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authorJohannes E. Krause <j.k@eclipso.de>2019-01-13 20:52:04 +0100
committerNiels Martin Hansen <nielsm@indvikleren.dk>2019-01-24 21:17:17 +0100
commitf0290d5de77176718153a2d078bee7dae57c16dc (patch)
treeac6a55827750a9937ab49bb328476df4e023a0a9 /src
parent43852baace470938c71147d9029b4679d62a05a8 (diff)
downloadopenttd-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.cpp51
-rw-r--r--src/landscape.h3
-rw-r--r--src/smallmap_gui.cpp6
-rw-r--r--src/viewport.cpp68
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)