/*
 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
 */

/** @file gfx.cpp Handling of drawing text and other gfx related stuff. */

#include "stdafx.h"
#include "gfx_func.h"
#include "gfx_layout.h"
#include "progress.h"
#include "zoom_func.h"
#include "blitter/factory.hpp"
#include "video/video_driver.hpp"
#include "strings_func.h"
#include "settings_type.h"
#include "network/network.h"
#include "network/network_func.h"
#include "window_gui.h"
#include "window_func.h"
#include "newgrf_debug.h"
#include "core/backup_type.hpp"
#include "core/geometry_func.hpp"
#include "viewport_func.h"

#include "table/animcursors.h"
#include "table/string_colours.h"
#include "table/sprites.h"
#include "table/control_codes.h"

#include "safeguards.h"

DirectionKeys _dirkeys; ///< Pressed direction keys.
bool _fullscreen;
Support8bpp _support8bpp; ///< State of the support for 8bpp graphics.
CursorVars _cursor;
bool _ctrl_pressed;   ///< Is Ctrl pressed?
bool _shift_pressed;  ///< Is Shift pressed?
uint16_t _game_speed = 100; ///< Current game-speed; 100 is 1x, 0 is infinite.
bool _left_button_down;     ///< Is left mouse button pressed?
bool _left_button_clicked;  ///< Is left mouse button clicked?
bool _right_button_down;    ///< Is right mouse button pressed?
bool _right_button_clicked; ///< Is right mouse button clicked?
DrawPixelInfo _screen;
bool _screen_disable_anim = false;   ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot)
std::atomic<bool> _exit_game;
GameMode _game_mode;
SwitchMode _switch_mode; ///< The next mainloop command.
PauseModes _pause_mode;
GameSessionStats _game_session_stats; ///< Statistics about the current session.

static EnumIndexArray<std::array<uint8_t, 244>, FontSize, FontSize::End> _stringwidth_table; ///< Cache containing width of often used characters. @see GetCharacterWidth()
DrawPixelInfo *_cur_dpi;

static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = nullptr, SpriteID sprite_id = SPR_CURSOR_MOUSE);
static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = nullptr, SpriteID sprite_id = SPR_CURSOR_MOUSE, ZoomLevel zoom = ZoomLevel::Min);

static ReusableBuffer<uint8_t> _cursor_backup;

ZoomLevel _gui_zoom = ZoomLevel::Normal; ///< GUI Zoom level
ZoomLevel _font_zoom = _gui_zoom;           ///< Sprite font Zoom level (not clamped)
int _gui_scale       = MIN_INTERFACE_SCALE; ///< GUI scale, 100 is 100%.
int _gui_scale_cfg;                         ///< GUI scale in config.

/**
 * The rect for repaint.
 *
 * This rectangle defines the area which should be repaint by the video driver.
 *
 * @ingroup dirty
 */
static Rect _invalid_rect;
static const uint8_t *_colour_remap_ptr;
static uint8_t _string_colourremap[3]; ///< Recoloursprite for stringdrawing. The grf loader ensures that #SpriteType::Font sprites only use colours 0 to 2.

static const uint DIRTY_BLOCK_HEIGHT   = 8;
static const uint DIRTY_BLOCK_WIDTH    = 64;

static size_t _dirty_blocks_per_row = 0;
static size_t _dirty_blocks_per_column = 0;
static std::vector<uint8_t> _dirty_blocks;
extern uint _dirty_block_colour;

void GfxScroll(int left, int top, int width, int height, int xo, int yo)
{
	Blitter *blitter = BlitterFactory::GetCurrentBlitter();

	if (xo == 0 && yo == 0) return;

	if (_cursor.visible) UndrawMouseCursor();

	if (_networking) NetworkUndrawChatMessage();

	blitter->ScrollBuffer(_screen.dst_ptr, left, top, width, height, xo, yo);
	/* This part of the screen is now dirty. */
	VideoDriver::GetInstance()->MakeDirty(left, top, width, height);
}


/**
 * Applies a certain FillRectMode-operation to a rectangle [left, right] x [top, bottom] on the screen.
 *
 * @pre dpi->zoom == ZoomLevel::Min, right >= left, bottom >= top
 * @param left Minimum X (inclusive)
 * @param top Minimum Y (inclusive)
 * @param right Maximum X (inclusive)
 * @param bottom Maximum Y (inclusive)
 * @param colour A 8 bit palette index (FillRectMode::Opaque and FillRectMode::Checker) or a recolour spritenumber (FillRectMode::Recolour)
 * @param mode
 *         FillRectMode::Opaque: Fill the rectangle with the specified colour
 *         FillRectMode::Checker: Like FillRectMode::Opaque, but only draw every second pixel (used to grey out things)
 *         FillRectMode::Recolour: Apply a recolour sprite to every pixel in the rectangle currently on screen
 */
void GfxFillRect(int left, int top, int right, int bottom, const std::variant<PixelColour, PaletteID> &colour, FillRectMode mode)
{
	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
	const DrawPixelInfo *dpi = _cur_dpi;
	void *dst;
	const int otop = top;
	const int oleft = left;

	if (dpi->zoom != ZoomLevel::Min) return;
	if (left > right || top > bottom) return;
	if (right < dpi->left || left >= dpi->left + dpi->width) return;
	if (bottom < dpi->top || top >= dpi->top + dpi->height) return;

	if ( (left -= dpi->left) < 0) left = 0;
	right = right - dpi->left + 1;
	if (right > dpi->width) right = dpi->width;
	right -= left;
	assert(right > 0);

	if ( (top -= dpi->top) < 0) top = 0;
	bottom = bottom - dpi->top + 1;
	if (bottom > dpi->height) bottom = dpi->height;
	bottom -= top;
	assert(bottom > 0);

	dst = blitter->MoveTo(dpi->dst_ptr, left, top);

	switch (mode) {
		default: // FillRectMode::Opaque
			blitter->DrawRect(dst, right, bottom, std::get<PixelColour>(colour));
			break;

		case FillRectMode::Recolour:
			blitter->DrawColourMappingRect(dst, right, bottom, GB(std::get<PaletteID>(colour), 0, PALETTE_WIDTH));
			break;

		case FillRectMode::Checker: {
			uint8_t bo = (oleft - left + dpi->left + otop - top + dpi->top) & 1;
			PixelColour pc = std::get<PixelColour>(colour);
			do {
				for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, pc);
				dst = blitter->MoveTo(dst, 0, 1);
			} while (--bottom > 0);
			break;
		}
	}
}

typedef std::pair<Point, Point> LineSegment;

/**
 * Make line segments from a polygon defined by points, translated by an offset.
 * Entirely horizontal lines (start and end at same Y coordinate) are skipped, as they are irrelevant to scanline conversion algorithms.
 * Generated line segments always have the lowest Y coordinate point first, i.e. original direction is lost.
 * @param shape The polygon to convert.
 * @param offset Offset vector subtracted from all coordinates in the shape.
 * @return Vector of undirected line segments.
 */
static std::vector<LineSegment> MakePolygonSegments(std::span<const Point> shape, Point offset)
{
	std::vector<LineSegment> segments;
	if (shape.size() < 3) return segments; // fewer than 3 will always result in an empty polygon
	segments.reserve(shape.size());

	/* Connect first and last point by having initial previous point be the last */
	Point prev = shape.back();
	prev.x -= offset.x;
	prev.y -= offset.y;
	for (Point pt : shape) {
		pt.x -= offset.x;
		pt.y -= offset.y;
		/* Create segments for all non-horizontal lines in the polygon.
		 * The segments always have lowest Y coordinate first. */
		if (prev.y > pt.y) {
			segments.emplace_back(pt, prev);
		} else if (prev.y < pt.y) {
			segments.emplace_back(prev, pt);
		}
		prev = pt;
	}

	return segments;
}

/**
 * Fill a polygon with colour.
 * The odd-even winding rule is used, i.e. self-intersecting polygons will have holes in them.
 * Left and top edges are inclusive, right and bottom edges are exclusive.
 * @note For rectangles the GfxFillRect function will be faster.
 * @pre dpi->zoom == ZoomLevel::Min
 * @param shape List of points on the polygon.
 * @param colour An 8 bit palette index (FillRectMode::Opaque and FillRectMode::Checker) or a recolour spritenumber (FillRectMode::Recolour).
 * @param mode
 *         FillRectMode::Opaque: Fill the polygon with the specified colour.
 *         FillRectMode::Checker: Fill every other pixel with the specified colour, in a checkerboard pattern.
 *         FillRectMode::Recolour: Apply a recolour sprite to every pixel in the polygon.
 */
void GfxFillPolygon(std::span<const Point> shape, const std::variant<PixelColour, PaletteID> &colour, FillRectMode mode)
{
	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
	const DrawPixelInfo *dpi = _cur_dpi;
	if (dpi->zoom != ZoomLevel::Min) return;

	std::vector<LineSegment> segments = MakePolygonSegments(shape, Point{ dpi->left, dpi->top });

	/* Remove segments appearing entirely above or below the clipping area. */
	segments.erase(std::remove_if(segments.begin(), segments.end(), [dpi](const LineSegment &s) { return s.second.y <= 0 || s.first.y >= dpi->height; }), segments.end());

	/* Check that this wasn't an empty shape (all points on a horizontal line or outside clipping.) */
	if (segments.empty()) return;

	/* Sort the segments by first point Y coordinate. */
	std::sort(segments.begin(), segments.end(), [](const LineSegment &a, const LineSegment &b) { return a.first.y < b.first.y; });

	/* Segments intersecting current scanline. */
	std::vector<LineSegment> active;
	/* Intersection points with a scanline.
	 * Kept outside loop to avoid repeated re-allocations. */
	std::vector<int> intersections;
	/* Normal, reasonable polygons don't have many intersections per scanline. */
	active.reserve(4);
	intersections.reserve(4);

	/* Scan through the segments and paint each scanline. */
	int y = segments.front().first.y;
	std::vector<LineSegment>::iterator nextseg = segments.begin();
	while (!active.empty() || nextseg != segments.end()) {
		/* Clean up segments that have ended. */
		active.erase(std::remove_if(active.begin(), active.end(), [y](const LineSegment &s) { return s.second.y == y; }), active.end());

		/* Activate all segments starting on this scanline. */
		while (nextseg != segments.end() && nextseg->first.y == y) {
			active.push_back(*nextseg);
			++nextseg;
		}

		/* Check clipping. */
		if (y < 0) {
			++y;
			continue;
		}
		if (y >= dpi->height) return;

		/*  Intersect scanline with all active segments. */
		intersections.clear();
		for (const LineSegment &s : active) {
			const int sdx = s.second.x - s.first.x;
			const int sdy = s.second.y - s.first.y;
			const int ldy = y - s.first.y;
			const int x = s.first.x + sdx * ldy / sdy;
			intersections.push_back(x);
		}

		/* Fill between pairs of intersections. */
		std::sort(intersections.begin(), intersections.end());
		for (size_t i = 1; i < intersections.size(); i += 2) {
			/* Check clipping. */
			const int x1 = std::max(0, intersections[i - 1]);
			const int x2 = std::min(intersections[i], dpi->width);
			if (x2 < 0) continue;
			if (x1 >= dpi->width) continue;

			/* Fill line y from x1 to x2. */
			void *dst = blitter->MoveTo(dpi->dst_ptr, x1, y);
			switch (mode) {
				default: // FillRectMode::Opaque
					blitter->DrawRect(dst, x2 - x1, 1, std::get<PixelColour>(colour));
					break;
				case FillRectMode::Recolour:
					blitter->DrawColourMappingRect(dst, x2 - x1, 1, GB(std::get<PaletteID>(colour), 0, PALETTE_WIDTH));
					break;
				case FillRectMode::Checker: {
					/* Fill every other pixel, offset such that the sum of filled pixels' X and Y coordinates is odd.
					 * This creates a checkerboard effect. */
					PixelColour pc = std::get<PixelColour>(colour);
					for (int x = (x1 + y) & 1; x < x2 - x1; x += 2) {
						blitter->SetPixel(dst, x, 0, pc);
					}
					break;
				}
			}
		}

		/* Next line */
		++y;
	}
}

/**
 * Check line clipping by using a linear equation and draw the visible part of
 * the line given by x/y and x2/y2.
 * @param video Destination pointer to draw into.
 * @param x X coordinate of first point.
 * @param y Y coordinate of first point.
 * @param x2 X coordinate of second point.
 * @param y2 Y coordinate of second point.
 * @param screen_width With of the screen to check clipping against.
 * @param screen_height Height of the screen to check clipping against.
 * @param colour Colour of the line.
 * @param width Width of the line.
 * @param dash Length of dashes for dashed lines. 0 means solid line.
 */
static inline void GfxDoDrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, PixelColour colour, int width, int dash = 0)
{
	Blitter *blitter = BlitterFactory::GetCurrentBlitter();

	assert(width > 0);

	if (y2 == y || x2 == x) {
		/* Special case: horizontal/vertical line. All checks already done in GfxPreprocessLine. */
		blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
		return;
	}

	int grade_y = y2 - y;
	int grade_x = x2 - x;

	/* Clipping rectangle. Slightly extended so we can ignore the width of the line. */
	int extra = (int)CeilDiv(3 * width, 4); // not less then "width * sqrt(2) / 2"
	Rect clip = { -extra, -extra, screen_width - 1 + extra, screen_height - 1 + extra };

	/* prevent integer overflows. */
	int margin = 1;
	while (INT_MAX / abs(grade_y) < std::max(abs(clip.left - x), abs(clip.right - x))) {
		grade_y /= 2;
		grade_x /= 2;
		margin  *= 2; // account for rounding errors
	}

	/* Prevent division by zero. */
	if (grade_x == 0) grade_x = 1;

	/* Imagine that the line is infinitely long and it intersects with
	 * infinitely long left and right edges of the clipping rectangle.
	 * If both intersection points are outside the clipping rectangle
	 * and both on the same side of it, we don't need to draw anything. */
	int left_isec_y = y + (clip.left - x) * grade_y / grade_x;
	int right_isec_y = y + (clip.right - x) * grade_y / grade_x;
	if ((left_isec_y > clip.bottom + margin && right_isec_y > clip.bottom + margin) ||
			(left_isec_y < clip.top - margin && right_isec_y < clip.top - margin)) {
		return;
	}

	/* It is possible to use the line equation to further reduce the amount of
	 * work the blitter has to do by shortening the effective line segment.
	 * However, in order to get that right and prevent the flickering effects
	 * of rounding errors so much additional code has to be run here that in
	 * the general case the effect is not noticeable. */

	blitter->DrawLine(video, x, y, x2, y2, screen_width, screen_height, colour, width, dash);
}

/**
 * Align parameters of a line to the given DPI and check simple clipping.
 * @param dpi Screen parameters to align with.
 * @param x X coordinate of first point.
 * @param y Y coordinate of first point.
 * @param x2 X coordinate of second point.
 * @param y2 Y coordinate of second point.
 * @param width Width of the line.
 * @return True if the line is likely to be visible, false if it's certainly
 *         invisible.
 */
static inline bool GfxPreprocessLine(DrawPixelInfo *dpi, int &x, int &y, int &x2, int &y2, int width)
{
	x -= dpi->left;
	x2 -= dpi->left;
	y -= dpi->top;
	y2 -= dpi->top;

	/* Check simple clipping */
	if (x + width / 2 < 0           && x2 + width / 2 < 0          ) return false;
	if (y + width / 2 < 0           && y2 + width / 2 < 0          ) return false;
	if (x - width / 2 > dpi->width  && x2 - width / 2 > dpi->width ) return false;
	if (y - width / 2 > dpi->height && y2 - width / 2 > dpi->height) return false;
	return true;
}

void GfxDrawLine(int x, int y, int x2, int y2, PixelColour colour, int width, int dash)
{
	DrawPixelInfo *dpi = _cur_dpi;
	if (GfxPreprocessLine(dpi, x, y, x2, y2, width)) {
		GfxDoDrawLine(dpi->dst_ptr, x, y, x2, y2, dpi->width, dpi->height, colour, width, dash);
	}
}

void GfxDrawLineUnscaled(int x, int y, int x2, int y2, PixelColour colour)
{
	DrawPixelInfo *dpi = _cur_dpi;
	if (GfxPreprocessLine(dpi, x, y, x2, y2, 1)) {
		GfxDoDrawLine(dpi->dst_ptr,
				UnScaleByZoom(x, dpi->zoom), UnScaleByZoom(y, dpi->zoom),
				UnScaleByZoom(x2, dpi->zoom), UnScaleByZoom(y2, dpi->zoom),
				UnScaleByZoom(dpi->width, dpi->zoom), UnScaleByZoom(dpi->height, dpi->zoom), colour, 1);
	}
}

/**
 * Draws the projection of a parallelepiped.
 * This can be used to draw boxes in world coordinates.
 *
 * @param x   Screen X-coordinate of top front corner.
 * @param y   Screen Y-coordinate of top front corner.
 * @param dx1 Screen X-length of first edge.
 * @param dy1 Screen Y-length of first edge.
 * @param dx2 Screen X-length of second edge.
 * @param dy2 Screen Y-length of second edge.
 * @param dx3 Screen X-length of third edge.
 * @param dy3 Screen Y-length of third edge.
 */
void DrawBox(int x, int y, int dx1, int dy1, int dx2, int dy2, int dx3, int dy3)
{
	/*           ....
	 *         ..    ....
	 *       ..          ....
	 *     ..                ^
	 *   <--__(dx1,dy1)    /(dx2,dy2)
	 *   :    --__       /   :
	 *   :        --__ /     :
	 *   :            *(x,y) :
	 *   :            |      :
	 *   :            |     ..
	 *    ....        |(dx3,dy3)
	 *        ....    | ..
	 *            ....V.
	 */

	static constexpr PixelColour colour = PC_WHITE;

	GfxDrawLineUnscaled(x, y, x + dx1, y + dy1, colour);
	GfxDrawLineUnscaled(x, y, x + dx2, y + dy2, colour);
	GfxDrawLineUnscaled(x, y, x + dx3, y + dy3, colour);

	GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx2, y + dy1 + dy2, colour);
	GfxDrawLineUnscaled(x + dx1, y + dy1, x + dx1 + dx3, y + dy1 + dy3, colour);
	GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx1, y + dy2 + dy1, colour);
	GfxDrawLineUnscaled(x + dx2, y + dy2, x + dx2 + dx3, y + dy2 + dy3, colour);
	GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx1, y + dy3 + dy1, colour);
	GfxDrawLineUnscaled(x + dx3, y + dy3, x + dx3 + dx2, y + dy3 + dy2, colour);
}

/**
 * Draw the outline of a Rect
 * @param r Rect to draw.
 * @param colour Colour of the outline.
 * @param width Width of the outline.
 * @param dash Length of dashes for dashed lines. 0 means solid lines.
 */
void DrawRectOutline(const Rect &r, PixelColour colour, int width, int dash)
{
	GfxDrawLine(r.left,  r.top,    r.right, r.top,    colour, width, dash);
	GfxDrawLine(r.left,  r.top,    r.left,  r.bottom, colour, width, dash);
	GfxDrawLine(r.right, r.top,    r.right, r.bottom, colour, width, dash);
	GfxDrawLine(r.left,  r.bottom, r.right, r.bottom, colour, width, dash);
}

/**
 * Set the colour remap to be for the given colour.
 * @param colour the new colour of the remap.
 */
static void SetColourRemap(ExtendedTextColour colour)
{
	if (colour == TextColour::Invalid) return;

	/* Black strings have no shading ever; the shading is black, so it
	 * would be invisible at best, but it actually makes it illegible. */
	bool no_shade = colour.flags.Test(ExtendedTextColourFlag::NoShade) || colour.colour == TextColour::Black;
	bool raw_colour = colour.flags.Test(ExtendedTextColourFlag::IsPaletteColour);

	_string_colourremap[1] = raw_colour ? to_underlying(colour.colour) : _string_colourmap[to_underlying(colour.colour)].p;
	_string_colourremap[2] = no_shade ? 0 : 1;
	_colour_remap_ptr = _string_colourremap;
}

/**
 * Drawing routine for drawing a laid out line of text.
 * @param line      String to draw.
 * @param y         The top most position to draw on.
 * @param left      The left most position to draw on.
 * @param right     The right most position to draw on.
 * @param align     The alignment of the string when drawing left-to-right. In the
 *                  case a right-to-left language is chosen this is inverted so it
 *                  will be drawn in the right direction.
 * @param underline Whether to underline what has been drawn or not.
 * @param truncation Whether to perform string truncation or not.
 * @param default_colour Colour of text if not specified within string.
 *
 * @return In case of left or center alignment the right most pixel we have drawn to.
 *         In case of right alignment the left most pixel we have drawn to.
 */
static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left, int right, StringAlignment align, bool underline, bool truncation, ExtendedTextColour default_colour)
{
	if (line.CountRuns() == 0) return 0;

	int w = line.GetWidth();
	int h = line.GetLeading();

	/*
	 * The following is needed for truncation.
	 * Depending on the text direction, we either remove bits at the rear
	 * or the front. For this we shift the entire area to draw so it fits
	 * within the left/right bounds and the side we do not truncate it on.
	 * Then we determine the truncation location, i.e. glyphs that fall
	 * outside of the range min_x - max_x will not be drawn; they are thus
	 * the truncated glyphs.
	 *
	 * At a later step we insert the dots.
	 */

	int max_w = right - left + 1; // The maximum width.

	int offset_x = 0;  // The offset we need for positioning the glyphs
	int min_x = left;  // The minimum x position to draw normal glyphs on.
	int max_x = right; // The maximum x position to draw normal glyphs on.

	truncation &= max_w < w;         // Whether we need to do truncation.
	int truncation_width = 0; // Width of the ellipsis string.

	std::optional<Layouter> truncation_layout; ///< Layout for truncation ellipsis.
	if (truncation) {
		/*
		 * Assumption may be made that all fonts of a run are of the same size.
		 * In any case, we'll use these dots for the abbreviation, so even if
		 * another size would be chosen it won't have truncated too little for
		 * the truncation dots.
		 */
		truncation_layout.emplace(GetEllipsis(), INT32_MAX, line.GetVisualRun(0).GetFont()->fc->GetSize());
		truncation_width = truncation_layout->GetBounds().width;

		/* Is there enough space even for an ellipsis? */
		if (max_w < truncation_width) return (_current_text_dir == TD_RTL) ? left : right;

		if (_current_text_dir == TD_RTL) {
			min_x += truncation_width;
			offset_x = w - max_w;
		} else {
			max_x -= truncation_width;
		}

		w = max_w;
	}

	/* In case we have a RTL language we swap the alignment. */
	if (!(align & SA_FORCE) && _current_text_dir == TD_RTL && (align & SA_HOR_MASK) != SA_HOR_CENTER) align ^= SA_RIGHT;

	/* right is the right most position to draw on. In this case we want to do
	 * calculations with the width of the string. In comparison right can be
	 * seen as lastof(todraw) and width as lengthof(todraw). They differ by 1.
	 * So most +1/-1 additions are to move from lengthof to 'indices'.
	 */
	switch (align & SA_HOR_MASK) {
		case SA_LEFT:
			/* right + 1 = left + w */
			right = left + w - 1;
			break;

		case SA_HOR_CENTER:
			left  = RoundDivSU(right + 1 + left - w, 2);
			/* right + 1 = left + w */
			right = left + w - 1;
			break;

		case SA_RIGHT:
			left = right + 1 - w;
			break;

		default:
			NOT_REACHED();
	}

	const uint shadow_offset = ScaleGUITrad(1);

	auto draw_line = [&](const ParagraphLayouter::Line &line, bool do_shadow, int left, int min_x, int max_x, bool truncation, ExtendedTextColour initial_colour) {
		const DrawPixelInfo *dpi = _cur_dpi;
		int dpi_left = dpi->left;
		int dpi_right = dpi->left + dpi->width - 1;
		ExtendedTextColour last_colour{initial_colour};

		for (size_t run_index = 0; run_index < line.CountRuns(); run_index++) {
			const ParagraphLayouter::VisualRun &run = line.GetVisualRun(run_index);
			const auto &glyphs = run.GetGlyphs();
			const auto &positions = run.GetPositions();
			const Font *f = run.GetFont();

			FontCache *fc = f->fc;
			ExtendedTextColour colour{f->colour};
			if (colour == TextColour::Invalid || initial_colour.flags.Test(ExtendedTextColourFlag::Forced)) colour = initial_colour;
			bool colour_has_shadow = !colour.flags.Test(ExtendedTextColourFlag::NoShade) && colour != TextColour::Black;
			/* Update the last colour for the truncation ellipsis. */
			last_colour = colour;
			if (do_shadow && (!fc->GetDrawGlyphShadow() || !colour_has_shadow)) continue;
			SetColourRemap(do_shadow ? TextColour::Black : colour);

			for (size_t i = 0; i < run.GetGlyphCount(); i++) {
				GlyphID glyph = glyphs[i];

				/* Not a valid glyph (empty) */
				if (glyph == 0xFFFF) continue;

				int begin_x = positions[i].left + left;
				int end_x = positions[i].right + left;
				int top = positions[i].top + y;

				/* Truncated away. */
				if (truncation && (begin_x < min_x || end_x > max_x)) continue;

				const Sprite *sprite = fc->GetGlyph(glyph);
				/* Check clipping (the "+ 1" is for the shadow). */
				if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;

				if (do_shadow && (glyph & SPRITE_GLYPH) != 0) continue;

				GfxMainBlitter(sprite, begin_x + (do_shadow ? shadow_offset : 0), top + (do_shadow ? shadow_offset : 0), BlitterMode::ColourRemap);
			}
		}
		return last_colour;
	};

	/* Draw shadow, then foreground */
	for (bool do_shadow : {true, false}) {
		ExtendedTextColour colour = draw_line(line, do_shadow, left - offset_x, min_x, max_x, truncation, default_colour);

		if (truncation) {
			int x = (_current_text_dir == TD_RTL) ? left : (right - truncation_width);
			draw_line(*truncation_layout->front(), do_shadow, x, INT32_MIN, INT32_MAX, false, colour);
		}
	}

	if (underline) {
		GfxFillRect(left, y + h, right, y + h + WidgetDimensions::scaled.bevel.top - 1, PixelColour{_string_colourremap[1]});
	}

	return (align & SA_HOR_MASK) == SA_RIGHT ? left : right;
}

/**
 * Draw string, possibly truncated to make it fit in its allocated space
 *
 * @param left   The left most position to draw on.
 * @param right  The right most position to draw on.
 * @param top    The top most position to draw on.
 * @param str    String to draw.
 * @param colour Colour used for drawing the string, for details see _string_colourmap in
 *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
 * @param align  The alignment of the string when drawing left-to-right. In the
 *               case a right-to-left language is chosen this is inverted so it
 *               will be drawn in the right direction.
 * @param underline Whether to underline what has been drawn or not.
 * @param fontsize The size of the initial characters.
 * @return In case of left or center alignment the right most pixel we have drawn to.
 *         In case of right alignment the left most pixel we have drawn to.
 */
int DrawString(int left, int right, int top, std::string_view str, ExtendedTextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
	/* The string may contain control chars to change the font, just use the biggest font for clipping. */
	int max_height = std::max({GetCharacterHeight(FontSize::Small), GetCharacterHeight(FontSize::Normal), GetCharacterHeight(FontSize::Large), GetCharacterHeight(FontSize::Monospace)});

	/* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */
	int extra = max_height / 2;

	if (_cur_dpi->top + _cur_dpi->height + extra < top || _cur_dpi->top > top + max_height + extra ||
			_cur_dpi->left + _cur_dpi->width + extra < left || _cur_dpi->left > right + extra) {
		return 0;
	}

	Layouter layout(str, INT32_MAX, fontsize);
	if (layout.empty()) return 0;

	return DrawLayoutLine(*layout.front(), top, left, right, align, underline, true, colour);
}

/**
 * Draw string, possibly truncated to make it fit in its allocated space
 *
 * @param left   The left most position to draw on.
 * @param right  The right most position to draw on.
 * @param top    The top most position to draw on.
 * @param str    String to draw.
 * @param colour Colour used for drawing the string, for details see _string_colourmap in
 *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
 * @param align  The alignment of the string when drawing left-to-right. In the
 *               case a right-to-left language is chosen this is inverted so it
 *               will be drawn in the right direction.
 * @param underline Whether to underline what has been drawn or not.
 * @param fontsize The size of the initial characters.
 * @return In case of left or center alignment the right most pixel we have drawn to.
 *         In case of right alignment the left most pixel we have drawn to.
 */
int DrawString(int left, int right, int top, StringID str, ExtendedTextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
	return DrawString(left, right, top, GetString(str), colour, align, underline, fontsize);
}

/**
 * Calculates height of string (in pixels). The string is changed to a multiline string if needed.
 * @param str string to check
 * @param maxw maximum string width
 * @param fontsize The size of the initial characters.
 * @return height of pixels of string when it is drawn
 */
int GetStringHeight(std::string_view str, int maxw, FontSize fontsize)
{
	assert(maxw > 0);
	Layouter layout(str, maxw, fontsize);
	return layout.GetBounds().height;
}

/**
 * Calculates height of string (in pixels). The string is changed to a multiline string if needed.
 * @param str string to check
 * @param maxw maximum string width
 * @return height of pixels of string when it is drawn
 */
int GetStringHeight(StringID str, int maxw)
{
	return GetStringHeight(GetString(str), maxw);
}

/**
 * Calculates number of lines of string. The string is changed to a multiline string if needed.
 * @param str string to check
 * @param maxw maximum string width
 * @return number of lines of string when it is drawn
 */
int GetStringLineCount(std::string_view str, int maxw)
{
	Layouter layout(str, maxw);
	return (uint)layout.size();
}

/**
 * Calculate string bounding box for multi-line strings.
 * @param str        String to check.
 * @param suggestion Suggested bounding box.
 * @return Bounding box for the multi-line string, may be bigger than \a suggestion.
 */
Dimension GetStringMultiLineBoundingBox(StringID str, const Dimension &suggestion)
{
	Dimension box = {suggestion.width, (uint)GetStringHeight(str, suggestion.width)};
	return box;
}

/**
 * Calculate string bounding box for multi-line strings.
 * @param str        String to check.
 * @param suggestion Suggested bounding box.
 * @param fontsize The size of the initial characters.
 * @return Bounding box for the multi-line string, may be bigger than \a suggestion.
 */
Dimension GetStringMultiLineBoundingBox(std::string_view str, const Dimension &suggestion, FontSize fontsize)
{
	Dimension box = {suggestion.width, (uint)GetStringHeight(str, suggestion.width, fontsize)};
	return box;
}

/**
 * Draw string, possibly over multiple lines.
 *
 * @param left   The left most position to draw on.
 * @param right  The right most position to draw on.
 * @param top    The top most position to draw on.
 * @param bottom The bottom most position to draw on.
 * @param str    String to draw.
 * @param colour Colour used for drawing the string, for details see _string_colourmap in
 *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
 * @param align  The horizontal and vertical alignment of the string.
 * @param underline Whether to underline all strings
 * @param fontsize The size of the initial characters.
 *
 * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
 */
int DrawStringMultiLine(int left, int right, int top, int bottom, std::string_view str, ExtendedTextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
	int maxw = right - left + 1;
	int maxh = bottom - top + 1;

	/* It makes no sense to even try if it can't be drawn anyway, or
	 * do we really want to support fonts of 0 or less pixels high? */
	if (maxh <= 0) return top;

	Layouter layout(str, maxw, fontsize);
	int total_height = layout.GetBounds().height;
	int y;
	switch (align & SA_VERT_MASK) {
		case SA_TOP:
			y = top;
			break;

		case SA_VERT_CENTER:
			y = RoundDivSU(bottom + top - total_height, 2);
			break;

		case SA_BOTTOM:
			y = bottom - total_height;
			break;

		default: NOT_REACHED();
	}

	int last_line = top;
	int first_line = bottom;

	for (const auto &line : layout) {

		int line_height = line->GetLeading();
		if (y >= top && y + line_height - 1 <= bottom) {
			last_line = y + line_height;
			if (first_line > y) first_line = y;

			DrawLayoutLine(*line, y, left, right, align, underline, false, colour);
		}
		y += line_height;
	}

	return ((align & SA_VERT_MASK) == SA_BOTTOM) ? first_line : last_line;
}

/**
 * Draw string, possibly over multiple lines.
 *
 * @param left   The left most position to draw on.
 * @param right  The right most position to draw on.
 * @param top    The top most position to draw on.
 * @param bottom The bottom most position to draw on.
 * @param str    String to draw.
 * @param colour Colour used for drawing the string, for details see _string_colourmap in
 *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
 * @param align  The horizontal and vertical alignment of the string.
 * @param underline Whether to underline all strings
 * @param fontsize The size of the initial characters.
 *
 * @return If \a align is #SA_BOTTOM, the top to where we have written, else the bottom to where we have written.
 */
int DrawStringMultiLine(int left, int right, int top, int bottom, StringID str, ExtendedTextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
	return DrawStringMultiLine(left, right, top, bottom, GetString(str), colour, align, underline, fontsize);
}

/**
 * Draw a multiline string, possibly over multiple lines, if the region is within the current display clipping area.
 * @note With clipping, it is not possible to determine how tall the rendered text will be, as it's not layouted.
 *       Regular DrawStringMultiLine must be used if the height needs to be known.
 *
 * @param left   The left most position to draw on.
 * @param right  The right most position to draw on.
 * @param top    The top most position to draw on.
 * @param bottom The bottom most position to draw on.
 * @param str    String to draw.
 * @param colour Colour used for drawing the string, for details see _string_colourmap in
 *               table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
 * @param align  The horizontal and vertical alignment of the string.
 * @param underline Whether to underline all strings
 * @param fontsize The size of the initial characters.
 *
 * @return true iff the string was drawn.
 */
bool DrawStringMultiLineWithClipping(int left, int right, int top, int bottom, std::string_view str, ExtendedTextColour colour, StringAlignment align, bool underline, FontSize fontsize)
{
	/* The string may contain control chars to change the font, just use the biggest font for clipping. */
	int max_height = std::max({GetCharacterHeight(FontSize::Small), GetCharacterHeight(FontSize::Normal), GetCharacterHeight(FontSize::Large), GetCharacterHeight(FontSize::Monospace)});

	/* Funny glyphs may extent outside the usual bounds, so relax the clipping somewhat. */
	int extra = max_height / 2;

	if (_cur_dpi->top + _cur_dpi->height + extra < top || _cur_dpi->top > bottom + extra ||
			_cur_dpi->left + _cur_dpi->width + extra < left || _cur_dpi->left > right + extra) {
		return false;
	}

	DrawStringMultiLine(left, right, top, bottom, str, colour, align, underline, fontsize);
	return true;
}

/**
 * Return the string dimension in pixels. The height and width are returned
 * in a single Dimension value. TINYFONT, BIGFONT modifiers are only
 * supported as the first character of the string. The returned dimensions
 * are therefore a rough estimation correct for all the current strings
 * but not every possible combination
 * @param str string to calculate pixel-width
 * @param start_fontsize Fontsize to start the text with
 * @return string width and height in pixels
 */
Dimension GetStringBoundingBox(std::string_view str, FontSize start_fontsize)
{
	Layouter layout(str, INT32_MAX, start_fontsize);
	return layout.GetBounds();
}

/**
 * Get bounding box of a string.
 * Has the same restrictions as #GetStringBoundingBox(std::string_view str, FontSize start_fontsize).
 * @param strid String to examine.
 * @param start_fontsize Fontsize to start the text with.
 * @return Width and height of the bounding box for the string in pixels.
 */
Dimension GetStringBoundingBox(StringID strid, FontSize start_fontsize)
{
	return GetStringBoundingBox(GetString(strid), start_fontsize);
}

/**
 * Get maximum width of a list of strings.
 * @param list List of strings.
 * @param fontsize Font size to use.
 * @return Width of longest string within the list.
 */
uint GetStringListWidth(std::span<const StringID> list, FontSize fontsize)
{
	uint width = 0;
	for (auto str : list) {
		width = std::max(width, GetStringBoundingBox(str, fontsize).width);
	}
	return width;
}

/**
 * Get maximum dimension of a list of strings.
 * @param list List of strings, terminated by INVALID_STRING_ID.
 * @param fontsize Font size to use.
 * @return Dimension of highest and longest string within the list.
 */
Dimension GetStringListBoundingBox(std::span<const StringID> list, FontSize fontsize)
{
	Dimension d{0, 0};
	for (auto str : list) {
		d = maxdim(d, GetStringBoundingBox(str, fontsize));
	}
	return d;
}

/**
 * Draw single character horizontally centered around (x,y)
 * @param c           Character (glyph) to draw
 * @param r           Rectangle to draw character within
 * @param colour      Colour to use, for details see _string_colourmap in
 *                    table/palettes.h or docs/ottd-colourtext-palette.png or the enum TextColour in gfx_type.h
 */
void DrawCharCentered(char32_t c, const Rect &r, TextColour colour)
{
	SetColourRemap(colour);
	GfxMainBlitter(GetGlyph(FontSize::Normal, c),
		CentreBounds(r.left, r.right, GetCharacterWidth(FontSize::Normal, c)),
		CentreBounds(r.top, r.bottom, GetCharacterHeight(FontSize::Normal)),
		BlitterMode::ColourRemap);
}

/**
 * Get the size of a sprite.
 * @param sprid Sprite to examine.
 * @param[out] offset Optionally returns the sprite position offset.
 * @param zoom The zoom level applicable to the sprite.
 * @return Sprite size in pixels.
 * @note The size assumes (0, 0) as top-left coordinate and ignores any part of the sprite drawn at the left or above that position.
 */
Dimension GetSpriteSize(SpriteID sprid, Point *offset, ZoomLevel zoom)
{
	const Sprite *sprite = GetSprite(sprid, SpriteType::Normal);

	if (offset != nullptr) {
		offset->x = UnScaleByZoom(sprite->x_offs, zoom);
		offset->y = UnScaleByZoom(sprite->y_offs, zoom);
	}

	Dimension d;
	d.width  = std::max<int>(0, UnScaleByZoom(sprite->x_offs + sprite->width, zoom));
	d.height = std::max<int>(0, UnScaleByZoom(sprite->y_offs + sprite->height, zoom));
	return d;
}

/**
 * Helper function to get the blitter mode for different types of palettes.
 * @param pal The palette to get the blitter mode for.
 * @return The blitter mode associated with the palette.
 */
static BlitterMode GetBlitterMode(PaletteID pal)
{
	switch (pal) {
		case PAL_NONE:          return BlitterMode::Normal;
		case PALETTE_CRASH:     return BlitterMode::CrashRemap;
		case PALETTE_ALL_BLACK: return BlitterMode::BlackRemap;
		default:                return BlitterMode::ColourRemap;
	}
}

/**
 * Draw a sprite in a viewport.
 * @param img  Image number to draw
 * @param pal  Palette to use.
 * @param x    Left coordinate of image in viewport, scaled by zoom
 * @param y    Top coordinate of image in viewport, scaled by zoom
 * @param sub  If available, draw only specified part of the sprite
 */
void DrawSpriteViewport(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub)
{
	SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
	if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
		pal = GB(pal, 0, PALETTE_WIDTH);
		_colour_remap_ptr = GetNonSprite(pal, SpriteType::Recolour) + 1;
		GfxMainBlitterViewport(GetSprite(real_sprite, SpriteType::Normal), x, y, pal == PALETTE_TO_TRANSPARENT ? BlitterMode::Transparent : BlitterMode::TransparentRemap, sub, real_sprite);
	} else if (pal != PAL_NONE) {
		if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
			SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
		} else {
			_colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), SpriteType::Recolour) + 1;
		}
		GfxMainBlitterViewport(GetSprite(real_sprite, SpriteType::Normal), x, y, GetBlitterMode(pal), sub, real_sprite);
	} else {
		GfxMainBlitterViewport(GetSprite(real_sprite, SpriteType::Normal), x, y, BlitterMode::Normal, sub, real_sprite);
	}
}

/**
 * Draw a sprite, not in a viewport
 * @param img  Image number to draw
 * @param pal  Palette to use.
 * @param x    Left coordinate of image in pixels
 * @param y    Top coordinate of image in pixels
 * @param sub  If available, draw only specified part of the sprite
 * @param zoom Zoom level of sprite
 */
void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub, ZoomLevel zoom)
{
	SpriteID real_sprite = GB(img, 0, SPRITE_WIDTH);
	if (HasBit(img, PALETTE_MODIFIER_TRANSPARENT)) {
		pal = GB(pal, 0, PALETTE_WIDTH);
		_colour_remap_ptr = GetNonSprite(pal, SpriteType::Recolour) + 1;
		GfxMainBlitter(GetSprite(real_sprite, SpriteType::Normal), x, y, pal == PALETTE_TO_TRANSPARENT ? BlitterMode::Transparent : BlitterMode::TransparentRemap, sub, real_sprite, zoom);
	} else if (pal != PAL_NONE) {
		if (HasBit(pal, PALETTE_TEXT_RECOLOUR)) {
			SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH));
		} else {
			_colour_remap_ptr = GetNonSprite(GB(pal, 0, PALETTE_WIDTH), SpriteType::Recolour) + 1;
		}
		GfxMainBlitter(GetSprite(real_sprite, SpriteType::Normal), x, y, GetBlitterMode(pal), sub, real_sprite, zoom);
	} else {
		GfxMainBlitter(GetSprite(real_sprite, SpriteType::Normal), x, y, BlitterMode::Normal, sub, real_sprite, zoom);
	}
}

/**
 * The code for setting up the blitter mode and sprite information before finally drawing the sprite.
 * @param sprite The sprite to draw.
 * @param x The X location to draw.
 * @param y The Y location to draw.
 * @param mode The settings for the blitter to pass.
 * @param sub Whether to only draw a sub set of the sprite.
 * @param sprite_id The unique identifier of the sprite for NewGRF debug purposes.
 * @param zoom The zoom level at which to draw the sprites.
 * @param dst Optional parameter for a different blitting destination.
 * @tparam ZOOM_BASE The factor required to get the sub sprite information into the right size.
 * @tparam SCALED_XY Whether the X and Y are scaled or unscaled.
 */
template <int ZOOM_BASE, bool SCALED_XY>
static void GfxBlitter(const Sprite * const sprite, int x, int y, BlitterMode mode, const SubSprite * const sub, SpriteID sprite_id, ZoomLevel zoom, const DrawPixelInfo *dst = nullptr)
{
	const DrawPixelInfo *dpi = (dst != nullptr) ? dst : _cur_dpi;
	Blitter::BlitterParams bp;

	if (SCALED_XY) {
		/* Scale it */
		x = ScaleByZoom(x, zoom);
		y = ScaleByZoom(y, zoom);
	}

	/* Move to the correct offset */
	x += sprite->x_offs;
	y += sprite->y_offs;

	if (sub == nullptr) {
		/* No clipping. */
		bp.skip_left = 0;
		bp.skip_top = 0;
		bp.width = UnScaleByZoom(sprite->width, zoom);
		bp.height = UnScaleByZoom(sprite->height, zoom);
	} else {
		/* Amount of pixels to clip from the source sprite */
		int clip_left   = std::max(0,                   -sprite->x_offs +  sub->left        * ZOOM_BASE );
		int clip_top    = std::max(0,                   -sprite->y_offs +  sub->top         * ZOOM_BASE );
		int clip_right  = std::max(0, sprite->width  - (-sprite->x_offs + (sub->right + 1)  * ZOOM_BASE));
		int clip_bottom = std::max(0, sprite->height - (-sprite->y_offs + (sub->bottom + 1) * ZOOM_BASE));

		if (clip_left + clip_right >= sprite->width) return;
		if (clip_top + clip_bottom >= sprite->height) return;

		bp.skip_left = UnScaleByZoomLower(clip_left, zoom);
		bp.skip_top = UnScaleByZoomLower(clip_top, zoom);
		bp.width = UnScaleByZoom(sprite->width - clip_left - clip_right, zoom);
		bp.height = UnScaleByZoom(sprite->height - clip_top - clip_bottom, zoom);

		x += ScaleByZoom(bp.skip_left, zoom);
		y += ScaleByZoom(bp.skip_top, zoom);
	}

	/* Copy the main data directly from the sprite */
	bp.sprite = sprite->data;
	bp.sprite_width = sprite->width;
	bp.sprite_height = sprite->height;
	bp.top = 0;
	bp.left = 0;

	bp.dst = dpi->dst_ptr;
	bp.pitch = dpi->pitch;
	bp.remap = _colour_remap_ptr;

	assert(sprite->width > 0);
	assert(sprite->height > 0);

	if (bp.width <= 0) return;
	if (bp.height <= 0) return;

	y -= SCALED_XY ? ScaleByZoom(dpi->top, zoom) : dpi->top;
	int y_unscaled = UnScaleByZoom(y, zoom);
	/* Check for top overflow */
	if (y < 0) {
		bp.height -= -y_unscaled;
		if (bp.height <= 0) return;
		bp.skip_top += -y_unscaled;
		y = 0;
	} else {
		bp.top = y_unscaled;
	}

	/* Check for bottom overflow */
	y += SCALED_XY ? ScaleByZoom(bp.height - dpi->height, zoom) : ScaleByZoom(bp.height, zoom) - dpi->height;
	if (y > 0) {
		bp.height -= UnScaleByZoom(y, zoom);
		if (bp.height <= 0) return;
	}

	x -= SCALED_XY ? ScaleByZoom(dpi->left, zoom) : dpi->left;
	int x_unscaled = UnScaleByZoom(x, zoom);
	/* Check for left overflow */
	if (x < 0) {
		bp.width -= -x_unscaled;
		if (bp.width <= 0) return;
		bp.skip_left += -x_unscaled;
		x = 0;
	} else {
		bp.left = x_unscaled;
	}

	/* Check for right overflow */
	x += SCALED_XY ? ScaleByZoom(bp.width - dpi->width, zoom) : ScaleByZoom(bp.width, zoom) - dpi->width;
	if (x > 0) {
		bp.width -= UnScaleByZoom(x, zoom);
		if (bp.width <= 0) return;
	}

	assert(bp.skip_left + bp.width <= UnScaleByZoom(sprite->width, zoom));
	assert(bp.skip_top + bp.height <= UnScaleByZoom(sprite->height, zoom));

	/* We do not want to catch the mouse. However we also use that spritenumber for unknown (text) sprites. */
	if (_newgrf_debug_sprite_picker.mode == SPM_REDRAW && sprite_id != SPR_CURSOR_MOUSE) {
		Blitter *blitter = BlitterFactory::GetCurrentBlitter();
		void *topleft = blitter->MoveTo(bp.dst, bp.left, bp.top);
		void *bottomright = blitter->MoveTo(topleft, bp.width - 1, bp.height - 1);

		void *clicked = _newgrf_debug_sprite_picker.clicked_pixel;

		if (topleft <= clicked && clicked <= bottomright) {
			uint offset = (((size_t)clicked - (size_t)topleft) / (blitter->GetScreenDepth() / 8)) % bp.pitch;
			if (offset < (uint)bp.width) {
				_newgrf_debug_sprite_picker.sprites.insert(sprite_id);
			}
		}
	}

	BlitterFactory::GetCurrentBlitter()->Draw(&bp, mode, zoom);
}

/**
 * Draws a sprite to a new RGBA buffer (see Colour union) instead of drawing to the screen.
 *
 * @param spriteId The sprite to draw.
 * @param zoom The zoom level at which to draw the sprites.
 * @return Pixel buffer, or nullptr if an 8bpp blitter is being used.
 */
std::unique_ptr<uint32_t[]> DrawSpriteToRgbaBuffer(SpriteID spriteId, ZoomLevel zoom)
{
	/* Invalid zoom level requested? */
	if (zoom < _settings_client.gui.zoom_min || zoom > _settings_client.gui.zoom_max) return nullptr;

	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
	if (blitter->GetScreenDepth() != 8 && blitter->GetScreenDepth() != 32) return nullptr;

	/* Gather information about the sprite to write, reserve memory */
	const SpriteID real_sprite = GB(spriteId, 0, SPRITE_WIDTH);
	const Sprite *sprite = GetSprite(real_sprite, SpriteType::Normal);
	Dimension dim = GetSpriteSize(real_sprite, nullptr, zoom);
	size_t dim_size = static_cast<size_t>(dim.width) * dim.height;
	std::unique_ptr<uint32_t[]> result = std::make_unique<uint32_t[]>(dim_size);

	/* Prepare new DrawPixelInfo - Normally this would be the screen but we want to draw to another buffer here.
	 * Normally, pitch would be scaled screen width, but in our case our "screen" is only the sprite width wide. */
	DrawPixelInfo dpi;
	dpi.dst_ptr = result.get();
	dpi.pitch = dim.width;
	dpi.left = 0;
	dpi.top = 0;
	dpi.width = dim.width;
	dpi.height = dim.height;
	dpi.zoom = zoom;

	dim_size = static_cast<size_t>(dim.width) * dim.height;

	/* If the current blitter is a paletted blitter, we have to render to an extra buffer and resolve the palette later. */
	std::unique_ptr<uint8_t[]> pal_buffer{};
	if (blitter->GetScreenDepth() == 8) {
		pal_buffer = std::make_unique<uint8_t[]>(dim_size);
		dpi.dst_ptr = pal_buffer.get();
	}

	/* Temporarily disable screen animations while blitting - This prevents 40bpp_anim from writing to the animation buffer. */
	Backup<bool> disable_anim(_screen_disable_anim, true);
	GfxBlitter<1, true>(sprite, 0, 0, BlitterMode::Normal, nullptr, real_sprite, zoom, &dpi);
	disable_anim.Restore();

	if (blitter->GetScreenDepth() == 8) {
		/* Resolve palette. */
		uint32_t *dst = result.get();
		const uint8_t *src = pal_buffer.get();
		for (size_t i = 0; i < dim_size; ++i) {
			*dst++ = _cur_palette.palette[*src++].data;
		}
	}

	return result;
}

static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id)
{
	GfxBlitter<ZOOM_BASE, false>(sprite, x, y, mode, sub, sprite_id, _cur_dpi->zoom);
}

static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub, SpriteID sprite_id, ZoomLevel zoom)
{
	GfxBlitter<1, true>(sprite, x, y, mode, sub, sprite_id, zoom);
}

/**
 * Initialize _stringwidth_table cache for the specified font sizes.
 * @param fontsizes Font sizes to initialise.
 */
void LoadStringWidthTable(FontSizes fontsizes)
{
	FontCache::ClearFontCaches(fontsizes);

	for (FontSize fs : fontsizes) {
		for (uint i = 0; i != 224; i++) {
			_stringwidth_table[fs][i] = GetGlyphWidth(fs, i + 32);
		}
	}
}

/**
 * Return width of character glyph.
 * @param size  Font of the character
 * @param key   Character code glyph
 * @return Width of the character glyph
 */
uint8_t GetCharacterWidth(FontSize size, char32_t key)
{
	/* Use _stringwidth_table cache if possible */
	if (key >= 32 && key < 256) return _stringwidth_table[size][key - 32];

	return GetGlyphWidth(size, key);
}

/**
 * Return the maximum width of single digit.
 * @param size  Font of the digit
 * @return Width of the digit.
 */
uint8_t GetDigitWidth(FontSize size)
{
	uint8_t width = 0;
	for (char c = '0'; c <= '9'; c++) {
		width = std::max(GetCharacterWidth(size, c), width);
	}
	return width;
}

/**
 * Determine the broadest digits for guessing the maximum width of a n-digit number.
 * @param size Font of the digit
 * @returns Broadest digits, first which is not 0 (use this digit as first digit for numbers with more than one
 *          digit.), second including 0 (use this digit for all digits, except the first one; or for numbers with
 *          only one digit.)
 */
std::pair<uint8_t, uint8_t> GetBroadestDigit(FontSize size)
{
	uint8_t front = 0;
	uint8_t next = 0;
	int width = -1;
	for (char c = '9'; c >= '0'; c--) {
		int w = GetCharacterWidth(size, c);
		if (w <= width) continue;

		width = w;
		next = c - '0';
		if (c != '0') front = c - '0';
	}
	return {front, next};
}

void ScreenSizeChanged()
{
	_dirty_blocks_per_row = CeilDiv(_screen.width, DIRTY_BLOCK_WIDTH);
	_dirty_blocks_per_column = CeilDiv(_screen.height, DIRTY_BLOCK_HEIGHT);
	_dirty_blocks.resize(_dirty_blocks_per_column * _dirty_blocks_per_row);

	/* check the dirty rect */
	if (_invalid_rect.right >= _screen.width) _invalid_rect.right = _screen.width;
	if (_invalid_rect.bottom >= _screen.height) _invalid_rect.bottom = _screen.height;

	/* screen size changed and the old bitmap is invalid now, so we don't want to undraw it */
	_cursor.visible = false;

	if (VideoDriver::GetInstance() != nullptr) {
		if (AdjustGUIZoom(true)) ReInitAllWindows(true);
	}
}

void UndrawMouseCursor()
{
	/* Don't undraw mouse cursor if it is handled by the video driver. */
	if (VideoDriver::GetInstance()->UseSystemCursor()) return;

	/* Don't undraw the mouse cursor if the screen is not ready */
	if (_screen.dst_ptr == nullptr) return;

	if (_cursor.visible) {
		Blitter *blitter = BlitterFactory::GetCurrentBlitter();
		_cursor.visible = false;
		blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), _cursor_backup.GetBuffer(), _cursor.draw_size.x, _cursor.draw_size.y);
		VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);
	}
}

void DrawMouseCursor()
{
	/* Don't draw mouse cursor if it is handled by the video driver. */
	if (VideoDriver::GetInstance()->UseSystemCursor()) return;

	/* Don't draw the mouse cursor if the screen is not ready */
	if (_screen.dst_ptr == nullptr) return;

	Blitter *blitter = BlitterFactory::GetCurrentBlitter();

	/* Redraw mouse cursor but only when it's inside the window */
	if (!_cursor.in_window) return;

	/* Don't draw the mouse cursor if it's already drawn */
	if (_cursor.visible) {
		if (!_cursor.dirty) return;
		UndrawMouseCursor();
	}

	/* Determine visible area */
	int left = _cursor.pos.x + _cursor.total_offs.x;
	int width = _cursor.total_size.x;
	if (left < 0) {
		width += left;
		left = 0;
	}
	if (left + width > _screen.width) {
		width = _screen.width - left;
	}
	if (width <= 0) return;

	int top = _cursor.pos.y + _cursor.total_offs.y;
	int height = _cursor.total_size.y;
	if (top < 0) {
		height += top;
		top = 0;
	}
	if (top + height > _screen.height) {
		height = _screen.height - top;
	}
	if (height <= 0) return;

	_cursor.draw_pos.x = left;
	_cursor.draw_pos.y = top;
	_cursor.draw_size.x = width;
	_cursor.draw_size.y = height;

	uint8_t *buffer = _cursor_backup.Allocate(blitter->BufferSize(_cursor.draw_size.x, _cursor.draw_size.y));

	/* Make backup of stuff below cursor */
	blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, _cursor.draw_pos.x, _cursor.draw_pos.y), buffer, _cursor.draw_size.x, _cursor.draw_size.y);

	/* Draw cursor on screen */
	_cur_dpi = &_screen;
	for (const auto &cs : _cursor.sprites) {
		DrawSprite(cs.image.sprite, cs.image.pal, _cursor.pos.x + cs.pos.x, _cursor.pos.y + cs.pos.y);
	}

	VideoDriver::GetInstance()->MakeDirty(_cursor.draw_pos.x, _cursor.draw_pos.y, _cursor.draw_size.x, _cursor.draw_size.y);

	_cursor.visible = true;
	_cursor.dirty = false;
}

/**
 * Repaints a specific rectangle of the screen.
 *
 * @param left,top,right,bottom The area of the screen that needs repainting
 * @pre The rectangle should have been previously marked dirty with \c AddDirtyBlock.
 * @see AddDirtyBlock
 * @see DrawDirtyBlocks
 * @ingroup dirty
 *
 */
void RedrawScreenRect(int left, int top, int right, int bottom)
{
	assert(right <= _screen.width && bottom <= _screen.height);
	if (_cursor.visible) {
		if (right > _cursor.draw_pos.x &&
				left < _cursor.draw_pos.x + _cursor.draw_size.x &&
				bottom > _cursor.draw_pos.y &&
				top < _cursor.draw_pos.y + _cursor.draw_size.y) {
			UndrawMouseCursor();
		}
	}

	if (_networking) NetworkUndrawChatMessage();

	DrawOverlappedWindowForAll(left, top, right, bottom);

	VideoDriver::GetInstance()->MakeDirty(left, top, right - left, bottom - top);
}

/**
 * Repaints the rectangle blocks which are marked as 'dirty'.
 *
 * @see AddDirtyBlock
 *
 * @ingroup dirty
 */
void DrawDirtyBlocks()
{
	auto is_dirty = [](auto block) -> bool { return block != 0; };
	auto block = _dirty_blocks.begin();

	for (size_t x = 0; x < _dirty_blocks_per_row; ++x) {
		auto last_of_column = block + _dirty_blocks_per_column;
		for (size_t y = 0; y < _dirty_blocks_per_column; ++y, ++block) {
			if (!is_dirty(*block)) continue;

			/* First try coalescing downwards */
			size_t height = std::find_if_not(block + 1, last_of_column, is_dirty) - block;
			size_t width = 1;

			/* Clear dirty state. */
			std::fill_n(block, height, 0);

			/* Try coalescing to the right too. */
			auto block_right = block;
			for (size_t x_right = x + 1; x_right < _dirty_blocks_per_row; ++x_right, ++width) {
				block_right += _dirty_blocks_per_column;
				auto last_right = block_right + height;

				if (std::find_if_not(block_right, last_right, is_dirty) != last_right) break;

				/* Clear dirty state. */
				std::fill_n(block_right, height, 0);
			}

			int left = static_cast<int>(x * DIRTY_BLOCK_WIDTH);
			int top = static_cast<int>(y * DIRTY_BLOCK_HEIGHT);
			int right = left + static_cast<int>(width * DIRTY_BLOCK_WIDTH);
			int bottom = top + static_cast<int>(height * DIRTY_BLOCK_HEIGHT);

			left = std::max(_invalid_rect.left, left);
			top = std::max(_invalid_rect.top, top);
			right = std::min(_invalid_rect.right, right);
			bottom = std::min(_invalid_rect.bottom, bottom);

			if (left < right && top < bottom) {
				RedrawScreenRect(left, top, right, bottom);
			}
		}
	}

	++_dirty_block_colour;
	_invalid_rect.left = _screen.width;
	_invalid_rect.top = _screen.height;
	_invalid_rect.right = 0;
	_invalid_rect.bottom = 0;
}

/**
 * Extend the internal _invalid_rect rectangle to contain the rectangle
 * defined by the given parameters. Note the point (0,0) is top left.
 *
 * @param left The left edge of the rectangle
 * @param top The top edge of the rectangle
 * @param right The right edge of the rectangle
 * @param bottom The bottom edge of the rectangle
 * @see DrawDirtyBlocks
 * @ingroup dirty
 *
 */
void AddDirtyBlock(int left, int top, int right, int bottom)
{
	if (left < 0) left = 0;
	if (top < 0) top = 0;
	if (right > _screen.width) right = _screen.width;
	if (bottom > _screen.height) bottom = _screen.height;

	if (left >= right || top >= bottom) return;

	_invalid_rect.left = std::min(_invalid_rect.left, left);
	_invalid_rect.top = std::min(_invalid_rect.top, top);
	_invalid_rect.right = std::max(_invalid_rect.right, right);
	_invalid_rect.bottom = std::max(_invalid_rect.bottom, bottom);

	left /= DIRTY_BLOCK_WIDTH;
	top  /= DIRTY_BLOCK_HEIGHT;
	right = CeilDiv(right, DIRTY_BLOCK_WIDTH);
	int height = CeilDiv(bottom, DIRTY_BLOCK_HEIGHT) - top;

	assert(left < right && height > 0);

	for (; left < right; ++left) {
		size_t offset = _dirty_blocks_per_column * left + top;
		std::fill_n(_dirty_blocks.begin() + offset, height, 0xFF);
	}
}

/**
 * This function mark the whole screen as dirty. This results in repainting
 * the whole screen. Use this with care as this function will break the
 * idea about marking only parts of the screen as 'dirty'.
 * @ingroup dirty
 */
void MarkWholeScreenDirty()
{
	AddDirtyBlock(0, 0, _screen.width, _screen.height);
}

/**
 * Set up a clipping area for only drawing into a certain area. To do this,
 * Fill a DrawPixelInfo object with the supplied relative rectangle, backup
 * the original (calling) _cur_dpi and assign the just returned DrawPixelInfo
 * _cur_dpi. When you are done, give restore _cur_dpi's original value
 * @param *n the DrawPixelInfo that will be the clipping rectangle box allowed
 * for drawing
 * @param left,top,width,height the relative coordinates of the clipping
 * rectangle relative to the current _cur_dpi. This will most likely be the
 * offset from the calling window coordinates
 * @return return false if the requested rectangle is not possible with the
 * current dpi pointer. Only continue of the return value is true, or you'll
 * get some nasty results
 */
bool FillDrawPixelInfo(DrawPixelInfo *n, int left, int top, int width, int height)
{
	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
	const DrawPixelInfo *o = _cur_dpi;

	n->zoom = ZoomLevel::Min;

	assert(width > 0);
	assert(height > 0);

	if ((left -= o->left) < 0) {
		width += left;
		if (width <= 0) return false;
		n->left = -left;
		left = 0;
	} else {
		n->left = 0;
	}

	if (width > o->width - left) {
		width = o->width - left;
		if (width <= 0) return false;
	}
	n->width = width;

	if ((top -= o->top) < 0) {
		height += top;
		if (height <= 0) return false;
		n->top = -top;
		top = 0;
	} else {
		n->top = 0;
	}

	n->dst_ptr = blitter->MoveTo(o->dst_ptr, left, top);
	n->pitch = o->pitch;

	if (height > o->height - top) {
		height = o->height - top;
		if (height <= 0) return false;
	}
	n->height = height;

	return true;
}

/**
 * Update cursor dimension.
 * Called when changing cursor sprite resp. reloading grfs.
 */
void UpdateCursorSize()
{
	/* Ignore setting any cursor before the sprites are loaded. */
	if (GetMaxSpriteID() == 0) return;

	bool first = true;
	for (const auto &cs : _cursor.sprites) {
		const Sprite *p = GetSprite(GB(cs.image.sprite, 0, SPRITE_WIDTH), SpriteType::Normal);
		Point offs, size;
		offs.x = UnScaleGUI(p->x_offs) + cs.pos.x;
		offs.y = UnScaleGUI(p->y_offs) + cs.pos.y;
		size.x = UnScaleGUI(p->width);
		size.y = UnScaleGUI(p->height);

		if (first) {
			/* First sprite sets the total. */
			_cursor.total_offs = offs;
			_cursor.total_size = size;
			first = false;
		} else {
			/* Additional sprites expand the total. */
			int right  = std::max(_cursor.total_offs.x + _cursor.total_size.x, offs.x + size.x);
			int bottom = std::max(_cursor.total_offs.y + _cursor.total_size.y, offs.y + size.y);
			if (offs.x < _cursor.total_offs.x) _cursor.total_offs.x = offs.x;
			if (offs.y < _cursor.total_offs.y) _cursor.total_offs.y = offs.y;
			_cursor.total_size.x = right  - _cursor.total_offs.x;
			_cursor.total_size.y = bottom - _cursor.total_offs.y;
		}
	}

	_cursor.dirty = true;
}

/**
 * Switch cursor to different sprite.
 * @param cursor Sprite to draw for the cursor.
 * @param pal Palette to use for recolouring.
 */
static void SetCursorSprite(CursorID cursor, PaletteID pal)
{
	if (_cursor.sprites.size() == 1 && _cursor.sprites[0].image.sprite == cursor && _cursor.sprites[0].image.pal == pal) return;

	_cursor.sprites.clear();
	_cursor.sprites.emplace_back(cursor, pal, 0, 0);

	UpdateCursorSize();
}

static void SwitchAnimatedCursor()
{
	if (_cursor.animate_cur == std::end(_cursor.animate_list)) {
		_cursor.animate_cur = std::begin(_cursor.animate_list);
	}

	assert(!_cursor.sprites.empty());
	SetCursorSprite(_cursor.animate_cur->sprite, _cursor.sprites[0].image.pal);

	_cursor.animate_timeout = _cursor.animate_cur->display_time;
	++_cursor.animate_cur;
}

void CursorTick()
{
	if (_cursor.animate_timeout != 0 && --_cursor.animate_timeout == 0) {
		SwitchAnimatedCursor();
	}
}

/**
 * Set or unset the ZZZ cursor.
 * @param busy Whether to show the ZZZ cursor.
 */
void SetMouseCursorBusy(bool busy)
{
	assert(!_cursor.sprites.empty());
	if (busy) {
		if (_cursor.sprites[0].image.sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
	} else {
		if (_cursor.sprites[0].image.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
	}
}

/**
 * Assign a single non-animated sprite to the cursor.
 * @param sprite Sprite to draw for the cursor.
 * @param pal Palette to use for recolouring.
 * @see SetAnimatedMouseCursor
 */
void SetMouseCursor(CursorID sprite, PaletteID pal)
{
	/* Turn off animation */
	_cursor.animate_timeout = 0;
	/* Set cursor */
	SetCursorSprite(sprite, pal);
}

/**
 * Assign an animation to the cursor.
 * @param table Array of animation states.
 * @see SetMouseCursor
 */
void SetAnimatedMouseCursor(std::span<const AnimCursor> table)
{
	assert(!_cursor.sprites.empty());
	_cursor.animate_list = table;
	_cursor.animate_cur = std::end(table);
	_cursor.sprites[0].image.pal = PAL_NONE;
	SwitchAnimatedCursor();
}

/**
 * Assign an animation or a non-animated sprite to the cursor.
 * @param icon New shape of the mouse cursor.
 * @param pal Palette to use.
 */
void SetCursor(CursorID icon, PaletteID pal)
{
	if ((icon & ANIMCURSOR_FLAG) != 0) {
		SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
	} else {
		SetMouseCursor(icon, pal);
	}
}

/**
 * Update cursor position based on a relative change.
 *
 * @param delta_x How much change in the X position.
 * @param delta_y How much change in the Y position.
 */
void CursorVars::UpdateCursorPositionRelative(int delta_x, int delta_y)
{
	assert(this->fix_at);

	this->delta.x = delta_x;
	this->delta.y = delta_y;
}

/**
 * Update cursor position on mouse movement.
 * @param x New X position.
 * @param y New Y position.
 * @return true, if the OS cursor position should be warped back to this->pos.
 */
bool CursorVars::UpdateCursorPosition(int x, int y)
{
	this->delta.x = x - this->pos.x;
	this->delta.y = y - this->pos.y;

	if (this->fix_at) {
		return this->delta.x != 0 || this->delta.y != 0;
	} else if (this->pos.x != x || this->pos.y != y) {
		this->dirty = true;
		this->pos.x = x;
		this->pos.y = y;
	}

	return false;
}

bool ChangeResInGame(int width, int height)
{
	return (_screen.width == width && _screen.height == height) || VideoDriver::GetInstance()->ChangeResolution(width, height);
}

bool ToggleFullScreen(bool fs)
{
	bool result = VideoDriver::GetInstance()->ToggleFullscreen(fs);
	if (_fullscreen != fs && _resolutions.empty()) {
		Debug(driver, 0, "Could not find a suitable fullscreen resolution");
	}
	return result;
}

void SortResolutions()
{
	std::sort(_resolutions.begin(), _resolutions.end());

	/* Remove any duplicates from the list. */
	auto last = std::unique(_resolutions.begin(), _resolutions.end());
	_resolutions.erase(last, _resolutions.end());
}

/**
 * Resolve GUI zoom level, if auto-suggestion is requested.
 */
void UpdateGUIZoom()
{
	/* Determine real GUI zoom to use. */
	if (_gui_scale_cfg == -1) {
		/* Minimum design size of the game is 640x480. */
		float xs = _screen.width / 640.f;
		float ys = _screen.height / 480.f;
		int scale = std::min(xs, ys) * 100;
		/* Round down scaling to 25% increments and clamp to limits. */
		_gui_scale = Clamp((scale / 25) * 25, MIN_INTERFACE_SCALE, MAX_INTERFACE_SCALE);
	} else {
		_gui_scale = Clamp(_gui_scale_cfg, MIN_INTERFACE_SCALE, MAX_INTERFACE_SCALE);
	}

	ZoomLevel new_zoom = ScaleGUITrad(1) <= 1 ? ZoomLevel::Normal : ScaleGUITrad(1) >= 4 ? ZoomLevel::In4x : ZoomLevel::In2x;
	/* Font glyphs should not be clamped to min/max zoom. */
	_font_zoom = new_zoom;
	/* Ensure the gui_zoom is clamped between min/max. */
	new_zoom = Clamp(new_zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max);
	_gui_zoom = new_zoom;
}

/**
 * Resolve GUI zoom level and adjust GUI to new zoom, if auto-suggestion is requested.
 * @param automatic Set if the change is occurring due to OS DPI scaling being changed.
 * @returns true when the zoom level has changed, caller must call ReInitAllWindows(true)
 * after resizing the application's window/buffer.
 */
bool AdjustGUIZoom(bool automatic)
{
	if (VideoDriver::GetInstance() == nullptr) return false;

	ZoomLevel old_gui_zoom = _gui_zoom;
	ZoomLevel old_font_zoom = _font_zoom;
	int old_scale = _gui_scale;
	UpdateGUIZoom();
	if (old_scale == _gui_scale && old_gui_zoom == _gui_zoom) return false;

	/* Update cursors if sprite zoom level has changed. */
	if (old_gui_zoom != _gui_zoom) {
		VideoDriver::GetInstance()->ClearSystemSprites();
		UpdateCursorSize();
	}
	if (old_font_zoom != _font_zoom) {
		GfxClearFontSpriteCache();
	}
	FontCache::ClearFontCaches(FONTSIZES_ALL);
	LoadStringWidthTable();

	SetupWidgetDimensions();
	UpdateAllVirtCoords();

	/* Adjust all window sizes to match the new zoom level, so that they don't appear
	   to move around when the application is moved to a screen with different DPI. */
	auto zoom_shift = old_gui_zoom - _gui_zoom;
	for (Window *w : Window::Iterate()) {
		if (automatic) {
			w->left   = (w->left   * _gui_scale) / old_scale;
			w->top    = (w->top    * _gui_scale) / old_scale;
		}
		if (w->viewport != nullptr) {
			w->viewport->zoom = Clamp(w->viewport->zoom - zoom_shift, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max);
		}
	}

	return true;
}

void ChangeGameSpeed(bool enable_fast_forward)
{
	if (enable_fast_forward) {
		_game_speed = _settings_client.gui.fast_forward_speed_limit;
	} else {
		_game_speed = 100;
	}
}
