);
306 GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx2, y + dy3 + dy2, colour);
307 }
308
313 static void SetColourRemap(TextColour colour)
314 {
315 if (colour == TC_INVALID) return;
316
317 /* Black strings have no shading ever; the shading is black, so it
318 * would be invisible at best, but it actually makes it illegible. */
319 bool no_shade = (colour & TC_NO_SHADE) != 0 || colour == TC_BLACK;
320 bool raw_colour = (colour & TC_IS_PALETTE_COLOUR) != 0;
321 colour &= ~(TC_NO_SHADE | TC_IS_PALETTE_COLOUR);
322
323 _string_colourremap[1] = raw_colour ? (byte)colour : _string_colourmap[colour];
324 _string_colourremap[2] = no_shade ? 0 : 1;
325 _colour_remap_ptr = _string_colourremap;
326 }
327
343 static int DrawLayoutLine(const ParagraphLayouter::Line *line, int y, int left, int right, StringAlignment align, bool underline, bool truncation)
344 {
345 if (line->CountRuns() == 0) return 0;
346
347 int w = line->GetWidth();
348 int h = line->GetLeading();
349
350 /*
351 * The following is needed for truncation.
352 * Depending on the text direction, we either remove bits at the rear
353 * or the front. For this we shift the entire area to draw so it fits
354 * within the left/right bounds and the side we do not truncate it on.
355 * Then we determine the truncation location, i.e. glyphs that fall
356 * outside of the range min_x - max_x will not be drawn; they are thus
357 * the truncated glyphs.
358 *
359 * At a later step we insert the dots.
360 */
361
362 int max_w = right - left + 1; // The maximum width.
363
364 int offset_x = 0; // The offset we need for positioning the glyphs
365 int min_x = left; // The minimum x position to draw normal glyphs on.
366 int max_x = right; // The maximum x position to draw normal glyphs on.
367
368 truncation &= max_w < w; // Whether we need to do truncation.
369 int dot_width = 0; // Cache for the width of the dot.
370 const Sprite *dot_sprite = NULL; // Cache for the sprite of the dot.
371
372 if (truncation) {
373 /*
374 * Assumption may be made that all fonts of a run are of the same size.
375 * In any case, we'll use these dots for the abbreviation, so even if
376 * another size would be chosen it won't have truncated too little for
377 * the truncation dots.
378 */
379 FontCache *fc = ((const Font*)line->GetVisualRun(0)->GetFont())->fc;
380 GlyphID dot_glyph = fc->MapCharToGlyph('.');
381 dot_width = fc->GetGlyphWidth(dot_glyph);
382 dot_sprite = fc->GetGlyph(dot_glyph);
383
384 if (_current_text_dir == TD_RTL) {
385 min_x += 3 * dot_width;
386 offset_x = w - 3 * dot_width - max_w;
387 } else {
388 max_x -= 3 * dot_width;
389 }
390
391 w = max_w;
392 }
393
394 /* In case we have a RTL language we swap the alignment. */
395 if (!(align & SA_FORCE) && _current_text_dir == TD_RTL && (align & SA_HOR_MASK) != SA_HOR_CENTER) align ^= SA_RIGHT;
396
397 /* right is the right most position to draw on. In this case we want to do
398 * calculations with the width of the string. In comparison right can be
399 * seen as lastof(todraw) and width as lengthof(todraw). They differ by 1.
400 * So most +1/-1 additions are to move from lengthof to 'indices'.
401 */
402 switch (align & SA_HOR_MASK) {
403 case SA_LEFT:
404 /* right + 1 = left + w */
405 right = left + w - 1;
406 break;
407
408 case SA_HOR_CENTER:
409 left = RoundDivSU(right + 1 + left - w, 2);
410 /* right + 1 = left + w */
411 right = left + w - 1;
412 break;
413
414 case SA_RIGHT:
415 left = right + 1 - w;
416 break;
417
418 default:
419 NOT_REACHED();
420 }
421
422 TextColour colour = TC_BLACK;
423 bool draw_shadow = false;
424 for (int run_index = 0; run_index < line->CountRuns(); run_index++) {
425 const ParagraphLayouter::VisualRun *run = line->GetVisualRun(run_index);
426 const Font *f = (const Font*)run->GetFont();
427
428 FontCache *fc = f->fc;
429 colour = f->colour;
430 SetColourRemap(colour);
431
432 DrawPixelInfo *dpi = _cur_dpi;
433 int dpi_left = dpi->left;
434 int dpi_right = dpi->left + dpi->width - 1;
435
436 draw_shadow = fc->GetDrawGlyphShadow() && (colour & TC_NO_SHADE) == 0 && colour != TC_BLACK;
437
438 for (int i = 0; i < run->GetGlyphCount(); i++) {
439 GlyphID glyph = run->GetGlyphs()[i];
440
441 /* Not a valid glyph (empty) */
442 if (glyph == 0xFFFF) continue;
443
444 int begin_x = (int)run->GetPositions()[i * 2] + left - offset_x;
445 int end_x = (int)run->GetPositions()[i * 2 + 2] + left - offset_x - 1;
446 int top = (int)run->GetPositions()[i * 2 + 1] + y;
447
448 /* Truncated away. */
449 if (truncation && (begin_x < min_x || end_x > max_x)) continue;
450
451 const Sprite *sprite = fc->GetGlyph(glyph);
452 /* Check clipping (the "+ 1" is for the shadow). */
453 if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
454
455 if (draw_shadow && (glyph & SPRITE_GLYPH) == 0) {
456 SetColourRemap(TC_BLACK);
457 GfxMainBlitter(sprite, begin_x + 1, top + 1, BM_COLOUR_REMAP);
458 SetColourRemap(colour);
459 }
460 GfxMainBlitter(sprite, begin_x, top, BM_COLOUR_REMAP);
461 }
462 }
463
464 if (truncation) {
465 int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
466 for (int i = 0; i < 3; i++, x += dot_width) {
467 if (draw_shadow) {
468 SetColourRemap(TC_BLACK);
469 GfxMainBlitter(dot_sprite, x + 1, y + 1, BM_COLOUR_REMAP);
470 SetColourRemap(colour);
471 }
472 GfxMainBlitter(dot_sprite, x, y, BM_COLOUR_REMAP);
473 }
474 }
475
476 if (underline) {
477 GfxFillRect(left, y + h, right, y + h, _string_colourremap[1]);
478 }
479
480 return (align & SA_HOR_MASK) == SA_RIGHT ? left : right;
481 }
482
499 int DrawString(int left, int right, int top, const char *str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
500 {
501 /* The string may contain control chars to change the font, just use the biggest font for clipping. */
502 int max_height = max(max(FONT_HEIGHT_SMALL, FONT_HEIGHT_NORMAL), max(FONT_HEIGHT_LARGE, FONT_HEIGHT_MONO));
503
504 /* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */
505 int extra = max_height / 2;
506
507 if (_cur_dpi->top + _cur_dpi->height + extra < top || _cur_dpi->top > top + max_height + extra ||
508 _cur_dpi->left + _cur_dpi->width + extra < left || _cur_dpi->left > right + extra) {
509 return 0;
510 }
511
512 Layouter layout(str, INT32_MAX, colour, fontsize);
513 if (layout.Length() == 0) return 0;
514
515 return DrawLayoutLine(*layout.Begin(), top, left, right, align, underline, true);
516 }
517
534 int DrawString(int left, int right, int top, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
535 {
536 char buffer[DRAW_STRING_BUFFER];
537 GetString(buffer, str, lastof(buffer));
538 return DrawString(left, right, top, buffer, colour, align, underline, fontsize);
539 }
540
547 int GetStringHeight(const char *str, int maxw, FontSize fontsize)
548 {
549 Layouter layout(str, maxw, TC_FROMSTRING, fontsize);
550 return layout.GetBounds().height;
551 }
552
559 int GetStringHeight(StringID str, int maxw)
560 {
561 char buffer[DRAW_STRING_BUFFER];
562 GetString(buffer, str, lastof(buffer));
563 return GetStringHeight(buffer, maxw);
564 }
565
572 int GetStringLineCount(StringID str, int maxw)
573 {
574 char buffer[DRAW_STRING_BUFFER];
575 GetString(buffer, str, lastof(buffer));
576
577 Layouter layout(buffer, maxw);
578 return layout.Length();
579 }
580
587 Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion)
588 {
589 Dimension box = {suggestion.width, GetStringHeight(str, suggestion.width)};
590 return box;
591 }
592
599 Dimension GetStringMultiLineBoundingBox(const char *str, const Dimension &suggestion)
600 {
601 Dimension box = {suggestion.width, GetStringHeight(str, suggestion.width)};
602 return box;
603 }
604
620 int DrawStringMultiLine(int left, int right, int top, int bottom, const char *str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
621 {
622 int maxw = right - left + 1;
623 int maxh = bottom - top + 1;
624
625 /* It makes no sense to even try if it can't be drawn anyway, or
626 * do we really want to support fonts of 0 or less pixels high? */
627 if (maxh <= 0) return top;
628
629 Layouter layout(str, maxw, colour, fontsize);
630 int total_height = layout.GetBounds().height;
631 int y;
632 switch (align & SA_VERT_MASK) {
633 case SA_TOP:
634 y = top;
635 break;
636
637 case SA_VERT_CENTER:
638 y = RoundDivSU(bottom + top - total_height, 2);
639 break;
640
641 case SA_BOTTOM:
642 y = bottom - total_height;
643 break;
644
645 default: NOT_REACHED();
646 }
647
648 int last_line = top;
649 int first_line = bottom;
650
651 for (const ParagraphLayouter::Line **iter = layout.Begin(); iter != layout.End(); iter++) {
652 const ParagraphLayouter::Line *line = *iter;
653
654 int line_height = line->GetLeading();
655 if (y >= top && y < bottom) {
656 last_line = y + line_height;
657 if (first_line > y) first_line = y;
658
659 DrawLayoutLine(line, y, left, right, align, underline, false);
660 }
661 y += line_height;
662 }
663
664 return ((align & SA_VERT_MASK) == SA_BOTTOM) ? first_line : last_line;
665 }
666
682 int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
683 {
684 char buffer[DRAW_STRING_BUFFER];
685 GetString(buffer, str, lastof(buffer));
686 return DrawStringMultiLine(left, right, top, bottom, buffer, colour, align, underline, fontsize);
687 }
688
699 Dimension GetStringBoundingBox(const char *str, FontSize start_fontsize)
700 {
701 Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
702 return layout.GetBounds();
703 }
704
711 Dimension GetStringBoundingBox(StringID strid)
712 {
713 char buffer[DRAW_STRING_BUFFER];
714
715 GetString(buffer, strid, lastof(buffer));
716 return GetStringBoundingBox(buffer);
717 }
718
727 Point GetCharPosInString(const char *str, const char *ch, FontSize start_fontsize)
728 {
729 Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
730 return layout.GetCharPosition(ch);
731 }
732
740 const char *GetCharAtPosition(const char *str, int x, FontSize start_fontsize)
741 {
742 if (x < 0) return NULL;
743
744 Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
745 return layout.GetCharAtPosition(x);
746 }
747
755 void DrawCharCentered(WChar c, int x, int y, TextColour colour)
756 {
757 SetColourRemap(colour);
758 GfxMainBlitter(GetGlyph(FS_NORMAL, c), x - GetCharacterWidth(FS_NORMAL, c) / 2, y, BM_COLOUR_REMAP);
759 }
760
768 Dimension GetSpriteSize(SpriteID sprid, Point *offset, ZoomLevel zoom)
769 {
770 const Sprite *sprite = GetSprite(sprid, ST_NORMAL);
771
772 if (offset != NULL) {
773 offset->x = UnScaleByZoom(sprite->x_offs, zoom);
774 offset->y = UnScaleByZoom(sprite->y_offs, zoom);
775 }
776
777 Dimension d;
778 d.width = max<int>(0, UnScaleByZoom(sprite->x_offs + sprite->width, zoom));
779 d.height = max<int>(0, UnScaleByZoom(sprite->y_offs + sprite->height, zoom));
780 return d;
781 }
782
788 static BlitterMode GetBlitterMode(PaletteID pal)
789 {
790 switch (pal) {
791 case PAL_NONE: return BM_NORMAL;
792 case PALETTE_CRASH: return BM_CRASH_REMAP;
793 case PALETTE_ALL_BLACK: return BM_BLACK_REMAP;
794 default: return BM_COLOUR_REMAP;
795 }
796 }
797
806 void DrawSpriteViewport(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub)
807 {
808 SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
809 if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
810 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
811 GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, BM_TRANSPARENT, sub, real_sprite);
812 } else if (pal != PAL_NONE) {
813 if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
814 SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
815 } else {
816 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
817 }
818 GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, GetBlitterMode(pal), sub, real_sprite);
819 } else {
820 GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite);
821 }
822 }
823
833 void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub, ZoomLevel zoom)
834 {
835 SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
836 if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
837 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
838 GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_TRANSPARENT, sub, real_sprite, zoom);
839 } else if (pal != PAL_NONE) {
840 if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
841 SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
842 } else {
843 _colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
844 }
845 GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, GetBlitterMode(pal), sub, real_sprite, zoom);
846 } else {
847 GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite, zoom);
848 }
849 }
850
862 template <int ZOOM_BASE, bool SCALED_XY>
863 static void GfxBlitter(const Sprite * const sprite, int x, int y, BlitterMode mode, const SubSprite * const sub, SpriteID sprite_id, ZoomLevel zoom)
864 {
865 const DrawPixelInfo *dpi = _cur_dpi;
866 Blitter::BlitterParams bp;
867
868 if (SCALED_XY) {
869 /* Scale it */
870 x = ScaleByZoom(x, zoom);
871 y = ScaleByZoom(y, zoom);
872 }
873
874 /* Move to the correct offset */
875 x += sprite->x_offs;
876 y += sprite->y_offs;
877
878 if (sub == NULL) {
879 /* No clipping. */
880 bp.skip_left = 0;
881 bp.skip_top = 0;
882 bp.width = UnScaleByZoom(sprite->width, zoom);
883 bp.height = UnScaleByZoom(sprite->height, zoom);
884 } else {
885 /* Amount of pixels to clip from the source sprite */
886 int clip_left = max(0, -sprite->x_offs + sub->left * ZOOM_BASE );
887 int clip_top = max(0, -sprite->y_offs + sub->top * ZOOM_BASE );
888 int clip_right = max(0, sprite->width - (-sprite->x_offs + (sub->right + 1) * ZOOM_BASE));
889 int clip_bottom = max(0, sprite->height - (-sprite->y_offs + (sub->bottom + 1) * ZOOM_BASE));
890
891 if (clip_left + clip_right >= sprite->width) return;
892 if (clip_top + clip_bottom >= sprite->height) return;
893
894 bp.skip_left = UnScaleByZoomLower(clip_left, zoom);
895 bp.skip_top = UnScaleByZoomLower(clip_top, zoom);
896 bp.width = UnScaleByZoom(sprite->width - clip_left - clip_right, zoom);
897 bp.height = UnScaleByZoom(sprite->height - clip_top - clip_bottom, zoom);
898
899 x += ScaleByZoom(bp.skip_left, zoom);
900 y += ScaleByZoom(bp.skip_top, zoom);
901 }
902
903 /* Copy the main data directly from the sprite */
904 bp.sprite = sprite->data;
905 bp.sprite_width = sprite->width;
906 bp.sprite_height = sprite->height;
907 bp.top = 0;
908 bp.left = 0;
909
910 bp.dst = dpi->dst_ptr;
911 bp.pitch = dpi->pitch;
912 bp.remap = _colour_remap_ptr;
913
914 assert(sprite->width > 0);
915 assert(sprite->height > 0);
916
917 if (bp.width <= 0) return;
918 if (bp.height <= 0) return;
919
920 y -= SCALED_XY ? ScaleByZoom(dpi->top, zoom) : dpi->top;
921 int y_unscaled = UnScaleByZoom(y, zoom);
922 /* Check for top overflow */
923 if (y < 0) {
924 bp.height -= -y_unscaled;
925 if (bp.height <= 0) return;
926 bp.skip_top += -y_unscaled;
927 y = 0;
928 } else {
929 bp.top = y_unscaled;
930 }
931
932 /* Check for bottom overflow */
933 y += SCALED_XY ? ScaleByZoom(bp.height - dpi->height, zoom) : ScaleByZoom(bp.height, zoom) - dpi->height;
934 if (y > 0) {
935 bp.height -= UnScaleByZoom(y, zoom);
936 if (bp.height <= 0) return;
937 }
938
939 x -= SCALED_XY ? ScaleByZoom(dpi->left, zoom) : dpi->left;
940 int x_unscaled = UnScaleByZoom(x, zoom);
941 /* Check for left overflow */
942 if (x < 0) {
943 bp.width -= -x_unscaled;
944 if (bp.width <= 0) return;
945 bp.skip_left += -x_unscaled;
946 x = 0;
947 } else {
948 bp.left = x_unscaled;
949 }
950
951 /* Check for right overflow */
952 x += SCALED_XY ? ScaleByZoom(bp.width - dpi->width, zoom) : ScaleByZoom(bp.width, zoom) - dpi->width;
953 if (x > 0) {
954 bp.width -= UnScaleByZoom(x, zoom);
955 if (bp.width <= 0) return;
956 }
957
958 assert(bp.skip_left + bp.width <= UnScaleByZoom(sprite->width, zoom));
959 assert(bp.skip_top + bp.height <= UnScaleByZoom(sprite->height, zoom));
960
961 /* We do not want to catch the mouse. However we also use that spritenumber for unknown (text) sprites. */
962 if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && sprite_id != SPR_CURSOR_MOUSE) {
963 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
964 void *topleft = blitter->MoveTo(bp.dst, bp.left, bp.top);
965 void *bottomright = blitter->MoveTo(topleft, bp.width - 1, bp.height - 1);
966
967 void *clicked = _newgrf_debug_sprite_picker.clicked_pixel;
968
969 if (topleft <= clicked && clicked <= bottomright) {
970 uint offset = (((size_t)clicked - (size_t)topleft) / (blitter->GetScreenDepth() / 8)) % bp.pitch;
971 if (offset < (uint)bp.width) {
972 _newgrf_debug_sprite_picker.sprites.Include(sprite_id);
973 }
974 }
975 }
976
977 BlitterFactory::GetCurrentBlitter()->Draw(&bp, mode, zoom);
978 }
979
980 static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id)
981 {
982 GfxBlitter<ZOOM_LVL_BASE, false>(sprite, x, y, mode, sub, sprite_id, _cur_dpi->zoom);
983 }
984
985 static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id, ZoomLevel zoom)
986 {
987 GfxBlitter<1, true>(sprite, x, y, mode, sub, sprite_id, zoom);
988 }
989
990 void DoPaletteAnimations();
991
992 void GfxInitPalettes()
993 {
994 memcpy(&_cur_palette, &_palette, sizeof(_cur_palette));
995 DoPaletteAnimations();
996 }
997
998 #define EXTR(p, q) (((uint16)(palette_animation_counter * (p)) * (q)) >> 16)
999 #define EXTR2(p, q) (((uint16)(~palette_animation_counter * (p)) * (q)) >> 16)
1000
1001 void DoPaletteAnimations()
1002 {
1003 /* Animation counter for the palette animation. */
1004 static int palette_animation_counter = 0;
1005 palette_animation_counter += 8;
1006
1007 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1008 const Colour *s;
1009 const ExtraPaletteValues *ev = &_extra_palette_values;
1010 Colour old_val[PALETTE_ANIM_SIZE];
1011 const uint old_tc = palette_animation_counter;
1012 uint i;
1013 uint j;
1014
1015 if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
1016 palette_animation_counter = 0;
1017 }
1018
1019 Colour *palette_pos = &_cur_palette.palette[PALETTE_ANIM_START]; // Points to where animations are taking place on the palette
1020 /* Makes a copy of the current animation palette in old_val,
1021 * so the work on the current palette could be compared, see if there has been any changes */
1022 memcpy(old_val, palette_pos, sizeof(old_val));
1023
1024 /* Fizzy Drink bubbles animation */
1025 s = ev->fizzy_drink;
1026 j = EXTR2(512, EPV_CYCLES_FIZZY_DRINK);
1027 for (i = 0; i != EPV_CYCLES_FIZZY_DRINK; i++) {
1028 *palette_pos++ = s[j];
1029 j++;
1030 if (j == EPV_CYCLES_FIZZY_DRINK) j = 0;
1031 }
1032
1033 /* Oil refinery fire animation */
1034 s = ev->oil_refinery;
1035 j = EXTR2(512, EPV_CYCLES_OIL_REFINERY);
1036 for (i = 0; i != EPV_CYCLES_OIL_REFINERY; i++) {
1037 *palette_pos++ = s[j];
1038 j++;
1039 if (j == EPV_CYCLES_OIL_REFINERY) j = 0;
1040 }
1041
1042 /* Radio tower blinking */
1043 {
1044 byte i = (palette_animation_counter >> 1) & 0x7F;
1045 byte v;
1046
1047 if (i < 0x3f) {
1048 v = 255;
1049 } else if (i < 0x4A || i >= 0x75) {
1050 v = 128;
1051 } else {
1052 v = 20;
1053 }
1054 palette_pos->r = v;
1055 palette_pos->g = 0;
1056 palette_pos->b = 0;
1057 palette_pos++;
1058
1059 i ^= 0x40;
1060 if (i < 0x3f) {
1061 v = 255;
1062 } else if (i < 0x4A || i >= 0x75) {
1063 v = 128;
1064 } else {
1065 v = 20;
1066 }
1067 palette_pos->r = v;
1068 palette_pos->g = 0;
1069 palette_pos->b = 0;
1070 palette_pos++;
1071 }
1072
1073 /* Handle lighthouse and stadium animation */
1074 s = ev->lighthouse;
1075 j = EXTR(256, EPV_CYCLES_LIGHTHOUSE);
1076 for (i = 0; i != EPV_CYCLES_LIGHTHOUSE; i++) {
1077 *palette_pos++ = s[j];
1078 j++;
1079 if (j == EPV_CYCLES_LIGHTHOUSE) j = 0;
1080 }
1081
1082 /* Dark blue water */
1083 s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
1084 j = EXTR(320, EPV_CYCLES_DARK_WATER);
1085 for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
1086 *palette_pos++ = s[j];
1087 j++;
1088 if (j == EPV_CYCLES_DARK_WATER) j = 0;
1089 }
1090
1091 /* Glittery water */
1092 s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
1093 j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
1094 for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
1095 *palette_pos++ = s[j];
1096 j += 3;
1097 if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
1098 }
1099
1100 if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
1101 palette_animation_counter = old_tc;
1102 } else {
1103 if (memcmp(old_val, &_cur_palette.palette[PALETTE_ANIM_START], sizeof(old_val)) != 0 && _cur_palette.count_dirty == 0) {
1104 /* Did we changed anything on the palette? Seems so. Mark it as dirty */
1105 _cur_palette.first_dirty = PALETTE_ANIM_START;
1106 _cur_palette.count_dirty = PALETTE_ANIM_SIZE;
1107 }
1108 }
1109 }
1110
1116 TextColour GetContrastColour(uint8 background)
1117 {
1118 Colour c = _cur_palette.palette[background];
1119 /* Compute brightness according to http://www.w3.org/TR/AERT#color-contrast.
1120 * The following formula computes 1000 * brightness^2, with brightness being in range 0 to 255. */
1121 uint sq1000_brightness = c.r * c.r * 299 + c.g * c.g * 587 + c.b * c.b * 114;
1122 /* Compare with threshold brightness 128 (50%) */
1123 return sq1000_brightness < 128 * 128 * 1000 ? TC_WHITE : TC_BLACK;
1124 }
1125
1130 void LoadStringWidthTable(bool monospace)
1131 {
1132 for (FontSize fs = monospace ? FS_MONO : FS_BEGIN; fs < (monospace ? FS_END : FS_MONO); fs++) {
1133 for (uint i = 0; i != 224; i++) {
1134 _stringwidth_table[fs][i] = GetGlyphWidth(fs, i + 32);
1135 }
1136 }
1137
1138 ClearFontCache();
1139 ReInitAllWindows();
1140 }
1141
1148 byte GetCharacterWidth(FontSize size, WChar key)
1149 {
1150 /* Use _stringwidth_table cache if possible */
1151 if (key >= 32 && key < 256) return _stringwidth_table[size][key - 32];
1152
1153 return GetGlyphWidth(size, key);
1154 }
1155
1161 byte GetDigitWidth(FontSize size)
1162 {
1163 byte width = 0;
1164 for (char c = '0'; c <= '9'; c++) {
1165 width = max(GetCharacterWidth(size, c), width);
1166 }
1167 return width;
1168 }
1169
1176 void GetBroadestDigit(uint *front, uint *next, FontSize size)
1177 {
1178 int width = -1;
1179 for (char c = '9'; c >= '0'; c--) {
1180 int w = GetCharacterWidth(size, c);
1181 if (w > width) {
1182 width = w;
1183 *next = c - '0';
1184 if (c != '0') *front = c - '0';
1185 }
1186 }
1187 }
1188
1189 void ScreenSizeChanged()
1190 {
1191 _dirty_bytes_per_line = CeilDiv(_screen.width, DIRTY_BLOCK_WIDTH);
1192 _dirty_blocks = ReallocT<byte>(_dirty_blocks, _dirty_bytes_per_line * CeilDiv(_screen.height, DIRTY_BLOCK_HEIGHT));
1193
1194 /* check the dirty rect */
1195 if (_invalid_rect.right >= _screen.width) _invalid_rect.right = _screen.width;
1196 if (_invalid_rect.bottom >= _screen.height) _invalid_rect.bottom = _screen.height;
1197
1198 /* screen size changed and the old bitmap is invalid now, so we don't want to undraw it */
1199 _cursor.visible = false;
1200 }
1201
1202 void UndrawMouseCursor()
1203 {
1204 /* Don't undraw the mouse cursor if the screen is not ready */
1205 if (_screen.dst_ptr == NULL) return;
1206
1207 if (_cursor.visible) {
1208 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1209 _cursor.visible = false;
1210 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);
1211 VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1212 }
1213 }
1214
1215 void DrawMouseCursor()
1216 {
1217 #if defined(WINCE)
1218 /* Don't ever draw the mouse for WinCE, as we work with a stylus */
1219 return;
1220 #endif
1221
1222 /* Don't draw the mouse cursor if the screen is not ready */
1223 if (_screen.dst_ptr == NULL) return;
1224
1225 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1226 int x;
1227 int y;
1228 int w;
1229 int h;
1230
1231 /* Redraw mouse cursor but only when it's inside the window */
1232 if (!_cursor.in_window) return;
1233
1234 /* Don't draw the mouse cursor if it's already drawn */
1235 if (_cursor.visible) {
1236 if (!_cursor.dirty) return;
1237 UndrawMouseCursor();
1238 }
1239
1240 w = _cursor.size.x;
1241 x = _cursor.pos.x + _cursor.offs.x + _cursor.short_vehicle_offset;
1242 if (x < 0) {
1243 w += x;
1244 x = 0;
1245 }
1246 if (w > _screen.width - x) w = _screen.width - x;
1247 if (w <= 0) return;
1248 _cursor.draw_pos.x = x;
1249 _cursor.draw_size.x = w;
1250
1251 h = _cursor.size.y;
1252 y = _cursor.pos.y + _cursor.offs.y;
1253 if (y < 0) {
1254 h += y;
1255 y = 0;
1256 }
1257 if (h > _screen.height - y) h = _screen.height - y;
1258 if (h <= 0) return;
1259 _cursor.draw_pos.y = y;
1260 _cursor.draw_size.y = h;
1261
1262 uint8 *buffer = _cursor_backup.Allocate(blitter->BufferSize(w, h));
1263
1264 /* Make backup of stuff below cursor */
1265 blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), buffer, _cursor.draw_size.x, _cursor.draw_size.y);
1266
1267 /* Draw cursor on screen */
1268 _cur_dpi = &_screen;
1269 DrawSprite(_cursor.sprite, _cursor.pal, _cursor.pos.x + _cursor.short_vehicle_offset, _cursor.pos.y);
1270
1271 VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1272
1273 _cursor.visible = true;
1274 _cursor.dirty = false;
1275 }
1276
1277 void RedrawScreenRect(int left, int top, int right, int bottom)
1278 {
1279 assert(right <= _screen.width && bottom <= _screen.height);
1280 if (_cursor.visible) {
1281 if (right > _cursor.draw_pos.x &&
1282 left < _cursor.draw_pos.x + _cursor.draw_size.x &&
1283 bottom > _cursor.draw_pos.y &&
1284 top < _cursor.draw_pos.y + _cursor.draw_size.y) {
1285 UndrawMouseCursor();
1286 }
1287 }
1288
1289 #ifdef ENABLE_NETWORK
1290 if (_networking) NetworkUndrawChatMessage();
1291 #endif /* ENABLE_NETWORK */
1292
1293 DrawOverlappedWindowForAll(left, top, right, bottom);
1294
1295 VideoDriver::GetInstance()->MakeDirty(left, top, right - left, bottom - top);
1296 }
1297
1303 void DrawDirtyBlocks()
1304 {
1305 byte *b = _dirty_blocks;
1306 const int w = Align(_screen.width, DIRTY_BLOCK_WIDTH);
1307 const int h = Align(_screen.height, DIRTY_BLOCK_HEIGHT);
1308 int x;
1309 int y;
1310
1311 if (HasModalProgress()) {
1312 /* We are generating the world, so release our rights to the map and
1313 * painting while we are waiting a bit. */
1314 _modal_progress_paint_mutex->EndCritical();
1315 _modal_progress_work_mutex->EndCritical();
1316
1317 /* Wait a while and update _realtime_tick so we are given the rights */
1318 if (!IsFirstModalProgressLoop()) CSleep(MODAL_PROGRESS_REDRAW_TIMEOUT);
1319 _realtime_tick += MODAL_PROGRESS_REDRAW_TIMEOUT;
1320 _modal_progress_paint_mutex->BeginCritical();
1321 _modal_progress_work_mutex->BeginCritical();
1322
1323 /* When we ended with the modal progress, do not draw the blocks.
1324 * Simply let the next run do so, otherwise we would be loading
1325 * the new state (and possibly change the blitter) when we hold
1326 * the drawing lock, which we must not do. */
1327 if (_switch_mode != SM_NONE && !HasModalProgress()) return;
1328 }
1329
1330 y = 0;
1331 do {
1332 x = 0;
1333 do {
1334 if (*b != 0) {
1335 int left;
1336 int top;
1337 int right = x + DIRTY_BLOCK_WIDTH;
1338 int bottom = y;
1339 byte *p = b;
1340 int h2;
1341
1342 /* First try coalescing downwards */
1343 do {
1344 *p = 0;
1345 p += _dirty_bytes_per_line;
1346 bottom += DIRTY_BLOCK_HEIGHT;
1347 } while (bottom != h && *p != 0);
1348
1349 /* Try coalescing to the right too. */
1350 h2 = (bottom - y) / DIRTY_BLOCK_HEIGHT;
1351 assert(h2 > 0);
1352 p = b;
1353
1354 while (right != w) {
1355 byte *p2 = ++p;
1356 int h = h2;
1357 /* Check if a full line of dirty flags is set. */
1358 do {
1359 if (!*p2) goto no_more_coalesc;
1360 p2 += _dirty_bytes_per_line;
1361 } while (--h != 0);
1362
1363 /* Wohoo, can combine it one step to the right!
1364 * Do that, and clear the bits. */
1365 right += DIRTY_BLOCK_WIDTH;
1366
1367 h = h2;
1368 p2 = p;
1369 do {
1370 *p2 = 0;
1371 p2 += _dirty_bytes_per_line;
1372 } while (--h != 0);
1373 }
1374 no_more_coalesc:
1375
1376 left = x;
1377 top = y;
1378
1379 if (left < _invalid_rect.left ) left = _invalid_rect.left;
1380 if (top < _invalid_rect.top ) top = _invalid_rect.top;
1381 if (right > _invalid_rect.right ) right = _invalid_rect.right;
1382 if (bottom > _invalid_rect.bottom) bottom = _invalid_rect.bottom;
1383
1384 if (left < right && top < bottom) {
1385 RedrawScreenRect(left, top, right, bottom);
1386 }
1387
1388 }
1389 } while (b++, (x += DIRTY_BLOCK_WIDTH) != w);
1390 } while (b += -(int)(w / DIRTY_BLOCK_WIDTH) + _dirty_bytes_per_line, (y += DIRTY_BLOCK_HEIGHT) != h);
1391
1392 ++_dirty_block_colour;
1393 _invalid_rect.left = w;
1394 _invalid_rect.top = h;
1395 _invalid_rect.right = 0;
1396 _invalid_rect.bottom = 0;
1397 }
1398
1414 void SetDirtyBlocks(int left, int top, int right, int bottom)
1415 {
1416 byte *b;
1417 int width;
1418 int height;
1419
1420 if (left < 0) left = 0;
1421 if (top < 0) top = 0;
1422 if (right > _screen.width) right = _screen.width;
1423 if (bottom > _screen.height) bottom = _screen.height;
1424
1425 if (left >= right || top >= bottom) return;
1426
1427 if (left < _invalid_rect.left ) _invalid_rect.left = left;
1428 if (top < _invalid_rect.top ) _invalid_rect.top = top;
1429 if (right > _invalid_rect.right ) _invalid_rect.right = right;
1430 if (bottom > _invalid_rect.bottom) _invalid_rect.bottom = bottom;
1431
1432 left /= DIRTY_BLOCK_WIDTH;
1433 top /= DIRTY_BLOCK_HEIGHT;
1434
1435 b = _dirty_blocks + top * _dirty_bytes_per_line + left;
1436
1437 width = ((right - 1) / DIRTY_BLOCK_WIDTH) - left + 1;
1438 height = ((bottom - 1) / DIRTY_BLOCK_HEIGHT) - top + 1;
1439
1440 assert(width > 0 && height > 0);
1441
1442 do {
1443 int i = width;
1444
1445 do b[--i] = 0xFF; while (i != 0);
1446
1447 b += _dirty_bytes_per_line;
1448 } while (--height != 0);
1449 }
1450
1457 void MarkWholeScreenDirty()
1458 {
1459 SetDirtyBlocks(0, 0, _screen.width, _screen.height);
1460 }
1461
1476 bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height)
1477 {
1478 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1479 const DrawPixelInfo *o = _cur_dpi;
1480
1481 n->zoom = ZOOM_LVL_NORMAL;
1482
1483 assert(width > 0);
1484 assert(height > 0);
1485
1486 if ((left -= o->left) < 0) {
1487 width += left;
1488 if (width <= 0) return false;
1489 n->left = -left;
1490 left = 0;
1491 } else {
1492 n->left = 0;
1493 }
1494
1495 if (width > o->width - left) {
1496 width = o->width - left;
1497 if (width <= 0) return false;
1498 }
1499 n->width = width;
1500
1501 if ((top -= o->top) < 0) {
1502 height += top;
1503 if (height <= 0) return false;
1504 n->top = -top;
1505 top = 0;
1506 } else {
1507 n->top = 0;
1508 }
1509
1510 n->dst_ptr = blitter->MoveTo(o->dst_ptr, left, top);
1511 n->pitch = o->pitch;
1512
1513 if (height > o->height - top) {
1514 height = o->height - top;
1515 if (height <= 0) return false;
1516 }
1517 n->height = height;
1518
1519 return true;
1520 }
1521
1526 void UpdateCursorSize()
1527 {
1528 CursorVars *cv = &_cursor;
1529 const Sprite *p = GetSprite(GB(cv->sprite, 0, SPRITE_WIDTH), ST_NORMAL);
1530
1531 cv->size.y = UnScaleGUI(p->height);
1532 cv->size.x = UnScaleGUI(p->width);
1533 cv->offs.x = UnScaleGUI(p->x_offs);
1534 cv->offs.y = UnScaleGUI(p->y_offs);
1535
1536 cv->dirty = true;
1537 }
1538
1544 static void SetCursorSprite(CursorID cursor, PaletteID pal)
1545 {
1546 CursorVars *cv = &_cursor;
1547 if (cv->sprite == cursor) return;
1548
1549 cv->sprite = cursor;
1550 cv->pal = pal;
1551 UpdateCursorSize();
1552
1553 cv->short_vehicle_offset = 0;
1554 }
1555
1556 static void SwitchAnimatedCursor()
1557 {
1558 const AnimCursor *cur = _cursor.animate_cur;
1559
1560 if (cur == NULL || cur->sprite == AnimCursor::LAST) cur = _cursor.animate_list;
1561
1562 SetCursorSprite(cur->sprite, _cursor.pal);
1563
1564 _cursor.animate_timeout = cur->display_time;
1565 _cursor.animate_cur = cur + 1;
1566 }
1567
1568 void CursorTick()
1569 {
1570 if (_cursor.animate_timeout != 0 && --_cursor.animate_timeout == 0) {
1571 SwitchAnimatedCursor();
1572 }
1573 }
1574
1581 void SetMouseCursor(CursorID sprite, PaletteID pal)
1582 {
1583 /* Turn off animation */
1584 _cursor.animate_timeout = 0;
1585 /* Set cursor */
1586 SetCursorSprite(sprite, pal);
1587 }
1588
1594 void SetAnimatedMouseCursor(const AnimCursor *table)
1595 {
1596 _cursor.animate_list = table;
1597 _cursor.animate_cur = NULL;
1598 _cursor.pal = PAL_NONE;
1599 SwitchAnimatedCursor();
1600 }
1601
1610 bool CursorVars::UpdateCursorPosition(int x, int y, bool queued_warp)
1611 {
1612 /* Detecting relative mouse movement is somewhat tricky.
1613 * - There may be multiple mouse move events in the video driver queue (esp. when OpenTTD lags a bit).
1614 * - When we request warping the mouse position (return true), a mouse move event is appended at the end of the queue.
1615 *
1616 * So, when this->fix_at is active, we use the following strategy:
1617 * - The first movement triggers the warp to reset the mouse position.
1618 * - Subsequent events have to compute movement relative to the previous event.
1619 * - The relative movement is finished, when we receive the event matching the warp.
1620 */
1621
1622 if (x == this->pos.x && y == this->pos.y) {
1623 /* Warp finished. */
1624 this->queued_warp = false;
1625 }
1626
1627 this->delta.x = x - (this->queued_warp ? this->last_position.x : this->pos.x);
1628 this->delta.y = y - (this->queued_warp ? this->last_position.y : this->pos.y);
1629
1630 this->last_position.x = x;
1631 this->last_position.y = y;
1632
1633 bool need_warp = false;
1634 if (this->fix_at) {
1635 if (this->delta.x != 0 || this->delta.y != 0) {
1636 /* Trigger warp.
1637 * Note: We also trigger warping again, if there is already a pending warp.
1638 * This makes it more tolerant about the OS or other software inbetween
1639 * botchering the warp. */
1640 this->queued_warp = queued_warp;
1641 need_warp = true;
1642 }
1643 } else if (this->pos.x != x || this->pos.y != y) {
1644 this->queued_warp = false; // Cancel warping, we are no longer confining the position.
1645 this->dirty = true;
1646 this->pos.x = x;
1647 this->pos.y = y;
1648 }
1649 return need_warp;
1650 }
1651
1652 bool ChangeResInGame(int width, int height)
1653 {
1654 return (_screen.width == width && _screen.height == height) || VideoDriver::GetInstance()->ChangeResolution(width, height);
1655 }
1656
1657 bool ToggleFullScreen(bool fs)
1658 {
1659 bool result = VideoDriver::GetInstance()->ToggleFullscreen(fs);
1660 if (_fullscreen != fs && _num_resolutions == 0) {
1661 DEBUG(driver, 0, "Could not find a suitable fullscreen resolution");
1662 }
1663 return result;
1664 }
1665
1666 static int CDECL compare_res(const Dimension *pa, const Dimension *pb)
1667 {
1668 int x = pa->width - pb->width;
1669 if (x != 0) return x;
1670 return pa->height - pb->height;
1671 }
1672
1673 void SortResolutions(int count)
1674 {
1675 QSortT(_resolutions, count, &compare_res);
1676 }