/* $Id$ */ /** @file smallmap_gui.cpp GUI that shows a small map of the world with metadata like owner or height. */ #include "stdafx.h" #include "openttd.h" #include "bridge_map.h" #include "clear_map.h" #include "industry_map.h" #include "industry.h" #include "station_map.h" #include "landscape.h" #include "gui.h" #include "window_gui.h" #include "tree_map.h" #include "tunnel_map.h" #include "viewport_func.h" #include "gfx_func.h" #include "player_base.h" #include "town.h" #include "variables.h" #include "blitter/factory.hpp" #include "tunnelbridge_map.h" #include "strings_func.h" #include "zoom_func.h" #include "core/endian_func.hpp" #include "vehicle_base.h" #include "sound_func.h" #include "settings_type.h" #include "window_func.h" #include "table/strings.h" #include "table/sprites.h" static const Widget _smallmap_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_RIGHT, COLOUR_BROWN, 11, 337, 0, 13, STR_00B0_MAP, STR_018C_WINDOW_TITLE_DRAG_THIS}, { WWT_STICKYBOX, RESIZE_LR, COLOUR_BROWN, 338, 349, 0, 13, 0x0, STR_STICKY_BUTTON}, { WWT_PANEL, RESIZE_RB, COLOUR_BROWN, 0, 349, 14, 157, 0x0, STR_NULL}, { WWT_INSET, RESIZE_RB, COLOUR_BROWN, 2, 347, 16, 155, 0x0, STR_NULL}, { WWT_PANEL, RESIZE_RTB, COLOUR_BROWN, 0, 261, 158, 201, 0x0, STR_NULL}, { WWT_PANEL, RESIZE_LRTB, COLOUR_BROWN, 262, 349, 158, 158, 0x0, STR_NULL}, { WWT_IMGBTN, RESIZE_LRTB, COLOUR_BROWN, 284, 305, 158, 179, SPR_IMG_SHOW_COUNTOURS, STR_0191_SHOW_LAND_CONTOURS_ON_MAP}, { WWT_IMGBTN, RESIZE_LRTB, COLOUR_BROWN, 306, 327, 158, 179, SPR_IMG_SHOW_VEHICLES, STR_0192_SHOW_VEHICLES_ON_MAP}, { WWT_IMGBTN, RESIZE_LRTB, COLOUR_BROWN, 328, 349, 158, 179, SPR_IMG_INDUSTRY, STR_0193_SHOW_INDUSTRIES_ON_MAP}, { WWT_IMGBTN, RESIZE_LRTB, COLOUR_BROWN, 284, 305, 180, 201, SPR_IMG_SHOW_ROUTES, STR_0194_SHOW_TRANSPORT_ROUTES_ON}, { WWT_IMGBTN, RESIZE_LRTB, COLOUR_BROWN, 306, 327, 180, 201, SPR_IMG_PLANTTREES, STR_0195_SHOW_VEGETATION_ON_MAP}, { WWT_IMGBTN, RESIZE_LRTB, COLOUR_BROWN, 328, 349, 180, 201, SPR_IMG_COMPANY_GENERAL, STR_0196_SHOW_LAND_OWNERS_ON_MAP}, { WWT_IMGBTN, RESIZE_LRTB, COLOUR_BROWN, 262, 283, 158, 179, SPR_IMG_SMALLMAP, STR_SMALLMAP_CENTER}, { WWT_IMGBTN, RESIZE_LRTB, COLOUR_BROWN, 262, 283, 180, 201, SPR_IMG_TOWN, STR_0197_TOGGLE_TOWN_NAMES_ON_OFF}, { WWT_PANEL, RESIZE_RTB, COLOUR_BROWN, 0, 337, 202, 213, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_TB, COLOUR_BROWN, 0, 99, 202, 213, STR_MESSAGES_ENABLE_ALL, STR_NULL}, { WWT_TEXTBTN, RESIZE_TB, COLOUR_BROWN, 100, 201, 202, 213, STR_MESSAGES_DISABLE_ALL,STR_NULL}, { WWT_RESIZEBOX, RESIZE_LRTB, COLOUR_BROWN, 338, 349, 202, 213, 0x0, STR_RESIZE_BUTTON}, { WIDGETS_END}, }; /* number of used industries */ static int _smallmap_industry_count; /** Macro for ordinary entry of LegendAndColor */ #define MK(a,b) {a, b, INVALID_INDUSTRYTYPE, true, false, false} /** Macro for end of list marker in arrays of LegendAndColor */ #define MKEND() {0, STR_NULL, INVALID_INDUSTRYTYPE, true, true, false} /** Macro for break marker in arrays of LegendAndColor. * It will have valid data, though */ #define MS(a,b) {a, b, INVALID_INDUSTRYTYPE, true, false, true} /** Structure for holding relevant data for legends in small map */ struct LegendAndColour { uint16 colour; ///< color of the item on the map StringID legend; ///< string corresponding to the colored item IndustryType type; ///< type of industry bool show_on_map; ///< for filtering industries, if true is shown on map in color bool end; ///< this is the end of the list bool col_break; ///< perform a break and go one collumn further }; /** Legend text giving the colours to look for on the minimap */ static const LegendAndColour _legend_land_contours[] = { MK(0x5A, STR_00F0_100M), MK(0x5C, STR_00F1_200M), MK(0x5E, STR_00F2_300M), MK(0x1F, STR_00F3_400M), MK(0x27, STR_00F4_500M), MS(0xD7, STR_00EB_ROADS), MK(0x0A, STR_00EC_RAILROADS), MK(0x98, STR_00ED_STATIONS_AIRPORTS_DOCKS), MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES), MK(0x0F, STR_00EF_VEHICLES), MKEND() }; static const LegendAndColour _legend_vehicles[] = { MK(0xB8, STR_00F5_TRAINS), MK(0xBF, STR_00F6_ROAD_VEHICLES), MK(0x98, STR_00F7_SHIPS), MK(0x0F, STR_00F8_AIRCRAFT), MS(0xD7, STR_00F9_TRANSPORT_ROUTES), MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES), MKEND() }; static const LegendAndColour _legend_routes[] = { MK(0xD7, STR_00EB_ROADS), MK(0x0A, STR_00EC_RAILROADS), MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES), MS(0x56, STR_011B_RAILROAD_STATION), MK(0xC2, STR_011C_TRUCK_LOADING_BAY), MK(0xBF, STR_011D_BUS_STATION), MK(0xB8, STR_011E_AIRPORT_HELIPORT), MK(0x98, STR_011F_DOCK), MKEND() }; static const LegendAndColour _legend_vegetation[] = { MK(0x52, STR_0120_ROUGH_LAND), MK(0x54, STR_0121_GRASS_LAND), MK(0x37, STR_0122_BARE_LAND), MK(0x25, STR_0123_FIELDS), MK(0x57, STR_0124_TREES), MK(0xD0, STR_00FC_FOREST), MS(0x0A, STR_0125_ROCKS), MK(0xC2, STR_012A_DESERT), MK(0x98, STR_012B_SNOW), MK(0xD7, STR_00F9_TRANSPORT_ROUTES), MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES), MKEND() }; static const LegendAndColour _legend_land_owners[] = { MK(0xCA, STR_0126_WATER), MK(0x54, STR_0127_NO_OWNER), MK(0xB4, STR_0128_TOWNS), MK(0x20, STR_0129_INDUSTRIES), MKEND() }; #undef MK #undef MS #undef MKEND /** Allow room for all industries, plus a terminator entry * This is required in order to have the indutry slots all filled up */ static LegendAndColour _legend_from_industries[NUM_INDUSTRYTYPES+1]; /* For connecting industry type to position in industries list(small map legend) */ static uint _industry_to_list_pos[NUM_INDUSTRYTYPES]; /** * Fills an array for the industries legends. */ void BuildIndustriesLegend() { const IndustrySpec *indsp; uint j = 0; /* Add each name */ for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) { indsp = GetIndustrySpec(i); if (indsp->enabled) { _legend_from_industries[j].legend = indsp->name; _legend_from_industries[j].colour = indsp->map_colour; _legend_from_industries[j].type = i; _legend_from_industries[j].show_on_map = true; _legend_from_industries[j].col_break = false; _legend_from_industries[j].end = false; /* Store widget number for this industry type */ _industry_to_list_pos[i] = j; j++; } } /* Terminate the list */ _legend_from_industries[j].end = true; /* Store number of enabled industries */ _smallmap_industry_count = j; } static const LegendAndColour * const _legend_table[] = { _legend_land_contours, _legend_vehicles, _legend_from_industries, _legend_routes, _legend_vegetation, _legend_land_owners, }; #define MKCOLOR(x) TO_LE32X(x) /** * Height encodings; MAX_TILE_HEIGHT + 1 levels, from 0 to MAX_TILE_HEIGHT */ static const uint32 _map_height_bits[] = { MKCOLOR(0x5A5A5A5A), MKCOLOR(0x5A5B5A5B), MKCOLOR(0x5B5B5B5B), MKCOLOR(0x5B5C5B5C), MKCOLOR(0x5C5C5C5C), MKCOLOR(0x5C5D5C5D), MKCOLOR(0x5D5D5D5D), MKCOLOR(0x5D5E5D5E), MKCOLOR(0x5E5E5E5E), MKCOLOR(0x5E5F5E5F), MKCOLOR(0x5F5F5F5F), MKCOLOR(0x5F1F5F1F), MKCOLOR(0x1F1F1F1F), MKCOLOR(0x1F271F27), MKCOLOR(0x27272727), MKCOLOR(0x27272727), }; assert_compile(lengthof(_map_height_bits) == MAX_TILE_HEIGHT + 1); struct AndOr { uint32 mor; uint32 mand; }; static inline uint32 ApplyMask(uint32 colour, const AndOr *mask) { return (colour & mask->mand) | mask->mor; } static const AndOr _smallmap_contours_andor[] = { {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0x000A0A00), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0x98989898), MKCOLOR(0x00000000)}, {MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)}, {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)}, {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x000A0A00), MKCOLOR(0xFF0000FF)}, }; static const AndOr _smallmap_vehicles_andor[] = { {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)}, {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)}, {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, }; static const AndOr _smallmap_vegetation_andor[] = { {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00575700), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)}, {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)}, {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, }; typedef uint32 GetSmallMapPixels(TileIndex tile); // typedef callthrough function /** * Draws one column of the small map in a certain mode onto the screen buffer. This * function looks exactly the same for all types * * @param dst Pointer to a part of the screen buffer to write to. * @param xc The X coordinate of the first tile in the column. * @param yc The Y coordinate of the first tile in the column * @param pitch Number of pixels to advance in the screen buffer each time a pixel is written. * @param reps Number of lines to draw * @param mask ? * @param proc Pointer to the colour function * @see GetSmallMapPixels(TileIndex) */ static void DrawSmallMapStuff(void *dst, uint xc, uint yc, int pitch, int reps, uint32 mask, GetSmallMapPixels *proc) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); void *dst_ptr_abs_end = blitter->MoveTo(_screen.dst_ptr, 0, _screen.height); void *dst_ptr_end = blitter->MoveTo(dst_ptr_abs_end, -4, 0); do { /* check if the tile (xc,yc) is within the map range */ if (xc < MapMaxX() && yc < MapMaxY()) { /* check if the dst pointer points to a pixel inside the screen buffer */ if (dst < _screen.dst_ptr) continue; if (dst >= dst_ptr_abs_end) continue; uint32 val = proc(TileXY(xc, yc)) & mask; uint8 *val8 = (uint8 *)&val; if (dst <= dst_ptr_end) { blitter->SetPixelIfEmpty(dst, 0, 0, val8[0]); blitter->SetPixelIfEmpty(dst, 1, 0, val8[1]); blitter->SetPixelIfEmpty(dst, 2, 0, val8[2]); blitter->SetPixelIfEmpty(dst, 3, 0, val8[3]); } else { /* It happens that there are only 1, 2 or 3 pixels left to fill, so in that special case, write till the end of the video-buffer */ int i = 0; do { blitter->SetPixelIfEmpty(dst, 0, 0, val8[i]); } while (i++, dst = blitter->MoveTo(dst, 1, 0), dst < dst_ptr_abs_end); } } /* switch to next tile in the column */ } while (xc++, yc++, dst = blitter->MoveTo(dst, pitch, 0), --reps != 0); } static inline TileType GetEffectiveTileType(TileIndex tile) { TileType t = GetTileType(tile); if (t == MP_TUNNELBRIDGE) { TransportType tt = GetTunnelBridgeTransportType(tile); switch (tt) { case TRANSPORT_RAIL: t = MP_RAILWAY; break; case TRANSPORT_ROAD: t = MP_ROAD; break; default: t = MP_WATER; break; } } return t; } /** * Return the color a tile would be displayed with in the small map in mode "Contour". * @param tile The tile of which we would like to get the color. * @return The color of tile in the small map in mode "Contour" */ static inline uint32 GetSmallMapContoursPixels(TileIndex tile) { TileType t = GetEffectiveTileType(tile); return ApplyMask(_map_height_bits[TileHeight(tile)], &_smallmap_contours_andor[t]); } /** * Return the color a tile would be displayed with in the small map in mode "Vehicles". * * @param tile The tile of which we would like to get the color. * @return The color of tile in the small map in mode "Vehicles" */ static inline uint32 GetSmallMapVehiclesPixels(TileIndex tile) { TileType t = GetEffectiveTileType(tile); return ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]); } /** * Return the color a tile would be displayed with in the small map in mode "Industries". * * @param tile The tile of which we would like to get the color. * @return The color of tile in the small map in mode "Industries" */ static inline uint32 GetSmallMapIndustriesPixels(TileIndex tile) { TileType t = GetEffectiveTileType(tile); if (t == MP_INDUSTRY) { /* If industry is allowed to be seen, use its color on the map */ if (_legend_from_industries[_industry_to_list_pos[GetIndustryByTile(tile)->type]].show_on_map) { return GetIndustrySpec(GetIndustryByTile(tile)->type)->map_colour * 0x01010101; } else { /* otherwise, return the color of the clear tiles, which will make it disappear */ return ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[MP_CLEAR]); } } return ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]); } /** * Return the color a tile would be displayed with in the small map in mode "Routes". * * @param tile The tile of which we would like to get the color. * @return The color of tile in the small map in mode "Routes" */ static inline uint32 GetSmallMapRoutesPixels(TileIndex tile) { TileType t = GetEffectiveTileType(tile); uint32 bits; if (t == MP_STATION) { switch (GetStationType(tile)) { case STATION_RAIL: bits = MKCOLOR(0x56565656); break; case STATION_AIRPORT: bits = MKCOLOR(0xB8B8B8B8); break; case STATION_TRUCK: bits = MKCOLOR(0xC2C2C2C2); break; case STATION_BUS: bits = MKCOLOR(0xBFBFBFBF); break; case STATION_DOCK: bits = MKCOLOR(0x98989898); break; default: bits = MKCOLOR(0xFFFFFFFF); break; } } else { /* ground color */ bits = ApplyMask(MKCOLOR(0x54545454), &_smallmap_contours_andor[t]); } return bits; } static const uint32 _vegetation_clear_bits[] = { MKCOLOR(0x54545454), ///< full grass MKCOLOR(0x52525252), ///< rough land MKCOLOR(0x0A0A0A0A), ///< rocks MKCOLOR(0x25252525), ///< fields MKCOLOR(0x98989898), ///< snow MKCOLOR(0xC2C2C2C2), ///< desert MKCOLOR(0x54545454), ///< unused MKCOLOR(0x54545454), ///< unused }; static inline uint32 GetSmallMapVegetationPixels(TileIndex tile) { TileType t = GetEffectiveTileType(tile); uint32 bits; switch (t) { case MP_CLEAR: if (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) { bits = MKCOLOR(0x37373737); } else { bits = _vegetation_clear_bits[GetClearGround(tile)]; } break; case MP_INDUSTRY: bits = GetIndustrySpec(GetIndustryByTile(tile)->type)->check_proc == CHECK_FOREST ? MKCOLOR(0xD0D0D0D0) : MKCOLOR(0xB5B5B5B5); break; case MP_TREES: if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT) { bits = (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOR(0x98575798) : MKCOLOR(0xC25757C2); } else { bits = MKCOLOR(0x54575754); } break; default: bits = ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]); break; } return bits; } static uint32 _owner_colors[OWNER_END + 1]; /** * Return the color a tile would be displayed with in the small map in mode "Owner". * * @param tile The tile of which we would like to get the color. * @return The color of tile in the small map in mode "Owner" */ static inline uint32 GetSmallMapOwnerPixels(TileIndex tile) { Owner o; switch (GetTileType(tile)) { case MP_INDUSTRY: o = OWNER_END; break; case MP_HOUSE: o = OWNER_TOWN; break; default: o = GetTileOwner(tile); break; /* FIXME: For MP_ROAD there are multiple owners. * GetTileOwner returns the rail owner (level crossing) resp. the owner of ROADTYPE_ROAD (normal road), * even if there are no ROADTYPE_ROAD bits on the tile. */ } return _owner_colors[o]; } static const uint32 _smallmap_mask_left[3] = { MKCOLOR(0xFF000000), MKCOLOR(0xFFFF0000), MKCOLOR(0xFFFFFF00), }; static const uint32 _smallmap_mask_right[] = { MKCOLOR(0x000000FF), MKCOLOR(0x0000FFFF), MKCOLOR(0x00FFFFFF), }; /* each tile has 4 x pixels and 1 y pixel */ static GetSmallMapPixels *_smallmap_draw_procs[] = { GetSmallMapContoursPixels, GetSmallMapVehiclesPixels, GetSmallMapIndustriesPixels, GetSmallMapRoutesPixels, GetSmallMapVegetationPixels, GetSmallMapOwnerPixels, }; static const byte _vehicle_type_colors[6] = { 184, 191, 152, 15, 215, 184 }; static void DrawVertMapIndicator(int x, int y, int x2, int y2) { GfxFillRect(x, y, x2, y + 3, 69); GfxFillRect(x, y2 - 3, x2, y2, 69); } static void DrawHorizMapIndicator(int x, int y, int x2, int y2) { GfxFillRect(x, y, x + 3, y2, 69); GfxFillRect(x2 - 3, y, x2, y2, 69); } enum SmallMapWindowWidgets { SM_WIDGET_MAP_BORDER = 3, SM_WIDGET_MAP, SM_WIDGET_LEGEND, SM_WIDGET_BUTTONSPANEL, SM_WIDGET_CONTOUR, SM_WIDGET_VEHICLES, SM_WIDGET_INDUSTRIES, SM_WIDGET_ROUTES, SM_WIDGET_VEGETATION, SM_WIDGET_OWNERS, SM_WIDGET_CENTERMAP, SM_WIDGET_TOGGLETOWNNAME, SM_WIDGET_BOTTOMPANEL, SM_WIDGET_ENABLEINDUSTRIES, SM_WIDGET_DISABLEINDUSTRIES, SM_WIDGET_RESIZEBOX, }; class SmallMapWindow : public Window { enum SmallMapType { SMT_CONTOUR, SMT_VEHICLES, SMT_INDUSTRY, SMT_ROUTES, SMT_VEGETATION, SMT_OWNER, }; static SmallMapType map_type; static bool show_towns; int32 scroll_x; int32 scroll_y; int32 subscroll; uint8 refresh; static const int COLUMN_WIDTH = 119; static const int MIN_LEGEND_HEIGHT = 6 * 7; public: /** * Draws the small map. * * Basically, the small map is draw column of pixels by column of pixels. The pixels * are drawn directly into the screen buffer. The final map is drawn in multiple passes. * The passes are: * <ol><li>The colors of tiles in the different modes.</li> * <li>Town names (optional)</li></ol> * * @param dpi pointer to pixel to write onto * @param w pointer to Window struct * @param type type of map requested (vegetation, owners, routes, etc) * @param show_towns true if the town names should be displayed, false if not. */ void DrawSmallMap(DrawPixelInfo *dpi) { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); DrawPixelInfo *old_dpi; int dx,dy, x, y, x2, y2; void *ptr; int tile_x; int tile_y; ViewPort *vp; old_dpi = _cur_dpi; _cur_dpi = dpi; /* clear it */ GfxFillRect(dpi->left, dpi->top, dpi->left + dpi->width - 1, dpi->top + dpi->height - 1, 0); /* setup owner table */ if (this->map_type == SMT_OWNER) { const Player *p; /* fill with some special colors */ _owner_colors[OWNER_TOWN] = MKCOLOR(0xB4B4B4B4); _owner_colors[OWNER_NONE] = MKCOLOR(0x54545454); _owner_colors[OWNER_WATER] = MKCOLOR(0xCACACACA); _owner_colors[OWNER_END] = MKCOLOR(0x20202020); /* industry */ /* now fill with the player colors */ FOR_ALL_PLAYERS(p) { _owner_colors[p->index] = _colour_gradient[p->player_color][5] * 0x01010101; } } tile_x = this->scroll_x / TILE_SIZE; tile_y = this->scroll_y / TILE_SIZE; dx = dpi->left + this->subscroll; tile_x -= dx / 4; tile_y += dx / 4; dx &= 3; dy = dpi->top; tile_x += dy / 2; tile_y += dy / 2; if (dy & 1) { tile_x++; dx += 2; if (dx > 3) { dx -= 4; tile_x--; tile_y++; } } ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0); x = - dx - 4; y = 0; for (;;) { uint32 mask = 0xFFFFFFFF; int reps; int t; /* distance from left edge */ if (x < 0) { if (x < -3) goto skip_column; /* mask to use at the left edge */ mask = _smallmap_mask_left[x + 3]; } /* distance from right edge */ t = dpi->width - x; if (t < 4) { if (t <= 0) break; /* exit loop */ /* mask to use at the right edge */ mask &= _smallmap_mask_right[t - 1]; } /* number of lines */ reps = (dpi->height - y + 1) / 2; if (reps > 0) { DrawSmallMapStuff(ptr, tile_x, tile_y, dpi->pitch * 2, reps, mask, _smallmap_draw_procs[this->map_type]); } skip_column: if (y == 0) { tile_y++; y++; ptr = blitter->MoveTo(ptr, 0, 1); } else { tile_x--; y--; ptr = blitter->MoveTo(ptr, 0, -1); } ptr = blitter->MoveTo(ptr, 2, 0); x += 2; } /* draw vehicles? */ if (this->map_type == SMT_CONTOUR || this->map_type == SMT_VEHICLES) { Vehicle *v; bool skip; byte color; FOR_ALL_VEHICLES(v) { if (v->type != VEH_EFFECT && (v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0) { /* Remap into flat coordinates. */ Point pt = RemapCoords( v->x_pos / TILE_SIZE - this->scroll_x / TILE_SIZE, // divide each one separately because (a-b)/c != a/c-b/c in integer world v->y_pos / TILE_SIZE - this->scroll_y / TILE_SIZE, // dtto 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. */ 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 color */ color = (this->map_type == SMT_VEHICLES) ? _vehicle_type_colors[v->type] : 0xF; /* And draw either one or two pixels depending on clipping */ blitter->SetPixel(dpi->dst_ptr, x, y, color); if (!skip) blitter->SetPixel(dpi->dst_ptr, x + 1, y, color); } } } if (this->show_towns) { const Town *t; FOR_ALL_TOWNS(t) { /* Remap the town coordinate */ Point pt = RemapCoords( (int)(TileX(t->xy) * TILE_SIZE - this->scroll_x) / TILE_SIZE, (int)(TileY(t->xy) * TILE_SIZE - this->scroll_y) / TILE_SIZE, 0); x = pt.x - this->subscroll + 3 - (t->sign.width_2 >> 1); y = pt.y; /* Check if the town sign is within bounds */ if (x + t->sign.width_2 > dpi->left && x < dpi->left + dpi->width && y + 6 > dpi->top && y < dpi->top + dpi->height) { /* And draw it. */ SetDParam(0, t->index); DrawString(x, y, STR_2056, TC_WHITE); } } } /* Draw map indicators */ { Point pt; /* Find main viewport. */ vp = FindWindowById(WC_MAIN_WINDOW,0)->viewport; pt = RemapCoords(this->scroll_x, this->scroll_y, 0); x = vp->virtual_left - pt.x; y = vp->virtual_top - pt.y; x2 = (x + vp->virtual_width) / TILE_SIZE; y2 = (y + vp->virtual_height) / TILE_SIZE; x /= TILE_SIZE; y /= TILE_SIZE; x -= this->subscroll; x2 -= this->subscroll; DrawVertMapIndicator(x, y, x, y2); DrawVertMapIndicator(x2, y, x2, y2); DrawHorizMapIndicator(x, y, x2, y); DrawHorizMapIndicator(x, y2, x2, y2); } _cur_dpi = old_dpi; } void SmallMapCenterOnCurrentPos() { int x, y; ViewPort *vp; vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport; x = ((vp->virtual_width - (this->widget[SM_WIDGET_MAP].right - this->widget[SM_WIDGET_MAP].left) * TILE_SIZE) / 2 + vp->virtual_left) / 4; y = ((vp->virtual_height - (this->widget[SM_WIDGET_MAP].bottom - this->widget[SM_WIDGET_MAP].top ) * TILE_SIZE) / 2 + vp->virtual_top ) / 2 - TILE_SIZE * 2; this->scroll_x = (y - x) & ~0xF; this->scroll_y = (x + y) & ~0xF; this->SetDirty(); } void ResizeLegend() { Widget *legend = &this->widget[SM_WIDGET_LEGEND]; int rows = (legend->bottom - legend->top) - 1; int columns = (legend->right - legend->left) / COLUMN_WIDTH; int new_rows = (this->map_type == SMT_INDUSTRY) ? ((_smallmap_industry_count + columns - 1) / columns) * 6 : MIN_LEGEND_HEIGHT; new_rows = max(new_rows, MIN_LEGEND_HEIGHT); if (new_rows != rows) { this->SetDirty(); /* The legend widget needs manual adjustment as by default * it lays outside the filler widget's bounds. */ legend->top--; /* Resize the filler widget, and move widgets below it. */ ResizeWindowForWidget(this, SM_WIDGET_BUTTONSPANEL, 0, new_rows - rows); legend->top++; /* Resize map border widget so the window stays the same size */ ResizeWindowForWidget(this, SM_WIDGET_MAP_BORDER, 0, rows - new_rows); /* Manually adjust the map widget as it lies completely within * the map border widget */ this->widget[SM_WIDGET_MAP].bottom += rows - new_rows; this->SetDirty(); } } SmallMapWindow(const WindowDesc *desc, int window_number) : Window(desc, window_number) { this->LowerWidget(this->map_type + SM_WIDGET_CONTOUR); this->SetWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME, this->show_towns); this->SmallMapCenterOnCurrentPos(); this->FindWindowPlacementAndResize(desc); } virtual void OnPaint() { DrawPixelInfo new_dpi; /* Hide Enable all/Disable all buttons if is not industry type small map*/ this->SetWidgetHiddenState(SM_WIDGET_ENABLEINDUSTRIES, this->map_type != SMT_INDUSTRY); this->SetWidgetHiddenState(SM_WIDGET_DISABLEINDUSTRIES, this->map_type != SMT_INDUSTRY); /* draw the window */ SetDParam(0, STR_00E5_CONTOURS + this->map_type); this->DrawWidgets(); const Widget *legend = &this->widget[SM_WIDGET_LEGEND]; int y_org = legend->top + 1; int x = 4; int y = y_org; for (const LegendAndColour *tbl = _legend_table[this->map_type]; !tbl->end; ++tbl) { if (tbl->col_break || y >= legend->bottom) { /* Column break needed, continue at top, COLUMN_WIDTH pixels * (one "row") to the right. */ x += COLUMN_WIDTH; y = y_org; } if (this->map_type == SMT_INDUSTRY) { /* Industry name must be formated, since it's not in tiny font in the specs. * So, draw with a parameter and use the STR_SMALLMAP_INDUSTRY string, which is tiny font.*/ SetDParam(0, tbl->legend); assert(tbl->type < NUM_INDUSTRYTYPES); SetDParam(1, _industry_counts[tbl->type]); if (!tbl->show_on_map) { /* Simply draw the string, not the black border of the legend color. * This will enforce the idea of the disabled item */ DrawString(x + 11, y, STR_SMALLMAP_INDUSTRY, TC_GREY); } else { DrawString(x + 11, y, STR_SMALLMAP_INDUSTRY, TC_BLACK); GfxFillRect(x, y + 1, x + 8, y + 5, 0); // outer border of the legend color } } else { /* Anything that is not an industry is using normal process */ GfxFillRect(x, y + 1, x + 8, y + 5, 0); DrawString(x + 11, y, tbl->legend, TC_FROMSTRING); } GfxFillRect(x + 1, y + 2, x + 7, y + 4, tbl->colour); // legend color y += 6; } const Widget *wi = &this->widget[SM_WIDGET_MAP]; if (!FillDrawPixelInfo(&new_dpi, wi->left + 1, wi->top + 1, wi->right - wi->left - 1, wi->bottom - wi->top - 1)) return; this->DrawSmallMap(&new_dpi); } virtual void OnClick(Point pt, int widget) { switch (widget) { case SM_WIDGET_MAP: { // Map window /* * XXX: scrolling with the left mouse button is done by subsequently * clicking with the left mouse button; clicking once centers the * large map at the selected point. So by unclicking the left mouse * button here, it gets reclicked during the next inputloop, which * would make it look like the mouse is being dragged, while it is * actually being (virtually) clicked every inputloop. */ _left_button_clicked = false; Point pt = RemapCoords(this->scroll_x, this->scroll_y, 0); Window *w = FindWindowById(WC_MAIN_WINDOW, 0); w->viewport->follow_vehicle = INVALID_VEHICLE; w->viewport->dest_scrollpos_x = pt.x + ((_cursor.pos.x - this->left + 2) << 4) - (w->viewport->virtual_width >> 1); w->viewport->dest_scrollpos_y = pt.y + ((_cursor.pos.y - this->top - 16) << 4) - (w->viewport->virtual_height >> 1); this->SetDirty(); } break; case SM_WIDGET_CONTOUR: // Show land contours case SM_WIDGET_VEHICLES: // Show vehicles case SM_WIDGET_INDUSTRIES: // Show industries case SM_WIDGET_ROUTES: // Show transport routes case SM_WIDGET_VEGETATION: // Show vegetation case SM_WIDGET_OWNERS: // Show land owners this->RaiseWidget(this->map_type + SM_WIDGET_CONTOUR); this->map_type = (SmallMapType)(widget - SM_WIDGET_CONTOUR); this->LowerWidget(this->map_type + SM_WIDGET_CONTOUR); this->ResizeLegend(); this->SetDirty(); SndPlayFx(SND_15_BEEP); break; case SM_WIDGET_CENTERMAP: // Center the smallmap again this->SmallMapCenterOnCurrentPos(); this->SetDirty(); SndPlayFx(SND_15_BEEP); break; case SM_WIDGET_TOGGLETOWNNAME: // Toggle town names this->show_towns = !this->show_towns; this->SetWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME, this->show_towns); this->SetDirty(); SndPlayFx(SND_15_BEEP); break; case SM_WIDGET_LEGEND: // Legend /* if industry type small map*/ if (this->map_type == SMT_INDUSTRY) { /* if click on industries label, find right industry type and enable/disable it */ Widget *wi = &this->widget[SM_WIDGET_LEGEND]; // label panel uint column = (pt.x - 4) / COLUMN_WIDTH; uint line = (pt.y - wi->top - 2) / 6; int rows_per_column = (wi->bottom - wi->top) / 6; /* check if click is on industry label*/ int industry_pos = (column * rows_per_column) + line; if (industry_pos < _smallmap_industry_count) { _legend_from_industries[industry_pos].show_on_map = !_legend_from_industries[industry_pos].show_on_map; } /* Raise the two buttons "all", as we have done a specific choice */ this->RaiseWidget(SM_WIDGET_ENABLEINDUSTRIES); this->RaiseWidget(SM_WIDGET_DISABLEINDUSTRIES); this->SetDirty(); } break; case SM_WIDGET_ENABLEINDUSTRIES: // Enable all industries for (int i = 0; i != _smallmap_industry_count; i++) { _legend_from_industries[i].show_on_map = true; } /* toggle appeareance indicating the choice */ this->LowerWidget(SM_WIDGET_ENABLEINDUSTRIES); this->RaiseWidget(SM_WIDGET_DISABLEINDUSTRIES); this->SetDirty(); break; case SM_WIDGET_DISABLEINDUSTRIES: // disable all industries for (int i = 0; i != _smallmap_industry_count; i++) { _legend_from_industries[i].show_on_map = false; } /* toggle appeareance indicating the choice */ this->RaiseWidget(SM_WIDGET_ENABLEINDUSTRIES); this->LowerWidget(SM_WIDGET_DISABLEINDUSTRIES); this->SetDirty(); break; } } virtual void OnRightClick(Point pt, int widget) { if (widget == SM_WIDGET_MAP) { if (_scrolling_viewport) return; _scrolling_viewport = true; _cursor.delta.x = 0; _cursor.delta.y = 0; } } virtual void OnTick() { /* update the window every now and then */ if ((++this->refresh & 0x1F) == 0) this->SetDirty(); } virtual void OnScroll(Point delta) { _cursor.fix_at = true; int x = this->scroll_x; int y = this->scroll_y; int sub = this->subscroll + delta.x; x -= (sub >> 2) << 4; y += (sub >> 2) << 4; sub &= 3; x += (delta.y >> 1) << 4; y += (delta.y >> 1) << 4; if (delta.y & 1) { x += TILE_SIZE; sub += 2; if (sub > 3) { sub -= 4; x -= TILE_SIZE; y += TILE_SIZE; } } int hx = (this->widget[SM_WIDGET_MAP].right - this->widget[SM_WIDGET_MAP].left) / 2; int hy = (this->widget[SM_WIDGET_MAP].bottom - this->widget[SM_WIDGET_MAP].top ) / 2; int hvx = hx * -4 + hy * 8; int hvy = hx * 4 + hy * 8; if (x < -hvx) { x = -hvx; sub = 0; } if (x > (int)MapMaxX() * TILE_SIZE - hvx) { x = MapMaxX() * TILE_SIZE - hvx; sub = 0; } if (y < -hvy) { y = -hvy; sub = 0; } if (y > (int)MapMaxY() * TILE_SIZE - hvy) { y = MapMaxY() * TILE_SIZE - hvy; sub = 0; } this->scroll_x = x; this->scroll_y = y; this->subscroll = sub; this->SetDirty(); } virtual void OnResize(Point new_size, Point delta) { if (delta.x != 0 && this->map_type == SMT_INDUSTRY) this->ResizeLegend(); } }; SmallMapWindow::SmallMapType SmallMapWindow::map_type = SMT_CONTOUR; bool SmallMapWindow::show_towns = true; static const WindowDesc _smallmap_desc = { WDP_AUTO, WDP_AUTO, 350, 214, 446, 314, WC_SMALLMAP, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON | WDF_RESIZABLE, _smallmap_widgets, }; void ShowSmallMap() { AllocateWindowDescFront<SmallMapWindow>(&_smallmap_desc, 0); } /* Extra ViewPort Window Stuff */ static const Widget _extra_view_port_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, COLOUR_GREY, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_RIGHT, COLOUR_GREY, 11, 287, 0, 13, STR_EXTRA_VIEW_PORT_TITLE, STR_018C_WINDOW_TITLE_DRAG_THIS}, { WWT_STICKYBOX, RESIZE_LR, COLOUR_GREY, 288, 299, 0, 13, 0x0, STR_STICKY_BUTTON}, { WWT_PANEL, RESIZE_RB, COLOUR_GREY, 0, 299, 14, 33, 0x0, STR_NULL}, { WWT_INSET, RESIZE_RB, COLOUR_GREY, 2, 297, 16, 31, 0x0, STR_NULL}, { WWT_PUSHIMGBTN, RESIZE_TB, COLOUR_GREY, 0, 21, 34, 55, SPR_IMG_ZOOMIN, STR_017F_ZOOM_THE_VIEW_IN}, { WWT_PUSHIMGBTN, RESIZE_TB, COLOUR_GREY, 22, 43, 34, 55, SPR_IMG_ZOOMOUT, STR_0180_ZOOM_THE_VIEW_OUT}, { WWT_PUSHTXTBTN, RESIZE_TB, COLOUR_GREY, 44, 171, 34, 55, STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW, STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT}, { WWT_PUSHTXTBTN, RESIZE_TB, COLOUR_GREY, 172, 298, 34, 55, STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN, STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT}, { WWT_PANEL, RESIZE_RTB, COLOUR_GREY, 299, 299, 34, 55, 0x0, STR_NULL}, { WWT_PANEL, RESIZE_RTB, COLOUR_GREY, 0, 287, 56, 67, 0x0, STR_NULL}, { WWT_RESIZEBOX, RESIZE_LRTB, COLOUR_GREY, 288, 299, 56, 67, 0x0, STR_RESIZE_BUTTON}, { WIDGETS_END}, }; class ExtraViewportWindow : public Window { enum ExtraViewportWindowWidgets { EVW_CLOSE, EVW_CAPTION, EVW_STICKY, EVW_BACKGROUND, EVW_VIEWPORT, EVW_ZOOMIN, EVW_ZOOMOUT, EVW_MAIN_TO_VIEW, EVW_VIEW_TO_MAIN, EVW_SPACER1, EVW_SPACER2, EVW_RESIZE, }; public: ExtraViewportWindow(const WindowDesc *desc, int window_number, TileIndex tile) : Window(desc, window_number) { /* New viewport start at (zero,zero) */ InitializeWindowViewport(this, 3, 17, this->widget[EVW_VIEWPORT].right - this->widget[EVW_VIEWPORT].left - 1, this->widget[EVW_VIEWPORT].bottom - this->widget[EVW_VIEWPORT].top - 1, 0, ZOOM_LVL_VIEWPORT); this->DisableWidget(EVW_ZOOMIN); this->FindWindowPlacementAndResize(desc); Point pt; if (tile == INVALID_TILE) { /* the main window with the main view */ const Window *w = FindWindowById(WC_MAIN_WINDOW, 0); /* center on same place as main window (zoom is maximum, no adjustment needed) */ pt.x = w->viewport->scrollpos_x + w->viewport->virtual_height / 2; pt.y = w->viewport->scrollpos_y + w->viewport->virtual_height / 2; } else { pt = RemapCoords(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, TileHeight(tile)); } this->viewport->scrollpos_x = pt.x - ((this->widget[EVW_VIEWPORT].right - this->widget[EVW_VIEWPORT].left) - 1) / 2; this->viewport->scrollpos_y = pt.y - ((this->widget[EVW_VIEWPORT].bottom - this->widget[EVW_VIEWPORT].top) - 1) / 2; this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x; this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y; } virtual void OnPaint() { /* set the number in the title bar */ SetDParam(0, this->window_number + 1); this->DrawWidgets(); this->DrawViewport(); } virtual void OnClick(Point pt, int widget) { switch (widget) { case EVW_ZOOMIN: DoZoomInOutWindow(ZOOM_IN, this); break; case EVW_ZOOMOUT: DoZoomInOutWindow(ZOOM_OUT, this); break; case EVW_MAIN_TO_VIEW: { // location button (move main view to same spot as this view) 'Paste Location' Window *w = FindWindowById(WC_MAIN_WINDOW, 0); int x = this->viewport->scrollpos_x; // Where is the main looking at int y = this->viewport->scrollpos_y; /* set this view to same location. Based on the center, adjusting for zoom */ w->viewport->dest_scrollpos_x = x - (w->viewport->virtual_width - this->viewport->virtual_width) / 2; w->viewport->dest_scrollpos_y = y - (w->viewport->virtual_height - this->viewport->virtual_height) / 2; } break; case EVW_VIEW_TO_MAIN: { // inverse location button (move this view to same spot as main view) 'Copy Location' const Window *w = FindWindowById(WC_MAIN_WINDOW, 0); int x = w->viewport->scrollpos_x; int y = w->viewport->scrollpos_y; this->viewport->dest_scrollpos_x = x + (w->viewport->virtual_width - this->viewport->virtual_width) / 2; this->viewport->dest_scrollpos_y = y + (w->viewport->virtual_height - this->viewport->virtual_height) / 2; } break; } } virtual void OnResize(Point new_size, Point delta) { this->viewport->width += delta.x; this->viewport->height += delta.y; this->viewport->virtual_width += delta.x; this->viewport->virtual_height += delta.y; } virtual void OnScroll(Point delta) { ViewPort *vp = IsPtInWindowViewport(this, _cursor.pos.x, _cursor.pos.y); if (vp == NULL) { _cursor.fix_at = false; _scrolling_viewport = false; } this->viewport->scrollpos_x += ScaleByZoom(delta.x, vp->zoom); this->viewport->scrollpos_y += ScaleByZoom(delta.y, vp->zoom); this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x; this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y; } virtual void OnMouseWheel(int wheel) { ZoomInOrOutToCursorWindow(wheel < 0, this); } virtual void OnInvalidateData(int data = 0) { /* Only handle zoom message if intended for us (msg ZOOM_IN/ZOOM_OUT) */ HandleZoomMessage(this, this->viewport, EVW_ZOOMIN, EVW_ZOOMOUT); } }; static const WindowDesc _extra_view_port_desc = { WDP_AUTO, WDP_AUTO, 300, 68, 300, 268, WC_EXTRA_VIEW_PORT, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, _extra_view_port_widgets, }; void ShowExtraViewPortWindow(TileIndex tile) { int i = 0; /* find next free window number for extra viewport */ while (FindWindowById(WC_EXTRA_VIEW_PORT, i) != NULL) i++; new ExtraViewportWindow(&_extra_view_port_desc, i, tile); } bool ScrollMainWindowTo(int x, int y, bool instant) { bool res = ScrollWindowTo(x, y, FindWindowById(WC_MAIN_WINDOW, 0), instant); /* If a user scrolls to a tile (via what way what so ever) and already is on * that tile (e.g.: pressed twice), move the smallmap to that location, * so you directly see where you are on the smallmap. */ if (res) return res; SmallMapWindow *w = dynamic_cast<SmallMapWindow*>(FindWindowById(WC_SMALLMAP, 0)); if (w != NULL) w->SmallMapCenterOnCurrentPos(); return res; }