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author | Johannes E. Krause <j.k@eclipso.de> | 2019-01-13 20:52:04 +0100 |
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committer | Niels Martin Hansen <nielsm@indvikleren.dk> | 2019-01-24 21:17:17 +0100 |
commit | f0290d5de77176718153a2d078bee7dae57c16dc (patch) | |
tree | ac6a55827750a9937ab49bb328476df4e023a0a9 /src | |
parent | 43852baace470938c71147d9029b4679d62a05a8 (diff) | |
download | openttd-f0290d5de77176718153a2d078bee7dae57c16dc.tar.xz |
Codechange: Add InverseRemapCoords2 function for remapping viewport coordinates to underlying tile coordinates (Patch by adf88, #6583)
Diffstat (limited to 'src')
-rw-r--r-- | src/landscape.cpp | 51 | ||||
-rw-r--r-- | src/landscape.h | 3 | ||||
-rw-r--r-- | src/smallmap_gui.cpp | 6 | ||||
-rw-r--r-- | src/viewport.cpp | 68 |
4 files changed, 72 insertions, 56 deletions
diff --git a/src/landscape.cpp b/src/landscape.cpp index 18f27807d..eb1e404f0 100644 --- a/src/landscape.cpp +++ b/src/landscape.cpp @@ -90,6 +90,57 @@ extern const byte _slope_to_sprite_offset[32] = { static SnowLine *_snow_line = NULL; /** + * Map 2D viewport or smallmap coordinate to 3D world or tile coordinate. + * Function takes into account height of tiles and foundations. + * + * @param x X viewport 2D coordinate. + * @param y Y viewport 2D coordinate. + * @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map. + * @return 3D world coordinate of point visible at the given screen coordinate (3D perspective). + * + * @note Inverse of #RemapCoords2 function. Smaller values may get rounded. + * @see InverseRemapCoords + */ +Point InverseRemapCoords2(int x, int y, bool clamp_to_map) +{ + /* Initial x/y world coordinate is like if the landscape + * was completely flat on height 0. */ + Point pt = InverseRemapCoords(x, y); + + const uint min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0; + const uint max_x = MapMaxX() * TILE_SIZE - 1; + const uint max_y = MapMaxY() * TILE_SIZE - 1; + + if (clamp_to_map) { + /* Bring the coordinates near to a valid range. At the top we allow a number + * of extra tiles. This is mostly due to the tiles on the north side of + * the map possibly being drawn higher due to the extra height levels. */ + int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS); + pt.x = Clamp(pt.x, -extra_tiles * TILE_SIZE, max_x); + pt.y = Clamp(pt.y, -extra_tiles * TILE_SIZE, max_y); + } + + /* Now find the Z-world coordinate by fix point iteration. + * This is a bit tricky because the tile height is non-continuous at foundations. + * The clicked point should be approached from the back, otherwise there are regions that are not clickable. + * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely) + * So give it a z-malus of 4 in the first iterations. */ + int z = 0; + for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(pt.x + max(z, 4) - 4, min_coord, max_x), Clamp(pt.y + max(z, 4) - 4, min_coord, max_y)) / 2; + for (int m = 3; m > 0; m--) z = GetSlopePixelZ(Clamp(pt.x + max(z, m) - m, min_coord, max_x), Clamp(pt.y + max(z, m) - m, min_coord, max_y)) / 2; + for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(pt.x + z, min_coord, max_x), Clamp(pt.y + z, min_coord, max_y)) / 2; + + pt.x += z; + pt.y += z; + if (clamp_to_map) { + pt.x = Clamp(pt.x, min_coord, max_x); + pt.y = Clamp(pt.y, min_coord, max_y); + } + + return pt; +} + +/** * Applies a foundation to a slope. * * @pre Foundation and slope must be valid combined. diff --git a/src/landscape.h b/src/landscape.h index cb08d9d9e..cf366e09c 100644 --- a/src/landscape.h +++ b/src/landscape.h @@ -108,6 +108,7 @@ static inline Point RemapCoords2(int x, int y) * @param y Y coordinate of the 2D coordinate. * @return X and Y components of equivalent world or tile coordinate. * @note Inverse of #RemapCoords function. Smaller values may get rounded. + * @see InverseRemapCoords2 */ static inline Point InverseRemapCoords(int x, int y) { @@ -115,6 +116,8 @@ static inline Point InverseRemapCoords(int x, int y) return pt; } +Point InverseRemapCoords2(int x, int y, bool clamp_to_map = false); + uint ApplyFoundationToSlope(Foundation f, Slope *s); /** * Applies a foundation to a slope. diff --git a/src/smallmap_gui.cpp b/src/smallmap_gui.cpp index df9fd2df2..10eeca5d3 100644 --- a/src/smallmap_gui.cpp +++ b/src/smallmap_gui.cpp @@ -923,8 +923,8 @@ void SmallMapWindow::DrawMapIndicators() const /* Find main viewport. */ const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport; - Point upper_left_smallmap_coord = TranslateXYToTileCoord(vp, vp->left, vp->top, false); - Point lower_right_smallmap_coord = TranslateXYToTileCoord(vp, vp->left + vp->width - 1, vp->top + vp->height - 1, false); + Point upper_left_smallmap_coord = InverseRemapCoords2(vp->virtual_left, vp->virtual_top); + Point lower_right_smallmap_coord = InverseRemapCoords2(vp->virtual_left + vp->virtual_width - 1, vp->virtual_top + vp->virtual_height - 1); Point upper_left = this->RemapTile(upper_left_smallmap_coord.x / (int)TILE_SIZE, upper_left_smallmap_coord.y / (int)TILE_SIZE); upper_left.x -= this->subscroll; @@ -1645,7 +1645,7 @@ void SmallMapWindow::SetNewScroll(int sx, int sy, int sub) void SmallMapWindow::SmallMapCenterOnCurrentPos() { const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport; - Point viewport_center = TranslateXYToTileCoord(vp, vp->left + vp->width / 2, vp->top + vp->height / 2); + Point viewport_center = InverseRemapCoords2(vp->virtual_left + vp->virtual_width / 2, vp->virtual_top + vp->virtual_height / 2); int sub; const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP); diff --git a/src/viewport.cpp b/src/viewport.cpp index 5e72aaa23..da1085161 100644 --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -399,65 +399,27 @@ ViewPort *IsPtInWindowViewport(const Window *w, int x, int y) } /** - * Translate screen coordinate in a viewport to a tile coordinate + * Translate screen coordinate in a viewport to underlying tile coordinate. + * + * Returns exact point of the map that is visible in the given place + * of the viewport (3D perspective), height of tiles and foundations matter. + * * @param vp Viewport that contains the (\a x, \a y) screen coordinate - * @param x Screen x coordinate - * @param y Screen y coordinate - * @param clamp_to_map Clamp the coordinate outside of the map to the closest tile within the map. - * @return Tile coordinate + * @param x Screen x coordinate, distance in pixels from the left edge of viewport frame + * @param y Screen y coordinate, distance in pixels from the top edge of viewport frame + * @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map + * @return Tile coordinate or (-1, -1) if given x or y is not within viewport frame */ Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y, bool clamp_to_map) { - Point pt; - int a, b; - int z; - - if ( (uint)(x -= vp->left) >= (uint)vp->width || - (uint)(y -= vp->top) >= (uint)vp->height) { - Point pt = {-1, -1}; - return pt; - } - - x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> (2 + ZOOM_LVL_SHIFT); - y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> (1 + ZOOM_LVL_SHIFT); - - a = y - x; - b = y + x; - - if (clamp_to_map) { - /* Bring the coordinates near to a valid range. This is mostly due to the - * tiles on the north side of the map possibly being drawn too high due to - * the extra height levels. So at the top we allow a number of extra tiles. - * This number is based on the tile height and pixels. */ - int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS); - a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1); - b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1); + if (!IsInsideBS(x, vp->left, vp->width) || !IsInsideBS(y, vp->top, vp->height)) { + Point pt = { -1, -1 }; + return pt; } - /* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0. - * Now find the Z-world coordinate by fix point iteration. - * This is a bit tricky because the tile height is non-continuous at foundations. - * The clicked point should be approached from the back, otherwise there are regions that are not clickable. - * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely) - * So give it a z-malus of 4 in the first iterations. - */ - z = 0; - - int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0; - - for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + max(z, 4) - 4, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, 4) - 4, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2; - for (int malus = 3; malus > 0; malus--) z = GetSlopePixelZ(Clamp(a + max(z, malus) - malus, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, malus) - malus, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2; - for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2; - - if (clamp_to_map) { - pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1); - pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1); - } else { - pt.x = a + z; - pt.y = b + z; - } - - return pt; + return InverseRemapCoords2( + ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left, + ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top, clamp_to_map); } /* When used for zooming, check area below current coordinates (x,y) |