/* $Id$ */
/*
* 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 .
*/
/** @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:
*
- The colours of tiles in the different modes.
* - Town names (optional)
*
* @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(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(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(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(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(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(&_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(FindWindowById(WC_SMALLMAP, 0));
if (w != NULL) w->SmallMapCenterOnCurrentPos();
return res;
}