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author | rubidium <rubidium@openttd.org> | 2007-08-03 12:10:07 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-08-03 12:10:07 +0000 |
commit | 0f1992b932afa499599d638ab4f13c837d16903d (patch) | |
tree | 555d9fd2857a09a7994086e0ea1ef94bc4a30e02 | |
parent | 616eb4134eac435bea86d738475f718309f7c5ea (diff) | |
download | openttd-0f1992b932afa499599d638ab4f13c837d16903d.tar.xz |
(svn r10763) -Documentation [FS#1098]: document direction.h. Patch by Progman.
-rw-r--r-- | src/direction.h | 236 |
1 files changed, 195 insertions, 41 deletions
diff --git a/src/direction.h b/src/direction.h index 837fa149f..84d6b952e 100644 --- a/src/direction.h +++ b/src/direction.h @@ -7,66 +7,128 @@ #include "helpers.hpp" -/* Direction as commonly used in v->direction, 8 way. */ +/** + * Defines the 8 directions on the map. + * + * This enum defines 8 possible directions which are used for + * the vehicles in the game. The directions are aligned straight + * to the viewport, not to the map. So north points to the top of + * your viewport and not rotated by 45 degrees left or right to get + * a "north" used in you games. + */ enum Direction { - DIR_BEGIN = 0, - DIR_N = 0, - DIR_NE = 1, ///< Northeast, upper right on your monitor - DIR_E = 2, - DIR_SE = 3, - DIR_S = 4, - DIR_SW = 5, - DIR_W = 6, - DIR_NW = 7, - DIR_END, - INVALID_DIR = 0xFF, + DIR_BEGIN = 0, ///< Used to iterate + DIR_N = 0, ///< North + DIR_NE = 1, ///< Northeast + DIR_E = 2, ///< East + DIR_SE = 3, ///< Southeast + DIR_S = 4, ///< South + DIR_SW = 5, ///< Southwest + DIR_W = 6, ///< West + DIR_NW = 7, ///< Northwest + DIR_END, ///< Used to iterate + INVALID_DIR = 0xFF, ///< Flag for an invalid direction }; /** Define basic enum properties */ template <> struct EnumPropsT<Direction> : MakeEnumPropsT<Direction, byte, DIR_BEGIN, DIR_END, INVALID_DIR> {}; typedef TinyEnumT<Direction> DirectionByte; //typedefing-enumification of Direction +/** + * Return the reverse of a direction + * + * @param d The direction to get the reverse from + * @return The reverse Direction + */ static inline Direction ReverseDir(Direction d) { return (Direction)(4 ^ d); } +/** + * Enumeration for the difference between two directions. + * + * This enumeration is used to mark differences between + * two directions. If you get one direction you can align + * a second direction in 8 different ways. This enumeration + * only contains 6 of these 8 differences, but the remaining + * two can be calculated by adding to differences together. + * This also means you can add two differences together and + * get the difference you really want to get. The difference + * of 45 degrees left + the difference of 45 degrees right results in the + * difference of 0 degrees. + * + * @note To get this mentioned addition of direction you must use + * modulo DIR_END or use the #ChangeDirDiff(DirDiff, DirDiff) function. + * @see ChangeDirDiff(DirDiff, DirDiff) + */ enum DirDiff { - DIRDIFF_SAME = 0, - DIRDIFF_45RIGHT = 1, - DIRDIFF_90RIGHT = 2, - DIRDIFF_REVERSE = 4, - DIRDIFF_90LEFT = 6, - DIRDIFF_45LEFT = 7 + DIRDIFF_SAME = 0, ///< Both directions faces to the same direction + DIRDIFF_45RIGHT = 1, ///< Angle of 45 degrees right + DIRDIFF_90RIGHT = 2, ///< Angle of 90 degrees right + DIRDIFF_REVERSE = 4, ///< One direction is the opposit of the other one + DIRDIFF_90LEFT = 6, ///< Angle of 90 degrees left + DIRDIFF_45LEFT = 7 ///< Angle of 45 degrees left }; +/** + * Calculate the difference between to directions + * + * @param d0 The first direction as the base + * @param d1 The second direction as the offset from the base + * @return The difference how the second directions drifts of the first one. + */ static inline DirDiff DirDifference(Direction d0, Direction d1) { return (DirDiff)((d0 + 8 - d1) % 8); } +/** + * Applies two differences together + * + * This function adds two differences together and return the resulting + * difference. So adding two DIRDIFF_REVERSE together results in the + * DIRDIFF_SAME difference. + * + * @param d The first difference + * @param delta The second difference to add on + * @return The resulting difference + */ static inline DirDiff ChangeDirDiff(DirDiff d, DirDiff delta) { return (DirDiff)((d + delta) % 8); } - +/** + * Change a direction by a given difference + * + * This functions returns a new direction of the given direction + * which is rotated by the given difference. + * + * @param d The direction to get a new direction from + * @param delta The offset/drift applied to the direction + * @return The new direction + */ static inline Direction ChangeDir(Direction d, DirDiff delta) { return (Direction)((d + delta) % 8); } -/* Direction commonly used as the direction of entering and leaving tiles, 4-way */ +/** + * Enumeration for diagonal directions. + * + * This enumeration is used for the 4 direction of the tile-edges. + */ enum DiagDirection { - DIAGDIR_BEGIN = 0, - DIAGDIR_NE = 0, ///< Northeast, upper right on your monitor - DIAGDIR_SE = 1, - DIAGDIR_SW = 2, - DIAGDIR_NW = 3, - DIAGDIR_END, - INVALID_DIAGDIR = 0xFF, + DIAGDIR_BEGIN = 0, ///< Used for iterations + DIAGDIR_NE = 0, ///< Northeast, upper right on your monitor + DIAGDIR_SE = 1, ///< Southeast + DIAGDIR_SW = 2, ///< Southwest + DIAGDIR_NW = 3, ///< Northwest + DIAGDIR_END, ///< Used for iterations + INVALID_DIAGDIR = 0xFF, ///< Flag for an invalid DiagDirection }; DECLARE_POSTFIX_INCREMENT(DiagDirection); @@ -75,60 +137,135 @@ DECLARE_POSTFIX_INCREMENT(DiagDirection); template <> struct EnumPropsT<DiagDirection> : MakeEnumPropsT<DiagDirection, byte, DIAGDIR_BEGIN, DIAGDIR_END, INVALID_DIAGDIR> {}; typedef TinyEnumT<DiagDirection> DiagDirectionByte; //typedefing-enumification of DiagDirection +/** + * Returns the reverse direction of the given DiagDirection + * + * @param d The DiagDirection to get the reverse from + * @return The reverse direction + */ static inline DiagDirection ReverseDiagDir(DiagDirection d) { return (DiagDirection)(2 ^ d); } - +/** + * Enumeration for the difference between to DiagDirection. + * + * As the DiagDirection only contains 4 possible directions the + * difference between two of these directions can only be in 4 ways. + * As the DirDiff enumeration the values can be added together and + * you will get the resulting difference (use modulo DIAGDIR_END). + * + * @see DirDiff + */ enum DiagDirDiff { - DIAGDIRDIFF_SAME = 0, - DIAGDIRDIFF_90RIGHT = 1, - DIAGDIRDIFF_REVERSE = 2, - DIAGDIRDIFF_90LEFT = 3 + DIAGDIRDIFF_SAME = 0, ///< Same directions + DIAGDIRDIFF_90RIGHT = 1, ///< 90 degrees right + DIAGDIRDIFF_REVERSE = 2, ///< Reverse directions + DIAGDIRDIFF_90LEFT = 3 ///< 90 degrees left }; +/** + * Applies a difference on a DiagDirection + * + * This function applies a difference on a DiagDirection and returns + * the new DiagDirection. + * + * @param d The DiagDirection + * @param delta The difference to applie on + * @return The new direction which was calculated + */ static inline DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta) { return (DiagDirection)((d + delta) % 4); } - +/** + * Convert a Direction to a DiagDirection. + * + * This function can be used to convert the 8-way Direction to + * the 4-way DiagDirection. If the direction cannot be mapped its + * "rounded clockwise". So DIR_N becomes DIAGDIR_NE. + * + * @param dir The direction to convert + * @return The resulting DiagDirection, maybe "rounded clockwise". + */ static inline DiagDirection DirToDiagDir(Direction dir) { return (DiagDirection)(dir >> 1); } - +/** + * Convert a DiagDirection to a Direction. + * + * This function can be used to convert the 4-way DiagDirection + * to the 8-way Direction. As 4-way are less than 8-way not all + * possible directions can be calculated. + * + * @param dir The direction to convert + * @return The resulting Direction + */ static inline Direction DiagDirToDir(DiagDirection dir) { return (Direction)(dir * 2 + 1); } -/* the 2 axis */ +/** + * Enumeration for the two axis X and Y + * + * This enumeration represente the two axis X and Y in the game. + * The X axis is the one which goes align the north-west edge + * (and south-east edge). The Y axis must be so the one which goes + * align the north-east edge (and south-west) edge. + */ enum Axis { - AXIS_X = 0, - AXIS_Y = 1, - AXIS_END + AXIS_X = 0, ///< The X axis + AXIS_Y = 1, ///< The y axis + AXIS_END ///< Used for iterations }; +/** + * Select the other axis as provided. + * + * This is basically the not-operator for the axis. + * + * @param a The given axis + * @return The other axis + */ static inline Axis OtherAxis(Axis a) { return (Axis)(a ^ 1); } +/** + * Convert a DiagDirection to the axis. + * + * This function returns the axis which belongs to the given + * DiagDirection. The axis X belongs to the DiagDirection + * north-east and south-west. + * + * @param d The DiagDirection + * @return The axis which belongs to the direction + */ static inline Axis DiagDirToAxis(DiagDirection d) { return (Axis)(d & 1); } -/* +/** * Converts an Axis to a DiagDirection - * Points always in the positive direction, i.e. S[EW] + * + * This function returns the DiagDirection which + * belongs to the axis. As 2 directions are mapped to an axis + * this function returns the one which points to south, + * either south-west (on X axis) or south-east (on Y axis) + * + * @param a The axis + * @return The direction pointed to south */ static inline DiagDirection AxisToDiagDir(Axis a) { @@ -146,17 +283,34 @@ static inline DiagDirection XYNSToDiagDir(Axis xy, uint ns) return (DiagDirection)(xy * 3 ^ ns * 2); } - +/** + * Checks if an interger value is a valid DiagDirection + * + * @param d The value to check + * @return True if the value belongs to a DiagDirection, else false + */ static inline bool IsValidDiagDirection(DiagDirection d) { return d < DIAGDIR_END; } +/** + * Checks if an integer value is a valid Direction + * + * @param d The value to check + * @return True if the value belongs to a Direction, else false + */ static inline bool IsValidDirection(Direction d) { return d < DIR_END; } +/** + * Checks if an integer value is a valid Axis + * + * @param d The value to check + * @return True if the value belongs to an Axis, else false + */ static inline bool IsValidAxis(Axis d) { return d < AXIS_END; |