OpenTTD Source 20251005-master-ga617d009cc
video_driver.hpp
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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
169 virtual std::string_view GetInfoString() const
170 {
171 return this->GetName();
172 }
173
180 void QueueOnMainThread(std::function<void()> &&func)
181 {
182 std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
183
184 this->cmd_queue.emplace_back(std::forward<std::function<void()>>(func));
185 }
186
187 void GameLoopPause();
188
193 {
195 }
196
197 static std::string GetCaption();
198
205 {
207 }
208
210 {
212 }
213
214 private:
215 bool unlock;
216 };
217
218protected:
219 const uint ALLOWED_DRIFT = 5;
220
225
230 {
231 if (_cur_resolution.width == 0 || _cur_resolution.height == 0) {
232 /* Auto-detect a good resolution. We aim for 75% of the screen size.
233 * Limit width times height times bytes per pixel to fit a 32 bit
234 * integer, This way all internal drawing routines work correctly. */
235 Dimension res = this->GetScreenSize();
236 _cur_resolution.width = ClampU(res.width * 3 / 4, DEFAULT_WINDOW_WIDTH, UINT16_MAX / 2);
237 _cur_resolution.height = ClampU(res.height * 3 / 4, DEFAULT_WINDOW_HEIGHT, UINT16_MAX / 2);
238 }
239 }
240
244 virtual void InputLoop() {}
245
250 virtual bool LockVideoBuffer()
251 {
252 return false;
253 }
254
258 virtual void UnlockVideoBuffer() {}
259
263 virtual void Paint() {}
264
268 virtual void CheckPaletteAnim() {}
269
274 virtual bool PollEvent() { return false; };
275
279 void StartGameThread();
280
284 void StopGameThread();
285
291 void Tick();
292
296 void SleepTillNextTick();
297
298 std::chrono::steady_clock::duration GetGameInterval()
299 {
300#ifdef DEBUG_DUMP_COMMANDS
301 /* When replaying, run as fast as we can. */
302 extern bool _ddc_fastforward;
303 if (_ddc_fastforward) return std::chrono::microseconds(0);
304#endif /* DEBUG_DUMP_COMMANDS */
305
306 TicToc::Tick("GameTick");
307
308 /* If we are paused, run on normal speed. */
309 if (_pause_mode.Any()) return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
310 /* Infinite speed, as quickly as you can. */
311 if (_game_speed == 0) return std::chrono::microseconds(0);
312
313 return std::chrono::microseconds(MILLISECONDS_PER_TICK * 1000 * 100 / _game_speed);
314 }
315
316 std::chrono::steady_clock::duration GetDrawInterval()
317 {
318 TicToc::Tick("DrawTick");
319
320 /* If vsync, draw interval is decided by the display driver */
321 if (_video_vsync && this->uses_hardware_acceleration) return std::chrono::microseconds(0);
322 return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
323 }
324
327 {
328 std::vector<std::function<void()>> cmds{};
329
330 {
331 /* Exchange queue with an empty one to limit the time we
332 * hold the mutex. This also ensures that queued functions can
333 * add new functions to the queue without everything blocking. */
334 std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
335 cmds.swap(this->cmd_queue);
336 }
337
338 for (auto &f : cmds) {
339 f();
340 }
341 }
342
343 std::chrono::steady_clock::time_point next_game_tick;
344 std::chrono::steady_clock::time_point next_draw_tick;
345
348
349 bool is_game_threaded;
350 std::thread game_thread;
351 std::mutex game_state_mutex;
352 std::mutex game_thread_wait_mutex;
353
354 bool uses_hardware_acceleration;
355
356 static void GameThreadThunk(VideoDriver *drv);
357
358private:
359 std::mutex cmd_queue_mutex;
360 std::vector<std::function<void()>> cmd_queue;
361
362 void GameLoop();
363 void GameThread();
364};
365
366#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.
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 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:41
PauseModes _pause_mode
The current pause mode.
Definition gfx.cpp:51
static const uint MILLISECONDS_PER_TICK
The number of milliseconds per game tick.
Definition gfx_type.h:370
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