1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
8 /** @file gfx.cpp Handling of drawing text and other gfx related stuff. */
9 
10 #include "stdafx.h"
11 #include "gfx_layout.h"
12 #include "progress.h"
13 #include "zoom_func.h"
14 #include "blitter/factory.hpp"
15 #include "video/video_driver.hpp"
16 #include "strings_func.h"
17 #include "settings_type.h"
18 #include "network/network.h"
19 #include "network/network_func.h"
20 #include "window_func.h"
21 #include "newgrf_debug.h"
22 #include "thread.h"
23 
24 #include "table/palettes.h"
25 #include "table/string_colours.h"
26 #include "table/sprites.h"
27 #include "table/control_codes.h"
28 
29 #include "safeguards.h"
30 
31 byte _dirkeys;        ///< 1 = left, 2 = up, 4 = right, 8 = down
32 bool _fullscreen;
33 byte _support8bpp;
34 CursorVars _cursor;
35 bool _ctrl_pressed;   ///< Is Ctrl pressed?
36 bool _shift_pressed;  ///< Is Shift pressed?
37 uint16 _game_speed = 100; ///< Current game-speed; 100 is 1x, 0 is infinite.
38 bool _left_button_down;     ///< Is left mouse button pressed?
39 bool _left_button_clicked;  ///< Is left mouse button clicked?
40 bool _right_button_down;    ///< Is right mouse button pressed?
41 bool _right_button_clicked; ///< Is right mouse button clicked?
42 DrawPixelInfo _screen;
43 bool _screen_disable_anim = false;   ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
44 std::atomic<bool> _exit_game;
45 GameMode _game_mode;
46 SwitchMode _switch_mode;  ///< The next mainloop command.
47 PauseMode _pause_mode;
48 Palette _cur_palette;
49 
50 static byte _stringwidth_table[FS_END][224]; ///< Cache containing width of often used characters. @see GetCharacterWidth()
51 DrawPixelInfo *_cur_dpi;
52 byte _colour_gradient[COLOUR_END][8];
53 
54 static std::recursive_mutex _palette_mutex; ///< To coordinate access to _cur_palette.
55 
56 static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = nullptr, SpriteID sprite_id = SPR_CURSOR_MOUSE);
57 static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = nullptr, SpriteID sprite_id = SPR_CURSOR_MOUSE, ZoomLevel zoom = ZOOM_LVL_NORMAL);
58 
59 static ReusableBuffer<uint8> _cursor_backup;
60 
61 ZoomLevel _gui_zoom; ///< GUI Zoom level
62 ZoomLevel _font_zoom; ///< Font Zoom level
63 
64 int8 _gui_zoom_cfg;  ///< GUI zoom level in config.
65 int8 _font_zoom_cfg; ///< Font zoom level in config.
66 
67 
68 /**
69  * The rect for repaint.
70  *
71  * This rectangle defines the area which should be repaint by the video driver.
72  *
73  * @ingroup dirty
74  */
75 static Rect _invalid_rect;
76 static const byte *_colour_remap_ptr;
77 static byte _string_colourremap[3]; ///< Recoloursprite for stringdrawing. The grf loader ensures that #ST_FONT sprites only use colours 0 to 2.
78 
79 static const uint DIRTY_BLOCK_HEIGHT   = 8;
80 static const uint DIRTY_BLOCK_WIDTH    = 64;
81 
82 static uint _dirty_bytes_per_line = 0;
83 static byte *_dirty_blocks = nullptr;
84 extern uint _dirty_block_colour;
85 
GfxScroll(int left,int top,int width,int height,int xo,int yo)86 void GfxScroll(int left, int top, int width, int height, int xo, int yo)
87 {
88 	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
89 
90 	if (xo == 0 && yo == 0) return;
91 
92 	if (_cursor.visible) UndrawMouseCursor();
93 
94 	if (_networking) NetworkUndrawChatMessage();
95 
96 	blitter->ScrollBuffer(_screen.dst_ptr, left, top, width, height, xo, yo);
97 	/* This part of the screen is now dirty. */
98 	VideoDriver::GetInstance()->MakeDirty(left, top, width, height);
99 }
100 
101 
102 /**
103  * Applies a certain FillRectMode-operation to a rectangle [left, right] x [top, bottom] on the screen.
104  *
105  * @pre dpi->zoom == ZOOM_LVL_NORMAL, right >= left, bottom >= top
106  * @param left Minimum X (inclusive)
107  * @param top Minimum Y (inclusive)
108  * @param right Maximum X (inclusive)
109  * @param bottom Maximum Y (inclusive)
110  * @param colour A 8 bit palette index (FILLRECT_OPAQUE and FILLRECT_CHECKER) or a recolour spritenumber (FILLRECT_RECOLOUR)
111  * @param mode
112  *         FILLRECT_OPAQUE:   Fill the rectangle with the specified colour
113  *         FILLRECT_CHECKER:  Like FILLRECT_OPAQUE, but only draw every second pixel (used to grey out things)
114  *         FILLRECT_RECOLOUR:  Apply a recolour sprite to every pixel in the rectangle currently on screen
115  */
GfxFillRect(int left,int top,int right,int bottom,int colour,FillRectMode mode)116 void GfxFillRect(int left, int top, int right, int bottom, int colour, FillRectMode mode)
117 {
118 	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
119 	const DrawPixelInfo *dpi = _cur_dpi;
120 	void *dst;
121 	const int otop = top;
122 	const int oleft = left;
123 
124 	if (dpi->zoom != ZOOM_LVL_NORMAL) return;
125 	if (left > right || top > bottom) return;
126 	if (right < dpi->left || left >= dpi->left + dpi->width) return;
127 	if (bottom < dpi->top || top >= dpi->top + dpi->height) return;
128 
129 	if ( (left -= dpi->left) < 0) left = 0;
130 	right = right - dpi->left + 1;
131 	if (right > dpi->width) right = dpi->width;
132 	right -= left;
133 	assert(right > 0);
134 
135 	if ( (top -= dpi->top) < 0) top = 0;
136 	bottom = bottom - dpi->top + 1;
137 	if (bottom > dpi->height) bottom = dpi->height;
138 	bottom -= top;
139 	assert(bottom > 0);
140 
141 	dst = blitter->MoveTo(dpi->dst_ptr, left, top);
142 
143 	switch (mode) {
144 		default: // FILLRECT_OPAQUE
145 			blitter->DrawRect(dst, right, bottom, (uint8)colour);
146 			break;
147 
148 		case FILLRECT_RECOLOUR:
149 			blitter->DrawColourMappingRect(dst, right, bottom, GB(colour, 0, PALETTE_WIDTH));
150 			break;
151 
152 		case FILLRECT_CHECKER: {
153 			byte bo = (oleft - left + dpi->left + otop - top + dpi->top) & 1;
154 			do {
155 				for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour);
156 				dst = blitter->MoveTo(dst, 0, 1);
157 			} while (--bottom > 0);
158 			break;
159 		}
160 	}
161 }
162 
163 typedef std::pair<Point, Point> LineSegment;
164 
165 /**
166  * Make line segments from a polygon defined by points, translated by an offset.
167  * Entirely horizontal lines (start and end at same Y coordinate) are skipped, as they are irrelevant to scanline conversion algorithms.
168  * Generated line segments always have the lowest Y coordinate point first, i.e. original direction is lost.
169  * @param shape The polygon to convert.
170  * @param offset Offset vector subtracted from all coordinates in the shape.
171  * @return Vector of undirected line segments.
172  */
MakePolygonSegments(const std::vector<Point> & shape,Point offset)173 static std::vector<LineSegment> MakePolygonSegments(const std::vector<Point> &shape, Point offset)
174 {
175 	std::vector<LineSegment> segments;
176 	if (shape.size() < 3) return segments; // fewer than 3 will always result in an empty polygon
177 	segments.reserve(shape.size());
178 
179 	/* Connect first and last point by having initial previous point be the last */
180 	Point prev = shape.back();
181 	prev.x -= offset.x;
182 	prev.y -= offset.y;
183 	for (Point pt : shape) {
184 		pt.x -= offset.x;
185 		pt.y -= offset.y;
186 		/* Create segments for all non-horizontal lines in the polygon.
187 		 * The segments always have lowest Y coordinate first. */
188 		if (prev.y > pt.y) {
189 			segments.emplace_back(pt, prev);
190 		} else if (prev.y < pt.y) {
191 			segments.emplace_back(prev, pt);
192 		}
193 		prev = pt;
194 	}
195 
196 	return segments;
197 }
198 
199 /**
200  * Fill a polygon with colour.
201  * The odd-even winding rule is used, i.e. self-intersecting polygons will have holes in them.
202  * Left and top edges are inclusive, right and bottom edges are exclusive.
203  * @note For rectangles the GfxFillRect function will be faster.
204  * @pre dpi->zoom == ZOOM_LVL_NORMAL
205  * @param shape List of points on the polygon.
206  * @param colour An 8 bit palette index (FILLRECT_OPAQUE and FILLRECT_CHECKER) or a recolour spritenumber (FILLRECT_RECOLOUR).
207  * @param mode
208  *         FILLRECT_OPAQUE:   Fill the polygon with the specified colour.
209  *         FILLRECT_CHECKER:  Fill every other pixel with the specified colour, in a checkerboard pattern.
210  *         FILLRECT_RECOLOUR: Apply a recolour sprite to every pixel in the polygon.
211  */
GfxFillPolygon(const std::vector<Point> & shape,int colour,FillRectMode mode)212 void GfxFillPolygon(const std::vector<Point> &shape, int colour, FillRectMode mode)
213 {
214 	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
215 	const DrawPixelInfo *dpi = _cur_dpi;
216 	if (dpi->zoom != ZOOM_LVL_NORMAL) return;
217 
218 	std::vector<LineSegment> segments = MakePolygonSegments(shape, Point{ dpi->left, dpi->top });
219 
220 	/* Remove segments appearing entirely above or below the clipping area. */
221 	segments.erase(std::remove_if(segments.begin(), segments.end(), [dpi](const LineSegment &s) { return s.second.y <= 0 || s.first.y >= dpi->height; }), segments.end());
222 
223 	/* Check that this wasn't an empty shape (all points on a horizontal line or outside clipping.) */
224 	if (segments.empty()) return;
225 
226 	/* Sort the segments by first point Y coordinate. */
227 	std::sort(segments.begin(), segments.end(), [](const LineSegment &a, const LineSegment &b) { return a.first.y < b.first.y; });
228 
229 	/* Segments intersecting current scanline. */
230 	std::vector<LineSegment> active;
231 	/* Intersection points with a scanline.
232 	 * Kept outside loop to avoid repeated re-allocations. */
233 	std::vector<int> intersections;
234 	/* Normal, reasonable polygons don't have many intersections per scanline. */
235 	active.reserve(4);
236 	intersections.reserve(4);
237 
238 	/* Scan through the segments and paint each scanline. */
239 	int y = segments.front().first.y;
240 	std::vector<LineSegment>::iterator nextseg = segments.begin();
241 	while (!active.empty() || nextseg != segments.end()) {
242 		/* Clean up segments that have ended. */
243 		active.erase(std::remove_if(active.begin(), active.end(), [y](const LineSegment &s) { return s.second.y == y; }), active.end());
244 
245 		/* Activate all segments starting on this scanline. */
246 		while (nextseg != segments.end() && nextseg->first.y == y) {
247 			active.push_back(*nextseg);
248 			++nextseg;
249 		}
250 
251 		/* Check clipping. */
252 		if (y < 0) {
253 			++y;
254 			continue;
255 		}
256 		if (y >= dpi->height) return;
257 
258 		/*  Intersect scanline with all active segments. */
259 		intersections.clear();
260 		for (const LineSegment &s : active) {
261 			const int sdx = s.second.x - s.first.x;
262 			const int sdy = s.second.y - s.first.y;
263 			const int ldy = y - s.first.y;
264 			const int x = s.first.x + sdx * ldy / sdy;
265 			intersections.push_back(x);
266 		}
267 
268 		/* Fill between pairs of intersections. */
269 		std::sort(intersections.begin(), intersections.end());
270 		for (size_t i = 1; i < intersections.size(); i += 2) {
271 			/* Check clipping. */
272 			const int x1 = std::max(0, intersections[i - 1]);
273 			const int x2 = std::min(intersections[i], dpi->width);
274 			if (x2 < 0) continue;
275 			if (x1 >= dpi->width) continue;
276 
277 			/* Fill line y from x1 to x2. */
278 			void *dst = blitter->MoveTo(dpi->dst_ptr, x1, y);
279 			switch (mode) {
280 				default: // FILLRECT_OPAQUE
281 					blitter->DrawRect(dst, x2 - x1, 1, (uint8)colour);
282 					break;
283 				case FILLRECT_RECOLOUR:
284 					blitter->DrawColourMappingRect(dst, x2 - x1, 1, GB(colour, 0, PALETTE_WIDTH));
285 					break;
286 				case FILLRECT_CHECKER:
287 					/* Fill every other pixel, offset such that the sum of filled pixels' X and Y coordinates is odd.
288 					 * This creates a checkerboard effect. */
289 					for (int x = (x1 + y) & 1; x < x2 - x1; x += 2) {
290 						blitter->SetPixel(dst, x, 0, (uint8)colour);
291 					}
292 					break;
293 			}
294 		}
295 
296 		/* Next line */
297 		++y;
298 	}
299 }
300 
301 /**
302  * Check line clipping by using a linear equation and draw the visible part of
303  * the line given by x/y and x2/y2.
304  * @param video Destination pointer to draw into.
305  * @param x X coordinate of first point.
306  * @param y Y coordinate of first point.
307  * @param x2 X coordinate of second point.
308  * @param y2 Y coordinate of second point.
309  * @param screen_width With of the screen to check clipping against.
310  * @param screen_height Height of the screen to check clipping against.
311  * @param colour Colour of the line.
312  * @param width Width of the line.
313  * @param dash Length of dashes for dashed lines. 0 means solid line.
314  */
GfxDoDrawLine(void * video,int x,int y,int x2,int y2,int screen_width,int screen_height,uint8 colour,int width,int dash=0)315 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)
316 {
317 	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
318 
319 	assert(width > 0);
320 
321 	if (y2 == y || x2 == x) {
322 		/* Special case: horizontal/vertical line. All checks already done in GfxPreprocessLine. */
323 		blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
324 		return;
325 	}
326 
327 	int grade_y = y2 - y;
328 	int grade_x = x2 - x;
329 
330 	/* Clipping rectangle. Slightly extended so we can ignore the width of the line. */
331 	int extra = (int)CeilDiv(3 * width, 4); // not less then "width * sqrt(2) / 2"
332 	Rect clip = { -extra, -extra, screen_width - 1 + extra, screen_height - 1 + extra };
333 
334 	/* prevent integer overflows. */
335 	int margin = 1;
336 	while (INT_MAX / abs(grade_y) < std::max(abs(clip.left - x), abs(clip.right - x))) {
337 		grade_y /= 2;
338 		grade_x /= 2;
339 		margin  *= 2; // account for rounding errors
340 	}
341 
342 	/* Imagine that the line is infinitely long and it intersects with
343 	 * infinitely long left and right edges of the clipping rectangle.
344 	 * If both intersection points are outside the clipping rectangle
345 	 * and both on the same side of it, we don't need to draw anything. */
346 	int left_isec_y = y + (clip.left - x) * grade_y / grade_x;
347 	int right_isec_y = y + (clip.right - x) * grade_y / grade_x;
348 	if ((left_isec_y > clip.bottom + margin && right_isec_y > clip.bottom + margin) ||
349 			(left_isec_y < clip.top - margin && right_isec_y < clip.top - margin)) {
350 		return;
351 	}
352 
353 	/* It is possible to use the line equation to further reduce the amount of
354 	 * work the blitter has to do by shortening the effective line segment.
355 	 * However, in order to get that right and prevent the flickering effects
356 	 * of rounding errors so much additional code has to be run here that in
357 	 * the general case the effect is not noticeable. */
358 
359 	blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
360 }
361 
362 /**
363  * Align parameters of a line to the given DPI and check simple clipping.
364  * @param dpi Screen parameters to align with.
365  * @param x X coordinate of first point.
366  * @param y Y coordinate of first point.
367  * @param x2 X coordinate of second point.
368  * @param y2 Y coordinate of second point.
369  * @param width Width of the line.
370  * @return True if the line is likely to be visible, false if it's certainly
371  *         invisible.
372  */
GfxPreprocessLine(DrawPixelInfo * dpi,int & x,int & y,int & x2,int & y2,int width)373 static inline bool GfxPreprocessLine(DrawPixelInfo *dpi, int &x, int &y, int &x2, int &y2, int width)
374 {
375 	x -= dpi->left;
376 	x2 -= dpi->left;
377 	y -= dpi->top;
378 	y2 -= dpi->top;
379 
380 	/* Check simple clipping */
381 	if (x + width / 2 < 0           && x2 + width / 2 < 0          ) return false;
382 	if (y + width / 2 < 0           && y2 + width / 2 < 0          ) return false;
383 	if (x - width / 2 > dpi->width  && x2 - width / 2 > dpi->width ) return false;
384 	if (y - width / 2 > dpi->height && y2 - width / 2 > dpi->height) return false;
385 	return true;
386 }
387 
GfxDrawLine(int x,int y,int x2,int y2,int colour,int width,int dash)388 void GfxDrawLine(int x, int y, int x2, int y2, int colour, int width, int dash)
389 {
390 	DrawPixelInfo *dpi = _cur_dpi;
391 	if (GfxPreprocessLine(dpi, x, y, x2, y2, width)) {
392 		GfxDoDrawLine(dpi->dst_ptr, x, y, x2, y2, dpi->width, dpi->height, colour, width, dash);
393 	}
394 }
395 
GfxDrawLineUnscaled(int x,int y,int x2,int y2,int colour)396 void GfxDrawLineUnscaled(int x, int y, int x2, int y2, int colour)
397 {
398 	DrawPixelInfo *dpi = _cur_dpi;
399 	if (GfxPreprocessLine(dpi, x, y, x2, y2, 1)) {
400 		GfxDoDrawLine(dpi->dst_ptr,
401 				UnScaleByZoom(x, dpi->zoom), UnScaleByZoom(y, dpi->zoom),
402 				UnScaleByZoom(x2, dpi->zoom), UnScaleByZoom(y2, dpi->zoom),
403 				UnScaleByZoom(dpi->width, dpi->zoom), UnScaleByZoom(dpi->height, dpi->zoom), colour, 1);
404 	}
405 }
406 
407 /**
408  * Draws the projection of a parallelepiped.
409  * This can be used to draw boxes in world coordinates.
410  *
411  * @param x   Screen X-coordinate of top front corner.
412  * @param y   Screen Y-coordinate of top front corner.
413  * @param dx1 Screen X-length of first edge.
414  * @param dy1 Screen Y-length of first edge.
415  * @param dx2 Screen X-length of second edge.
416  * @param dy2 Screen Y-length of second edge.
417  * @param dx3 Screen X-length of third edge.
418  * @param dy3 Screen Y-length of third edge.
419  */
DrawBox(int x,int y,int dx1,int dy1,int dx2,int dy2,int dx3,int dy3)420 void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3)
421 {
422 	/*           ....
423 	 *         ..    ....
424 	 *       ..          ....
425 	 *     ..                ^
426 	 *   <--__(dx1,dy1)    /(dx2,dy2)
427 	 *   :    --__       /   :
428 	 *   :        --__ /     :
429 	 *   :            *(x,y) :
430 	 *   :            |      :
431 	 *   :            |     ..
432 	 *    ....        |(dx3,dy3)
433 	 *        ....    | ..
434 	 *            ....V.
435 	 */
436 
437 	static const byte colour = PC_WHITE;
438 
439 	GfxDrawLineUnscaled(x, y, x + dx1, y + dy1, colour);
440 	GfxDrawLineUnscaled(x, y, x + dx2, y + dy2, colour);
441 	GfxDrawLineUnscaled(x, y, x + dx3, y + dy3, colour);
442 
443 	GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx2, y + dy1 + dy2, colour);
444 	GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx3, y + dy1 + dy3, colour);
445 	GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx1, y + dy2 + dy1, colour);
446 	GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx3, y + dy2 + dy3, colour);
447 	GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx1, y + dy3 + dy1, colour);
448 	GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx2, y + dy3 + dy2, colour);
449 }
450 
451 /**
452  * Set the colour remap to be for the given colour.
453  * @param colour the new colour of the remap.
454  */
SetColourRemap(TextColour colour)455 static void SetColourRemap(TextColour colour)
456 {
457 	if (colour == TC_INVALID) return;
458 
459 	/* Black strings have no shading ever; the shading is black, so it
460 	 * would be invisible at best, but it actually makes it illegible. */
461 	bool no_shade   = (colour & TC_NO_SHADE) != 0 || colour == TC_BLACK;
462 	bool raw_colour = (colour & TC_IS_PALETTE_COLOUR) != 0;
463 	colour &= ~(TC_NO_SHADE | TC_IS_PALETTE_COLOUR | TC_FORCED);
464 
465 	_string_colourremap[1] = raw_colour ? (byte)colour : _string_colourmap[colour];
466 	_string_colourremap[2] = no_shade ? 0 : 1;
467 	_colour_remap_ptr = _string_colourremap;
468 }
469 
470 /**
471  * Drawing routine for drawing a laid out line of text.
472  * @param line      String to draw.
473  * @param y         The top most position to draw on.
474  * @param left      The left most position to draw on.
475  * @param right     The right most position to draw on.
476  * @param align     The alignment of the string when drawing left-to-right. In the
477  *                  case a right-to-left language is chosen this is inverted so it
478  *                  will be drawn in the right direction.
479  * @param underline Whether to underline what has been drawn or not.
480  * @param truncation Whether to perform string truncation or not.
481  *
482  * @return In case of left or center alignment the right most pixel we have drawn to.
483  *         In case of right alignment the left most pixel we have drawn to.
484  */
DrawLayoutLine(const ParagraphLayouter::Line & line,int y,int left,int right,StringAlignment align,bool underline,bool truncation)485 static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left, int right, StringAlignment align, bool underline, bool truncation)
486 {
487 	if (line.CountRuns() == 0) return 0;
488 
489 	int w = line.GetWidth();
490 	int h = line.GetLeading();
491 
492 	/*
493 	 * The following is needed for truncation.
494 	 * Depending on the text direction, we either remove bits at the rear
495 	 * or the front. For this we shift the entire area to draw so it fits
496 	 * within the left/right bounds and the side we do not truncate it on.
497 	 * Then we determine the truncation location, i.e. glyphs that fall
498 	 * outside of the range min_x - max_x will not be drawn; they are thus
499 	 * the truncated glyphs.
500 	 *
501 	 * At a later step we insert the dots.
502 	 */
503 
504 	int max_w = right - left + 1; // The maximum width.
505 
506 	int offset_x = 0;  // The offset we need for positioning the glyphs
507 	int min_x = left;  // The minimum x position to draw normal glyphs on.
508 	int max_x = right; // The maximum x position to draw normal glyphs on.
509 
510 	truncation &= max_w < w;         // Whether we need to do truncation.
511 	int dot_width = 0;               // Cache for the width of the dot.
512 	const Sprite *dot_sprite = nullptr; // Cache for the sprite of the dot.
513 
514 	if (truncation) {
515 		/*
516 		 * Assumption may be made that all fonts of a run are of the same size.
517 		 * In any case, we'll use these dots for the abbreviation, so even if
518 		 * another size would be chosen it won't have truncated too little for
519 		 * the truncation dots.
520 		 */
521 		FontCache *fc = ((const Font*)line.GetVisualRun(0).GetFont())->fc;
522 		GlyphID dot_glyph = fc->MapCharToGlyph('.');
523 		dot_width = fc->GetGlyphWidth(dot_glyph);
524 		dot_sprite = fc->GetGlyph(dot_glyph);
525 
526 		if (_current_text_dir == TD_RTL) {
527 			min_x += 3 * dot_width;
528 			offset_x = w - 3 * dot_width - max_w;
529 		} else {
530 			max_x -= 3 * dot_width;
531 		}
532 
533 		w = max_w;
534 	}
535 
536 	/* In case we have a RTL language we swap the alignment. */
537 	if (!(align & SA_FORCE) && _current_text_dir == TD_RTL && (align & SA_HOR_MASK) != SA_HOR_CENTER) align ^= SA_RIGHT;
538 
539 	/* right is the right most position to draw on. In this case we want to do
540 	 * calculations with the width of the string. In comparison right can be
541 	 * seen as lastof(todraw) and width as lengthof(todraw). They differ by 1.
542 	 * So most +1/-1 additions are to move from lengthof to 'indices'.
543 	 */
544 	switch (align & SA_HOR_MASK) {
545 		case SA_LEFT:
546 			/* right + 1 = left + w */
547 			right = left + w - 1;
548 			break;
549 
550 		case SA_HOR_CENTER:
551 			left  = RoundDivSU(right + 1 + left - w, 2);
552 			/* right + 1 = left + w */
553 			right = left + w - 1;
554 			break;
555 
556 		case SA_RIGHT:
557 			left = right + 1 - w;
558 			break;
559 
560 		default:
561 			NOT_REACHED();
562 	}
563 
564 	TextColour colour = TC_BLACK;
565 	bool draw_shadow = false;
566 	for (int run_index = 0; run_index < line.CountRuns(); run_index++) {
567 		const ParagraphLayouter::VisualRun &run = line.GetVisualRun(run_index);
568 		const Font *f = (const Font*)run.GetFont();
569 
570 		FontCache *fc = f->fc;
571 		colour = f->colour;
572 		SetColourRemap(colour);
573 
574 		DrawPixelInfo *dpi = _cur_dpi;
575 		int dpi_left  = dpi->left;
576 		int dpi_right = dpi->left + dpi->width - 1;
577 
578 		draw_shadow = fc->GetDrawGlyphShadow() && (colour & TC_NO_SHADE) == 0 && colour != TC_BLACK;
579 
580 		for (int i = 0; i < run.GetGlyphCount(); i++) {
581 			GlyphID glyph = run.GetGlyphs()[i];
582 
583 			/* Not a valid glyph (empty) */
584 			if (glyph == 0xFFFF) continue;
585 
586 			int begin_x = (int)run.GetPositions()[i * 2]     + left - offset_x;
587 			int end_x   = (int)run.GetPositions()[i * 2 + 2] + left - offset_x  - 1;
588 			int top     = (int)run.GetPositions()[i * 2 + 1] + y;
589 
590 			/* Truncated away. */
591 			if (truncation && (begin_x < min_x || end_x > max_x)) continue;
592 
593 			const Sprite *sprite = fc->GetGlyph(glyph);
594 			/* Check clipping (the "+ 1" is for the shadow). */
595 			if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
596 
597 			if (draw_shadow && (glyph & SPRITE_GLYPH) == 0) {
598 				SetColourRemap(TC_BLACK);
599 				GfxMainBlitter(sprite, begin_x + 1, top + 1, BM_COLOUR_REMAP);
600 				SetColourRemap(colour);
601 			}
602 			GfxMainBlitter(sprite, begin_x, top, BM_COLOUR_REMAP);
603 		}
604 	}
605 
606 	if (truncation) {
607 		int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
608 		for (int i = 0; i < 3; i++, x += dot_width) {
609 			if (draw_shadow) {
610 				SetColourRemap(TC_BLACK);
611 				GfxMainBlitter(dot_sprite, x + 1, y + 1, BM_COLOUR_REMAP);
612 				SetColourRemap(colour);
613 			}
614 			GfxMainBlitter(dot_sprite, x, y, BM_COLOUR_REMAP);
615 		}
616 	}
617 
618 	if (underline) {
619 		GfxFillRect(left, y + h, right, y + h, _string_colourremap[1]);
620 	}
621 
622 	return (align & SA_HOR_MASK) == SA_RIGHT ? left : right;
623 }
624 
625 /**
626  * Draw string, possibly truncated to make it fit in its allocated space
627  *
628  * @param left   The left most position to draw on.
629  * @param right  The right most position to draw on.
630  * @param top    The top most position to draw on.
631  * @param str    String to draw.
632  * @param colour Colour used for drawing the string, for details see _string_colourmap in
633  *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
634  * @param align  The alignment of the string when drawing left-to-right. In the
635  *               case a right-to-left language is chosen this is inverted so it
636  *               will be drawn in the right direction.
637  * @param underline Whether to underline what has been drawn or not.
638  * @param fontsize The size of the initial characters.
639  * @return In case of left or center alignment the right most pixel we have drawn to.
640  *         In case of right alignment the left most pixel we have drawn to.
641  */
DrawString(int left,int right,int top,const char * str,TextColour colour,StringAlignment align,bool underline,FontSize fontsize)642 int DrawString(int left, int right, int top, const char *str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
643 {
644 	/* The string may contain control chars to change the font, just use the biggest font for clipping. */
645 	int max_height = std::max({FONT_HEIGHT_SMALL, FONT_HEIGHT_NORMAL, FONT_HEIGHT_LARGE, FONT_HEIGHT_MONO});
646 
647 	/* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */
648 	int extra = max_height / 2;
649 
650 	if (_cur_dpi->top + _cur_dpi->height + extra < top || _cur_dpi->top > top + max_height + extra ||
651 			_cur_dpi->left + _cur_dpi->width + extra < left || _cur_dpi->left > right + extra) {
652 		return 0;
653 	}
654 
655 	Layouter layout(str, INT32_MAX, colour, fontsize);
656 	if (layout.size() == 0) return 0;
657 
658 	return DrawLayoutLine(*layout.front(), top, left, right, align, underline, true);
659 }
660 
661 /**
662  * Draw string, possibly truncated to make it fit in its allocated space
663  *
664  * @param left   The left most position to draw on.
665  * @param right  The right most position to draw on.
666  * @param top    The top most position to draw on.
667  * @param str    String to draw.
668  * @param colour Colour used for drawing the string, for details see _string_colourmap in
669  *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
670  * @param align  The alignment of the string when drawing left-to-right. In the
671  *               case a right-to-left language is chosen this is inverted so it
672  *               will be drawn in the right direction.
673  * @param underline Whether to underline what has been drawn or not.
674  * @param fontsize The size of the initial characters.
675  * @return In case of left or center alignment the right most pixel we have drawn to.
676  *         In case of right alignment the left most pixel we have drawn to.
677  */
DrawString(int left,int right,int top,const std::string & str,TextColour colour,StringAlignment align,bool underline,FontSize fontsize)678 int DrawString(int left, int right, int top, const std::string &str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
679 {
680 	return DrawString(left, right, top, str.c_str(), colour, align, underline, fontsize);
681 }
682 
683 /**
684  * Draw string, possibly truncated to make it fit in its allocated space
685  *
686  * @param left   The left most position to draw on.
687  * @param right  The right most position to draw on.
688  * @param top    The top most position to draw on.
689  * @param str    String to draw.
690  * @param colour Colour used for drawing the string, for details see _string_colourmap in
691  *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
692  * @param align  The alignment of the string when drawing left-to-right. In the
693  *               case a right-to-left language is chosen this is inverted so it
694  *               will be drawn in the right direction.
695  * @param underline Whether to underline what has been drawn or not.
696  * @param fontsize The size of the initial characters.
697  * @return In case of left or center alignment the right most pixel we have drawn to.
698  *         In case of right alignment the left most pixel we have drawn to.
699  */
DrawString(int left,int right,int top,StringID str,TextColour colour,StringAlignment align,bool underline,FontSize fontsize)700 int DrawString(int left, int right, int top, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
701 {
702 	char buffer[DRAW_STRING_BUFFER];
703 	GetString(buffer, str, lastof(buffer));
704 	return DrawString(left, right, top, buffer, colour, align, underline, fontsize);
705 }
706 
707 /**
708  * Calculates height of string (in pixels). The string is changed to a multiline string if needed.
709  * @param str string to check
710  * @param maxw maximum string width
711  * @return height of pixels of string when it is drawn
712  */
GetStringHeight(const char * str,int maxw,FontSize fontsize)713 int GetStringHeight(const char *str, int maxw, FontSize fontsize)
714 {
715 	Layouter layout(str, maxw, TC_FROMSTRING, fontsize);
716 	return layout.GetBounds().height;
717 }
718 
719 /**
720  * Calculates height of string (in pixels). The string is changed to a multiline string if needed.
721  * @param str string to check
722  * @param maxw maximum string width
723  * @return height of pixels of string when it is drawn
724  */
GetStringHeight(StringID str,int maxw)725 int GetStringHeight(StringID str, int maxw)
726 {
727 	char buffer[DRAW_STRING_BUFFER];
728 	GetString(buffer, str, lastof(buffer));
729 	return GetStringHeight(buffer, maxw);
730 }
731 
732 /**
733  * Calculates number of lines of string. The string is changed to a multiline string if needed.
734  * @param str string to check
735  * @param maxw maximum string width
736  * @return number of lines of string when it is drawn
737  */
GetStringLineCount(StringID str,int maxw)738 int GetStringLineCount(StringID str, int maxw)
739 {
740 	char buffer[DRAW_STRING_BUFFER];
741 	GetString(buffer, str, lastof(buffer));
742 
743 	Layouter layout(buffer, maxw);
744 	return (uint)layout.size();
745 }
746 
747 /**
748  * Calculate string bounding box for multi-line strings.
749  * @param str        String to check.
750  * @param suggestion Suggested bounding box.
751  * @return Bounding box for the multi-line string, may be bigger than \a suggestion.
752  */
GetStringMultiLineBoundingBox(StringID str,const Dimension & suggestion)753 Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion)
754 {
755 	Dimension box = {suggestion.width, (uint)GetStringHeight(str, suggestion.width)};
756 	return box;
757 }
758 
759 /**
760  * Calculate string bounding box for multi-line strings.
761  * @param str        String to check.
762  * @param suggestion Suggested bounding box.
763  * @return Bounding box for the multi-line string, may be bigger than \a suggestion.
764  */
GetStringMultiLineBoundingBox(const char * str,const Dimension & suggestion)765 Dimension GetStringMultiLineBoundingBox(const char *str, const Dimension &suggestion)
766 {
767 	Dimension box = {suggestion.width, (uint)GetStringHeight(str, suggestion.width)};
768 	return box;
769 }
770 
771 /**
772  * Draw string, possibly over multiple lines.
773  *
774  * @param left   The left most position to draw on.
775  * @param right  The right most position to draw on.
776  * @param top    The top most position to draw on.
777  * @param bottom The bottom most position to draw on.
778  * @param str    String to draw.
779  * @param colour Colour used for drawing the string, for details see _string_colourmap in
780  *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
781  * @param align  The horizontal and vertical alignment of the string.
782  * @param underline Whether to underline all strings
783  * @param fontsize The size of the initial characters.
784  *
785  * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
786  */
DrawStringMultiLine(int left,int right,int top,int bottom,const char * str,TextColour colour,StringAlignment align,bool underline,FontSize fontsize)787 int DrawStringMultiLine(int left, int right, int top, int bottom, const char *str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
788 {
789 	int maxw = right - left + 1;
790 	int maxh = bottom - top + 1;
791 
792 	/* It makes no sense to even try if it can't be drawn anyway, or
793 	 * do we really want to support fonts of 0 or less pixels high? */
794 	if (maxh <= 0) return top;
795 
796 	Layouter layout(str, maxw, colour, fontsize);
797 	int total_height = layout.GetBounds().height;
798 	int y;
799 	switch (align & SA_VERT_MASK) {
800 		case SA_TOP:
801 			y = top;
802 			break;
803 
804 		case SA_VERT_CENTER:
805 			y = RoundDivSU(bottom + top - total_height, 2);
806 			break;
807 
808 		case SA_BOTTOM:
809 			y = bottom - total_height;
810 			break;
811 
812 		default: NOT_REACHED();
813 	}
814 
815 	int last_line = top;
816 	int first_line = bottom;
817 
818 	for (const auto &line : layout) {
819 
820 		int line_height = line->GetLeading();
821 		if (y >= top && y < bottom) {
822 			last_line = y + line_height;
823 			if (first_line > y) first_line = y;
824 
825 			DrawLayoutLine(*line, y, left, right, align, underline, false);
826 		}
827 		y += line_height;
828 	}
829 
830 	return ((align & SA_VERT_MASK) == SA_BOTTOM) ? first_line : last_line;
831 }
832 
833 
834 /**
835  * Draw string, possibly over multiple lines.
836  *
837  * @param left   The left most position to draw on.
838  * @param right  The right most position to draw on.
839  * @param top    The top most position to draw on.
840  * @param bottom The bottom most position to draw on.
841  * @param str    String to draw.
842  * @param colour Colour used for drawing the string, for details see _string_colourmap in
843  *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
844  * @param align  The horizontal and vertical alignment of the string.
845  * @param underline Whether to underline all strings
846  * @param fontsize The size of the initial characters.
847  *
848  * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
849  */
DrawStringMultiLine(int left,int right,int top,int bottom,const std::string & str,TextColour colour,StringAlignment align,bool underline,FontSize fontsize)850 int DrawStringMultiLine(int left, int right, int top, int bottom, const std::string &str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
851 {
852 	return DrawStringMultiLine(left, right, top, bottom, str.c_str(), colour, align, underline, fontsize);
853 }
854 
855 /**
856  * Draw string, possibly over multiple lines.
857  *
858  * @param left   The left most position to draw on.
859  * @param right  The right most position to draw on.
860  * @param top    The top most position to draw on.
861  * @param bottom The bottom most position to draw on.
862  * @param str    String to draw.
863  * @param colour Colour used for drawing the string, for details see _string_colourmap in
864  *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
865  * @param align  The horizontal and vertical alignment of the string.
866  * @param underline Whether to underline all strings
867  * @param fontsize The size of the initial characters.
868  *
869  * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
870  */
DrawStringMultiLine(int left,int right,int top,int bottom,StringID str,TextColour colour,StringAlignment align,bool underline,FontSize fontsize)871 int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, TextColour colour, StringAlignment align, bool underline, FontSize fontsize)
872 {
873 	char buffer[DRAW_STRING_BUFFER];
874 	GetString(buffer, str, lastof(buffer));
875 	return DrawStringMultiLine(left, right, top, bottom, buffer, colour, align, underline, fontsize);
876 }
877 
878 /**
879  * Return the string dimension in pixels. The height and width are returned
880  * in a single Dimension value. TINYFONT, BIGFONT modifiers are only
881  * supported as the first character of the string. The returned dimensions
882  * are therefore a rough estimation correct for all the current strings
883  * but not every possible combination
884  * @param str string to calculate pixel-width
885  * @param start_fontsize Fontsize to start the text with
886  * @return string width and height in pixels
887  */
GetStringBoundingBox(const char * str,FontSize start_fontsize)888 Dimension GetStringBoundingBox(const char *str, FontSize start_fontsize)
889 {
890 	Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
891 	return layout.GetBounds();
892 }
893 
894 /**
895  * Return the string dimension in pixels. The height and width are returned
896  * in a single Dimension value. TINYFONT, BIGFONT modifiers are only
897  * supported as the first character of the string. The returned dimensions
898  * are therefore a rough estimation correct for all the current strings
899  * but not every possible combination
900  * @param str string to calculate pixel-width
901  * @param start_fontsize Fontsize to start the text with
902  * @return string width and height in pixels
903  */
GetStringBoundingBox(const std::string & str,FontSize start_fontsize)904 Dimension GetStringBoundingBox(const std::string &str, FontSize start_fontsize)
905 {
906 	return GetStringBoundingBox(str.c_str(), start_fontsize);
907 }
908 
909 /**
910  * Get bounding box of a string. Uses parameters set by #SetDParam if needed.
911  * Has the same restrictions as #GetStringBoundingBox(const char *str, FontSize start_fontsize).
912  * @param strid String to examine.
913  * @return Width and height of the bounding box for the string in pixels.
914  */
GetStringBoundingBox(StringID strid)915 Dimension GetStringBoundingBox(StringID strid)
916 {
917 	char buffer[DRAW_STRING_BUFFER];
918 
919 	GetString(buffer, strid, lastof(buffer));
920 	return GetStringBoundingBox(buffer);
921 }
922 
923 /**
924  * Get the leading corner of a character in a single-line string relative
925  * to the start of the string.
926  * @param str String containing the character.
927  * @param ch Pointer to the character in the string.
928  * @param start_fontsize Font size to start the text with.
929  * @return Upper left corner of the glyph associated with the character.
930  */
GetCharPosInString(const char * str,const char * ch,FontSize start_fontsize)931 Point GetCharPosInString(const char *str, const char *ch, FontSize start_fontsize)
932 {
933 	Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
934 	return layout.GetCharPosition(ch);
935 }
936 
937 /**
938  * Get the character from a string that is drawn at a specific position.
939  * @param str String to test.
940  * @param x Position relative to the start of the string.
941  * @param start_fontsize Font size to start the text with.
942  * @return Pointer to the character at the position or nullptr if there is no character at the position.
943  */
GetCharAtPosition(const char * str,int x,FontSize start_fontsize)944 const char *GetCharAtPosition(const char *str, int x, FontSize start_fontsize)
945 {
946 	if (x < 0) return nullptr;
947 
948 	Layouter layout(str, INT32_MAX, TC_FROMSTRING, start_fontsize);
949 	return layout.GetCharAtPosition(x);
950 }
951 
952 /**
953  * Draw single character horizontally centered around (x,y)
954  * @param c           Character (glyph) to draw
955  * @param r           Rectangle to draw character within
956  * @param colour      Colour to use, for details see _string_colourmap in
957  *                    table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
958  */
DrawCharCentered(WChar c,const Rect & r,TextColour colour)959 void DrawCharCentered(WChar c, const Rect &r, TextColour colour)
960 {
961 	SetColourRemap(colour);
962 	GfxMainBlitter(GetGlyph(FS_NORMAL, c),
963 		CenterBounds(r.left, r.right, GetCharacterWidth(FS_NORMAL, c)),
964 		CenterBounds(r.top, r.bottom, FONT_HEIGHT_NORMAL),
965 		BM_COLOUR_REMAP);
966 }
967 
968 /**
969  * Get the size of a sprite.
970  * @param sprid Sprite to examine.
971  * @param[out] offset Optionally returns the sprite position offset.
972  * @param zoom The zoom level applicable to the sprite.
973  * @return Sprite size in pixels.
974  * @note The size assumes (0, 0) as top-left coordinate and ignores any part of the sprite drawn at the left or above that position.
975  */
GetSpriteSize(SpriteID sprid,Point * offset,ZoomLevel zoom)976 Dimension GetSpriteSize(SpriteID sprid, Point *offset, ZoomLevel zoom)
977 {
978 	const Sprite *sprite = GetSprite(sprid, ST_NORMAL);
979 
980 	if (offset != nullptr) {
981 		offset->x = UnScaleByZoom(sprite->x_offs, zoom);
982 		offset->y = UnScaleByZoom(sprite->y_offs, zoom);
983 	}
984 
985 	Dimension d;
986 	d.width  = std::max<int>(0, UnScaleByZoom(sprite->x_offs + sprite->width, zoom));
987 	d.height = std::max<int>(0, UnScaleByZoom(sprite->y_offs + sprite->height, zoom));
988 	return d;
989 }
990 
991 /**
992  * Helper function to get the blitter mode for different types of palettes.
993  * @param pal The palette to get the blitter mode for.
994  * @return The blitter mode associated with the palette.
995  */
GetBlitterMode(PaletteID pal)996 static BlitterMode GetBlitterMode(PaletteID pal)
997 {
998 	switch (pal) {
999 		case PAL_NONE:          return BM_NORMAL;
1000 		case PALETTE_CRASH:     return BM_CRASH_REMAP;
1001 		case PALETTE_ALL_BLACK: return BM_BLACK_REMAP;
1002 		default:                return BM_COLOUR_REMAP;
1003 	}
1004 }
1005 
1006 /**
1007  * Draw a sprite in a viewport.
1008  * @param img  Image number to draw
1009  * @param pal  Palette to use.
1010  * @param x    Left coordinate of image in viewport, scaled by zoom
1011  * @param y    Top coordinate of image in viewport, scaled by zoom
1012  * @param sub  If available, draw only specified part of the sprite
1013  */
DrawSpriteViewport(SpriteID img,PaletteID pal,int x,int y,const SubSprite * sub)1014 void DrawSpriteViewport(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub)
1015 {
1016 	SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
1017 	if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
1018 		_colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
1019 		GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, BM_TRANSPARENT, sub, real_sprite);
1020 	} else if (pal != PAL_NONE) {
1021 		if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
1022 			SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
1023 		} else {
1024 			_colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
1025 		}
1026 		GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, GetBlitterMode(pal), sub, real_sprite);
1027 	} else {
1028 		GfxMainBlitterViewport(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite);
1029 	}
1030 }
1031 
1032 /**
1033  * Draw a sprite, not in a viewport
1034  * @param img  Image number to draw
1035  * @param pal  Palette to use.
1036  * @param x    Left coordinate of image in pixels
1037  * @param y    Top coordinate of image in pixels
1038  * @param sub  If available, draw only specified part of the sprite
1039  * @param zoom Zoom level of sprite
1040  */
DrawSprite(SpriteID img,PaletteID pal,int x,int y,const SubSprite * sub,ZoomLevel zoom)1041 void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub, ZoomLevel zoom)
1042 {
1043 	SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
1044 	if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
1045 		_colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
1046 		GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_TRANSPARENT, sub, real_sprite, zoom);
1047 	} else if (pal != PAL_NONE) {
1048 		if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
1049 			SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
1050 		} else {
1051 			_colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1;
1052 		}
1053 		GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, GetBlitterMode(pal), sub, real_sprite, zoom);
1054 	} else {
1055 		GfxMainBlitter(GetSprite(real_sprite, ST_NORMAL), x, y, BM_NORMAL, sub, real_sprite, zoom);
1056 	}
1057 }
1058 
1059 /**
1060  * The code for setting up the blitter mode and sprite information before finally drawing the sprite.
1061  * @param sprite The sprite to draw.
1062  * @param x The X location to draw.
1063  * @param y The Y location to draw.
1064  * @param mode The settings for the blitter to pass.
1065  * @param sub Whether to only draw a sub set of the sprite.
1066  * @param zoom The zoom level at which to draw the sprites.
1067  * @param dst Optional parameter for a different blitting destination.
1068  * @tparam ZOOM_BASE The factor required to get the sub sprite information into the right size.
1069  * @tparam SCALED_XY Whether the X and Y are scaled or unscaled.
1070  */
1071 template <int ZOOM_BASE, bool SCALED_XY>
GfxBlitter(const Sprite * const sprite,int x,int y,BlitterMode mode,const SubSprite * const sub,SpriteID sprite_id,ZoomLevel zoom,const DrawPixelInfo * dst=nullptr)1072 static void GfxBlitter(const Sprite * const sprite, int x, int y, BlitterMode mode, const SubSprite * const sub, SpriteID sprite_id, ZoomLevel zoom, const DrawPixelInfo *dst = nullptr)
1073 {
1074 	const DrawPixelInfo *dpi = (dst != nullptr) ? dst : _cur_dpi;
1075 	Blitter::BlitterParams bp;
1076 
1077 	if (SCALED_XY) {
1078 		/* Scale it */
1079 		x = ScaleByZoom(x, zoom);
1080 		y = ScaleByZoom(y, zoom);
1081 	}
1082 
1083 	/* Move to the correct offset */
1084 	x += sprite->x_offs;
1085 	y += sprite->y_offs;
1086 
1087 	if (sub == nullptr) {
1088 		/* No clipping. */
1089 		bp.skip_left = 0;
1090 		bp.skip_top = 0;
1091 		bp.width = UnScaleByZoom(sprite->width, zoom);
1092 		bp.height = UnScaleByZoom(sprite->height, zoom);
1093 	} else {
1094 		/* Amount of pixels to clip from the source sprite */
1095 		int clip_left   = std::max(0,                   -sprite->x_offs +  sub->left        * ZOOM_BASE );
1096 		int clip_top    = std::max(0,                   -sprite->y_offs +  sub->top         * ZOOM_BASE );
1097 		int clip_right  = std::max(0, sprite->width  - (-sprite->x_offs + (sub->right + 1)  * ZOOM_BASE));
1098 		int clip_bottom = std::max(0, sprite->height - (-sprite->y_offs + (sub->bottom + 1) * ZOOM_BASE));
1099 
1100 		if (clip_left + clip_right >= sprite->width) return;
1101 		if (clip_top + clip_bottom >= sprite->height) return;
1102 
1103 		bp.skip_left = UnScaleByZoomLower(clip_left, zoom);
1104 		bp.skip_top = UnScaleByZoomLower(clip_top, zoom);
1105 		bp.width = UnScaleByZoom(sprite->width - clip_left - clip_right, zoom);
1106 		bp.height = UnScaleByZoom(sprite->height - clip_top - clip_bottom, zoom);
1107 
1108 		x += ScaleByZoom(bp.skip_left, zoom);
1109 		y += ScaleByZoom(bp.skip_top, zoom);
1110 	}
1111 
1112 	/* Copy the main data directly from the sprite */
1113 	bp.sprite = sprite->data;
1114 	bp.sprite_width = sprite->width;
1115 	bp.sprite_height = sprite->height;
1116 	bp.top = 0;
1117 	bp.left = 0;
1118 
1119 	bp.dst = dpi->dst_ptr;
1120 	bp.pitch = dpi->pitch;
1121 	bp.remap = _colour_remap_ptr;
1122 
1123 	assert(sprite->width > 0);
1124 	assert(sprite->height > 0);
1125 
1126 	if (bp.width <= 0) return;
1127 	if (bp.height <= 0) return;
1128 
1129 	y -= SCALED_XY ? ScaleByZoom(dpi->top, zoom) : dpi->top;
1130 	int y_unscaled = UnScaleByZoom(y, zoom);
1131 	/* Check for top overflow */
1132 	if (y < 0) {
1133 		bp.height -= -y_unscaled;
1134 		if (bp.height <= 0) return;
1135 		bp.skip_top += -y_unscaled;
1136 		y = 0;
1137 	} else {
1138 		bp.top = y_unscaled;
1139 	}
1140 
1141 	/* Check for bottom overflow */
1142 	y += SCALED_XY ? ScaleByZoom(bp.height - dpi->height, zoom) : ScaleByZoom(bp.height, zoom) - dpi->height;
1143 	if (y > 0) {
1144 		bp.height -= UnScaleByZoom(y, zoom);
1145 		if (bp.height <= 0) return;
1146 	}
1147 
1148 	x -= SCALED_XY ? ScaleByZoom(dpi->left, zoom) : dpi->left;
1149 	int x_unscaled = UnScaleByZoom(x, zoom);
1150 	/* Check for left overflow */
1151 	if (x < 0) {
1152 		bp.width -= -x_unscaled;
1153 		if (bp.width <= 0) return;
1154 		bp.skip_left += -x_unscaled;
1155 		x = 0;
1156 	} else {
1157 		bp.left = x_unscaled;
1158 	}
1159 
1160 	/* Check for right overflow */
1161 	x += SCALED_XY ? ScaleByZoom(bp.width - dpi->width, zoom) : ScaleByZoom(bp.width, zoom) - dpi->width;
1162 	if (x > 0) {
1163 		bp.width -= UnScaleByZoom(x, zoom);
1164 		if (bp.width <= 0) return;
1165 	}
1166 
1167 	assert(bp.skip_left + bp.width <= UnScaleByZoom(sprite->width, zoom));
1168 	assert(bp.skip_top + bp.height <= UnScaleByZoom(sprite->height, zoom));
1169 
1170 	/* We do not want to catch the mouse. However we also use that spritenumber for unknown (text) sprites. */
1171 	if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && sprite_id != SPR_CURSOR_MOUSE) {
1172 		Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1173 		void *topleft = blitter->MoveTo(bp.dst, bp.left, bp.top);
1174 		void *bottomright = blitter->MoveTo(topleft, bp.width - 1, bp.height - 1);
1175 
1176 		void *clicked = _newgrf_debug_sprite_picker.clicked_pixel;
1177 
1178 		if (topleft <= clicked && clicked <= bottomright) {
1179 			uint offset = (((size_t)clicked - (size_t)topleft) / (blitter->GetScreenDepth() / 8)) % bp.pitch;
1180 			if (offset < (uint)bp.width) {
1181 				include(_newgrf_debug_sprite_picker.sprites, sprite_id);
1182 			}
1183 		}
1184 	}
1185 
1186 	BlitterFactory::GetCurrentBlitter()->Draw(&bp, mode, zoom);
1187 }
1188 
1189 /**
1190  * Draws a sprite to a new RGBA buffer (see Colour union) instead of drawing to the screen.
1191  *
1192  * @param spriteId The sprite to draw.
1193  * @return Pixel buffer, or nullptr if an 8bpp blitter is being used.
1194  */
DrawSpriteToRgbaBuffer(SpriteID spriteId)1195 std::unique_ptr<uint32[]> DrawSpriteToRgbaBuffer(SpriteID spriteId)
1196 {
1197 	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1198 	if (!blitter->Is32BppSupported()) return nullptr;
1199 
1200 	/* Gather information about the sprite to write, reserve memory */
1201 	const SpriteID real_sprite = GB(spriteId, 0, SPRITE_WIDTH);
1202 	const Sprite *sprite = GetSprite(real_sprite, ST_NORMAL);
1203 	std::unique_ptr<uint32[]> result(new uint32[sprite->width * sprite->height]);
1204 
1205 	/* Prepare new DrawPixelInfo - Normally this would be the screen but we want to draw to another buffer here.
1206 	 * Normally, pitch would be scaled screen width, but in our case our "screen" is only the sprite width wide. */
1207 	DrawPixelInfo dpi;
1208 	dpi.dst_ptr = result.get();
1209 	dpi.pitch = sprite->width;
1210 	dpi.left = 0;
1211 	dpi.top = 0;
1212 	dpi.width = sprite->width;
1213 	dpi.height = sprite->height;
1214 	dpi.zoom = ZOOM_LVL_NORMAL;
1215 
1216 	/* Zero out the allocated memory, there may be garbage present. */
1217 	uint32 *writeHead = (uint32*)result.get();
1218 	for (int i = 0; i < sprite->width * sprite->height; i++) {
1219 		writeHead[i] = 0;
1220 	}
1221 
1222 	/* Temporarily disable screen animations while blitting - This prevents 40bpp_anim from writing to the animation buffer. */
1223 	_screen_disable_anim = true;
1224 	GfxBlitter<1, false>(sprite, 0, 0, BM_NORMAL, nullptr, real_sprite, ZOOM_LVL_NORMAL, &dpi);
1225 	_screen_disable_anim = false;
1226 
1227 	return result;
1228 }
1229 
GfxMainBlitterViewport(const Sprite * sprite,int x,int y,BlitterMode mode,const SubSprite * sub,SpriteID sprite_id)1230 static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id)
1231 {
1232 	GfxBlitter<ZOOM_LVL_BASE, false>(sprite, x, y, mode, sub, sprite_id, _cur_dpi->zoom);
1233 }
1234 
GfxMainBlitter(const Sprite * sprite,int x,int y,BlitterMode mode,const SubSprite * sub,SpriteID sprite_id,ZoomLevel zoom)1235 static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id, ZoomLevel zoom)
1236 {
1237 	GfxBlitter<1, true>(sprite, x, y, mode, sub, sprite_id, zoom);
1238 }
1239 
1240 void DoPaletteAnimations();
1241 
GfxInitPalettes()1242 void GfxInitPalettes()
1243 {
1244 	std::lock_guard<std::recursive_mutex> lock(_palette_mutex);
1245 	memcpy(&_cur_palette, &_palette, sizeof(_cur_palette));
1246 	DoPaletteAnimations();
1247 }
1248 
1249 /**
1250  * Copy the current palette if the palette was updated.
1251  * Used by video-driver to get a current up-to-date version of the palette,
1252  * to avoid two threads accessing the same piece of memory (with a good chance
1253  * one is already updating the palette while the other is drawing based on it).
1254  * @param local_palette The location to copy the palette to.
1255  * @param force_copy Whether to ignore if there is an update for the palette.
1256  * @return True iff a copy was done.
1257  */
CopyPalette(Palette & local_palette,bool force_copy)1258 bool CopyPalette(Palette &local_palette, bool force_copy)
1259 {
1260 	std::lock_guard<std::recursive_mutex> lock(_palette_mutex);
1261 
1262 	if (!force_copy && _cur_palette.count_dirty == 0) return false;
1263 
1264 	local_palette = _cur_palette;
1265 	_cur_palette.count_dirty = 0;
1266 
1267 	if (force_copy) {
1268 		local_palette.first_dirty = 0;
1269 		local_palette.count_dirty = 256;
1270 	}
1271 
1272 	return true;
1273 }
1274 
1275 #define EXTR(p, q) (((uint16)(palette_animation_counter * (p)) * (q)) >> 16)
1276 #define EXTR2(p, q) (((uint16)(~palette_animation_counter * (p)) * (q)) >> 16)
1277 
DoPaletteAnimations()1278 void DoPaletteAnimations()
1279 {
1280 	std::lock_guard<std::recursive_mutex> lock(_palette_mutex);
1281 
1282 	/* Animation counter for the palette animation. */
1283 	static int palette_animation_counter = 0;
1284 	palette_animation_counter += 8;
1285 
1286 	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1287 	const Colour *s;
1288 	const ExtraPaletteValues *ev = &_extra_palette_values;
1289 	Colour old_val[PALETTE_ANIM_SIZE];
1290 	const uint old_tc = palette_animation_counter;
1291 	uint i;
1292 	uint j;
1293 
1294 	if (blitter != nullptr && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
1295 		palette_animation_counter = 0;
1296 	}
1297 
1298 	Colour *palette_pos = &_cur_palette.palette[PALETTE_ANIM_START];  // Points to where animations are taking place on the palette
1299 	/* Makes a copy of the current animation palette in old_val,
1300 	 * so the work on the current palette could be compared, see if there has been any changes */
1301 	memcpy(old_val, palette_pos, sizeof(old_val));
1302 
1303 	/* Fizzy Drink bubbles animation */
1304 	s = ev->fizzy_drink;
1305 	j = EXTR2(512, EPV_CYCLES_FIZZY_DRINK);
1306 	for (i = 0; i != EPV_CYCLES_FIZZY_DRINK; i++) {
1307 		*palette_pos++ = s[j];
1308 		j++;
1309 		if (j == EPV_CYCLES_FIZZY_DRINK) j = 0;
1310 	}
1311 
1312 	/* Oil refinery fire animation */
1313 	s = ev->oil_refinery;
1314 	j = EXTR2(512, EPV_CYCLES_OIL_REFINERY);
1315 	for (i = 0; i != EPV_CYCLES_OIL_REFINERY; i++) {
1316 		*palette_pos++ = s[j];
1317 		j++;
1318 		if (j == EPV_CYCLES_OIL_REFINERY) j = 0;
1319 	}
1320 
1321 	/* Radio tower blinking */
1322 	{
1323 		byte i = (palette_animation_counter >> 1) & 0x7F;
1324 		byte v;
1325 
1326 		if (i < 0x3f) {
1327 			v = 255;
1328 		} else if (i < 0x4A || i >= 0x75) {
1329 			v = 128;
1330 		} else {
1331 			v = 20;
1332 		}
1333 		palette_pos->r = v;
1334 		palette_pos->g = 0;
1335 		palette_pos->b = 0;
1336 		palette_pos++;
1337 
1338 		i ^= 0x40;
1339 		if (i < 0x3f) {
1340 			v = 255;
1341 		} else if (i < 0x4A || i >= 0x75) {
1342 			v = 128;
1343 		} else {
1344 			v = 20;
1345 		}
1346 		palette_pos->r = v;
1347 		palette_pos->g = 0;
1348 		palette_pos->b = 0;
1349 		palette_pos++;
1350 	}
1351 
1352 	/* Handle lighthouse and stadium animation */
1353 	s = ev->lighthouse;
1354 	j = EXTR(256, EPV_CYCLES_LIGHTHOUSE);
1355 	for (i = 0; i != EPV_CYCLES_LIGHTHOUSE; i++) {
1356 		*palette_pos++ = s[j];
1357 		j++;
1358 		if (j == EPV_CYCLES_LIGHTHOUSE) j = 0;
1359 	}
1360 
1361 	/* Dark blue water */
1362 	s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
1363 	j = EXTR(320, EPV_CYCLES_DARK_WATER);
1364 	for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
1365 		*palette_pos++ = s[j];
1366 		j++;
1367 		if (j == EPV_CYCLES_DARK_WATER) j = 0;
1368 	}
1369 
1370 	/* Glittery water */
1371 	s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
1372 	j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
1373 	for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
1374 		*palette_pos++ = s[j];
1375 		j += 3;
1376 		if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
1377 	}
1378 
1379 	if (blitter != nullptr && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
1380 		palette_animation_counter = old_tc;
1381 	} else {
1382 		if (memcmp(old_val, &_cur_palette.palette[PALETTE_ANIM_START], sizeof(old_val)) != 0 && _cur_palette.count_dirty == 0) {
1383 			/* Did we changed anything on the palette? Seems so.  Mark it as dirty */
1384 			_cur_palette.first_dirty = PALETTE_ANIM_START;
1385 			_cur_palette.count_dirty = PALETTE_ANIM_SIZE;
1386 		}
1387 	}
1388 }
1389 
1390 /**
1391  * Determine a contrasty text colour for a coloured background.
1392  * @param background Background colour.
1393  * @param threshold Background colour brightness threshold below which the background is considered dark and TC_WHITE is returned, range: 0 - 255, default 128.
1394  * @return TC_BLACK or TC_WHITE depending on what gives a better contrast.
1395  */
GetContrastColour(uint8 background,uint8 threshold)1396 TextColour GetContrastColour(uint8 background, uint8 threshold)
1397 {
1398 	Colour c = _cur_palette.palette[background];
1399 	/* Compute brightness according to http://www.w3.org/TR/AERT#color-contrast.
1400 	 * The following formula computes 1000 * brightness^2, with brightness being in range 0 to 255. */
1401 	uint sq1000_brightness = c.r * c.r * 299 + c.g * c.g * 587 + c.b * c.b * 114;
1402 	/* Compare with threshold brightness which defaults to 128 (50%) */
1403 	return sq1000_brightness < ((uint) threshold) * ((uint) threshold) * 1000 ? TC_WHITE : TC_BLACK;
1404 }
1405 
1406 /**
1407  * Initialize _stringwidth_table cache
1408  * @param monospace Whether to load the monospace cache or the normal fonts.
1409  */
LoadStringWidthTable(bool monospace)1410 void LoadStringWidthTable(bool monospace)
1411 {
1412 	ClearFontCache();
1413 
1414 	for (FontSize fs = monospace ? FS_MONO : FS_BEGIN; fs < (monospace ? FS_END : FS_MONO); fs++) {
1415 		for (uint i = 0; i != 224; i++) {
1416 			_stringwidth_table[fs][i] = GetGlyphWidth(fs, i + 32);
1417 		}
1418 	}
1419 
1420 	ReInitAllWindows(false);
1421 }
1422 
1423 /**
1424  * Return width of character glyph.
1425  * @param size  Font of the character
1426  * @param key   Character code glyph
1427  * @return Width of the character glyph
1428  */
GetCharacterWidth(FontSize size,WChar key)1429 byte GetCharacterWidth(FontSize size, WChar key)
1430 {
1431 	/* Use _stringwidth_table cache if possible */
1432 	if (key >= 32 && key < 256) return _stringwidth_table[size][key - 32];
1433 
1434 	return GetGlyphWidth(size, key);
1435 }
1436 
1437 /**
1438  * Return the maximum width of single digit.
1439  * @param size  Font of the digit
1440  * @return Width of the digit.
1441  */
GetDigitWidth(FontSize size)1442 byte GetDigitWidth(FontSize size)
1443 {
1444 	byte width = 0;
1445 	for (char c = '0'; c <= '9'; c++) {
1446 		width = std::max(GetCharacterWidth(size, c), width);
1447 	}
1448 	return width;
1449 }
1450 
1451 /**
1452  * Determine the broadest digits for guessing the maximum width of a n-digit number.
1453  * @param[out] front Broadest digit, which is not 0. (Use this digit as first digit for numbers with more than one digit.)
1454  * @param[out] next Broadest digit, including 0. (Use this digit for all digits, except the first one; or for numbers with only one digit.)
1455  * @param size  Font of the digit
1456  */
GetBroadestDigit(uint * front,uint * next,FontSize size)1457 void GetBroadestDigit(uint *front, uint *next, FontSize size)
1458 {
1459 	int width = -1;
1460 	for (char c = '9'; c >= '0'; c--) {
1461 		int w = GetCharacterWidth(size, c);
1462 		if (w > width) {
1463 			width = w;
1464 			*next = c - '0';
1465 			if (c != '0') *front = c - '0';
1466 		}
1467 	}
1468 }
1469 
ScreenSizeChanged()1470 void ScreenSizeChanged()
1471 {
1472 	_dirty_bytes_per_line = CeilDiv(_screen.width, DIRTY_BLOCK_WIDTH);
1473 	_dirty_blocks = ReallocT<byte>(_dirty_blocks, _dirty_bytes_per_line * CeilDiv(_screen.height, DIRTY_BLOCK_HEIGHT));
1474 
1475 	/* check the dirty rect */
1476 	if (_invalid_rect.right >= _screen.width) _invalid_rect.right = _screen.width;
1477 	if (_invalid_rect.bottom >= _screen.height) _invalid_rect.bottom = _screen.height;
1478 
1479 	/* screen size changed and the old bitmap is invalid now, so we don't want to undraw it */
1480 	_cursor.visible = false;
1481 }
1482 
UndrawMouseCursor()1483 void UndrawMouseCursor()
1484 {
1485 	/* Don't undraw mouse cursor if it is handled by the video driver. */
1486 	if (VideoDriver::GetInstance()->UseSystemCursor()) return;
1487 
1488 	/* Don't undraw the mouse cursor if the screen is not ready */
1489 	if (_screen.dst_ptr == nullptr) return;
1490 
1491 	if (_cursor.visible) {
1492 		Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1493 		_cursor.visible = false;
1494 		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);
1495 		VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1496 	}
1497 }
1498 
DrawMouseCursor()1499 void DrawMouseCursor()
1500 {
1501 	/* Don't draw mouse cursor if it is handled by the video driver. */
1502 	if (VideoDriver::GetInstance()->UseSystemCursor()) return;
1503 
1504 	/* Don't draw the mouse cursor if the screen is not ready */
1505 	if (_screen.dst_ptr == nullptr) return;
1506 
1507 	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1508 
1509 	/* Redraw mouse cursor but only when it's inside the window */
1510 	if (!_cursor.in_window) return;
1511 
1512 	/* Don't draw the mouse cursor if it's already drawn */
1513 	if (_cursor.visible) {
1514 		if (!_cursor.dirty) return;
1515 		UndrawMouseCursor();
1516 	}
1517 
1518 	/* Determine visible area */
1519 	int left = _cursor.pos.x + _cursor.total_offs.x;
1520 	int width = _cursor.total_size.x;
1521 	if (left < 0) {
1522 		width += left;
1523 		left = 0;
1524 	}
1525 	if (left + width > _screen.width) {
1526 		width = _screen.width - left;
1527 	}
1528 	if (width <= 0) return;
1529 
1530 	int top = _cursor.pos.y + _cursor.total_offs.y;
1531 	int height = _cursor.total_size.y;
1532 	if (top < 0) {
1533 		height += top;
1534 		top = 0;
1535 	}
1536 	if (top + height > _screen.height) {
1537 		height = _screen.height - top;
1538 	}
1539 	if (height <= 0) return;
1540 
1541 	_cursor.draw_pos.x = left;
1542 	_cursor.draw_pos.y = top;
1543 	_cursor.draw_size.x = width;
1544 	_cursor.draw_size.y = height;
1545 
1546 	uint8 *buffer = _cursor_backup.Allocate(blitter->BufferSize(_cursor.draw_size.x, _cursor.draw_size.y));
1547 
1548 	/* Make backup of stuff below cursor */
1549 	blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), buffer, _cursor.draw_size.x, _cursor.draw_size.y);
1550 
1551 	/* Draw cursor on screen */
1552 	_cur_dpi = &_screen;
1553 	for (uint i = 0; i < _cursor.sprite_count; ++i) {
1554 		DrawSprite(_cursor.sprite_seq[i].sprite, _cursor.sprite_seq[i].pal, _cursor.pos.x + _cursor.sprite_pos[i].x, _cursor.pos.y + _cursor.sprite_pos[i].y);
1555 	}
1556 
1557 	VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
1558 
1559 	_cursor.visible = true;
1560 	_cursor.dirty = false;
1561 }
1562 
1563 /**
1564  * Repaints a specific rectangle of the screen.
1565  *
1566  * @param left,top,right,bottom The area of the screen that needs repainting
1567  * @pre The rectangle should have been previously marked dirty with \c AddDirtyBlock.
1568  * @see AddDirtyBlock
1569  * @see DrawDirtyBlocks
1570  * @ingroup dirty
1571  *
1572  */
RedrawScreenRect(int left,int top,int right,int bottom)1573 void RedrawScreenRect(int left, int top, int right, int bottom)
1574 {
1575 	assert(right <= _screen.width && bottom <= _screen.height);
1576 	if (_cursor.visible) {
1577 		if (right > _cursor.draw_pos.x &&
1578 				left < _cursor.draw_pos.x + _cursor.draw_size.x &&
1579 				bottom > _cursor.draw_pos.y &&
1580 				top < _cursor.draw_pos.y + _cursor.draw_size.y) {
1581 			UndrawMouseCursor();
1582 		}
1583 	}
1584 
1585 	if (_networking) NetworkUndrawChatMessage();
1586 
1587 	DrawOverlappedWindowForAll(left, top, right, bottom);
1588 
1589 	VideoDriver::GetInstance()->MakeDirty(left, top, right - left, bottom - top);
1590 }
1591 
1592 /**
1593  * Repaints the rectangle blocks which are marked as 'dirty'.
1594  *
1595  * @see AddDirtyBlock
1596  *
1597  * @ingroup dirty
1598  */
DrawDirtyBlocks()1599 void DrawDirtyBlocks()
1600 {
1601 	byte *b = _dirty_blocks;
1602 	const int w = Align(_screen.width,  DIRTY_BLOCK_WIDTH);
1603 	const int h = Align(_screen.height, DIRTY_BLOCK_HEIGHT);
1604 	int x;
1605 	int y;
1606 
1607 	y = 0;
1608 	do {
1609 		x = 0;
1610 		do {
1611 			if (*b != 0) {
1612 				int left;
1613 				int top;
1614 				int right = x + DIRTY_BLOCK_WIDTH;
1615 				int bottom = y;
1616 				byte *p = b;
1617 				int h2;
1618 
1619 				/* First try coalescing downwards */
1620 				do {
1621 					*p = 0;
1622 					p += _dirty_bytes_per_line;
1623 					bottom += DIRTY_BLOCK_HEIGHT;
1624 				} while (bottom != h && *p != 0);
1625 
1626 				/* Try coalescing to the right too. */
1627 				h2 = (bottom - y) / DIRTY_BLOCK_HEIGHT;
1628 				assert(h2 > 0);
1629 				p = b;
1630 
1631 				while (right != w) {
1632 					byte *p2 = ++p;
1633 					int h = h2;
1634 					/* Check if a full line of dirty flags is set. */
1635 					do {
1636 						if (!*p2) goto no_more_coalesc;
1637 						p2 += _dirty_bytes_per_line;
1638 					} while (--h != 0);
1639 
1640 					/* Wohoo, can combine it one step to the right!
1641 					 * Do that, and clear the bits. */
1642 					right += DIRTY_BLOCK_WIDTH;
1643 
1644 					h = h2;
1645 					p2 = p;
1646 					do {
1647 						*p2 = 0;
1648 						p2 += _dirty_bytes_per_line;
1649 					} while (--h != 0);
1650 				}
1651 				no_more_coalesc:
1652 
1653 				left = x;
1654 				top = y;
1655 
1656 				if (left   < _invalid_rect.left  ) left   = _invalid_rect.left;
1657 				if (top    < _invalid_rect.top   ) top    = _invalid_rect.top;
1658 				if (right  > _invalid_rect.right ) right  = _invalid_rect.right;
1659 				if (bottom > _invalid_rect.bottom) bottom = _invalid_rect.bottom;
1660 
1661 				if (left < right && top < bottom) {
1662 					RedrawScreenRect(left, top, right, bottom);
1663 				}
1664 
1665 			}
1666 		} while (b++, (x += DIRTY_BLOCK_WIDTH) != w);
1667 	} while (b += -(int)(w / DIRTY_BLOCK_WIDTH) + _dirty_bytes_per_line, (y += DIRTY_BLOCK_HEIGHT) != h);
1668 
1669 	++_dirty_block_colour;
1670 	_invalid_rect.left = w;
1671 	_invalid_rect.top = h;
1672 	_invalid_rect.right = 0;
1673 	_invalid_rect.bottom = 0;
1674 }
1675 
1676 /**
1677  * Extend the internal _invalid_rect rectangle to contain the rectangle
1678  * defined by the given parameters. Note the point (0,0) is top left.
1679  *
1680  * @param left The left edge of the rectangle
1681  * @param top The top edge of the rectangle
1682  * @param right The right edge of the rectangle
1683  * @param bottom The bottom edge of the rectangle
1684  * @see DrawDirtyBlocks
1685  * @ingroup dirty
1686  *
1687  */
AddDirtyBlock(int left,int top,int right,int bottom)1688 void AddDirtyBlock(int left, int top, int right, int bottom)
1689 {
1690 	byte *b;
1691 	int width;
1692 	int height;
1693 
1694 	if (left < 0) left = 0;
1695 	if (top < 0) top = 0;
1696 	if (right > _screen.width) right = _screen.width;
1697 	if (bottom > _screen.height) bottom = _screen.height;
1698 
1699 	if (left >= right || top >= bottom) return;
1700 
1701 	if (left   < _invalid_rect.left  ) _invalid_rect.left   = left;
1702 	if (top    < _invalid_rect.top   ) _invalid_rect.top    = top;
1703 	if (right  > _invalid_rect.right ) _invalid_rect.right  = right;
1704 	if (bottom > _invalid_rect.bottom) _invalid_rect.bottom = bottom;
1705 
1706 	left /= DIRTY_BLOCK_WIDTH;
1707 	top  /= DIRTY_BLOCK_HEIGHT;
1708 
1709 	b = _dirty_blocks + top * _dirty_bytes_per_line + left;
1710 
1711 	width  = ((right  - 1) / DIRTY_BLOCK_WIDTH)  - left + 1;
1712 	height = ((bottom - 1) / DIRTY_BLOCK_HEIGHT) - top  + 1;
1713 
1714 	assert(width > 0 && height > 0);
1715 
1716 	do {
1717 		int i = width;
1718 
1719 		do b[--i] = 0xFF; while (i != 0);
1720 
1721 		b += _dirty_bytes_per_line;
1722 	} while (--height != 0);
1723 }
1724 
1725 /**
1726  * This function mark the whole screen as dirty. This results in repainting
1727  * the whole screen. Use this with care as this function will break the
1728  * idea about marking only parts of the screen as 'dirty'.
1729  * @ingroup dirty
1730  */
MarkWholeScreenDirty()1731 void MarkWholeScreenDirty()
1732 {
1733 	AddDirtyBlock(0, 0, _screen.width, _screen.height);
1734 }
1735 
1736 /**
1737  * Set up a clipping area for only drawing into a certain area. To do this,
1738  * Fill a DrawPixelInfo object with the supplied relative rectangle, backup
1739  * the original (calling) _cur_dpi and assign the just returned DrawPixelInfo
1740  * _cur_dpi. When you are done, give restore _cur_dpi's original value
1741  * @param *n the DrawPixelInfo that will be the clipping rectangle box allowed
1742  * for drawing
1743  * @param left,top,width,height the relative coordinates of the clipping
1744  * rectangle relative to the current _cur_dpi. This will most likely be the
1745  * offset from the calling window coordinates
1746  * @return return false if the requested rectangle is not possible with the
1747  * current dpi pointer. Only continue of the return value is true, or you'll
1748  * get some nasty results
1749  */
FillDrawPixelInfo(DrawPixelInfo * n,int left,int top,int width,int height)1750 bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height)
1751 {
1752 	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1753 	const DrawPixelInfo *o = _cur_dpi;
1754 
1755 	n->zoom = ZOOM_LVL_NORMAL;
1756 
1757 	assert(width > 0);
1758 	assert(height > 0);
1759 
1760 	if ((left -= o->left) < 0) {
1761 		width += left;
1762 		if (width <= 0) return false;
1763 		n->left = -left;
1764 		left = 0;
1765 	} else {
1766 		n->left = 0;
1767 	}
1768 
1769 	if (width > o->width - left) {
1770 		width = o->width - left;
1771 		if (width <= 0) return false;
1772 	}
1773 	n->width = width;
1774 
1775 	if ((top -= o->top) < 0) {
1776 		height += top;
1777 		if (height <= 0) return false;
1778 		n->top = -top;
1779 		top = 0;
1780 	} else {
1781 		n->top = 0;
1782 	}
1783 
1784 	n->dst_ptr = blitter->MoveTo(o->dst_ptr, left, top);
1785 	n->pitch = o->pitch;
1786 
1787 	if (height > o->height - top) {
1788 		height = o->height - top;
1789 		if (height <= 0) return false;
1790 	}
1791 	n->height = height;
1792 
1793 	return true;
1794 }
1795 
1796 /**
1797  * Update cursor dimension.
1798  * Called when changing cursor sprite resp. reloading grfs.
1799  */
UpdateCursorSize()1800 void UpdateCursorSize()
1801 {
1802 	/* Ignore setting any cursor before the sprites are loaded. */
1803 	if (GetMaxSpriteID() == 0) return;
1804 
1805 	static_assert(lengthof(_cursor.sprite_seq) == lengthof(_cursor.sprite_pos));
1806 	assert(_cursor.sprite_count <= lengthof(_cursor.sprite_seq));
1807 	for (uint i = 0; i < _cursor.sprite_count; ++i) {
1808 		const Sprite *p = GetSprite(GB(_cursor.sprite_seq[i].sprite, 0, SPRITE_WIDTH), ST_NORMAL);
1809 		Point offs, size;
1810 		offs.x = UnScaleGUI(p->x_offs) + _cursor.sprite_pos[i].x;
1811 		offs.y = UnScaleGUI(p->y_offs) + _cursor.sprite_pos[i].y;
1812 		size.x = UnScaleGUI(p->width);
1813 		size.y = UnScaleGUI(p->height);
1814 
1815 		if (i == 0) {
1816 			_cursor.total_offs = offs;
1817 			_cursor.total_size = size;
1818 		} else {
1819 			int right  = std::max(_cursor.total_offs.x + _cursor.total_size.x, offs.x + size.x);
1820 			int bottom = std::max(_cursor.total_offs.y + _cursor.total_size.y, offs.y + size.y);
1821 			if (offs.x < _cursor.total_offs.x) _cursor.total_offs.x = offs.x;
1822 			if (offs.y < _cursor.total_offs.y) _cursor.total_offs.y = offs.y;
1823 			_cursor.total_size.x = right  - _cursor.total_offs.x;
1824 			_cursor.total_size.y = bottom - _cursor.total_offs.y;
1825 		}
1826 	}
1827 
1828 	_cursor.dirty = true;
1829 }
1830 
1831 /**
1832  * Switch cursor to different sprite.
1833  * @param cursor Sprite to draw for the cursor.
1834  * @param pal Palette to use for recolouring.
1835  */
SetCursorSprite(CursorID cursor,PaletteID pal)1836 static void SetCursorSprite(CursorID cursor, PaletteID pal)
1837 {
1838 	if (_cursor.sprite_count == 1 && _cursor.sprite_seq[0].sprite == cursor && _cursor.sprite_seq[0].pal == pal) return;
1839 
1840 	_cursor.sprite_count = 1;
1841 	_cursor.sprite_seq[0].sprite = cursor;
1842 	_cursor.sprite_seq[0].pal = pal;
1843 	_cursor.sprite_pos[0].x = 0;
1844 	_cursor.sprite_pos[0].y = 0;
1845 
1846 	UpdateCursorSize();
1847 }
1848 
SwitchAnimatedCursor()1849 static void SwitchAnimatedCursor()
1850 {
1851 	const AnimCursor *cur = _cursor.animate_cur;
1852 
1853 	if (cur == nullptr || cur->sprite == AnimCursor::LAST) cur = _cursor.animate_list;
1854 
1855 	SetCursorSprite(cur->sprite, _cursor.sprite_seq[0].pal);
1856 
1857 	_cursor.animate_timeout = cur->display_time;
1858 	_cursor.animate_cur     = cur + 1;
1859 }
1860 
CursorTick()1861 void CursorTick()
1862 {
1863 	if (_cursor.animate_timeout != 0 && --_cursor.animate_timeout == 0) {
1864 		SwitchAnimatedCursor();
1865 	}
1866 }
1867 
1868 /**
1869  * Set or unset the ZZZ cursor.
1870  * @param busy Whether to show the ZZZ cursor.
1871  */
SetMouseCursorBusy(bool busy)1872 void SetMouseCursorBusy(bool busy)
1873 {
1874 	if (busy) {
1875 		if (_cursor.sprite_seq[0].sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
1876 	} else {
1877 		if (_cursor.sprite_seq[0].sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
1878 	}
1879 }
1880 
1881 /**
1882  * Assign a single non-animated sprite to the cursor.
1883  * @param sprite Sprite to draw for the cursor.
1884  * @param pal Palette to use for recolouring.
1885  * @see SetAnimatedMouseCursor
1886  */
SetMouseCursor(CursorID sprite,PaletteID pal)1887 void SetMouseCursor(CursorID sprite, PaletteID pal)
1888 {
1889 	/* Turn off animation */
1890 	_cursor.animate_timeout = 0;
1891 	/* Set cursor */
1892 	SetCursorSprite(sprite, pal);
1893 }
1894 
1895 /**
1896  * Assign an animation to the cursor.
1897  * @param table Array of animation states.
1898  * @see SetMouseCursor
1899  */
SetAnimatedMouseCursor(const AnimCursor * table)1900 void SetAnimatedMouseCursor(const AnimCursor *table)
1901 {
1902 	_cursor.animate_list = table;
1903 	_cursor.animate_cur = nullptr;
1904 	_cursor.sprite_seq[0].pal = PAL_NONE;
1905 	SwitchAnimatedCursor();
1906 }
1907 
1908 /**
1909  * Update cursor position on mouse movement for relative modes.
1910  * @param delta_x How much change in the X position.
1911  * @param delta_y How much change in the Y position.
1912  */
UpdateCursorPositionRelative(int delta_x,int delta_y)1913 void CursorVars::UpdateCursorPositionRelative(int delta_x, int delta_y)
1914 {
1915 	if (this->fix_at) {
1916 		this->delta.x = delta_x;
1917 		this->delta.y = delta_y;
1918 	} else {
1919 		int last_position_x = this->pos.x;
1920 		int last_position_y = this->pos.y;
1921 
1922 		this->pos.x = Clamp(this->pos.x + delta_x, 0, _cur_resolution.width - 1);
1923 		this->pos.y = Clamp(this->pos.y + delta_y, 0, _cur_resolution.height - 1);
1924 
1925 		this->delta.x = last_position_x - this->pos.x;
1926 		this->delta.y = last_position_y - this->pos.y;
1927 
1928 		this->dirty = true;
1929 	}
1930 }
1931 
1932 /**
1933  * Update cursor position on mouse movement.
1934  * @param x New X position.
1935  * @param y New Y position.
1936  * @param queued_warp True, if the OS queues mouse warps after pending mouse movement events.
1937  *                    False, if the warp applies instantaneous.
1938  * @return true, if the OS cursor position should be warped back to this->pos.
1939  */
UpdateCursorPosition(int x,int y,bool queued_warp)1940 bool CursorVars::UpdateCursorPosition(int x, int y, bool queued_warp)
1941 {
1942 	/* Detecting relative mouse movement is somewhat tricky.
1943 	 *  - There may be multiple mouse move events in the video driver queue (esp. when OpenTTD lags a bit).
1944 	 *  - When we request warping the mouse position (return true), a mouse move event is appended at the end of the queue.
1945 	 *
1946 	 * So, when this->fix_at is active, we use the following strategy:
1947 	 *  - The first movement triggers the warp to reset the mouse position.
1948 	 *  - Subsequent events have to compute movement relative to the previous event.
1949 	 *  - The relative movement is finished, when we receive the event matching the warp.
1950 	 */
1951 
1952 	if (x == this->pos.x && y == this->pos.y) {
1953 		/* Warp finished. */
1954 		this->queued_warp = false;
1955 	}
1956 
1957 	this->delta.x = x - (this->queued_warp ? this->last_position.x : this->pos.x);
1958 	this->delta.y = y - (this->queued_warp ? this->last_position.y : this->pos.y);
1959 
1960 	this->last_position.x = x;
1961 	this->last_position.y = y;
1962 
1963 	bool need_warp = false;
1964 	if (this->fix_at) {
1965 		if (this->delta.x != 0 || this->delta.y != 0) {
1966 			/* Trigger warp.
1967 			 * Note: We also trigger warping again, if there is already a pending warp.
1968 			 *       This makes it more tolerant about the OS or other software in between
1969 			 *       botchering the warp. */
1970 			this->queued_warp = queued_warp;
1971 			need_warp = true;
1972 		}
1973 	} else if (this->pos.x != x || this->pos.y != y) {
1974 		this->queued_warp = false; // Cancel warping, we are no longer confining the position.
1975 		this->dirty = true;
1976 		this->pos.x = x;
1977 		this->pos.y = y;
1978 	}
1979 	return need_warp;
1980 }
1981 
ChangeResInGame(int width,int height)1982 bool ChangeResInGame(int width, int height)
1983 {
1984 	return (_screen.width == width && _screen.height == height) || VideoDriver::GetInstance()->ChangeResolution(width, height);
1985 }
1986 
ToggleFullScreen(bool fs)1987 bool ToggleFullScreen(bool fs)
1988 {
1989 	bool result = VideoDriver::GetInstance()->ToggleFullscreen(fs);
1990 	if (_fullscreen != fs && _resolutions.empty()) {
1991 		Debug(driver, 0, "Could not find a suitable fullscreen resolution");
1992 	}
1993 	return result;
1994 }
1995 
SortResolutions()1996 void SortResolutions()
1997 {
1998 	std::sort(_resolutions.begin(), _resolutions.end());
1999 }
2000 
2001 /**
2002  * Resolve GUI zoom level, if auto-suggestion is requested.
2003  */
UpdateGUIZoom()2004 void UpdateGUIZoom()
2005 {
2006 	/* Determine real GUI zoom to use. */
2007 	if (_gui_zoom_cfg == ZOOM_LVL_CFG_AUTO) {
2008 		_gui_zoom = static_cast<ZoomLevel>(Clamp(VideoDriver::GetInstance()->GetSuggestedUIZoom(), _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
2009 	} else {
2010 		/* Ensure the gui_zoom is clamped between min/max. Change the
2011 		 * _gui_zoom_cfg if it isn't, as this is used to visually show the
2012 		 * selection in the Game Options. */
2013 		_gui_zoom_cfg = Clamp(_gui_zoom_cfg, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max);
2014 		_gui_zoom = static_cast<ZoomLevel>(_gui_zoom_cfg);
2015 	}
2016 
2017 	/* Determine real font zoom to use. */
2018 	if (_font_zoom_cfg == ZOOM_LVL_CFG_AUTO) {
2019 		_font_zoom = static_cast<ZoomLevel>(VideoDriver::GetInstance()->GetSuggestedUIZoom());
2020 	} else {
2021 		_font_zoom = static_cast<ZoomLevel>(_font_zoom_cfg);
2022 	}
2023 }
2024 
ChangeGameSpeed(bool enable_fast_forward)2025 void ChangeGameSpeed(bool enable_fast_forward)
2026 {
2027 	if (enable_fast_forward) {
2028 		_game_speed = _settings_client.gui.fast_forward_speed_limit;
2029 	} else {
2030 		_game_speed = 100;
2031 	}
2032 }
2033