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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-20 05:23:04 +01:00

Use dpi ref in Graph.cpp and InGameConsole.cpp

This commit is contained in:
Gymnasiast
2023-04-03 21:41:56 +02:00
committed by duncanspumpkin
parent f98818f8e5
commit f09df5a06a
7 changed files with 50 additions and 50 deletions

View File

@@ -264,7 +264,7 @@ void InGameConsole::Update()
_consoleCaretTicks = (_consoleCaretTicks + 1) % 30;
}
void InGameConsole::Draw(DrawPixelInfo* dpi) const
void InGameConsole::Draw(DrawPixelInfo& dpi) const
{
if (!_isOpen)
return;
@@ -292,18 +292,18 @@ void InGameConsole::Draw(DrawPixelInfo* dpi) const
Invalidate();
// Give console area a translucent effect.
GfxFilterRect(dpi, { _consoleTopLeft, _consoleBottomRight }, FilterPaletteID::Palette51);
GfxFilterRect(&dpi, { _consoleTopLeft, _consoleBottomRight }, FilterPaletteID::Palette51);
// Make input area more opaque.
GfxFilterRect(
dpi, { { _consoleTopLeft.x, _consoleBottomRight.y - lineHeight - 10 }, _consoleBottomRight - ScreenCoordsXY{ 0, 1 } },
&dpi, { { _consoleTopLeft.x, _consoleBottomRight.y - lineHeight - 10 }, _consoleBottomRight - ScreenCoordsXY{ 0, 1 } },
FilterPaletteID::Palette51);
// Paint background colour.
uint8_t backgroundColour = ThemeGetColour(WindowClass::Console, 0);
GfxFillRectInset(dpi, { _consoleTopLeft, _consoleBottomRight }, backgroundColour, INSET_RECT_FLAG_FILL_NONE);
GfxFillRectInset(&dpi, { _consoleTopLeft, _consoleBottomRight }, backgroundColour, INSET_RECT_FLAG_FILL_NONE);
GfxFillRectInset(
dpi, { _consoleTopLeft + ScreenCoordsXY{ 1, 1 }, _consoleBottomRight - ScreenCoordsXY{ 1, 1 } }, backgroundColour,
&dpi, { _consoleTopLeft + ScreenCoordsXY{ 1, 1 }, _consoleBottomRight - ScreenCoordsXY{ 1, 1 } }, backgroundColour,
INSET_RECT_FLAG_BORDER_INSET);
std::string lineBuffer;
@@ -314,7 +314,7 @@ void InGameConsole::Draw(DrawPixelInfo* dpi) const
{
const size_t index = i + _consoleScrollPos;
lineBuffer = _colourFormatStr + _consoleLines[index];
GfxDrawString(*dpi, screenCoords, lineBuffer.c_str(), { textColour, InGameConsoleGetFontStyle() });
GfxDrawString(dpi, screenCoords, lineBuffer.c_str(), { textColour, InGameConsoleGetFontStyle() });
screenCoords.y += lineHeight;
}
@@ -322,14 +322,14 @@ void InGameConsole::Draw(DrawPixelInfo* dpi) const
// Draw current line
lineBuffer = _colourFormatStr + _consoleCurrentLine;
DrawText(*dpi, screenCoords, { TEXT_COLOUR_255, InGameConsoleGetFontStyle() }, lineBuffer.c_str(), true);
DrawText(dpi, screenCoords, { TEXT_COLOUR_255, InGameConsoleGetFontStyle() }, lineBuffer.c_str(), true);
// Draw caret
if (_consoleCaretTicks < CONSOLE_CARET_FLASH_THRESHOLD)
{
auto caret = screenCoords + ScreenCoordsXY{ _caretScreenPosX, lineHeight };
uint8_t caretColour = ColourMapA[BASE_COLOUR(textColour)].lightest;
GfxFillRect(dpi, { caret, caret + ScreenCoordsXY{ CONSOLE_CARET_WIDTH, 1 } }, caretColour);
GfxFillRect(&dpi, { caret, caret + ScreenCoordsXY{ CONSOLE_CARET_WIDTH, 1 } }, caretColour);
}
// What about border colours?
@@ -338,21 +338,21 @@ void InGameConsole::Draw(DrawPixelInfo* dpi) const
// Input area top border
GfxFillRect(
dpi,
&dpi,
{ { _consoleTopLeft.x, _consoleBottomRight.y - lineHeight - 11 },
{ _consoleBottomRight.x, _consoleBottomRight.y - lineHeight - 11 } },
borderColour1);
GfxFillRect(
dpi,
&dpi,
{ { _consoleTopLeft.x, _consoleBottomRight.y - lineHeight - 10 },
{ _consoleBottomRight.x, _consoleBottomRight.y - lineHeight - 10 } },
borderColour2);
// Input area bottom border
GfxFillRect(
dpi, { { _consoleTopLeft.x, _consoleBottomRight.y - 1 }, { _consoleBottomRight.x, _consoleBottomRight.y - 1 } },
&dpi, { { _consoleTopLeft.x, _consoleBottomRight.y - 1 }, { _consoleBottomRight.x, _consoleBottomRight.y - 1 } },
borderColour1);
GfxFillRect(dpi, { { _consoleTopLeft.x, _consoleBottomRight.y }, _consoleBottomRight }, borderColour2);
GfxFillRect(&dpi, { { _consoleTopLeft.x, _consoleBottomRight.y }, _consoleBottomRight }, borderColour2);
}
// Calculates the amount of visible lines, based on the console size, excluding the input line.