OpenTTD Source 20250613-master-ga1786fa1f4
video_driver.hpp
Go to the documentation of this file.
1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10#ifndef VIDEO_VIDEO_DRIVER_HPP
11#define VIDEO_VIDEO_DRIVER_HPP
12
13#include "../debug.h"
14#include "../driver.h"
15#include "../core/geometry_type.hpp"
16#include "../core/math_func.hpp"
17#include "../gfx_func.h"
18#include "../settings_type.h"
19#include "../zoom_type.h"
20#include "../network/network_func.h"
21#include <atomic>
22#include <chrono>
23#include <condition_variable>
24#include <mutex>
25#include <thread>
26
27extern std::string _ini_videodriver;
28extern std::vector<Dimension> _resolutions;
30extern bool _rightclick_emulate;
31extern bool _video_hw_accel;
32extern bool _video_vsync;
33
35class VideoDriver : public Driver {
36 const uint DEFAULT_WINDOW_WIDTH = 640u;
37 const uint DEFAULT_WINDOW_HEIGHT = 480u;
38
39public:
40 VideoDriver(bool uses_hardware_acceleration = false) : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true), uses_hardware_acceleration(uses_hardware_acceleration) {}
41
49 virtual void MakeDirty(int left, int top, int width, int height) = 0;
50
54 virtual void MainLoop() = 0;
55
62 virtual bool ChangeResolution(int w, int h) = 0;
63
69 virtual bool ToggleFullscreen(bool fullscreen) = 0;
70
75 virtual void ToggleVsync([[maybe_unused]] bool vsync) {}
76
81 virtual bool AfterBlitterChange()
82 {
83 return true;
84 }
85
86 virtual bool ClaimMousePointer()
87 {
88 return true;
89 }
90
95 virtual bool UseSystemCursor()
96 {
97 return false;
98 }
99
103 virtual void PopulateSystemSprites() {}
104
108 virtual void ClearSystemSprites() {}
109
118 virtual bool HasGUI() const
119 {
120 return true;
121 }
122
127 virtual bool HasEfficient8Bpp() const
128 {
129 return false;
130 }
131
136 virtual bool HasAnimBuffer()
137 {
138 return false;
139 }
140
145 virtual uint8_t *GetAnimBuffer()
146 {
147 return nullptr;
148 }
149
153 virtual void EditBoxLostFocus() {}
154
158 virtual void EditBoxGainedFocus() {}
159
164 virtual std::vector<int> GetListOfMonitorRefreshRates()
165 {
166 return {};
167 }
168
173 {
174 float dpi_scale = this->GetDPIScale();
175
176 return Clamp(dpi_scale * 100, MIN_INTERFACE_SCALE, MAX_INTERFACE_SCALE);
177 }
178
179 virtual std::string_view GetInfoString() const
180 {
181 return this->GetName();
182 }
183
190 void QueueOnMainThread(std::function<void()> &&func)
191 {
192 std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
193
194 this->cmd_queue.emplace_back(std::forward<std::function<void()>>(func));
195 }
196
197 void GameLoopPause();
198
203 {
205 }
206
207 static std::string GetCaption();
208
215 {
217 }
218
220 {
222 }
223
224 private:
225 bool unlock;
226 };
227
228protected:
229 const uint ALLOWED_DRIFT = 5;
230
235
240 virtual float GetDPIScale() { return 1.0f; }
241
246 {
247 if (_cur_resolution.width == 0 || _cur_resolution.height == 0) {
248 /* Auto-detect a good resolution. We aim for 75% of the screen size.
249 * Limit width times height times bytes per pixel to fit a 32 bit
250 * integer, This way all internal drawing routines work correctly. */
251 Dimension res = this->GetScreenSize();
252 _cur_resolution.width = ClampU(res.width * 3 / 4, DEFAULT_WINDOW_WIDTH, UINT16_MAX / 2);
253 _cur_resolution.height = ClampU(res.height * 3 / 4, DEFAULT_WINDOW_HEIGHT, UINT16_MAX / 2);
254 }
255 }
256
260 virtual void InputLoop() {}
261
266 virtual bool LockVideoBuffer()
267 {
268 return false;
269 }
270
274 virtual void UnlockVideoBuffer() {}
275
279 virtual void Paint() {}
280
284 virtual void CheckPaletteAnim() {}
285
290 virtual bool PollEvent() { return false; };
291
295 void StartGameThread();
296
300 void StopGameThread();
301
307 void Tick();
308
312 void SleepTillNextTick();
313
314 std::chrono::steady_clock::duration GetGameInterval()
315 {
316#ifdef DEBUG_DUMP_COMMANDS
317 /* When replaying, run as fast as we can. */
318 extern bool _ddc_fastforward;
319 if (_ddc_fastforward) return std::chrono::microseconds(0);
320#endif /* DEBUG_DUMP_COMMANDS */
321
322 TicToc::Tick("GameTick");
323
324 /* If we are paused, run on normal speed. */
325 if (_pause_mode.Any()) return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
326 /* Infinite speed, as quickly as you can. */
327 if (_game_speed == 0) return std::chrono::microseconds(0);
328
329 return std::chrono::microseconds(MILLISECONDS_PER_TICK * 1000 * 100 / _game_speed);
330 }
331
332 std::chrono::steady_clock::duration GetDrawInterval()
333 {
334 TicToc::Tick("DrawTick");
335
336 /* If vsync, draw interval is decided by the display driver */
337 if (_video_vsync && this->uses_hardware_acceleration) return std::chrono::microseconds(0);
338 return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
339 }
340
343 {
344 std::vector<std::function<void()>> cmds{};
345
346 {
347 /* Exchange queue with an empty one to limit the time we
348 * hold the mutex. This also ensures that queued functions can
349 * add new functions to the queue without everything blocking. */
350 std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
351 cmds.swap(this->cmd_queue);
352 }
353
354 for (auto &f : cmds) {
355 f();
356 }
357 }
358
359 std::chrono::steady_clock::time_point next_game_tick;
360 std::chrono::steady_clock::time_point next_draw_tick;
361
364
365 bool is_game_threaded;
366 std::thread game_thread;
367 std::mutex game_state_mutex;
368 std::mutex game_thread_wait_mutex;
369
370 bool uses_hardware_acceleration;
371
372 static void GameThreadThunk(VideoDriver *drv);
373
374private:
375 std::mutex cmd_queue_mutex;
376 std::vector<std::function<void()>> cmd_queue;
377
378 void GameLoop();
379 void GameThread();
380};
381
382#endif /* VIDEO_VIDEO_DRIVER_HPP */
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
static std::unique_ptr< Driver > & GetActiveDriver(Driver::Type type)
Get the active driver for the given type.
Definition driver.h:84
A driver for communicating with the user.
Definition driver.h:21
virtual std::string_view GetName() const =0
Get the name of this driver.
@ DT_VIDEO
A video driver.
Definition driver.h:42
The base of all video drivers.
virtual void InputLoop()
Handle input logic, is CTRL pressed, should we fast-forward, etc.
virtual bool ToggleFullscreen(bool fullscreen)=0
Change the full screen setting.
virtual Dimension GetScreenSize() const
Get the resolution of the main screen.
virtual void PopulateSystemSprites()
Populate all sprites in cache.
void QueueOnMainThread(std::function< void()> &&func)
Queue a function to be called on the main thread with game state lock held and video buffer locked.
const uint DEFAULT_WINDOW_WIDTH
Default window width.
virtual int GetSuggestedUIScale()
Get a suggested default GUI scale taking screen DPI into account.
bool fast_forward_key_pressed
The fast-forward key is being pressed.
virtual void ClearSystemSprites()
Clear all cached sprites.
virtual bool UseSystemCursor()
Get whether the mouse cursor is drawn by the video driver.
void Tick()
Give the video-driver a tick.
const uint DEFAULT_WINDOW_HEIGHT
Default window height.
virtual void MakeDirty(int left, int top, int width, int height)=0
Mark a particular area dirty.
void SleepTillNextTick()
Sleep till the next tick is about to happen.
void StartGameThread()
Start the loop for game-tick.
virtual void EditBoxLostFocus()
An edit box lost the input focus.
virtual bool HasAnimBuffer()
Does this video driver support a separate animation buffer in addition to the colour buffer?
virtual bool ChangeResolution(int w, int h)=0
Change the resolution of the window.
virtual bool HasGUI() const
Whether the driver has a graphical user interface with the end user.
static std::string GetCaption()
Get the caption to use for the game's title bar.
virtual void ToggleVsync(bool vsync)
Change the vsync setting.
virtual bool AfterBlitterChange()
Callback invoked after the blitter was changed.
void StopGameThread()
Stop the loop for the game-tick.
static VideoDriver * GetInstance()
Get the currently active instance of the video driver.
const uint ALLOWED_DRIFT
How many times videodriver can miss deadlines without it being overly compensated.
virtual void MainLoop()=0
Perform the actual drawing.
virtual void EditBoxGainedFocus()
An edit box gained the input focus.
virtual bool PollEvent()
Process a single system event.
virtual bool HasEfficient8Bpp() const
Has this video driver an efficient code path for palette animated 8-bpp sprites?
virtual void Paint()
Paint the window.
virtual void UnlockVideoBuffer()
Unlock a previously locked video buffer.
bool fast_forward_via_key
The fast-forward was enabled by key press.
virtual uint8_t * GetAnimBuffer()
Get a pointer to the animation buffer of the video back-end.
virtual float GetDPIScale()
Get DPI scaling factor of the screen OTTD is displayed on.
virtual std::vector< int > GetListOfMonitorRefreshRates()
Get a list of refresh rates of each available monitor.
virtual void CheckPaletteAnim()
Process any pending palette animation.
virtual bool LockVideoBuffer()
Make sure the video buffer is ready for drawing.
void GameLoopPause()
Pause the game-loop for a bit, releasing the game-state lock.
void DrainCommandQueue()
Execute all queued commands.
void UpdateAutoResolution()
Apply resolution auto-detection and clamp to sensible defaults.
uint16_t _game_speed
Current game-speed; 100 is 1x, 0 is infinite.
Definition gfx.cpp:40
PauseModes _pause_mode
The current pause mode.
Definition gfx.cpp:50
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition gfx_type.h:365
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
constexpr uint ClampU(const uint a, const uint min, const uint max)
Clamp an unsigned integer between an interval.
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
GUISettings gui
settings related to the GUI
Dimensions (a width and height) of a rectangle in 2D.
uint16_t refresh_rate
How often we refresh the screen (time between draw-ticks).
Helper struct to ensure the video buffer is locked and ready for drawing.
bool unlock
Stores if the lock did anything that has to be undone.
bool _video_vsync
Whether we should use vsync (only if active video driver supports HW acceleration).
bool _video_hw_accel
Whether to consider hardware accelerated video drivers on startup.
std::string _ini_videodriver
The video driver a stored in the configuration file.
Definition driver.cpp:27
std::vector< Dimension > _resolutions
List of resolutions.
Definition driver.cpp:28
Dimension _cur_resolution
The current resolution.
Definition driver.cpp:29
bool _rightclick_emulate
Whether right clicking is emulated.
Definition driver.cpp:30
std::mutex lock
synchronization for playback status fields
Definition win32_m.cpp:35