/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file smallmap_gui.cpp GUI that shows a small map of the world with metadata like owner or height. */ #include "stdafx.h" #include "clear_map.h" #include "industry.h" #include "station_map.h" #include "landscape.h" #include "window_gui.h" #include "tree_map.h" #include "viewport_func.h" #include "gfx_func.h" #include "town.h" #include "blitter/factory.hpp" #include "tunnelbridge_map.h" #include "strings_func.h" #include "core/endian_func.hpp" #include "vehicle_base.h" #include "sound_func.h" #include "window_func.h" #include "table/strings.h" #include "table/sprites.h" /** Widget numbers of the small map window. */ enum SmallMapWindowWidgets { SM_WIDGET_CLOSEBOX, SM_WIDGET_CAPTION, SM_WIDGET_STICKYBOX, SM_WIDGET_MAP_BORDER, 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_SELECTINDUSTRIES, SM_WIDGET_ENABLEINDUSTRIES, SM_WIDGET_DISABLEINDUSTRIES, SM_WIDGET_RESIZEBOX, }; static const NWidgetPart _nested_smallmap_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_BROWN, SM_WIDGET_CLOSEBOX), NWidget(WWT_CAPTION, COLOUR_BROWN, SM_WIDGET_CAPTION), SetDataTip(STR_SMALLMAP_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_STICKYBOX, COLOUR_BROWN, SM_WIDGET_STICKYBOX), EndContainer(), /* Small map display. */ NWidget(WWT_PANEL, COLOUR_BROWN, SM_WIDGET_MAP_BORDER), NWidget(WWT_INSET, COLOUR_BROWN, SM_WIDGET_MAP), SetMinimalSize(346, 140), SetResize(1, 1), SetPadding(2, 2, 2, 2), EndContainer(), EndContainer(), /* Panel. */ NWidget(NWID_HORIZONTAL), NWidget(WWT_PANEL, COLOUR_BROWN, SM_WIDGET_LEGEND), SetMinimalSize(262, 44), SetResize(1, 0), EndContainer(), NWidget(NWID_VERTICAL), /* Top button row. */ NWidget(NWID_HORIZONTAL), NWidget(WWT_PUSHIMGBTN, COLOUR_BROWN, SM_WIDGET_CENTERMAP), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_SMALLMAP, STR_SMALLMAP_CENTER), NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_CONTOUR), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_SHOW_COUNTOURS, STR_SMALLMAP_TOOLTIP_SHOW_LAND_CONTOURS_ON_MAP), NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_VEHICLES), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_SHOW_VEHICLES, STR_SMALLMAP_TOOLTIP_SHOW_VEHICLES_ON_MAP), NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_INDUSTRIES), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_INDUSTRY, STR_SMALLMAP_TOOLTIP_SHOW_INDUSTRIES_ON_MAP), EndContainer(), /* Bottom button row. */ NWidget(NWID_HORIZONTAL), NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_TOGGLETOWNNAME), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_TOWN, STR_SMALLMAP_TOOLTIP_TOGGLE_TOWN_NAMES_ON_OFF), NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_ROUTES), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_SHOW_ROUTES, STR_SMALLMAP_TOOLTIP_SHOW_TRANSPORT_ROUTES_ON), NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_VEGETATION), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_PLANTTREES, STR_SMALLMAP_TOOLTIP_SHOW_VEGETATION_ON_MAP), NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_OWNERS), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_COMPANY_GENERAL, STR_SMALLMAP_TOOLTIP_SHOW_LAND_OWNERS_ON_MAP), EndContainer(), NWidget(WWT_PANEL, COLOUR_BROWN, SM_WIDGET_BUTTONSPANEL), SetFill(true, true), EndContainer(), EndContainer(), EndContainer(), /* Bottom button row and resize box. */ NWidget(NWID_HORIZONTAL), NWidget(WWT_PANEL, COLOUR_BROWN, SM_WIDGET_BOTTOMPANEL), NWidget(NWID_HORIZONTAL), NWidget(NWID_SELECTION, INVALID_COLOUR, SM_WIDGET_SELECTINDUSTRIES), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_TEXTBTN, COLOUR_BROWN, SM_WIDGET_ENABLEINDUSTRIES), SetMinimalSize(100, 12), SetDataTip(STR_SMALLMAP_ENABLE_ALL, STR_NULL), NWidget(WWT_TEXTBTN, COLOUR_BROWN, SM_WIDGET_DISABLEINDUSTRIES), SetMinimalSize(100, 12), SetDataTip(STR_SMALLMAP_DISABLE_ALL, STR_NULL), EndContainer(), NWidget(NWID_SPACER), SetFill(true, true), EndContainer(), NWidget(NWID_SPACER), SetFill(true, false), SetResize(1, 0), EndContainer(), EndContainer(), NWidget(WWT_RESIZEBOX, COLOUR_BROWN, SM_WIDGET_RESIZEBOX), SetFill(false, true), EndContainer(), }; static int _smallmap_industry_count; ///< Number of used industries /** Macro for ordinary entry of LegendAndColour */ #define MK(a, b) {a, b, INVALID_INDUSTRYTYPE, true, false, false} /** Macro for end of list marker in arrays of LegendAndColour */ #define MKEND() {0, STR_NULL, INVALID_INDUSTRYTYPE, true, true, false} /** Macro for break marker in arrays of LegendAndColour. * 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 { uint8 colour; ///< colour of the item on the map StringID legend; ///< string corresponding to the coloured item IndustryType type; ///< type of industry bool show_on_map; ///< for filtering industries, if true is shown on map in colour bool end; ///< this is the end of the list bool col_break; ///< perform a break and go one column further }; /** Legend text giving the colours to look for on the minimap */ static const LegendAndColour _legend_land_contours[] = { MK(0x5A, STR_SMALLMAP_LEGENDA_100M), MK(0x5C, STR_SMALLMAP_LEGENDA_200M), MK(0x5E, STR_SMALLMAP_LEGENDA_300M), MK(0x1F, STR_SMALLMAP_LEGENDA_400M), MK(0x27, STR_SMALLMAP_LEGENDA_500M), MS(0xD7, STR_SMALLMAP_LEGENDA_ROADS), MK(0x0A, STR_SMALLMAP_LEGENDA_RAILROADS), MK(0x98, STR_SMALLMAP_LEGENDA_STATIONS_AIRPORTS_DOCKS), MK(0xB5, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES), MK(0x0F, STR_SMALLMAP_LEGENDA_VEHICLES), MKEND() }; static const LegendAndColour _legend_vehicles[] = { MK(0xB8, STR_SMALLMAP_LEGENDA_TRAINS), MK(0xBF, STR_SMALLMAP_LEGENDA_ROAD_VEHICLES), MK(0x98, STR_SMALLMAP_LEGENDA_SHIPS), MK(0x0F, STR_SMALLMAP_LEGENDA_AIRCRAFT), MS(0xD7, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES), MK(0xB5, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES), MKEND() }; static const LegendAndColour _legend_routes[] = { MK(0xD7, STR_SMALLMAP_LEGENDA_ROADS), MK(0x0A, STR_SMALLMAP_LEGENDA_RAILROADS), MK(0xB5, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES), MS(0x56, STR_SMALLMAP_LEGENDA_RAILROAD_STATION), MK(0xC2, STR_SMALLMAP_LEGENDA_TRUCK_LOADING_BAY), MK(0xBF, STR_SMALLMAP_LEGENDA_BUS_STATION), MK(0xB8, STR_SMALLMAP_LEGENDA_AIRPORT_HELIPORT), MK(0x98, STR_SMALLMAP_LEGENDA_DOCK), MKEND() }; static const LegendAndColour _legend_vegetation[] = { MK(0x52, STR_SMALLMAP_LEGENDA_ROUGH_LAND), MK(0x54, STR_SMALLMAP_LEGENDA_GRASS_LAND), MK(0x37, STR_SMALLMAP_LEGENDA_BARE_LAND), MK(0x25, STR_SMALLMAP_LEGENDA_FIELDS), MK(0x57, STR_SMALLMAP_LEGENDA_TREES), MK(0xD0, STR_SMALLMAP_LEGENDA_FOREST), MS(0x0A, STR_SMALLMAP_LEGENDA_ROCKS), MK(0xC2, STR_SMALLMAP_LEGENDA_DESERT), MK(0x98, STR_SMALLMAP_LEGENDA_SNOW), MK(0xD7, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES), MK(0xB5, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES), MKEND() }; static const LegendAndColour _legend_land_owners[] = { MK(0xCA, STR_SMALLMAP_LEGENDA_WATER), MK(0x54, STR_SMALLMAP_LEGENDA_NO_OWNER), MK(0xB4, STR_SMALLMAP_LEGENDA_TOWNS), MK(0x20, STR_SMALLMAP_LEGENDA_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() { uint j = 0; /* Add each name */ for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) { const IndustrySpec *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 MKCOLOUR(x) TO_LE32X(x) /** * Height encodings; MAX_TILE_HEIGHT + 1 levels, from 0 to MAX_TILE_HEIGHT */ static const uint32 _map_height_bits[] = { MKCOLOUR(0x5A5A5A5A), MKCOLOUR(0x5A5B5A5B), MKCOLOUR(0x5B5B5B5B), MKCOLOUR(0x5B5C5B5C), MKCOLOUR(0x5C5C5C5C), MKCOLOUR(0x5C5D5C5D), MKCOLOUR(0x5D5D5D5D), MKCOLOUR(0x5D5E5D5E), MKCOLOUR(0x5E5E5E5E), MKCOLOUR(0x5E5F5E5F), MKCOLOUR(0x5F5F5F5F), MKCOLOUR(0x5F1F5F1F), MKCOLOUR(0x1F1F1F1F), MKCOLOUR(0x1F271F27), MKCOLOUR(0x27272727), MKCOLOUR(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[] = { {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0x000A0A00), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0x98989898), MKCOLOUR(0x00000000)}, {MKCOLOUR(0xCACACACA), MKCOLOUR(0x00000000)}, {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0xB5B5B5B5), MKCOLOUR(0x00000000)}, {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x000A0A00), MKCOLOUR(0xFF0000FF)}, }; static const AndOr _smallmap_vehicles_andor[] = { {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0xCACACACA), MKCOLOUR(0x00000000)}, {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0xB5B5B5B5), MKCOLOUR(0x00000000)}, {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, }; static const AndOr _smallmap_vegetation_andor[] = { {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00575700), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0xCACACACA), MKCOLOUR(0x00000000)}, {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0xB5B5B5B5), MKCOLOUR(0x00000000)}, {MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, {MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, {MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, }; typedef uint32 GetSmallMapPixels(TileIndex tile); ///< Typedef callthrough function 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 colour 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 colour. * @return The colour 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 colour 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 colour. * @return The colour of tile in the small map in mode "Vehicles" */ static inline uint32 GetSmallMapVehiclesPixels(TileIndex tile) { TileType t = GetEffectiveTileType(tile); return ApplyMask(MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]); } /** * Return the colour 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 colour. * @return The colour 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 colour on the map */ if (_legend_from_industries[_industry_to_list_pos[Industry::GetByTile(tile)->type]].show_on_map) { return GetIndustrySpec(Industry::GetByTile(tile)->type)->map_colour * 0x01010101; } else { /* Otherwise, return the colour of the clear tiles, which will make it disappear */ return ApplyMask(MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[MP_CLEAR]); } } return ApplyMask(MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]); } /** * Return the colour 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 colour. * @return The colour of tile in the small map in mode "Routes" */ static inline uint32 GetSmallMapRoutesPixels(TileIndex tile) { TileType t = GetEffectiveTileType(tile); if (t == MP_STATION) { switch (GetStationType(tile)) { case STATION_RAIL: return MKCOLOUR(0x56565656); case STATION_AIRPORT: return MKCOLOUR(0xB8B8B8B8); case STATION_TRUCK: return MKCOLOUR(0xC2C2C2C2); case STATION_BUS: return MKCOLOUR(0xBFBFBFBF); case STATION_DOCK: return MKCOLOUR(0x98989898); default: return MKCOLOUR(0xFFFFFFFF); } } /* Ground colour */ return ApplyMask(MKCOLOUR(0x54545454), &_smallmap_contours_andor[t]); } static const uint32 _vegetation_clear_bits[] = { MKCOLOUR(0x54545454), ///< full grass MKCOLOUR(0x52525252), ///< rough land MKCOLOUR(0x0A0A0A0A), ///< rocks MKCOLOUR(0x25252525), ///< fields MKCOLOUR(0x98989898), ///< snow MKCOLOUR(0xC2C2C2C2), ///< desert MKCOLOUR(0x54545454), ///< unused MKCOLOUR(0x54545454), ///< unused }; static inline uint32 GetSmallMapVegetationPixels(TileIndex tile) { TileType t = GetEffectiveTileType(tile); switch (t) { case MP_CLEAR: return (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) ? MKCOLOUR(0x37373737) : _vegetation_clear_bits[GetClearGround(tile)]; case MP_INDUSTRY: return GetIndustrySpec(Industry::GetByTile(tile)->type)->check_proc == CHECK_FOREST ? MKCOLOUR(0xD0D0D0D0) : MKCOLOUR(0xB5B5B5B5); case MP_TREES: if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT) { return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR(0x98575798) : MKCOLOUR(0xC25757C2); } return MKCOLOUR(0x54575754); default: return ApplyMask(MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]); } } static uint32 _owner_colours[OWNER_END + 1]; /** * Return the colour 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 colour. * @return The colour 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_colours[o]; } static const uint32 _smallmap_mask_left[3] = { MKCOLOUR(0xFF000000), MKCOLOUR(0xFFFF0000), MKCOLOUR(0xFFFFFF00), }; static const uint32 _smallmap_mask_right[] = { MKCOLOUR(0x000000FF), MKCOLOUR(0x0000FFFF), MKCOLOUR(0x00FFFFFF), }; /* Each tile has 4 x pixels and 1 y pixel */ static GetSmallMapPixels * const _smallmap_draw_procs[] = { GetSmallMapContoursPixels, GetSmallMapVehiclesPixels, GetSmallMapIndustriesPixels, GetSmallMapRoutesPixels, GetSmallMapVegetationPixels, GetSmallMapOwnerPixels, }; static const byte _vehicle_type_colours[6] = { 184, 191, 152, 15, 215, 184 }; 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; static const uint LEGEND_BLOB_WIDTH = 8; uint column_width; uint number_of_rows; int32 scroll_x; int32 scroll_y; int32 subscroll; static const uint8 FORCE_REFRESH_PERIOD = 0x1F; ///< map is redrawn after that many ticks uint8 refresh; ///< refresh counter, zeroed every FORCE_REFRESH_PERIOD ticks /** * Remap a map's tile X coordinate (TileX(TileIndex)) to * a location on this smallmap. * @param tile_x the tile's X coordinate. * @return the X coordinate to draw on. */ inline int RemapX(int tile_x) const { return tile_x - this->scroll_x / TILE_SIZE; } /** * Remap a map's tile Y coordinate (TileY(TileIndex)) to * a location on this smallmap. * @param tile_y the tile's Y coordinate. * @return the Y coordinate to draw on. */ inline int RemapY(int tile_y) const { return tile_y - this->scroll_y / TILE_SIZE; } /** * 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 Some bytes may need to be masked out when at the border of drawn area * @param blitter current blitter * @param proc Pointer to the colour function * @see GetSmallMapPixels(TileIndex) */ void DrawSmallMapStuff(void *dst, uint xc, uint yc, int pitch, int reps, uint32 mask, Blitter *blitter, GetSmallMapPixels *proc) const { 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 */ uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0; if (IsInsideMM(xc, min_xy, MapMaxX()) && IsInsideMM(yc, min_xy, 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); } /** * Adds vehicles to the smallmap. * @param dpi the part of the smallmap to be drawn into * @param blitter current blitter */ void DrawVehicles(const DrawPixelInfo *dpi, Blitter *blitter) const { 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 */ void DrawTowns(const DrawPixelInfo *dpi) const { 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 vertical part of map indicator * @param x X coord of left/right border of main viewport * @param y Y coord of top border of main viewport * @param y2 Y coord of bottom border of main viewport */ static inline void DrawVertMapIndicator(int x, int y, int y2) { GfxFillRect(x, y, x, y + 3, 69); GfxFillRect(x, y2 - 3, x, y2, 69); } /** * Draws horizontal part of map indicator * @param x X coord of left border of main viewport * @param x2 X coord of right border of main viewport * @param y Y coord of top/bottom border of main viewport */ static inline void DrawHorizMapIndicator(int x, int x2, int y) { GfxFillRect(x, y, x + 3, y, 69); GfxFillRect(x2 - 3, y, x2, y, 69); } /** * Adds map indicators to the smallmap. */ void DrawMapIndicators() const { /* Find main viewport. */ const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport; Point pt = RemapCoords(this->scroll_x, this->scroll_y, 0); int x = vp->virtual_left - pt.x; int y = vp->virtual_top - pt.y; int x2 = (x + vp->virtual_width) / TILE_SIZE; int y2 = (y + vp->virtual_height) / TILE_SIZE; x /= TILE_SIZE; y /= TILE_SIZE; x -= this->subscroll; x2 -= this->subscroll; SmallMapWindow::DrawVertMapIndicator(x, y, y2); SmallMapWindow::DrawVertMapIndicator(x2, y, y2); SmallMapWindow::DrawHorizMapIndicator(x, x2, y); SmallMapWindow::DrawHorizMapIndicator(x, x2, y2); } /** * 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 colours of tiles in the different modes.</li> * <li>Town names (optional)</li></ol> * * @param dpi pointer to pixel to write onto */ void DrawSmallMap(DrawPixelInfo *dpi) const { Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); DrawPixelInfo *old_dpi; 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 Company *c; /* Fill with some special colours */ _owner_colours[OWNER_TOWN] = MKCOLOUR(0xB4B4B4B4); _owner_colours[OWNER_NONE] = MKCOLOUR(0x54545454); _owner_colours[OWNER_WATER] = MKCOLOUR(0xCACACACA); _owner_colours[OWNER_END] = MKCOLOUR(0x20202020); // Industry /* Now fill with the company colours */ FOR_ALL_COMPANIES(c) { _owner_colours[c->index] = _colour_gradient[c->colour][5] * 0x01010101; } } int tile_x = this->scroll_x / TILE_SIZE; int tile_y = this->scroll_y / TILE_SIZE; int dx = dpi->left + this->subscroll; tile_x -= dx / 4; tile_y += dx / 4; dx &= 3; int 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++; } } void *ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0); int x = - dx - 4; int y = 0; for (;;) { uint32 mask = 0xFFFFFFFF; /* Distance from left edge */ if (x >= -3) { if (x < 0) { /* Mask to use at the left edge */ mask = _smallmap_mask_left[x + 3]; } /* Distance from right edge */ int 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 */ int reps = (dpi->height - y + 1) / 2; if (reps > 0) { this->DrawSmallMapStuff(ptr, tile_x, tile_y, dpi->pitch * 2, reps, mask, blitter, _smallmap_draw_procs[this->map_type]); } } 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) this->DrawVehicles(dpi, blitter); /* Draw town names */ if (this->show_towns) this->DrawTowns(dpi); /* Draw map indicators */ this->DrawMapIndicators(); _cur_dpi = old_dpi; } public: SmallMapWindow(const WindowDesc *desc, int window_number) : Window(), refresh(FORCE_REFRESH_PERIOD) { this->InitNested(desc, window_number); this->LowerWidget(this->map_type + SM_WIDGET_CONTOUR); this->SetWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME, this->show_towns); this->GetWidget<NWidgetStacked>(SM_WIDGET_SELECTINDUSTRIES)->SetDisplayedPlane(this->map_type != SMT_INDUSTRY); this->SmallMapCenterOnCurrentPos(); } virtual void SetStringParameters(int widget) const { switch (widget) { case SM_WIDGET_CAPTION: SetDParam(0, STR_SMALLMAP_TYPE_CONTOURS + this->map_type); break; } } virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *resize) { if (widget != SM_WIDGET_LEGEND) return; uint min_height = 0; uint min_width = 0; for (uint i = 0; i < lengthof(_legend_table); i++) { /* Only check the width, which are a bit more special! */ if (i == SMT_INDUSTRY) { for (const LegendAndColour *tbl = _legend_table[i]; !tbl->end; ++tbl) { SetDParam(0, tbl->legend); SetDParam(1, IndustryPool::MAX_SIZE); min_width = max(GetStringBoundingBox(STR_SMALLMAP_INDUSTRY).width, min_width); } } else { uint height = 0; for (const LegendAndColour *tbl = _legend_table[i]; !tbl->end; ++tbl) { min_width = max(GetStringBoundingBox(tbl->legend).width, min_width); if (tbl->col_break) { min_height = max(min_height, height); height = 0; } height++; } min_height = max(min_height, height); } } /* The width of a column is the minimum width of all texts + the size of the blob + some spacing */ this->column_width = min_width + LEGEND_BLOB_WIDTH + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT; /* The number of columns is always two, but if the it's wide enough there may be more columns */ uint columns = max(2U, (size->width - WD_FRAMERECT_LEFT) / this->column_width); /* The number of rows is always the minimum, otherwise it depends on the number of industries */ this->number_of_rows = max(min_height, (_smallmap_industry_count + columns - 1) / columns); size->width = max(columns * column_width + WD_FRAMERECT_LEFT, size->width); size->height = max(this->number_of_rows * FONT_HEIGHT_SMALL + WD_FRAMERECT_TOP + 1 + WD_FRAMERECT_BOTTOM, size->height); } virtual void DrawWidget(const Rect &r, int widget) const { switch (widget) { case SM_WIDGET_MAP: { DrawPixelInfo new_dpi; if (!FillDrawPixelInfo(&new_dpi, r.left + 1, r.top + 1, r.right - r.left - 1, r.bottom - r.top - 1)) return; this->DrawSmallMap(&new_dpi); } break; case SM_WIDGET_LEGEND: { uint y_org = r.top + WD_FRAMERECT_TOP; uint x = r.left + WD_FRAMERECT_LEFT; uint y = y_org; uint i = 0; uint row_height = FONT_HEIGHT_SMALL; for (const LegendAndColour *tbl = _legend_table[this->map_type]; !tbl->end; ++tbl) { if (tbl->col_break || i++ >= this->number_of_rows) { /* Column break needed, continue at top, COLUMN_WIDTH pixels * (one "row") to the right. */ x += this->column_width; y = y_org; i = 0; } 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 colour. * This will enforce the idea of the disabled item */ DrawString(x + LEGEND_BLOB_WIDTH + WD_FRAMERECT_LEFT, x + this->column_width - 1, y, STR_SMALLMAP_INDUSTRY, TC_GREY); } else { DrawString(x + LEGEND_BLOB_WIDTH + WD_FRAMERECT_LEFT, x + this->column_width - 1, y, STR_SMALLMAP_INDUSTRY, TC_BLACK); GfxFillRect(x, y + 1, x + LEGEND_BLOB_WIDTH, y + row_height - 1, 0); // Outer border of the legend colour } } else { /* Anything that is not an industry is using normal process */ GfxFillRect(x, y + 1, x + LEGEND_BLOB_WIDTH, y + row_height - 1, 0); DrawString(x + LEGEND_BLOB_WIDTH + WD_FRAMERECT_LEFT, x + this->column_width - 1, y, tbl->legend); } GfxFillRect(x + 1, y + 2, x + LEGEND_BLOB_WIDTH - 1, y + row_height - 2, tbl->colour); // Legend colour y += row_height; } } } } virtual void OnPaint() { this->DrawWidgets(); } 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); /* Hide Enable all/Disable all buttons if is not industry type small map */ this->GetWidget<NWidgetStacked>(SM_WIDGET_SELECTINDUSTRIES)->SetDisplayedPlane(this->map_type != SMT_INDUSTRY); this->SetDirty(); SndPlayFx(SND_15_BEEP); break; case SM_WIDGET_CENTERMAP: // Center the smallmap again this->SmallMapCenterOnCurrentPos(); this->HandleButtonClick(SM_WIDGET_CENTERMAP); 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 */ const NWidgetCore *wi = this->GetWidget<NWidgetCore>(SM_WIDGET_LEGEND); // Label panel uint column = (pt.x - WD_FRAMERECT_LEFT) / this->column_width; uint line = (pt.y - wi->pos_y - WD_FRAMERECT_TOP) / FONT_HEIGHT_SMALL; /* Check if click is on industry label*/ int industry_pos = (column * this->number_of_rows) + 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; } } virtual void OnTick() { /* Update the window every now and then */ if (--this->refresh != 0) return; this->refresh = FORCE_REFRESH_PERIOD; 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; } } const NWidgetCore *wi = this->GetWidget<NWidgetCore>(SM_WIDGET_MAP); int hx = wi->current_x / 2; int hy = wi->current_y / 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(); } void SmallMapCenterOnCurrentPos() { const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport; const NWidgetCore *wi = this->GetWidget<NWidgetCore>(SM_WIDGET_MAP); int x = ((vp->virtual_width - (int)wi->current_x * TILE_SIZE) / 2 + vp->virtual_left) / 4; int y = ((vp->virtual_height - (int)wi->current_y * TILE_SIZE) / 2 + vp->virtual_top ) / 2 - TILE_SIZE * 2; this->scroll_x = (y - x) & ~0xF; this->scroll_y = (x + y) & ~0xF; this->SetDirty(); } }; 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 | WDF_UNCLICK_BUTTONS, _nested_smallmap_widgets, lengthof(_nested_smallmap_widgets) ); void ShowSmallMap() { AllocateWindowDescFront<SmallMapWindow>(&_smallmap_desc, 0); } /** * Scrolls the main window to given coordinates. * @param x x coordinate * @param y y coordinate * @param z z coordinate; -1 to scroll to terrain height * @param instant scroll instantly (meaningful only when smooth_scrolling is active) * @return did the viewport position change? */ bool ScrollMainWindowTo(int x, int y, int z, bool instant) { bool res = ScrollWindowTo(x, y, z, 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; }