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476 Commits

Author SHA1 Message Date
Charles Pigott
0be22efffc Add: Changelog entries for 1.11.1 release 2021-04-18 21:31:21 +01:00
Charles Pigott
4f8b2aa003 Update: Backport language changes 2021-04-18 21:31:21 +01:00
stormcone
57f01188c2 Add: Hotkey to focus the build object class name filter editbox. 2021-04-18 21:31:21 +01:00
stormcone
bcb6174bf3 Add: Hotkey to focus the rail station class name filter editbox. 2021-04-18 21:31:21 +01:00
Peter Nelson
7b56a630aa Fix #9042: Make multiplayer server list height auto-fill window.
#9042 did not fix all combinations of scaling options. This additional
change makes the server list automatically fill available height.
2021-04-18 21:31:21 +01:00
Rubidium
4e5be077ff Fix #6322: [Script] Try to let the script die when no memory can be allocated instead of crashing the whole game 2021-04-18 21:31:21 +01:00
Rubidium
7aaaa2c5f5 Change: [Script] Let Script_FatalError use std::string instead of const char * 2021-04-18 21:31:21 +01:00
dP
c9c208f78e Fix: Do not unlock railtypes when enabling wagons with GameScript 2021-04-18 21:31:21 +01:00
Milek7
522069d146 Fix: Corrupted savegame could cause heap corruption by writing outside link graph edge matrix. (#9046) 2021-04-18 21:31:21 +01:00
Milek7
e379c818b3 Fix: Corrupted savegame could crash the game by providing invalid gamelog enums. (#9045) 2021-04-18 21:31:21 +01:00
PeterN
eb5ae95c90 Fix: Inconsistent button sizing on AI/GS setting window depending on scale settings. (#9044) 2021-04-18 21:31:21 +01:00
Peter Nelson
e8965d32d9 Fix: Sizing of Multiplayer server list incorrect when GUI zoom doesn't match Font zoom.
The server information panel was scaled by GUI scale, which could result in a panel that is longer than the server list. This height difference is then maintained when the window is resized to fill the screen.
Instead, specify the minimum size by number of text lines and (summed total) padding.
2021-04-18 21:31:21 +01:00
PeterN
790b4f3076 Change: Improve layout and spacing of vehicle group widgets. (#9041)
Existing layout included a blank widget above the group list to align with the vehicle list, however since then an additional sort-by row was added.
Group list size tweaks to match normal row size (at least with normal gui and text size.)
Removed reduction of 2 rows in the group list <- main culprit of odd sizing.
Removed fill attribute on buttons which gave strange sizes, and put it on the group info widget instead.
Tweaked various soft-padding values to line up (centreing text with a 1px offset does not make centred text.)
2021-04-18 21:31:21 +01:00
Rubidium
4f0f113887 Fix #7513: recursive array/class/table release caused stack overflow 2021-04-18 21:31:21 +01:00
Rubidium
53ce868185 Fix #7513: recursive garbage collection caused stack overflow 2021-04-18 21:31:21 +01:00
Milek7
144ed59aef Fix: Add virtual destructor to link graph Path.
Classes derived from Path were freed through base class pointer, but no virtual destructor was present.
2021-04-18 21:31:21 +01:00
Michael Lutz
40f7d085f4 Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend. 2021-04-18 21:31:21 +01:00
Rubidium
1f34264017 Fix: [win32] buffer_locked state not initialised, causing _screen.dst_ptr to be potentially not set 2021-04-18 21:31:21 +01:00
Rubidium
fa57e33dfe Fix: [Video] fast forward boolean states not initialised, potentially causing unstoppable fast forward 2021-04-18 21:31:21 +01:00
Rubidium
dee9d6dfd4 Fix: [SDL] buffer_locked state not initialised, causing _screen.dst_ptr to be potentially not set 2021-04-18 21:31:21 +01:00
rubidium42
961cda50bc Fix #8874: show a warning when a NewGRF scan is requested multiple times from the console (#9022) 2021-04-18 21:31:21 +01:00
Wim Leflere
fe43c2d18f Fix: clang-cl build (#9018)
Remove macro redefinitions
Add final and fallthrough attributes for clang-cl
2021-04-18 21:31:21 +01:00
PeterN
59406363bb Fix #9015: Don't set free space value if not requested. (#9016) 2021-04-18 21:31:21 +01:00
rubidium42
cbc1d0c893 Fix #9008: Validate starting year given on the command line. (#9014)
An invalid starting year causes all sorts of weird behaviour and crashes in map generation.

Now just set the appropriate setting via IConsoleSetSetting so the validation
and, if needed, clamping is performed on the starting year value.
2021-04-18 21:31:21 +01:00
Rubidium
3d0c109d82 Change: add some hints about the getaddrinfo warning to the troubleshooting part of the documentation 2021-04-18 21:31:21 +01:00
Rubidium
e0594d6cac Change: warn the user about the resolving of an address being extra very slow 2021-04-18 21:31:21 +01:00
Rubidium
51cb9e71e5 Fix: split the UDP blocking of sockets to only the socket involved, and when another thread is busy do not attempt to process the packets of that socket 2021-04-18 21:31:21 +01:00
Rubidium
27630d255c Change: move some things only relevant to UDP from network.cpp to network_udp.cpp 2021-04-18 21:31:21 +01:00
Michael Lutz
d04423251b Fix: Check for a validly mapped OpenGL screen buffer during driver init. (#9007) 2021-04-18 21:31:21 +01:00
Patric Stout
9e5ab59eab Change: reworked how the Game Option display options are drawn
"Hardware acceleration" was not aligned with its checkbox. So instead
of drawing the labels left and the options right, now draw settings
one by one with a spacer between label and option to get the right
spacing.

Also, use SetPIP instead of repeating a SetPadding for all but
last element.
2021-04-18 21:31:21 +01:00
Patric Stout
898c61d457 Feature: allow a toggle to enable/disable vsync
Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
2021-04-18 21:31:21 +01:00
Peter Nelson
ec8abd072d Fix: Adjust scrolling interval of credits to account for text line height 2021-04-18 21:31:21 +01:00
Jonathan G Rennison
0f962aaf03 Fix: Data races on cursor state in OpenGL backends 2021-04-18 21:31:21 +01:00
Jonathan G Rennison
eeb6e9d417 Fix: Thread unsafe use of sprite cache in OpenGLBackend::DrawMouseCursor
See also: #8870
See also: #8977
2021-04-18 21:31:21 +01:00
Charles Pigott
0434cc017b Fix #8956: Industry disaster news messages showed the wrong location (#8992) 2021-04-18 21:31:21 +01:00
Niels Martin Hansen
5905fdb26e Fix: [Win32] Font glyphs of certain widths broke
Font glyphs between 33 and 39 pixels wide, in the Win32 font system, used wrong alignment and caused glyphs to appear broken.
When in the 33 to 39 pixel range, glyphs without AA were rounded down to 32 pixel pitch, instead of up to 64 pixel pitch.
2021-04-18 21:31:21 +01:00
Patric Stout
4ffe7131cb Fix 70bc55cfd6: snow line height was set while calculating desert line (#8989)
Seems I liked copy/pasting just a tiny bit too much.
2021-04-18 21:31:21 +01:00
Michael Lutz
aadc7beccc Fix #8930: [Win32] Don't handle printable keys on keydown if an edit box is in focus.
Handle printable input only when the matching WM_CHAR message is incoming.
Without an edit box, do the handling in keydown as usual to support hotkeys.
2021-04-18 21:31:21 +01:00
Wim Leflere
9d233bb7d4 Change: [win32] Use user UI language for initial language selection (#8973) (#8974) 2021-04-18 21:31:21 +01:00
Loïc Guilloux
5c6b43832c Fix: [CMake] Use the right run-time library depending on vcpkg triplet (#8964) 2021-04-18 21:31:21 +01:00
Jonathan G Rennison
5cbbb0d17b Fix: [Network] State conditions for sending client info/quit packets (#8959)
Use status >= STATUS_AUTHORIZED as the state criteria for all cases
where updates about other clients are sent.
This avoids the case where a client is informed that another client
has joined but not informed when it later quits, resulting in
stale entries in the client list window.
2021-04-18 21:31:21 +01:00
Loïc Guilloux
19b3f777c4 Change: [CMake] Improve 'In-source build' error message (#8955) 2021-04-18 21:31:21 +01:00
Ghislain Antony Vaillant
24ddedad38 Fix: Use FluidSynth default soundfont 2021-04-18 21:31:21 +01:00
Jonathan G Rennison
30313bb396 Fix: Viewport drag tooltips not being removed when dragging over other windows 2021-04-18 21:31:21 +01:00
Jonathan G Rennison
35aff633bd Fix: Viewport drag tooltip flickering when dragging outside window 2021-04-18 21:31:21 +01:00
Peter Nelson
c6312a8ebf Fix: Allow full sample range for 16-bit audio.
Clamping each sample value to half the available range could cause
unnecessary premature clipping with lots of sounds playing. This change
does not affect the actual volume level.
2021-04-18 21:31:21 +01:00
Peter Nelson
3976f2deed Change: Apply power-of-3 scaling to master effect volume to improve perceived loudness change. 2021-04-18 21:31:21 +01:00
Ghislain Antony Vaillant
a7cb2d8d00 Fix: Honor default soundfont for FluidSynth
Debian now provides a default soundfont for FluidSynth via its alternatives system.

In short, FluidSynth is configured to look for `/usr/share/sounds/sf3/default-GM.sf3` as its default soundfont, and each soundfront package (FluidR3, OPL-3, MuseScore...) may provide or override this symlink. By default, FluidSynth is installed on Debian with the `TimGM6mb` soundfont by default due to its limited size.

See https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=929185 for further details.
2021-04-18 21:31:21 +01:00
PeterN
7021468ee3 Fix: Apply master effect volume during mixing instead of sound start. (#8945)
This makes the volume control work as most players would expect, affecting
existing playing sounds as well as new sounds.
2021-04-18 21:31:21 +01:00
Michael Lutz
d6a4b67df7 Fix #8935: [OSX] Crash when clicking 'Save' due to wrongly-threaded OS call. (#8944) 2021-04-18 21:31:21 +01:00
Niels Martin Hansen
0b51290a1e Feature: Volume sliders in Game Options window 2021-04-18 21:31:21 +01:00
Niels Martin Hansen
3a6b811559 Codechange: Move volume control slider logic to separate functions 2021-04-18 21:31:21 +01:00
Niels Martin Hansen
d02aae7a9c Add: NWidgetBase::GetCurrentRect function 2021-04-18 21:31:21 +01:00
Niels Martin Hansen
78285207ce Change: Default music and sound effects volume to be lower 2021-04-18 21:31:21 +01:00
Milek7
300391465a Codechange: Use COINIT_MULTITHREADED in CoInitializeEx (#8938) 2021-04-18 21:31:21 +01:00
Charles Pigott
306d80be49 Remove: Invalid translations from Romanian 2021-04-18 21:31:21 +01:00
frosch
5af537026f Fix d4c3d01d: add plural form 14 to strgen. (#8999) 2021-04-18 21:31:21 +01:00
Nicolae Crefelean
a8a838c24c Add: new plural form for Romanian translation (#8936) 2021-04-18 21:31:21 +01:00
Didac Perez Parera
4cfcbcfbaa Fix: adjust object and rail station selection window padding to be consistent (#8929)
consistent
2021-04-18 21:31:21 +01:00
Jonathan G Rennison
34606b7cbd Fix: Memory leak of airport tile layout in AirportChangeInfo (prop 0A) (#8928) 2021-04-18 21:31:21 +01:00
Bernard Teo
f0f87ee0dc Fix #8922: Show vehicle window for single vehicle in shared order grouping (#8926) 2021-04-18 21:31:21 +01:00
Charles Pigott
9acb8f7d2c Fix #8919: Release builds with asserts enabled (#8925) 2021-04-18 21:31:21 +01:00
Patric Stout
fb23ee6add Fix: building on Raspberry Pi failed because of const vs constexpr (#8924) 2021-04-18 21:31:21 +01:00
Charles Pigott
1d039c86cb Add: [Actions] Debian Bullseye release build (#8921) 2021-04-18 21:31:21 +01:00
Loïc Guilloux
7c7f747ad8 Change: [CMake] Copy AI/GS compatibility files to build dir (#8906) 2021-04-18 21:31:21 +01:00
Patric Stout
bd80ec7cff Fix: [CMake] if the regex for STABLETAG is empty, it means it is stable
This feels a bit inside out, but it makes sense: if there are no
"beta1" or "RC1" mentions, it means it is a stable release.
2021-04-01 13:34:39 +02:00
Patric Stout
935debbf6f Fix: [Actions] "is-tag" variable is the 5th element, not 6th
The 6th is "is-stable-tag", but it is currently broken in meaning.
Betas and RCs are considered "stable", but final releases are not.
This is the reason it was working for RC1, but not for the final
release.
2021-04-01 13:34:39 +02:00
Patric Stout
4eac2163f5 Doc: Prepare for 1.11.0 release 2021-04-01 12:39:58 +02:00
Patric Stout
150341ba29 Codechange: Disable asserts for release 2021-04-01 12:39:58 +02:00
Patric Stout
183df5c981 Codechange: Suppress warnings when asserts are disabled (#8917) 2021-04-01 11:50:37 +02:00
translators
7fb12afc4f Update: Translations from eints
catalan: 2 changes by J0anJosep
2021-04-01 10:28:08 +02:00
Charles Pigott
92f966821e Codechange: Suppress warnings when asserts are disabled (#8916) 2021-04-01 10:28:08 +02:00
translators
903bd3d750 Update: Translations from eints
luxembourgish: 1 change by phreeze83
serbian: 59 changes by nkrs
2021-04-01 10:28:08 +02:00
Charles Pigott
edbae9ad6c Fix #8803: Only auto-remove signals when rail can be built (#8904) 2021-04-01 10:28:08 +02:00
translators
a931a18d05 Update: Translations from eints
english (us): 23 changes by 2TallTyler
luxembourgish: 63 changes by phreeze83
ukrainian: 72 changes by StepanIvasyn
catalan: 5 changes by J0anJosep
turkish: 5 changes by nullaf
2021-04-01 10:28:08 +02:00
Mike
b36b1a8cf9 Fix #8565: Stopped road vehicle displays a speed different than 0 (#8901) 2021-04-01 10:28:08 +02:00
translators
b8af503ff5 Update: Translations from eints
english (us): 7 changes by HAJDog247
czech: 18 changes by PatrikSamuelTauchim
luxembourgish: 99 changes by phreeze83
serbian: 4 changes by nkrs
catalan: 20 changes by J0anJosep
french: 1 change by arikover
portuguese: 30 changes by azulcosta
2021-04-01 10:28:08 +02:00
translators
766b9895bf Update: Translations from eints
swedish: 30 changes by kustridaren
spanish (mexican): 1 change by absay
japanese: 13 changes by Azusa257
vietnamese: 1 change by KhoiCanDev
estonian: 12 changes by siimsoni
czech: 6 changes by PatrikSamuelTauchim, 2 changes by tomas-vl
chinese (simplified): 88 changes by clzls
arabic (egypt): 16 changes by AviationGamerX
luxembourgish: 4 changes by phreeze83
korean: 34 changes by telk5093
italian: 16 changes by AlphaJack
german: 1 change by danidoedel, 1 change by Wuzzy2
slovak: 30 changes by FuryPapaya
catalan: 35 changes by J0anJosep
tamil: 16 changes by Aswn
dutch: 32 changes by Afoklala
portuguese (brazilian): 14 changes by Greavez, 5 changes by jpsl00
2021-04-01 10:28:08 +02:00
Charles Pigott
2b78c22349 Fix #8886: Don't try to resolve folders within tars named '.' 2021-04-01 10:28:08 +02:00
translators
4bcc3a4f3f Update: Translations from eints
norwegian (bokmal): 28 changes by Anolitt
spanish (mexican): 29 changes by absay
galician: 1 change by JohnBoyFan
vietnamese: 30 changes by KhoiCanDev
estonian: 31 changes by siimsoni
czech: 6 changes by tomas-vl
arabic (egypt): 73 changes by AviationGamerX
hungarian: 37 changes by pnpBrumi
german: 24 changes by danidoedel, 4 changes by matthiasradde, 2 changes by SecretIdetity
russian: 2 changes by SecretIdetity
finnish: 40 changes by lanurmi
catalan: 47 changes by J0anJosep
lithuanian: 30 changes by devbotas
spanish: 29 changes by JohnBoyFan
french: 30 changes by MalaGaM
portuguese (brazilian): 7 changes by jpsl00, 5 changes by Greavez
polish: 31 changes by Milek7
2021-04-01 10:28:08 +02:00
translators
d5b8829fb4 Update: Translations from eints 2021-04-01 10:28:08 +02:00
Patric Stout
872d1f1396 Change: scale heightmaps we export to highest peak and inform the user of this value
Before this commit, it scaled to map-height-limit. Recently this
could also be set to "auto", meaning players don't really know
or care about this value.

This also means that if a player exported a heightmap and wanted
to import it again, looking like the exact same map, he did not
know what value for "highest peak" to use.
2021-04-01 10:28:08 +02:00
Patric Stout
1e905dea20 Fix: store the recent new game_creation settings in savegames
This allows us to later on see what someone did, and makes sure
that "restart" command still knows how the game was created.
2021-04-01 10:28:08 +02:00
Patric Stout
cedc5c4de8 Feature: allow setting a custom terrain type to define highest peak
At least, TGP will try to reach it. It heavily depends on the map
if it is reachable at all. But for sure it will do its atmost to
get there!
2021-04-01 10:28:08 +02:00
Patric Stout
13b1e585da Add: allow setting the highest mountain for heightmaps
It will add some slack to the map height limit if that was set
to auto.
2021-04-01 10:28:08 +02:00
Patric Stout
6dcc7f93c3 Feature: auto-detect map height limit based on generated map
This opens up the true power of the TGP terrain generator, as it
is no longer constrainted by an arbitrary low map height limit,
especially for extreme terrain types.

In other words: on a 1kx1k map with "Alpinist" terrain type, the
map is now really hilly with default settings.

People can still manually limit the map height if they so wish,
and after the terrain generation the limit is stored in the
savegame as if the user set it.

Cheats still allow you to change this value.
2021-04-01 10:28:08 +02:00
Patric Stout
9496990f53 Change: rename setting "max_heightlevel" to "map_height_limit"
This better reflects what it is, and hopefully removes a bit of
the confusion people are having what this setting actually does.

Additionally, update the text on the setting to better inform
users what it is doing exactly, so they can make an educated
decision on how to change it.

Next commit will introduce an "auto" value, which should be the
new default. The rename has as added benefit that everyone will
start out on the "auto" value.
2021-04-01 10:28:08 +02:00
Patric Stout
d700db0e7d Change: remove "maximum map height" from the New Game GUI
This setting influence the max heightlevel, and not as the name
suggests: the height of the generated map.

How ever you slice it, it is a very weird place to add this
setting, and it is better off being only in the settings menu.

Commits following this commit also make it more useful, so users
no longer have to care about it.
2021-04-01 10:28:08 +02:00
Patric Stout
ae0b641768 Feature: setting to indicate desert coverage for tropic climate
This is an indication value; the game tries to get as close as it
can, but due to the complex tropic rules, that is unlikely to be
exact.

In the end, it picks a height-level to base the desert/tropic
line on. This is strictly seen not needed, as we can convert any
tile to either. But it is the simplest way to get started with
this without redoing all related functions.
2021-04-01 10:28:08 +02:00
Patric Stout
eff2376871 Feature: setting to indicate snow coverage for arctic climate (replaces snow line height)
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.

Maps can never be 100% snow, as we do not have sprites for coastal
tiles.

Internally, this calculates the best snow line height to approach
this coverage as close as possible.
2021-04-01 10:28:08 +02:00
Milek7
3fae244f54 Change: Do not disallow persistent buffer mapping on AMD GPUs, as it is actually faster. 2021-04-01 10:28:08 +02:00
translators
d77d0c9a5f Update: Translations from eints
chinese (traditional): 25 changes by SiderealArt
japanese: 81 changes by taku315
2021-04-01 10:28:08 +02:00
Koen Bussemaker
0b6e84f4cf Fix #8875: Filter string in station window breaks flow in user interface 2021-04-01 10:28:08 +02:00
Patric Stout
14692bf2e4 Fix: placing random trees in SE crashes the game (#8892)
This used to work by accident: originally the code checked if
GenerateWorld was threaded. If not, it would abort the function.
This worked for placing trees, because it was also returning false
when it was not active.

With the recent changes, that check got removed, and this crash
started to happen. So now check if we have a modal window, which
is a very solid indication we are generating the world.
2021-04-01 10:28:08 +02:00
translators
1f8bd4a8d7 Update: Translations from eints
slovak: 6 changes by FuryPapaya
2021-04-01 10:28:08 +02:00
translators
10d5fc46f9 Update: Translations from eints
arabic (egypt): 22 changes by AviationGamerX
2021-04-01 10:28:08 +02:00
translators
28aeedc4e7 Update: Translations from eints
slovak: 10 changes by FuryPapaya
2021-04-01 10:28:08 +02:00
translators
5802f61e42 Update: Translations from eints
chinese (simplified): 2 changes by clzls
korean: 2 changes by telk5093
slovak: 9 changes by FuryPapaya
catalan: 4 changes by J0anJosep
polish: 4 changes by pAter-exe
2021-04-01 10:28:08 +02:00
Michael Lutz
4e51cd1a03 Fix f0f96e31: [OpenGL] Broken window resizing due to invalid buffer pitch on texture creation. 2021-04-01 10:28:08 +02:00
translators
70117d3b82 Update: Translations from eints
vietnamese: 118 changes by KhoiCanDev
slovak: 13 changes by FuryPapaya
2021-04-01 10:28:08 +02:00
frosch
4d3b14af6f Fix f0f96e31: [OpenGL] warning: comparison of integer expressions of different signedness. (#8881) 2021-04-01 10:28:08 +02:00
Michael Lutz
da55c7c69f Fix #8871: [OpenGL] Initialize all buffers after resize and clear back buffer. (#8877) 2021-04-01 10:28:08 +02:00
translators
2c93c3b9cb Update: Translations from eints
ukrainian: 1 change by StepanIvasyn
2021-04-01 10:28:08 +02:00
dP
ea484bc9a6 Fix: Recompute road/railtype availability after disabling the engine 2021-04-01 10:28:08 +02:00
Peter Nelson
8e6522acef Fix: OSK layout not scaled for 2x or 4x GUI scale. 2021-04-01 10:28:08 +02:00
translators
3a3fb37dfe Update: Translations from eints
spanish (mexican): 8 changes by absay
ukrainian: 13 changes by StepanIvasyn
dutch: 3 changes by Afoklala
lithuanian: 1 change by devbotas
2021-04-01 10:28:08 +02:00
translators
2272de80e2 Update: Translations from eints
ukrainian: 10 changes by StepanIvasyn
portuguese: 78 changes by azulcosta
2021-04-01 10:28:08 +02:00
translators
38b506ecd6 Update: Translations from eints
swedish: 1 change by kustridaren
estonian: 1 change by siimsoni
russian: 5 changes by Ln-Wolf, 3 changes by SecretIdetity
ukrainian: 7 changes by StepanIvasyn
lithuanian: 31 changes by devbotas
portuguese: 54 changes by azulcosta
2021-04-01 10:28:08 +02:00
translators
df96bcf75c Update: Translations from eints
estonian: 2 changes by siimsoni
2021-04-01 10:28:08 +02:00
translators
63f6ae30e2 Update: Translations from eints
swedish: 10 changes by kustridaren
norwegian (bokmal): 3 changes by buzzCraft
czech: 39 changes by PatrikSamuelTauchim
ukrainian: 4 changes by StepanIvasyn
2021-04-01 10:28:08 +02:00
translators
87def2fd9e Update: Translations from eints
english (us): 8 changes by 2TallTyler
estonian: 16 changes by siimsoni
korean: 5 changes by telk5093
italian: 32 changes by AlphaJack
german: 5 changes by Wuzzy2
danish: 15 changes by achton
lithuanian: 89 changes by devbotas
spanish: 3 changes by MontyMontana
french: 8 changes by arikover
portuguese (brazilian): 3 changes by Greavez
polish: 17 changes by yazalo, 2 changes by pAter-exe
2021-04-01 10:28:08 +02:00
Tyler Trahan
6c93f02ff9 Add: Title game for 1.11 branch by Chrnan6710 (#8910) 2021-03-30 19:36:30 +02:00
Patric Stout
ad256b5c1d Doc: Prepare for 1.11.0-RC1 release (#8859) 2021-03-14 21:52:09 +01:00
Patric Stout
74c98db1b6 Fix 217071aa: spanish translation contains an invalid character (#8863) 2021-03-14 20:26:48 +01:00
translators
217071aa1d Update: Translations from eints
norwegian (bokmal): 5 changes by Anolitt
estonian: 13 changes by siimsoni
korean: 5 changes by telk5093
italian: 1 change by AlphaJack
german: 5 changes by danidoedel
ukrainian: 15 changes by StepanIvasyn
catalan: 5 changes by J0anJosep
dutch: 5 changes by Afoklala
lithuanian: 82 changes by devbotas
spanish: 255 changes by MontyMontana
portuguese (brazilian): 5 changes by Greavez
2021-03-14 19:01:42 +00:00
Tyler Trahan
41baf8778b Doc: Clarify comment that SND_05_TRAIN_THROUGH_TUNNEL is only for steam engines (#8858) 2021-03-14 11:16:14 +01:00
Patric Stout
c25847787e Codechange: we are not booing straps .. we are bootstrapping 2021-03-14 11:04:14 +01:00
Patric Stout
4fe222d853 Fix: errors during bootstrap could still show up after bootstrap
For example, if you have a config that defines OpenGFX as baseset
but for some reason you have no basesets anymore. In that case
bootstrap downloads OpenGFX for you, but it will still show the
error that "OpenGFX was not found" after the bootstrap. This was
an error generated before the bootstrapped kicked in.

Simply muting all errors during bootstrap solves this; as we cannot
show them anyway, this is fine. Any errors that remain after
bootstrap will be generated again anyway.
2021-03-14 11:04:14 +01:00
Patric Stout
22a9d921ef Fix: if bootstrap failed, it could end with an empty screen instead of error
There are various of ways bootstrap can fail:
- Failing network connection
- Incomplete download
- No write permissions
- Disk full
- (others I forgot)

They all result in a screen with no windows. To ensure we at least
always show something when anything bad happens, if the bootstrap
is not successful, show a screen what the next step for the human
should be.
2021-03-14 11:04:14 +01:00
Michael Lutz
13011e00c6 Fix #8860: [Win32] Crashlog window wasn't reliably shown for crashes not on the main thread. 2021-03-13 22:09:05 +01:00
translators
062eeb9810 Update: Translations from eints
english (us): 7 changes by 2TallTyler
estonian: 17 changes by siimsoni
hungarian: 100 changes by pnpBrumi
ukrainian: 8 changes by StepanIvasyn
dutch: 24 changes by Afoklala
spanish: 338 changes by MontyMontana
french: 29 changes by MalaGaM
portuguese (brazilian): 1 change by Greavez
2021-03-13 19:03:00 +00:00
Patric Stout
5056e963ba Fix #8851: don't allow infinite "exec" depth in script, but limit to 10 deep
This means if you execute a script from a script from a script, ..
for more than 10 times, it bails out now. This should be sufficient
for even the most complex scripts.
2021-03-13 10:01:05 +01:00
Patric Stout
8230cd009d Fix: calling "exec" from script never returned
Example:

exec other.script
echo hello

The "echo" was never executed.
2021-03-13 10:01:05 +01:00
Matt Kimber
bcb3313e13 Feature: allow setting maximum zoom level at which sprites are drawn (#8604) 2021-03-13 10:00:53 +01:00
Didac Perez Parera
e708fb38da Feature: allow filtering on name in rail station window (#8706) 2021-03-13 10:00:36 +01:00
stormcone
9c5a7d3a57 Fix #8733: Can't buy train engine when the "Engines only" filter is active 2021-03-11 21:35:10 +00:00
translators
3cb2dd4889 Update: Translations from eints
swedish: 22 changes by kustridaren
ukrainian: 4 changes by StepanIvasyn
lithuanian: 7 changes by devbotas
spanish: 312 changes by MontyMontana
2021-03-11 18:08:46 +00:00
Tyler Trahan
de891238d6 Change: Recolour graph windows to brown (#8700) 2021-03-11 15:30:29 +01:00
frosch
f580ab4ba4 Fix #8647: draw tram catenary using 4 bounding boxes.
The back sprite is now supposed to contain west, north and east pillars.
The front sprite is supposed to contain the south pillar and the wires.
2021-03-11 00:21:09 +01:00
frosch
28589db664 Fix: front/back sprites of action5 tram catenary were swapped. 2021-03-11 00:21:09 +01:00
Jonathan G Rennison
c0b722ec46 Codechange: Add fast path to catenary drawing in MaskWireBits
MaskWireBits always returns its input unchanged if the input
has only 0 or 1 track bits set.
Having only 0 or 1 track bits sets (i.e. non junction tiles)
is by far the most common case.
Examining the state of neighbouring tiles and the subsequent
masking logic is relatively expensive and can be omitted in this case.
2021-03-10 23:28:10 +01:00
translators
1fb1e75038 Update: Translations from eints
norwegian (bokmal): 26 changes by Anolitt
spanish (mexican): 25 changes by absay
japanese: 11 changes by Azusa257
korean: 7 changes by telk5093
german: 7 changes by danidoedel
russian: 63 changes by Ln-Wolf
finnish: 7 changes by hpiirai
ukrainian: 5 changes by StepanIvasyn
catalan: 7 changes by J0anJosep
spanish: 7 changes by MontyMontana
portuguese (brazilian): 12 changes by Greavez
2021-03-10 18:08:46 +00:00
Patric Stout
4866e43862 Codechange: rework codeflow introduced in 098d5b22 (#8837)
It didn't sit well to me, how I wrote the commit initially. First
casting a variable into another, only to write it back into the
originally feels wrong.

This flow makes a bit more sense to me.
2021-03-10 13:57:52 +01:00
Patric Stout
14b61bfa6f Fix #8833: don't reload NewGRFs when we are shutting down
Otherwise that might cause calls to the video-driver, which are
already shut down by now. This causes, depending on the video-driver
crashes or weird effects.
2021-03-10 13:41:18 +01:00
Patric Stout
afadae6d50 Fix: abort world generation on exiting the game as soon as possible
This prevents the window from "freezing" when you close it during
world generation, as it first would continue the action.
2021-03-10 13:41:18 +01:00
Patric Stout
5426cb3baf Fix: abort GRFFileScanner on exiting the game as soon as possible
This prevents the window from "freezing" when you close it during
the scanning of NewGRFs, as it first would continue the action.
2021-03-10 13:41:18 +01:00
Patric Stout
b349ef6e71 Fix: don't update framerates when a modal window is open
Otherwise the numbers are all over the place when a modal window
just closed.
2021-03-10 13:41:18 +01:00
Patric Stout
970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
Patric Stout
098d5b2239 Fix #8711: having gui_zoom lower than zoom_min causes crashes (#8835)
gui_zoom was never clamp'd between zoom_min/zoom_max.

zoom_min controls how zoomed-in we load sprites. For a value of 1,
no quad-sizes sprites are loaded. If gui_zoom would be 0, meaning
it wants quad-sized sprites to display, it was printing random
stuff to the screen, which could or could not result in crashes.
2021-03-10 13:39:03 +01:00
sean
160a5f2fdd Codechange: Misleading function name for selecting refresh rate (#8836)
Co-authored-by: pnda <43609023+ThePNDA@users.noreply.github.com>
2021-03-10 12:37:35 +00:00
glx22
35a228f78f Add: [CMake] Install menu and media files 2021-03-09 22:42:25 +01:00
glx22
b5770acd50 Codechange: [CMake] Add checks for baseset script parameters 2021-03-09 22:42:25 +01:00
Patric Stout
47e11fa3f2 Codechange: only run InteractiveRandom() from the draw-thread (#8831)
Otherwise both the draw-thread and game-thread can do it both
at the same time, which gives rather unwanted side-effects.

Calling it from the draw-thread alone is sufficient, as we just
want to create some unpredictable randomness for the player. The
draw-thread is a lot more active (normally) than the game-thread,
so it is the best place of the two to do this.
Additionally, InteractiveRandom() mostly has to do with visuals
that are client-side-only, so more related to drawing than to
game.
2021-03-09 20:30:37 +01:00
Patric Stout
68e92d215a Fix #8810: "aircraft out of fuel" news was looking in the wrong place (#8832)
v->tile for aircrafts is always zero when in the air. Only when
it starts its landing (or take-off) patterns it becomes a sane
value.
So instead, base the news on the last x/y coordinates of the plane.
2021-03-09 20:29:22 +01:00
translators
65f558d6df Update: Translations from eints
english (us): 18 changes by 2TallTyler
korean: 17 changes by telk5093
german: 13 changes by danidoedel, 4 changes by Wuzzy2
finnish: 17 changes by hpiirai
catalan: 17 changes by J0anJosep
lithuanian: 33 changes by devbotas
spanish: 17 changes by MontyMontana
portuguese (brazilian): 20 changes by Greavez
polish: 9 changes by yazalo
2021-03-09 18:22:28 +00:00
Patric Stout
b21ba566ae Codechange: remove special strings for language and resolutions (#8824)
As OpenTTD grew, we found other ways to do this, and we are no
longer in need for a hack like this.
2021-03-09 10:58:33 +01:00
PeterN
9fdc881005 Fix: Scale PIP-padding the same as regular padding. (#8829) 2021-03-09 10:43:04 +01:00
sean
0464a50ab8 Add: Display refresh rate game option (#8813) 2021-03-09 10:22:52 +01:00
Patric Stout
64a8c38d2f Fix: [Actions] update environment variable for AWS region (#8827) 2021-03-08 23:31:45 +01:00
Michael Lutz
436cdf1fc8 Fix #8825: [OpenGL] Don't clear cursor cache from the game loop thread. 2021-03-08 21:35:35 +01:00
translators
ee69a0dc29 Update: Translations from eints
lithuanian: 5 changes by devbotas
portuguese (brazilian): 8 changes by Greavez
2021-03-08 19:03:59 +00:00
Patric Stout
8946b41d20 Fix: ensure switching blitter happens in the main thread
This because video-drivers might need to make changes to their
context, which for most video-drivers has to be done in the same
thread as the window was created; main thread in our case.
2021-03-08 19:18:55 +01:00
Patric Stout
e56d2c63c3 Add: [Video] move GameLoop into its own thread
This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
2021-03-08 19:18:55 +01:00
Michael Lutz
3a4a15cc93 Codechange: don't set the window position when changing blitter
There really is no need to make an extra call to the OS in
these cases.
2021-03-08 19:18:55 +01:00
Patric Stout
b9eac7c6dc Codechange: remove the unused lock around Blitter 2021-03-08 19:18:55 +01:00
Patric Stout
4610aa7ae3 Remove: [Video] no longer draw in a thread
Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.

Additionally, putting the drawing routine in a thread was only
done for a few targets.

Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
2021-03-08 19:18:55 +01:00
dP
56911a86ea Add: Buttons to open global goals from company goals and vice versa 2021-03-08 18:18:47 +00:00
dP
818bee3961 Change: Don't show global goals in company goal windows 2021-03-08 18:18:47 +00:00
Didac Perez Parera
3878c4781e Fix #8817: keep NewGRF order for object class sorting (#8818) 2021-03-08 17:00:43 +01:00
Patric Stout
04db99749b Fix #8784: using alt+enter didn't update the fullscreen toggle visibly (#8820)
Basically, the window was not invalidated, so it was never redrawn.
This made it look like it wasn't working, but it really was.
2021-03-08 16:57:59 +01:00
Eddi-z
d3179709b1 Change: Clarify what effect town interactions have (#8744) 2021-03-08 15:44:33 +01:00
Michael Lutz
25656a10cb Fix #8808: [OSX, OpenGL] Crash on switching blitters due to double-mapping the video buffer. 2021-03-08 15:43:22 +01:00
Michael Lutz
ae1f7bd695 Fix 937d60f2: Broken company colours for 40bpp-blitter. (#8821) 2021-03-08 15:43:08 +01:00
Patric Stout
b93d7dd3cb Add: Option to (dis-)allow accelerated video drivers. (#8819)
The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.

Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-08 15:42:39 +01:00
Didac Perez Parera
6e2a96c133 Add: filter for "engines only" in build train window (#8733) 2021-03-08 12:03:11 +01:00
translators
f70aa8fabe Update: Translations from eints
estonian: 6 changes by siimsoni
catalan: 3 changes by J0anJosep
latvian: 37 changes by lexuslatvia
portuguese (brazilian): 8 changes by Greavez
polish: 1 change by azabost
2021-03-07 19:02:12 +00:00
Jonathan G Rennison
25909b06d2 Fix #8809: Crash when removing airport when hangar window open 2021-03-07 17:59:38 +00:00
translators
2860de7bf4 Update: Translations from eints
chinese (traditional): 5 changes by benny30111
estonian: 1 change by siimsoni
italian: 1 change by AlphaJack
ukrainian: 4 changes by StepanIvasyn
tamil: 37 changes by Aswn
portuguese (brazilian): 19 changes by Greavez
2021-03-06 19:01:58 +00:00
translators
f536fd55d8 Update: Translations from eints
swedish: 1 change by kustridaren
spanish (mexican): 4 changes by absay
estonian: 80 changes by siimsoni
arabic (egypt): 13 changes by AviationGamerX
ukrainian: 1 change by StepanIvasyn
dutch: 1 change by Afoklala
portuguese (brazilian): 15 changes by Greavez
2021-03-05 19:02:54 +00:00
Patric Stout
06a3c0cb26 Fix dddf885f: use IConsoleError to produce console errors 2021-03-04 22:23:05 +01:00
Patric Stout
8c6b5e52fd Add: allow making heightmap screenshot via console 2021-03-04 22:23:05 +01:00
Patric Stout
ac5e77ea3b Feature: allow custom width/height of screenshot via console
Reworked how the screenshot command works while keeping it backwards
compatible. It can now more freely understand arguments, and has
the ability to make SC_DEFAULTZOOM screenshots.
2021-03-04 22:23:05 +01:00
translators
879eb9c348 Update: Translations from eints
estonian: 22 changes by siimsoni
korean: 1 change by telk5093
serbian: 41 changes by nkrs
german: 1 change by Wuzzy2
romanian: 14 changes by ALEX11BR
russian: 5 changes by Ln-Wolf
finnish: 5 changes by hpiirai
ukrainian: 2 changes by StepanIvasyn
lithuanian: 105 changes by devbotas
spanish: 3 changes by MontyMontana
french: 5 changes by MalaGaM
portuguese (brazilian): 13 changes by Greavez
2021-03-04 19:00:02 +00:00
glx22
349dc568ea Fix: [CMake] Remove timestamps from regression output 2021-03-04 16:22:58 +01:00
glx22
1d79f55a46 Fix: [CMake] Skip detection for unused libs for dedicated builds 2021-03-04 16:22:58 +01:00
glx22
db0993f500 Change: [Actions] Also check dedicated build 2021-03-04 16:22:58 +01:00
Patric Stout
0243ae4654 Fix #8799: NGameAllowedSorter() is not imposing strict weak ordering relation (#8801)
In other words, it should only (!) return true if A comes for B.
This promise was broken for the situation where two values are
identical. It would return true in these cases too. This is of
course not possible: if two values are identical, neither come
before the other. As such, the sorter was not imposing strict
weak ordering relations.

libstdc++ handled this scenario just fine, but libc++ crashes
badly on this, as it allowed comparing of [begin, end] instead
of [begin, end).
libc++ considered this not a bug (and by specs, they are correct;
just this way of crashing is of course a bit harsh):
https://bugs.llvm.org/show_bug.cgi?id=47903
2021-03-03 12:12:29 +00:00
Michael Lutz
937d60f239 Fix #8774: Black screenshots when using 40bpp-blitter. (#8791)
This affected all screenshot types that render to an off-screen
buffer and don't copy the actual screen contents.
2021-03-02 20:55:39 +01:00
translators
95462493ef Update: Translations from eints
english (us): 4 changes by 2TallTyler
italian: 4 changes by troccoli
serbian: 251 changes by nkrs
german: 6 changes by ebla71, 2 changes by Wuzzy2
romanian: 3 changes by ALEX11BR
russian: 11 changes by Ln-Wolf
ukrainian: 2 changes by StepanIvasyn
lithuanian: 15 changes by devbotas
spanish: 2 changes by perezdidac
2021-03-02 18:56:54 +00:00
Michael Lutz
c656633bea Fix #8775: [Win32] Don't create the main window when alt-tabbing back into fullscreen. 2021-03-01 23:41:39 +01:00
Michael Lutz
b7a44983b4 Fix: [Win32] Original window size was lost when tabbing in and out of fullscreen. 2021-03-01 23:41:39 +01:00
Patric Stout
74aa934441 Codechange: validate that "max" value of settings fit in their storage
This is an easy mistake to make, so protect us against making such
mistakes, by validating it doesn't happen.
2021-03-01 23:17:47 +01:00
Patric Stout
d7a70c67ba Fix: old snow_line_height had a higher maximum value than could be stored
So any old game made with this setting was overflowing anyway;
not really a lot we can do about that now.
2021-03-01 23:17:47 +01:00
Patric Stout
a0c298a539 Fix: three max-values for settings could exceed their storage size 2021-03-01 23:17:47 +01:00
Patric Stout
abac4b1758 Fix c4df0f95: bootstrap was only showing a black screen (#8788)
The bootstrap has the _switch_mode to SM_MENU, and never leaves
this mode. Neither is it considered a modal window (while in some
sense it really is). So .. we need to add another "draw anyway"
exception, to make sure bootstrap is being drawn.
2021-03-01 23:17:30 +01:00
Limyx826
47e899cf75 Add: Malaysia Ringgit as Currency
Cause why not

*Update the formating
2021-03-01 21:56:26 +00:00
Charles Pigott
64686b53ff Change: Zero out the gameloop timers when the game is paused 2021-03-01 21:55:51 +00:00
Charles Pigott
ef5cea0e06 Change: De-limit framerate window's framerate 2021-03-01 21:55:51 +00:00
glx22
cd4c8ecbf3 Add: [Actions] Allow partial cache invalidation on dependencies change 2021-03-01 22:41:48 +01:00
Owen Rudge
838fd61f29 Fix: [OSX] Hide dock when entering fullscreen 2021-03-01 21:03:18 +00:00
translators
02e7bc7e0a Update: Translations from eints
swedish: 4 changes by kustridaren
norwegian (bokmal): 3 changes by buzzCraft
spanish (mexican): 12 changes by absay
korean: 4 changes by telk5093
greek: 85 changes by sntovas
german: 4 changes by MagnumSociety
catalan: 5 changes by J0anJosep
tamil: 16 changes by Ramesh78dev
dutch: 4 changes by rcpaul
polish: 5 changes by pAter-exe
2021-03-01 19:01:41 +00:00
Patric Stout
40505e645a Fix: terraform limit acted random when maxing out per_64k_frames setting
uint32 + uint32 can overflow, so cast it to uint64 first.
2021-03-01 16:35:16 +01:00
Patric Stout
25e5a92286 Fix 9b800a96: (a << 16) is unsigned, so don't remove the cast 2021-03-01 16:35:16 +01:00
Patric Stout
8bc0089fc4 Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the storage size (#8769) 2021-02-28 21:53:14 +01:00
translators
2545b24118 Update: Translations from eints
czech: 1 change by LubosKolouch
2021-02-28 19:00:53 +00:00
Charles Pigott
f30f4b6892 Doc: 1.11.0-beta2 changelog 2021-02-28 18:49:21 +00:00
Patric Stout
c3dc27e37e Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
2021-02-28 18:04:51 +00:00
dP
73fd634209 Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts 2021-02-28 17:43:30 +00:00
Patric Stout
2d9062bfc1 Fix: [Network] don't desync if client leaves before you finish downloading map
When you are downloading a map, all the commands are queued up
for you. Clients joining/leaving is done by the network protocol,
and as such are processed immediately. This means that by the
time you are processing the commands, a client that triggered
it, might already have left.

So, all commands that do something with ClientID, shouldn't
error on an invalid ClientID when DC_EXEC is set, but
gracefully handle the command anyway, to make sure the
game-state is kept in sync with all the clients that did
execute the DoCommand while the now-gone client was still
there.

Additionally, in the small chance a client disconnects between
the server validating a DoCommand and the command being
executed, also just process the command as if the client was
still there. Otherwise, lag or latency can cause clients that
did not receive the disconnect yet to desync.
2021-02-28 12:27:04 +01:00
Patric Stout
13889b6554 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.
2021-02-28 12:27:04 +01:00
Patric Stout
8d199b1bbc Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.
2021-02-28 12:27:04 +01:00
Patric Stout
3677418225 Fix: [Network] also count the person downloading the map in the queue
Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.
2021-02-28 12:27:04 +01:00
Charles Pigott
6b8f9b50b9 Fix: Vehicle list windows did not update when this year's profit changed
Remove caching from vehicle group object. and recalculate it whenever
required instead.
2021-02-28 11:24:09 +00:00
Michael Lutz
d79398a1d5 Fix #8763: [OpenGL] Cursor sprite origin can be negative. 2021-02-28 11:12:13 +01:00
Pavel Stupnikov
4fd2eecb8b Change: Improve console warnings on invalid network commands (#8753) 2021-02-27 20:26:51 +01:00
translators
cd756e6f01 Update: Translations from eints
swedish: 60 changes by kustridaren
norwegian (bokmal): 12 changes by buzzCraft
czech: 82 changes by PatrikSamuelTauchim, 1 change by tomas-vl
italian: 86 changes by AlphaJack, 9 changes by federico1564S
german: 16 changes by ebla71
romanian: 10 changes by ALEX11BR
ukrainian: 3 changes by StepanIvasyn
spanish: 1 change by MontyMontana
2021-02-27 19:01:06 +00:00
Michael Lutz
77854d561b Fix: [OpenGL] Don't use OpenGL on MESA software renderers.
Performance in this case is worse than not using OpenGL, so just let
OTTD fall back to a different video driver.
2021-02-27 19:01:34 +01:00
Patric Stout
1b5d1d074e Fix: [SDL2] set GL attributes to get the best GL context possible (#8759) 2021-02-27 18:51:20 +01:00
frosch
dfa141818b Fix: OpenGL cursor did not consider sprite offsets of cursor sprites. 2021-02-27 14:52:11 +01:00
frosch
d236c57600 Fix: yet another place where the vehicle-cursor did not account for the interface zoom level. 2021-02-27 14:52:11 +01:00
Michael Lutz
ef4cec9382 Fix #8750: [OpenGL] Line drawing did not set proper RGB/mask colours. 2021-02-27 13:09:38 +01:00
glx22
54fb4c04e3 Fix: [CMake] libpng header/library mismatch for macos 2021-02-27 02:23:33 +01:00
Patric Stout
fe451b8dc7 Codechange: remove _realtime_tick variable 2021-02-27 00:36:14 +01:00
Patric Stout
853bfc3562 Codechange: replace _realtime_tick with std::chrono for mouse events 2021-02-27 00:36:14 +01:00
Patric Stout
53c28a8ec9 Codechange: [Network] replace _realtime_tick with std::chrono 2021-02-27 00:36:14 +01:00
Patric Stout
dc7ba33b51 Fix: don't link to OpenGL with SDL2 as backend; SDL2 dynamically loads it (#8745)
Although for developers this doesn't change anything, for our
linux-generic binary it changes everything. Without this, the
OpenGL dynamic library is dragged in as dependency, and as it
depends on X11, that will be dragged in too. This is not
something we prefer to have, as that won't run on as many
machines as it could.

SDL2 doesn't depend on OpenGL directly, as it tries to load it
in on runtime. If found, it would work in exactly the same way
as if we would link to OpenGL ourselves. As such, this is
the best of both worlds: our linux-generics have less linked
dependencies, and developers won't notice any difference.

As a side-effect, if someone uses linux-generic on a machine
that does not have any OpenGL package installed, it will
gracefully fall back to the default backend of SDL instead.
2021-02-27 00:34:41 +01:00
Patric Stout
d068d61f3c Fix bddfcaef: don't tell twice that a client left because of a timeout etc (#8746)
SendError() notifies all clients of the disconnect. This calls
CloseConnection() at the end, which also notified the clients
of the disconnect. Really no need to do it twice.

The status NETWORK_RECV_STATUS_SERVER_ERROR is only set by
SendError(), so in case that is the status, don't let
ClientConnection() send another notification.
2021-02-27 00:32:51 +01:00
translators
af326753a9 Update: Translations from eints
swedish: 1 change by kustridaren
english (us): 15 changes by 2TallTyler
catalan: 1 change by J0anJosep
dutch: 1 change by Afoklala
2021-02-26 19:01:33 +00:00
Michael Lutz
3cbbaa62db Change: Never auto-select an 8bpp blitter unless explicitly allowed by the 'support8bpp' setting. 2021-02-26 19:26:52 +01:00
Patric Stout
9a3dbf3122 Fix 02e770ff: allow estimating CloneVehicle if short on money (#8748)
CheckCompanyHasMoney() was also executed when not using DC_EXEC,
resulting in an error about shortage of money instead of the
estimation.
This mostly is a problem for AI players, as they will have no
way to know how much it would have cost.
2021-02-26 16:22:58 +01:00
Patric Stout
d4583fa64c Fix #8123: trams on half-tiles couldn't find depots (#8738)
Basically, follow_track.hpp contains a fix for half-tiles, but
this wasn't duplicated for when trying to find a depot and in
a few other places. This makes sure all places act the same.
2021-02-25 22:46:46 +01:00
translators
9209807d66 Update: Translations from eints
swedish: 19 changes by kustridaren
german: 1 change by Wuzzy2
slovak: 3 changes by FuryPapaya
2021-02-25 19:01:49 +00:00
Michael Lutz
311df31fb1 Codechange: [OpenGL] Load all OpenGL functions dynamically. 2021-02-25 00:34:49 +01:00
Michael Lutz
a0c1a3f736 Codechange: [OpenGL] Simplify loading OpenGL extension functions. 2021-02-25 00:34:49 +01:00
Michael Lutz
e1e8cc3851 Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742) 2021-02-24 22:10:25 +01:00
Patric Stout
6a8c461e38 Codechange: [OSX] GameLoop is really more like MainLoop
MainLoop() is used to bootstrap OSX, where later a callback is
done to GameLoop() to execute OpenTTD. All other video drivers
don't need that, so what is in GameLoop is in MainLoop for all
other drivers. This is rather confusing. So, instead, name
GameLoop MainLoopReal to be more in sync with the other drivers.
2021-02-24 21:58:47 +01:00
Patric Stout
67d3c6aa71 Codechange: [Video] move InteractiveRandom() to the VideoDriver 2021-02-24 21:58:47 +01:00
Patric Stout
c409f45ddd Codechange: [Video] make the prototype of PollEvent() the same for all drivers
Additionally, call it from the draw-tick.
2021-02-24 21:58:47 +01:00
glx22
70e4845915 Change: [Actions] Use only CMake, CTest and CPack 2021-02-24 17:54:24 +01:00
glx22
90adac8f09 Change: [Actions] stop using 'run-vcpkg' action for Release 2021-02-24 17:54:24 +01:00
glx22
58640824d1 Change: [Actions] stop using 'run-cmake' action for Release 2021-02-24 17:54:24 +01:00
glx22
2fd2950eb5 Change: [Actions] stop using 'run-vcpkg' action for CI 2021-02-24 17:54:24 +01:00
glx22
30ae019095 Change: [Actions] stop using 'run-cmake' action for CI 2021-02-24 17:54:24 +01:00
Tyler Trahan
8476f12432 Change: Improve graph period markings (#8732) 2021-02-24 09:18:15 +01:00
frosch
79c2b81ffd Fix: vehicle-cursor size-limit did not account for the interface zoom level. 2021-02-24 08:00:42 +00:00
Michael Lutz
46e13313e4 Fix #8731: Always use a 32bpp blitter if font anti-aliasing is enabled. 2021-02-23 22:15:03 +01:00
translators
c93c9c099e Update: Translations from eints
estonian: 7 changes by siimsoni
polish: 2 changes by yazalo
2021-02-23 18:59:47 +00:00
Niels Martin Hansen
cc465efa67 Change: [Win32] Use more modern way of getting free disk space 2021-02-23 11:25:39 +01:00
Niels Martin Hansen
b427ddce88 Codechange: Switch to explicit wide strings 2021-02-23 11:25:39 +01:00
Niels Martin Hansen
beeb9e0a1b Remove: [Win32] Last pretenses of being able to build for Windows 95 2021-02-23 11:25:39 +01:00
Niels Martin Hansen
4bc69fec62 Doc: Remove #5661 from known-bugs, fixed in 1.10 2021-02-22 23:25:16 +00:00
glx22
b67245d71e Fix: [CMake] CMake may use || at the end of custom commands 2021-02-22 23:17:45 +01:00
glx22
ec9d1a6b8f Fix: [CMake] CMAKE_SOURCE_DIR may contain regex commands 2021-02-22 23:17:45 +01:00
Michael Lutz
06ca147a82 Fix 8706c36f: Change RELEASE code, too. 2021-02-22 23:16:46 +01:00
Michael Lutz
7af1fd3ffb Add: [OSX] OpenGL video driver. 2021-02-22 22:16:07 +01:00
Michael Lutz
b4a3bc1ffe Codechange: [OpenGL] Separate context state setup from general init. 2021-02-22 22:16:07 +01:00
Michael Lutz
7f55f0a264 Codechange: [OSX] Add support for (un)locking the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
2f25e9bdf8 Codechange: [OSX] Separate video driver into a base and a Quartz implementation. 2021-02-22 22:16:07 +01:00
Michael Lutz
421b599541 Codechange: [SDL2] Split driver in base-part and default backend 2021-02-22 22:16:07 +01:00
Patric Stout
a303940372 Feature: [SDL2] OpenGL support 2021-02-22 22:16:07 +01:00
Michael Lutz
a77b202767 Codechange: [SDL] Move dirty_rect to class scope. 2021-02-22 22:16:07 +01:00
Patric Stout
e75858ce5e Codechange: [SDL2] Allow several places to hook into the SDL driver
This allows future subdrivers to use these to manage their
own flow.
2021-02-22 22:16:07 +01:00
Patric Stout
101e394475 Codechange: [SDL2] Move functions and variables to class-scope
This allows future subdrivers to override them.
2021-02-22 22:16:07 +01:00
Patric Stout
0d58bc9384 Codechange: [SDL2] Move SDLSurface code to its own function
This increases readability, and allow future subdrivers to not
use SDLSurface to draw.
2021-02-22 22:16:07 +01:00
Patric Stout
6098811b49 Codechange: [SDL2] Split Start() in a few more functions
This makes it a bit easier to follow what is going on, and
allow future subdrivers to hook into a few of these functions.

Reworked the code slighly while at it, to return early where
possible.
2021-02-22 22:16:07 +01:00
Michael Lutz
86c309ea75 Codechange: [OpenGL] Let OpenGL clear the pixel buffer if possible. 2021-02-22 22:16:07 +01:00
Michael Lutz
94d8acb7d0 Add: A 32 bpp blitter that uses the animation buffer from the video backend to speed up palette animation. 2021-02-22 22:16:07 +01:00
Michael Lutz
ae7c63cc35 Codechange: [OpenGL] Use persistently mapped pixel buffers when supported. 2021-02-22 22:16:07 +01:00
Michael Lutz
200be7d20c Add: [OpenGL] Support for a separate animation buffer that stores the palette values of the screen in addition to the colour buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
01ef44fa4f Codechange: Allow blitter factories to decide at runtime if the blitter is usable. 2021-02-22 22:16:07 +01:00
Michael Lutz
d62e302768 Change: [Win32] Prioritize the OpenGL video driver over the GDI one. 2021-02-22 22:16:07 +01:00
Michael Lutz
6bcc4884c2 Add: [OpenGL] Accelerated mouse cursor drawing. 2021-02-22 22:16:07 +01:00
Michael Lutz
d4dbb3f46e Fix: Don't trash video buffer alpha in SSE3/4 blitters. 2021-02-22 22:16:07 +01:00
Michael Lutz
bcd15b4dd2 Codechange: [OpenGL] Initialize backing store to opaque alpha to allow blending effects. 2021-02-22 22:16:07 +01:00
Michael Lutz
1e1a9f3999 Add: A simple, templated cache map that uses a least recently used eviction strategy. 2021-02-22 22:16:07 +01:00
Michael Lutz
3e49aff35c Codechange: Allow video drivers to handle the cursor themselves. 2021-02-22 22:16:07 +01:00
Michael Lutz
6776229047 Codechange: Make the simple Malloc sprite allocator globally usable. 2021-02-22 22:16:07 +01:00
Michael Lutz
70aa3b4011 Codechange: Give sprite encoders a hint which colour components of a sprite are filled with useful information. 2021-02-22 22:16:07 +01:00
Michael Lutz
e7e5316340 Add: Allow sprite encoders (blitters) to specify an alignment for sprite width and height. 2021-02-22 22:16:07 +01:00
Michael Lutz
02e8741457 Codechange: Allow for using a sprite encoder that is not the currently active blitter when loading a sprite. 2021-02-22 22:16:07 +01:00
Michael Lutz
f94b2e73e1 Codechange: [Win32] Use an OpenGL core context instead of a compatibility one. 2021-02-22 22:16:07 +01:00
Michael Lutz
e8fc050b6e Add: [OpenGL] Support for 8bpp blitters. 2021-02-22 22:16:07 +01:00
Michael Lutz
320072c8dc Codechange: [OpenGL] Explicitly assign which framebuffer target receives the colour values. 2021-02-22 22:16:07 +01:00
Michael Lutz
821f30f735 Codechange: [OpenGL] Use GLSL version 1.50 if available. 2021-02-22 22:16:07 +01:00
Michael Lutz
90fd8f8cda Codechange: [OpenGL] Use generic vertex attributes in the shader program. 2021-02-22 22:16:07 +01:00
Michael Lutz
acf59f6b68 Codechange: [OpenGL] Use shaders to display the video buffer on screen. 2021-02-22 22:16:07 +01:00
Michael Lutz
b181859629 Change: [Win32] Disable VSync for OpenGL by default. 2021-02-22 22:16:07 +01:00
Michael Lutz
9a069faa01 Codechange: [Win32] Try to get an OpenGL 3.2+ context if possible. 2021-02-22 22:16:07 +01:00
Michael Lutz
a990c497b5 Codechange: [OpenGL] Use a pixel buffer object to store the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
5af0cfd902 Codechange: [OpenGL] Use a vertex array object to store the vertex state for the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
acf2ce35f7 Codechange: [OpenGL] Use a vertex buffer object to store the vertex data for the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz
8706c36fc0 Codechange: [Win32] Move remaing global _wnd variables into the video driver. 2021-02-22 22:16:07 +01:00
Michael Lutz
d6b6775888 Change: Lock the video buffer when drawing inside the game loop to properly account for threaded drawing. 2021-02-22 22:16:07 +01:00
Michael Lutz
73ed748deb Codechange: [Win32] Move the global video buffer pointer into the driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz
5ad545dcc1 Codechange: [OpenGL] Only update the dirty parts of the video buffer texture. 2021-02-22 22:16:07 +01:00
Michael Lutz
3a77ade6b2 Codechange: [OpenGL] Enable driver debug messages if supported. 2021-02-22 22:16:07 +01:00
Michael Lutz
d7b96a424f Codechange: [OpenGL] Use new-style extension testing introduced with OpenGL 3.0. 2021-02-22 22:16:07 +01:00
Michael Lutz
ef478ade64 Add: [Win32] Video driver that uses OpenGL to transfer the video buffer to the screen. 2021-02-22 22:16:07 +01:00
Michael Lutz
af4d32357c Codechange: [Win32] Move common initialization and finalization to the video driver base class. 2021-02-22 22:16:07 +01:00
Michael Lutz
78b8fc3e4f Codechange: [Win32] Move GDI-specific variables and related functions into the GDI video driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz
8b90d4abe0 Codechange: [Win32] Move GDI specific drawing code into the GDI video driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz
59e0d9618b Codechange: [Win32] Split the video driver into a base class and a GDI backend class. 2021-02-22 22:16:07 +01:00
Patric Stout
78d96dad2a Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)
When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
  speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
  lagging behind.
- in title screen, moving your mouse gives you the idea it is
  jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
2021-02-22 21:17:55 +01:00
translators
c136dd2b32 Update: Translations from eints
english (us): 78 changes by 2TallTyler
polish: 1 change by yazalo
2021-02-22 19:01:17 +00:00
Charles Pigott
6af49b7885 Fix #8724: Got wrong DepotID/StationID for airports, causing crash 2021-02-22 14:20:21 +00:00
Charles Pigott
80fb1c74f0 Change: Make pathfinder account for maximum order speed, if set 2021-02-22 00:25:47 +00:00
milek7
b749d6f1cb Fix: Allow building with Allegro and without SDL on Linux 2021-02-21 23:05:50 +00:00
translators
e74069e4c2 Update: Translations from eints
estonian: 19 changes by siimsoni
french: 3 changes by glx22
2021-02-21 19:00:19 +00:00
Charles Pigott
8157af6d68 Fix #8276: Crash when a NewGRF object's size was not set 2021-02-21 18:16:09 +00:00
Charles Pigott
3af407340e Fix #8349: Close depot vehicle list windows when closing the depot window 2021-02-21 17:58:19 +00:00
Patric Stout
88959f5595 Codechange: [OSX] remove final bits of old debugging code (#8714) 2021-02-21 15:58:26 +01:00
Charles Pigott
1d6a0c7b52 Fix: [YAPF] Road pathfinder did not account for length of tunnel/bridge in path cost
Copy calculations from the rail pathfinder
2021-02-21 10:53:25 +00:00
Charles Pigott
c461999b2b Fix #8594: [NRT] Road pathfinder did not account for roadtype speed limits 2021-02-21 10:53:25 +00:00
Patric Stout
e1b1608dc6 Fix ec1dd0bf: missing override causing compiler warnings (#8708) 2021-02-20 22:14:26 +01:00
Michael Lutz
d16dc22fdf Codechange: Use C++-ism for zeroing. 2021-02-20 21:14:44 +01:00
Michael Lutz
5ca979b1e2 Fix: [OSX] Don't wait on the event loop for drawing. 2021-02-20 21:14:44 +01:00
Michael Lutz
f3c192c63d Codechange: [OSX] Only keep a total dirty rect for drawing.
When drawing an 8bpp screen buffer, palette resolving was done for each
dirty rectangle. In areas with high activity, this would mean a pixel might
have been resolved multiple times. Also, if too many individual updates
were queued, the whole screen would be refreshed, even if unnecessary.

All other drivers only keep one overall dirty rect, so do it here as well.
2021-02-20 21:14:44 +01:00
translators
61275df7da Update: Translations from eints
estonian: 62 changes by siimsoni
korean: 1 change by telk5093
russian: 2 changes by Ln-Wolf
finnish: 2 changes by hpiirai
2021-02-20 19:00:44 +00:00
frosch
d9b4413bc9 Codechange: rename sound ids to make more sense. (#8701) 2021-02-20 19:01:04 +01:00
SamuXarick
cb95b1d2e7 Codechange: Apply coding style 2021-02-20 17:59:04 +00:00
Patric Stout
058f13bdf9 Remove: [SDL] SDL 1.3 never happened, so remove all the special code for it 2021-02-20 17:08:44 +01:00
Patric Stout
0e76d965f1 Codechange: deduplicate tick-handlers of all video drivers
They were all identical, so better put this in a single place
hoping it is less likely to break.
2021-02-20 17:08:44 +01:00
Patric Stout
7996fadb91 Change: [Win32] Remove force_full_redraw and display_hz settings
These were special settings only for the win32-drivers, and
introduced in the very first version we track.

Time kinda had caught up with those variables, so it is time to
say farewell.

force_full_redraw was most likely a debug functionality "in case
our dirty-rect fails". This should no longer be needed.

display_hz was cute, as it had a max of 120. That is kinda
out-dated information, but I also doubt anyone was really using
this.
2021-02-20 17:08:44 +01:00
Patric Stout
23d6f4eac9 Codechange: [Win32] simplify when/where GdiFlush() is called 2021-02-20 17:08:44 +01:00
Patric Stout
ec1dd0bf61 Codechange: be consistent in what CheckPaletteAnim() does and when it is called
Additionally, make sure this is a class method. Later commits
will make use of this.
2021-02-20 17:08:44 +01:00
Patric Stout
790fa7102e Codechange: be consistent in naming the paint function Paint()
Also move this function to be a class member. This to allow
further deduplicating of code in a later commit.
2021-02-20 17:08:44 +01:00
Patric Stout
761efbb457 Codechange: use (Un)LockVideoBuffer() to manage video buffer 2021-02-20 17:08:44 +01:00
Patric Stout
661eb39ecc Codechange: move all input-handling of video-drivers into InputLoop 2021-02-20 17:08:44 +01:00
Patric Stout
38b4ae1c0e Codechange: [Win32] make fast-forward check the same as with other drivers
It was of all the drivers the only one doing this slightly different.
When trying to unify more code, that was rather annoying.
2021-02-20 17:08:44 +01:00
Joe Stringer
d21442941c Fix: [Cygwin] Fix missing uint definition
In file included from src/settingsgen/../string_func.h:30,
                 from src/settingsgen/settingsgen.cpp:11:
src/settingsgen/../core/bitmath_func.hpp:34:15: error: 'uint' does not name a type; did you mean 'uint8'?
   34 | static inline uint GB(const T x, const uint8 s, const uint8 n)
      |               ^~~~
      |               uint8
2021-02-20 14:54:57 +00:00
Patric Stout
08821f82b6 Fix: [Win32] run InteractiveRandom() once every tick, not once every message
Win32 was the only video driver doing this. It is just a bit too
much random.
2021-02-20 14:25:56 +01:00
Patric Stout
19fdbac287 Fix: [Win32] now we are drawing on a tick, no longer use WM_PAINT
WM_PAINT hits when-ever Windows feels like, but always after we
marked the screen as dirty. In result, it was lagging behind,
giving a sub-60fps experience.

With the new draw-tick there is no longer a need to be driven by
WM_PAINT, so it is better anyway to drive the drawing ourself. As
an added bonus this makes the win32 driver more like the others.
2021-02-20 14:25:56 +01:00
translators
5fc983a1bb Update: Translations from eints
german: 1 change by Wuzzy2
russian: 11 changes by Ln-Wolf
catalan: 2 changes by J0anJosep
spanish: 14 changes by perezdidac
2021-02-19 19:01:10 +00:00
Patric Stout
b124c49ea4 Fix: [Actions] Also run CI against libsdl1.2 for every pull request 2021-02-19 19:56:40 +01:00
Patric Stout
8bf8c0f251 Fix d437445c: also use std::chrono for the GRFFileScanner modal window
For some reason I only converted one of the two modal windows we
have, and completely forgot the other.

While at it, synchronize the way those two modal windows work
in terms of "next_update".
2021-02-19 19:56:40 +01:00
Patric Stout
cb8e1706b2 Fix: [Actions] if SDL2 is installed, it is always picked over SDL1
So no need to install both SDL1 and SDL2, that gives a false idea
of reality.
2021-02-19 11:34:00 +01:00
Patric Stout
d3df4674f9 Fix: [Actions] build our allegro driver too in our CI
This prevents us breaking it without realising.
2021-02-19 11:34:00 +01:00
Patric Stout
932abe6d5c Fix fa170b9: [SDL2] forgot to use GetGameInterval where needed 2021-02-19 11:34:00 +01:00
Patric Stout
15a0ac2735 Fix cd4f0f95: [Allegro] driver failed to build because of missing include 2021-02-19 11:34:00 +01:00
Patric Stout
c4df0f95ae Fix: during switching of game-mode, drawing could show closed windows that shouldn't be closed yet
The higher your refresh-rate, the more likely this is. Mostly you
notice this when creating a new game or when abandoning a game.

This is a bit of a hack to keep the old behaviour, as before this
patch the game was already freezing your mouse while it was changing
game-mode, and it does this too after this patch. Just now it
freezes too a few frames earlier, to prevent not drawing windows
people still expect to see.
2021-02-19 10:43:15 +01:00
Patric Stout
fa170b9ace Feature: configurable refresh-rate and change default to 60fps
Most modern games run on 60 fps, and for good reason. This gives
a much smoother experiences.

As some people have monitors that can do 144Hz or even 240Hz, allow
people to configure the refresh rate. Of course, the higher you
set the value, the more time the game spends on drawing pixels
instead of simulating the game, which has an effect on simulation
speed.

The simulation will still always run at 33.33 fps, and is not
influences by this setting.
2021-02-19 10:43:15 +01:00
Patric Stout
eb9b1ad68d Change: sleep till the next tick in the main loop
Sleep for 1ms (which is always (a lot) more than 1ms) is just
randomly guessing and hoping you hit your deadline, give or take.

But given we can calculate when our next frame is happening, we
can just sleep for that exact amount. As these values are often
a bit larger, it is also more likely the OS can schedule us back
in close to our requested target. This means it is more likely we
hit our deadlines, which makes the FPS a lot more stable.
2021-02-19 10:43:15 +01:00
Patric Stout
ae7a2b9f02 Change: allow video-drivers to miss deadlines slightly
Before, every next frame was calculated from the current time.
If for some reason the current frame was drifting a bit, the
next would too, and the next more, etc etc. This meant we rarely
hit the targets we would like, like 33.33fps.

Instead, allow video-drivers to drift slightly, and schedule the
next frame based on the time the last should have happened. Only
if the drift gets too much, that deadlines are missed for longer
period of times, schedule the next frame based on the current
time.

This makes the FPS a lot smoother, as sleeps aren't as exact as
you might think.
2021-02-19 10:43:15 +01:00
Patric Stout
c81c6e5eb7 Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This
means that the fast-forward was limited also by how fast we could
draw, something that people in general don't expect.

To give an extreme case, if you are fully zoomed out on a busy
map, fast-forward would be mostly limited because of the time it
takes to draw the screen.

By decoupling the draw-tick and game-tick, we can keep the pace
of the draw-tick the same while speeding up the game-tick. To use
the extreme case as example again, if you are fully zoomed out
now, the screen only redraws 33.33 times per second, fast-forwarding
or not. This means fast-forward is much more likely to go at the
same speed, no matter what you are looking at.
2021-02-19 10:43:15 +01:00
Patric Stout
5bfa014505 Codechange: track _realtime_tick more accurate
_realtime_tick was reset every time the diff was calculated. This
means if it would trigger, say, every N.9 milliseconds, it would
after two iterations already drift a millisecond. This adds up
pretty quick.
2021-02-19 10:43:15 +01:00
Patric Stout
25f6851ca1 Codechange: switch all video drivers to std::chrono for keeping time
On all OSes we tested the std::chrono::steady_clock is of a high
enough resolution to do millisecond measurements, which is all we
need.

By accident, this fixes a Win32 driver bug, where we would never
hit our targets, as the resolution of the clock was too low to
do accurate millisecond measurements with (it was ~16ms resolution
instead).
2021-02-19 10:43:15 +01:00
Patric Stout
d437445c67 Codechange: use std::chrono to track time in modal windows
Adding to _realtime_ticks in a random place is a bit of a hack,
and by using modern C++, we can avoid this hack.
2021-02-19 10:43:15 +01:00
Tegas Aziz
1f6fb8c290 Add: Indonesia Rupiah as in-game currency (#8616)
The exchange rate is actually more like 19,000, but OpenTTD
doesn't handle such high exchange rates kindly.
2021-02-19 10:27:41 +01:00
Didac Perez Parera
96990b2ea7 Feature: Object class selection string filtering (#8603) 2021-02-19 10:26:54 +01:00
SamuXarick
7577dfa575 Codechange: Apply coding style 2021-02-19 00:14:30 +00:00
translators
259c04f41c Update: Translations from eints
russian: 1 change by Ln-Wolf
polish: 2 changes by yazalo
2021-02-18 19:01:52 +00:00
Tyler Trahan
fa88cb62e1 Fix cc39fa9: New orders are non-stop by default (#8689) 2021-02-18 18:42:28 +01:00
Jonathan G Rennison
15b99f2e7a Fix: Whole status bar instead of money widget refreshed on money change (#8692)
This could result in the rest of the status bar being
redrawn unnecessarily frequently
2021-02-18 12:29:30 +01:00
Jonathan G Rennison
55ed7d16f7 Fix: Unnecessary status bar redraws when there is no news to show (#8691)
InvalidateWindowData with mode SBI_NEWS_DELETED was called on the
status bar when checking for a new item of news to be shown in the
ticker, even if there is no news queued and no change occurs.
2021-02-18 12:17:51 +01:00
Jonathan G Rennison
e059a88533 Fix: Autorenew failure advice due to bad refit being shown to all companies (#8681) 2021-02-18 10:50:33 +01:00
Tyler Trahan
d5e18feed9 Change: Darken graph grid lines for legibility (#8690) 2021-02-18 10:15:58 +01:00
Wuzzy
27b4d6390b Change: "(Business/Chair)man" to "...person" (#8659) 2021-02-17 21:34:31 +01:00
Patric Stout
8e0d48a0f6 Fix: [SDL2] simplify what to redraw to prevent tearing (#8685)
When there are a lot of rects to redraw, of which one of the last
ones is almost the full screen, visual tearing happens over the
vertical axis. This is most visible when scrolling the map.

This can be prevented by using less rects. To simplify the situation,
and as solutions like OpenGL need this anyway, keep a single rect
that shows the biggest size that updates everything correctly.

Although this means it needs a bit more time redrawing where it
is strictly seen not needed, it also means less commands have
to be executed in the backend. In the end, this is a trade-off,
and from experiments it seems the approach of this commit gives
a better result.
2021-02-17 21:19:32 +01:00
Michael Lutz
8bd2349ab6 Fix #8676, a2c3197f: GUI-visible settings may not be part of misc settings. 2021-02-17 21:01:21 +01:00
Michael Lutz
00c66e7096 Codechange: Allow early-load settings that are not misc settings. 2021-02-17 21:01:21 +01:00
translators
8f5b8fd769 Update: Translations from eints
german: 2 changes by Wuzzy2
slovak: 5 changes by FuryPapaya
dutch: 4 changes by LouisDeconinck
spanish: 1 change by MontyMontana
2021-02-17 18:54:08 +00:00
Patric Stout
6de188d025 Fix 52317bb7: [SDL2] ensure we don't try to blit out of bounds (#8684)
During resizing, there can still be dirty-rects ready to blit based
on the old dimensions. X11 with shared memory enabled crashes if
you try to do this. So, instead, if we resize, reset the dirty-rects.

This is fine, as moments later we mark the whole (new) screen as
dirty anyway.
2021-02-17 14:06:12 +01:00
Patric Stout
7bdb2e79ed Fix: framerate window showed a slightly higher rate than actually measured (#8682)
The first point was counted, but also initialized as "last". As
such, it didn't add to "total", but did add to "count", which made
the "count" 1 more than the total actually represents.
2021-02-16 20:37:58 +01:00
translators
c9bcc12265 Update: Translations from eints
korean: 2 changes by telk5093
indonesian: 11 changes by dimaspaf14
russian: 2 changes by Ln-Wolf
finnish: 3 changes by hpiirai
french: 4 changes by glx22
2021-02-16 19:01:08 +00:00
translators
db246b82ac Update: Translations from eints
korean: 2 changes by telk5093
german: 56 changes by Wuzzy2
finnish: 2 changes by hpiirai
catalan: 2 changes by J0anJosep
polish: 9 changes by yazalo
2021-02-15 19:01:52 +00:00
Owen Rudge
d3b50b9c47 Fix: [Actions] Use vcpkg to provide libpng on macOS 2021-02-15 12:10:11 +00:00
glx22
45e8b7a5bd Add: Allow translation of "(Directory)" and "(Parent directory)" 2021-02-15 00:08:37 +01:00
Tyler Trahan
ce06b03fac Fix: Stopped ships shouldn't block depots (#8578) 2021-02-14 23:42:29 +01:00
dP
91cc414588 Feature: [GS] Allow non-question type windows to have no buttons 2021-02-14 23:21:43 +01:00
milek7
751f595bb6 Fix: VkMapping declarations violated C++ ODR rule. 2021-02-14 23:19:50 +01:00
frosch
5a1fa18509 Change: move the 'road drive side' selection to settings tree, and give it the same 'basic' visibilty as 'signal side'. 2021-02-14 23:14:07 +01:00
frosch
c71d0f5e7f Change: move townname generator selection to mapgen GUI. 2021-02-14 23:14:07 +01:00
frosch
f513a807db Codechange: move non-GUI code to non-GUI source files. 2021-02-14 23:14:07 +01:00
frosch
4ce941bbc2 Codechange: turn a constant variable into a real constant. 2021-02-14 23:14:07 +01:00
frosch
d17226910d Codechange: minor rearrangement of settings in random map and heightmap GUI. 2021-02-14 23:14:07 +01:00
frosch
81e47277e7 Change: move the 'tree placer algorithm' selection to the settings tree window, and give it the same 'basic' visibility as 'in-game tree placement'. 2021-02-14 23:14:07 +01:00
Joan Josep
a18188ae90 Doc: Add labels to landscape grid description. (#8452) 2021-02-14 23:09:01 +01:00
translators
6b04b7cf18 Update: Translations from eints
slovak: 13 changes by FuryPapaya
catalan: 7 changes by J0anJosep
french: 1 change by arikover
2021-02-14 19:01:09 +00:00
Michael Lutz
8d780e0607 Add: [OSX] Automatic zoom level suggestion for Cocoa video driver. 2021-02-14 14:16:40 +01:00
Michael Lutz
f175e38666 Add: [Win32] Automatic zoom level suggestion for Win32 video driver.
The zoom level suggestion is based on the DPI scaling set in Windows.
We use 150% scaling as the threshold for 2X zoom and 300% scaling
as the threshold for 4X zoom.
2021-02-14 14:16:40 +01:00
Michael Lutz
f137b3057a Codechange: [Win32] Increase SDK version for 32-bit target.
Use the same Windows XP target as for 64-bit. Current MSVC version will
not produce a binary that works on anything earlier anyway.
2021-02-14 14:16:40 +01:00
Michael Lutz
33099355b8 Codechange: Re-init GUI zoom only when really changed. 2021-02-14 14:16:40 +01:00
Michael Lutz
22f5aeab07 Feature: Automatic UI and font zoom levels when supported by the OS. 2021-02-14 14:16:40 +01:00
Michael Lutz
a2c3197f42 Codechange: Make the settings for min/max zoom early load settings. 2021-02-14 14:16:40 +01:00
Michael Lutz
f5555a6d26 Fix 9c872192: [OSX] Clear mouse button emulation flag. 2021-02-14 12:58:45 +01:00
Michael Lutz
e5c3253642 Add: [OSX] Setting to disable HiDPI graphics rendering. 2021-02-14 11:50:18 +01:00
Michael Lutz
0fc763bc55 Change: [OSX] Render screen in full native resolution on HiDPI displays. 2021-02-14 11:50:18 +01:00
Michael Lutz
8906e9e0fd Codechange: Consistently use screen size and not driver resolution for determining window sizes. 2021-02-14 11:50:18 +01:00
Michael Lutz
b66e977acd Change: [OSX] When auto-detecting a font, try for sans-serif first.
On a display, especially with small fonts or low pixel sizes, sans-serif
fonts are usually easier to read than serif fonts.
2021-02-14 11:48:58 +01:00
Michael Lutz
6755ff63e1 Add: [OSX] Native font rendering without using FreeType. 2021-02-14 11:48:58 +01:00
Michael Lutz
21a2cd7bc3 Codechange: Replace magic numbers by constants. 2021-02-14 11:48:58 +01:00
Charles Pigott
8121706b89 Fix #8620: Scale spacing between date & news in history window according to font scaling 2021-02-13 22:15:25 +00:00
Charles Pigott
2b08f21625 Fix #8625: Wrong ending year was displayed in highscore table 2021-02-13 22:15:16 +00:00
Charles Pigott
f1fc083f2b Change: Make order window hotkeys toggle for load & unload variants 2021-02-13 22:14:58 +00:00
Michael Lutz
acca56b6a5 Cleanup: [OSX] Improve some comments. 2021-02-13 22:21:17 +01:00
Michael Lutz
c78e559e88 Codechange: [OSX] Remove unused 'app active' flag. 2021-02-13 22:21:17 +01:00
Michael Lutz
9c8721922b Fix: [OSX] An emulated right mouse down event has to be followed by right mouse up. 2021-02-13 22:21:17 +01:00
Michael Lutz
649ff5f9f9 Codechange: [OSX] Use relative mouse handling during scrolling. 2021-02-13 22:21:17 +01:00
Michael Lutz
43326d11d8 Change: [OSX] Use a layer-backed view to speed up drawing. 2021-02-13 22:21:17 +01:00
Michael Lutz
2a8c3a2cf6 Codechange: [OSX] Align backing buffer pitch for a tiny bit performance. 2021-02-13 22:21:17 +01:00
Michael Lutz
94b76ce9a4 Cleanup: [OSX] Move event loop into video driver file. 2021-02-13 22:21:17 +01:00
Michael Lutz
23389e9491 Remove: [OSX] Startup splash screen.
It wasn't displayed anyway as it was never copied to the bundle.
2021-02-13 22:21:17 +01:00
Michael Lutz
063b90b97d Codechange: [OSX] Move key event handling to our view. 2021-02-13 22:21:17 +01:00
Michael Lutz
f4bd54fedd Codechange: [OSX] Move mouse event handling to our NSView. 2021-02-13 22:21:17 +01:00
Michael Lutz
bd42fc94cc Codechange: [OSX] Move some things from video driver to our NSView. 2021-02-13 22:21:17 +01:00
Michael Lutz
965ce12947 Codechange: [OSX] Use newer mouse tracking API. 2021-02-13 22:21:17 +01:00
Michael Lutz
42af13c141 Codechange: [OSX] Split drawing into its own subview.
This allows the drawing backend code to be independent
of any event or command handling.
2021-02-13 22:21:17 +01:00
Michael Lutz
60f30036f1 Codechange: [OSX] Drain autoreleased objects in each game loop cycle. 2021-02-13 22:21:17 +01:00
Michael Lutz
8aaf4ea098 Codechange: [OSX] Split Window and back buffer creation in Cocoa video driver. 2021-02-13 22:21:17 +01:00
Michael Lutz
0eff7de659 Cleanup: [OSX] Doxygen comment style in video driver. 2021-02-13 22:21:17 +01:00
Michael Lutz
8ced72ab10 Codechange: [OSX] Inline some functions that are used in only one place. 2021-02-13 22:21:17 +01:00
Michael Lutz
13134f9d64 Codechange: [OSX] Replace #define with modern code. 2021-02-13 22:21:17 +01:00
Michael Lutz
88f6c7a9f3 Codechange: [OSX] Fold remaining Cocoa video subdriver into the main driver. 2021-02-13 22:21:17 +01:00
Michael Lutz
e6bea3961f Change: [OSX] Replace screen resolution list with suggested window sizes.
We never change the real screen resolution on OSX. As such, offering a list
of resolutions is pointless. Instead of that, offer the user a list of
commonly used window sizes up to the current screen size.
2021-02-13 22:21:17 +01:00
Michael Lutz
4db7837d06 Codechange: [OSX] There is only one subdriver left, remove virtual dispatch. 2021-02-13 22:21:17 +01:00
Michael Lutz
63ed3f3575 Codechange: Move Fontconfig-specific code to a seperate file. 2021-02-13 20:09:14 +01:00
Michael Lutz
f2294851e6 Codechange: [OSX] Move OSX-specific font code to a separate file. 2021-02-13 20:09:14 +01:00
Michael Lutz
c6af8f16f6 Codechange: [Win32] Move Win32-specific font code to a seperate file. 2021-02-13 20:09:14 +01:00
Michael Lutz
5ad1640984 Codechange: Make OS font handle of the FontCache read-only. 2021-02-13 20:09:14 +01:00
Michael Lutz
2b0200d429 Codechange: OS-specific data for font search is not used outside of searching. 2021-02-13 20:09:14 +01:00
Michael Lutz
84636fc2af Codechange: Remove all remaining uses of cpp_offset. 2021-02-13 20:08:53 +01:00
Michael Lutz
7845434270 Codechange: Don't use cpp_offsetof in the save/load code.
Many of the member variables that are used in save/load are inside types
that are not standard layout types. Using pointer arithmetics to determine
addresses of members inside types that are not standard layout is generally
undefined behaviour. If we'd use C++17, it is conditionally supported, which means
each compiler may or may not support it. And even then using it for individual
array elements is syntactically not supported the the standard offsetof function.

Unfortunately, the trickery employed for saving linkgraph settings causes quite some
clutter in the settings ini files.
2021-02-13 20:08:53 +01:00
Michael Lutz
9c9292949f Codechange: Don't use cpp_offsetof in the TTO/TTD savegame loader.
Many of the member variables that are used in the oldloader are inside types
that are not standard layout types. Using pointer arithmetics to determine
addresses of members inside types that are not standard layout is generally
undefined behaviour. If we'd use C++17, it is conditionally supported, which means
each compiler may or may not support it. And even then using it for individual
array elements is syntactically not supported the the standard offsetof function.
2021-02-13 20:08:53 +01:00
translators
0f621b4956 Update: Translations from eints
portuguese (brazilian): 36 changes by AKANexus
2021-02-13 18:59:59 +00:00
SamuXarick
36ab9c64ef Fix: Desert/rainforest data coordinate 'y' is off by 1 when their 'x' coordinate is negative 2021-02-13 19:18:41 +01:00
Charles Pigott
d9df20d102 Change: Use a more specific error message when attempting to bulldoze your own HQ 2021-02-13 18:10:13 +00:00
glx22
348f322df1 Fix f1f281b31: [Win32] MinGW doesn't know timeapi.h 2021-02-13 19:07:42 +01:00
glx22
f181037bed Change: [Actions] Also run CI for VS2017 2021-02-13 17:31:57 +01:00
glx22
5a4d5f03b0 Codechange: Implement a constructor for CurrencySpec 2021-02-13 17:31:57 +01:00
Johannes E. Krause
3ac43582c2 Codechange: [NewGRF] Make it more explicit which parts of the TTD vehicle structure (var 80+) are not implemented 2021-02-13 16:07:23 +00:00
translators
fa0704138d Update: Translations from eints
spanish (mexican): 7 changes by absay
dutch: 7 changes by Afoklala
french: 7 changes by arikover
2021-02-12 19:00:59 +00:00
Patric Stout
52317bb7df Change: [SDL2] Remove unneeded delay of redrawing the screen
In testing, I could find no reason why this statement is here.

The comment is rather unclear (it states what it does, but not
why it would be needed).

This line of code was introduced with f4f40448, which gives no
further insight on why it would be needed to have it here.

As such, let's remove it and see if anyone else reports any
problems with it. If so, this commit can be reverted and a more
clear comment should be added what this line of code is dealing
with (the WHY, not the WHAT).
2021-02-11 20:23:53 +01:00
Patric Stout
2e1535389a Codechange: [SDL2] Don't use globals if we can do with locals 2021-02-11 20:23:53 +01:00
Patric Stout
2bbef6b5cf Codechange: [SDL2] Name paint function Paint(), like other drivers do
This reduces confusion when reading different drivers.
2021-02-11 20:23:53 +01:00
Patric Stout
569ce6c7b4 Fix 30e69c51: palette was not marked dirty when creating a new
This means the code depended that the caller did this for us
before MakePalette() is executed, which is neither a
requirement nor a promise the code makes.
2021-02-11 20:23:53 +01:00
translators
64e2d6b672 Update: Translations from eints
korean: 7 changes by telk5093
russian: 11 changes by Ln-Wolf
finnish: 7 changes by hpiirai
2021-02-11 19:01:10 +00:00
Kuhnovic
83ddb1501f Feature: Remove all industries button in scenario editor (#8550) 2021-02-10 16:35:50 +01:00
Loïc Guilloux
f1f281b318 Fix: [Win32] Set minimum resolution for timers to 1ms. (#8660) 2021-02-09 21:21:57 +01:00
Owen Rudge
395e015282 Change: Convert .md to .rtf for Windows/Mac packages 2021-02-08 23:23:24 +00:00
embeddedt
6c8f2227cd Fix: [Emscripten] open links in browser (#8655) 2021-02-08 19:18:30 +01:00
Patric Stout
ac2b5e57cf Fix: mention our websites with https:// (instead of http://) (#8657)
It is 2021. Nobody should advertise http anymore. Not even us.
2021-02-08 19:07:34 +01:00
Owen Rudge
da4c404f3d Fix: [Actions] Use same vcpkg commit for CI on macOS as release builds 2021-02-08 16:13:03 +00:00
glx22
af0acc9a75 Update: Specify CMake minimum version in COMPILING.md
Also give some hints for MSVC users.
2021-02-07 16:21:13 +01:00
glx22
2cbfcd2327 Change: [CMake] Bump minimum version to 3.9 2021-02-07 16:21:13 +01:00
Loïc Guilloux
b927da73c1 Fix 81d335b081: Use non-pulsating red highlight for coverage (#8622) 2021-02-07 16:20:26 +01:00
Loïc Guilloux
f7ac2969ef Fix: [CMake] Restore 'games' as default install bindir (#8629) 2021-02-07 16:19:30 +01:00
Matt Kimber
2a6da319b2 Fix 0125892: Don't crash when towns upgrade road tiles during expansion (#8651) 2021-02-07 16:15:46 +01:00
Patric Stout
9322b40df1 Fix: [CMake] our allegro drivers use v4, so skip v5 if found (#8653)
On some distros allegro v5 is called allegro-5, but on some others
it is not. So this should fix for all distros that allegro v5 is
not being picked up, and only v4 is.
2021-02-07 12:54:02 +01:00
Patric Stout
2c9084d48c Fix #8029: [SDL2] disable draw-thread on wayland SDL video driver (#8648)
When the wayland SDL video driver is used, an EGL context is
created in the main thread. It is not allowed to update this
context from another thread, which is exactly what our draw-thread
is trying.

The other solution would be to move all of SDL into the
draw-thread, but that would introduce a whole scala of different
problems.

The wayland SDL backend is significantly faster than the
X11 SDL backend, but there is a performance hit nevertheless.
2021-02-06 14:09:45 +01:00
Patric Stout
4f0692c437 Codechange: [Actions] Document better why we build our own fluidsynth (#8646)
nielsmh nicely correct us in #8641, pointing out the old comment
is not telling a complete truth. The result is the same, but it
is better to not mislead future-us.
2021-02-05 23:56:44 +01:00
glx22
99448eedca Fix: [CMake] os/windows/openttd.manifest is not a generated file 2021-02-05 23:41:55 +01:00
Patric Stout
a667ed945f Add: [Actions] Automatically upload releases to Steam (#8644) 2021-02-05 20:58:15 +01:00
Patric Stout
05df7996a4 Feature: [Actions / CMake] support for generic linux builds (#8641)
These bundles can be opened on any "modern" Linux machine with
a driver that SDL2 supports.

Machines needs at least glibc 2.15, which was released 10 years ago.
It is build with CentOS 7 as base, and only assumes the following
libraries are available on the system:
- libc
- libdl
- libgcc_s
- libpthread
- librt
- libstdc++

All other libraries the game depends on are bundled together with
the game, so users don't need any library installed to use this
bundle. The downside of course is that this increases the binary
size a bit: 30 MiB of libraries are in this bundle.

RPATH is used to make ld-linux find the folder libraries are
stored in; however, system libraries are always used before these,
in the assumption libraries on the user system are more up-to-date.

Using -DOPTION_PACKAGE_DEPENDENCIES=ON switches on packaging
of libraries in the "lib" folder. This requires CMake 3.16 to
be installed; otherwise it will fail.
2021-02-05 12:31:27 +01:00
SamuXarick
a4035af337 Codechange: Apply coding style (#8640)
* Fix: Missing or needed spaces

* Codechange: Remove space

* Codechange: Remove space

* Codechange: More missing spaces

* Codechange: Missing spaces

* Codechange: Remove space

* Codechange: Remove space
2021-02-05 11:00:36 +01:00
translators
5b3fe4ae27 Update: Translations from eints
german: 4 changes by Wuzzy2
2021-02-02 18:17:17 +00:00
glx22
144991990e Fix: [CMake] Language files should depend on english.txt 2021-02-02 17:33:18 +01:00
translators
696b6990ea Update: Translations from eints
estonian: 110 changes by siimsoni
2021-02-01 18:17:06 +00:00
translators
069fb54253 Update: Translations from eints
estonian: 17 changes by siimsoni
german: 410 changes by Wuzzy2
2021-01-31 18:14:37 +00:00
embeddedt
76a279ef68 Fix: [Emscripten] Pin Dockerfile to emsdk:2.0.10 to prevent patch failure (#8628) 2021-01-31 15:27:17 +01:00
Patric Stout
7fbf705c41 Fix 2db88953: default Network Server List sorter put compatible servers in wrong order (#8626)
If a server is compatible, it falls back to sorting by clients.
This used to be in reverse, so full servers are on top. With
the codechange commit, this was removed by accident, and as
such empty servers were on top. This is silly.
2021-01-31 10:36:07 +01:00
Tyler Trahan
1dda7d6486 Fix: don't walk out of the map when trying to build tunnels (#8600) 2021-01-31 10:04:22 +01:00
Patric Stout
0e54c32452 Codechange: [SDL2] Use MakeDirty() to force a redraw
The original code is "strictly correct", but just reads really
weird, and we use MakeDirty() in several other places instead too.
2021-01-30 21:43:59 +01:00
Patric Stout
30e69c518b Codechange: [SDL2] Rework how palette is updated
It now follows more what the Win32 driver does, and has far less
exceptions and special casing.

MakePalette creates the Palette and prepares surface.
UpdatePalette updates the Palette.
CheckPaletteAnim checks if UpdatePalette needs to be called and
  marks the whole screen dirty so DrawSurfaceToScreen will do a
  full redraw.
2021-01-30 21:43:59 +01:00
Patric Stout
eb80fefd1d Fix: [SDL2] Display why SDL_CreateWindow() failed in case it does
All SDL_NNN errors print SDL_GetError, except for this one place.
2021-01-30 21:43:59 +01:00
Patric Stout
19345908cb Codechange: [SDL2] Split away CreateMainWindow from CreateMainSurface
This makes the code a bit more readable, as both intentions are
more clear, and there is less nesting in the main function.
2021-01-30 21:43:59 +01:00
Patric Stout
8c37e5c526 Codechange: [SDL2] reworked the different surfaces to make it more readable 2021-01-30 21:43:59 +01:00
Patric Stout
8de325f256 Codechange: [SDL2] Only prepare "caption" if you are going to us it 2021-01-30 21:43:59 +01:00
Patric Stout
e41ec5b42e Codechange: [SDL2] Minor code cleanup to remove silly variable 2021-01-30 21:43:59 +01:00
Patric Stout
678031f9b3 Codechange: [SDL2] Only set _cur_palette, never _local_palette 2021-01-30 21:43:59 +01:00
Patric Stout
f31b65825f Codechange: [SDL2] Move FindStartupDisplay to its own function 2021-01-30 21:43:59 +01:00
Patric Stout
6916fc76bd Codechange: [SDL2] reworked FindResolutions to be more like the rest
There was no default resolution fallback, and the code was different
from the win32 driver. It is now named the same and much more
similar.
2021-01-30 21:43:59 +01:00
Patric Stout
a52d716c88 Codechange: [SDL2] remove include-protection
This is already done by CMake: if SDL2 is not detected, this file
is not included.
2021-01-30 21:43:59 +01:00
translators
5ae2c1552b Update: Translations from eints
estonian: 353 changes by siimsoni
2021-01-30 18:14:36 +00:00
translators
48698403a8 Update: Translations from eints
estonian: 85 changes by siimsoni
korean: 30 changes by telk5093
portuguese: 24 changes by CheapWebdesign
2021-01-29 18:17:44 +00:00
Patric Stout
4831b4fa96 Codechange: [Actions] we no longer need xdg-basedir (#8615)
This was already removed from the "ci-build", but not yet from
"release".
2021-01-29 10:38:58 +01:00
Owen Rudge
1187dc3217 Feature: [Actions] Create .zip for macOS build 2021-01-28 19:15:36 +00:00
translators
3dac139b00 Update: Translations from eints
estonian: 5 changes by siimsoni
hungarian: 7 changes by andrejmoltok
2021-01-28 18:16:32 +00:00
translators
da78b5c130 Update: Translations from eints
estonian: 117 changes by siimsoni
german: 5 changes by Wuzzy2
slovak: 23 changes by FuryPapaya
2021-01-27 18:14:58 +00:00
translators
027452fef8 Update: Translations from eints
german: 11 changes by Wuzzy2
2021-01-26 18:14:06 +00:00
translators
67fa5a23b9 Update: Translations from eints
estonian: 7 changes by siimsoni
2021-01-25 18:42:15 +00:00
translators
b2d9a2dc79 Update: Translations from eints
estonian: 12 changes by siimsoni
finnish: 1 change by hpiirai
2021-01-23 18:39:34 +00:00
glx22
6b8ad5a9b1 Change: Apply some consistency to singleplayer related comments 2021-01-22 22:19:55 +01:00
glx22
07385c3662 Fix: Use the same safety checks as 'stop_ai' for 'reload_ai' 2021-01-22 22:19:55 +01:00
glx22
485aafc1b7 Fix: Never delete the last existing company in singleplayer mode 2021-01-22 22:19:55 +01:00
dP
b17177bd20 Fix: Center text and image in vehicle statusbar vertically 2021-01-22 22:18:17 +01:00
translators
8fe79e153d Update: Translations from eints
estonian: 8 changes by siimsoni
german: 89 changes by Wuzzy2
finnish: 2 changes by hpiirai
dutch: 27 changes by Afoklala
2021-01-22 18:43:56 +00:00
379 changed files with 35120 additions and 11713 deletions

View File

@@ -39,7 +39,7 @@ jobs:
echo "::group::Build"
echo "Running on $(nproc) cores"
make -j$(nproc) tools
cmake --build . -j $(nproc) --target tools
echo "::endgroup::"
- name: Install GCC problem matcher
@@ -56,7 +56,7 @@ jobs:
echo "::group::Build"
echo "Running on $(nproc) cores"
emmake make -j$(nproc)
cmake --build . -j $(nproc)
echo "::endgroup::"
linux:
@@ -66,10 +66,18 @@ jobs:
fail-fast: false
matrix:
include:
- compiler: clang
cxxcompiler: clang++
- compiler: gcc
cxxcompiler: g++
- compiler: clang
cxxcompiler: clang++
libsdl: libsdl2-dev
- compiler: gcc
cxxcompiler: g++
libsdl: libsdl2-dev
- compiler: gcc
cxxcompiler: g++
libsdl: libsdl1.2-dev
- compiler: gcc
cxxcompiler: g++
extra-cmake-parameters: -DOPTION_DEDICATED=ON
runs-on: ubuntu-20.04
env:
@@ -88,12 +96,12 @@ jobs:
echo "::group::Install dependencies"
sudo apt-get install -y --no-install-recommends \
liballegro4-dev \
libfontconfig-dev \
libicu-dev \
liblzma-dev \
liblzo2-dev \
libsdl1.2-dev \
libsdl2-dev \
${{ matrix.libsdl }} \
zlib1g-dev \
# EOF
echo "::endgroup::"
@@ -124,18 +132,18 @@ jobs:
cd build
echo "::group::CMake"
cmake ..
cmake .. ${{ matrix.extra-cmake-parameters }}
echo "::endgroup::"
echo "::group::Build"
echo "Running on $(nproc) cores"
make -j$(nproc)
cmake --build . -j $(nproc)
echo "::endgroup::"
- name: Test
run: |
cd build
make -j$(nproc) test
ctest -j $(nproc)
macos:
name: Mac OS
@@ -155,13 +163,27 @@ jobs:
- name: Checkout
uses: actions/checkout@v2
- name: Prepare vcpkg (with cache)
uses: lukka/run-vcpkg@v6
- name: Prepare cache key
id: key
run: |
echo "::set-output name=image::$ImageOS-$ImageVersion"
- name: Enable vcpkg cache
uses: actions/cache@v2
with:
vcpkgDirectory: '/usr/local/share/vcpkg'
doNotUpdateVcpkg: true
vcpkgArguments: 'freetype liblzma lzo'
vcpkgTriplet: '${{ matrix.arch }}-osx'
path: /usr/local/share/vcpkg/installed
key: ${{ steps.key.outputs.image }}-vcpkg-${{ matrix.arch }}-0 # Increase the number whenever dependencies are modified
restore-keys: |
${{ steps.key.outputs.image }}-vcpkg-${{ matrix.arch }}
- name: Prepare vcpkg
run: |
vcpkg install --triplet=${{ matrix.arch }}-osx \
liblzma \
libpng \
lzo \
zlib \
# EOF
- name: Install OpenGFX
run: |
@@ -196,13 +218,13 @@ jobs:
echo "::group::Build"
echo "Running on $(sysctl -n hw.logicalcpu) cores"
make -j$(sysctl -n hw.logicalcpu)
cmake --build . -j $(sysctl -n hw.logicalcpu)
echo "::endgroup::"
- name: Test
run: |
cd build
make -j$(sysctl -n hw.logicalcpu) test
ctest -j $(sysctl -n hw.logicalcpu)
windows:
name: Windows
@@ -210,35 +232,41 @@ jobs:
strategy:
fail-fast: false
matrix:
include:
- arch: x86
- arch: x64
os: [windows-latest, windows-2016]
arch: [x86, x64]
runs-on: windows-latest
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
uses: actions/checkout@v2
# "restore-cache" which is done by "run-vcpkg" uses Windows tar.
# A git clone on windows marks a few files as read-only; when Windows tar
# tries to extract the cache over this folder, it fails, despite the files
# being identical. This failure shows up as an warning in the logs. We
# avoid this by simply removing the read-only mark from the git folder.
# In other words: this is a hack!
# See: https://github.com/lukka/run-vcpkg/issues/61
- name: Remove read-only flag from vcpkg git folder
- name: Prepare cache key
id: key
shell: powershell
run: |
attrib -r "c:\vcpkg\.git\*.*" /s
# Work around caching failure with GNU tar
New-Item -Type Junction -Path vcpkg -Target c:\vcpkg
- name: Prepare vcpkg (with cache)
uses: lukka/run-vcpkg@v6
Write-Output "::set-output name=image::$env:ImageOS-$env:ImageVersion"
- name: Enable vcpkg cache
uses: actions/cache@v2
with:
vcpkgDirectory: 'c:/vcpkg'
doNotUpdateVcpkg: true
vcpkgArguments: 'liblzma libpng lzo zlib'
vcpkgTriplet: '${{ matrix.arch }}-windows-static'
path: vcpkg/installed
key: ${{ steps.key.outputs.image }}-vcpkg-${{ matrix.arch }}-0 # Increase the number whenever dependencies are modified
restore-keys: |
${{ steps.key.outputs.image }}-vcpkg-${{ matrix.arch }}
- name: Prepare vcpkg
shell: bash
run: |
vcpkg install --triplet=${{ matrix.arch }}-windows-static \
liblzma \
libpng \
lzo \
zlib \
# EOF
- name: Install OpenGFX
shell: bash
@@ -259,16 +287,31 @@ jobs:
- name: Install MSVC problem matcher
uses: ammaraskar/msvc-problem-matcher@master
- name: Build
uses: lukka/run-cmake@v3
- name: Configure developer command prompt for ${{ matrix.arch }}
uses: ilammy/msvc-dev-cmd@v1
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
useVcpkgToolchainFile: true
buildDirectory: '${{ github.workspace }}/build'
cmakeAppendedArgs: ' -GNinja'
arch: ${{ matrix.arch }}
- name: Build
shell: bash
run: |
mkdir build
cd build
echo "::group::CMake"
cmake .. \
-GNinja \
-DVCPKG_TARGET_TRIPLET=${{ matrix.arch }}-windows-static \
-DCMAKE_TOOLCHAIN_FILE="c:\vcpkg\scripts\buildsystems\vcpkg.cmake" \
# EOF
echo "::endgroup::"
echo "::group::Build"
cmake --build .
echo "::endgroup::"
- name: Test
shell: bash
run: |
cd ${GITHUB_WORKSPACE}/build
ctest -C Debug
ctest

View File

@@ -96,7 +96,7 @@ jobs:
TZ='UTC' date +"%Y-%m-%d %H:%M UTC" > .release_date
cat .ottdrev | cut -f 1 -d$'\t' > .version
if [ $(cat .ottdrev | cut -f 6 -d$'\t') = '1' ]; then
if [ $(cat .ottdrev | cut -f 5 -d$'\t') = '1' ]; then
# Assume that all tags are always releases. Why else make a tag?
IS_TAG="true"
@@ -230,7 +230,7 @@ jobs:
echo "::endgroup::"
echo "::group::Build"
make docs
cmake --build . --target docs
echo "::endgroup::"
- name: Create bundles
@@ -265,7 +265,104 @@ jobs:
retention-days: 5
linux:
name: Linux
name: Linux (Generic)
needs: source
runs-on: ubuntu-20.04
container:
# manylinux2014 is based on CentOS 7, but already has a lot of things
# installed and preconfigured. It makes it easier to build OpenTTD.
image: quay.io/pypa/manylinux2014_x86_64
steps:
- name: Download source
uses: actions/download-artifact@v2
with:
name: internal-source
- name: Unpack source
run: |
tar -xf source.tar.gz --strip-components=1
- name: Install dependencies
run: |
echo "::group::Install dependencies"
yum install -y \
fontconfig-devel \
freetype-devel \
libicu-devel \
libpng-devel \
libpng-devel \
lzo-devel \
SDL2-devel \
wget \
xz-devel \
zlib-devel \
# EOF
echo "::endgroup::"
# The yum variant of fluidsynth depends on all possible audio drivers,
# like jack, ALSA, pulseaudio, etc. This is not really useful for us,
# as we route the output of fluidsynth back via our sound driver, and
# as such do not use these audio driver outputs at all. So instead,
# we compile fluidsynth ourselves, with as little dependencies as
# possible. This currently means it picks up SDL2, but this is fine,
# as we need SDL2 anyway.
echo "::group::Install fluidsynth"
wget https://github.com/FluidSynth/fluidsynth/archive/v2.1.6.tar.gz
tar xf v2.1.6.tar.gz
(
cd fluidsynth-2.1.6
mkdir build
cd build
cmake .. -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_INSTALL_PREFIX=/usr
cmake --build . -j $(nproc)
cmake --install .
)
echo "::endgroup::"
- name: Install GCC problem matcher
uses: ammaraskar/gcc-problem-matcher@master
- name: Build
run: |
mkdir -p build
cd build
echo "::group::CMake"
cmake ${GITHUB_WORKSPACE} \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DOPTION_PACKAGE_DEPENDENCIES=ON \
# EOF
echo "::endgroup::"
echo "::group::Build"
echo "Running on $(nproc) cores"
cmake --build . -j $(nproc)
echo "::endgroup::"
- name: Create bundles
run: |
cd ${GITHUB_WORKSPACE}/build
echo "::group::Run CPack"
cpack
echo "::endgroup::"
echo "::group::Cleanup"
# Remove the sha256 files CPack generates; we will do this ourself at
# the end of this workflow.
rm -f bundles/*.sha256
echo "::endgroup::"
- name: Store bundles
uses: actions/upload-artifact@v2
with:
name: openttd-linux-generic
path: build/bundles
retention-days: 5
linux-distro:
name: Linux (Distros)
needs: source
if: needs.source.outputs.is_tag == 'true'
@@ -282,6 +379,8 @@ jobs:
bundle_name: "groovy"
- container_image: "debian:buster"
bundle_name: "buster"
- container_image: "debian:bullseye"
bundle_name: "bullseye"
runs-on: ubuntu-20.04
container:
@@ -317,7 +416,6 @@ jobs:
liblzma-dev \
liblzo2-dev \
libsdl2-dev \
libxdg-basedir-dev \
lsb-release \
zlib1g-dev \
# EOF
@@ -342,12 +440,22 @@ jobs:
echo "::group::Build"
echo "Running on $(nproc) cores"
make -j$(nproc) package
# Ubuntu 18.04 cmake does not support -j so we pass the option to the native tool
cmake --build . -- -j $(nproc)
echo "::endgroup::"
- name: Create bundles
run: |
cd ${GITHUB_WORKSPACE}/build
echo "::group::Run CPack"
cpack
echo "::endgroup::"
echo "::group::Cleanup"
# Remove the sha256 files CPack generates; we will do this ourself at
# the end of this workflow.
rm -f bundles/*.sha256
echo "::endgroup::"
- name: Store bundles
uses: actions/upload-artifact@v2
@@ -374,21 +482,42 @@ jobs:
run: |
tar -xf source.tar.gz --strip-components=1
# The following step can be removed when the build VM is updated with a revision of
# vcpkg dating from roughly 01/01/2021 or later. At that point, `doNotUpdateVcpkg`
# can be set to `true` and the `vcpkgGitCommitId` can be removed.
- name: Update vcpkg
- name: Install dependencies
env:
HOMEBREW_NO_AUTO_UPDATE: 1
HOMEBREW_NO_INSTALL_CLEANUP: 1
run: |
cd /usr/local/share/vcpkg
git fetch --unshallow
brew install pandoc
- name: Prepare vcpkg (with cache)
uses: lukka/run-vcpkg@v6
- name: Prepare cache key
id: key
run: |
echo "::set-output name=image::$ImageOS-$ImageVersion"
- name: Enable vcpkg cache
uses: actions/cache@v2
with:
vcpkgDirectory: '/usr/local/share/vcpkg'
doNotUpdateVcpkg: false
vcpkgGitCommitId: 2a42024b53ebb512fb5dd63c523338bf26c8489c
vcpkgArguments: 'freetype:x64-osx liblzma:x64-osx lzo:x64-osx freetype:arm64-osx liblzma:arm64-osx lzo:arm64-osx'
path: /usr/local/share/vcpkg/installed
key: ${{ steps.key.outputs.image }}-vcpkg-release-0 # Increase the number whenever dependencies are modified
restore-keys: |
${{ steps.key.outputs.image }}-vcpkg-release
${{ steps.key.outputs.image }}-vcpkg-x64
- name: Prepare vcpkg
run: |
vcpkg install \
liblzma:x64-osx \
liblzma:arm64-osx \
libpng:x64-osx \
libpng:arm64-osx \
lzo:x64-osx \
lzo:arm64-osx \
zlib:x64-osx \
zlib:arm64-osx \
# EOF
- name: Install GCC problem matcher
uses: ammaraskar/gcc-problem-matcher@master
- name: Build tools
run: |
@@ -404,12 +533,9 @@ jobs:
echo "::group::Build tools"
echo "Running on $(sysctl -n hw.logicalcpu) cores"
make -j$(sysctl -n hw.logicalcpu) tools
cmake --build . -j $(sysctl -n hw.logicalcpu) --target tools
echo "::endgroup::"
- name: Install GCC problem matcher
uses: ammaraskar/gcc-problem-matcher@master
- name: Import code signing certificates
uses: Apple-Actions/import-codesign-certs@v1
with:
@@ -437,7 +563,7 @@ jobs:
echo "::group::Build"
echo "Running on $(sysctl -n hw.logicalcpu) cores"
make -j$(sysctl -n hw.logicalcpu)
cmake --build . -j $(sysctl -n hw.logicalcpu)
echo "::endgroup::"
- name: Build x64
@@ -460,25 +586,28 @@ jobs:
echo "::group::Build"
echo "Running on $(sysctl -n hw.logicalcpu) cores"
make -j$(sysctl -n hw.logicalcpu)
cmake --build . -j $(sysctl -n hw.logicalcpu)
echo "::endgroup::"
- name: Build package
- name: Create bundles
run: |
cd build-x64
echo "::group::Create universal binary"
# Combine the `openttd` binaries from each build into a single file
lipo -create -output openttd-universal ../build-*/openttd
mv openttd-universal openttd
echo "::group::Build"
echo "Running on $(sysctl -n hw.logicalcpu) cores"
make -j$(sysctl -n hw.logicalcpu) package
echo "::endgroup::"
echo "::group::Run CPack"
cpack
echo "::endgroup::"
echo "::group::Cleanup"
# Remove the sha256 files CPack generates; we will do this ourself at
# the end of this workflow.
rm -f bundles/*.sha256
echo "::endgroup::"
- name: Install gon
env:
@@ -496,6 +625,29 @@ jobs:
cd build-x64
../os/macosx/notarize.sh
- name: Build zip
run: |
cd build-x64
pushd _CPack_Packages/*/Bundle/openttd-*/
# Remove the Applications symlink from the staging folder
rm -f Applications
# Remove the original dmg built by CPack to avoid a conflict when resolving
# the zip_filename variable below
rm -f ../*.dmg
zip_filename=(../openttd-*)
# Package up the existing, notarised .app into a zip file
zip -r -9 ${zip_filename}.zip OpenTTD.app
popd
# Now move it into place to be uploaded
mv _CPack_Packages/*/Bundle/openttd-*.zip bundles/
- name: Store bundles
uses: actions/upload-artifact@v2
with:
@@ -512,8 +664,11 @@ jobs:
matrix:
include:
- arch: x86
host: x86
- arch: x64
host: x64
- arch: arm64
host: x64_arm64
runs-on: windows-latest
@@ -528,55 +683,111 @@ jobs:
run: |
tar -xf source.tar.gz --strip-components=1
# "restore-cache" which is done by "run-vcpkg" uses Windows tar.
# A git clone on windows marks a few files as read-only; when Windows tar
# tries to extract the cache over this folder, it fails, despite the files
# being identical. This failure shows up as an warning in the logs. We
# avoid this by simply removing the read-only mark from the git folder.
# In other words: this is a hack!
# See: https://github.com/lukka/run-vcpkg/issues/61
- name: Remove read-only flag from vcpkg git folder
- name: Install dependencies
shell: bash
run: |
choco install pandoc
- name: Prepare cache key
id: key
shell: powershell
run: |
attrib -r "c:\vcpkg\.git\*.*" /s
# Work around caching failure with GNU tar
New-Item -Type Junction -Path vcpkg -Target c:\vcpkg
- name: Prepare vcpkg (with cache)
uses: lukka/run-vcpkg@v6
with:
vcpkgDirectory: 'c:/vcpkg'
doNotUpdateVcpkg: true
vcpkgArguments: 'liblzma libpng lzo zlib'
vcpkgTriplet: '${{ matrix.arch }}-windows-static'
Write-Output "::set-output name=image::$env:ImageOS-$env:ImageVersion"
- name: Build tools
uses: lukka/run-cmake@v3
- name: Enable vcpkg cache
uses: actions/cache@v2
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
useVcpkgToolchainFile: false
buildDirectory: '${{ github.workspace }}/build-host'
buildWithCMakeArgs: '--target tools'
cmakeAppendedArgs: ' -GNinja -DOPTION_TOOLS_ONLY=ON -DCMAKE_BUILD_TYPE=RelWithDebInfo'
path: vcpkg/installed
key: ${{ steps.key.outputs.image }}-vcpkg-${{ matrix.arch }}-0 # Increase the number whenever dependencies are modified
restore-keys: |
${{ steps.key.outputs.image }}-vcpkg-${{ matrix.arch }}
- name: Prepare vcpkg
shell: bash
run: |
vcpkg install --triplet=${{ matrix.arch }}-windows-static \
liblzma \
libpng \
lzo \
zlib \
# EOF
- name: Install MSVC problem matcher
uses: ammaraskar/msvc-problem-matcher@master
- name: Configure developer command prompt for tools
uses: ilammy/msvc-dev-cmd@v1
with:
arch: x64
- name: Build tools
shell: bash
run: |
mkdir build-host
cd build-host
echo "::group::CMake"
cmake ${GITHUB_WORKSPACE} \
-GNinja \
-DOPTION_TOOLS_ONLY=ON \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
# EOF
echo "::endgroup::"
echo "::group::Build"
cmake --build . --target tools
echo "::endgroup::"
- name: Configure developer command prompt for ${{ matrix.arch }}
uses: ilammy/msvc-dev-cmd@v1
with:
arch: ${{ matrix.host }}
- name: Build (with installer)
if: needs.source.outputs.is_tag == 'true'
uses: lukka/run-cmake@v3
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
useVcpkgToolchainFile: true
buildDirectory: '${{ github.workspace }}/build'
cmakeAppendedArgs: ' -GNinja -DOPTION_USE_NSIS=ON -DHOST_BINARY_DIR=${{ github.workspace }}/build-host -DCMAKE_BUILD_TYPE=RelWithDebInfo'
shell: bash
run: |
mkdir build
cd build
echo "::group::CMake"
cmake ${GITHUB_WORKSPACE} \
-GNinja \
-DVCPKG_TARGET_TRIPLET=${{ matrix.arch }}-windows-static \
-DCMAKE_TOOLCHAIN_FILE="c:\vcpkg\scripts\buildsystems\vcpkg.cmake" \
-DOPTION_USE_NSIS=ON \
-DHOST_BINARY_DIR=${GITHUB_WORKSPACE}/build-host \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
# EOF
echo "::endgroup::"
echo "::group::Build"
cmake --build .
echo "::endgroup::"
- name: Build (without installer)
if: needs.source.outputs.is_tag != 'true'
uses: lukka/run-cmake@v3
with:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
useVcpkgToolchainFile: true
buildDirectory: '${{ github.workspace }}/build'
cmakeAppendedArgs: ' -GNinja -DHOST_BINARY_DIR=${{ github.workspace }}/build-host -DCMAKE_BUILD_TYPE=RelWithDebInfo'
shell: bash
run: |
mkdir build
cd build
echo "::group::CMake"
cmake ${GITHUB_WORKSPACE} \
-GNinja \
-DVCPKG_TARGET_TRIPLET=${{ matrix.arch }}-windows-static \
-DCMAKE_TOOLCHAIN_FILE="c:\vcpkg\scripts\buildsystems\vcpkg.cmake" \
-DHOST_BINARY_DIR=${GITHUB_WORKSPACE}/build-host \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
# EOF
echo "::endgroup::"
echo "::group::Build"
cmake --build .
echo "::endgroup::"
- name: Create bundles
shell: bash
@@ -606,11 +817,12 @@ jobs:
retention-days: 5
upload:
name: Upload
name: Upload (AWS)
needs:
- source
- docs
- linux
- linux-distro
- macos
- windows
@@ -619,7 +831,7 @@ jobs:
# "always()" is important here, it is the keyword to use to stop skipping
# this job if any dependency is skipped. It looks a bit silly, but it is
# how GitHub Actions work ;)
if: always() && needs.source.result == 'success' && needs.docs.result == 'success' && (needs.linux.result == 'success' || needs.linux.result == 'skipped') && needs.macos.result == 'success' && needs.windows.result == 'success'
if: always() && needs.source.result == 'success' && needs.docs.result == 'success' && needs.linux.result == 'success' && (needs.linux-distro.result == 'success' || needs.linux-distro.result == 'skipped') && needs.macos.result == 'success' && needs.windows.result == 'success'
runs-on: ubuntu-20.04
@@ -654,7 +866,7 @@ jobs:
env:
AWS_ACCESS_KEY_ID: ${{ secrets.AWS_ACCESS_KEY_ID }}
AWS_SECRET_ACCESS_KEY: ${{ secrets.AWS_SECRET_ACCESS_KEY }}
AWS_REGION: ${{ secrets.AWS_REGION }}
AWS_DEFAULT_REGION: ${{ secrets.AWS_REGION }}
- name: Trigger 'New OpenTTD release'
uses: peter-evans/repository-dispatch@v1
@@ -663,3 +875,80 @@ jobs:
repository: OpenTTD/workflows
event-type: ${{ needs.source.outputs.trigger_type }}
client-payload: '{"version": "${{ needs.source.outputs.version }}", "folder": "${{ needs.source.outputs.folder }}"}'
upload-steam:
name: Upload (Steam)
needs:
- source
- linux
- macos
- windows
if: needs.source.outputs.trigger_type == 'new-master' || needs.source.outputs.trigger_type == 'new-tag'
runs-on: ubuntu-20.04
steps:
- name: Download all bundles
uses: actions/download-artifact@v2
- name: Setup steamcmd
uses: CyberAndrii/setup-steamcmd@v1
- name: Generate Steam auth code
id: steam-totp
uses: CyberAndrii/steam-totp@v1
with:
shared_secret: ${{ secrets.STEAM_SHARED_SECRET }}
- name: Upload to Steam
run: |
echo "::group::Extracting source"
mkdir source
(
cd source
tar -xf ../internal-source/source.tar.gz --strip-components=1
)
echo "::endgroup::"
mkdir steam
(
cd steam
echo "::group::Prepare Win32"
unzip ../openttd-windows-x86/openttd-*-windows-win32.zip
mv openttd-*-windows-win32 steam-win32
echo "::endgroup::"
echo "::group::Prepare Win64"
unzip ../openttd-windows-x64/openttd-*-windows-win64.zip
mv openttd-*-windows-win64 steam-win64
echo "::endgroup::"
echo "::group::Prepare macOS"
mkdir steam-macos
(
cd steam-macos
unzip ../../openttd-macos-universal/openttd-*-macos-universal.zip
)
echo "::endgroup::"
echo "::group::Prepare Linux"
tar xvf ../openttd-linux-generic/openttd-*-linux-generic-amd64.tar.xz
mv openttd-*-linux-generic-amd64 steam-linux
echo "::endgroup::"
echo "::group::Preparing build file"
if [ "${{ needs.source.outputs.trigger_type }}" = "new-tag" ]; then
BRANCH="testing"
else
BRANCH="nightly"
fi
cat ../source/os/steam/release.vdf | sed 's/@@DESCRIPTION@@/openttd-${{ needs.source.outputs.version }}/;s/@@BRANCH@@/'${BRANCH}'/' > release.vdf
cat release.vdf
echo "::endgroup::"
echo "::group::Upload to Steam"
steamcmd +login ${{ secrets.STEAM_USERNAME }} ${{ secrets.STEAM_PASSWORD }} ${{ steps.steam-totp.outputs.code }} +run_app_build $(pwd)/release.vdf +quit
echo "::endgroup::"
)

View File

@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.5)
cmake_minimum_required(VERSION 3.9)
if(NOT BINARY_NAME)
set(BINARY_NAME openttd)
@@ -7,7 +7,7 @@ endif()
project(${BINARY_NAME})
if(CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR)
message(FATAL_ERROR "In-source builds not allowed. Please run \"cmake ..\" from the bin directory")
message(FATAL_ERROR "In-source builds not allowed. Please run \"cmake ..\" from the build directory. You may need to delete \"${CMAKE_SOURCE_DIR}/CMakeCache.txt\" first.")
endif()
# Debug mode by default.
@@ -23,10 +23,13 @@ set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake")
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.9)
# Use GNUInstallDirs to allow customisation
# but set our own default data dir
# but set our own default data and bin dir
if(NOT CMAKE_INSTALL_DATADIR)
set(CMAKE_INSTALL_DATADIR "share/games")
endif()
if(NOT CMAKE_INSTALL_BINDIR)
set(CMAKE_INSTALL_BINDIR "games")
endif()
include(GNUInstallDirs)
include(Options)
@@ -101,6 +104,11 @@ if(OPTION_TOOLS_ONLY)
return()
endif()
if(APPLE)
# Avoid searching for headers in Frameworks, and libraries in LIBDIR.
set(CMAKE_FIND_FRAMEWORK LAST)
endif()
# Prefer -pthread over -lpthread, which is often the better option of the two.
set(CMAKE_THREAD_PREFER_PTHREAD YES)
# Make sure we have Threads available.
@@ -111,25 +119,33 @@ find_package(LibLZMA)
find_package(LZO)
find_package(PNG)
if(NOT WIN32)
find_package(Allegro)
find_package(Freetype)
if(NOT APPLE)
find_package(SDL2)
if(NOT SDL2_FOUND)
find_package(SDL)
if(NOT OPTION_DEDICATED)
if(NOT WIN32)
find_package(Allegro)
if(NOT APPLE)
find_package(Freetype)
find_package(SDL2)
if(NOT SDL2_FOUND)
find_package(SDL)
endif()
find_package(Fluidsynth)
find_package(Fontconfig)
find_package(ICU OPTIONAL_COMPONENTS i18n lx)
endif()
find_package(Fluidsynth)
find_package(Fontconfig)
find_package(ICU OPTIONAL_COMPONENTS i18n lx)
else()
find_package(Iconv)
find_library(AUDIOTOOLBOX_LIBRARY AudioToolbox)
find_library(AUDIOUNIT_LIBRARY AudioUnit)
find_library(COCOA_LIBRARY Cocoa)
endif()
endif()
if(APPLE)
find_package(Iconv)
find_library(AUDIOTOOLBOX_LIBRARY AudioToolbox)
find_library(AUDIOUNIT_LIBRARY AudioUnit)
find_library(COCOA_LIBRARY Cocoa)
find_library(QUARTZCORE_LIBRARY QuartzCore)
endif()
if(NOT EMSCRIPTEN AND NOT OPTION_DEDICATED)
find_package(OpenGL COMPONENTS OpenGL)
endif()
if(MSVC)
find_package(Editbin REQUIRED)
@@ -140,19 +156,14 @@ find_package(Xaudio2)
find_package(Grfcodec)
# IPO is only properly supported from CMake 3.9. Despite the fact we are
# CMake 3.5, still enable IPO if we detect we are 3.9+.
if(POLICY CMP0069)
cmake_policy(SET CMP0069 NEW)
include(CheckIPOSupported)
check_ipo_supported(RESULT IPO_FOUND)
endif()
include(CheckIPOSupported)
check_ipo_supported(RESULT IPO_FOUND)
show_options()
if(UNIX AND NOT APPLE AND NOT OPTION_DEDICATED)
if(NOT SDL_FOUND AND NOT SDL2_FOUND)
message(FATAL_ERROR "SDL or SDL2 is required for this platform")
if(NOT SDL_FOUND AND NOT SDL2_FOUND AND NOT ALLEGRO_FOUND)
message(FATAL_ERROR "SDL, SDL2 or Allegro is required for this platform")
endif()
endif()
if(APPLE)
@@ -165,6 +176,30 @@ if(APPLE)
if(NOT COCOA_LIBRARY)
message(FATAL_ERROR "Cocoa is required for this platform")
endif()
if(NOT QUARTZCORE_LIBRARY)
message(FATAL_ERROR "QuartzCore is required for this platform")
endif()
endif()
if(OPTION_PACKAGE_DEPENDENCIES)
if(NOT UNIX)
message(FATAL_ERROR "Can only package dependencies on Linux")
endif()
if(OPTION_INSTALL_FHS)
message(FATAL_ERROR "Cannot install in FHS folders when we are packaging dependencies")
endif()
if(${CMAKE_VERSION} VERSION_LESS "3.16.0")
message(FATAL_ERROR "OPTION_PACKAGE_DEPENDENCIES can only work with CMake 3.16+; you are using ${CMAKE_VERSION}")
endif()
# If we are packaging dependencies, we do two things:
# 1) set the RPATH to include $ORIGIN/lib; $ORIGIN (that literal string)
# is a Linux indicator for "path where application is". In CMake, we
# have to do this before add_executable() is executed.
# 2) copy the libraries that we compile against to the "lib" folder.
# This is done in InstallAndPackage.cmake.
set(CMAKE_INSTALL_RPATH "\$ORIGIN/lib")
set(CMAKE_BUILD_WITH_INSTALL_RPATH ON)
endif()
include(SourceList)
@@ -180,8 +215,14 @@ add_executable(openttd WIN32 ${GENERATED_SOURCE_FILES})
set_target_properties(openttd PROPERTIES OUTPUT_NAME "${BINARY_NAME}")
# All other files are added via target_sources()
if(MSVC)
# Add DPI manifest to project; other WIN32 targets get this via ottdres.rc
target_sources(openttd PRIVATE "${CMAKE_SOURCE_DIR}/os/windows/openttd.manifest")
endif()
add_subdirectory(${CMAKE_SOURCE_DIR}/bin)
add_subdirectory(${CMAKE_SOURCE_DIR}/src)
add_subdirectory(${CMAKE_SOURCE_DIR}/media/baseset)
add_subdirectory(${CMAKE_SOURCE_DIR}/media)
add_dependencies(openttd
find_version)
@@ -189,6 +230,7 @@ add_dependencies(openttd
target_link_libraries(openttd
openttd::languages
openttd::settings
openttd::media
openttd::basesets
openttd::script_api
Threads::Threads
@@ -199,7 +241,7 @@ if(IPO_FOUND)
set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_MINSIZEREL True)
set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_RELWITHDEBINFO True)
endif()
set_target_properties(openttd PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/bin")
set_target_properties(openttd PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_BINARY_DIR}")
process_compile_flags()
include(LinkPackage)
@@ -217,6 +259,16 @@ if(NOT OPTION_DEDICATED)
link_package(Fontconfig TARGET Fontconfig::Fontconfig)
link_package(ICU_lx)
link_package(ICU_i18n)
if(SDL2_FOUND AND OPENGL_FOUND AND UNIX)
# SDL2 dynamically loads OpenGL if needed, so do not link to OpenGL when
# on Linux. For Windows, we need to link to OpenGL as we also have a win32
# driver using it.
add_definitions(-DWITH_OPENGL)
message(STATUS "OpenGL found -- -DWITH_OPENGL -- (via SDL2)")
else()
link_package(OpenGL TARGET OpenGL::GL)
endif()
endif()
if(APPLE)
@@ -226,6 +278,7 @@ if(APPLE)
${AUDIOTOOLBOX_LIBRARY}
${AUDIOUNIT_LIBRARY}
${COCOA_LIBRARY}
${QUARTZCORE_LIBRARY}
)
add_definitions(
@@ -313,4 +366,8 @@ endif()
include(CreateRegression)
create_regression()
if(APPLE OR WIN32)
find_package(Pandoc)
endif()
include(InstallAndPackage)

View File

@@ -57,6 +57,9 @@ To install both the x64 (64bit) and x86 (32bit) variants (though only one is nec
```
You can open the folder (as a CMake project). CMake will be detected, and you can compile from there.
If libraries are installed but not found, you need to set VCPKG_TARGET_TRIPLET in CMake parameters.
For Visual Studio 2017 you also need to set CMAKE_TOOLCHAIN_FILE.
(Typical values are shown in the MSVC project file command line example)
Alternatively, you can create a MSVC project file via CMake. For this
either download CMake from https://cmake.org/download/ or use the version
@@ -73,6 +76,7 @@ in the build folder are MSVC project files. MSVC can rebuild the project
files himself via the `ZERO_CHECK` project.
## All other platforms
Minimum required version of CMake is 3.9.
```bash
mkdir build

2
bin/CMakeLists.txt Normal file
View File

@@ -0,0 +1,2 @@
add_subdirectory(ai)
add_subdirectory(game)

39
bin/ai/CMakeLists.txt Normal file
View File

@@ -0,0 +1,39 @@
set(AI_COMPAT_SOURCE_FILES
${CMAKE_CURRENT_SOURCE_DIR}/compat_0.7.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.0.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.1.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.2.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.3.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.4.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.5.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.6.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.7.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.8.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.9.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.10.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.11.nut
)
foreach(AI_COMPAT_SOURCE_FILE IN LISTS AI_COMPAT_SOURCE_FILES)
string(REPLACE "${CMAKE_SOURCE_DIR}/bin/" "" AI_COMPAT_SOURCE_FILE_NAME "${AI_COMPAT_SOURCE_FILE}")
string(CONCAT AI_COMPAT_BINARY_FILE "${CMAKE_BINARY_DIR}/" "${AI_COMPAT_SOURCE_FILE_NAME}")
add_custom_command(OUTPUT ${AI_COMPAT_BINARY_FILE}
COMMAND ${CMAKE_COMMAND} -E copy
${AI_COMPAT_SOURCE_FILE}
${AI_COMPAT_BINARY_FILE}
MAIN_DEPENDENCY ${AI_COMPAT_SOURCE_FILE}
COMMENT "Copying ${AI_COMPAT_SOURCE_FILE_NAME}"
)
list(APPEND AI_COMPAT_BINARY_FILES ${AI_COMPAT_BINARY_FILE})
endforeach()
# Create a new target which copies all compat files
add_custom_target(ai_compat_files
DEPENDS ${AI_COMPAT_BINARY_FILES}
)
add_dependencies(openttd
ai_compat_files
)

36
bin/game/CMakeLists.txt Normal file
View File

@@ -0,0 +1,36 @@
set(GS_COMPAT_SOURCE_FILES
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.2.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.3.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.4.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.5.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.6.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.7.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.8.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.9.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.10.nut
${CMAKE_CURRENT_SOURCE_DIR}/compat_1.11.nut
)
foreach(GS_COMPAT_SOURCE_FILE IN LISTS GS_COMPAT_SOURCE_FILES)
string(REPLACE "${CMAKE_SOURCE_DIR}/bin/" "" GS_COMPAT_SOURCE_FILE_NAME "${GS_COMPAT_SOURCE_FILE}")
string(CONCAT GS_COMPAT_BINARY_FILE "${CMAKE_BINARY_DIR}/" "${GS_COMPAT_SOURCE_FILE_NAME}")
add_custom_command(OUTPUT ${GS_COMPAT_BINARY_FILE}
COMMAND ${CMAKE_COMMAND} -E copy
${GS_COMPAT_SOURCE_FILE}
${GS_COMPAT_BINARY_FILE}
MAIN_DEPENDENCY ${GS_COMPAT_SOURCE_FILE}
COMMENT "Copying ${GS_COMPAT_SOURCE_FILE_NAME}"
)
list(APPEND GS_COMPAT_BINARY_FILES ${GS_COMPAT_BINARY_FILE})
endforeach()
# Create a new target which copies all compat files
add_custom_target(gs_compat_files
DEPENDS ${GS_COMPAT_BINARY_FILES}
)
add_dependencies(openttd
gs_compat_files
)

View File

@@ -1,3 +1,142 @@
1.11.1 (2021-04-18)
------------------------------------------------------------------------
Feature: Toggle to enable/disable vsync (#8997)
Feature: Volume controls in the Game Options window, and better defaults (#8943)
Add: Hotkey to focus object and rail filters (#8908)
Add: Better plural support for Romanian (#8936)
Change: Improve layout and spacing of several windows at different GUI scales (#9041, #9042, #9044, #9050)
Change: [Win32] Use user UI language setting for initial language selection (#8974)
Change: Make effect volume scale more intuitively (#8945, #8950)
Change: Improve padding of Object & Rail station windows (#8929)
Fix #6322: [Script] Crash when script allocates too much memory, now kills script instead (#9047)
Fix #7513: [Script] Crash on garbage collection with misbehaving script (#9040)
Fix #9028: [OpenGL] Crash when changing max sprite zoom level (#9032)
Fix #8874: show a warning when a NewGRF scan is requested multiple times (#9022)
Fix: Desync when GS unlocks railtype with wagon unlock (#9021)
Fix #9015: [Win32] Crash on running "pwd" command in the console (#9016)
Fix #9008: Validate starting year given on the command line (-t) (#9014)
Fix #8878: [Network] Slow DNS queries could block the server and disconnect clients (#9013)
Fix: Improve validation of OpenGL video driver to avoid crashes (#9007)
Fix: Credits scrolled too slowly with larger font sizes (#8994)
Fix #8977: Crash when altering max sprite resolution (#8993)
Fix #8956: Industry disaster news messages showed the wrong location (#8992)
Fix: [Win32] Font glyphs of certain widths had broken rendering (#8990)
Fix #8930: [Win32] Duplicate text input issue for systems using IME (#8976)
Fix: [Network] Potential stale client entries in client list (#8959)
Fix: Graphical issues when dragging measurement tooltips (#8951)
Fix: [Fluidsynth] Use provided default soundfont if available (#8948, #8953)
Fix #8935: [macOS] Crash on save (#8944)
Fix #8922: Crash when selling shared vehicles with shared vehicle window open (#8926)
Fix: Compiling on armhf (Raspberry Pi) (#8924)
1.11.0 (2021-04-01)
------------------------------------------------------------------------
Feature: Allow setting a custom terrain type to define highest peak (#8891)
Feature: Auto-detect map height limit based on generated map (#8891)
Feature: Setting to indicate desert coverage for tropic climate and snow coverage for arctic climate (replaces snow line height) (#8891)
Add: Allow setting the highest mountain for heightmaps (#8891)
Change: Scale exported heightmaps to highest peak and inform the user of this value (#8891)
Change: Remove "maximum map height" from the New Game GUI (#8891)
Fix #8803: Only auto-remove signals when rail can be built (#8904)
Fix #8565: Stopped road vehicle displays a speed different than 0 (#8901)
Fix #8886: Don't try to resolve folders within tars named '.' (#8893)
Fix: Placing random trees in SE crashes the game (#8892)
Fix #8875: Filter string in station window breaks flow in user interface (#8885)
Fix #8871: [OpenGL] Initialize all buffers after resize and clear back buffer (#8877)
Fix: OpenGL performance with some AMD GPUs (#8876)
Fix: Recompute road/railtype availability after disabling the engine (#8872)
Fix: OSK layout not scaled for 2x or 4x GUI scale (#8868)
1.11.0-RC1 (2021-03-14)
------------------------------------------------------------------------
Feature: Option to (dis-)allow hardware accelerated video drivers (#8819)
Feature: Option to set display refresh rate (#8813)
Feature: Allow custom width/height of screenshot and making heightmap screenshots via console (#8804)
Feature: Allow filtering on name in rail station window (#8706)
Feature: Setting for highest resolution of sprites to use (#8604)
Add: Make NewGRF Scanner / World Generation update smoother and make aborting it react faster (#8830)
Add: Malaysia Ringgit as Currency (#8783)
Add: "Engines only" filter in build train window (#8733)
Change: De-limit framerate window's framerate (#8772)
Change: Clarify what effect town interactions have (#8744)
Change: Don't show global goals in company goal windows (#8709)
Change: Recolour graph windows to brown (#8700)
Fix #8855: Bootstrap could result in an empty screen when bootstrap fails (#8856)
Fix #8851: Don't allow infinite "exec" depth in script, but limit to 10 deep (#8852)
Fix #8647: Incorrect drawing order of tram catenary sprites (#8843)
Fix #8711: Having gui_zoom lower than zoom_min causes a crash (#8835)
Fix #8810: "aircraft out of fuel" news shows the wrong place (#8832)
Fix #8833: Don't reload NewGRFs when we are shutting down (#8830)
Fix: Scale padding between elements the same as other padding (#8829)
Fix #8808: [OSX, OpenGL] Crash on switching blitters due to double-mapping the video buffer (#8822)
Fix #8784: Using Alt+Enter doesn't update the fullscreen toggle visibly (#8820)
Fix #8817: Keep NewGRF order for object class sorting (#8818)
Fix #8809: Crash when removing airport when hangar window open (#8815)
Fix #8799: Crash when Search Internet in Multiplayer (#8801)
Fix #8775: [Win32] Don't create the main window when Alt-Tabbing back into fullscreen (#8792)
Fix #8774: Black screenshots when using 40bpp-blitter (#8791)
Fix: [OSX] Hide dock when entering fullscreen (#8789)
Fix: Bootstrap fails to start on clean install (#8788)
Fix: Terraform limit acts random when maxing out per_64k_frames setting (#8782)
Fix: Max-value of fast-forward-speed-limit can be outside its storage size (#8769)
1.11.0-beta2 (2021-02-28)
------------------------------------------------------------------------
Feature: Add setting to limit fast-forward speed (#8766)
Feature: Significant performance improvements to all video drivers (#8605, #8652, #8660, #8685, #8702, #8703, #8707, #8726, #8740)
Feature: Configurable display refresh-rate, default to 60fps (#8680)
Feature: Automatically upload releases to Steam (#8644)
Feature: Generic Linux builds (#8641)
Feature: [GS] Allow non-question type windows to have no buttons (#8638)
Feature: [macOS] ZIP build (#8614)
Feature: Object class selection string filtering (#8603)
Feature: 'Remove all industries' button in scenario editor (#8550)
Feature: Automatic UI and font zoom levels when supported by the OS (#8537)
Feature: [macOS] Render screen at native resolution by default for HiDPI screens (#8519)
Feature: OpenGL video driver (#7744)
Add: Indonesia Rupiah currency (#8616)
Change: Improve graph period markings (#8732)
Change: Make pathfinder account for maximum order speed, if set (#8722)
Change: Darken graph grid lines for legibility (#8690)
Change: Make order window hotkeys toggle for load & unload variants (#8669)
Change: Use a more specific error message when attempting to bulldoze your own HQ (#8667)
Change: Convert .md to .rtf for Windows/Mac packages (#8617)
Change: Move the 'tree placer algorithm' & 'road drive side' settings to the Settings window (#8566)
Change: Move town name generator selection to mapgen GUI (#8566)
Change: [macOS] Native font rendering (#8518)
Fix: Display of network lobby windows for different GUI sizes (#8765)
Fix: Don't desync if client leaves before you finish downloading map (#8755)
Fix: Allow estimating vehicle clone cost even if short on money (#8748)
Fix: Don't notify twice that a client left because of a timeout (#8746)
Fix: Vehicle cursor size did not account for the interface zoom level (#8739)
Fix #8123: Trams on half-tiles couldn't find depots (#8738)
Fix #8276: [NewGRF] Crash when an object's size was not set (#8719)
Fix #8349: Close depot vehicle list windows when closing the depot window (#8717)
Fix #8594: [NRT] Road pathfinder did not account for roadtype speed limits or lengths of tunnels/bridges (#8710)
Fix: Whole status bar instead of money widget refreshed on money change (#8692)
Fix: Unnecessary status bar redraws when there is no news to show (#8691)
Fix: New orders are non-stop by default (#8689)
Fix: Framerate window showed a slightly higher rate than actually measured (#8682)
Fix: Autorenew failure advice due to bad refit being shown to all companies (#8681)
Fix #8625: Wrong ending year was displayed in highscore table (#8672)
Fix #8620: Scale spacing between date & news in history window according to font scaling (#8671)
Fix: [Win32] Set minimum resolution for timers to 1ms (#8660)
Fix: Mention our websites with https:// (instead of http://) (#8657)
Fix: [Emscripten] Open links in browser (#8655)
Fix: Don't crash when towns upgrade road tiles during expansion (#8651)
Fix #8029: [SDL2] Blank display when under Wayland (#8648)
Fix: Default Network Server List sorter put compatible servers in wrong order (#8626)
Fix: Use non-pulsating red highlight for coverage (#8622)
Fix: Center text and image in vehicle statusbar vertically (#8602)
Fix: Don't walk out of the map when trying to build tunnels (#8600)
Fix: Off-by-one error in desert/rainforest positioning at world gen (#8588)
Fix #8037: Crash when restarting AI that is controlling the same company as the player (#8587)
Fix: Stopped ships shouldn't block depots (#8578)
1.11.0-beta1 (2021-01-22)
------------------------------------------------------------------------
Feature: [GS] Ability to set some extra text in the industry window (#8576)

View File

@@ -4,20 +4,22 @@
#
macro(compile_flags)
if(MSVC)
# Switch to MT (static) instead of MD (dynamic) binary
if(VCPKG_TARGET_TRIPLET MATCHES "-static" AND NOT VCPKG_TARGET_TRIPLET MATCHES "-md")
# Switch to MT (static) instead of MD (dynamic) binary
# For MSVC two generators are available
# - a command line generator (Ninja) using CMAKE_BUILD_TYPE to specify the
# configuration of the build tree
# - an IDE generator (Visual Studio) using CMAKE_CONFIGURATION_TYPES to
# specify all configurations that will be available in the generated solution
list(APPEND MSVC_CONFIGS "${CMAKE_BUILD_TYPE}" "${CMAKE_CONFIGURATION_TYPES}")
# For MSVC two generators are available
# - a command line generator (Ninja) using CMAKE_BUILD_TYPE to specify the
# configuration of the build tree
# - an IDE generator (Visual Studio) using CMAKE_CONFIGURATION_TYPES to
# specify all configurations that will be available in the generated solution
list(APPEND MSVC_CONFIGS "${CMAKE_BUILD_TYPE}" "${CMAKE_CONFIGURATION_TYPES}")
# Set usage of static runtime for all configurations
foreach(MSVC_CONFIG ${MSVC_CONFIGS})
string(TOUPPER "CMAKE_CXX_FLAGS_${MSVC_CONFIG}" MSVC_FLAGS)
string(REPLACE "/MD" "/MT" ${MSVC_FLAGS} "${${MSVC_FLAGS}}")
endforeach()
# Set usage of static runtime for all configurations
foreach(MSVC_CONFIG ${MSVC_CONFIGS})
string(TOUPPER "CMAKE_CXX_FLAGS_${MSVC_CONFIG}" MSVC_FLAGS)
string(REPLACE "/MD" "/MT" ${MSVC_FLAGS} "${${MSVC_FLAGS}}")
endforeach()
endif()
# "If /Zc:rvalueCast is specified, the compiler follows section 5.4 of the
# C++11 standard". We need C++11 for the way we use threads.
@@ -27,9 +29,6 @@ macro(compile_flags)
# Enable multi-threaded compilation.
add_compile_options(/MP)
endif()
# Add DPI manifest to project; other WIN32 targets get this via ottdres.rc
list(APPEND GENERATED_SOURCE_FILES "${CMAKE_SOURCE_DIR}/os/windows/openttd.manifest")
endif()
# Add some -D flags for Debug builds. We cannot use add_definitions(), because

View File

@@ -10,8 +10,8 @@ macro(create_regression)
# build folder before we can run the regression
file(GLOB_RECURSE REGRESSION_SOURCE_FILES ${CMAKE_SOURCE_DIR}/regression/*)
foreach(REGRESSION_SOURCE_FILE IN LISTS REGRESSION_SOURCE_FILES)
string(REGEX REPLACE "^${CMAKE_SOURCE_DIR}/regression/" "${CMAKE_BINARY_DIR}/ai/" REGRESSION_BINARY_FILE "${REGRESSION_SOURCE_FILE}")
string(REGEX REPLACE "^${CMAKE_SOURCE_DIR}/regression/" "" REGRESSION_SOURCE_FILE_NAME "${REGRESSION_SOURCE_FILE}")
string(REPLACE "${CMAKE_SOURCE_DIR}/regression/" "" REGRESSION_SOURCE_FILE_NAME "${REGRESSION_SOURCE_FILE}")
string(CONCAT REGRESSION_BINARY_FILE "${CMAKE_BINARY_DIR}/ai/" "${REGRESSION_SOURCE_FILE_NAME}")
if("${REGRESSION_SOURCE_FILE_NAME}" STREQUAL "regression.cfg")
continue()

View File

@@ -31,7 +31,7 @@ The following cache variables may also be set:
#]=======================================================================]
find_package(PkgConfig QUIET)
pkg_check_modules(PC_Allegro QUIET allegro)
pkg_check_modules(PC_Allegro QUIET allegro<5)
find_path(Allegro_INCLUDE_DIR
NAMES allegro.h

View File

@@ -1,3 +1,8 @@
# CMake provides a FindICU module since version 3.7.
# But it doesn't use pkgconfig, doesn't set expected variables,
# And it returns incomplete dependencies if only some modules are searched.
#[=======================================================================[.rst:
FindICU
-------

3
cmake/FindPandoc.cmake Normal file
View File

@@ -0,0 +1,3 @@
if(NOT EXISTS ${PANDOC_EXECUTABLE})
find_program(PANDOC_EXECUTABLE pandoc)
endif()

View File

@@ -26,8 +26,8 @@ install(TARGETS openttd
install(DIRECTORY
${CMAKE_BINARY_DIR}/lang
${CMAKE_BINARY_DIR}/baseset
${CMAKE_SOURCE_DIR}/bin/ai
${CMAKE_SOURCE_DIR}/bin/game
${CMAKE_BINARY_DIR}/ai
${CMAKE_BINARY_DIR}/game
${CMAKE_SOURCE_DIR}/bin/scripts
DESTINATION ${DATA_DESTINATION_DIR}
COMPONENT language_files)
@@ -58,8 +58,18 @@ if(OPTION_INSTALL_FHS)
COMPONENT manual)
endif()
# TODO -- Media files
# TODO -- Menu files
if(UNIX AND NOT APPLE)
install(DIRECTORY
${CMAKE_BINARY_DIR}/media/icons
${CMAKE_BINARY_DIR}/media/pixmaps
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}
COMPONENT media)
install(FILES
${CMAKE_BINARY_DIR}/media/${BINARY_NAME}.desktop
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/applications
COMPONENT menu)
endif()
if(CMAKE_SYSTEM_PROCESSOR STREQUAL "x86_64")
set(ARCHITECTURE "amd64")
@@ -95,7 +105,14 @@ set(CPACK_PACKAGE_HOMEPAGE_URL "https://www.openttd.org/")
set(CPACK_PACKAGE_CONTACT "OpenTTD <info@openttd.org>")
set(CPACK_PACKAGE_INSTALL_DIRECTORY "OpenTTD")
set(CPACK_PACKAGE_CHECKSUM "SHA256")
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_SOURCE_DIR}/COPYING.md")
if((APPLE OR WIN32) AND EXISTS ${PANDOC_EXECUTABLE})
execute_process(COMMAND ${PANDOC_EXECUTABLE} "${CMAKE_SOURCE_DIR}/COPYING.md" -s -o "${CMAKE_BINARY_DIR}/COPYING.rtf")
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_BINARY_DIR}/COPYING.rtf")
else()
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_SOURCE_DIR}/COPYING.md")
endif()
set(CPACK_RESOURCE_FILE_README "${CMAKE_SOURCE_DIR}/README.md")
set(CPACK_MONOLITHIC_INSTALL YES)
set(CPACK_PACKAGE_EXECUTABLES "openttd;OpenTTD")
@@ -123,8 +140,12 @@ elseif(UNIX)
# With FHS, we can create deb/rpm/... Without it, they would be horribly broken
# and not work. The other way around is also true; with FHS they are not
# usable, and only flat formats work.
if(NOT OPTION_INSTALL_FHS)
if(OPTION_PACKAGE_DEPENDENCIES)
set(CPACK_GENERATOR "TXZ")
set(PLATFORM "generic")
elseif(NOT OPTION_INSTALL_FHS)
set(CPACK_GENERATOR "TXZ")
set(PLATFORM "unknown")
else()
find_program(LSB_RELEASE_EXEC lsb_release)
execute_process(COMMAND ${LSB_RELEASE_EXEC} -is
@@ -149,7 +170,7 @@ elseif(UNIX)
string(REGEX MATCH "ID=(.*)" _ ${OS_RELEASE_CONTENTS})
set(DISTRO_ID ${CMAKE_MATCH_1})
if(DISTRO_ID STREQUAL "arch")
set(PLATFORM "generic")
set(PLATFORM "arch")
set(CPACK_GENERATOR "TXZ")
else()
set(UNSUPPORTED_PLATFORM_NAME "Linux distribution '${DISTRO_ID}' from /etc/os-release")
@@ -163,12 +184,39 @@ elseif(UNIX)
set(CPACK_GENERATOR "TXZ")
message(WARNING "Unknown ${UNSUPPORTED_PLATFORM_NAME} found for packaging; can only pack to a txz. Please consider creating a Pull Request to add support for this distribution.")
endif()
set(CPACK_PACKAGE_FILE_NAME "openttd-#CPACK_PACKAGE_VERSION#-linux-${PLATFORM}-${CPACK_SYSTEM_NAME}")
endif()
set(CPACK_PACKAGE_FILE_NAME "openttd-#CPACK_PACKAGE_VERSION#-linux-${PLATFORM}-${CPACK_SYSTEM_NAME}")
else()
message(FATAL_ERROR "Unknown OS found for packaging; please consider creating a Pull Request to add support for this OS.")
endif()
include(CPack)
if(OPTION_PACKAGE_DEPENDENCIES)
# Install all dependencies we can resolve, with the exception of ones that
# every Linux machine should have. This should make this build as generic
# as possible, where it runs on any machine with the same or newer libc
# than the one this is compiled with.
# We copy these libraries into lib/ folder, so they can be found on game
# startup. See comment in root CMakeLists.txt for how this works exactly.
install(CODE [[
file(GET_RUNTIME_DEPENDENCIES
RESOLVED_DEPENDENCIES_VAR DEPENDENCIES
UNRESOLVED_DEPENDENCIES_VAR UNRESOLVED_DEPENDENCIES
EXECUTABLES openttd
POST_EXCLUDE_REGEXES "ld-linux|libc.so|libdl.so|libm.so|libgcc_s.so|libpthread.so|librt.so|libstdc...so")
file(INSTALL
DESTINATION "${CMAKE_INSTALL_PREFIX}/lib"
FILES ${DEPENDENCIES}
FOLLOW_SYMLINK_CHAIN)
# This should not be possible, but error out when a dependency cannot
# be resolved.
list(LENGTH UNRESOLVED_DEPENDENCIES UNRESOLVED_LENGTH)
if(${UNRESOLVED_LENGTH} GREATER 0)
message(FATAL_ERROR "Unresolved dependencies: ${UNRESOLVED_DEPENDENCIES}")
endif()
]])
endif()

View File

@@ -16,6 +16,7 @@ source_group("Sprite loaders" REGULAR_EXPRESSION "src/spriteloader/")
source_group("Squirrel" REGULAR_EXPRESSION "src/3rdparty/squirrel/squirrel/")
source_group("Tables" REGULAR_EXPRESSION "src/table/")
source_group("Video" REGULAR_EXPRESSION "src/video/")
source_group("Video/GL" REGULAR_EXPRESSION "src/3rdparty/opengl/")
source_group("Widgets" REGULAR_EXPRESSION "src/widgets/")
source_group("Windows files" REGULAR_EXPRESSION "src/os/windows/|\.rc$")

View File

@@ -44,7 +44,9 @@ endfunction()
# set_options()
#
function(set_options)
if(UNIX AND NOT APPLE)
option(OPTION_PACKAGE_DEPENDENCIES "Copy dependencies into lib/ for easy packaging (Linux only)" OFF)
if(UNIX AND NOT APPLE AND NOT OPTION_PACKAGE_DEPENDENCIES)
set(DEFAULT_OPTION_INSTALL_FHS ON)
else()
set(DEFAULT_OPTION_INSTALL_FHS OFF)
@@ -54,7 +56,7 @@ function(set_options)
option(OPTION_DEDICATED "Build dedicated server only (no GUI)" OFF)
option(OPTION_INSTALL_FHS "Install with Filesystem Hierarchy Standard folders" ${DEFAULT_OPTION_INSTALL_FHS})
option(OPTION_USE_ASSERTS "Use assertions; leave enabled for nightlies, betas, and RCs" ON)
option(OPTION_USE_ASSERTS "Use assertions; leave enabled for nightlies, betas, and RCs" OFF)
if(EMSCRIPTEN)
# Although pthreads is supported, it is not in a way yet that is
# useful for us.
@@ -76,6 +78,7 @@ endfunction()
# show_options()
#
function(show_options)
message(STATUS "Option Package Dependencies - ${OPTION_PACKAGE_DEPENDENCIES}")
message(STATUS "Option Dedicated - ${OPTION_DEDICATED}")
message(STATUS "Option Install FHS - ${OPTION_INSTALL_FHS}")
message(STATUS "Option Use assert - ${OPTION_USE_ASSERTS}")

View File

@@ -4,6 +4,16 @@ cmake_minimum_required(VERSION 3.5)
# Create a single baseset meta file with the correct translations.
#
if(NOT BASESET_SOURCE_FILE)
message(FATAL_ERROR "Script needs BASESET_SOURCE_FILE defined")
endif()
if(NOT BASESET_BINARY_FILE)
message(FATAL_ERROR "Script needs BASESET_BINARY_FILE defined")
endif()
if(NOT BASESET_EXTRAGRF_FILE)
message(FATAL_ERROR "Script needs BASESET_EXTRAGRF_FILE defined")
endif()
set(ARGC 1)
set(ARG_READ NO)

View File

@@ -0,0 +1,60 @@
cmake_minimum_required(VERSION 3.5)
#
# Create a desktop file with the correct translations.
#
if(NOT DESKTOP_SOURCE_FILE)
message(FATAL_ERROR "Script needs DESKTOP_SOURCE_FILE defined")
endif()
if(NOT DESKTOP_BINARY_FILE)
message(FATAL_ERROR "Script needs DESKTOP_BINARY_FILE defined")
endif()
if(NOT BINARY_NAME)
message(FATAL_ERROR "Script needs BINARY_NAME defined")
endif()
set(ARGC 1)
set(ARG_READ NO)
# Read all the arguments given to CMake; we are looking for -- and everything
# that follows. Those are our language files.
while(ARGC LESS CMAKE_ARGC)
set(ARG ${CMAKE_ARGV${ARGC}})
if(ARG_READ)
list(APPEND LANG_SOURCE_FILES "${ARG}")
endif()
if(ARG STREQUAL "--")
set(ARG_READ YES)
endif()
math(EXPR ARGC "${ARGC} + 1")
endwhile()
# Place holder format is @<ini_key>_<str_id>@
file(STRINGS "${DESKTOP_SOURCE_FILE}" PLACE_HOLDER REGEX "^@")
string(REGEX REPLACE "@([^_]+).*@" "\\1" INI_KEY "${PLACE_HOLDER}")
string(REGEX REPLACE "@[^_]+_(.*)@" "\\1" STR_ID "${PLACE_HOLDER}")
string(REGEX REPLACE "@(.*)@" "\\1" PLACE_HOLDER "${PLACE_HOLDER}")
# Get the translations
foreach(LANGFILE IN LISTS LANG_SOURCE_FILES)
file(STRINGS "${LANGFILE}" LANGLINES REGEX "^(##isocode|${STR_ID})" ENCODING UTF-8)
string(FIND "${LANGLINES}" "${STR_ID}" HAS_STR_ID)
if(HAS_STR_ID LESS 0)
continue()
endif()
string(REGEX REPLACE "##isocode ([^;]+).*" "\\1" ISOCODE "${LANGLINES}")
if("${ISOCODE}" STREQUAL "en_GB")
string(REGEX REPLACE "[^:]*:(.*)" "${INI_KEY}=\\1" LANGLINES "${LANGLINES}")
else()
string(REGEX REPLACE "[^:]*:(.*)" "${INI_KEY}[${ISOCODE}]=\\1" LANGLINES "${LANGLINES}")
endif()
list(APPEND ${PLACE_HOLDER} ${LANGLINES})
endforeach()
list(SORT ${PLACE_HOLDER})
string(REPLACE ";" "\n" ${PLACE_HOLDER} "${${PLACE_HOLDER}}")
configure_file(${DESKTOP_SOURCE_FILE} ${DESKTOP_BINARY_FILE})

View File

@@ -83,7 +83,7 @@ if(GIT_FOUND AND EXISTS "${CMAKE_SOURCE_DIR}/.git")
set(REV_ISTAG 1)
string(REGEX REPLACE "^[0-9.]+$" "" STABLETAG "${TAG}")
if(NOT STABLETAG STREQUAL "")
if(STABLETAG STREQUAL "")
set(REV_ISSTABLETAG 1)
else()
set(REV_ISSTABLETAG 0)

View File

@@ -53,6 +53,9 @@ string(REPLACE "0x(nil)" "0x00000000" REGRESSION_RESULT "${REGRESSION_RESULT}")
string(REPLACE "0x0000000000000000" "0x00000000" REGRESSION_RESULT "${REGRESSION_RESULT}")
string(REPLACE "0x0x0" "0x00000000" REGRESSION_RESULT "${REGRESSION_RESULT}")
# Remove timestamps if any
string(REGEX REPLACE "\[[0-9-]+ [0-9:]+\] " "" REGRESSION_RESULT "${REGRESSION_RESULT}")
# Convert the output to a format that is expected (and more readable) by result.txt
string(REPLACE "\ndbg: [script]" "\n" REGRESSION_RESULT "${REGRESSION_RESULT}")
string(REPLACE "\n " "\nERROR: " REGRESSION_RESULT "${REGRESSION_RESULT}")

View File

@@ -16,11 +16,18 @@ endif()
set(ARGC 1)
set(ARG_READ NO)
# For MSVC CMake runs this script from a batch file using || to detect errors,
# depending on source path it may quote args, and cause cmd to not understand ||
# and pass it as argument to ourself.
# Read all the arguments given to CMake; we are looking for -- and everything
# that follows. Those are our api files.
# that follows, until ||. Those are our api files.
while(ARGC LESS CMAKE_ARGC)
set(ARG ${CMAKE_ARGV${ARGC}})
if(ARG STREQUAL "||")
set(ARG_READ NO)
endif()
if(ARG_READ)
list(APPEND SCRIPT_API_BINARY_FILES "${ARG}")
endif()

View File

@@ -5,10 +5,14 @@
<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays #2">
<title>OpenTTD Landscape Internals - #2</title>
<style type="text/css">
span.abuse { font-family: "Courier New", Courier, mono; background-color: rgb(255, 58, 31); }
span.option{ font-family: "Courier New", Courier, mono; background-color: rgb(255,255, 30); }
span.free { font-family: "Courier New", Courier, mono; background-color: rgb(30, 178, 54); }
span.used { font-family: "Courier New", Courier, mono; }
span.free { font-family: "Courier New", Courier, mono; background-color: rgb( 70, 190, 70); }
span.usable { font-family: "Courier New", Courier, mono; background-color: rgb( 50, 150, 150); }
span.used { font-family: "Courier New", Courier, mono; background-color: rgb(120, 120, 255); }
span.pool { font-family: "Courier New", Courier, mono; background-color: rgb(220, 120, 255); }
span.patch { font-family: "Courier New", Courier, mono; background-color: rgb(255, 165, 0); }
span.abuse { font-family: "Courier New", Courier, mono; background-color: rgb(255, 100, 100); }
span.rearrange{ font-family: "Courier New", Courier, mono; background-color: rgb(160, 160, 255); }
td.bits { white-space: nowrap; text-align: center; font-family: "Courier New", Courier, mono; }
td.caption { white-space: nowrap; text-align: left; }
td li { white-space: nowrap; text-align: left; }
@@ -20,13 +24,7 @@
<span style="font-weight: bold;"></span>Nine attributes hold the information about a tile.
This can be seen in the <a href="landscape.html">Landscape</a> document. This page tries to give an overview of used and free bits of
the array so you can quickly see what is used and what is not.
<ul>
<li><span style="font-weight: bold;"><span class="free">O</span></span> - bit is free</li>
<li><span style="font-weight: bold;"><span class="used">X</span></span> - bit is used</li>
<li><span style="font-weight: bold;"><span class="abuse">&nbsp;</span></span> - bit of attribute is abused for different purposes, i.e. other bits define the actual meaning.</li>
<li><span style="font-weight: bold;"><span class="option">~</span></span> - bit is accessed, but does not really have a meaning (e.g. owner of clear land is always OWNER_NONE)</li>
</ul>
<p>
<ul>
<li><span style="font-weight: bold;">type</span> - 8 bits in size, tile class (bits 4..7), bridge (bits 2..3) tropic zone (bits 0..1, only valid in tropic climate)</li>
<li><span style="font-weight: bold;">height</span> - 8 bits in size, stores tile height</li>
@@ -39,6 +37,16 @@ the array so you can quickly see what is used and what is not.
<li><span style="font-weight: bold;">m7</span> - 8 bits in size, is used for general storage</li>
<li><span style="font-weight: bold;">m8</span> - 16 bits in size, is used for general storage</li>
</ul>
<p>
<ul>
<li><span style="font-weight: bold;"><span class="free">O</span></span> - bit is free</li>
<li><span style="font-weight: bold;"><span class="usable">X</span></span> - bit is used, but could be freed if needed</li>
<li><span style="font-weight: bold;"><span class="used">X</span></span> - bit is used</li>
<li><span style="font-weight: bold;"><span class="pool">X</span></span> - bit is used for an index on a pool</li>
<li><span style="font-weight: bold;"><span class="patch">X</span></span> - bit is introduced by a patch</li>
<li><span style="font-weight: bold;"><span class="abuse">X</span></span> - bit of attribute is abused for different purposes, i.e. other bits define the actual meaning</li>
<li><span style="font-weight: bold;"><span class="rearrange">X</span></span> - bit is accessed, but a rearrangement of the map array could free some of these bits (probably not done for bit alignment)</li>
</ul>
<table align=center border="1" cellpadding="2" cellspacing="2">
<tbody>
@@ -71,134 +79,103 @@ the array so you can quickly see what is used and what is not.
<tr>
<td rowspan="2">0</td>
<td class="caption">ground</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span><span class="option">~ ~~~~</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits">XXXX XX<span class="free">OO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span>X XX<span class="free">OO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits" rowspan=27><span class="used" title="Tile type">XXXX</span> <span class="used" title="Presence and direction of bridge above">XX</span> <span class="used" title="Tropic Zone: only meaningfull in tropic climate. It contains the definition of the available zones">XX</span></td>
<td class="bits" rowspan=27><span class="used" title="Tile height">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OOO</span><span class="usable" title="Owner (always OWNER_NONE)">1 OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="used" title="Type of hedge on NE border">XXX</span> <span class="used" title="Snow presence">X</span><span class="free">OOOO</span></td>
<td class="bits" rowspan=2><span class="used" title="Type of hedge on SW border">XXX</span> <span class="used" title="Type of hedge on SE border">XXX</span><span class="free">OO</span></td>
<td class="bits" rowspan=2><span class="used" title="Update counter">XXX</span> <span class="used" title="Type: grass, rough land, rocks, fields, snow, desert">XXX</span> <span class="used" title="Density">XX</span></td><td class="bits" rowspan=2><span class="free" >OOO</span><span class="used" title="Type of hedge on NW border">X XX</span><span class="free">OO</span></td>
<td class="bits" rowspan=2><span class="free">OOOO OOOO</span></td>
<td class="bits" rowspan=2><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">farmland</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOO</span>X XX<span class="free">OO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="pool" title="Industry index on pool">XXXX XXXX XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Type of hedge on NE border">XXX</span> <span class="used" title="Field production stage">XXXXX</span></td>
</tr>
<tr>
<td rowspan=3>1</td>
<td class="caption">rail</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">X<span class="free">OO</span>X XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX <span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OO</span>XX XXXX</td>
<td class="bits" rowspan=3><span class="used" title="Ship docking tile status (for half-tile with water)">X</span><span class="free">OO</span><span class="used" title="Owner">X XXXX</span></td>
<td class="bits"><span class="free">OOOO</span> <span class="used" title="Reserved tracks">XXXX</span> <span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span> </td>
<td class="bits"><span class="free">OOOO</span> <span class="used" title="Ground type: fences, snow, desert">XXXX</span></td>
<td class="bits"><span class="used" title="Rail tile type: rail, rail with signals, depot">OO</span> <span class="used" title="Track pieces">XXXXXX</span></td>
<td class="bits" rowspan=3><span class="free">OOOO OOOO</span></td>
<td class="bits" rowspan=3><span class="free">OOOO OOOO</span></td>
<td class="bits" rowspan=3><span class="free">OOOO OOOO OO</span><span class="used" title="Railway type">XX XXXX</span></td>
</tr>
<tr>
<td class="caption">rail with signals</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO</span> XXXX XXXX XXXX</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO</span> <span class="used" title="Reserved tracks">XXXX</span> <span class="used" title="Signal types and sempahore/lights">XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Signals present">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits"><span class="used" title="Signals colors">XXXX</span> <span class="used" title="Ground type: fences, snow, desert">XXXX</span></td>
<td class="bits"><span class="used" title="Rail tile type: rail, rail with signals, depot">O1</span> <span class="used" title="Track pieces">XXXXXX</span></td>
</tr>
<tr>
<td class="caption">depot</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">XX<span class="free">O</span>X <span class="free">OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="pool" title="Depot index on pool">XXXX XXXX XXXX XXXX</span></td>
<td class="bits"><span class="free">OOOO</span> <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> <span class="used" title="Ground type: fences, snow, desert (fences on depot are not valid)">XXXX</span></td>
<td class="bits"><span class="used" title="Rail tile type: rail, rail with signals, depot">11</span><span class="free">O</span><span class="used" title="PBS reservation">X</span> <span class="free">OO</span><span class="used" title="Depot exit direction">XX</span></td>
</tr>
<tr>
<td rowspan=3>2</td>
<td class="caption">road</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="free">OO</span>X<span class="free">O</span> XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX XX<span class="free">OO OOOO</span></td>
<td class="bits"><span class="free">OOO</span><span class="used" title="Owner of road">X XXXX</span></td>
<td class="bits" rowspan=2><span class="pool" title="Town index on pool">XXXX XXXX XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Owner of tram">XXXX</span> <span class="used" title="Tram pieces">XXXX</span></td>
<td class="bits" rowspan=3><span class="free">OO</span><span class="used" title="Road type">XX XXXX</span></td>
<td class="bits"><span class="used" title="Tile type: simple road (00), level crossing (01), road depot (10)">OO</span> <span class="used" title="Disallow vehicles to go a specific direction">XX</span> <span class="used" title="Road pieces">XXXX</span></td>
<td class="bits"><span class="free">OO</span> <span class="used" title="Pavement type">XXX</span><span class="free">OOO</span></td>
<td class="bits"><span class="free">OO</span><span class="used" title="Snow/desert present">X</span> <span class="free">O</span><span class="used" title="Roadworks counter">XXXX</span></td>
<td class="bits" rowspan=1><span class="free">OOOO</span> <span class="used" title="Tram type">XXXX XX<span class="free">OO OOOO</span></td>
</tr>
<tr>
<td class="caption">level crossing</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX <span class="free">OOO</span>X</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span><span class="used" title="Owner of rail track">X XXXX</span></td>
<td class="bits"><span class="used" title="Owner of tram">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits"><span class="used" title="Tile type: simple road (00), level crossing (01), road depot (10)">O1</span> <span class="used" title="Lights are on">X</span> <span class="used" title="PBS reservation">X</span><span class="free">OOO</span><span class="used" title="Direction of the rail and roads">X</span></td>
<td class="bits"><span class="free">OO</span> <span class="used" title="Pavement type">XXX</span><span class="free">OOO</span></td>
<td class="bits"><span class="free">OO</span><span class="used" title="Snow/desert present">X</span> <span class="used" title="Owner of road">XXXXX</span></td>
<td class="bits" rowspan=1><span class="free">OOOO</span> <span class="used" title="Tram type">XXXX XX</span> <span class="used" title="Railway type">XXXXXX</span></td>
</tr>
<tr>
<td class="caption">road depot</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOO</span><span class="used" title="Owner of the depot">X XXXX</span></td>
<td class="bits"><span class="pool" title="Depot index on pool">XXXX XXXX XXXX XXXX</span></td>
<td class="bits"><span class="usable" title="Owner of tram depot">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits"><span class="used" title="Tile type: simple road (00), level crossing (01), road depot (10)">1O</span><span class="free">OO OO</span><span class="used" title="Depot exit direction">XX</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OO</span>X<span class="free">O</span> XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OO</span><span class="used" title="Snow/desert present">X</span> <span class="usable" title="Owner of road depot">XXXXX</span></td>
<td class="bits" rowspan=1><span class="free">OOOO</span> <span class="used" title="Tram type">XXXX XX</span><span class="free">OO OOOO</span></td>
</tr>
<tr>
<td>3</td>
<td class="caption">house</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XX<span class="free">O</span><span class="option">~ ~~</span>XX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXX<span class="abuse">X XXXX</span></td>
<td class="bits"><span class="abuse">XXXX XX</span><span class="free">OO</span></td>
<td class="bits">XXXX <span class="abuse">XXXX</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td rowspan=2>3</td>
<td class="caption">finished house</td>
<td class="bits" rowspan=2><span class="used" title="House random bits">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="pool" title="Town index on pool">XXXX XXXX XXXX XXXX</span></td>
<td class="bits"><span class="used" title="House is complete/in construction (see m5)">1</span> <span class="used" title="House type (m4 + m3[6])">X</span><span class="free">O</span><span class="usable" title="Activated triggers (bits 2..4 don't have a meaning)">XXX</span><span class="used" title="Activated triggers (bits 2..4 don't have a meaning)">XX</span></td>
<td class="bits" rowspan=2><span class="used" title="House type (m4 + m3[6])">XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Age in years, clamped at 255">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="abuse" title="Newhouses activated: periodic processing time remaining; if not, lift position for houses 04 and 05">XXXX XX</span><span class="free">OO</span></td>
<td class="bits" rowspan=2><span class="abuse" title="If newhouses active, m7 is the current animation frame">XXXX</span> <span class="abuse" title="If newhouses active, m7 is the current animantion frame; if not, lift behaviour for houses 04 and 05">XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">house under construction</td>
<td class="bits"><span class="used" title="House is complete/in construction (see m5)">O</span> <span class="used" title="House type (m4 + m3[6])">X</span><span class="free">O</span><span class="usable" title="Activated triggers (bits 2..4 don't have a meaning)">XXX</span><span class="used" title="Activated triggers (bits 2..4 don't have a meaning)">XX</span></td>
<td class="bits"><span class="free">OOO</span><span class="used" title="Construction stage">XX</span> <span class="used" title="Construction counter">XXX</span></td>
</tr>
<tr>
<td>4</td>
<td class="caption">trees</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XX<span class="option">~ ~~~~</span></td>
<td class="bits"><span class="free">OOOO OOO</span>X XXXX XXXX</td>
<td class="bits"><span class="option">~~</span>XX XXXX</td>
<td class="bits"><span class="free">O</span><span class="used" title="Water class">XX</span><span class="usable" title="Owner (always OWNER_NONE)">1 OOOO</span></td>
<td class="bits"><span class="free">OOOO OOO</span><span class="used" title="Tree ground">XXX</span> <span class="used" title="Tree density">XX</span> <span class="used" title="Tree counter">XXXX</span></td>
<td class="bits"><span class="usable" title="Tree type unused bits">XX</span><span class="used" title="Tree type">XX XXXX</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XX<span class="free">OO O</span>XXX</td>
<td class="bits"><span class="used" title="Number of trees on tile (+1)">XX</span><span class="free">OO O</span><span class="used" title="Tree growth">XXX</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
@@ -206,189 +183,155 @@ the array so you can quickly see what is used and what is not.
<tr>
<td rowspan=7>5</td>
<td class="caption">rail station</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX XX<span class="free">OO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OO</span>XX XXXX</td>
<td class="bits" rowspan=7><span class="free">O</span><span class="used" title="Water class">XX</span> <span class="used" title="Owner">XXXXX</span></td>
<td class="bits" rowspan=7><span class="pool" title="Station index on pool">XXXX XXXX XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="used" title="Random bits">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits" rowspan=2><span class="used" title="Custom station specifications ID">XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Graphics index">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OO</span><span class="used" title="Station type">XXX</span> <span class="used" title="Reserved track">X</span><span class="free">OO</span></td>
<td class="bits" rowspan=2><span class="used" title="Animation frame">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OOOO OOOO OO</span><span class="used" title="Railway type">XX XXXX</span></td>
</tr>
<tr>
<td class="caption">rail waypoint</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="usable" title="Graphics index">OOOO OOO</span><span class="used" title="Graphics index">X</span></td>
</tr>
<tr>
<td class="caption">road stop</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="option">~~~~ ~</span>XXX</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX XX<span class="free">OO OOOO</span></td>
</tr>
<tr>
<td class="caption">dock</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="option">~~~~ ~</span>XXX</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="used" title="Owner of tram">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OO</span><span class="used" title="Roadtype for road stop">XX XXXX</span></td>
<td class="bits"><span class="usable" title="Graphics index">OOOO O</span><span class="used" title="Graphics index: 00 (exit towards NE), 01 (exit towards SE), 02 (exit towards SW), 03 (exit towards NW), 04 (drive through X), 05 (drive through Y)">XXX</span></td>
<td class="bits" rowspan=5><span class="free">OO</span><span class="used" title="Station type">XX X</span><span class="free">OOO</span></td>
<td class="bits"><span class="free">OOO</span><span class="used" title="Owner of road">X XXXX</span></td>
<td class="bits"><span class="free">OOOO</span> <span class="used" title="Tram type">XXXX XX<span class="free">OO OOOO</span></td>
</tr>
<tr>
<td class="caption">airport</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="used" title="Random bits">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="used" title="Graphics index">XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Animation frame">XXXX XXXX</span></td>
<td class="bits" rowspan=4><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">dock</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="usable" title="Graphics index">OOOO </span><span class="usable" title="Graphics index">O</span><span class="used" title="Graphics index">XXX</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">buoy</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="usable">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">oilrig</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">OOO</span></td>
<td class="bits"><span class="usable">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td rowspan=3>6</td>
<td rowspan=4>6</td>
<td class="caption">sea, shore</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits" rowspan=4><span class="used" title="Ship docking tile status">X</span> <span class="used" title="Water class">XX</span> <span class="used" title="Owner">XXXXX</span></td>
<td class="bits" rowspan=3><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits" rowspan=4><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">X<span class="option">~~</span>X XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="used" title="Water tile type: coast, clear, lock, depot">O<span class="usable">OO</span>O</span> <span class="free">OOO</span><span class="used" title="Sea shore flag">X</span></td>
<td class="bits" rowspan=4><span class="free">OOOO OOOO</span></td>
<td class="bits" rowspan=4><span class="free">OOOO OOOO</td>
<td class="bits" rowspan=4><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">canal, river</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="used" title="Canal/river random bits">XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Water tile type: coast, clear, lock, depot">O<span class="usable">OO</span>O</span> <span class="free">OOOO</span></td>
</tr>
<tr>
<td class="caption">lock</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="used" title="Water tile type: coast, clear, lock, depot">O<span class="usable">OO</span>1</span> <span class="used" title="Lock part">XX</span> <span class="used" title="Lock orientation m5[1..0]">XX</span></td>
</tr>
<tr>
<td class="caption">shipdepot</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits"><span class="pool" title="Depot index on pool">XXXX XXXX XXXX XXXX</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="used" title="Water tile type: coast, clear, lock, depot">1<span class="usable">OOO</span></span> <span class="free">OO</span><span class="used" title="Depot axis">X</span> <span class="used" title="Depot part">X</span></td>
</tr>
<tr>
<td>8</td>
<td class="caption">industry</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXX<span class="free">O</span> <span class="abuse">XXXX</span></td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX XX<span class="free">OO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td rowspan=2>8</td>
<td class="caption">finished industry</td>
<td class="bits"><span class="used" title="Completed industry">1</span> <span class="used" title="Water class">XX</span><span class="free">O</span> <span class="free">OOOO</span></td>
<td class="bits" rowspan=2><span class="pool" title="Industry index on pool">XXXX XXXX XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="used" title="Random bits">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="used" title="Animation loop">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="used" title="Industry graphics ID (m5 + m6[2])">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OO</span><span class="used" title="Random triggers (NewGRF)">XXX</span> <span class="used" title="Industry graphics ID (m5 + m6[2])">X</span><span class="free">OO</span></td>
<td class="bits" rowspan=2><span class="used" title="Animation frame">XXXX XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">industry under construction</td>
<td class="bits"><span class="used" title="Completed industry">O</span> <span class="used" title="Water class">XX</span><span class="free">O</span> <span class="used" title="If under construction, construction counter and stage of construction">XXXX</span></td>
</tr>
<tr>
<td rowspan=2>9</td>
<td class="caption">tunnel entrance</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">X<span class="free">OO</span>X XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits">X<span class="free">OO</span>X XXXX</td>
<td class="bits" rowspan=2><span class="used" title="Ship docking tile status (for aqueducts)">X</span><span class="free">OO</span> <span class="used" title="Owner">XXXXX</span></td>
<td class="bits" rowspan=2><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits" rowspan=2><span class="rearrange" title="Owner of tram (road only; a rearrangement can free some of these bits)">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits" rowspan=2><span class="free">OO</span><span class="used" title="Road type">XX XXXX</span></td>
<td class="bits"><span class="used" title="Bridge or tunnel bit">O</span><span class="free">OO</span><span class="rearrange" title="PBS reservation (rail; a rearrangement can free some of these bits)">X</span> <span class="used" title="Transport type">XX</span> <span class="used" title="Direction of the tunnel/bridge">XX</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX XXXX XXXX</td>
<td class="bits" rowspan=2><span class="free">OO</span><span class="used" title="Snow/desert present">X</span><span class="rearrange" title="Owner of road (road only; a rearrangement can free some of these bits)">X XXXX</span></td>
<td class="bits" rowspan=2><span class="free">OOOO</span> <span class="used" title="Tram type">XXXX XX</span><span class="rearrange" title="Railway type (rail only; a rearrangement can free some of these bits)">XX XXXX</span></td>
</tr>
<tr>
<td>bridge ramp</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OO</span>XX XX<span class="free">OO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="used" title="Bridge or tunnel bit">1</span><span class="free">OO</span><span class="rearrange" title="PBS reservation (rail; a rearrangement can free some of these bits)">X</span> <span class="used" title="Transport type">XX</span> <span class="used" title="Direction of the tunnel/bridge">XX</span></td>
<td class="bits"><span class="free">OO</span><span class="used" title="Bridge type: wooden, steel,...">XX XX</span><span class="free">OO</span></td>
</tr>
<tr>
<td rowspan=2>A</td>
<td>A</td>
<td class="caption">objects</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span><span class="used" title="Water class">XX</span> <span class="used" title="Owner">XXXXX</span></td>
<td class="bits"><span class="pool" title="Object index on pool (m2 + m5)">XXXX XXXX XXXX XXXX</span></td>
<td class="bits"><span class="used" title="Random bits">XXXX XXXX</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="pool" title="Object index on pool (m2 + m5)">XXXX XXXX</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="used" title="Animation counter">XXXX XXXX</span></td>
<td class="bits" rowspan=1><span class="free">OOOO OOOO OOOO OOOO</span></td>
</tr>
<tr>
<td colspan=2 class="caption">bits</td>
<td class="bits">7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">FEDC BA98 7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">FEDC BA98 7654 3210</td>
</tr>
<tr>
<th colspan=2>class</th>
<th>type (8)</th>
<th>height (8)</th>
<th>m1 (8)</th>
<th>m2 (16)</th>
<th>m3 (8)</th>
<th>m4 (8)</th>
<th>m5 (8)</th>
<th>m6 (8)</th>
<th>m7 (8)</th>
<th>m8 (16)</th>
</tr>
</tbody>
</table>

View File

@@ -211,3 +211,10 @@ Last updated: 2011-02-16
communication from an admin tool reach the programme. See section 1
'Starting a server' further up for the ports and protocols used by OpenTTD.
The ports can be configured in the config file.
- My advertising server warns a lot about getaddrinfo taking N seconds
This could be a transient issue with your (local) DNS server, but if the
problem persists there is likely a configuration issue in DNS resolving
on your computer. This seems to be a common configuration issue for
Docker instances, where the DNS resolving waits for a time out of usually
5 seconds.

View File

@@ -1,6 +1,6 @@
OpenTTD's known bugs
Last updated: 2021-01-22
Release version: 1.11.0-beta1
Last updated: 2021-04-01
Release version: 1.11.0
------------------------------------------------------------------------
@@ -364,35 +364,6 @@ Trains might not stop at platforms that are currently being changed [#5553]:
list multiple times in a row or if there is only one station
in theorder list (see #5684).
Inconsistent catchment areas [#5661]:
Due to performance decisions the catchment area for cargo accepted by a
station for delivery to houses or industries differs from the catchment
area for cargo that is delivered to stations from houses or industries.
Conceptually they work the same, but the effect in game differs. They
work by finding the closest destination "around" the source which is
within a certain distance. This distance depends on the type of station,
e.g. road stops have a smaller catchment area than large airports.
In both cases the bounding box, the smallest rectangle that contains
all tiles of something, is searched for the target of the cargo,
and then spiraling outwards finding the closest tile of the target.
In the case of a station with two tiles spread far apart with a house
that is within the station's bounding box, it would be possible that
the spiraling search from the house does not reach one of the station
tiles before the search ends, i.e. all tiles within that distance
are searched. So the house does not deliver cargo to the station.
On the other hand, the station will deliver cargo because the house
falls within the bounding box, and thus search area.
It is possible to make these consistent, but then cargo from a house
to a station needs to search up to 32 tiles around itself, i.e. 64
by 64 tiles, to find all possible stations it could deliver to
instead of 10 by 10 tiles (40 times more tiles). Alternatively the
search from a station could be changed to use the actual tiles, but
that would require considering checking 10 by 10 tiles for each of
the tiles of a station, instead of just once.
Some houses and industries are not affected by transparency [#5817]:
Some of the default houses and industries (f.e. the iron ore mine) are
not affected by the transparency options. This is because the graphics
@@ -409,3 +380,12 @@ Involuntary cargo exchange with cargodist via neutral station [#6114]:
shared station make the order "no unload" and if you're unloading make
it "no load". Cargodist will then figure out that it should not create
such a route.
Incorrect ending year displayed in end of game newspaper [#8625]
The ending year of the game is configurable, but the date displayed in
the newspaper at the end of the game is part of the graphics, not text.
So to fix this would involve fixing the graphics in every baseset,
including the original. Additionally, basesets are free to put this
text in different positions (which they do), making a proper solution
to this infinitely more complex for a part of the game that fewer than
1% of players ever see.

98
media/CMakeLists.txt Normal file
View File

@@ -0,0 +1,98 @@
add_subdirectory(baseset)
add_library(media
INTERFACE
)
add_library(openttd::media ALIAS media)
if(NOT UNIX OR APPLE)
return()
endif()
set(MEDIA_PNG_SOURCE_FILES
${CMAKE_CURRENT_SOURCE_DIR}/openttd.16.png
${CMAKE_CURRENT_SOURCE_DIR}/openttd.32.png
${CMAKE_CURRENT_SOURCE_DIR}/openttd.48.png
${CMAKE_CURRENT_SOURCE_DIR}/openttd.64.png
${CMAKE_CURRENT_SOURCE_DIR}/openttd.128.png
${CMAKE_CURRENT_SOURCE_DIR}/openttd.256.png
)
# Walk over all the png files, and generate a command to copy them
foreach(MEDIA_PNG_SOURCE_FILE IN LISTS MEDIA_PNG_SOURCE_FILES)
get_filename_component(MEDIA_PNG_FILE_NAME "${MEDIA_PNG_SOURCE_FILE}" NAME)
string(REGEX REPLACE "[^.]+.([0-9]*).*" "${CMAKE_CURRENT_BINARY_DIR}/icons/hicolor/\\1x\\1/apps/${BINARY_NAME}.png" MEDIA_PNG_BINARY_FILE "${MEDIA_PNG_FILE_NAME}")
add_custom_command(OUTPUT ${MEDIA_PNG_BINARY_FILE}
COMMAND ${CMAKE_COMMAND} -E copy
${MEDIA_PNG_SOURCE_FILE}
${MEDIA_PNG_BINARY_FILE}
MAIN_DEPENDENCY ${MEDIA_PNG_SOURCE_FILE}
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "Copying ${MEDIA_PNG_FILE_NAME} file"
)
list(APPEND MEDIA_BINARY_FILES ${MEDIA_PNG_BINARY_FILE})
endforeach()
set(MEDIA_XPM_SOURCE_FILES
${CMAKE_CURRENT_SOURCE_DIR}/openttd.32.xpm
${CMAKE_CURRENT_SOURCE_DIR}/openttd.64.xpm
)
# Walk over all the xpm files, and generate a command to copy them
foreach(MEDIA_XPM_SOURCE_FILE IN LISTS MEDIA_XPM_SOURCE_FILES)
get_filename_component(MEDIA_XPM_FILE_NAME "${MEDIA_XPM_SOURCE_FILE}" NAME)
get_filename_component(MEDIA_XPM_FILE_EXT "${MEDIA_XPM_FILE_NAME}" EXT)
set(MEDIA_XPM_BINARY_FILE "${CMAKE_CURRENT_BINARY_DIR}/pixmaps/${BINARY_NAME}${MEDIA_XPM_FILE_EXT}")
add_custom_command(OUTPUT ${MEDIA_XPM_BINARY_FILE}
COMMAND ${CMAKE_COMMAND} -E copy
${MEDIA_XPM_SOURCE_FILE}
${MEDIA_XPM_BINARY_FILE}
MAIN_DEPENDENCY ${MEDIA_XPM_SOURCE_FILE}
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "Copying ${MEDIA_XPM_FILE_NAME} file"
)
list(APPEND MEDIA_BINARY_FILES ${MEDIA_XPM_BINARY_FILE})
endforeach()
# Create a new target which copies media files
add_custom_target(media_files
DEPENDS
${MEDIA_BINARY_FILES}
)
add_dependencies(media
media_files
)
get_target_property(LANG_SOURCE_FILES language_files LANG_SOURCE_FILES)
set(DESKTOP_BINARY_NAME ${BINARY_NAME}.desktop)
add_custom_command_timestamp(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/${DESKTOP_BINARY_NAME}
COMMAND ${CMAKE_COMMAND}
-DDESKTOP_SOURCE_FILE=${CMAKE_CURRENT_SOURCE_DIR}/openttd.desktop
-DDESKTOP_BINARY_FILE=${CMAKE_CURRENT_BINARY_DIR}/${DESKTOP_BINARY_NAME}
-DBINARY_NAME=${BINARY_NAME}
-P ${CMAKE_SOURCE_DIR}/cmake/scripts/Desktop.cmake
--
${LANG_SOURCE_FILES}
MAIN_DEPENDENCY ${CMAKE_CURRENT_SOURCE_DIR}/openttd.desktop
DEPENDS ${LANG_SOURCE_FILES}
${CMAKE_SOURCE_DIR}/cmake/scripts/Desktop.cmake
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "Generating desktop file"
)
# Create a new target which generates desktop file
add_custom_target_timestamp(desktop_file
DEPENDS
${CMAKE_CURRENT_BINARY_DIR}/${DESKTOP_BINARY_NAME}
)
add_dependencies(media
desktop_file
)

Binary file not shown.

View File

@@ -2,10 +2,10 @@
[Desktop Entry]
Type=Application
Version=1.0
Name=!!MENU_NAME!!
Icon=!!TTD!!
Exec=!!TTD!!
Name=OpenTTD
Icon=${BINARY_NAME}
Exec=${BINARY_NAME}
Terminal=false
Categories=!!MENU_GROUP!!
Comment=A clone of Transport Tycoon Deluxe
Categories=Game;
Keywords=game;simulation;transport;tycoon;deluxe;economics;multiplayer;money;train;ship;bus;truck;aircraft;cargo;
@Comment_STR_DESKTOP_SHORTCUT_COMMENT@

View File

@@ -1,11 +0,0 @@
# This file is part of OpenTTD.
# 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.
# 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.
# 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/>.
#
# Awk script to automatically remove duplicate Comment[i]= lines
#
BEGIN { FS = "="; last = "" }
{ if (last != $1) { print $0 }; last = $1 }

View File

@@ -1,13 +0,0 @@
# This file is part of OpenTTD.
# 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.
# 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.
# 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/>.
#
# Awk script to automatically generate a comment lines for
# a translated desktop shortcut. If it does not exist there
# is no output.
#
/##isocode/ { lang = $2; next }
/STR_DESKTOP_SHORTCUT_COMMENT/ { sub("^[^:]*:", "", $0); print "Comment[" lang "]=" $0; sub("_.*", "", lang); print "Comment[" lang "]=" $0; next}

View File

@@ -1,4 +1,4 @@
FROM emscripten/emsdk
FROM emscripten/emsdk:2.0.10
COPY emsdk-liblzma.patch /
RUN cd /emsdk/upstream/emscripten && patch -p1 < /emsdk-liblzma.patch

View File

@@ -71,6 +71,34 @@ Module.preRun.push(function() {
* add_server("localhost", 3979); */
}
var leftButtonDown = false;
document.addEventListener("mousedown", e => {
if (e.button == 0) {
leftButtonDown = true;
}
});
document.addEventListener("mouseup", e => {
if (e.button == 0) {
leftButtonDown = false;
}
});
window.openttd_open_url = function(url, url_len) {
const url_string = UTF8ToString(url, url_len);
function openWindow() {
document.removeEventListener("mouseup", openWindow);
window.open(url_string, '_blank');
}
/* Trying to open the URL while the mouse is down results in the button getting stuck, so wait for the
* mouse to be released before opening it. However, when OpenTTD is lagging, the mouse can get released
* before the button click even registers, so check for that, and open the URL immediately if that's the
* case. */
if (leftButtonDown) {
document.addEventListener("mouseup", openWindow);
} else {
openWindow();
}
}
/* https://github.com/emscripten-core/emscripten/pull/12995 implements this
* properly. Till that time, we use a polyfill. */
SOCKFS.websocket_sock_ops.createPeer_ = SOCKFS.websocket_sock_ops.createPeer;

View File

@@ -29,5 +29,7 @@
<string>Copyright 2004-${CURRENT_YEAR} The OpenTTD team</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>NSHighResolutionCapable</key>
<string>True</string>
</dict>
</plist>

View File

@@ -56,3 +56,13 @@ cat <<EOF > notarize.json
EOF
gon notarize.json
app_filename=(_CPack_Packages/*/Bundle/openttd-*/OpenTTD.app)
if [ "${app_filename}" = "_CPack_Packages/*/Bundle/openttd-*/OpenTTD.app" ]; then
echo "No .app found in the _CPack_Packages directory, skipping stapling."
exit 0
fi;
# Now staple the ticket to the .app
xcrun stapler staple "${app_filename[0]}"

57
os/steam/release.vdf Normal file
View File

@@ -0,0 +1,57 @@
"AppBuild"
{
"AppID" "1536610"
"Desc" "@@DESCRIPTION@@"
"SetLive" "@@BRANCH@@"
"ContentRoot" "./"
"BuildOutput" "build/"
"Depots"
{
"1536613"
{
"ContentRoot" "./steam-win32"
"FileMapping"
{
"LocalPath" "*"
"DepotPath" "."
"recursive" "1"
}
}
"1536612"
{
"ContentRoot" "./steam-win64"
"FileMapping"
{
"LocalPath" "*"
"DepotPath" "."
"recursive" "1"
}
}
"1536614"
{
"ContentRoot" "./steam-macos"
"FileMapping"
{
"LocalPath" "*"
"DepotPath" "."
"recursive" "1"
}
}
"1536615"
{
"ContentRoot" "./steam-linux"
"FileMapping"
{
"LocalPath" "*"
"DepotPath" "."
"recursive" "1"
}
}
}
}

View File

@@ -1,3 +1,4 @@
add_subdirectory(md5)
add_subdirectory(squirrel)
add_subdirectory(opengl)
add_subdirectory(os2)

10
src/3rdparty/opengl/CMakeLists.txt vendored Normal file
View File

@@ -0,0 +1,10 @@
add_files(
khrplatform.h
glext.h
CONDITION OPENGL_FOUND
)
add_files(
wglext.h
CONDITION WIN32 AND OPENGL_FOUND
)

12861
src/3rdparty/opengl/glext.h vendored Normal file

File diff suppressed because it is too large Load Diff

290
src/3rdparty/opengl/khrplatform.h vendored Normal file
View File

@@ -0,0 +1,290 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

845
src/3rdparty/opengl/wglext.h vendored Normal file
View File

@@ -0,0 +1,845 @@
#ifndef __wgl_wglext_h_
#define __wgl_wglext_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>
#endif
#define WGL_WGLEXT_VERSION 20200813
/* Generated C header for:
* API: wgl
* Versions considered: .*
* Versions emitted: _nomatch_^
* Default extensions included: wgl
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef WGL_ARB_buffer_region
#define WGL_ARB_buffer_region 1
#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001
#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002
#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004
#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008
typedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType);
typedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion);
typedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height);
typedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
#ifdef WGL_WGLEXT_PROTOTYPES
HANDLE WINAPI wglCreateBufferRegionARB (HDC hDC, int iLayerPlane, UINT uType);
VOID WINAPI wglDeleteBufferRegionARB (HANDLE hRegion);
BOOL WINAPI wglSaveBufferRegionARB (HANDLE hRegion, int x, int y, int width, int height);
BOOL WINAPI wglRestoreBufferRegionARB (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
#endif
#endif /* WGL_ARB_buffer_region */
#ifndef WGL_ARB_context_flush_control
#define WGL_ARB_context_flush_control 1
#define WGL_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097
#define WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0
#define WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098
#endif /* WGL_ARB_context_flush_control */
#ifndef WGL_ARB_create_context
#define WGL_ARB_create_context 1
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x00000001
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define ERROR_INVALID_VERSION_ARB 0x2095
typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);
#ifdef WGL_WGLEXT_PROTOTYPES
HGLRC WINAPI wglCreateContextAttribsARB (HDC hDC, HGLRC hShareContext, const int *attribList);
#endif
#endif /* WGL_ARB_create_context */
#ifndef WGL_ARB_create_context_no_error
#define WGL_ARB_create_context_no_error 1
#define WGL_CONTEXT_OPENGL_NO_ERROR_ARB 0x31B3
#endif /* WGL_ARB_create_context_no_error */
#ifndef WGL_ARB_create_context_profile
#define WGL_ARB_create_context_profile 1
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define ERROR_INVALID_PROFILE_ARB 0x2096
#endif /* WGL_ARB_create_context_profile */
#ifndef WGL_ARB_create_context_robustness
#define WGL_ARB_create_context_robustness 1
#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004
#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261
#endif /* WGL_ARB_create_context_robustness */
#ifndef WGL_ARB_extensions_string
#define WGL_ARB_extensions_string 1
typedef const char *(WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);
#ifdef WGL_WGLEXT_PROTOTYPES
const char *WINAPI wglGetExtensionsStringARB (HDC hdc);
#endif
#endif /* WGL_ARB_extensions_string */
#ifndef WGL_ARB_framebuffer_sRGB
#define WGL_ARB_framebuffer_sRGB 1
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9
#endif /* WGL_ARB_framebuffer_sRGB */
#ifndef WGL_ARB_make_current_read
#define WGL_ARB_make_current_read 1
#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043
#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054
typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglMakeContextCurrentARB (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
HDC WINAPI wglGetCurrentReadDCARB (void);
#endif
#endif /* WGL_ARB_make_current_read */
#ifndef WGL_ARB_multisample
#define WGL_ARB_multisample 1
#define WGL_SAMPLE_BUFFERS_ARB 0x2041
#define WGL_SAMPLES_ARB 0x2042
#endif /* WGL_ARB_multisample */
#ifndef WGL_ARB_pbuffer
#define WGL_ARB_pbuffer 1
DECLARE_HANDLE(HPBUFFERARB);
#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E
#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F
#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030
#define WGL_PBUFFER_LARGEST_ARB 0x2033
#define WGL_PBUFFER_WIDTH_ARB 0x2034
#define WGL_PBUFFER_HEIGHT_ARB 0x2035
#define WGL_PBUFFER_LOST_ARB 0x2036
typedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
typedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer);
typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);
typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer);
typedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
HPBUFFERARB WINAPI wglCreatePbufferARB (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
HDC WINAPI wglGetPbufferDCARB (HPBUFFERARB hPbuffer);
int WINAPI wglReleasePbufferDCARB (HPBUFFERARB hPbuffer, HDC hDC);
BOOL WINAPI wglDestroyPbufferARB (HPBUFFERARB hPbuffer);
BOOL WINAPI wglQueryPbufferARB (HPBUFFERARB hPbuffer, int iAttribute, int *piValue);
#endif
#endif /* WGL_ARB_pbuffer */
#ifndef WGL_ARB_pixel_format
#define WGL_ARB_pixel_format 1
#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_DRAW_TO_BITMAP_ARB 0x2002
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_NEED_PALETTE_ARB 0x2004
#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
#define WGL_SWAP_METHOD_ARB 0x2007
#define WGL_NUMBER_OVERLAYS_ARB 0x2008
#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
#define WGL_TRANSPARENT_ARB 0x200A
#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
#define WGL_SHARE_DEPTH_ARB 0x200C
#define WGL_SHARE_STENCIL_ARB 0x200D
#define WGL_SHARE_ACCUM_ARB 0x200E
#define WGL_SUPPORT_GDI_ARB 0x200F
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_PIXEL_TYPE_ARB 0x2013
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_RED_BITS_ARB 0x2015
#define WGL_RED_SHIFT_ARB 0x2016
#define WGL_GREEN_BITS_ARB 0x2017
#define WGL_GREEN_SHIFT_ARB 0x2018
#define WGL_BLUE_BITS_ARB 0x2019
#define WGL_BLUE_SHIFT_ARB 0x201A
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_ALPHA_SHIFT_ARB 0x201C
#define WGL_ACCUM_BITS_ARB 0x201D
#define WGL_ACCUM_RED_BITS_ARB 0x201E
#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_AUX_BUFFERS_ARB 0x2024
#define WGL_NO_ACCELERATION_ARB 0x2025
#define WGL_GENERIC_ACCELERATION_ARB 0x2026
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_SWAP_EXCHANGE_ARB 0x2028
#define WGL_SWAP_COPY_ARB 0x2029
#define WGL_SWAP_UNDEFINED_ARB 0x202A
#define WGL_TYPE_RGBA_ARB 0x202B
#define WGL_TYPE_COLORINDEX_ARB 0x202C
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetPixelFormatAttribivARB (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
BOOL WINAPI wglGetPixelFormatAttribfvARB (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
BOOL WINAPI wglChoosePixelFormatARB (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#endif
#endif /* WGL_ARB_pixel_format */
#ifndef WGL_ARB_pixel_format_float
#define WGL_ARB_pixel_format_float 1
#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0
#endif /* WGL_ARB_pixel_format_float */
#ifndef WGL_ARB_render_texture
#define WGL_ARB_render_texture 1
#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070
#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071
#define WGL_TEXTURE_FORMAT_ARB 0x2072
#define WGL_TEXTURE_TARGET_ARB 0x2073
#define WGL_MIPMAP_TEXTURE_ARB 0x2074
#define WGL_TEXTURE_RGB_ARB 0x2075
#define WGL_TEXTURE_RGBA_ARB 0x2076
#define WGL_NO_TEXTURE_ARB 0x2077
#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078
#define WGL_TEXTURE_1D_ARB 0x2079
#define WGL_TEXTURE_2D_ARB 0x207A
#define WGL_MIPMAP_LEVEL_ARB 0x207B
#define WGL_CUBE_MAP_FACE_ARB 0x207C
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082
#define WGL_FRONT_LEFT_ARB 0x2083
#define WGL_FRONT_RIGHT_ARB 0x2084
#define WGL_BACK_LEFT_ARB 0x2085
#define WGL_BACK_RIGHT_ARB 0x2086
#define WGL_AUX0_ARB 0x2087
#define WGL_AUX1_ARB 0x2088
#define WGL_AUX2_ARB 0x2089
#define WGL_AUX3_ARB 0x208A
#define WGL_AUX4_ARB 0x208B
#define WGL_AUX5_ARB 0x208C
#define WGL_AUX6_ARB 0x208D
#define WGL_AUX7_ARB 0x208E
#define WGL_AUX8_ARB 0x208F
#define WGL_AUX9_ARB 0x2090
typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int *piAttribList);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglBindTexImageARB (HPBUFFERARB hPbuffer, int iBuffer);
BOOL WINAPI wglReleaseTexImageARB (HPBUFFERARB hPbuffer, int iBuffer);
BOOL WINAPI wglSetPbufferAttribARB (HPBUFFERARB hPbuffer, const int *piAttribList);
#endif
#endif /* WGL_ARB_render_texture */
#ifndef WGL_ARB_robustness_application_isolation
#define WGL_ARB_robustness_application_isolation 1
#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#endif /* WGL_ARB_robustness_application_isolation */
#ifndef WGL_ARB_robustness_share_group_isolation
#define WGL_ARB_robustness_share_group_isolation 1
#endif /* WGL_ARB_robustness_share_group_isolation */
#ifndef WGL_3DFX_multisample
#define WGL_3DFX_multisample 1
#define WGL_SAMPLE_BUFFERS_3DFX 0x2060
#define WGL_SAMPLES_3DFX 0x2061
#endif /* WGL_3DFX_multisample */
#ifndef WGL_3DL_stereo_control
#define WGL_3DL_stereo_control 1
#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055
#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056
#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057
#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058
typedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglSetStereoEmitterState3DL (HDC hDC, UINT uState);
#endif
#endif /* WGL_3DL_stereo_control */
#ifndef WGL_AMD_gpu_association
#define WGL_AMD_gpu_association 1
#define WGL_GPU_VENDOR_AMD 0x1F00
#define WGL_GPU_RENDERER_STRING_AMD 0x1F01
#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02
#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2
#define WGL_GPU_RAM_AMD 0x21A3
#define WGL_GPU_CLOCK_AMD 0x21A4
#define WGL_GPU_NUM_PIPES_AMD 0x21A5
#define WGL_GPU_NUM_SIMD_AMD 0x21A6
#define WGL_GPU_NUM_RB_AMD 0x21A7
#define WGL_GPU_NUM_SPI_AMD 0x21A8
typedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT *ids);
typedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, INT property, GLenum dataType, UINT size, void *data);
typedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc);
typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id);
typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int *attribList);
typedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc);
typedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc);
typedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);
typedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#ifdef WGL_WGLEXT_PROTOTYPES
UINT WINAPI wglGetGPUIDsAMD (UINT maxCount, UINT *ids);
INT WINAPI wglGetGPUInfoAMD (UINT id, INT property, GLenum dataType, UINT size, void *data);
UINT WINAPI wglGetContextGPUIDAMD (HGLRC hglrc);
HGLRC WINAPI wglCreateAssociatedContextAMD (UINT id);
HGLRC WINAPI wglCreateAssociatedContextAttribsAMD (UINT id, HGLRC hShareContext, const int *attribList);
BOOL WINAPI wglDeleteAssociatedContextAMD (HGLRC hglrc);
BOOL WINAPI wglMakeAssociatedContextCurrentAMD (HGLRC hglrc);
HGLRC WINAPI wglGetCurrentAssociatedContextAMD (void);
VOID WINAPI wglBlitContextFramebufferAMD (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#endif
#endif /* WGL_AMD_gpu_association */
#ifndef WGL_ATI_pixel_format_float
#define WGL_ATI_pixel_format_float 1
#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0
#endif /* WGL_ATI_pixel_format_float */
#ifndef WGL_ATI_render_texture_rectangle
#define WGL_ATI_render_texture_rectangle 1
#define WGL_TEXTURE_RECTANGLE_ATI 0x21A5
#endif /* WGL_ATI_render_texture_rectangle */
#ifndef WGL_EXT_colorspace
#define WGL_EXT_colorspace 1
#define WGL_COLORSPACE_EXT 0x309D
#define WGL_COLORSPACE_SRGB_EXT 0x3089
#define WGL_COLORSPACE_LINEAR_EXT 0x308A
#endif /* WGL_EXT_colorspace */
#ifndef WGL_EXT_create_context_es2_profile
#define WGL_EXT_create_context_es2_profile 1
#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
#endif /* WGL_EXT_create_context_es2_profile */
#ifndef WGL_EXT_create_context_es_profile
#define WGL_EXT_create_context_es_profile 1
#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
#endif /* WGL_EXT_create_context_es_profile */
#ifndef WGL_EXT_depth_float
#define WGL_EXT_depth_float 1
#define WGL_DEPTH_FLOAT_EXT 0x2040
#endif /* WGL_EXT_depth_float */
#ifndef WGL_EXT_display_color_table
#define WGL_EXT_display_color_table 1
typedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (const GLushort *table, GLuint length);
typedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef VOID (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id);
#ifdef WGL_WGLEXT_PROTOTYPES
GLboolean WINAPI wglCreateDisplayColorTableEXT (GLushort id);
GLboolean WINAPI wglLoadDisplayColorTableEXT (const GLushort *table, GLuint length);
GLboolean WINAPI wglBindDisplayColorTableEXT (GLushort id);
VOID WINAPI wglDestroyDisplayColorTableEXT (GLushort id);
#endif
#endif /* WGL_EXT_display_color_table */
#ifndef WGL_EXT_extensions_string
#define WGL_EXT_extensions_string 1
typedef const char *(WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
const char *WINAPI wglGetExtensionsStringEXT (void);
#endif
#endif /* WGL_EXT_extensions_string */
#ifndef WGL_EXT_framebuffer_sRGB
#define WGL_EXT_framebuffer_sRGB 1
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9
#endif /* WGL_EXT_framebuffer_sRGB */
#ifndef WGL_EXT_make_current_read
#define WGL_EXT_make_current_read 1
#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043
typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglMakeContextCurrentEXT (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
HDC WINAPI wglGetCurrentReadDCEXT (void);
#endif
#endif /* WGL_EXT_make_current_read */
#ifndef WGL_EXT_multisample
#define WGL_EXT_multisample 1
#define WGL_SAMPLE_BUFFERS_EXT 0x2041
#define WGL_SAMPLES_EXT 0x2042
#endif /* WGL_EXT_multisample */
#ifndef WGL_EXT_pbuffer
#define WGL_EXT_pbuffer 1
DECLARE_HANDLE(HPBUFFEREXT);
#define WGL_DRAW_TO_PBUFFER_EXT 0x202D
#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E
#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F
#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030
#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031
#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032
#define WGL_PBUFFER_LARGEST_EXT 0x2033
#define WGL_PBUFFER_WIDTH_EXT 0x2034
#define WGL_PBUFFER_HEIGHT_EXT 0x2035
typedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
typedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer);
typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC);
typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer);
typedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
HPBUFFEREXT WINAPI wglCreatePbufferEXT (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
HDC WINAPI wglGetPbufferDCEXT (HPBUFFEREXT hPbuffer);
int WINAPI wglReleasePbufferDCEXT (HPBUFFEREXT hPbuffer, HDC hDC);
BOOL WINAPI wglDestroyPbufferEXT (HPBUFFEREXT hPbuffer);
BOOL WINAPI wglQueryPbufferEXT (HPBUFFEREXT hPbuffer, int iAttribute, int *piValue);
#endif
#endif /* WGL_EXT_pbuffer */
#ifndef WGL_EXT_pixel_format
#define WGL_EXT_pixel_format 1
#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000
#define WGL_DRAW_TO_WINDOW_EXT 0x2001
#define WGL_DRAW_TO_BITMAP_EXT 0x2002
#define WGL_ACCELERATION_EXT 0x2003
#define WGL_NEED_PALETTE_EXT 0x2004
#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005
#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006
#define WGL_SWAP_METHOD_EXT 0x2007
#define WGL_NUMBER_OVERLAYS_EXT 0x2008
#define WGL_NUMBER_UNDERLAYS_EXT 0x2009
#define WGL_TRANSPARENT_EXT 0x200A
#define WGL_TRANSPARENT_VALUE_EXT 0x200B
#define WGL_SHARE_DEPTH_EXT 0x200C
#define WGL_SHARE_STENCIL_EXT 0x200D
#define WGL_SHARE_ACCUM_EXT 0x200E
#define WGL_SUPPORT_GDI_EXT 0x200F
#define WGL_SUPPORT_OPENGL_EXT 0x2010
#define WGL_DOUBLE_BUFFER_EXT 0x2011
#define WGL_STEREO_EXT 0x2012
#define WGL_PIXEL_TYPE_EXT 0x2013
#define WGL_COLOR_BITS_EXT 0x2014
#define WGL_RED_BITS_EXT 0x2015
#define WGL_RED_SHIFT_EXT 0x2016
#define WGL_GREEN_BITS_EXT 0x2017
#define WGL_GREEN_SHIFT_EXT 0x2018
#define WGL_BLUE_BITS_EXT 0x2019
#define WGL_BLUE_SHIFT_EXT 0x201A
#define WGL_ALPHA_BITS_EXT 0x201B
#define WGL_ALPHA_SHIFT_EXT 0x201C
#define WGL_ACCUM_BITS_EXT 0x201D
#define WGL_ACCUM_RED_BITS_EXT 0x201E
#define WGL_ACCUM_GREEN_BITS_EXT 0x201F
#define WGL_ACCUM_BLUE_BITS_EXT 0x2020
#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021
#define WGL_DEPTH_BITS_EXT 0x2022
#define WGL_STENCIL_BITS_EXT 0x2023
#define WGL_AUX_BUFFERS_EXT 0x2024
#define WGL_NO_ACCELERATION_EXT 0x2025
#define WGL_GENERIC_ACCELERATION_EXT 0x2026
#define WGL_FULL_ACCELERATION_EXT 0x2027
#define WGL_SWAP_EXCHANGE_EXT 0x2028
#define WGL_SWAP_COPY_EXT 0x2029
#define WGL_SWAP_UNDEFINED_EXT 0x202A
#define WGL_TYPE_RGBA_EXT 0x202B
#define WGL_TYPE_COLORINDEX_EXT 0x202C
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, int *piValues);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, FLOAT *pfValues);
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetPixelFormatAttribivEXT (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, int *piValues);
BOOL WINAPI wglGetPixelFormatAttribfvEXT (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, FLOAT *pfValues);
BOOL WINAPI wglChoosePixelFormatEXT (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#endif
#endif /* WGL_EXT_pixel_format */
#ifndef WGL_EXT_pixel_format_packed_float
#define WGL_EXT_pixel_format_packed_float 1
#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8
#endif /* WGL_EXT_pixel_format_packed_float */
#ifndef WGL_EXT_swap_control
#define WGL_EXT_swap_control 1
typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglSwapIntervalEXT (int interval);
int WINAPI wglGetSwapIntervalEXT (void);
#endif
#endif /* WGL_EXT_swap_control */
#ifndef WGL_EXT_swap_control_tear
#define WGL_EXT_swap_control_tear 1
#endif /* WGL_EXT_swap_control_tear */
#ifndef WGL_I3D_digital_video_control
#define WGL_I3D_digital_video_control 1
#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050
#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051
#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052
#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053
typedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetDigitalVideoParametersI3D (HDC hDC, int iAttribute, int *piValue);
BOOL WINAPI wglSetDigitalVideoParametersI3D (HDC hDC, int iAttribute, const int *piValue);
#endif
#endif /* WGL_I3D_digital_video_control */
#ifndef WGL_I3D_gamma
#define WGL_I3D_gamma 1
#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E
#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F
typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int *piValue);
typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT *puRed, USHORT *puGreen, USHORT *puBlue);
typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT *puRed, const USHORT *puGreen, const USHORT *puBlue);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetGammaTableParametersI3D (HDC hDC, int iAttribute, int *piValue);
BOOL WINAPI wglSetGammaTableParametersI3D (HDC hDC, int iAttribute, const int *piValue);
BOOL WINAPI wglGetGammaTableI3D (HDC hDC, int iEntries, USHORT *puRed, USHORT *puGreen, USHORT *puBlue);
BOOL WINAPI wglSetGammaTableI3D (HDC hDC, int iEntries, const USHORT *puRed, const USHORT *puGreen, const USHORT *puBlue);
#endif
#endif /* WGL_I3D_gamma */
#ifndef WGL_I3D_genlock
#define WGL_I3D_genlock 1
#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044
#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045
#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046
#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047
#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048
#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049
#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A
#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B
#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C
typedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC);
typedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC);
typedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL *pFlag);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT *uSource);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT *uEdge);
typedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT *uRate);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT *uDelay);
typedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT *uMaxLineDelay, UINT *uMaxPixelDelay);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnableGenlockI3D (HDC hDC);
BOOL WINAPI wglDisableGenlockI3D (HDC hDC);
BOOL WINAPI wglIsEnabledGenlockI3D (HDC hDC, BOOL *pFlag);
BOOL WINAPI wglGenlockSourceI3D (HDC hDC, UINT uSource);
BOOL WINAPI wglGetGenlockSourceI3D (HDC hDC, UINT *uSource);
BOOL WINAPI wglGenlockSourceEdgeI3D (HDC hDC, UINT uEdge);
BOOL WINAPI wglGetGenlockSourceEdgeI3D (HDC hDC, UINT *uEdge);
BOOL WINAPI wglGenlockSampleRateI3D (HDC hDC, UINT uRate);
BOOL WINAPI wglGetGenlockSampleRateI3D (HDC hDC, UINT *uRate);
BOOL WINAPI wglGenlockSourceDelayI3D (HDC hDC, UINT uDelay);
BOOL WINAPI wglGetGenlockSourceDelayI3D (HDC hDC, UINT *uDelay);
BOOL WINAPI wglQueryGenlockMaxSourceDelayI3D (HDC hDC, UINT *uMaxLineDelay, UINT *uMaxPixelDelay);
#endif
#endif /* WGL_I3D_genlock */
#ifndef WGL_I3D_image_buffer
#define WGL_I3D_image_buffer 1
#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001
#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002
typedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags);
typedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress);
typedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hDC, const HANDLE *pEvent, const LPVOID *pAddress, const DWORD *pSize, UINT count);
typedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hDC, const LPVOID *pAddress, UINT count);
#ifdef WGL_WGLEXT_PROTOTYPES
LPVOID WINAPI wglCreateImageBufferI3D (HDC hDC, DWORD dwSize, UINT uFlags);
BOOL WINAPI wglDestroyImageBufferI3D (HDC hDC, LPVOID pAddress);
BOOL WINAPI wglAssociateImageBufferEventsI3D (HDC hDC, const HANDLE *pEvent, const LPVOID *pAddress, const DWORD *pSize, UINT count);
BOOL WINAPI wglReleaseImageBufferEventsI3D (HDC hDC, const LPVOID *pAddress, UINT count);
#endif
#endif /* WGL_I3D_image_buffer */
#ifndef WGL_I3D_swap_frame_lock
#define WGL_I3D_swap_frame_lock 1
typedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL *pFlag);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL *pFlag);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnableFrameLockI3D (void);
BOOL WINAPI wglDisableFrameLockI3D (void);
BOOL WINAPI wglIsEnabledFrameLockI3D (BOOL *pFlag);
BOOL WINAPI wglQueryFrameLockMasterI3D (BOOL *pFlag);
#endif
#endif /* WGL_I3D_swap_frame_lock */
#ifndef WGL_I3D_swap_frame_usage
#define WGL_I3D_swap_frame_usage 1
typedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float *pUsage);
typedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD *pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetFrameUsageI3D (float *pUsage);
BOOL WINAPI wglBeginFrameTrackingI3D (void);
BOOL WINAPI wglEndFrameTrackingI3D (void);
BOOL WINAPI wglQueryFrameTrackingI3D (DWORD *pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);
#endif
#endif /* WGL_I3D_swap_frame_usage */
#ifndef WGL_NV_DX_interop
#define WGL_NV_DX_interop 1
#define WGL_ACCESS_READ_ONLY_NV 0x00000000
#define WGL_ACCESS_READ_WRITE_NV 0x00000001
#define WGL_ACCESS_WRITE_DISCARD_NV 0x00000002
typedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void *dxObject, HANDLE shareHandle);
typedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void *dxDevice);
typedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice);
typedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void *dxObject, GLuint name, GLenum type, GLenum access);
typedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject);
typedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access);
typedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE *hObjects);
typedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE *hObjects);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglDXSetResourceShareHandleNV (void *dxObject, HANDLE shareHandle);
HANDLE WINAPI wglDXOpenDeviceNV (void *dxDevice);
BOOL WINAPI wglDXCloseDeviceNV (HANDLE hDevice);
HANDLE WINAPI wglDXRegisterObjectNV (HANDLE hDevice, void *dxObject, GLuint name, GLenum type, GLenum access);
BOOL WINAPI wglDXUnregisterObjectNV (HANDLE hDevice, HANDLE hObject);
BOOL WINAPI wglDXObjectAccessNV (HANDLE hObject, GLenum access);
BOOL WINAPI wglDXLockObjectsNV (HANDLE hDevice, GLint count, HANDLE *hObjects);
BOOL WINAPI wglDXUnlockObjectsNV (HANDLE hDevice, GLint count, HANDLE *hObjects);
#endif
#endif /* WGL_NV_DX_interop */
#ifndef WGL_NV_DX_interop2
#define WGL_NV_DX_interop2 1
#endif /* WGL_NV_DX_interop2 */
#ifndef WGL_NV_copy_image
#define WGL_NV_copy_image 1
typedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglCopyImageSubDataNV (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#endif
#endif /* WGL_NV_copy_image */
#ifndef WGL_NV_delay_before_swap
#define WGL_NV_delay_before_swap 1
typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglDelayBeforeSwapNV (HDC hDC, GLfloat seconds);
#endif
#endif /* WGL_NV_delay_before_swap */
#ifndef WGL_NV_float_buffer
#define WGL_NV_float_buffer 1
#define WGL_FLOAT_COMPONENTS_NV 0x20B0
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4
#define WGL_TEXTURE_FLOAT_R_NV 0x20B5
#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6
#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7
#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8
#endif /* WGL_NV_float_buffer */
#ifndef WGL_NV_gpu_affinity
#define WGL_NV_gpu_affinity 1
DECLARE_HANDLE(HGPUNV);
struct _GPU_DEVICE {
DWORD cb;
CHAR DeviceName[32];
CHAR DeviceString[128];
DWORD Flags;
RECT rcVirtualScreen;
};
typedef struct _GPU_DEVICE *PGPU_DEVICE;
#define ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0
#define ERROR_MISSING_AFFINITY_MASK_NV 0x20D1
typedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu);
typedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);
typedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList);
typedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);
typedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnumGpusNV (UINT iGpuIndex, HGPUNV *phGpu);
BOOL WINAPI wglEnumGpuDevicesNV (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);
HDC WINAPI wglCreateAffinityDCNV (const HGPUNV *phGpuList);
BOOL WINAPI wglEnumGpusFromAffinityDCNV (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);
BOOL WINAPI wglDeleteDCNV (HDC hdc);
#endif
#endif /* WGL_NV_gpu_affinity */
#ifndef WGL_NV_multigpu_context
#define WGL_NV_multigpu_context 1
#define WGL_CONTEXT_MULTIGPU_ATTRIB_NV 0x20AA
#define WGL_CONTEXT_MULTIGPU_ATTRIB_SINGLE_NV 0x20AB
#define WGL_CONTEXT_MULTIGPU_ATTRIB_AFR_NV 0x20AC
#define WGL_CONTEXT_MULTIGPU_ATTRIB_MULTICAST_NV 0x20AD
#define WGL_CONTEXT_MULTIGPU_ATTRIB_MULTI_DISPLAY_MULTICAST_NV 0x20AE
#endif /* WGL_NV_multigpu_context */
#ifndef WGL_NV_multisample_coverage
#define WGL_NV_multisample_coverage 1
#define WGL_COVERAGE_SAMPLES_NV 0x2042
#define WGL_COLOR_SAMPLES_NV 0x20B9
#endif /* WGL_NV_multisample_coverage */
#ifndef WGL_NV_present_video
#define WGL_NV_present_video 1
DECLARE_HANDLE(HVIDEOOUTPUTDEVICENV);
#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0
typedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDc, HVIDEOOUTPUTDEVICENV *phDeviceList);
typedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int *piAttribList);
typedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
int WINAPI wglEnumerateVideoDevicesNV (HDC hDc, HVIDEOOUTPUTDEVICENV *phDeviceList);
BOOL WINAPI wglBindVideoDeviceNV (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int *piAttribList);
BOOL WINAPI wglQueryCurrentContextNV (int iAttribute, int *piValue);
#endif
#endif /* WGL_NV_present_video */
#ifndef WGL_NV_render_depth_texture
#define WGL_NV_render_depth_texture 1
#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3
#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4
#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5
#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6
#define WGL_DEPTH_COMPONENT_NV 0x20A7
#endif /* WGL_NV_render_depth_texture */
#ifndef WGL_NV_render_texture_rectangle
#define WGL_NV_render_texture_rectangle 1
#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0
#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1
#define WGL_TEXTURE_RECTANGLE_NV 0x20A2
#endif /* WGL_NV_render_texture_rectangle */
#ifndef WGL_NV_swap_group
#define WGL_NV_swap_group 1
typedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group);
typedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier);
typedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint *group, GLuint *barrier);
typedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint *maxGroups, GLuint *maxBarriers);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint *count);
typedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglJoinSwapGroupNV (HDC hDC, GLuint group);
BOOL WINAPI wglBindSwapBarrierNV (GLuint group, GLuint barrier);
BOOL WINAPI wglQuerySwapGroupNV (HDC hDC, GLuint *group, GLuint *barrier);
BOOL WINAPI wglQueryMaxSwapGroupsNV (HDC hDC, GLuint *maxGroups, GLuint *maxBarriers);
BOOL WINAPI wglQueryFrameCountNV (HDC hDC, GLuint *count);
BOOL WINAPI wglResetFrameCountNV (HDC hDC);
#endif
#endif /* WGL_NV_swap_group */
#ifndef WGL_NV_vertex_array_range
#define WGL_NV_vertex_array_range 1
typedef void *(WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readfreq, GLfloat writefreq, GLfloat priority);
typedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer);
#ifdef WGL_WGLEXT_PROTOTYPES
void *WINAPI wglAllocateMemoryNV (GLsizei size, GLfloat readfreq, GLfloat writefreq, GLfloat priority);
void WINAPI wglFreeMemoryNV (void *pointer);
#endif
#endif /* WGL_NV_vertex_array_range */
#ifndef WGL_NV_video_capture
#define WGL_NV_video_capture 1
DECLARE_HANDLE(HVIDEOINPUTDEVICENV);
#define WGL_UNIQUE_ID_NV 0x20CE
#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF
typedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);
typedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV *phDeviceList);
typedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
typedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglBindVideoCaptureDeviceNV (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);
UINT WINAPI wglEnumerateVideoCaptureDevicesNV (HDC hDc, HVIDEOINPUTDEVICENV *phDeviceList);
BOOL WINAPI wglLockVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
BOOL WINAPI wglQueryVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int *piValue);
BOOL WINAPI wglReleaseVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
#endif
#endif /* WGL_NV_video_capture */
#ifndef WGL_NV_video_output
#define WGL_NV_video_output 1
DECLARE_HANDLE(HPVIDEODEV);
#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0
#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1
#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2
#define WGL_VIDEO_OUT_COLOR_NV 0x20C3
#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4
#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5
#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6
#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7
#define WGL_VIDEO_OUT_FRAME 0x20C8
#define WGL_VIDEO_OUT_FIELD_1 0x20C9
#define WGL_VIDEO_OUT_FIELD_2 0x20CA
#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB
#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC
typedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV *hVideoDevice);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice);
typedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer);
typedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long *pulCounterPbuffer, BOOL bBlock);
typedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetVideoDeviceNV (HDC hDC, int numDevices, HPVIDEODEV *hVideoDevice);
BOOL WINAPI wglReleaseVideoDeviceNV (HPVIDEODEV hVideoDevice);
BOOL WINAPI wglBindVideoImageNV (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);
BOOL WINAPI wglReleaseVideoImageNV (HPBUFFERARB hPbuffer, int iVideoBuffer);
BOOL WINAPI wglSendPbufferToVideoNV (HPBUFFERARB hPbuffer, int iBufferType, unsigned long *pulCounterPbuffer, BOOL bBlock);
BOOL WINAPI wglGetVideoInfoNV (HPVIDEODEV hpVideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#endif
#endif /* WGL_NV_video_output */
#ifndef WGL_OML_sync_control
#define WGL_OML_sync_control 1
typedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64 *ust, INT64 *msc, INT64 *sbc);
typedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32 *numerator, INT32 *denominator);
typedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);
typedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);
typedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64 *ust, INT64 *msc, INT64 *sbc);
typedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64 *ust, INT64 *msc, INT64 *sbc);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetSyncValuesOML (HDC hdc, INT64 *ust, INT64 *msc, INT64 *sbc);
BOOL WINAPI wglGetMscRateOML (HDC hdc, INT32 *numerator, INT32 *denominator);
INT64 WINAPI wglSwapBuffersMscOML (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);
INT64 WINAPI wglSwapLayerBuffersMscOML (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);
BOOL WINAPI wglWaitForMscOML (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64 *ust, INT64 *msc, INT64 *sbc);
BOOL WINAPI wglWaitForSbcOML (HDC hdc, INT64 target_sbc, INT64 *ust, INT64 *msc, INT64 *sbc);
#endif
#endif /* WGL_OML_sync_control */
#ifdef __cplusplus
}
#endif
#endif

View File

@@ -17,9 +17,9 @@ public:
return newarray;
}
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable **chain);
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue) override;
#endif
void Finalize(){
void Finalize() override {
_values.resize(0);
}
bool Get(const SQInteger nidx,SQObjectPtr &val)
@@ -78,9 +78,13 @@ public:
ShrinkIfNeeded();
return true;
}
void Release()
void Release() override
{
sq_delete(this,SQArray);
this->_sharedstate->DelayFinalFree(this);
}
void FinalFree() override
{
sq_delete(this, SQArray);
}
SQObjectPtrVec _values;
};

View File

@@ -59,7 +59,7 @@ public:
}
void Finalize();
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable ** );
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue);
#endif
SQInteger Next(const SQObjectPtr &refpos, SQObjectPtr &outkey, SQObjectPtr &outval);
SQInstance *CreateInstance();
@@ -126,31 +126,33 @@ public:
}
return false;
}
void Release() {
void Release() override {
_uiRef++;
try {
if (_hook) { _hook(_userpointer,0);}
} catch (...) {
_uiRef--;
if (_uiRef == 0) {
SQInteger size = _memsize;
this->~SQInstance();
SQ_FREE(this, size);
this->_sharedstate->DelayFinalFree(this);
}
throw;
}
_uiRef--;
if(_uiRef > 0) return;
this->_sharedstate->DelayFinalFree(this);
}
void FinalFree() override
{
SQInteger size = _memsize;
this->~SQInstance();
SQ_FREE(this, size);
}
void Finalize();
void Finalize() override;
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable ** );
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue) override;
#endif
bool InstanceOf(SQClass *trg);
bool GetMetaMethod(SQVM *v,SQMetaMethod mm,SQObjectPtr &res);
bool GetMetaMethod(SQVM *v,SQMetaMethod mm,SQObjectPtr &res) override;
SQClass *_class;
SQUserPointer _userpointer;

View File

@@ -32,7 +32,7 @@ public:
bool Save(SQVM *v,SQUserPointer up,SQWRITEFUNC write);
static bool Load(SQVM *v,SQUserPointer up,SQREADFUNC read,SQObjectPtr &ret);
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable **chain);
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue);
void Finalize(){_outervalues.resize(0); }
#endif
SQObjectPtr _env;
@@ -66,7 +66,7 @@ public:
bool Yield(SQVM *v);
bool Resume(SQVM *v,SQInteger target);
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable **chain);
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue);
void Finalize(){_stack.resize(0);_closure=_null_;}
#endif
SQObjectPtr _closure;
@@ -106,7 +106,7 @@ public:
sq_delete(this,SQNativeClosure);
}
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable **chain);
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue);
void Finalize(){_outervalues.resize(0);}
#endif
SQInteger _nparamscheck;

View File

@@ -836,6 +836,7 @@ public:
SQInteger val = _fs->PopTarget();
SQInteger key = _fs->PopTarget();
SQInteger attrs = hasattrs ? _fs->PopTarget():-1;
(void)attrs; // assert only
assert((hasattrs && attrs == key-1) || !hasattrs);
unsigned char flags = (hasattrs?NEW_SLOT_ATTRIBUTES_FLAG:0)|(isstatic?NEW_SLOT_STATIC_FLAG:0);
SQInteger table = _fs->TopTarget(); //<<BECAUSE OF THIS NO COMMON EMIT FUNC IS POSSIBLE

View File

@@ -486,104 +486,81 @@ bool SQFunctionProto::Load(SQVM *v,SQUserPointer up,SQREADFUNC read,SQObjectPtr
#ifndef NO_GARBAGE_COLLECTOR
#define START_MARK() if(!(_uiRef&MARK_FLAG)){ \
_uiRef|=MARK_FLAG;
#define END_MARK() RemoveFromChain(&_sharedstate->_gc_chain, this); \
AddToChain(chain, this); }
void SQVM::Mark(SQCollectable **chain)
void SQVM::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue)
{
START_MARK()
SQSharedState::MarkObject(_lasterror,chain);
SQSharedState::MarkObject(_errorhandler,chain);
SQSharedState::MarkObject(_debughook,chain);
SQSharedState::MarkObject(_roottable, chain);
SQSharedState::MarkObject(temp_reg, chain);
for(SQUnsignedInteger i = 0; i < _stack.size(); i++) SQSharedState::MarkObject(_stack[i], chain);
for(SQUnsignedInteger j = 0; j < _vargsstack.size(); j++) SQSharedState::MarkObject(_vargsstack[j], chain);
for(SQInteger k = 0; k < _callsstacksize; k++) SQSharedState::MarkObject(_callsstack[k]._closure, chain);
END_MARK()
SQSharedState::EnqueueMarkObject(_lasterror,queue);
SQSharedState::EnqueueMarkObject(_errorhandler,queue);
SQSharedState::EnqueueMarkObject(_debughook,queue);
SQSharedState::EnqueueMarkObject(_roottable, queue);
SQSharedState::EnqueueMarkObject(temp_reg, queue);
for(SQUnsignedInteger i = 0; i < _stack.size(); i++) SQSharedState::EnqueueMarkObject(_stack[i], queue);
for(SQUnsignedInteger j = 0; j < _vargsstack.size(); j++) SQSharedState::EnqueueMarkObject(_vargsstack[j], queue);
for(SQInteger k = 0; k < _callsstacksize; k++) SQSharedState::EnqueueMarkObject(_callsstack[k]._closure, queue);
}
void SQArray::Mark(SQCollectable **chain)
void SQArray::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue)
{
START_MARK()
SQInteger len = _values.size();
for(SQInteger i = 0;i < len; i++) SQSharedState::MarkObject(_values[i], chain);
END_MARK()
}
void SQTable::Mark(SQCollectable **chain)
{
START_MARK()
if(_delegate) _delegate->Mark(chain);
SQInteger len = _numofnodes;
for(SQInteger i = 0; i < len; i++){
SQSharedState::MarkObject(_nodes[i].key, chain);
SQSharedState::MarkObject(_nodes[i].val, chain);
}
END_MARK()
SQInteger len = _values.size();
for(SQInteger i = 0;i < len; i++) SQSharedState::EnqueueMarkObject(_values[i], queue);
}
void SQClass::Mark(SQCollectable **chain)
void SQTable::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue)
{
START_MARK()
_members->Mark(chain);
if(_base) _base->Mark(chain);
SQSharedState::MarkObject(_attributes, chain);
for(SQUnsignedInteger i =0; i< _defaultvalues.size(); i++) {
SQSharedState::MarkObject(_defaultvalues[i].val, chain);
SQSharedState::MarkObject(_defaultvalues[i].attrs, chain);
}
for(SQUnsignedInteger j =0; j< _methods.size(); j++) {
SQSharedState::MarkObject(_methods[j].val, chain);
SQSharedState::MarkObject(_methods[j].attrs, chain);
}
for(SQUnsignedInteger k =0; k< _metamethods.size(); k++) {
SQSharedState::MarkObject(_metamethods[k], chain);
}
END_MARK()
if(_delegate) queue.Enqueue(_delegate);
SQInteger len = _numofnodes;
for(SQInteger i = 0; i < len; i++){
SQSharedState::EnqueueMarkObject(_nodes[i].key, queue);
SQSharedState::EnqueueMarkObject(_nodes[i].val, queue);
}
}
void SQInstance::Mark(SQCollectable **chain)
void SQClass::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue)
{
START_MARK()
_class->Mark(chain);
SQUnsignedInteger nvalues = _class->_defaultvalues.size();
for(SQUnsignedInteger i =0; i< nvalues; i++) {
SQSharedState::MarkObject(_values[i], chain);
}
END_MARK()
queue.Enqueue(_members);
if(_base) queue.Enqueue(_base);
SQSharedState::EnqueueMarkObject(_attributes, queue);
for(SQUnsignedInteger i =0; i< _defaultvalues.size(); i++) {
SQSharedState::EnqueueMarkObject(_defaultvalues[i].val, queue);
SQSharedState::EnqueueMarkObject(_defaultvalues[i].attrs, queue);
}
for(SQUnsignedInteger j =0; j< _methods.size(); j++) {
SQSharedState::EnqueueMarkObject(_methods[j].val, queue);
SQSharedState::EnqueueMarkObject(_methods[j].attrs, queue);
}
for(SQUnsignedInteger k =0; k< _metamethods.size(); k++) {
SQSharedState::EnqueueMarkObject(_metamethods[k], queue);
}
}
void SQGenerator::Mark(SQCollectable **chain)
void SQInstance::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue)
{
START_MARK()
for(SQUnsignedInteger i = 0; i < _stack.size(); i++) SQSharedState::MarkObject(_stack[i], chain);
for(SQUnsignedInteger j = 0; j < _vargsstack.size(); j++) SQSharedState::MarkObject(_vargsstack[j], chain);
SQSharedState::MarkObject(_closure, chain);
END_MARK()
queue.Enqueue(_class);
SQUnsignedInteger nvalues = _class->_defaultvalues.size();
for(SQUnsignedInteger i =0; i< nvalues; i++) {
SQSharedState::EnqueueMarkObject(_values[i], queue);
}
}
void SQClosure::Mark(SQCollectable **chain)
void SQGenerator::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue)
{
START_MARK()
for(SQUnsignedInteger i = 0; i < _outervalues.size(); i++) SQSharedState::MarkObject(_outervalues[i], chain);
for(SQUnsignedInteger i = 0; i < _defaultparams.size(); i++) SQSharedState::MarkObject(_defaultparams[i], chain);
END_MARK()
for(SQUnsignedInteger i = 0; i < _stack.size(); i++) SQSharedState::EnqueueMarkObject(_stack[i], queue);
for(SQUnsignedInteger j = 0; j < _vargsstack.size(); j++) SQSharedState::EnqueueMarkObject(_vargsstack[j], queue);
SQSharedState::EnqueueMarkObject(_closure, queue);
}
void SQNativeClosure::Mark(SQCollectable **chain)
void SQClosure::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue)
{
START_MARK()
for(SQUnsignedInteger i = 0; i < _outervalues.size(); i++) SQSharedState::MarkObject(_outervalues[i], chain);
END_MARK()
for(SQUnsignedInteger i = 0; i < _outervalues.size(); i++) SQSharedState::EnqueueMarkObject(_outervalues[i], queue);
for(SQUnsignedInteger i = 0; i < _defaultparams.size(); i++) SQSharedState::EnqueueMarkObject(_defaultparams[i], queue);
}
void SQUserData::Mark(SQCollectable **chain){
START_MARK()
if(_delegate) _delegate->Mark(chain);
END_MARK()
void SQNativeClosure::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue)
{
for(SQUnsignedInteger i = 0; i < _outervalues.size(); i++) SQSharedState::EnqueueMarkObject(_outervalues[i], queue);
}
void SQUserData::EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue){
if(_delegate) queue.Enqueue(_delegate);
}
void SQCollectable::UnMark() { _uiRef&=~MARK_FLAG; }

View File

@@ -2,6 +2,7 @@
#ifndef _SQOBJECT_H_
#define _SQOBJECT_H_
#include <vector>
#include "squtils.h"
#define SQ_CLOSURESTREAM_HEAD (('S'<<24)|('Q'<<16)|('I'<<8)|('R'))
@@ -344,11 +345,54 @@ struct SQCollectable : public SQRefCounted {
SQCollectable *_prev;
SQSharedState *_sharedstate;
virtual void Release()=0;
virtual void Mark(SQCollectable **chain)=0;
virtual void EnqueueMarkObjectForChildren(class SQGCMarkerQueue &queue)=0;
void UnMark();
virtual void Finalize()=0;
static void AddToChain(SQCollectable **chain,SQCollectable *c);
static void RemoveFromChain(SQCollectable **chain,SQCollectable *c);
/**
* Helper to perform the final memory freeing of this instance. Since the destructor might
* release more objects, this can cause a very deep recursion. As such, the calls to this
* are to be done via _sharedstate->DelayFinalFree which ensures the calls to this method
* are done in an iterative instead of recursive approach.
*/
virtual void FinalFree() {}
};
/**
* Helper container for state to change the garbage collection from a recursive to an iterative approach.
* The iterative approach provides effectively a depth first search approach.
*/
class SQGCMarkerQueue {
std::vector<SQCollectable*> stack; ///< The elements to still process, with the most recent elements at the back.
public:
/** Whether there are any elements left to process. */
bool IsEmpty() { return this->stack.empty(); }
/**
* Remove the most recently added element from the queue.
* Removal when the queue is empty results in undefined behaviour.
*/
SQCollectable *Pop()
{
SQCollectable *collectable = this->stack.back();
this->stack.pop_back();
return collectable;
}
/**
* Add a collectable to the queue, but only when it has not been marked yet.
* When adding it to the queue, the collectable will be marked, so subsequent calls
* will not add it again.
*/
void Enqueue(SQCollectable *collectable)
{
if ((collectable->_uiRef & MARK_FLAG) == 0) {
collectable->_uiRef |= MARK_FLAG;
this->stack.push_back(collectable);
}
}
};

View File

@@ -99,6 +99,7 @@ SQSharedState::SQSharedState()
_notifyallexceptions = false;
_scratchpad=NULL;
_scratchpadsize=0;
_collectable_free_processing = false;
#ifndef NO_GARBAGE_COLLECTOR
_gc_chain=NULL;
#endif
@@ -226,20 +227,48 @@ SQInteger SQSharedState::GetMetaMethodIdxByName(const SQObjectPtr &name)
return -1;
}
/**
* Helper function that is to be used instead of calling FinalFree directly on the instance,
* so the frees can happen iteratively. This as in the FinalFree the references to any other
* objects are released, which can cause those object to be freed yielding a potentially
* very deep stack in case of for example a link list.
*
* This is done internally by a vector onto which the to be freed instances are pushed. When
* this is called when not already processing, this method will actually call the FinalFree
* function which might cause more elements to end up in the queue which this method then
* picks up continueing until it has processed all instances in that queue.
* @param collectable The collectable to (eventually) free.
*/
void SQSharedState::DelayFinalFree(SQCollectable *collectable)
{
this->_collectable_free_queue.push_back(collectable);
if (!this->_collectable_free_processing) {
this->_collectable_free_processing = true;
while (!this->_collectable_free_queue.empty()) {
SQCollectable *collectable = this->_collectable_free_queue.back();
this->_collectable_free_queue.pop_back();
collectable->FinalFree();
}
this->_collectable_free_processing = false;
}
}
#ifndef NO_GARBAGE_COLLECTOR
void SQSharedState::MarkObject(SQObjectPtr &o,SQCollectable **chain)
void SQSharedState::EnqueueMarkObject(SQObjectPtr &o,SQGCMarkerQueue &queue)
{
switch(type(o)){
case OT_TABLE:_table(o)->Mark(chain);break;
case OT_ARRAY:_array(o)->Mark(chain);break;
case OT_USERDATA:_userdata(o)->Mark(chain);break;
case OT_CLOSURE:_closure(o)->Mark(chain);break;
case OT_NATIVECLOSURE:_nativeclosure(o)->Mark(chain);break;
case OT_GENERATOR:_generator(o)->Mark(chain);break;
case OT_THREAD:_thread(o)->Mark(chain);break;
case OT_CLASS:_class(o)->Mark(chain);break;
case OT_INSTANCE:_instance(o)->Mark(chain);break;
case OT_TABLE:queue.Enqueue(_table(o));break;
case OT_ARRAY:queue.Enqueue(_array(o));break;
case OT_USERDATA:queue.Enqueue(_userdata(o));break;
case OT_CLOSURE:queue.Enqueue(_closure(o));break;
case OT_NATIVECLOSURE:queue.Enqueue(_nativeclosure(o));break;
case OT_GENERATOR:queue.Enqueue(_generator(o));break;
case OT_THREAD:queue.Enqueue(_thread(o));break;
case OT_CLASS:queue.Enqueue(_class(o));break;
case OT_INSTANCE:queue.Enqueue(_instance(o));break;
default: break; //shutup compiler
}
}
@@ -248,25 +277,36 @@ void SQSharedState::MarkObject(SQObjectPtr &o,SQCollectable **chain)
SQInteger SQSharedState::CollectGarbage(SQVM *vm)
{
SQInteger n=0;
SQCollectable *tchain=NULL;
SQVM *vms = _thread(_root_vm);
vms->Mark(&tchain);
SQGCMarkerQueue queue;
queue.Enqueue(vms);
#ifdef WITH_ASSERT
SQInteger x = _table(_thread(_root_vm)->_roottable)->CountUsed();
_refs_table.Mark(&tchain);
MarkObject(_registry,&tchain);
MarkObject(_consts,&tchain);
MarkObject(_metamethodsmap,&tchain);
MarkObject(_table_default_delegate,&tchain);
MarkObject(_array_default_delegate,&tchain);
MarkObject(_string_default_delegate,&tchain);
MarkObject(_number_default_delegate,&tchain);
MarkObject(_generator_default_delegate,&tchain);
MarkObject(_thread_default_delegate,&tchain);
MarkObject(_closure_default_delegate,&tchain);
MarkObject(_class_default_delegate,&tchain);
MarkObject(_instance_default_delegate,&tchain);
MarkObject(_weakref_default_delegate,&tchain);
#endif
_refs_table.EnqueueMarkObject(queue);
EnqueueMarkObject(_registry,queue);
EnqueueMarkObject(_consts,queue);
EnqueueMarkObject(_metamethodsmap,queue);
EnqueueMarkObject(_table_default_delegate,queue);
EnqueueMarkObject(_array_default_delegate,queue);
EnqueueMarkObject(_string_default_delegate,queue);
EnqueueMarkObject(_number_default_delegate,queue);
EnqueueMarkObject(_generator_default_delegate,queue);
EnqueueMarkObject(_thread_default_delegate,queue);
EnqueueMarkObject(_closure_default_delegate,queue);
EnqueueMarkObject(_class_default_delegate,queue);
EnqueueMarkObject(_instance_default_delegate,queue);
EnqueueMarkObject(_weakref_default_delegate,queue);
SQCollectable *tchain=NULL;
while (!queue.IsEmpty()) {
SQCollectable *q = queue.Pop();
q->EnqueueMarkObjectForChildren(queue);
SQCollectable::RemoveFromChain(&_gc_chain, q);
SQCollectable::AddToChain(&tchain, q);
}
SQCollectable *t = _gc_chain;
SQCollectable *nx = NULL;
@@ -289,8 +329,10 @@ SQInteger SQSharedState::CollectGarbage(SQVM *vm)
t = t->_next;
}
_gc_chain = tchain;
#ifdef WITH_ASSERT
SQInteger z = _table(_thread(_root_vm)->_roottable)->CountUsed();
assert(z == x);
#endif
return n;
}
#endif
@@ -353,12 +395,12 @@ RefTable::~RefTable()
}
#ifndef NO_GARBAGE_COLLECTOR
void RefTable::Mark(SQCollectable **chain)
void RefTable::EnqueueMarkObject(SQGCMarkerQueue &queue)
{
RefNode *nodes = (RefNode *)_nodes;
for(SQUnsignedInteger n = 0; n < _numofslots; n++) {
if(type(nodes->obj) != OT_NULL) {
SQSharedState::MarkObject(nodes->obj,chain);
SQSharedState::EnqueueMarkObject(nodes->obj,queue);
}
nodes++;
}

View File

@@ -34,7 +34,7 @@ struct RefTable {
void AddRef(SQObject &obj);
SQBool Release(SQObject &obj);
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable **chain);
void EnqueueMarkObject(SQGCMarkerQueue &queue);
#endif
void Finalize();
private:
@@ -61,9 +61,10 @@ struct SQSharedState
public:
SQChar* GetScratchPad(SQInteger size);
SQInteger GetMetaMethodIdxByName(const SQObjectPtr &name);
void DelayFinalFree(SQCollectable *collectable);
#ifndef NO_GARBAGE_COLLECTOR
SQInteger CollectGarbage(SQVM *vm);
static void MarkObject(SQObjectPtr &o,SQCollectable **chain);
static void EnqueueMarkObject(SQObjectPtr &o,SQGCMarkerQueue &queue);
#endif
SQObjectPtrVec *_metamethods;
SQObjectPtr _metamethodsmap;
@@ -74,6 +75,10 @@ public:
SQObjectPtr _registry;
SQObjectPtr _consts;
SQObjectPtr _constructoridx;
/** Queue to make freeing of collectables iterative. */
std::vector<SQCollectable *> _collectable_free_queue;
/** Whether someone is already processing the _collectable_free_queue. */
bool _collectable_free_processing;
#ifndef NO_GARBAGE_COLLECTOR
SQCollectable *_gc_chain;
#endif

View File

@@ -50,7 +50,7 @@ public:
newtable->_delegate = NULL;
return newtable;
}
void Finalize();
void Finalize() override;
SQTable *Clone();
~SQTable()
{
@@ -60,7 +60,7 @@ public:
SQ_FREE(_nodes, _numofnodes * sizeof(_HashNode));
}
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable **chain);
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue) override;
#endif
inline _HashNode *_Get(const SQObjectPtr &key,SQHash hash)
{
@@ -81,7 +81,11 @@ public:
SQInteger CountUsed(){ return _usednodes;}
void Clear();
void Release()
void Release() override
{
this->_sharedstate->DelayFinalFree(this);
}
void FinalFree() override
{
sq_delete(this, SQTable);
}

View File

@@ -18,7 +18,7 @@ struct SQUserData : SQDelegable
return ud;
}
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable **chain);
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue);
void Finalize(){SetDelegate(NULL);}
#endif
void Release() {

View File

@@ -1460,7 +1460,7 @@ bool SQVM::DeleteSlot(const SQObjectPtr &self,const SQObjectPtr &key,SQObjectPtr
}
}
res = t;
}
}
break;
default:
Raise_Error("attempt to delete a slot from a %s",GetTypeName(self));
@@ -1471,8 +1471,8 @@ bool SQVM::DeleteSlot(const SQObjectPtr &self,const SQObjectPtr &key,SQObjectPtr
bool SQVM::Call(SQObjectPtr &closure,SQInteger nparams,SQInteger stackbase,SQObjectPtr &outres,SQBool raiseerror,SQBool can_suspend)
{
#ifdef _DEBUG
SQInteger prevstackbase = _stackbase;
#ifdef WITH_ASSERT
SQInteger prevstackbase = _stackbase;
#endif
switch(type(closure)) {
case OT_CLOSURE: {
@@ -1482,13 +1482,13 @@ SQInteger prevstackbase = _stackbase;
bool ret = Execute(closure, _top - nparams, nparams, stackbase,outres,raiseerror);
this->_can_suspend = backup_suspend;
return ret;
}
}
break;
case OT_NATIVECLOSURE:{
case OT_NATIVECLOSURE: {
bool suspend;
return CallNative(_nativeclosure(closure), nparams, stackbase, outres,suspend);
}
}
break;
case OT_CLASS: {
SQObjectPtr constr;
@@ -1499,12 +1499,12 @@ SQInteger prevstackbase = _stackbase;
return Call(constr,nparams,stackbase,temp,raiseerror,false);
}
return true;
}
}
break;
default:
return false;
}
#ifdef _DEBUG
#ifdef WITH_ASSERT
if(!_suspended) {
assert(_stackbase == prevstackbase);
}

View File

@@ -113,7 +113,7 @@ public:
#endif
#ifndef NO_GARBAGE_COLLECTOR
void Mark(SQCollectable **chain);
void EnqueueMarkObjectForChildren(SQGCMarkerQueue &queue);
#endif
void Finalize();
void GrowCallStack() {

View File

@@ -155,7 +155,7 @@ add_files(
fios_gui.cpp
fontcache.cpp
fontcache.h
fontdetection.cpp
fontcache_internal.h
fontdetection.h
framerate_gui.cpp
framerate_type.h

View File

@@ -704,16 +704,16 @@ static const NWidgetPart _nested_ai_config_widgets[] = {
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIC_GAMELIST), SetMinimalSize(288, 14), SetFill(1, 0), SetMatrixDataTip(1, 1, STR_AI_CONFIG_GAMELIST_TOOLTIP),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CHANGE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_CONFIG_CHANGE, STR_AI_CONFIG_CHANGE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONFIGURE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_CONFIG_CONFIGURE, STR_AI_CONFIG_CONFIGURE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CLOSE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL),
EndContainer(),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CHANGE), SetFill(1, 0), SetMinimalSize(93, 0), SetDataTip(STR_AI_CONFIG_CHANGE, STR_AI_CONFIG_CHANGE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONFIGURE), SetFill(1, 0), SetMinimalSize(93, 0), SetDataTip(STR_AI_CONFIG_CONFIGURE, STR_AI_CONFIG_CONFIGURE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CLOSE), SetFill(1, 0), SetMinimalSize(93, 0), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_README), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_README, STR_NULL),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_CHANGELOG), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_CHANGELOG, STR_NULL),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_TEXTFILE + TFT_LICENSE), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_LICENCE, STR_NULL),
EndContainer(),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONTENT_DOWNLOAD), SetFill(1, 0), SetMinimalSize(279, 12), SetPadding(0, 7, 9, 7), SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONTENT_DOWNLOAD), SetFill(1, 0), SetMinimalSize(279, 0), SetPadding(0, 7, 9, 7), SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT),
EndContainer(),
};
@@ -1406,7 +1406,8 @@ struct AIDebugWindow : public Window {
this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY);
this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY);
extern CompanyID _local_company;
this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY || ai_debug_company == _local_company);
this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, ai_debug_company == INVALID_COMPANY ||
(ai_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(ai_debug_company)));
}
@@ -1430,7 +1431,7 @@ StringFilter AIDebugWindow::break_string_filter(&AIDebugWindow::case_sensitive_b
/** Make a number of rows with buttons for each company for the AI debug window. */
NWidgetBase *MakeCompanyButtonRowsAIDebug(int *biggest_index)
{
return MakeCompanyButtonRows(biggest_index, WID_AID_COMPANY_BUTTON_START, WID_AID_COMPANY_BUTTON_END, 8, STR_AI_DEBUG_SELECT_AI_TOOLTIP);
return MakeCompanyButtonRows(biggest_index, WID_AID_COMPANY_BUTTON_START, WID_AID_COMPANY_BUTTON_END, COLOUR_GREY, 8, STR_AI_DEBUG_SELECT_AI_TOOLTIP);
}
/**

View File

@@ -909,7 +909,7 @@ static bool AircraftController(Aircraft *v)
SoundID sfx = AircraftVehInfo(v->engine_type)->sfx;
/* For compatibility with old NewGRF we ignore the sfx property, unless a NewGRF-defined sound is used.
* The baseset has only one helicopter sound, so this only limits using plane or cow sounds. */
if (sfx < ORIGINAL_SAMPLE_COUNT) sfx = SND_18_HELICOPTER;
if (sfx < ORIGINAL_SAMPLE_COUNT) sfx = SND_18_TAKEOFF_HELICOPTER;
SndPlayVehicleFx(sfx, v);
}
}
@@ -1328,19 +1328,22 @@ static void CrashAirplane(Aircraft *v)
v->Next()->cargo.Truncate();
const Station *st = GetTargetAirportIfValid(v);
StringID newsitem;
TileIndex vt;
if (st == nullptr) {
newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
vt = TileVirtXY(v->x_pos, v->y_pos);
} else {
SetDParam(1, st->index);
newsitem = STR_NEWS_AIRCRAFT_CRASH;
vt = v->tile;
}
AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
Game::NewEvent(new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
AddTileNewsItem(newsitem, NT_ACCIDENT, v->tile, nullptr, st != nullptr ? st->index : INVALID_STATION);
AddTileNewsItem(newsitem, NT_ACCIDENT, vt, nullptr, st != nullptr ? st->index : INVALID_STATION);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
ModifyStationRatingAround(vt, v->owner, -160, 30);
if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
}

View File

@@ -44,7 +44,7 @@ void CcBuildAirport(const CommandCost &result, TileIndex tile, uint32 p1, uint32
{
if (result.Failed()) return;
if (_settings_client.sound.confirm) SndPlayTileFx(SND_1F_SPLAT_OTHER, tile);
if (_settings_client.sound.confirm) SndPlayTileFx(SND_1F_CONSTRUCTION_OTHER, tile);
if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace();
}

View File

@@ -319,6 +319,8 @@ static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehic
/* Does it need to be refitted */
CargoID refit_cargo = GetNewCargoTypeForReplace(old_veh, e, part_of_chain);
if (refit_cargo == CT_INVALID) {
if (!IsLocalCompany()) return CommandCost();
SetDParam(0, old_veh->index);
int order_id = GetIncompatibleRefitOrderIdForAutoreplace(old_veh, e);
@@ -595,6 +597,7 @@ static CommandCost ReplaceChain(Vehicle **chain, DoCommandFlag flags, bool wagon
/* Sell wagon */
CommandCost ret = DoCommand(0, wagon->index, 0, DC_EXEC, GetCmdSellVeh(wagon));
(void)ret; // assert only
assert(ret.Succeeded());
new_vehs[i] = nullptr;
@@ -650,6 +653,7 @@ static CommandCost ReplaceChain(Vehicle **chain, DoCommandFlag flags, bool wagon
for (int i = num_units - 1; i > 0; i--) {
CommandCost ret = CmdMoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false);
(void)ret; // assert only
assert(ret.Succeeded());
}
}

View File

@@ -124,6 +124,18 @@ public:
return ((r * 13063) + (g * 25647) + (b * 4981)) / 65536;
}
/**
* Make a colour dark grey, for specialized 32bpp remapping.
* @param colour the colour to make dark.
* @return the new colour, now darker.
*/
static inline Colour MakeDark(Colour colour)
{
uint8 d = MakeDark(colour.r, colour.g, colour.b);
return Colour(d, d, d);
}
/**
* Make a colour grey - based.
* @param colour the colour to make grey.
@@ -154,6 +166,16 @@ public:
return ReallyAdjustBrightness(colour, brightness);
}
static inline uint8 GetColourBrightness(Colour colour)
{
uint8 rgb_max = std::max(colour.r, std::max(colour.g, colour.b));
/* Black pixel (8bpp or old 32bpp image), so use default value */
if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
return rgb_max;
}
};
#endif /* BLITTER_32BPP_BASE_HPP */

View File

@@ -24,7 +24,7 @@ static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
* @param bp further blitting parameters
* @param zoom zoom level at which we are drawing
*/
template <BlitterMode mode>
template <BlitterMode mode, bool Tpal_to_rgb>
inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
{
const SpriteData *src = (const SpriteData *)bp->sprite;
@@ -209,18 +209,29 @@ inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomL
default:
if (src_px->a == 255) {
/* faster than memcpy(), n is usually low */
src_n += n;
do {
*dst = src_px->data;
if (Tpal_to_rgb && *src_n != 0) {
/* Convert the mapping channel to a RGB value */
*dst = this->AdjustBrightness(this->LookupColourInPalette(GB(*src_n, 0, 8)), GB(*src_n, 8, 8)).data;
} else {
*dst = src_px->data;
}
dst++;
src_px++;
src_n++;
} while (--n != 0);
} else {
src_n += n;
do {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
if (Tpal_to_rgb && *src_n != 0) {
/* Convert the mapping channel to a RGB value */
Colour colour = this->AdjustBrightness(this->LookupColourInPalette(GB(*src_n, 0, 8)), GB(*src_n, 8, 8));
*dst = ComposeColourRGBANoCheck(colour.r, colour.g, colour.b, src_px->a, *dst);
} else {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
}
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
@@ -233,6 +244,22 @@ inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomL
}
}
template <bool Tpal_to_rgb>
void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
switch (mode) {
default: NOT_REACHED();
case BM_NORMAL: Draw<BM_NORMAL, Tpal_to_rgb>(bp, zoom); return;
case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP, Tpal_to_rgb>(bp, zoom); return;
case BM_TRANSPARENT: Draw<BM_TRANSPARENT, Tpal_to_rgb>(bp, zoom); return;
case BM_CRASH_REMAP: Draw<BM_CRASH_REMAP, Tpal_to_rgb>(bp, zoom); return;
case BM_BLACK_REMAP: Draw<BM_BLACK_REMAP, Tpal_to_rgb>(bp, zoom); return;
}
}
template void Blitter_32bppOptimized::Draw<true>(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
template void Blitter_32bppOptimized::Draw<false>(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
/**
* Draws a sprite to a (screen) buffer. Calls adequate templated function.
*
@@ -242,17 +269,10 @@ inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomL
*/
void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
switch (mode) {
default: NOT_REACHED();
case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
case BM_CRASH_REMAP: Draw<BM_CRASH_REMAP> (bp, zoom); return;
case BM_BLACK_REMAP: Draw<BM_BLACK_REMAP> (bp, zoom); return;
}
this->Draw<false>(bp, mode, zoom);
}
Sprite *Blitter_32bppOptimized::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
template <bool Tpal_to_rgb> Sprite *Blitter_32bppOptimized::EncodeInternal(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
/* streams of pixels (a, r, g, b channels)
*
@@ -324,17 +344,23 @@ Sprite *Blitter_32bppOptimized::Encode(const SpriteLoader::Sprite *sprite, Alloc
*dst_n = src->m;
if (src->m != 0) {
/* Get brightest value */
uint8 rgb_max = std::max({src->r, src->g, src->b});
uint8 rgb_max = std::max({ src->r, src->g, src->b });
/* Black pixel (8bpp or old 32bpp image), so use default value */
if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
*dst_n |= rgb_max << 8;
/* Pre-convert the mapping channel to a RGB value */
Colour colour = this->AdjustBrightness(this->LookupColourInPalette(src->m), rgb_max);
dst_px->r = colour.r;
dst_px->g = colour.g;
dst_px->b = colour.b;
if (Tpal_to_rgb) {
/* Pre-convert the mapping channel to a RGB value */
Colour colour = this->AdjustBrightness(this->LookupColourInPalette(src->m), rgb_max);
dst_px->r = colour.r;
dst_px->g = colour.g;
dst_px->b = colour.b;
} else {
dst_px->r = src->r;
dst_px->g = src->g;
dst_px->b = src->b;
}
} else {
dst_px->r = src->r;
dst_px->g = src->g;
@@ -397,3 +423,11 @@ Sprite *Blitter_32bppOptimized::Encode(const SpriteLoader::Sprite *sprite, Alloc
return dest_sprite;
}
template Sprite *Blitter_32bppOptimized::EncodeInternal<true>(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator);
template Sprite *Blitter_32bppOptimized::EncodeInternal<false>(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator);
Sprite *Blitter_32bppOptimized::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
return this->EncodeInternal<true>(sprite, allocator);
}

View File

@@ -26,7 +26,11 @@ public:
const char *GetName() override { return "32bpp-optimized"; }
template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
template <BlitterMode mode, bool Tpal_to_rgb = false> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
protected:
template <bool Tpal_to_rgb> void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
template <bool Tpal_to_rgb> Sprite *EncodeInternal(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator);
};
/** Factory for the optimised 32 bpp blitter (without palette animation). */

View File

@@ -43,7 +43,7 @@ typedef union ALIGN(16) um128i {
#define CLEAR_HIGH_BYTE_MASK _mm_setr_epi8(-1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0)
#define ALPHA_CONTROL_MASK _mm_setr_epi8( 6, 7, 6, 7, 6, 7, -1, -1, 14, 15, 14, 15, 14, 15, -1, -1)
#define PACK_LOW_CONTROL_MASK _mm_setr_epi8( 0, 2, 4, -1, 8, 10, 12, -1, -1, -1, -1, -1, -1, -1, -1, -1)
#define PACK_LOW_CONTROL_MASK _mm_setr_epi8( 0, 2, 4, 6, 8, 10, 12, 14, -1, -1, -1, -1, -1, -1, -1, -1)
#define PACK_HIGH_CONTROL_MASK _mm_setr_epi8(-1, -1, -1, -1, -1, -1, -1, -1, 0, 2, 4, -1, 8, 10, 12, -1)
#define BRIGHTNESS_LOW_CONTROL_MASK _mm_setr_epi8( 1, 2, 1, 2, 1, 2, 0, 2, 3, 2, 3, 2, 3, 2, 0, 2)
#define BRIGHTNESS_DIV_CLEANER _mm_setr_epi8(-1, 1, -1, 1, -1, 1, -1, 0, -1, 1, -1, 1, -1, 1, -1, 0)

518
src/blitter/40bpp_anim.cpp Normal file
View File

@@ -0,0 +1,518 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file 40bpp_optimized.cpp Implementation of the optimized 40 bpp blitter. */
#include "../stdafx.h"
#include "../zoom_func.h"
#include "../settings_type.h"
#include "../video/video_driver.hpp"
#include "40bpp_anim.hpp"
#include "common.hpp"
#include "../table/sprites.h"
#include "../safeguards.h"
/** Instantiation of the 40bpp with animation blitter factory. */
static FBlitter_40bppAnim iFBlitter_40bppAnim;
/** Cached black value. */
static const Colour _black_colour(0, 0, 0);
void Blitter_40bppAnim::SetPixel(void *video, int x, int y, uint8 colour)
{
if (_screen_disable_anim) {
Blitter_32bppOptimized::SetPixel(video, x, y, colour);
} else {
*((Colour *)video + x + y * _screen.pitch) = _black_colour;
VideoDriver::GetInstance()->GetAnimBuffer()[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * _screen.pitch] = colour;
}
}
void Blitter_40bppAnim::DrawRect(void *video, int width, int height, uint8 colour)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
Blitter_32bppOptimized::DrawRect(video, width, height, colour);
return;
}
assert(VideoDriver::GetInstance()->GetAnimBuffer() != nullptr);
uint8 *anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + VideoDriver::GetInstance()->GetAnimBuffer();
do {
Colour *dst = (Colour *)video;
uint8 *anim = anim_line;
for (int i = width; i > 0; i--) {
*dst = _black_colour;
*anim = colour;
dst++;
anim++;
}
video = (uint32 *)video + _screen.pitch;
anim_line += _screen.pitch;
} while (--height);
}
void Blitter_40bppAnim::DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
Blitter_32bppOptimized::DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
return;
}
assert(VideoDriver::GetInstance()->GetAnimBuffer() != nullptr);
uint8 *anim = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + VideoDriver::GetInstance()->GetAnimBuffer();
this->DrawLineGeneric(x, y, x2, y2, screen_width, screen_height, width, dash, [=](int x, int y) {
*((Colour *)video + x + y * _screen.pitch) = _black_colour;
*(anim + x + y * _screen.pitch) = colour;
});
}
/**
* Draws a sprite to a (screen) buffer. It is templated to allow faster operation.
*
* @tparam mode blitter mode
* @param bp further blitting parameters
* @param zoom zoom level at which we are drawing
*/
template <BlitterMode mode>
inline void Blitter_40bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
{
const SpriteData *src = (const SpriteData *)bp->sprite;
/* src_px : each line begins with uint32 n = 'number of bytes in this line',
* then n times is the Colour struct for this line */
const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
/* src_n : each line begins with uint32 n = 'number of bytes in this line',
* then interleaved stream of 'm' and 'n' channels. 'm' is remap,
* 'n' is number of bytes with the same alpha channel class */
const uint16 *src_n = (const uint16 *)(src->data + src->offset[zoom][1]);
/* skip upper lines in src_px and src_n */
for (uint i = bp->skip_top; i != 0; i--) {
src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
src_n = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
}
/* skip lines in dst */
Colour *dst = (Colour *)bp->dst + bp->top * bp->pitch + bp->left;
assert(VideoDriver::GetInstance()->GetAnimBuffer() != nullptr);
uint8 *anim = VideoDriver::GetInstance()->GetAnimBuffer() + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * bp->pitch + bp->left;
/* store so we don't have to access it via bp everytime (compiler assumes pointer aliasing) */
const byte *remap = bp->remap;
for (int y = 0; y < bp->height; y++) {
/* next dst line begins here */
Colour *dst_ln = dst + bp->pitch;
uint8 *anim_ln = anim + bp->pitch;
/* next src line begins here */
const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
src_px++;
/* next src_n line begins here */
const uint16 *src_n_ln = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
src_n += 2;
/* we will end this line when we reach this point */
Colour *dst_end = dst + bp->skip_left;
/* number of pixels with the same alpha channel class */
uint n;
while (dst < dst_end) {
n = *src_n++;
if (src_px->a == 0) {
dst += n;
src_px++;
src_n++;
if (dst > dst_end) anim += dst - dst_end;
} else {
if (dst + n > dst_end) {
uint d = dst_end - dst;
src_px += d;
src_n += d;
dst = dst_end - bp->skip_left;
dst_end = dst + bp->width;
n = std::min<uint>(n - d, (uint)bp->width);
goto draw;
}
dst += n;
src_px += n;
src_n += n;
}
}
dst -= bp->skip_left;
dst_end -= bp->skip_left;
dst_end += bp->width;
while (dst < dst_end) {
n = std::min<uint>(*src_n++, (uint)(dst_end - dst));
if (src_px->a == 0) {
anim += n;
dst += n;
src_px++;
src_n++;
continue;
}
draw:;
switch (mode) {
case BM_COLOUR_REMAP:
case BM_CRASH_REMAP:
if (src_px->a == 255) {
do {
uint8 m = GB(*src_n, 0, 8);
/* In case the m-channel is zero, only apply the crash remap by darkening the RGB colour. */
if (m == 0) {
*dst = mode == BM_CRASH_REMAP ? this->MakeDark(*src_px) : *src_px;
*anim = 0;
} else {
uint r = remap[m];
if (r != 0) {
*dst = src_px->data;
*anim = r;
}
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
} else {
do {
uint8 m = GB(*src_n, 0, 8);
Colour b = this->RealizeBlendedColour(*anim, *dst);
if (m == 0) {
Colour c = mode == BM_CRASH_REMAP ? this->MakeDark(*src_px) : *src_px;
*dst = this->ComposeColourRGBANoCheck(c.r, c.g, c.b, src_px->a, b);
*anim = 0;
} else {
uint r = remap[m];
if (r != 0) {
*dst = this->ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, b);
*anim = 0; // Animation colours don't work with alpha-blending.
}
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
case BM_BLACK_REMAP:
do {
*anim++ = 0;
*dst++ = _black_colour;
src_px++;
src_n++;
} while (--n != 0);
break;
case BM_TRANSPARENT:
/* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
* This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
* we produce a result the newgrf maker didn't expect ;) */
/* Make the current colour a bit more black, so it looks like this image is transparent */
src_n += n;
if (src_px->a == 255) {
src_px += n;
do {
/* If the anim buffer contains a color value, the image composition will
* only look at the RGB brightness value. As such, we can simply darken the
* RGB value to darken the anim color. */
Colour b = *anim != 0 ? Colour(this->GetColourBrightness(*dst), 0, 0) : *dst;
*dst = this->MakeTransparent(b, 3, 4);
anim++;
dst++;
} while (--n != 0);
} else {
do {
Colour b = this->RealizeBlendedColour(*anim, *dst);
*dst = this->MakeTransparent(b, (256 * 4 - src_px->a), 256 * 4);
*anim = 0; // Animation colours don't work with alpha-blending.
anim++;
dst++;
src_px++;
} while (--n != 0);
}
break;
default:
if (src_px->a == 255) {
do {
*anim++ = GB(*src_n, 0, 8);
*dst++ = src_px->data;
src_px++;
src_n++;
} while (--n != 0);
break;
} else {
do {
uint8 m = GB(*src_n, 0, 8);
Colour b = this->RealizeBlendedColour(*anim, *dst);
if (m == 0) {
*dst = this->ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, b);
*anim = 0;
} else {
*dst = this->ComposeColourPANoCheck(this->LookupColourInPalette(m), src_px->a, b);
*anim = m;
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
}
}
dst = dst_ln;
anim = anim_ln;
src_px = src_px_ln;
src_n = src_n_ln;
}
}
/**
* Draws a sprite to a (screen) buffer. Calls adequate templated function.
*
* @param bp further blitting parameters
* @param mode blitter mode
* @param zoom zoom level at which we are drawing
*/
void Blitter_40bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
assert(_screen.dst_ptr != nullptr);
if (_screen_disable_anim || VideoDriver::GetInstance()->GetAnimBuffer() == nullptr) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
Blitter_32bppOptimized::Draw<true>(bp, mode, zoom);
return;
}
switch (mode) {
default: NOT_REACHED();
case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
case BM_CRASH_REMAP: Draw<BM_CRASH_REMAP> (bp, zoom); return;
case BM_BLACK_REMAP: Draw<BM_BLACK_REMAP> (bp, zoom); return;
}
}
void Blitter_40bppAnim::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColourMappingRect() */
Blitter_32bppOptimized::DrawColourMappingRect(dst, width, height, pal);
return;
}
Colour *udst = (Colour *)dst;
uint8 *anim = VideoDriver::GetInstance()->GetAnimBuffer() + ((uint32 *)dst - (uint32 *)_screen.dst_ptr);
if (pal == PALETTE_TO_TRANSPARENT) {
/* If the anim buffer contains a color value, the image composition will
* only look at the RGB brightness value. As such, we can simply darken the
* RGB value to darken the anim color. */
do {
for (int i = 0; i != width; i++) {
Colour b = *anim != 0 ? Colour(this->GetColourBrightness(*udst), 0, 0) : *udst;
*udst = MakeTransparent(b, 154);
udst++;
anim++;
}
udst = udst - width + _screen.pitch;
anim = anim - width + _screen.pitch;
} while (--height);
} else if (pal == PALETTE_NEWSPAPER) {
const uint8 *remap = GetNonSprite(pal, ST_RECOLOUR) + 1;
do {
for (int i = 0; i != width; i++) {
if (*anim == 0) *udst = MakeGrey(*udst);
*anim = remap[*anim];
udst++;
anim++;
}
udst = udst - width + _screen.pitch;
anim = anim - width + _screen.pitch;
} while (--height);
} else {
const uint8 *remap = GetNonSprite(pal, ST_RECOLOUR) + 1;
do {
for (int i = 0; i != width; i++) {
*anim = remap[*anim];
anim++;
}
anim = anim - width + _screen.pitch;
} while (--height);
}
}
Sprite *Blitter_40bppAnim::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
return this->EncodeInternal<false>(sprite, allocator);
}
void Blitter_40bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
uint32 *dst = (uint32 *)video;
const uint32 *usrc = (const uint32 *)src;
uint8 *anim_buf = VideoDriver::GetInstance()->GetAnimBuffer();
if (anim_buf == nullptr) return;
uint8 *anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + anim_buf;
for (; height > 0; height--) {
memcpy(dst, usrc, width * sizeof(uint32));
usrc += width;
dst += _screen.pitch;
/* Copy back the anim-buffer */
memcpy(anim_line, usrc, width * sizeof(uint8));
usrc = (const uint32 *)((const uint8 *)usrc + width);
anim_line += _screen.pitch;
}
}
void Blitter_40bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
uint32 *udst = (uint32 *)dst;
const uint32 *src = (const uint32 *)video;
uint8 *anim_buf = VideoDriver::GetInstance()->GetAnimBuffer();
if (anim_buf == nullptr) return;
const uint8 *anim_line = ((const uint32 *)video - (uint32 *)_screen.dst_ptr) + anim_buf;
for (; height > 0; height--) {
memcpy(udst, src, width * sizeof(uint32));
src += _screen.pitch;
udst += width;
/* Copy the anim-buffer */
memcpy(udst, anim_line, width * sizeof(uint8));
udst = (uint32 *)((uint8 *)udst + width);
anim_line += _screen.pitch;
}
}
void Blitter_40bppAnim::CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch)
{
uint8 *anim_buf = VideoDriver::GetInstance()->GetAnimBuffer();
if (anim_buf == nullptr) {
Blitter_32bppOptimized::CopyImageToBuffer(video, dst, width, height, dst_pitch);
return;
}
uint32 *udst = (uint32 *)dst;
const uint32 *src = (const uint32 *)video;
const uint8 *anim_line = ((const uint32 *)video - (uint32 *)_screen.dst_ptr) + anim_buf;
for (; height > 0; height--) {
for (int x = 0; x < width; x++) {
udst[x] = this->RealizeBlendedColour(anim_line[x], src[x]).data;
}
src += _screen.pitch;
anim_line += _screen.pitch;
udst += dst_pitch;
}
}
void Blitter_40bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
uint8 *anim_buf = VideoDriver::GetInstance()->GetAnimBuffer();
uint8 *dst, *src;
/* We need to scroll the anim-buffer too */
if (scroll_y > 0) {
dst = anim_buf + left + (top + height - 1) * _screen.pitch;
src = dst - scroll_y * _screen.pitch;
/* Adjust left & width */
if (scroll_x >= 0) {
dst += scroll_x;
} else {
src -= scroll_x;
}
uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
uint th = height - scroll_y;
for (; th > 0; th--) {
memcpy(dst, src, tw * sizeof(uint8));
src -= _screen.pitch;
dst -= _screen.pitch;
}
} else {
/* Calculate pointers */
dst = anim_buf + left + top * _screen.pitch;
src = dst - scroll_y * _screen.pitch;
/* Adjust left & width */
if (scroll_x >= 0) {
dst += scroll_x;
} else {
src -= scroll_x;
}
/* the y-displacement may be 0 therefore we have to use memmove,
* because source and destination may overlap */
uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
uint th = height + scroll_y;
for (; th > 0; th--) {
memmove(dst, src, tw * sizeof(uint8));
src += _screen.pitch;
dst += _screen.pitch;
}
}
Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
}
int Blitter_40bppAnim::BufferSize(int width, int height)
{
return width * height * (sizeof(uint32) + sizeof(uint8));
}
Blitter::PaletteAnimation Blitter_40bppAnim::UsePaletteAnimation()
{
return Blitter::PALETTE_ANIMATION_VIDEO_BACKEND;
}
bool Blitter_40bppAnim::NeedsAnimationBuffer()
{
return true;
}

View File

@@ -0,0 +1,64 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file 40bpp_optimized.hpp Optimized 40 bpp blitter. */
#ifndef BLITTER_40BPP_OPTIMIZED_HPP
#define BLITTER_40BPP_OPTIMIZED_HPP
#include "32bpp_optimized.hpp"
#include "../video/video_driver.hpp"
/** The optimized 40 bpp blitter (for OpenGL video driver). */
class Blitter_40bppAnim : public Blitter_32bppOptimized {
public:
// void *MoveTo(void *video, int x, int y) override;
void SetPixel(void *video, int x, int y, uint8 colour) override;
void DrawRect(void *video, int width, int height, uint8 colour) override;
void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash) override;
void CopyFromBuffer(void *video, const void *src, int width, int height) override;
void CopyToBuffer(const void *video, void *dst, int width, int height) override;
void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch) override;
void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) override;
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override;
void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal) override;
Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override;
int BufferSize(int width, int height) override;
Blitter::PaletteAnimation UsePaletteAnimation() override;
bool NeedsAnimationBuffer() override;
const char *GetName() override { return "40bpp-anim"; }
int GetBytesPerPixel() override { return 5; }
template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
protected:
static inline Colour RealizeBlendedColour(uint8 anim, Colour c)
{
return anim != 0 ? AdjustBrightness(LookupColourInPalette(anim), GetColourBrightness(c)) : c;
}
};
/** Factory for the 40 bpp animated blitter (for OpenGL). */
class FBlitter_40bppAnim : public BlitterFactory {
protected:
bool IsUsable() const override
{
return VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasAnimBuffer();
}
public:
FBlitter_40bppAnim() : BlitterFactory("40bpp-anim", "40bpp Animation Blitter (OpenGL)") {}
Blitter *CreateInstance() override { return new Blitter_40bppAnim(); }
};
#endif /* BLITTER_40BPP_OPTIMIZED_HPP */

View File

@@ -32,6 +32,13 @@ add_files(
CONDITION NOT OPTION_DEDICATED AND SSE_FOUND
)
add_files(
40bpp_anim.cpp
40bpp_anim.hpp
CONDITION NOT OPTION_DEDICATED AND OPENGL_FOUND
)
if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang" OR CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
set_compile_flags(
32bpp_anim_sse2.cpp

View File

@@ -25,7 +25,7 @@ enum BlitterMode {
/**
* How all blitters should look like. Extend this class to make your own.
*/
class Blitter {
class Blitter : public SpriteEncoder {
public:
/** Parameters related to blitting. */
struct BlitterParams {
@@ -58,6 +58,11 @@ public:
*/
virtual uint8 GetScreenDepth() = 0;
bool Is32BppSupported() override
{
return this->GetScreenDepth() > 8;
}
/**
* Draw an image to the screen, given an amount of params defined above.
*/
@@ -74,11 +79,6 @@ public:
*/
virtual void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal) = 0;
/**
* Convert a sprite from the loader to our own format.
*/
virtual Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) = 0;
/**
* Move the destination pointer the requested amount x and y, keeping in mind
* any pitch and bpp of the renderer.
@@ -185,6 +185,14 @@ public:
*/
virtual Blitter::PaletteAnimation UsePaletteAnimation() = 0;
/**
* Does this blitter require a separate animation buffer from the video backend?
*/
virtual bool NeedsAnimationBuffer()
{
return false;
}
/**
* Get the name of the blitter, the same as the Factory-instance returns.
*/

View File

@@ -61,18 +61,28 @@ protected:
name(name), description(description)
{
if (usable) {
Blitters &blitters = GetBlitters();
assert(blitters.find(this->name) == blitters.end());
/*
* Only add when the blitter is usable. Do not bail out or
* do more special things since the blitters are always
* instantiated upon start anyhow and freed upon shutdown.
*/
std::pair<Blitters::iterator, bool> P = GetBlitters().insert(Blitters::value_type(this->name, this));
assert(P.second);
blitters.insert(Blitters::value_type(this->name, this));
} else {
DEBUG(driver, 1, "Not registering blitter %s as it is not usable", name);
}
}
/**
* Is the blitter usable with the current drivers and hardware config?
* @return True if the blitter can be instantiated.
*/
virtual bool IsUsable() const
{
return true;
}
public:
virtual ~BlitterFactory()
{
@@ -119,7 +129,7 @@ public:
for (; it != GetBlitters().end(); it++) {
BlitterFactory *b = (*it).second;
if (strcasecmp(bname, b->name.c_str()) == 0) {
return b;
return b->IsUsable() ? b : nullptr;
}
}
return nullptr;

View File

@@ -11,9 +11,10 @@
#include "base_media_base.h"
#include "blitter/factory.hpp"
#if defined(WITH_FREETYPE) || defined(WITH_UNISCRIBE)
#if defined(WITH_FREETYPE) || defined(WITH_UNISCRIBE) || defined(WITH_COCOA)
#include "core/geometry_func.hpp"
#include "error.h"
#include "fontcache.h"
#include "gfx_func.h"
#include "network/network.h"
@@ -61,8 +62,65 @@ public:
}
};
/** Nested widgets for the error window. */
static const NWidgetPart _nested_bootstrap_errmsg_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CAPTION, COLOUR_GREY, WID_BEM_CAPTION), SetDataTip(STR_MISSING_GRAPHICS_ERROR_TITLE, STR_NULL),
EndContainer(),
NWidget(WWT_PANEL, COLOUR_GREY),
NWidget(WWT_PANEL, COLOUR_GREY, WID_BEM_MESSAGE), EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BEM_QUIT), SetDataTip(STR_MISSING_GRAPHICS_ERROR_QUIT, STR_NULL), SetFill(1, 0),
EndContainer(),
EndContainer(),
};
/** Window description for the error window. */
static WindowDesc _bootstrap_errmsg_desc(
WDP_CENTER, nullptr, 0, 0,
WC_BOOTSTRAP, WC_NONE,
WDF_MODAL,
_nested_bootstrap_errmsg_widgets, lengthof(_nested_bootstrap_errmsg_widgets)
);
/** The window for a failed bootstrap. */
class BootstrapErrorWindow : public Window {
public:
BootstrapErrorWindow() : Window(&_bootstrap_errmsg_desc)
{
this->InitNested(1);
}
~BootstrapErrorWindow()
{
_exit_game = true;
}
void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
{
if (widget == WID_BEM_MESSAGE) {
*size = GetStringBoundingBox(STR_MISSING_GRAPHICS_ERROR);
size->height = GetStringHeight(STR_MISSING_GRAPHICS_ERROR, size->width - WD_FRAMETEXT_LEFT - WD_FRAMETEXT_RIGHT) + WD_FRAMETEXT_BOTTOM + WD_FRAMETEXT_TOP;
}
}
void DrawWidget(const Rect &r, int widget) const override
{
if (widget == WID_BEM_MESSAGE) {
DrawStringMultiLine(r.left + WD_FRAMETEXT_LEFT, r.right - WD_FRAMETEXT_RIGHT, r.top + WD_FRAMETEXT_TOP, r.bottom - WD_FRAMETEXT_BOTTOM, STR_MISSING_GRAPHICS_ERROR, TC_FROMSTRING, SA_CENTER);
}
}
void OnClick(Point pt, int widget, int click_count) override
{
if (widget == WID_BEM_QUIT) {
_exit_game = true;
}
}
};
/** Nested widgets for the download window. */
static const NWidgetPart _nested_boostrap_download_status_window_widgets[] = {
static const NWidgetPart _nested_bootstrap_download_status_window_widgets[] = {
NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_CONTENT_DOWNLOAD_TITLE, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_PANEL, COLOUR_GREY, WID_NCDS_BACKGROUND),
NWidget(NWID_SPACER), SetMinimalSize(350, 0), SetMinimalTextLines(3, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + 30),
@@ -74,7 +132,7 @@ static WindowDesc _bootstrap_download_status_window_desc(
WDP_CENTER, nullptr, 0, 0,
WC_NETWORK_STATUS_WINDOW, WC_NONE,
WDF_MODAL,
_nested_boostrap_download_status_window_widgets, lengthof(_nested_boostrap_download_status_window_widgets)
_nested_bootstrap_download_status_window_widgets, lengthof(_nested_bootstrap_download_status_window_widgets)
);
@@ -86,6 +144,14 @@ public:
{
}
~BootstrapContentDownloadStatusWindow()
{
/* If we are not set to exit the game, it means the bootstrap failed. */
if (!_exit_game) {
new BootstrapErrorWindow();
}
}
void OnDownloadComplete(ContentID cid) override
{
/* We have completed downloading. We can trigger finding the right set now. */
@@ -218,7 +284,7 @@ bool HandleBootstrap()
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
/* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
#if (defined(_WIN32) && defined(WITH_UNISCRIBE)) || (defined(WITH_FREETYPE) && (defined(WITH_FONTCONFIG) || defined(__APPLE__)))
#if (defined(_WIN32) && defined(WITH_UNISCRIBE)) || (defined(WITH_FREETYPE) && (defined(WITH_FONTCONFIG) || defined(__APPLE__))) || defined(WITH_COCOA)
if (!_network_available) goto failure;
/* First tell the game we're bootstrapping. */

View File

@@ -61,7 +61,7 @@ typedef GUIList<BuildBridgeData> GUIBridgeList; ///< List of bridges, used in #B
void CcBuildBridge(const CommandCost &result, TileIndex end_tile, uint32 p1, uint32 p2, uint32 cmd)
{
if (result.Failed()) return;
if (_settings_client.sound.confirm) SndPlayTileFx(SND_27_BLACKSMITH_ANVIL, end_tile);
if (_settings_client.sound.confirm) SndPlayTileFx(SND_27_CONSTRUCTION_BRIDGE, end_tile);
TransportType transport_type = Extract<TransportType, 15, 2>(p2);

View File

@@ -86,8 +86,9 @@ static const NWidgetPart _nested_build_vehicle_widgets[] = {
};
/** Special cargo filter criteria */
static const CargoID CF_ANY = CT_NO_REFIT; ///< Show all vehicles independent of carried cargo (i.e. no filtering)
static const CargoID CF_NONE = CT_INVALID; ///< Show only vehicles which do not carry cargo (e.g. train engines)
static const CargoID CF_ANY = CT_NO_REFIT; ///< Show all vehicles independent of carried cargo (i.e. no filtering)
static const CargoID CF_NONE = CT_INVALID; ///< Show only vehicles which do not carry cargo (e.g. train engines)
static const CargoID CF_ENGINES = CT_AUTO_REFIT; ///< Show only engines (for rail vehicles only)
bool _engine_sort_direction; ///< \c false = descending, \c true = ascending.
byte _engine_sort_last_criteria[] = {0, 0, 0, 0}; ///< Last set sort criteria, for each vehicle type.
@@ -531,16 +532,21 @@ const StringID _engine_sort_listing[][12] = {{
INVALID_STRING_ID
}};
/** Cargo filter functions */
static bool CDECL CargoFilter(const EngineID *eid, const CargoID cid)
/** Filters vehicles by cargo and engine (in case of rail vehicle). */
static bool CDECL CargoAndEngineFilter(const EngineID *eid, const CargoID cid)
{
if (cid == CF_ANY) return true;
CargoTypes refit_mask = GetUnionOfArticulatedRefitMasks(*eid, true) & _standard_cargo_mask;
return (cid == CF_NONE ? refit_mask == 0 : HasBit(refit_mask, cid));
if (cid == CF_ANY) {
return true;
} else if (cid == CF_ENGINES) {
return Engine::Get(*eid)->GetPower() != 0;
} else {
CargoTypes refit_mask = GetUnionOfArticulatedRefitMasks(*eid, true) & _standard_cargo_mask;
return (cid == CF_NONE ? refit_mask == 0 : HasBit(refit_mask, cid));
}
}
static GUIEngineList::FilterFunction * const _filter_funcs[] = {
&CargoFilter,
&CargoAndEngineFilter,
};
static int DrawCargoCapacityInfo(int left, int right, int y, EngineID engine, TestedEngineDetails &te)
@@ -1046,8 +1052,8 @@ struct BuildVehicleWindow : Window {
EngineID sel_engine; ///< Currently selected engine, or #INVALID_ENGINE
EngineID rename_engine; ///< Engine being renamed.
GUIEngineList eng_list;
CargoID cargo_filter[NUM_CARGO + 2]; ///< Available cargo filters; CargoID or CF_ANY or CF_NONE
StringID cargo_filter_texts[NUM_CARGO + 3]; ///< Texts for filter_cargo, terminated by INVALID_STRING_ID
CargoID cargo_filter[NUM_CARGO + 3]; ///< Available cargo filters; CargoID or CF_ANY or CF_NONE or CF_ENGINES
StringID cargo_filter_texts[NUM_CARGO + 4]; ///< Texts for filter_cargo, terminated by INVALID_STRING_ID
byte cargo_filter_criteria; ///< Selected cargo filter
int details_height; ///< Minimal needed height of the details panels (found so far).
Scrollbar *vscroll;
@@ -1165,9 +1171,15 @@ struct BuildVehicleWindow : Window {
this->cargo_filter_texts[filter_items] = STR_PURCHASE_INFO_ALL_TYPES;
filter_items++;
/* Add item for vehicles not carrying anything, e.g. train engines.
* This could also be useful for eyecandy vehicles of other types, but is likely too confusing for joe, */
/* Specific filters for trains. */
if (this->vehicle_type == VEH_TRAIN) {
/* Add item for locomotives only in case of trains. */
this->cargo_filter[filter_items] = CF_ENGINES;
this->cargo_filter_texts[filter_items] = STR_PURCHASE_INFO_ENGINES_ONLY;
filter_items++;
/* Add item for vehicles not carrying anything, e.g. train engines.
* This could also be useful for eyecandy vehicles of other types, but is likely too confusing for joe, */
this->cargo_filter[filter_items] = CF_NONE;
this->cargo_filter_texts[filter_items] = STR_PURCHASE_INFO_NONE;
filter_items++;
@@ -1254,7 +1266,7 @@ struct BuildVehicleWindow : Window {
bool FilterSingleEngine(EngineID eid)
{
CargoID filter_type = this->cargo_filter[this->cargo_filter_criteria];
return (filter_type == CF_ANY || CargoFilter(&eid, filter_type));
return CargoAndEngineFilter(&eid, filter_type);
}
/* Figure out what train EngineIDs to put in the list */
@@ -1460,7 +1472,7 @@ struct BuildVehicleWindow : Window {
if (sel_eng != INVALID_ENGINE) {
CommandCallback *callback = (this->vehicle_type == VEH_TRAIN && RailVehInfo(sel_eng)->railveh_type == RAILVEH_WAGON) ? CcBuildWagon : CcBuildPrimaryVehicle;
CargoID cargo = this->cargo_filter[this->cargo_filter_criteria];
if (cargo == CF_ANY) cargo = CF_NONE;
if (cargo == CF_ANY || cargo == CF_ENGINES) cargo = CF_NONE;
DoCommandP(this->window_number, sel_eng | (cargo << 24), 0, GetCmdBuildVeh(this->vehicle_type), callback);
}
break;

View File

@@ -125,7 +125,7 @@ static int32 ClickChangeDateCheat(int32 p1, int32 p2)
*/
static int32 ClickChangeMaxHlCheat(int32 p1, int32 p2)
{
p1 = Clamp(p1, MIN_MAX_HEIGHTLEVEL, MAX_MAX_HEIGHTLEVEL);
p1 = Clamp(p1, MIN_MAP_HEIGHT_LIMIT, MAX_MAP_HEIGHT_LIMIT);
/* Check if at least one mountain on the map is higher than the new value.
* If yes, disallow the change. */
@@ -133,18 +133,18 @@ static int32 ClickChangeMaxHlCheat(int32 p1, int32 p2)
if ((int32)TileHeight(t) > p1) {
ShowErrorMessage(STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN, INVALID_STRING_ID, WL_ERROR);
/* Return old, unchanged value */
return _settings_game.construction.max_heightlevel;
return _settings_game.construction.map_height_limit;
}
}
/* Execute the change and reload GRF Data */
_settings_game.construction.max_heightlevel = p1;
_settings_game.construction.map_height_limit = p1;
ReloadNewGRFData();
/* The smallmap uses an index from heightlevels to colours. Trigger rebuilding it. */
InvalidateWindowClassesData(WC_SMALLMAP, 2);
return _settings_game.construction.max_heightlevel;
return _settings_game.construction.map_height_limit;
}
/** Available cheats. */
@@ -182,14 +182,14 @@ struct CheatEntry {
* Order matches with the values of #CheatNumbers
*/
static const CheatEntry _cheats_ui[] = {
{SLE_INT32, STR_CHEAT_MONEY, &_money_cheat_amount, &_cheats.money.been_used, &ClickMoneyCheat },
{SLE_UINT8, STR_CHEAT_CHANGE_COMPANY, &_local_company, &_cheats.switch_company.been_used, &ClickChangeCompanyCheat },
{SLE_BOOL, STR_CHEAT_EXTRA_DYNAMITE, &_cheats.magic_bulldozer.value, &_cheats.magic_bulldozer.been_used, nullptr },
{SLE_BOOL, STR_CHEAT_CROSSINGTUNNELS, &_cheats.crossing_tunnels.value, &_cheats.crossing_tunnels.been_used, nullptr },
{SLE_BOOL, STR_CHEAT_NO_JETCRASH, &_cheats.no_jetcrash.value, &_cheats.no_jetcrash.been_used, nullptr },
{SLE_BOOL, STR_CHEAT_SETUP_PROD, &_cheats.setup_prod.value, &_cheats.setup_prod.been_used, &ClickSetProdCheat },
{SLE_UINT8, STR_CHEAT_EDIT_MAX_HL, &_settings_game.construction.max_heightlevel, &_cheats.edit_max_hl.been_used, &ClickChangeMaxHlCheat },
{SLE_INT32, STR_CHEAT_CHANGE_DATE, &_cur_year, &_cheats.change_date.been_used, &ClickChangeDateCheat },
{SLE_INT32, STR_CHEAT_MONEY, &_money_cheat_amount, &_cheats.money.been_used, &ClickMoneyCheat },
{SLE_UINT8, STR_CHEAT_CHANGE_COMPANY, &_local_company, &_cheats.switch_company.been_used, &ClickChangeCompanyCheat },
{SLE_BOOL, STR_CHEAT_EXTRA_DYNAMITE, &_cheats.magic_bulldozer.value, &_cheats.magic_bulldozer.been_used, nullptr },
{SLE_BOOL, STR_CHEAT_CROSSINGTUNNELS, &_cheats.crossing_tunnels.value, &_cheats.crossing_tunnels.been_used, nullptr },
{SLE_BOOL, STR_CHEAT_NO_JETCRASH, &_cheats.no_jetcrash.value, &_cheats.no_jetcrash.been_used, nullptr },
{SLE_BOOL, STR_CHEAT_SETUP_PROD, &_cheats.setup_prod.value, &_cheats.setup_prod.been_used, &ClickSetProdCheat },
{SLE_UINT8, STR_CHEAT_EDIT_MAX_HL, &_settings_game.construction.map_height_limit, &_cheats.edit_max_hl.been_used, &ClickChangeMaxHlCheat },
{SLE_INT32, STR_CHEAT_CHANGE_DATE, &_cur_year, &_cheats.change_date.been_used, &ClickChangeDateCheat },
};
static_assert(CHT_NUM_CHEATS == lengthof(_cheats_ui));

View File

@@ -338,6 +338,7 @@ void GenerateClearTile()
TileIndex tile_new;
SetClearGroundDensity(tile, CLEAR_ROCKS, 3);
MarkTileDirtyByTile(tile);
do {
if (--j == 0) goto get_out;
tile_new = tile + TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));

View File

@@ -77,7 +77,7 @@ CommandCallback CcBuildBridge;
/* dock_gui.cpp */
CommandCallback CcBuildDocks;
CommandCallback CcPlaySound_SPLAT_WATER;
CommandCallback CcPlaySound_CONSTRUCTION_WATER;
/* depot_gui.cpp */
CommandCallback CcCloneVehicle;
@@ -98,13 +98,13 @@ CommandCallback CcPlaceSign;
CommandCallback CcTerraform;
/* rail_gui.cpp */
CommandCallback CcPlaySound_SPLAT_RAIL;
CommandCallback CcPlaySound_CONSTRUCTION_RAIL;
CommandCallback CcRailDepot;
CommandCallback CcStation;
CommandCallback CcBuildRailTunnel;
/* road_gui.cpp */
CommandCallback CcPlaySound_SPLAT_OTHER;
CommandCallback CcPlaySound_CONSTRUCTION_OTHER;
CommandCallback CcBuildRoadTunnel;
CommandCallback CcRoadDepot;
CommandCallback CcRoadStop;

View File

@@ -35,6 +35,7 @@
#include "game/game.hpp"
#include "goal_base.h"
#include "story_base.h"
#include "widgets/statusbar_widget.h"
#include "table/strings.h"
@@ -62,9 +63,9 @@ Company::Company(uint16 name_1, bool is_ai)
this->name_1 = name_1;
this->location_of_HQ = INVALID_TILE;
this->is_ai = is_ai;
this->terraform_limit = _settings_game.construction.terraform_frame_burst << 16;
this->clear_limit = _settings_game.construction.clear_frame_burst << 16;
this->tree_limit = _settings_game.construction.tree_frame_burst << 16;
this->terraform_limit = (uint32)_settings_game.construction.terraform_frame_burst << 16;
this->clear_limit = (uint32)_settings_game.construction.clear_frame_burst << 16;
this->tree_limit = (uint32)_settings_game.construction.tree_frame_burst << 16;
for (uint j = 0; j < 4; j++) this->share_owners[j] = COMPANY_SPECTATOR;
InvalidateWindowData(WC_PERFORMANCE_DETAIL, 0, INVALID_COMPANY);
@@ -119,6 +120,7 @@ void SetLocalCompany(CompanyID new_company)
/* ... and redraw the whole screen. */
MarkWholeScreenDirty();
InvalidateWindowClassesData(WC_SIGN_LIST, -1);
InvalidateWindowClassesData(WC_GOALS_LIST);
}
/**
@@ -182,7 +184,7 @@ void InvalidateCompanyWindows(const Company *company)
{
CompanyID cid = company->index;
if (cid == _local_company) SetWindowDirty(WC_STATUS_BAR, 0);
if (cid == _local_company) SetWindowWidgetDirty(WC_STATUS_BAR, 0, WID_S_RIGHT);
SetWindowDirty(WC_FINANCES, cid);
}
@@ -265,9 +267,9 @@ void SubtractMoneyFromCompanyFract(CompanyID company, const CommandCost &cst)
void UpdateLandscapingLimits()
{
for (Company *c : Company::Iterate()) {
c->terraform_limit = std::min<uint32>(c->terraform_limit + _settings_game.construction.terraform_per_64k_frames, _settings_game.construction.terraform_frame_burst << 16);
c->clear_limit = std::min<uint32>(c->clear_limit + _settings_game.construction.clear_per_64k_frames, _settings_game.construction.clear_frame_burst << 16);
c->tree_limit = std::min<uint32>(c->tree_limit + _settings_game.construction.tree_per_64k_frames, _settings_game.construction.tree_frame_burst << 16);
c->terraform_limit = std::min<uint64>((uint64)c->terraform_limit + _settings_game.construction.terraform_per_64k_frames, (uint64)_settings_game.construction.terraform_frame_burst << 16);
c->clear_limit = std::min<uint64>((uint64)c->clear_limit + _settings_game.construction.clear_per_64k_frames, (uint64)_settings_game.construction.clear_frame_burst << 16);
c->tree_limit = std::min<uint64>((uint64)c->tree_limit + _settings_game.construction.tree_per_64k_frames, (uint64)_settings_game.construction.tree_frame_burst << 16);
}
}
@@ -821,13 +823,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
ClientID client_id = (ClientID)p2;
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
#ifndef DEBUG_DUMP_COMMANDS
/* When replaying the client ID is not a valid client; there
* are actually no clients at all. However, the company has to
* be created, otherwise we cannot rerun the game properly.
* So only allow a nullptr client info in that case. */
if (ci == nullptr) return CommandCost();
#endif /* NOT DEBUG_DUMP_COMMANDS */
/* Delete multiplayer progress bar */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
@@ -836,7 +831,9 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
/* A new company could not be created, revert to being a spectator */
if (c == nullptr) {
if (_network_server) {
/* We check for "ci != nullptr" as a client could have left by
* the time we execute this command. */
if (_network_server && ci != nullptr) {
ci->client_playas = COMPANY_SPECTATOR;
NetworkUpdateClientInfo(ci->client_id);
}
@@ -863,9 +860,16 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
}
case CCA_NEW_AI: { // Make a new AI company
if (company_id != INVALID_COMPANY && company_id >= MAX_COMPANIES) return CMD_ERROR;
/* For network games, company deletion is delayed. */
if (!_networking && company_id != INVALID_COMPANY && Company::IsValidID(company_id)) return CMD_ERROR;
if (!(flags & DC_EXEC)) return CommandCost();
if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR;
/* For network game, just assume deletion happened. */
assert(company_id == INVALID_COMPANY || !Company::IsValidID(company_id));
Company *c = DoStartupNewCompany(true, company_id);
if (c != nullptr) NetworkServerNewCompany(c, nullptr);
break;
@@ -875,6 +879,9 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
CompanyRemoveReason reason = (CompanyRemoveReason)GB(p1, 24, 8);
if (reason >= CRR_END) return CMD_ERROR;
/* We can't delete the last existing company in singleplayer mode. */
if (!_networking && Company::GetNumItems() == 1) return CMD_ERROR;
Company *c = Company::GetIfValid(company_id);
if (c == nullptr) return CMD_ERROR;

View File

@@ -45,7 +45,7 @@
#include "safeguards.h"
/* scriptfile handling */
static bool _script_running; ///< Script is running (used to abort execution when #ConReturn is encountered).
static uint _script_current_depth; ///< Depth of scripts running (used to abort execution when #ConReturn is encountered).
/** File list storage for the console, for caching the last 'ls' command. */
class ConsoleFileList : public FileList {
@@ -147,7 +147,7 @@ DEF_CONSOLE_HOOK(ConHookNeedNetwork)
}
/**
* Check whether we are in single player mode.
* Check whether we are in singleplayer mode.
* @return True when no network is active.
*/
DEF_CONSOLE_HOOK(ConHookNoNetwork)
@@ -960,10 +960,16 @@ DEF_CONSOLE_CMD(ConExec)
return true;
}
_script_running = true;
if (_script_current_depth == 11) {
IConsoleError("Maximum 'exec' depth reached; script A is calling script B is calling script C ... more than 10 times.");
return true;
}
_script_current_depth++;
uint script_depth = _script_current_depth;
char cmdline[ICON_CMDLN_SIZE];
while (_script_running && fgets(cmdline, sizeof(cmdline), script_file) != nullptr) {
while (fgets(cmdline, sizeof(cmdline), script_file) != nullptr) {
/* Remove newline characters from the executing script */
for (char *cmdptr = cmdline; *cmdptr != '\0'; cmdptr++) {
if (*cmdptr == '\n' || *cmdptr == '\r') {
@@ -972,13 +978,18 @@ DEF_CONSOLE_CMD(ConExec)
}
}
IConsoleCmdExec(cmdline);
/* Ensure that we are still on the same depth or that we returned via 'return'. */
assert(_script_current_depth == script_depth || _script_current_depth == script_depth - 1);
/* The 'return' command was executed. */
if (_script_current_depth == script_depth - 1) break;
}
if (ferror(script_file)) {
IConsoleError("Encountered error while trying to read from script file");
}
_script_running = false;
if (_script_current_depth == script_depth) _script_current_depth--;
FioFCloseFile(script_file);
return true;
}
@@ -990,7 +1001,7 @@ DEF_CONSOLE_CMD(ConReturn)
return true;
}
_script_running = false;
_script_current_depth--;
return true;
}
@@ -1248,13 +1259,14 @@ DEF_CONSOLE_CMD(ConReloadAI)
return true;
}
if (Company::IsHumanID(company_id)) {
/* In singleplayer mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */
if (Company::IsHumanID(company_id) || company_id == _local_company) {
IConsoleWarning("Company is not controlled by an AI.");
return true;
}
/* First kill the company of the AI, then start a new one. This should start the current AI again */
DoCommandP(0, CCA_DELETE | company_id << 16 | CRR_MANUAL << 24, 0,CMD_COMPANY_CTRL);
DoCommandP(0, CCA_DELETE | company_id << 16 | CRR_MANUAL << 24, 0, CMD_COMPANY_CTRL);
DoCommandP(0, CCA_NEW_AI | company_id << 16, 0, CMD_COMPANY_CTRL);
IConsolePrint(CC_DEFAULT, "AI reloaded.");
@@ -1285,6 +1297,7 @@ DEF_CONSOLE_CMD(ConStopAI)
return true;
}
/* In singleplayer mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */
if (Company::IsHumanID(company_id) || company_id == _local_company) {
IConsoleWarning("Company is not controlled by an AI.");
return true;
@@ -1338,7 +1351,9 @@ DEF_CONSOLE_CMD(ConRescanNewGRF)
return true;
}
ScanNewGRFFiles(nullptr);
if (!RequestNewGRFScan()) {
IConsoleWarning("NewGRF scanning is already running. Please wait until completed to run again.");
}
return true;
}
@@ -1407,46 +1422,80 @@ DEF_CONSOLE_CMD(ConAlias)
DEF_CONSOLE_CMD(ConScreenShot)
{
if (argc == 0) {
IConsoleHelp("Create a screenshot of the game. Usage: 'screenshot [big | giant | no_con | minimap] [file name]'");
IConsoleHelp("'big' makes a zoomed-in screenshot of the visible area, 'giant' makes a screenshot of the "
"whole map, 'no_con' hides the console to create the screenshot. 'big' or 'giant' "
"screenshots are always drawn without console. "
"'minimap' makes a top-viewed minimap screenshot of whole world which represents one tile by one pixel.");
IConsoleHelp("Create a screenshot of the game. Usage: 'screenshot [viewport | normal | big | giant | heightmap | minimap] [no_con] [size <width> <height>] [<filename>]'");
IConsoleHelp("'viewport' (default) makes a screenshot of the current viewport (including menus, windows, ..), "
"'normal' makes a screenshot of the visible area, "
"'big' makes a zoomed-in screenshot of the visible area, "
"'giant' makes a screenshot of the whole map, "
"'heightmap' makes a heightmap screenshot of the map that can be loaded in as heightmap, "
"'minimap' makes a top-viewed minimap screenshot of the whole world which represents one tile by one pixel. "
"'no_con' hides the console to create the screenshot (only useful in combination with 'viewport'). "
"'size' sets the width and height of the viewport to make a screenshot of (only useful in combination with 'normal' or 'big').");
return true;
}
if (argc > 3) return false;
if (argc > 7) return false;
ScreenshotType type = SC_VIEWPORT;
uint32 width = 0;
uint32 height = 0;
const char *name = nullptr;
uint32 arg_index = 1;
if (argc > 1) {
if (strcmp(argv[1], "big") == 0) {
/* screenshot big [filename] */
if (argc > arg_index) {
if (strcmp(argv[arg_index], "viewport") == 0) {
type = SC_VIEWPORT;
arg_index += 1;
} else if (strcmp(argv[arg_index], "normal") == 0) {
type = SC_DEFAULTZOOM;
arg_index += 1;
} else if (strcmp(argv[arg_index], "big") == 0) {
type = SC_ZOOMEDIN;
if (argc > 2) name = argv[2];
} else if (strcmp(argv[1], "giant") == 0) {
/* screenshot giant [filename] */
arg_index += 1;
} else if (strcmp(argv[arg_index], "giant") == 0) {
type = SC_WORLD;
if (argc > 2) name = argv[2];
} else if (strcmp(argv[1], "minimap") == 0) {
/* screenshot minimap [filename] */
arg_index += 1;
} else if (strcmp(argv[arg_index], "heightmap") == 0) {
type = SC_HEIGHTMAP;
arg_index += 1;
} else if (strcmp(argv[arg_index], "minimap") == 0) {
type = SC_MINIMAP;
if (argc > 2) name = argv[2];
} else if (strcmp(argv[1], "no_con") == 0) {
/* screenshot no_con [filename] */
IConsoleClose();
if (argc > 2) name = argv[2];
} else if (argc == 2) {
/* screenshot filename */
name = argv[1];
} else {
/* screenshot argv[1] argv[2] - invalid */
return false;
arg_index += 1;
}
}
MakeScreenshot(type, name);
if (argc > arg_index && strcmp(argv[arg_index], "no_con") == 0) {
if (type != SC_VIEWPORT) {
IConsoleError("'no_con' can only be used in combination with 'viewport'");
return true;
}
IConsoleClose();
arg_index += 1;
}
if (argc > arg_index + 2 && strcmp(argv[arg_index], "size") == 0) {
/* size <width> <height> */
if (type != SC_DEFAULTZOOM && type != SC_ZOOMEDIN) {
IConsoleError("'size' can only be used in combination with 'normal' or 'big'");
return true;
}
GetArgumentInteger(&width, argv[arg_index + 1]);
GetArgumentInteger(&height, argv[arg_index + 2]);
arg_index += 3;
}
if (argc > arg_index) {
/* Last parameter that was not one of the keywords must be the filename. */
name = argv[arg_index];
arg_index += 1;
}
if (argc > arg_index) {
/* We have parameters we did not process; means we misunderstood any of the above. */
return false;
}
MakeScreenshot(type, name, width, height);
return true;
}
@@ -1832,7 +1881,7 @@ DEF_CONSOLE_CMD(ConContent)
* to download every available package on BaNaNaS. This is not in
* the spirit of this service. Additionally, these few people were
* good for 70% of the consumed bandwidth of BaNaNaS. */
IConsolePrintF(CC_ERROR, "'select all' is no longer supported since 1.11");
IConsoleError("'select all' is no longer supported since 1.11");
} else {
_network_content_client.Select((ContentID)atoi(argv[2]));
}
@@ -2134,7 +2183,7 @@ static void ConDumpRoadTypes()
grfs.emplace(grfid, grf);
}
IConsolePrintF(CC_DEFAULT, " %02u %s %c%c%c%c, Flags: %c%c%c%c%c, GRF: %08X, %s",
(uint) rt,
(uint)rt,
RoadTypeIsTram(rt) ? "Tram" : "Road",
rti->label >> 24, rti->label >> 16, rti->label >> 8, rti->label,
HasBit(rti->flags, ROTF_CATENARY) ? 'c' : '-',
@@ -2172,7 +2221,7 @@ static void ConDumpRailTypes()
grfs.emplace(grfid, grf);
}
IConsolePrintF(CC_DEFAULT, " %02u %c%c%c%c, Flags: %c%c%c%c%c%c, GRF: %08X, %s",
(uint) rt,
(uint)rt,
rti->label >> 24, rti->label >> 16, rti->label >> 8, rti->label,
HasBit(rti->flags, RTF_CATENARY) ? 'c' : '-',
HasBit(rti->flags, RTF_NO_LEVEL_CROSSING) ? 'l' : '-',
@@ -2215,7 +2264,7 @@ static void ConDumpCargoTypes()
grfs.emplace(grfid, grf);
}
IConsolePrintF(CC_DEFAULT, " %02u Bit: %2u, Label: %c%c%c%c, Callback mask: 0x%02X, Cargo class: %c%c%c%c%c%c%c%c%c%c%c, GRF: %08X, %s",
(uint) i,
(uint)i,
spec->bitnum,
spec->label >> 24, spec->label >> 16, spec->label >> 8, spec->label,
spec->callback_mask,

View File

@@ -26,3 +26,25 @@ Dimension maxdim(const Dimension &d1, const Dimension &d2)
d.height = std::max(d1.height, d2.height);
return d;
}
/**
* Compute the bounding rectangle around two rectangles.
* @param r1 First rectangle.
* @param r2 Second rectangle.
* @return The bounding rectangle, the smallest rectangle that contains both arguments.
*/
Rect BoundingRect(const Rect &r1, const Rect &r2)
{
/* If either the first or the second is empty, return the other. */
if (IsEmptyRect(r1)) return r2;
if (IsEmptyRect(r2)) return r1;
Rect r;
r.top = std::min(r1.top, r2.top);
r.bottom = std::max(r1.bottom, r2.bottom);
r.left = std::min(r1.left, r2.left);
r.right = std::max(r1.right, r2.right);
return r;
}

View File

@@ -14,4 +14,16 @@
Dimension maxdim(const Dimension &d1, const Dimension &d2);
/**
* Check if a rectangle is empty.
* @param r Rectangle to check.
* @return True if and only if the rectangle doesn't define space.
*/
static inline bool IsEmptyRect(const Rect &r)
{
return (r.left | r.top | r.right | r.bottom) == 0;
}
Rect BoundingRect(const Rect &r1, const Rect &r2);
#endif /* GEOMETRY_FUNC_HPP */

View File

@@ -82,7 +82,7 @@ struct Pool : PoolBase {
/* Ensure Tmax_size is within the bounds of Tindex. */
static_assert((uint64)(Tmax_size - 1) >> 8 * sizeof(Tindex) == 0);
static const size_t MAX_SIZE = Tmax_size; ///< Make template parameter accessible from outside
static constexpr size_t MAX_SIZE = Tmax_size; ///< Make template parameter accessible from outside
const char * const name; ///< Name of this pool

View File

@@ -114,6 +114,12 @@ public:
*/
static void InitialiseCrashLog();
/**
* Prepare crash log handler for a newly started thread.
* @note must be implemented by all implementers of CrashLog.
*/
static void InitThread();
static void SetErrorMessage(const char *message);
static void AfterCrashLogCleanup();
};

View File

@@ -66,6 +66,8 @@ static const CurrencySpec origin_currency_specs[CURRENCY_END] = {
{ 8, "", CF_NOEURO, u8"\u00a5", "", 0, STR_GAME_OPTIONS_CURRENCY_CNY }, ///< chinese renminbi
{ 10, "", CF_NOEURO, "HKD" NBSP, "", 0, STR_GAME_OPTIONS_CURRENCY_HKD }, ///< hong kong dollar
{ 90, "", CF_NOEURO, u8"\u20b9", "", 0, STR_GAME_OPTIONS_CURRENCY_INR }, ///< Indian Rupee
{ 19, "", CF_NOEURO, "Rp", "", 0, STR_GAME_OPTIONS_CURRENCY_IDR }, ///< Indonesian Rupiah
{ 5, "", CF_NOEURO, "RM", "", 0, STR_GAME_OPTIONS_CURRENCY_MYR }, ///< Malaysian Ringgit
};
/** Array of currencies used by the system */

View File

@@ -11,6 +11,7 @@
#define CURRENCY_H
#include "date_type.h"
#include "string_func.h"
#include "strings_type.h"
static const int CF_NOEURO = 0; ///< Currency never switches to the Euro (as far as known).
@@ -62,6 +63,8 @@ enum Currencies {
CURRENCY_CNY, ///< Chinese Renminbi
CURRENCY_HKD, ///< Hong Kong Dollar
CURRENCY_INR, ///< Indian Rupee
CURRENCY_IDR, ///< Indonesian Rupiah
CURRENCY_MYR, ///< Malaysian Ringgit
CURRENCY_END, ///< always the last item
};
@@ -83,6 +86,15 @@ struct CurrencySpec {
*/
byte symbol_pos;
StringID name;
CurrencySpec() = default;
CurrencySpec(uint16 rate, const char *separator, Year to_euro, const char *prefix, const char *suffix, byte symbol_pos, StringID name) : rate(rate), to_euro(to_euro), symbol_pos(symbol_pos), name(name)
{
strecpy(this->separator, separator, lastof(this->separator));
strecpy(this->prefix, prefix, lastof(this->prefix));
strecpy(this->suffix, suffix, lastof(this->suffix));
}
};
extern CurrencySpec _currency_specs[CURRENCY_END];

View File

@@ -19,6 +19,7 @@
#include "linkgraph/linkgraph.h"
#include "saveload/saveload.h"
#include "newgrf_profiling.h"
#include "widgets/statusbar_widget.h"
#include "safeguards.h"
@@ -255,7 +256,7 @@ static void OnNewDay()
DisasterDailyLoop();
IndustryDailyLoop();
SetWindowWidgetDirty(WC_STATUS_BAR, 0, 0);
SetWindowWidgetDirty(WC_STATUS_BAR, 0, WID_S_LEFT);
EnginesDailyLoop();
/* Refresh after possible snowline change */

View File

@@ -45,8 +45,6 @@ int _debug_console_level;
int _debug_random_level;
#endif
uint32 _realtime_tick = 0;
struct DebugLevel {
const char *name;
int *level;
@@ -134,7 +132,7 @@ static void debug_print(const char *dbg, const char *buf)
char buffer[512];
seprintf(buffer, lastof(buffer), "%sdbg: [%s] %s\n", GetLogPrefix(), dbg, buf);
#if defined(_WIN32)
TCHAR system_buf[512];
wchar_t system_buf[512];
convert_to_fs(buffer, system_buf, lengthof(system_buf), true);
_fputts(system_buf, stderr);
#else

View File

@@ -121,7 +121,4 @@ void CDECL ShowInfoF(const char *str, ...) WARN_FORMAT(1, 2);
const char *GetLogPrefix();
/** The real time in the game. */
extern uint32 _realtime_tick;
#endif /* DEBUG_H */

View File

@@ -294,6 +294,7 @@ struct DepotWindow : Window {
~DepotWindow()
{
DeleteWindowById(WC_BUILD_VEHICLE, this->window_number);
DeleteWindowById(GetWindowClassForVehicleType(this->type), VehicleListIdentifier(VL_DEPOT_LIST, this->type, this->owner, this->GetDepotIndex()).Pack(), false);
OrderBackup::Reset(this->window_number);
}
@@ -423,10 +424,8 @@ struct DepotWindow : Window {
{
if (widget != WID_D_CAPTION) return;
/* locate the depot struct */
TileIndex tile = this->window_number;
SetDParam(0, this->type);
SetDParam(1, (this->type == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotIndex(tile));
SetDParam(1, this->GetDepotIndex());
}
struct GetDepotVehiclePtData {
@@ -809,11 +808,8 @@ struct DepotWindow : Window {
case WID_D_SELL_ALL:
/* Only open the confirmation window if there are anything to sell */
if (this->vehicle_list.size() != 0 || this->wagon_list.size() != 0) {
TileIndex tile = this->window_number;
byte vehtype = this->type;
SetDParam(0, vehtype);
SetDParam(1, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotIndex(tile));
SetDParam(0, this->type);
SetDParam(1, this->GetDepotIndex());
ShowQuery(
STR_DEPOT_CAPTION,
STR_DEPOT_SELL_CONFIRMATION_TEXT,
@@ -839,7 +835,7 @@ struct DepotWindow : Window {
if (str == nullptr) return;
/* Do depot renaming */
DoCommandP(0, GetDepotIndex(this->window_number), 0, CMD_RENAME_DEPOT | CMD_MSG(STR_ERROR_CAN_T_RENAME_DEPOT), nullptr, str);
DoCommandP(0, this->GetDepotIndex(), 0, CMD_RENAME_DEPOT | CMD_MSG(STR_ERROR_CAN_T_RENAME_DEPOT), nullptr, str);
}
bool OnRightClick(Point pt, int widget) override
@@ -1076,6 +1072,16 @@ struct DepotWindow : Window {
return ES_NOT_HANDLED;
}
/**
* Gets the DepotID of the current window.
* In the case of airports, this is the station ID.
* @return Depot or station ID of this window.
*/
inline uint16 GetDepotIndex() const
{
return (this->type == VEH_AIRCRAFT) ? ::GetStationIndex(this->window_number) : ::GetDepotIndex(this->window_number);
}
};
static void DepotSellAllConfirmationCallback(Window *win, bool confirmed)

View File

@@ -456,7 +456,7 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
DestructIndustry(i);
SetDParam(0, i->town->index);
AddTileNewsItem(news_message, NT_ACCIDENT, v->dest_tile);
AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index);
if (_settings_client.sound.disaster) SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
}
} else if (v->current_order.GetDestination() == 0) {

View File

@@ -42,13 +42,13 @@ void CcBuildDocks(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p
{
if (result.Failed()) return;
if (_settings_client.sound.confirm) SndPlayTileFx(SND_02_SPLAT_WATER, tile);
if (_settings_client.sound.confirm) SndPlayTileFx(SND_02_CONSTRUCTION_WATER, tile);
if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace();
}
void CcPlaySound_SPLAT_WATER(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2, uint32 cmd)
void CcPlaySound_CONSTRUCTION_WATER(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2, uint32 cmd)
{
if (result.Succeeded() && _settings_client.sound.confirm) SndPlayTileFx(SND_02_SPLAT_WATER, tile);
if (result.Succeeded() && _settings_client.sound.confirm) SndPlayTileFx(SND_02_CONSTRUCTION_WATER, tile);
}
@@ -244,10 +244,10 @@ struct BuildDocksToolbarWindow : Window {
GUIPlaceProcDragXY(select_proc, start_tile, end_tile);
break;
case DDSP_CREATE_WATER:
DoCommandP(end_tile, start_tile, (_game_mode == GM_EDITOR && _ctrl_pressed) ? WATER_CLASS_SEA : WATER_CLASS_CANAL, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_BUILD_CANALS), CcPlaySound_SPLAT_WATER);
DoCommandP(end_tile, start_tile, (_game_mode == GM_EDITOR && _ctrl_pressed) ? WATER_CLASS_SEA : WATER_CLASS_CANAL, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_BUILD_CANALS), CcPlaySound_CONSTRUCTION_WATER);
break;
case DDSP_CREATE_RIVER:
DoCommandP(end_tile, start_tile, WATER_CLASS_RIVER, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_PLACE_RIVERS), CcPlaySound_SPLAT_WATER);
DoCommandP(end_tile, start_tile, WATER_CLASS_RIVER, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_PLACE_RIVERS), CcPlaySound_CONSTRUCTION_WATER);
break;
default: break;

View File

@@ -9,10 +9,12 @@
#include "stdafx.h"
#include "debug.h"
#include "error.h"
#include "sound/sound_driver.hpp"
#include "music/music_driver.hpp"
#include "video/video_driver.hpp"
#include "string_func.h"
#include "table/strings.h"
#include <string>
#include <sstream>
@@ -111,6 +113,8 @@ bool DriverFactoryBase::SelectDriverImpl(const std::string &name, Driver::Type t
if (d->type != type) continue;
if (d->priority != priority) continue;
if (type == Driver::DT_VIDEO && !_video_hw_accel && d->UsesHardwareAcceleration()) continue;
Driver *oldd = *GetActiveDriver(type);
Driver *newd = d->CreateInstance();
*GetActiveDriver(type) = newd;
@@ -125,6 +129,12 @@ bool DriverFactoryBase::SelectDriverImpl(const std::string &name, Driver::Type t
*GetActiveDriver(type) = oldd;
DEBUG(driver, 1, "Probing %s driver '%s' failed with error: %s", GetDriverTypeName(type), d->name, err);
delete newd;
if (type == Driver::DT_VIDEO && _video_hw_accel && d->UsesHardwareAcceleration()) {
_video_hw_accel = false;
ErrorMessageData msg(STR_VIDEO_DRIVER_ERROR, STR_VIDEO_DRIVER_ERROR_NO_HARDWARE_ACCELERATION);
ScheduleErrorMessage(msg);
}
}
}
usererror("Couldn't find any suitable %s driver", GetDriverTypeName(type));
@@ -211,8 +221,9 @@ DriverFactoryBase::DriverFactoryBase(Driver::Type type, int priority, const char
strecpy(buf, GetDriverTypeName(type), lastof(buf));
strecpy(buf + 5, name, lastof(buf));
std::pair<Drivers::iterator, bool> P = GetDrivers().insert(Drivers::value_type(buf, this));
assert(P.second);
Drivers &drivers = GetDrivers();
assert(drivers.find(buf) == drivers.end());
drivers.insert(Drivers::value_type(buf, this));
}
/**

View File

@@ -107,6 +107,15 @@ protected:
virtual ~DriverFactoryBase();
/**
* Does the driver use hardware acceleration (video-drivers only).
* @return True if the driver uses hardware acceleration.
*/
virtual bool UsesHardwareAcceleration() const
{
return false;
}
public:
/**
* Shuts down all active drivers

View File

@@ -289,7 +289,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
if (_networking) NetworkClientsToSpectators(old_owner);
if (old_owner == _local_company) {
/* Single player cheated to AI company.
* There are no spectators in single player, so we must pick some other company. */
* There are no spectators in singleplayer mode, so we must pick some other company. */
assert(!_networking);
Backup<CompanyID> cur_company2(_current_company, FILE_LINE);
for (const Company *c : Company::Iterate()) {
@@ -605,7 +605,7 @@ static void CompanyCheckBankrupt(Company *c)
default:
case 10: {
if (!_networking && _local_company == c->index) {
/* If we are in offline mode, leave the company playing. Eg. there
/* If we are in singleplayer mode, leave the company playing. Eg. there
* is no THE-END, otherwise mark the client as spectator to make sure
* he/she is no long in control of this company. However... when you
* join another company (cheat) the "unowned" company can bankrupt. */
@@ -2114,7 +2114,7 @@ CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
/* Disable takeovers when not asked */
if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
/* Disable taking over the local company in single player */
/* Disable taking over the local company in singleplayer mode */
if (!_networking && _local_company == c->index) return CMD_ERROR;
/* Do not allow companies to take over themselves */

View File

@@ -499,7 +499,7 @@ static bool BubbleTick(EffectVehicle *v)
if (b->y == 4 && b->x == 1) {
if (v->z_pos > 180 || Chance16I(1, 96, Random())) {
v->spritenum = 5;
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_2F_POP, v);
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_2F_BUBBLE_GENERATOR_FAIL, v);
}
anim_state = 0;
}
@@ -508,7 +508,7 @@ static bool BubbleTick(EffectVehicle *v)
TileIndex tile;
anim_state++;
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_31_EXTRACT, v);
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_31_BUBBLE_GENERATOR_SUCCESS, v);
tile = TileVirtXY(v->x_pos, v->y_pos);
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == GFX_BUBBLE_CATCHER) AddAnimatedTile(tile);

View File

@@ -124,6 +124,9 @@ static TrackBits GetRailTrackBitsUniversal(TileIndex t, byte *override)
*/
static TrackBits MaskWireBits(TileIndex t, TrackBits tracks)
{
/* Single track bits are never masked out. */
if (likely(HasAtMostOneBit(tracks))) return tracks;
if (!IsPlainRailTile(t)) return tracks;
TrackdirBits neighbour_tdb = TRACKDIR_BIT_NONE;

View File

@@ -549,6 +549,7 @@ void SetupEngines()
* in any case, and we just cleaned the pool. */
assert(Engine::CanAllocateItem());
const Engine *e = new Engine(eid.type, eid.internal_id);
(void)e; // assert only
assert(e->index == index);
index++;
}
@@ -721,11 +722,9 @@ static void EnableEngineForCompany(EngineID eid, CompanyID company)
SetBit(e->company_avail, company);
if (e->type == VEH_TRAIN) {
assert(e->u.rail.railtype < RAILTYPE_END);
c->avail_railtypes = AddDateIntroducedRailTypes(c->avail_railtypes | GetRailTypeInfo(e->u.rail.railtype)->introduces_railtypes, _date);
c->avail_railtypes = GetCompanyRailtypes(c->index);
} else if (e->type == VEH_ROAD) {
assert(e->u.road.roadtype < ROADTYPE_END);
c->avail_roadtypes = AddDateIntroducedRoadTypes(c->avail_roadtypes | GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes, _date);
c->avail_roadtypes = GetCompanyRoadTypes(c->index);
}
if (company == _local_company) {
@@ -747,8 +746,14 @@ static void EnableEngineForCompany(EngineID eid, CompanyID company)
static void DisableEngineForCompany(EngineID eid, CompanyID company)
{
Engine *e = Engine::Get(eid);
Company *c = Company::Get(company);
ClrBit(e->company_avail, company);
if (e->type == VEH_TRAIN) {
c->avail_railtypes = GetCompanyRailtypes(c->index);
} else if (e->type == VEH_ROAD) {
c->avail_roadtypes = GetCompanyRoadTypes(c->index);
}
if (company == _local_company) {
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
@@ -997,8 +1002,7 @@ static void NewVehicleAvailable(Engine *e)
if (e->type == VEH_TRAIN) {
/* maybe make another rail type available */
RailType railtype = e->u.rail.railtype;
assert(railtype < RAILTYPE_END);
assert(e->u.rail.railtype < RAILTYPE_END);
for (Company *c : Company::Iterate()) c->avail_railtypes = AddDateIntroducedRailTypes(c->avail_railtypes | GetRailTypeInfo(e->u.rail.railtype)->introduces_railtypes, _date);
} else if (e->type == VEH_ROAD) {
/* maybe make another road type available */

View File

@@ -396,6 +396,7 @@ void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel
bool no_timeout = wl == WL_CRITICAL;
if (_game_mode == GM_BOOTSTRAP) return;
if (_settings_client.gui.errmsg_duration == 0 && !no_timeout) return;
ErrorMessageData data(summary_msg, detailed_msg, no_timeout ? 0 : _settings_client.gui.errmsg_duration, x, y, textref_stack_grffile, textref_stack_size, textref_stack);

View File

@@ -340,7 +340,7 @@ std::string FioFindDirectory(Subdirectory subdir)
static FILE *FioFOpenFileSp(const std::string &filename, const char *mode, Searchpath sp, Subdirectory subdir, size_t *filesize)
{
#if defined(_WIN32) && defined(UNICODE)
#if defined(_WIN32)
/* fopen is implemented as a define with ellipses for
* Unicode support (prepend an L). As we are not sending
* a string, but a variable, it 'renames' the variable,
@@ -429,6 +429,9 @@ FILE *FioFOpenFile(const std::string &filename, const char *mode, Subdirectory s
if (token == "..") {
if (tokens.size() < 2) return nullptr;
tokens.pop_back();
} else if (token == ".") {
/* Do nothing. "." means current folder, but you can create tar files with "." in the path.
* This confuses our file resolver. So, act like this folder doesn't exist. */
} else {
tokens.push_back(token);
}

View File

@@ -107,14 +107,14 @@ DECLARE_ENUM_AS_BIT_SET(TarScanner::Mode)
struct DIR;
struct dirent { // XXX - only d_name implemented
TCHAR *d_name; // name of found file
wchar_t *d_name; // name of found file
/* little hack which will point to parent DIR struct which will
* save us a call to GetFileAttributes if we want information
* about the file (for example in function fio_bla) */
DIR *dir;
};
DIR *opendir(const TCHAR *path);
DIR *opendir(const wchar_t *path);
struct dirent *readdir(DIR *d);
int closedir(DIR *d);
#else

View File

@@ -17,6 +17,7 @@
#include "network/network_content.h"
#include "screenshot.h"
#include "string_func.h"
#include "strings_func.h"
#include "tar_type.h"
#include <sys/stat.h>
#include <functional>
@@ -376,7 +377,8 @@ static void FiosGetFileList(SaveLoadOperation fop, fios_getlist_callback_proc *c
fios->type = FIOS_TYPE_PARENT;
fios->mtime = 0;
strecpy(fios->name, "..", lastof(fios->name));
strecpy(fios->title, ".. (Parent directory)", lastof(fios->title));
SetDParamStr(0, "..");
GetString(fios->title, STR_SAVELOAD_PARENT_DIRECTORY, lastof(fios->title));
}
/* Show subdirectories */
@@ -392,7 +394,9 @@ static void FiosGetFileList(SaveLoadOperation fop, fios_getlist_callback_proc *c
fios->type = FIOS_TYPE_DIR;
fios->mtime = 0;
strecpy(fios->name, d_name, lastof(fios->name));
seprintf(fios->title, lastof(fios->title), "%s" PATHSEP " (Directory)", d_name);
std::string dirname = std::string(d_name) + PATHSEP;
SetDParamStr(0, dirname.c_str());
GetString(fios->title, STR_SAVELOAD_DIRECTORY, lastof(fios->title));
str_validate(fios->title, lastof(fios->title));
}
}

View File

@@ -9,6 +9,7 @@
#include "stdafx.h"
#include "fontcache.h"
#include "fontcache_internal.h"
#include "fontdetection.h"
#include "blitter/factory.hpp"
#include "core/math_func.hpp"
@@ -31,6 +32,8 @@ static const int ASCII_LETTERSTART = 32; ///< First printable ASCII letter.
static const int _default_font_height[FS_END] = {10, 6, 18, 10};
static const int _default_font_ascender[FS_END] = { 8, 5, 15, 8};
FreeTypeSettings _freetype;
/**
* Create a new font cache.
* @param fs The size of the font.
@@ -52,6 +55,11 @@ FontCache::~FontCache()
Layouter::ResetFontCache(this->fs);
}
int FontCache::GetDefaultFontHeight(FontSize fs)
{
return _default_font_height[fs];
}
/**
* Get height of a character for a given font size.
@@ -197,66 +205,6 @@ bool SpriteFontCache::GetDrawGlyphShadow()
/* static */ FontCache *FontCache::caches[FS_END] = { new SpriteFontCache(FS_NORMAL), new SpriteFontCache(FS_SMALL), new SpriteFontCache(FS_LARGE), new SpriteFontCache(FS_MONO) };
#if defined(WITH_FREETYPE) || defined(_WIN32)
FreeTypeSettings _freetype;
static const int MAX_FONT_SIZE = 72; ///< Maximum font size.
static const byte FACE_COLOUR = 1;
static const byte SHADOW_COLOUR = 2;
/** Font cache for fonts that are based on a TrueType font. */
class TrueTypeFontCache : public FontCache {
protected:
int req_size; ///< Requested font size.
int used_size; ///< Used font size.
typedef SmallMap<uint32, std::pair<size_t, const void*> > FontTable; ///< Table with font table cache
FontTable font_tables; ///< Cached font tables.
/** Container for information about a glyph. */
struct GlyphEntry {
Sprite *sprite; ///< The loaded sprite.
byte width; ///< The width of the glyph.
bool duplicate; ///< Whether this glyph entry is a duplicate, i.e. may this be freed?
};
/**
* The glyph cache. This is structured to reduce memory consumption.
* 1) There is a 'segment' table for each font size.
* 2) Each segment table is a discrete block of characters.
* 3) Each block contains 256 (aligned) characters sequential characters.
*
* The cache is accessed in the following way:
* For character 0x0041 ('A'): glyph_to_sprite[0x00][0x41]
* For character 0x20AC (Euro): glyph_to_sprite[0x20][0xAC]
*
* Currently only 256 segments are allocated, "limiting" us to 65536 characters.
* This can be simply changed in the two functions Get & SetGlyphPtr.
*/
GlyphEntry **glyph_to_sprite;
GlyphEntry *GetGlyphPtr(GlyphID key);
void SetGlyphPtr(GlyphID key, const GlyphEntry *glyph, bool duplicate = false);
virtual const void *InternalGetFontTable(uint32 tag, size_t &length) = 0;
virtual const Sprite *InternalGetGlyph(GlyphID key, bool aa) = 0;
public:
TrueTypeFontCache(FontSize fs, int pixels);
virtual ~TrueTypeFontCache();
virtual int GetFontSize() const { return this->used_size; }
virtual SpriteID GetUnicodeGlyph(WChar key) { return this->parent->GetUnicodeGlyph(key); }
virtual void SetUnicodeGlyph(WChar key, SpriteID sprite) { this->parent->SetUnicodeGlyph(key, sprite); }
virtual void InitializeUnicodeGlyphMap() { this->parent->InitializeUnicodeGlyphMap(); }
virtual const Sprite *GetGlyph(GlyphID key);
virtual const void *GetFontTable(uint32 tag, size_t &length);
virtual void ClearFontCache();
virtual uint GetGlyphWidth(GlyphID key);
virtual bool GetDrawGlyphShadow();
virtual bool IsBuiltInFont() { return false; }
};
/**
* Create a new TrueTypeFontCache.
@@ -329,17 +277,12 @@ void TrueTypeFontCache::SetGlyphPtr(GlyphID key, const GlyphEntry *glyph, bool d
this->glyph_to_sprite[GB(key, 8, 8)][GB(key, 0, 8)].duplicate = duplicate;
}
static void *AllocateFont(size_t size)
{
return MallocT<byte>(size);
}
/* Check if a glyph should be rendered with anti-aliasing. */
static bool GetFontAAState(FontSize size)
static bool GetFontAAState(FontSize size, bool check_blitter = true)
{
/* AA is only supported for 32 bpp */
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 32) return false;
if (check_blitter && BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 32) return false;
switch (size) {
default: NOT_REACHED();
@@ -403,10 +346,11 @@ const Sprite *TrueTypeFontCache::GetGlyph(GlyphID key)
0, // x_offs
0, // y_offs
ST_FONT,
SCC_PAL,
builtin_questionmark_data
};
Sprite *spr = BlitterFactory::GetCurrentBlitter()->Encode(&builtin_questionmark, AllocateFont);
Sprite *spr = BlitterFactory::GetCurrentBlitter()->Encode(&builtin_questionmark, SimpleSpriteAlloc);
assert(spr != nullptr);
GlyphEntry new_glyph;
new_glyph.sprite = spr;
@@ -492,7 +436,7 @@ void FreeTypeFontCache::SetFontSize(FontSize fs, FT_Face face, int pixels)
/* Font height is minimum height plus the difference between the default
* height for this font size and the small size. */
int diff = scaled_height - ScaleFontTrad(_default_font_height[FS_SMALL]);
pixels = Clamp(std::min<uint>(head->Lowest_Rec_PPEM, 20u) + diff, scaled_height, MAX_FONT_SIZE);
pixels = Clamp(std::min<uint>(head->Lowest_Rec_PPEM, MAX_FONT_MIN_REC_SIZE) + diff, scaled_height, MAX_FONT_SIZE);
}
} else {
pixels = ScaleFontTrad(pixels);
@@ -660,12 +604,13 @@ const Sprite *FreeTypeFontCache::InternalGetGlyph(GlyphID key, bool aa)
uint height = std::max(1U, (uint)slot->bitmap.rows + (this->fs == FS_NORMAL));
/* Limit glyph size to prevent overflows later on. */
if (width > 256 || height > 256) usererror("Font glyph is too large");
if (width > MAX_GLYPH_DIM || height > MAX_GLYPH_DIM) usererror("Font glyph is too large");
/* FreeType has rendered the glyph, now we allocate a sprite and copy the image into it */
SpriteLoader::Sprite sprite;
sprite.AllocateData(ZOOM_LVL_NORMAL, width * height);
sprite.type = ST_FONT;
sprite.colours = (aa ? SCC_PAL | SCC_ALPHA : SCC_PAL);
sprite.width = width;
sprite.height = height;
sprite.x_offs = slot->bitmap_left;
@@ -693,7 +638,7 @@ const Sprite *FreeTypeFontCache::InternalGetGlyph(GlyphID key, bool aa)
}
GlyphEntry new_glyph;
new_glyph.sprite = BlitterFactory::GetCurrentBlitter()->Encode(&sprite, AllocateFont);
new_glyph.sprite = BlitterFactory::GetCurrentBlitter()->Encode(&sprite, SimpleSpriteAlloc);
new_glyph.width = slot->advance.x >> 6;
this->SetGlyphPtr(key, &new_glyph);
@@ -728,337 +673,8 @@ const void *FreeTypeFontCache::InternalGetFontTable(uint32 tag, size_t &length)
length = len;
return result;
}
#elif defined(_WIN32)
#include "os/windows/win32.h"
#ifndef ANTIALIASED_QUALITY
#define ANTIALIASED_QUALITY 4
#endif
/** Font cache for fonts that are based on a Win32 font. */
class Win32FontCache : public TrueTypeFontCache {
private:
LOGFONT logfont; ///< Logical font information for selecting the font face.
HFONT font = nullptr; ///< The font face associated with this font.
HDC dc = nullptr; ///< Cached GDI device context.
HGDIOBJ old_font; ///< Old font selected into the GDI context.
SIZE glyph_size; ///< Maximum size of regular glyphs.
void SetFontSize(FontSize fs, int pixels);
virtual const void *InternalGetFontTable(uint32 tag, size_t &length);
virtual const Sprite *InternalGetGlyph(GlyphID key, bool aa);
public:
Win32FontCache(FontSize fs, const LOGFONT &logfont, int pixels);
~Win32FontCache();
virtual void ClearFontCache();
virtual GlyphID MapCharToGlyph(WChar key);
virtual const char *GetFontName() { return WIDE_TO_MB(this->logfont.lfFaceName); }
virtual bool IsBuiltInFont() { return false; }
virtual void *GetOSHandle() { return &this->logfont; }
};
/**
* Create a new Win32FontCache.
* @param fs The font size that is going to be cached.
* @param logfont The font that has to be loaded.
* @param pixels The number of pixels this font should be high.
*/
Win32FontCache::Win32FontCache(FontSize fs, const LOGFONT &logfont, int pixels) : TrueTypeFontCache(fs, pixels), logfont(logfont)
{
this->dc = CreateCompatibleDC(nullptr);
this->SetFontSize(fs, pixels);
}
Win32FontCache::~Win32FontCache()
{
this->ClearFontCache();
DeleteDC(this->dc);
DeleteObject(this->font);
}
void Win32FontCache::SetFontSize(FontSize fs, int pixels)
{
if (pixels == 0) {
/* Try to determine a good height based on the minimal height recommended by the font. */
int scaled_height = ScaleFontTrad(_default_font_height[this->fs]);
pixels = scaled_height;
HFONT temp = CreateFontIndirect(&this->logfont);
if (temp != nullptr) {
HGDIOBJ old = SelectObject(this->dc, temp);
UINT size = GetOutlineTextMetrics(this->dc, 0, nullptr);
LPOUTLINETEXTMETRIC otm = (LPOUTLINETEXTMETRIC)AllocaM(BYTE, size);
GetOutlineTextMetrics(this->dc, size, otm);
/* Font height is minimum height plus the difference between the default
* height for this font size and the small size. */
int diff = scaled_height - ScaleFontTrad(_default_font_height[FS_SMALL]);
pixels = Clamp(std::min(otm->otmusMinimumPPEM, 20u) + diff, scaled_height, MAX_FONT_SIZE);
SelectObject(dc, old);
DeleteObject(temp);
}
} else {
pixels = ScaleFontTrad(pixels);
}
this->used_size = pixels;
/* Create GDI font handle. */
this->logfont.lfHeight = -pixels;
this->logfont.lfWidth = 0;
this->logfont.lfOutPrecision = ANTIALIASED_QUALITY;
if (this->font != nullptr) {
SelectObject(dc, this->old_font);
DeleteObject(this->font);
}
this->font = CreateFontIndirect(&this->logfont);
this->old_font = SelectObject(this->dc, this->font);
/* Query the font metrics we needed. */
UINT otmSize = GetOutlineTextMetrics(this->dc, 0, nullptr);
POUTLINETEXTMETRIC otm = (POUTLINETEXTMETRIC)AllocaM(BYTE, otmSize);
GetOutlineTextMetrics(this->dc, otmSize, otm);
this->units_per_em = otm->otmEMSquare;
this->ascender = otm->otmTextMetrics.tmAscent;
this->descender = otm->otmTextMetrics.tmDescent;
this->height = this->ascender + this->descender;
this->glyph_size.cx = otm->otmTextMetrics.tmMaxCharWidth;
this->glyph_size.cy = otm->otmTextMetrics.tmHeight;
DEBUG(freetype, 2, "Loaded font '%s' with size %d", FS2OTTD((LPTSTR)((BYTE *)otm + (ptrdiff_t)otm->otmpFullName)), pixels);
}
/**
* Reset cached glyphs.
*/
void Win32FontCache::ClearFontCache()
{
/* GUI scaling might have changed, determine font size anew if it was automatically selected. */
if (this->font != nullptr) this->SetFontSize(this->fs, this->req_size);
this->TrueTypeFontCache::ClearFontCache();
}
/* virtual */ const Sprite *Win32FontCache::InternalGetGlyph(GlyphID key, bool aa)
{
GLYPHMETRICS gm;
MAT2 mat = { {0, 1}, {0, 0}, {0, 0}, {0, 1} };
/* Make a guess for the needed memory size. */
DWORD size = this->glyph_size.cy * Align(aa ? this->glyph_size.cx : std::max(this->glyph_size.cx / 8l, 1l), 4); // Bitmap data is DWORD-aligned rows.
byte *bmp = AllocaM(byte, size);
size = GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, size, bmp, &mat);
if (size == GDI_ERROR) {
/* No dice with the guess. First query size of needed glyph memory, then allocate the
* memory and query again. This dance is necessary as some glyphs will only render with
* the exact matching size; e.g. the space glyph has no pixels and must be requested
* with size == 0, anything else fails. Unfortunately, a failed call doesn't return any
* info about the size and thus the triple GetGlyphOutline()-call. */
size = GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, 0, nullptr, &mat);
if (size == GDI_ERROR) usererror("Unable to render font glyph");
bmp = AllocaM(byte, size);
GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, size, bmp, &mat);
}
/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel. */
uint width = std::max(1U, (uint)gm.gmBlackBoxX + (this->fs == FS_NORMAL));
uint height = std::max(1U, (uint)gm.gmBlackBoxY + (this->fs == FS_NORMAL));
/* Limit glyph size to prevent overflows later on. */
if (width > 256 || height > 256) usererror("Font glyph is too large");
/* GDI has rendered the glyph, now we allocate a sprite and copy the image into it. */
SpriteLoader::Sprite sprite;
sprite.AllocateData(ZOOM_LVL_NORMAL, width * height);
sprite.type = ST_FONT;
sprite.width = width;
sprite.height = height;
sprite.x_offs = gm.gmptGlyphOrigin.x;
sprite.y_offs = this->ascender - gm.gmptGlyphOrigin.y;
if (size > 0) {
/* All pixel data returned by GDI is in the form of DWORD-aligned rows.
* For a non anti-aliased glyph, the returned bitmap has one bit per pixel.
* For anti-aliased rendering, GDI uses the strange value range of 0 to 64,
* inclusively. To map this to 0 to 255, we shift left by two and then
* subtract one. */
uint pitch = Align(aa ? gm.gmBlackBoxX : std::max(gm.gmBlackBoxX / 8u, 1u), 4);
/* Draw shadow for medium size. */
if (this->fs == FS_NORMAL && !aa) {
for (uint y = 0; y < gm.gmBlackBoxY; y++) {
for (uint x = 0; x < gm.gmBlackBoxX; x++) {
if (aa ? (bmp[x + y * pitch] > 0) : HasBit(bmp[(x / 8) + y * pitch], 7 - (x % 8))) {
sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR;
sprite.data[1 + x + (1 + y) * sprite.width].a = aa ? (bmp[x + y * pitch] << 2) - 1 : 0xFF;
}
}
}
}
for (uint y = 0; y < gm.gmBlackBoxY; y++) {
for (uint x = 0; x < gm.gmBlackBoxX; x++) {
if (aa ? (bmp[x + y * pitch] > 0) : HasBit(bmp[(x / 8) + y * pitch], 7 - (x % 8))) {
sprite.data[x + y * sprite.width].m = FACE_COLOUR;
sprite.data[x + y * sprite.width].a = aa ? (bmp[x + y * pitch] << 2) - 1 : 0xFF;
}
}
}
}
GlyphEntry new_glyph;
new_glyph.sprite = BlitterFactory::GetCurrentBlitter()->Encode(&sprite, AllocateFont);
new_glyph.width = gm.gmCellIncX;
this->SetGlyphPtr(key, &new_glyph);
return new_glyph.sprite;
}
/* virtual */ GlyphID Win32FontCache::MapCharToGlyph(WChar key)
{
assert(IsPrintable(key));
if (key >= SCC_SPRITE_START && key <= SCC_SPRITE_END) {
return this->parent->MapCharToGlyph(key);
}
/* Convert characters outside of the BMP into surrogate pairs. */
WCHAR chars[2];
if (key >= 0x010000U) {
chars[0] = (WCHAR)(((key - 0x010000U) >> 10) + 0xD800);
chars[1] = (WCHAR)(((key - 0x010000U) & 0x3FF) + 0xDC00);
} else {
chars[0] = (WCHAR)(key & 0xFFFF);
}
WORD glyphs[2] = {0, 0};
GetGlyphIndicesW(this->dc, chars, key >= 0x010000U ? 2 : 1, glyphs, GGI_MARK_NONEXISTING_GLYPHS);
return glyphs[0] != 0xFFFF ? glyphs[0] : 0;
}
/* virtual */ const void *Win32FontCache::InternalGetFontTable(uint32 tag, size_t &length)
{
DWORD len = GetFontData(this->dc, tag, 0, nullptr, 0);
void *result = nullptr;
if (len != GDI_ERROR && len > 0) {
result = MallocT<BYTE>(len);
GetFontData(this->dc, tag, 0, result, len);
}
length = len;
return result;
}
/**
* Loads the GDI font.
* If a GDI font description is present, e.g. from the automatic font
* fallback search, use it. Otherwise, try to resolve it by font name.
* @param fs The font size to load.
*/
static void LoadWin32Font(FontSize fs)
{
static const char *SIZE_TO_NAME[] = { "medium", "small", "large", "mono" };
FreeTypeSubSetting *settings = nullptr;
switch (fs) {
default: NOT_REACHED();
case FS_SMALL: settings = &_freetype.small; break;
case FS_NORMAL: settings = &_freetype.medium; break;
case FS_LARGE: settings = &_freetype.large; break;
case FS_MONO: settings = &_freetype.mono; break;
}
if (StrEmpty(settings->font)) return;
LOGFONT logfont;
MemSetT(&logfont, 0);
logfont.lfPitchAndFamily = fs == FS_MONO ? FIXED_PITCH : VARIABLE_PITCH;
logfont.lfCharSet = DEFAULT_CHARSET;
logfont.lfOutPrecision = OUT_OUTLINE_PRECIS;
logfont.lfClipPrecision = CLIP_DEFAULT_PRECIS;
if (settings->os_handle != nullptr) {
logfont = *(const LOGFONT *)settings->os_handle;
} else if (strchr(settings->font, '.') != nullptr) {
/* Might be a font file name, try load it. */
TCHAR fontPath[MAX_PATH] = {};
/* See if this is an absolute path. */
if (FileExists(settings->font)) {
convert_to_fs(settings->font, fontPath, lengthof(fontPath), false);
} else {
/* Scan the search-paths to see if it can be found. */
std::string full_font = FioFindFullPath(BASE_DIR, settings->font);
if (!full_font.empty()) {
convert_to_fs(full_font.c_str(), fontPath, lengthof(fontPath), false);
}
}
if (fontPath[0] != 0) {
if (AddFontResourceEx(fontPath, FR_PRIVATE, 0) != 0) {
/* Try a nice little undocumented function first for getting the internal font name.
* Some documentation is found at: http://www.undocprint.org/winspool/getfontresourceinfo */
typedef BOOL(WINAPI * PFNGETFONTRESOURCEINFO)(LPCTSTR, LPDWORD, LPVOID, DWORD);
#ifdef UNICODE
static PFNGETFONTRESOURCEINFO GetFontResourceInfo = (PFNGETFONTRESOURCEINFO)GetProcAddress(GetModuleHandle(_T("Gdi32")), "GetFontResourceInfoW");
#else
static PFNGETFONTRESOURCEINFO GetFontResourceInfo = (PFNGETFONTRESOURCEINFO)GetProcAddress(GetModuleHandle(_T("Gdi32")), "GetFontResourceInfoA");
#endif
if (GetFontResourceInfo != nullptr) {
/* Try to query an array of LOGFONTs that describe the file. */
DWORD len = 0;
if (GetFontResourceInfo(fontPath, &len, nullptr, 2) && len >= sizeof(LOGFONT)) {
LOGFONT *buf = (LOGFONT *)AllocaM(byte, len);
if (GetFontResourceInfo(fontPath, &len, buf, 2)) {
logfont = *buf; // Just use first entry.
}
}
}
/* No dice yet. Use the file name as the font face name, hoping it matches. */
if (logfont.lfFaceName[0] == 0) {
TCHAR fname[_MAX_FNAME];
_tsplitpath(fontPath, nullptr, nullptr, fname, nullptr);
_tcsncpy_s(logfont.lfFaceName, lengthof(logfont.lfFaceName), fname, _TRUNCATE);
logfont.lfWeight = strcasestr(settings->font, " bold") != nullptr || strcasestr(settings->font, "-bold") != nullptr ? FW_BOLD : FW_NORMAL; // Poor man's way to allow selecting bold fonts.
}
} else {
ShowInfoF("Unable to load file '%s' for %s font, using default windows font selection instead", settings->font, SIZE_TO_NAME[fs]);
}
}
}
if (logfont.lfFaceName[0] == 0) {
logfont.lfWeight = strcasestr(settings->font, " bold") != nullptr ? FW_BOLD : FW_NORMAL; // Poor man's way to allow selecting bold fonts.
convert_to_fs(settings->font, logfont.lfFaceName, lengthof(logfont.lfFaceName), false);
}
HFONT font = CreateFontIndirect(&logfont);
if (font == nullptr) {
ShowInfoF("Unable to use '%s' for %s font, Win32 reported error 0x%lX, using sprite font instead", settings->font, SIZE_TO_NAME[fs], GetLastError());
return;
}
DeleteObject(font);
new Win32FontCache(fs, logfont, settings->size);
}
#endif /* WITH_FREETYPE */
#endif /* defined(WITH_FREETYPE) || defined(_WIN32) */
/**
* (Re)initialize the freetype related things, i.e. load the non-sprite fonts.
@@ -1075,7 +691,11 @@ void InitFreeType(bool monospace)
#ifdef WITH_FREETYPE
LoadFreeTypeFont(fs);
#elif defined(_WIN32)
extern void LoadWin32Font(FontSize fs);
LoadWin32Font(fs);
#elif defined(WITH_COCOA)
extern void LoadCoreTextFont(FontSize fs);
LoadCoreTextFont(fs);
#endif
}
}
@@ -1095,3 +715,25 @@ void UninitFreeType()
_library = nullptr;
#endif /* WITH_FREETYPE */
}
/**
* Should any of the active fonts be anti-aliased?
* @return True if any of the loaded fonts want anti-aliased drawing.
*/
bool HasAntialiasedFonts()
{
for (FontSize fs = FS_BEGIN; fs < FS_END; fs++) {
if (!FontCache::Get(fs)->IsBuiltInFont() && GetFontAAState(fs, false)) return true;
}
return false;
}
#if !defined(_WIN32) && !defined(__APPLE__) && !defined(WITH_FONTCONFIG) && !defined(WITH_COCOA)
#ifdef WITH_FREETYPE
FT_Error GetFontByFaceName(const char *font_name, FT_Face *face) { return FT_Err_Cannot_Open_Resource; }
#endif /* WITH_FREETYPE */
bool SetFallbackFont(FreeTypeSettings *settings, const char *language_isocode, int winlangid, MissingGlyphSearcher *callback) { return false; }
#endif /* !defined(_WIN32) && !defined(__APPLE__) && !defined(WITH_FONTCONFIG) && !defined(WITH_COCOA) */

View File

@@ -28,6 +28,9 @@ protected:
int ascender; ///< The ascender value of the font.
int descender; ///< The descender value of the font.
int units_per_em; ///< The units per EM value of the font.
static int GetDefaultFontHeight(FontSize fs);
public:
FontCache(FontSize fs);
virtual ~FontCache();
@@ -127,7 +130,7 @@ public:
* Get the native OS font handle, if there is one.
* @return Opaque OS font handle.
*/
virtual void *GetOSHandle()
virtual const void *GetOSHandle()
{
return nullptr;
}
@@ -209,15 +212,13 @@ static inline bool GetDrawGlyphShadow(FontSize size)
return FontCache::Get(size)->GetDrawGlyphShadow();
}
#if defined(WITH_FREETYPE) || defined(_WIN32)
/** Settings for a single freetype font. */
struct FreeTypeSubSetting {
char font[MAX_PATH]; ///< The name of the font, or path to the font.
uint size; ///< The (requested) size of the font.
bool aa; ///< Whether to do anti aliasing or not.
const void *os_handle = nullptr; ///< Optional native OS font info.
const void *os_handle = nullptr; ///< Optional native OS font info. Only valid during font search.
};
/** Settings for the freetype fonts. */
@@ -230,9 +231,8 @@ struct FreeTypeSettings {
extern FreeTypeSettings _freetype;
#endif /* defined(WITH_FREETYPE) || defined(_WIN32) */
void InitFreeType(bool monospace);
void UninitFreeType();
bool HasAntialiasedFonts();
#endif /* FONTCACHE_H */

77
src/fontcache_internal.h Normal file
View File

@@ -0,0 +1,77 @@
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file fontcache_internal.h Support types and functions for platform-specific font support. */
#ifndef FONTCACHE_INTERNAL_H
#define FONTCACHE_INTERNAL_H
#include "core/smallmap_type.hpp"
#include "fontcache.h"
static const int MAX_FONT_SIZE = 72; ///< Maximum font size.
static const byte FACE_COLOUR = 1;
static const byte SHADOW_COLOUR = 2;
/** Font cache for fonts that are based on a TrueType font. */
class TrueTypeFontCache : public FontCache {
protected:
static constexpr int MAX_GLYPH_DIM = 256; ///< Maximum glyph dimensions.
static constexpr uint MAX_FONT_MIN_REC_SIZE = 20u; ///< Upper limit for the recommended font size in case a font file contains nonsensical values.
int req_size; ///< Requested font size.
int used_size; ///< Used font size.
typedef SmallMap<uint32, std::pair<size_t, const void *> > FontTable; ///< Table with font table cache
FontTable font_tables; ///< Cached font tables.
/** Container for information about a glyph. */
struct GlyphEntry {
Sprite *sprite; ///< The loaded sprite.
byte width; ///< The width of the glyph.
bool duplicate; ///< Whether this glyph entry is a duplicate, i.e. may this be freed?
};
/**
* The glyph cache. This is structured to reduce memory consumption.
* 1) There is a 'segment' table for each font size.
* 2) Each segment table is a discrete block of characters.
* 3) Each block contains 256 (aligned) characters sequential characters.
*
* The cache is accessed in the following way:
* For character 0x0041 ('A'): glyph_to_sprite[0x00][0x41]
* For character 0x20AC (Euro): glyph_to_sprite[0x20][0xAC]
*
* Currently only 256 segments are allocated, "limiting" us to 65536 characters.
* This can be simply changed in the two functions Get & SetGlyphPtr.
*/
GlyphEntry **glyph_to_sprite;
GlyphEntry *GetGlyphPtr(GlyphID key);
void SetGlyphPtr(GlyphID key, const GlyphEntry *glyph, bool duplicate = false);
virtual const void *InternalGetFontTable(uint32 tag, size_t &length) = 0;
virtual const Sprite *InternalGetGlyph(GlyphID key, bool aa) = 0;
public:
TrueTypeFontCache(FontSize fs, int pixels);
virtual ~TrueTypeFontCache();
int GetFontSize() const override { return this->used_size; }
SpriteID GetUnicodeGlyph(WChar key) override { return this->parent->GetUnicodeGlyph(key); }
void SetUnicodeGlyph(WChar key, SpriteID sprite) override { this->parent->SetUnicodeGlyph(key, sprite); }
void InitializeUnicodeGlyphMap() override { this->parent->InitializeUnicodeGlyphMap(); }
const Sprite *GetGlyph(GlyphID key) override;
const void *GetFontTable(uint32 tag, size_t &length) override;
void ClearFontCache() override;
uint GetGlyphWidth(GlyphID key) override;
bool GetDrawGlyphShadow() override;
bool IsBuiltInFont() override { return false; }
};
#endif /* FONTCACHE_INTERNAL_H */

View File

@@ -1,654 +0,0 @@
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file fontdetection.cpp Detection of the right font. */
#if defined(WITH_FREETYPE) || defined(_WIN32)
#include "stdafx.h"
#include "debug.h"
#include "fontdetection.h"
#include "string_func.h"
#include "strings_func.h"
#ifdef WITH_FREETYPE
extern FT_Library _library;
#endif /* WITH_FREETYPE */
/**
* Get the font loaded into a Freetype face by using a font-name.
* If no appropriate font is found, the function returns an error
*/
/* ========================================================================================
* Windows support
* ======================================================================================== */
#ifdef _WIN32
#include "core/alloc_func.hpp"
#include "core/math_func.hpp"
#include <windows.h>
#include <shlobj.h> /* SHGetFolderPath */
#include "os/windows/win32.h"
#include "safeguards.h"
#ifdef WITH_FREETYPE
/**
* Get the short DOS 8.3 format for paths.
* FreeType doesn't support Unicode filenames and Windows' fopen (as used
* by FreeType) doesn't support UTF-8 filenames. So we have to convert the
* filename into something that isn't UTF-8 but represents the Unicode file
* name. This is the short DOS 8.3 format. This does not contain any
* characters that fopen doesn't support.
* @param long_path the path in system encoding.
* @return the short path in ANSI (ASCII).
*/
const char *GetShortPath(const TCHAR *long_path)
{
static char short_path[MAX_PATH];
#ifdef UNICODE
WCHAR short_path_w[MAX_PATH];
GetShortPathName(long_path, short_path_w, lengthof(short_path_w));
WideCharToMultiByte(CP_ACP, 0, short_path_w, -1, short_path, lengthof(short_path), nullptr, nullptr);
#else
/* Technically not needed, but do it for consistency. */
GetShortPathName(long_path, short_path, lengthof(short_path));
#endif
return short_path;
}
/* Get the font file to be loaded into Freetype by looping the registry
* location where windows lists all installed fonts. Not very nice, will
* surely break if the registry path changes, but it works. Much better
* solution would be to use CreateFont, and extract the font data from it
* by GetFontData. The problem with this is that the font file needs to be
* kept in memory then until the font is no longer needed. This could mean
* an additional memory usage of 30MB (just for fonts!) when using an eastern
* font for all font sizes */
#define FONT_DIR_NT "SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts"
#define FONT_DIR_9X "SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts"
FT_Error GetFontByFaceName(const char *font_name, FT_Face *face)
{
FT_Error err = FT_Err_Cannot_Open_Resource;
HKEY hKey;
LONG ret;
TCHAR vbuffer[MAX_PATH], dbuffer[256];
TCHAR *pathbuf;
const char *font_path;
uint index;
size_t path_len;
/* On windows NT (2000, NT3.5, XP, etc.) the fonts are stored in the
* "Windows NT" key, on Windows 9x in the Windows key. To save us having
* to retrieve the windows version, we'll just query both */
ret = RegOpenKeyEx(HKEY_LOCAL_MACHINE, _T(FONT_DIR_NT), 0, KEY_READ, &hKey);
if (ret != ERROR_SUCCESS) ret = RegOpenKeyEx(HKEY_LOCAL_MACHINE, _T(FONT_DIR_9X), 0, KEY_READ, &hKey);
if (ret != ERROR_SUCCESS) {
DEBUG(freetype, 0, "Cannot open registry key HKLM\\SOFTWARE\\Microsoft\\Windows (NT)\\CurrentVersion\\Fonts");
return err;
}
/* Convert font name to file system encoding. */
TCHAR *font_namep = _tcsdup(OTTD2FS(font_name));
for (index = 0;; index++) {
TCHAR *s;
DWORD vbuflen = lengthof(vbuffer);
DWORD dbuflen = lengthof(dbuffer);
ret = RegEnumValue(hKey, index, vbuffer, &vbuflen, nullptr, nullptr, (byte*)dbuffer, &dbuflen);
if (ret != ERROR_SUCCESS) goto registry_no_font_found;
/* The font names in the registry are of the following 3 forms:
* - ADMUI3.fon
* - Book Antiqua Bold (TrueType)
* - Batang & BatangChe & Gungsuh & GungsuhChe (TrueType)
* We will strip the font-type '()' if any and work with the font name
* itself, which must match exactly; if...
* TTC files, font files which contain more than one font are separated
* by '&'. Our best bet will be to do substr match for the fontname
* and then let FreeType figure out which index to load */
s = _tcschr(vbuffer, _T('('));
if (s != nullptr) s[-1] = '\0';
if (_tcschr(vbuffer, _T('&')) == nullptr) {
if (_tcsicmp(vbuffer, font_namep) == 0) break;
} else {
if (_tcsstr(vbuffer, font_namep) != nullptr) break;
}
}
if (!SUCCEEDED(OTTDSHGetFolderPath(nullptr, CSIDL_FONTS, nullptr, SHGFP_TYPE_CURRENT, vbuffer))) {
DEBUG(freetype, 0, "SHGetFolderPath cannot return fonts directory");
goto folder_error;
}
/* Some fonts are contained in .ttc files, TrueType Collection fonts. These
* contain multiple fonts inside this single file. GetFontData however
* returns the whole file, so we need to check each font inside to get the
* proper font. */
path_len = _tcslen(vbuffer) + _tcslen(dbuffer) + 2; // '\' and terminating nul.
pathbuf = AllocaM(TCHAR, path_len);
_sntprintf(pathbuf, path_len, _T("%s\\%s"), vbuffer, dbuffer);
/* Convert the path into something that FreeType understands. */
font_path = GetShortPath(pathbuf);
index = 0;
do {
err = FT_New_Face(_library, font_path, index, face);
if (err != FT_Err_Ok) break;
if (strncasecmp(font_name, (*face)->family_name, strlen((*face)->family_name)) == 0) break;
/* Try english name if font name failed */
if (strncasecmp(font_name + strlen(font_name) + 1, (*face)->family_name, strlen((*face)->family_name)) == 0) break;
err = FT_Err_Cannot_Open_Resource;
} while ((FT_Long)++index != (*face)->num_faces);
folder_error:
registry_no_font_found:
free(font_namep);
RegCloseKey(hKey);
return err;
}
/**
* Fonts can have localised names and when the system locale is the same as
* one of those localised names Windows will always return that localised name
* instead of allowing to get the non-localised (English US) name of the font.
* This will later on give problems as freetype uses the non-localised name of
* the font and we need to compare based on that name.
* Windows furthermore DOES NOT have an API to get the non-localised name nor
* can we override the system locale. This means that we have to actually read
* the font itself to gather the font name we want.
* Based on: http://blogs.msdn.com/michkap/archive/2006/02/13/530814.aspx
* @param logfont the font information to get the english name of.
* @return the English name (if it could be found).
*/
static const char *GetEnglishFontName(const ENUMLOGFONTEX *logfont)
{
static char font_name[MAX_PATH];
const char *ret_font_name = nullptr;
uint pos = 0;
HDC dc;
HGDIOBJ oldfont;
byte *buf;
DWORD dw;
uint16 format, count, stringOffset, platformId, encodingId, languageId, nameId, length, offset;
HFONT font = CreateFontIndirect(&logfont->elfLogFont);
if (font == nullptr) goto err1;
dc = GetDC(nullptr);
oldfont = SelectObject(dc, font);
dw = GetFontData(dc, 'eman', 0, nullptr, 0);
if (dw == GDI_ERROR) goto err2;
buf = MallocT<byte>(dw);
dw = GetFontData(dc, 'eman', 0, buf, dw);
if (dw == GDI_ERROR) goto err3;
format = buf[pos++] << 8;
format += buf[pos++];
assert(format == 0);
count = buf[pos++] << 8;
count += buf[pos++];
stringOffset = buf[pos++] << 8;
stringOffset += buf[pos++];
for (uint i = 0; i < count; i++) {
platformId = buf[pos++] << 8;
platformId += buf[pos++];
encodingId = buf[pos++] << 8;
encodingId += buf[pos++];
languageId = buf[pos++] << 8;
languageId += buf[pos++];
nameId = buf[pos++] << 8;
nameId += buf[pos++];
if (nameId != 1) {
pos += 4; // skip length and offset
continue;
}
length = buf[pos++] << 8;
length += buf[pos++];
offset = buf[pos++] << 8;
offset += buf[pos++];
/* Don't buffer overflow */
length = std::min(length, MAX_PATH - 1);
for (uint j = 0; j < length; j++) font_name[j] = buf[stringOffset + offset + j];
font_name[length] = '\0';
if ((platformId == 1 && languageId == 0) || // Macintosh English
(platformId == 3 && languageId == 0x0409)) { // Microsoft English (US)
ret_font_name = font_name;
break;
}
}
err3:
free(buf);
err2:
SelectObject(dc, oldfont);
ReleaseDC(nullptr, dc);
DeleteObject(font);
err1:
return ret_font_name == nullptr ? WIDE_TO_MB((const TCHAR*)logfont->elfFullName) : ret_font_name;
}
#endif /* WITH_FREETYPE */
class FontList {
protected:
TCHAR **fonts;
uint items;
uint capacity;
public:
FontList() : fonts(nullptr), items(0), capacity(0) { };
~FontList() {
if (this->fonts == nullptr) return;
for (uint i = 0; i < this->items; i++) {
free(this->fonts[i]);
}
free(this->fonts);
}
bool Add(const TCHAR *font) {
for (uint i = 0; i < this->items; i++) {
if (_tcscmp(this->fonts[i], font) == 0) return false;
}
if (this->items == this->capacity) {
this->capacity += 10;
this->fonts = ReallocT(this->fonts, this->capacity);
}
this->fonts[this->items++] = _tcsdup(font);
return true;
}
};
struct EFCParam {
FreeTypeSettings *settings;
LOCALESIGNATURE locale;
MissingGlyphSearcher *callback;
FontList fonts;
};
static int CALLBACK EnumFontCallback(const ENUMLOGFONTEX *logfont, const NEWTEXTMETRICEX *metric, DWORD type, LPARAM lParam)
{
EFCParam *info = (EFCParam *)lParam;
/* Skip duplicates */
if (!info->fonts.Add((const TCHAR*)logfont->elfFullName)) return 1;
/* Only use TrueType fonts */
if (!(type & TRUETYPE_FONTTYPE)) return 1;
/* Don't use SYMBOL fonts */
if (logfont->elfLogFont.lfCharSet == SYMBOL_CHARSET) return 1;
/* Use monospaced fonts when asked for it. */
if (info->callback->Monospace() && (logfont->elfLogFont.lfPitchAndFamily & (FF_MODERN | FIXED_PITCH)) != (FF_MODERN | FIXED_PITCH)) return 1;
/* The font has to have at least one of the supported locales to be usable. */
if ((metric->ntmFontSig.fsCsb[0] & info->locale.lsCsbSupported[0]) == 0 && (metric->ntmFontSig.fsCsb[1] & info->locale.lsCsbSupported[1]) == 0) {
/* On win9x metric->ntmFontSig seems to contain garbage. */
FONTSIGNATURE fs;
memset(&fs, 0, sizeof(fs));
HFONT font = CreateFontIndirect(&logfont->elfLogFont);
if (font != nullptr) {
HDC dc = GetDC(nullptr);
HGDIOBJ oldfont = SelectObject(dc, font);
GetTextCharsetInfo(dc, &fs, 0);
SelectObject(dc, oldfont);
ReleaseDC(nullptr, dc);
DeleteObject(font);
}
if ((fs.fsCsb[0] & info->locale.lsCsbSupported[0]) == 0 && (fs.fsCsb[1] & info->locale.lsCsbSupported[1]) == 0) return 1;
}
char font_name[MAX_PATH];
convert_from_fs((const TCHAR *)logfont->elfFullName, font_name, lengthof(font_name));
#ifdef WITH_FREETYPE
/* Add english name after font name */
const char *english_name = GetEnglishFontName(logfont);
strecpy(font_name + strlen(font_name) + 1, english_name, lastof(font_name));
/* Check whether we can actually load the font. */
bool ft_init = _library != nullptr;
bool found = false;
FT_Face face;
/* Init FreeType if needed. */
if ((ft_init || FT_Init_FreeType(&_library) == FT_Err_Ok) && GetFontByFaceName(font_name, &face) == FT_Err_Ok) {
FT_Done_Face(face);
found = true;
}
if (!ft_init) {
/* Uninit FreeType if we did the init. */
FT_Done_FreeType(_library);
_library = nullptr;
}
if (!found) return 1;
#else
const char *english_name = font_name;
#endif /* WITH_FREETYPE */
PLOGFONT os_data = MallocT<LOGFONT>(1);
*os_data = logfont->elfLogFont;
info->callback->SetFontNames(info->settings, font_name, os_data);
if (info->callback->FindMissingGlyphs()) return 1;
DEBUG(freetype, 1, "Fallback font: %s (%s)", font_name, english_name);
return 0; // stop enumerating
}
bool SetFallbackFont(FreeTypeSettings *settings, const char *language_isocode, int winlangid, MissingGlyphSearcher *callback)
{
DEBUG(freetype, 1, "Trying fallback fonts");
EFCParam langInfo;
if (GetLocaleInfo(MAKELCID(winlangid, SORT_DEFAULT), LOCALE_FONTSIGNATURE, (LPTSTR)&langInfo.locale, sizeof(langInfo.locale) / sizeof(TCHAR)) == 0) {
/* Invalid langid or some other mysterious error, can't determine fallback font. */
DEBUG(freetype, 1, "Can't get locale info for fallback font (langid=0x%x)", winlangid);
return false;
}
langInfo.settings = settings;
langInfo.callback = callback;
LOGFONT font;
/* Enumerate all fonts. */
font.lfCharSet = DEFAULT_CHARSET;
font.lfFaceName[0] = '\0';
font.lfPitchAndFamily = 0;
HDC dc = GetDC(nullptr);
int ret = EnumFontFamiliesEx(dc, &font, (FONTENUMPROC)&EnumFontCallback, (LPARAM)&langInfo, 0);
ReleaseDC(nullptr, dc);
return ret == 0;
}
#elif defined(__APPLE__) /* end ifdef Win32 */
/* ========================================================================================
* OSX support
* ======================================================================================== */
#include "os/macosx/macos.h"
#include "safeguards.h"
FT_Error GetFontByFaceName(const char *font_name, FT_Face *face)
{
FT_Error err = FT_Err_Cannot_Open_Resource;
/* Get font reference from name. */
UInt8 file_path[PATH_MAX];
OSStatus os_err = -1;
CFAutoRelease<CFStringRef> name(CFStringCreateWithCString(kCFAllocatorDefault, font_name, kCFStringEncodingUTF8));
/* Simply creating the font using CTFontCreateWithNameAndSize will *always* return
* something, no matter the name. As such, we can't use it to check for existence.
* We instead query the list of all font descriptors that match the given name which
* does not do this stupid name fallback. */
CFAutoRelease<CTFontDescriptorRef> name_desc(CTFontDescriptorCreateWithNameAndSize(name.get(), 0.0));
CFAutoRelease<CFSetRef> mandatory_attribs(CFSetCreate(kCFAllocatorDefault, const_cast<const void **>(reinterpret_cast<const void * const *>(&kCTFontNameAttribute)), 1, &kCFTypeSetCallBacks));
CFAutoRelease<CFArrayRef> descs(CTFontDescriptorCreateMatchingFontDescriptors(name_desc.get(), mandatory_attribs.get()));
/* Loop over all matches until we can get a path for one of them. */
for (CFIndex i = 0; descs.get() != nullptr && i < CFArrayGetCount(descs.get()) && os_err != noErr; i++) {
CFAutoRelease<CTFontRef> font(CTFontCreateWithFontDescriptor((CTFontDescriptorRef)CFArrayGetValueAtIndex(descs.get(), i), 0.0, nullptr));
CFAutoRelease<CFURLRef> fontURL((CFURLRef)CTFontCopyAttribute(font.get(), kCTFontURLAttribute));
if (CFURLGetFileSystemRepresentation(fontURL.get(), true, file_path, lengthof(file_path))) os_err = noErr;
}
if (os_err == noErr) {
DEBUG(freetype, 3, "Font path for %s: %s", font_name, file_path);
err = FT_New_Face(_library, (const char *)file_path, 0, face);
}
return err;
}
bool SetFallbackFont(FreeTypeSettings *settings, const char *language_isocode, int winlangid, MissingGlyphSearcher *callback)
{
/* Determine fallback font using CoreText. This uses the language isocode
* to find a suitable font. CoreText is available from 10.5 onwards. */
char lang[16];
if (strcmp(language_isocode, "zh_TW") == 0) {
/* Traditional Chinese */
strecpy(lang, "zh-Hant", lastof(lang));
} else if (strcmp(language_isocode, "zh_CN") == 0) {
/* Simplified Chinese */
strecpy(lang, "zh-Hans", lastof(lang));
} else {
/* Just copy the first part of the isocode. */
strecpy(lang, language_isocode, lastof(lang));
char *sep = strchr(lang, '_');
if (sep != nullptr) *sep = '\0';
}
/* Create a font descriptor matching the wanted language and latin (english) glyphs.
* Can't use CFAutoRelease here for everything due to the way the dictionary has to be created. */
CFStringRef lang_codes[2];
lang_codes[0] = CFStringCreateWithCString(kCFAllocatorDefault, lang, kCFStringEncodingUTF8);
lang_codes[1] = CFSTR("en");
CFArrayRef lang_arr = CFArrayCreate(kCFAllocatorDefault, (const void **)lang_codes, lengthof(lang_codes), &kCFTypeArrayCallBacks);
CFAutoRelease<CFDictionaryRef> lang_attribs(CFDictionaryCreate(kCFAllocatorDefault, const_cast<const void **>(reinterpret_cast<const void * const *>(&kCTFontLanguagesAttribute)), (const void **)&lang_arr, 1, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks));
CFAutoRelease<CTFontDescriptorRef> lang_desc(CTFontDescriptorCreateWithAttributes(lang_attribs.get()));
CFRelease(lang_arr);
CFRelease(lang_codes[0]);
/* Get array of all font descriptors for the wanted language. */
CFAutoRelease<CFSetRef> mandatory_attribs(CFSetCreate(kCFAllocatorDefault, const_cast<const void **>(reinterpret_cast<const void * const *>(&kCTFontLanguagesAttribute)), 1, &kCFTypeSetCallBacks));
CFAutoRelease<CFArrayRef> descs(CTFontDescriptorCreateMatchingFontDescriptors(lang_desc.get(), mandatory_attribs.get()));
bool result = false;
for (CFIndex i = 0; descs.get() != nullptr && i < CFArrayGetCount(descs.get()); i++) {
CTFontDescriptorRef font = (CTFontDescriptorRef)CFArrayGetValueAtIndex(descs.get(), i);
/* Get font traits. */
CFAutoRelease<CFDictionaryRef> traits((CFDictionaryRef)CTFontDescriptorCopyAttribute(font, kCTFontTraitsAttribute));
CTFontSymbolicTraits symbolic_traits;
CFNumberGetValue((CFNumberRef)CFDictionaryGetValue(traits.get(), kCTFontSymbolicTrait), kCFNumberIntType, &symbolic_traits);
/* Skip symbol fonts and vertical fonts. */
if ((symbolic_traits & kCTFontClassMaskTrait) == (CTFontStylisticClass)kCTFontSymbolicClass || (symbolic_traits & kCTFontVerticalTrait)) continue;
/* Skip bold fonts (especially Arial Bold, which looks worse than regular Arial). */
if (symbolic_traits & kCTFontBoldTrait) continue;
/* Select monospaced fonts if asked for. */
if (((symbolic_traits & kCTFontMonoSpaceTrait) == kCTFontMonoSpaceTrait) != callback->Monospace()) continue;
/* Get font name. */
char name[128];
CFAutoRelease<CFStringRef> font_name((CFStringRef)CTFontDescriptorCopyAttribute(font, kCTFontDisplayNameAttribute));
CFStringGetCString(font_name.get(), name, lengthof(name), kCFStringEncodingUTF8);
/* There are some special fonts starting with an '.' and the last
* resort font that aren't usable. Skip them. */
if (name[0] == '.' || strncmp(name, "LastResort", 10) == 0) continue;
/* Save result. */
callback->SetFontNames(settings, name);
if (!callback->FindMissingGlyphs()) {
DEBUG(freetype, 2, "CT-Font for %s: %s", language_isocode, name);
result = true;
break;
}
}
if (!result) {
/* For some OS versions, the font 'Arial Unicode MS' does not report all languages it
* supports. If we didn't find any other font, just try it, maybe we get lucky. */
callback->SetFontNames(settings, "Arial Unicode MS");
result = !callback->FindMissingGlyphs();
}
callback->FindMissingGlyphs();
return result;
}
#elif defined(WITH_FONTCONFIG) /* end ifdef __APPLE__ */
#include <fontconfig/fontconfig.h>
#include "safeguards.h"
/* ========================================================================================
* FontConfig (unix) support
* ======================================================================================== */
FT_Error GetFontByFaceName(const char *font_name, FT_Face *face)
{
FT_Error err = FT_Err_Cannot_Open_Resource;
if (!FcInit()) {
ShowInfoF("Unable to load font configuration");
} else {
FcPattern *match;
FcPattern *pat;
FcFontSet *fs;
FcResult result;
char *font_style;
char *font_family;
/* Split & strip the font's style */
font_family = stredup(font_name);
font_style = strchr(font_family, ',');
if (font_style != nullptr) {
font_style[0] = '\0';
font_style++;
while (*font_style == ' ' || *font_style == '\t') font_style++;
}
/* Resolve the name and populate the information structure */
pat = FcNameParse((FcChar8*)font_family);
if (font_style != nullptr) FcPatternAddString(pat, FC_STYLE, (FcChar8*)font_style);
FcConfigSubstitute(0, pat, FcMatchPattern);
FcDefaultSubstitute(pat);
fs = FcFontSetCreate();
match = FcFontMatch(0, pat, &result);
if (fs != nullptr && match != nullptr) {
int i;
FcChar8 *family;
FcChar8 *style;
FcChar8 *file;
FcFontSetAdd(fs, match);
for (i = 0; err != FT_Err_Ok && i < fs->nfont; i++) {
/* Try the new filename */
if (FcPatternGetString(fs->fonts[i], FC_FILE, 0, &file) == FcResultMatch &&
FcPatternGetString(fs->fonts[i], FC_FAMILY, 0, &family) == FcResultMatch &&
FcPatternGetString(fs->fonts[i], FC_STYLE, 0, &style) == FcResultMatch) {
/* The correct style? */
if (font_style != nullptr && strcasecmp(font_style, (char*)style) != 0) continue;
/* Font config takes the best shot, which, if the family name is spelled
* wrongly a 'random' font, so check whether the family name is the
* same as the supplied name */
if (strcasecmp(font_family, (char*)family) == 0) {
err = FT_New_Face(_library, (char *)file, 0, face);
}
}
}
}
free(font_family);
FcPatternDestroy(pat);
FcFontSetDestroy(fs);
FcFini();
}
return err;
}
bool SetFallbackFont(FreeTypeSettings *settings, const char *language_isocode, int winlangid, MissingGlyphSearcher *callback)
{
if (!FcInit()) return false;
bool ret = false;
/* Fontconfig doesn't handle full language isocodes, only the part
* before the _ of e.g. en_GB is used, so "remove" everything after
* the _. */
char lang[16];
seprintf(lang, lastof(lang), ":lang=%s", language_isocode);
char *split = strchr(lang, '_');
if (split != nullptr) *split = '\0';
/* First create a pattern to match the wanted language. */
FcPattern *pat = FcNameParse((FcChar8*)lang);
/* We only want to know the filename. */
FcObjectSet *os = FcObjectSetBuild(FC_FILE, FC_SPACING, FC_SLANT, FC_WEIGHT, nullptr);
/* Get the list of filenames matching the wanted language. */
FcFontSet *fs = FcFontList(nullptr, pat, os);
/* We don't need these anymore. */
FcObjectSetDestroy(os);
FcPatternDestroy(pat);
if (fs != nullptr) {
int best_weight = -1;
const char *best_font = nullptr;
for (int i = 0; i < fs->nfont; i++) {
FcPattern *font = fs->fonts[i];
FcChar8 *file = nullptr;
FcResult res = FcPatternGetString(font, FC_FILE, 0, &file);
if (res != FcResultMatch || file == nullptr) {
continue;
}
/* Get a font with the right spacing .*/
int value = 0;
FcPatternGetInteger(font, FC_SPACING, 0, &value);
if (callback->Monospace() != (value == FC_MONO) && value != FC_DUAL) continue;
/* Do not use those that explicitly say they're slanted. */
FcPatternGetInteger(font, FC_SLANT, 0, &value);
if (value != 0) continue;
/* We want the fatter font as they look better at small sizes. */
FcPatternGetInteger(font, FC_WEIGHT, 0, &value);
if (value <= best_weight) continue;
callback->SetFontNames(settings, (const char*)file);
bool missing = callback->FindMissingGlyphs();
DEBUG(freetype, 1, "Font \"%s\" misses%s glyphs", file, missing ? "" : " no");
if (!missing) {
best_weight = value;
best_font = (const char *)file;
}
}
if (best_font != nullptr) {
ret = true;
callback->SetFontNames(settings, best_font);
InitFreeType(callback->Monospace());
}
/* Clean up the list of filenames. */
FcFontSetDestroy(fs);
}
FcFini();
return ret;
}
#else /* without WITH_FONTCONFIG */
FT_Error GetFontByFaceName(const char *font_name, FT_Face *face) {return FT_Err_Cannot_Open_Resource;}
bool SetFallbackFont(FreeTypeSettings *settings, const char *language_isocode, int winlangid, MissingGlyphSearcher *callback) { return false; }
#endif /* WITH_FONTCONFIG */
#endif /* WITH_FREETYPE */

View File

@@ -27,7 +27,6 @@ FT_Error GetFontByFaceName(const char *font_name, FT_Face *face);
#endif /* WITH_FREETYPE */
#if defined(WITH_FREETYPE) || defined(_WIN32)
/**
* We would like to have a fallback font as the current one
* doesn't contain all characters we need.
@@ -38,8 +37,6 @@ FT_Error GetFontByFaceName(const char *font_name, FT_Face *face);
* @param callback The function to call to check for missing glyphs.
* @return true if a font has been set, false otherwise.
*/
bool SetFallbackFont(FreeTypeSettings *settings, const char *language_isocode, int winlangid, class MissingGlyphSearcher *callback);
#endif /* defined(WITH_FREETYPE) || defined(WIN32)*/
bool SetFallbackFont(struct FreeTypeSettings *settings, const char *language_isocode, int winlangid, class MissingGlyphSearcher *callback);
#endif

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