diff options
author | smatz <smatz@openttd.org> | 2009-10-20 20:57:30 +0000 |
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committer | smatz <smatz@openttd.org> | 2009-10-20 20:57:30 +0000 |
commit | b06da82c62a61f9d1ca2c9b852acae86bc1eda7f (patch) | |
tree | 03a00ddd6fb705c227a72941aa9b203fa280c6dc /src | |
parent | af9c76eb6f1c4a866c4f79c488eee253991dc768 (diff) | |
download | openttd-b06da82c62a61f9d1ca2c9b852acae86bc1eda7f.tar.xz |
(svn r17829) -Codechange: move code used for adding vehicles and town names to minimap to separate functions
Diffstat (limited to 'src')
-rw-r--r-- | src/smallmap_gui.cpp | 150 |
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; |