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authorsmatz <smatz@openttd.org>2009-10-20 20:57:30 +0000
committersmatz <smatz@openttd.org>2009-10-20 20:57:30 +0000
commitb06da82c62a61f9d1ca2c9b852acae86bc1eda7f (patch)
tree03a00ddd6fb705c227a72941aa9b203fa280c6dc
parentaf9c76eb6f1c4a866c4f79c488eee253991dc768 (diff)
downloadopenttd-b06da82c62a61f9d1ca2c9b852acae86bc1eda7f.tar.xz
(svn r17829) -Codechange: move code used for adding vehicles and town names to minimap to separate functions
-rw-r--r--src/smallmap_gui.cpp150
1 files changed, 82 insertions, 68 deletions
diff --git a/src/smallmap_gui.cpp b/src/smallmap_gui.cpp
index dc9a37e5f..385b1e581 100644
--- a/src/smallmap_gui.cpp
+++ b/src/smallmap_gui.cpp
@@ -637,6 +637,84 @@ class SmallMapWindow : public Window {
}
/**
+ * Adds vehicles to the smallmap.
+ * @param dpi the part of the smallmap to be drawn into
+ * @param blitter current blitter
+ */
+ inline void DrawVehicles(DrawPixelInfo *dpi, Blitter *blitter)
+ {
+ const Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_EFFECT) continue;
+ if (v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) continue;
+
+ /* Remap into flat coordinates. */
+ Point pt = RemapCoords(
+ this->RemapX(v->x_pos / TILE_SIZE),
+ this->RemapY(v->y_pos / TILE_SIZE),
+ 0);
+ int x = pt.x;
+ int y = pt.y;
+
+ /* Check if y is out of bounds? */
+ y -= dpi->top;
+ if (!IsInsideMM(y, 0, dpi->height)) continue;
+
+ /* Default is to draw both pixels. */
+ bool skip = false;
+
+ /* Offset X coordinate */
+ x -= this->subscroll + 3 + dpi->left;
+
+ if (x < 0) {
+ /* if x+1 is 0, that means we're on the very left edge,
+ * and should thus only draw a single pixel */
+ if (++x != 0) continue;
+ skip = true;
+ } else if (x >= dpi->width - 1) {
+ /* Check if we're at the very right edge, and if so draw only a single pixel */
+ if (x != dpi->width - 1) continue;
+ skip = true;
+ }
+
+ /* Calculate pointer to pixel and the colour */
+ byte colour = (this->map_type == SMT_VEHICLES) ? _vehicle_type_colours[v->type] : 0xF;
+
+ /* And draw either one or two pixels depending on clipping */
+ blitter->SetPixel(dpi->dst_ptr, x, y, colour);
+ if (!skip) blitter->SetPixel(dpi->dst_ptr, x + 1, y, colour);
+ }
+ }
+
+ /**
+ * Adds town names to the smallmap.
+ * @param dpi the part of the smallmap to be drawn into
+ */
+ inline void DrawTowns(DrawPixelInfo *dpi)
+ {
+ const Town *t;
+ FOR_ALL_TOWNS(t) {
+ /* Remap the town coordinate */
+ Point pt = RemapCoords(
+ this->RemapX(TileX(t->xy)),
+ this->RemapY(TileY(t->xy)),
+ 0);
+ int x = pt.x - this->subscroll - (t->sign.width_small >> 1);
+ int y = pt.y;
+
+ /* Check if the town sign is within bounds */
+ if (x + t->sign.width_small > dpi->left &&
+ x < dpi->left + dpi->width &&
+ y + FONT_HEIGHT_SMALL > dpi->top &&
+ y < dpi->top + dpi->height) {
+ /* And draw it. */
+ SetDParam(0, t->index);
+ DrawString(x, x + t->sign.width_small, y, STR_SMALLMAP_TOWN);
+ }
+ }
+ }
+
+ /**
* Draws the small map.
*
* Basically, the small map is draw column of pixels by column of pixels. The pixels
@@ -739,75 +817,11 @@ class SmallMapWindow : public Window {
x += 2;
}
- /* draw vehicles? */
- if (this->map_type == SMT_CONTOUR || this->map_type == SMT_VEHICLES) {
- Vehicle *v;
-
- FOR_ALL_VEHICLES(v) {
- if (v->type != VEH_EFFECT &&
- (v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0) {
- /* Remap into flat coordinates. */
- Point pt = RemapCoords(
- this->RemapX(v->x_pos / TILE_SIZE),
- this->RemapY(v->y_pos / TILE_SIZE),
- 0);
- x = pt.x;
- y = pt.y;
-
- /* Check if y is out of bounds? */
- y -= dpi->top;
- if (!IsInsideMM(y, 0, dpi->height)) continue;
-
- /* Default is to draw both pixels. */
- bool skip = false;
-
- /* Offset X coordinate */
- x -= this->subscroll + 3 + dpi->left;
-
- if (x < 0) {
- /* if x+1 is 0, that means we're on the very left edge,
- * and should thus only draw a single pixel */
- if (++x != 0) continue;
- skip = true;
- } else if (x >= dpi->width - 1) {
- /* Check if we're at the very right edge, and if so draw only a single pixel */
- if (x != dpi->width - 1) continue;
- skip = true;
- }
-
- /* Calculate pointer to pixel and the colour */
- byte colour = (this->map_type == SMT_VEHICLES) ? _vehicle_type_colours[v->type] : 0xF;
-
- /* And draw either one or two pixels depending on clipping */
- blitter->SetPixel(dpi->dst_ptr, x, y, colour);
- if (!skip) blitter->SetPixel(dpi->dst_ptr, x + 1, y, colour);
- }
- }
- }
+ /* Draw vehicles */
+ if (this->map_type == SMT_CONTOUR || this->map_type == SMT_VEHICLES) this->DrawVehicles(dpi, blitter);
- if (this->show_towns) {
- const Town *t;
-
- FOR_ALL_TOWNS(t) {
- /* Remap the town coordinate */
- Point pt = RemapCoords(
- this->RemapX(TileX(t->xy)),
- this->RemapY(TileY(t->xy)),
- 0);
- x = pt.x - this->subscroll - (t->sign.width_small >> 1);
- y = pt.y;
-
- /* Check if the town sign is within bounds */
- if (x + t->sign.width_small > dpi->left &&
- x < dpi->left + dpi->width &&
- y + FONT_HEIGHT_SMALL > dpi->top &&
- y < dpi->top + dpi->height) {
- /* And draw it. */
- SetDParam(0, t->index);
- DrawString(x, x + t->sign.width_small, y, STR_SMALLMAP_TOWN);
- }
- }
- }
+ /* Draw town names */
+ if (this->show_towns) this->DrawTowns(dpi);
/* Find main viewport. */
ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;