/* $Id$ */ /* * 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 "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 "company_base.h" #include "widgets/smallmap_widget.h" #include "table/strings.h" static int _smallmap_industry_count; ///< Number of used industries static int _smallmap_company_count; ///< Number of entries in the owner legend. static const int NUM_NO_COMPANY_ENTRIES = 4; ///< Number of entries in the owner legend that are not companies. static const uint8 PC_ROUGH_LAND = 0x52; ///< Dark green palette colour for rough land. static const uint8 PC_GRASS_LAND = 0x54; ///< Dark green palette colour for grass land. static const uint8 PC_BARE_LAND = 0x37; ///< Brown palette colour for bare land. static const uint8 PC_FIELDS = 0x25; ///< Light brown palette colour for fields. static const uint8 PC_TREES = 0x57; ///< Green palette colour for trees. static const uint8 PC_WATER = 0xCA; ///< Dark blue palette colour for water. /** Macro for ordinary entry of LegendAndColour */ #define MK(a, b) {a, b, INVALID_INDUSTRYTYPE, 0, INVALID_COMPANY, true, false, false} /** Macro for a height legend entry with configurable colour. */ #define MC(height) {0, STR_TINY_BLACK_HEIGHT, INVALID_INDUSTRYTYPE, height, INVALID_COMPANY, true, false, false} /** Macro for non-company owned property entry of LegendAndColour */ #define MO(a, b) {a, b, INVALID_INDUSTRYTYPE, 0, INVALID_COMPANY, true, false, false} /** Macro used for forcing a rebuild of the owner legend the first time it is used. */ #define MOEND() {0, 0, INVALID_INDUSTRYTYPE, 0, OWNER_NONE, true, true, false} /** Macro for end of list marker in arrays of LegendAndColour */ #define MKEND() {0, STR_NULL, INVALID_INDUSTRYTYPE, 0, INVALID_COMPANY, 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, 0, INVALID_COMPANY, 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. Only valid for industry entries. uint8 height; ///< Height in tiles. Only valid for height legend entries. CompanyID company; ///< Company to display. Only valid for company entries of the owner legend. bool show_on_map; ///< For filtering industries, if \c true, industry is shown on the map in colour. bool end; ///< This is the end of the list. bool col_break; ///< Perform a column break and go further at the next column. }; /** Legend text giving the colours to look for on the minimap */ static LegendAndColour _legend_land_contours[] = { /* The colours for the following values are set at BuildLandLegend() based on each colour scheme. */ MC(0), MC(4), MC(8), MC(12), MC(14), MS(PC_BLACK, STR_SMALLMAP_LEGENDA_ROADS), MK(PC_GREY, STR_SMALLMAP_LEGENDA_RAILROADS), MK(PC_LIGHT_BLUE, STR_SMALLMAP_LEGENDA_STATIONS_AIRPORTS_DOCKS), MK(PC_DARK_RED, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES), MK(PC_WHITE, STR_SMALLMAP_LEGENDA_VEHICLES), MKEND() }; static const LegendAndColour _legend_vehicles[] = { MK(PC_RED, STR_SMALLMAP_LEGENDA_TRAINS), MK(PC_YELLOW, STR_SMALLMAP_LEGENDA_ROAD_VEHICLES), MK(PC_LIGHT_BLUE, STR_SMALLMAP_LEGENDA_SHIPS), MK(PC_WHITE, STR_SMALLMAP_LEGENDA_AIRCRAFT), MS(PC_BLACK, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES), MK(PC_DARK_RED, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES), MKEND() }; static const LegendAndColour _legend_routes[] = { MK(PC_BLACK, STR_SMALLMAP_LEGENDA_ROADS), MK(PC_GREY, STR_SMALLMAP_LEGENDA_RAILROADS), MK(PC_DARK_RED, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES), MS(PC_VERY_DARK_BROWN, STR_SMALLMAP_LEGENDA_RAILROAD_STATION), MK(PC_ORANGE, STR_SMALLMAP_LEGENDA_TRUCK_LOADING_BAY), MK(PC_YELLOW, STR_SMALLMAP_LEGENDA_BUS_STATION), MK(PC_RED, STR_SMALLMAP_LEGENDA_AIRPORT_HELIPORT), MK(PC_LIGHT_BLUE, STR_SMALLMAP_LEGENDA_DOCK), MKEND() }; static const LegendAndColour _legend_vegetation[] = { MK(PC_ROUGH_LAND, STR_SMALLMAP_LEGENDA_ROUGH_LAND), MK(PC_GRASS_LAND, STR_SMALLMAP_LEGENDA_GRASS_LAND), MK(PC_BARE_LAND, STR_SMALLMAP_LEGENDA_BARE_LAND), MK(PC_FIELDS, STR_SMALLMAP_LEGENDA_FIELDS), MK(PC_TREES, STR_SMALLMAP_LEGENDA_TREES), MK(PC_GREEN, STR_SMALLMAP_LEGENDA_FOREST), MS(PC_GREY, STR_SMALLMAP_LEGENDA_ROCKS), MK(PC_ORANGE, STR_SMALLMAP_LEGENDA_DESERT), MK(PC_LIGHT_BLUE, STR_SMALLMAP_LEGENDA_SNOW), MK(PC_BLACK, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES), MK(PC_DARK_RED, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES), MKEND() }; static LegendAndColour _legend_land_owners[NUM_NO_COMPANY_ENTRIES + MAX_COMPANIES + 1] = { MO(PC_WATER, STR_SMALLMAP_LEGENDA_WATER), MO(0x00, STR_SMALLMAP_LEGENDA_NO_OWNER), // This colour will vary depending on settings. MO(PC_DARK_RED, STR_SMALLMAP_LEGENDA_TOWNS), MO(PC_DARK_GREY, STR_SMALLMAP_LEGENDA_INDUSTRIES), /* The legend will be terminated the first time it is used. */ MOEND(), }; #undef MK #undef MC #undef MS #undef MO #undef MOEND #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]; /** Show heightmap in industry and owner mode of smallmap window. */ static bool _smallmap_show_heightmap = false; /** For connecting company ID to position in owner list (small map legend) */ static uint _company_to_list_pos[MAX_COMPANIES]; /** * Fills an array for the industries legends. */ void BuildIndustriesLegend() { uint j = 0; /* Add each name */ for (uint8 i = 0; i < NUM_INDUSTRYTYPES; i++) { IndustryType ind = _sorted_industry_types[i]; const IndustrySpec *indsp = GetIndustrySpec(ind); if (indsp->enabled) { _legend_from_industries[j].legend = indsp->name; _legend_from_industries[j].colour = indsp->map_colour; _legend_from_industries[j].type = ind; _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[ind] = 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) #define MKCOLOUR_XXXX(x) (MKCOLOUR(0x01010101) * (uint)(x)) #define MKCOLOUR_X0X0(x) (MKCOLOUR(0x01000100) * (uint)(x)) #define MKCOLOUR_0X0X(x) (MKCOLOUR(0x00010001) * (uint)(x)) #define MKCOLOUR_0XX0(x) (MKCOLOUR(0x00010100) * (uint)(x)) #define MKCOLOUR_X00X(x) (MKCOLOUR(0x01000001) * (uint)(x)) #define MKCOLOUR_XYXY(x, y) (MKCOLOUR_X0X0(x) | MKCOLOUR_0X0X(y)) #define MKCOLOUR_XYYX(x, y) (MKCOLOUR_X00X(x) | MKCOLOUR_0XX0(y)) #define MKCOLOUR_0000 MKCOLOUR_XXXX(0x00) #define MKCOLOUR_0FF0 MKCOLOUR_0XX0(0xFF) #define MKCOLOUR_F00F MKCOLOUR_X00X(0xFF) #define MKCOLOUR_FFFF MKCOLOUR_XXXX(0xFF) /** Height map colours for the green colour scheme, ordered by height. */ static const uint32 _green_map_heights[] = { MKCOLOUR_XXXX(0x5A), MKCOLOUR_XYXY(0x5A, 0x5B), MKCOLOUR_XXXX(0x5B), MKCOLOUR_XYXY(0x5B, 0x5C), MKCOLOUR_XXXX(0x5C), MKCOLOUR_XYXY(0x5C, 0x5D), MKCOLOUR_XXXX(0x5D), MKCOLOUR_XYXY(0x5D, 0x5E), MKCOLOUR_XXXX(0x5E), MKCOLOUR_XYXY(0x5E, 0x5F), MKCOLOUR_XXXX(0x5F), MKCOLOUR_XYXY(0x5F, 0x1F), MKCOLOUR_XXXX(0x1F), MKCOLOUR_XYXY(0x1F, 0x27), MKCOLOUR_XXXX(0x27), MKCOLOUR_XXXX(0x27), }; assert_compile(lengthof(_green_map_heights) == MAX_TILE_HEIGHT + 1); /** Height map colours for the dark green colour scheme, ordered by height. */ static const uint32 _dark_green_map_heights[] = { MKCOLOUR_XXXX(0x60), MKCOLOUR_XYXY(0x60, 0x61), MKCOLOUR_XXXX(0x61), MKCOLOUR_XYXY(0x61, 0x62), MKCOLOUR_XXXX(0x62), MKCOLOUR_XYXY(0x62, 0x63), MKCOLOUR_XXXX(0x63), MKCOLOUR_XYXY(0x63, 0x64), MKCOLOUR_XXXX(0x64), MKCOLOUR_XYXY(0x64, 0x65), MKCOLOUR_XXXX(0x65), MKCOLOUR_XYXY(0x65, 0x66), MKCOLOUR_XXXX(0x66), MKCOLOUR_XYXY(0x66, 0x67), MKCOLOUR_XXXX(0x67), MKCOLOUR_XXXX(0x67), }; assert_compile(lengthof(_dark_green_map_heights) == MAX_TILE_HEIGHT + 1); /** Height map colours for the violet colour scheme, ordered by height. */ static const uint32 _violet_map_heights[] = { MKCOLOUR_XXXX(0x80), MKCOLOUR_XYXY(0x80, 0x81), MKCOLOUR_XXXX(0x81), MKCOLOUR_XYXY(0x81, 0x82), MKCOLOUR_XXXX(0x82), MKCOLOUR_XYXY(0x82, 0x83), MKCOLOUR_XXXX(0x83), MKCOLOUR_XYXY(0x83, 0x84), MKCOLOUR_XXXX(0x84), MKCOLOUR_XYXY(0x84, 0x85), MKCOLOUR_XXXX(0x85), MKCOLOUR_XYXY(0x85, 0x86), MKCOLOUR_XXXX(0x86), MKCOLOUR_XYXY(0x86, 0x87), MKCOLOUR_XXXX(0x87), MKCOLOUR_XXXX(0x87), }; assert_compile(lengthof(_violet_map_heights) == MAX_TILE_HEIGHT + 1); /** Colour scheme of the smallmap. */ struct SmallMapColourScheme { const uint32 *height_colours; ///< Colour of each level in a heightmap. uint32 default_colour; ///< Default colour of the land. }; /** Available colour schemes for height maps. */ static const SmallMapColourScheme _heightmap_schemes[] = { {_green_map_heights, MKCOLOUR_XXXX(0x54)}, ///< Green colour scheme. {_dark_green_map_heights, MKCOLOUR_XXXX(0x62)}, ///< Dark green colour scheme. {_violet_map_heights, MKCOLOUR_XXXX(0x82)}, ///< Violet colour scheme. }; /** * (Re)build the colour tables for the legends. */ void BuildLandLegend() { for (LegendAndColour *lc = _legend_land_contours; lc->legend == STR_TINY_BLACK_HEIGHT; lc++) { lc->colour = _heightmap_schemes[_settings_client.gui.smallmap_land_colour].height_colours[lc->height]; } } /** * Completes the array for the owned property legend. */ void BuildOwnerLegend() { _legend_land_owners[1].colour = _heightmap_schemes[_settings_client.gui.smallmap_land_colour].default_colour; int i = NUM_NO_COMPANY_ENTRIES; const Company *c; FOR_ALL_COMPANIES(c) { _legend_land_owners[i].colour = _colour_gradient[c->colour][5]; _legend_land_owners[i].company = c->index; _legend_land_owners[i].show_on_map = true; _legend_land_owners[i].col_break = false; _legend_land_owners[i].end = false; _company_to_list_pos[c->index] = i; i++; } /* Terminate the list */ _legend_land_owners[i].end = true; /* Store maximum amount of owner legend entries. */ _smallmap_company_count = i; } struct AndOr { uint32 mor; uint32 mand; }; static inline uint32 ApplyMask(uint32 colour, const AndOr *mask) { return (colour & mask->mand) | mask->mor; } /** Colour masks for "Contour" and "Routes" modes. */ static const AndOr _smallmap_contours_andor[] = { {MKCOLOUR_0000 , MKCOLOUR_FFFF}, // MP_CLEAR {MKCOLOUR_0XX0(PC_GREY ), MKCOLOUR_F00F}, // MP_RAILWAY {MKCOLOUR_0XX0(PC_BLACK ), MKCOLOUR_F00F}, // MP_ROAD {MKCOLOUR_0XX0(PC_DARK_RED ), MKCOLOUR_F00F}, // MP_HOUSE {MKCOLOUR_0000 , MKCOLOUR_FFFF}, // MP_TREES {MKCOLOUR_XXXX(PC_LIGHT_BLUE), MKCOLOUR_0000}, // MP_STATION {MKCOLOUR_XXXX(PC_WATER ), MKCOLOUR_0000}, // MP_WATER {MKCOLOUR_0000 , MKCOLOUR_FFFF}, // MP_VOID {MKCOLOUR_XXXX(PC_DARK_RED ), MKCOLOUR_0000}, // MP_INDUSTRY {MKCOLOUR_0000 , MKCOLOUR_FFFF}, // MP_TUNNELBRIDGE {MKCOLOUR_0XX0(PC_DARK_RED ), MKCOLOUR_F00F}, // MP_OBJECT {MKCOLOUR_0XX0(PC_GREY ), MKCOLOUR_F00F}, }; /** Colour masks for "Vehicles", "Industry", and "Vegetation" modes. */ static const AndOr _smallmap_vehicles_andor[] = { {MKCOLOUR_0000 , MKCOLOUR_FFFF}, // MP_CLEAR {MKCOLOUR_0XX0(PC_BLACK ), MKCOLOUR_F00F}, // MP_RAILWAY {MKCOLOUR_0XX0(PC_BLACK ), MKCOLOUR_F00F}, // MP_ROAD {MKCOLOUR_0XX0(PC_DARK_RED ), MKCOLOUR_F00F}, // MP_HOUSE {MKCOLOUR_0000 , MKCOLOUR_FFFF}, // MP_TREES {MKCOLOUR_0XX0(PC_BLACK ), MKCOLOUR_F00F}, // MP_STATION {MKCOLOUR_XXXX(PC_WATER ), MKCOLOUR_0000}, // MP_WATER {MKCOLOUR_0000 , MKCOLOUR_FFFF}, // MP_VOID {MKCOLOUR_XXXX(PC_DARK_RED ), MKCOLOUR_0000}, // MP_INDUSTRY {MKCOLOUR_0000 , MKCOLOUR_FFFF}, // MP_TUNNELBRIDGE {MKCOLOUR_0XX0(PC_DARK_RED ), MKCOLOUR_F00F}, // MP_OBJECT {MKCOLOUR_0XX0(PC_BLACK ), MKCOLOUR_F00F}, }; /** Mapping of tile type to importance of the tile (higher number means more interesting to show). */ static const byte _tiletype_importance[] = { 2, // MP_CLEAR 8, // MP_RAILWAY 7, // MP_ROAD 5, // MP_HOUSE 2, // MP_TREES 9, // MP_STATION 2, // MP_WATER 1, // MP_VOID 6, // MP_INDUSTRY 8, // MP_TUNNELBRIDGE 2, // MP_OBJECT 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 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. * @param t Effective tile type of the tile (see #GetEffectiveTileType). * @return The colour of tile in the small map in mode "Contour" */ static inline uint32 GetSmallMapContoursPixels(TileIndex tile, TileType t) { const SmallMapColourScheme *cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour]; return ApplyMask(cs->height_colours[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. * @param t Effective tile type of the tile (see #GetEffectiveTileType). * @return The colour of tile in the small map in mode "Vehicles" */ static inline uint32 GetSmallMapVehiclesPixels(TileIndex tile, TileType t) { const SmallMapColourScheme *cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour]; return ApplyMask(cs->default_colour, &_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. * @param t Effective tile type of the tile (see #GetEffectiveTileType). * @return The colour of tile in the small map in mode "Industries" */ static inline uint32 GetSmallMapIndustriesPixels(TileIndex tile, TileType t) { 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 which will make it disappear */ t = (IsTileOnWater(tile) ? MP_WATER : MP_CLEAR); } } const SmallMapColourScheme *cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour]; return ApplyMask(_smallmap_show_heightmap ? cs->height_colours[TileHeight(tile)] : cs->default_colour, &_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. * @param t Effective tile type of the tile (see #GetEffectiveTileType). * @return The colour of tile in the small map in mode "Routes" */ static inline uint32 GetSmallMapRoutesPixels(TileIndex tile, TileType t) { if (t == MP_STATION) { switch (GetStationType(tile)) { case STATION_RAIL: return MKCOLOUR_XXXX(PC_VERY_DARK_BROWN); case STATION_AIRPORT: return MKCOLOUR_XXXX(PC_RED); case STATION_TRUCK: return MKCOLOUR_XXXX(PC_ORANGE); case STATION_BUS: return MKCOLOUR_XXXX(PC_YELLOW); case STATION_DOCK: return MKCOLOUR_XXXX(PC_LIGHT_BLUE); default: return MKCOLOUR_FFFF; } } else if (t == MP_RAILWAY) { AndOr andor = { MKCOLOUR_0XX0(GetRailTypeInfo(GetRailType(tile))->map_colour), _smallmap_contours_andor[t].mand }; const SmallMapColourScheme *cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour]; return ApplyMask(cs->default_colour, &andor); } /* Ground colour */ const SmallMapColourScheme *cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour]; return ApplyMask(cs->default_colour, &_smallmap_contours_andor[t]); } static const uint32 _vegetation_clear_bits[] = { MKCOLOUR_XXXX(PC_GRASS_LAND), ///< full grass MKCOLOUR_XXXX(PC_ROUGH_LAND), ///< rough land MKCOLOUR_XXXX(PC_GREY), ///< rocks MKCOLOUR_XXXX(PC_FIELDS), ///< fields MKCOLOUR_XXXX(PC_LIGHT_BLUE), ///< snow MKCOLOUR_XXXX(PC_ORANGE), ///< desert MKCOLOUR_XXXX(PC_GRASS_LAND), ///< unused MKCOLOUR_XXXX(PC_GRASS_LAND), ///< unused }; /** * Return the colour a tile would be displayed with in the smallmap in mode "Vegetation". * * @param tile The tile of which we would like to get the colour. * @param t Effective tile type of the tile (see #GetEffectiveTileType). * @return The colour of tile in the smallmap in mode "Vegetation" */ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile, TileType t) { switch (t) { case MP_CLEAR: return (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) ? MKCOLOUR_XXXX(PC_BARE_LAND) : _vegetation_clear_bits[GetClearGround(tile)]; case MP_INDUSTRY: return IsTileForestIndustry(tile) ? MKCOLOUR_XXXX(PC_GREEN) : MKCOLOUR_XXXX(PC_DARK_RED); case MP_TREES: if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(tile) == TREE_GROUND_ROUGH_SNOW) { return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR_XYYX(PC_LIGHT_BLUE, PC_TREES) : MKCOLOUR_XYYX(PC_ORANGE, PC_TREES); } return MKCOLOUR_XYYX(PC_GRASS_LAND, PC_TREES); default: return ApplyMask(MKCOLOUR_XXXX(PC_GRASS_LAND), &_smallmap_vehicles_andor[t]); } } /** * 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. * @param t Effective tile type of the tile (see #GetEffectiveTileType). * @return The colour of tile in the small map in mode "Owner" */ static inline uint32 GetSmallMapOwnerPixels(TileIndex tile, TileType t) { Owner o; switch (t) { case MP_INDUSTRY: return MKCOLOUR_XXXX(PC_DARK_GREY); case MP_HOUSE: return MKCOLOUR_XXXX(PC_DARK_RED); 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. */ } if ((o < MAX_COMPANIES && !_legend_land_owners[_company_to_list_pos[o]].show_on_map) || o == OWNER_NONE || o == OWNER_WATER) { if (t == MP_WATER) return MKCOLOUR_XXXX(PC_WATER); const SmallMapColourScheme *cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour]; return _smallmap_show_heightmap ? cs->height_colours[TileHeight(tile)] : cs->default_colour; } else if (o == OWNER_TOWN) { return MKCOLOUR_XXXX(PC_DARK_RED); } return MKCOLOUR_XXXX(_legend_land_owners[_company_to_list_pos[o]].colour); } /** Vehicle colours in #SMT_VEHICLES mode. Indexed by #VehicleTypeByte. */ static const byte _vehicle_type_colours[6] = { PC_RED, PC_YELLOW, PC_LIGHT_BLUE, PC_WHITE, PC_BLACK, PC_RED }; /** Class managing the smallmap window. */ class SmallMapWindow : public Window { /** Types of legends in the #WID_SM_LEGEND widget. */ enum SmallMapType { SMT_CONTOUR, SMT_VEHICLES, SMT_INDUSTRY, SMT_ROUTES, SMT_VEGETATION, SMT_OWNER, }; /** Available kinds of zoomlevel changes. */ enum ZoomLevelChange { ZLC_INITIALIZE, ///< Initialize zoom level. ZLC_ZOOM_OUT, ///< Zoom out. ZLC_ZOOM_IN, ///< Zoom in. }; static SmallMapType map_type; ///< Currently displayed legends. static bool show_towns; ///< Display town names in the smallmap. static const uint LEGEND_BLOB_WIDTH = 8; ///< Width of the coloured blob in front of a line text in the #WID_SM_LEGEND widget. static const uint INDUSTRY_MIN_NUMBER_OF_COLUMNS = 2; ///< Minimal number of columns in the #WID_SM_LEGEND widget for the #SMT_INDUSTRY legend. uint min_number_of_fixed_rows; ///< Minimal number of rows in the legends for the fixed layouts only (all except #SMT_INDUSTRY). uint column_width; ///< Width of a column in the #WID_SM_LEGEND widget. int32 scroll_x; ///< Horizontal world coordinate of the base tile left of the top-left corner of the smallmap display. int32 scroll_y; ///< Vertical world coordinate of the base tile left of the top-left corner of the smallmap display. int32 subscroll; ///< Number of pixels (0..3) between the right end of the base tile and the pixel at the top-left corner of the smallmap display. int zoom; ///< Zoom level. Bigger number means more zoom-out (further away). static const uint8 FORCE_REFRESH_PERIOD = 0x1F; ///< map is redrawn after that many ticks uint8 refresh; ///< refresh counter, zeroed every FORCE_REFRESH_PERIOD ticks inline Point SmallmapRemapCoords(int x, int y) const { Point pt; pt.x = (y - x) * 2; pt.y = y + x; return pt; } /** * Remap tile to location on this smallmap. * @param tile_x X coordinate of the tile. * @param tile_y Y coordinate of the tile. * @return Position to draw on. */ inline Point RemapTile(int tile_x, int tile_y) const { int x_offset = tile_x - this->scroll_x / (int)TILE_SIZE; int y_offset = tile_y - this->scroll_y / (int)TILE_SIZE; if (this->zoom == 1) return SmallmapRemapCoords(x_offset, y_offset); /* For negative offsets, round towards -inf. */ if (x_offset < 0) x_offset -= this->zoom - 1; if (y_offset < 0) y_offset -= this->zoom - 1; return SmallmapRemapCoords(x_offset / this->zoom, y_offset / this->zoom); } /** * Determine the tile relative to the base tile of the smallmap, and the pixel position at * that tile for a point in the smallmap. * @param px Horizontal coordinate of the pixel. * @param py Vertical coordinate of the pixel. * @param sub[out] Pixel position at the tile (0..3). * @param add_sub Add current #subscroll to the position. * @return Tile being displayed at the given position relative to #scroll_x and #scroll_y. * @note The #subscroll offset is already accounted for. */ inline Point PixelToTile(int px, int py, int *sub, bool add_sub = true) const { if (add_sub) px += this->subscroll; // Total horizontal offset. /* For each two rows down, add a x and a y tile, and * For each four pixels to the right, move a tile to the right. */ Point pt = {((py >> 1) - (px >> 2)) * this->zoom, ((py >> 1) + (px >> 2)) * this->zoom}; px &= 3; if (py & 1) { // Odd number of rows, handle the 2 pixel shift. if (px < 2) { pt.x += this->zoom; px += 2; } else { pt.y += this->zoom; px -= 2; } } *sub = px; return pt; } /** * Compute base parameters of the smallmap such that tile (\a tx, \a ty) starts at pixel (\a x, \a y). * @param tx Tile x coordinate. * @param ty Tile y coordinate. * @param x Non-negative horizontal position in the display where the tile starts. * @param y Non-negative vertical position in the display where the tile starts. * @param sub [out] Value of #subscroll needed. * @return #scroll_x, #scroll_y values. */ Point ComputeScroll(int tx, int ty, int x, int y, int *sub) { assert(x >= 0 && y >= 0); int new_sub; Point tile_xy = PixelToTile(x, y, &new_sub, false); tx -= tile_xy.x; ty -= tile_xy.y; Point scroll; if (new_sub == 0) { *sub = 0; scroll.x = (tx + this->zoom) * TILE_SIZE; scroll.y = (ty - this->zoom) * TILE_SIZE; } else { *sub = 4 - new_sub; scroll.x = (tx + 2 * this->zoom) * TILE_SIZE; scroll.y = (ty - 2 * this->zoom) * TILE_SIZE; } return scroll; } /** * Initialize or change the zoom level. * @param change Way to change the zoom level. * @param zoom_pt Position to keep fixed while zooming. * @pre \c *zoom_pt should contain a point in the smallmap display when zooming in or out. */ void SetZoomLevel(ZoomLevelChange change, const Point *zoom_pt) { static const int zoomlevels[] = {1, 2, 4, 6, 8}; // Available zoom levels. Bigger number means more zoom-out (further away). static const int MIN_ZOOM_INDEX = 0; static const int MAX_ZOOM_INDEX = lengthof(zoomlevels) - 1; int new_index, cur_index, sub; Point tile; switch (change) { case ZLC_INITIALIZE: cur_index = - 1; // Definitely different from new_index. new_index = MIN_ZOOM_INDEX; break; case ZLC_ZOOM_IN: case ZLC_ZOOM_OUT: for (cur_index = MIN_ZOOM_INDEX; cur_index <= MAX_ZOOM_INDEX; cur_index++) { if (this->zoom == zoomlevels[cur_index]) break; } assert(cur_index <= MAX_ZOOM_INDEX); tile = this->PixelToTile(zoom_pt->x, zoom_pt->y, &sub); new_index = Clamp(cur_index + ((change == ZLC_ZOOM_IN) ? -1 : 1), MIN_ZOOM_INDEX, MAX_ZOOM_INDEX); break; default: NOT_REACHED(); } if (new_index != cur_index) { this->zoom = zoomlevels[new_index]; if (cur_index >= 0) { Point new_tile = this->PixelToTile(zoom_pt->x, zoom_pt->y, &sub); this->SetNewScroll(this->scroll_x + (tile.x - new_tile.x) * TILE_SIZE, this->scroll_y + (tile.y - new_tile.y) * TILE_SIZE, sub); } this->SetWidgetDisabledState(WID_SM_ZOOM_IN, this->zoom == zoomlevels[MIN_ZOOM_INDEX]); this->SetWidgetDisabledState(WID_SM_ZOOM_OUT, this->zoom == zoomlevels[MAX_ZOOM_INDEX]); this->SetDirty(); } } /** * Decide which colours to show to the user for a group of tiles. * @param ta Tile area to investigate. * @return Colours to display. */ inline uint32 GetTileColours(const TileArea &ta) const { int importance = 0; TileIndex tile = INVALID_TILE; // Position of the most important tile. TileType et = MP_VOID; // Effective tile type at that position. TILE_AREA_LOOP(ti, ta) { TileType ttype = GetEffectiveTileType(ti); if (_tiletype_importance[ttype] > importance) { importance = _tiletype_importance[ttype]; tile = ti; et = ttype; } } switch (this->map_type) { case SMT_CONTOUR: return GetSmallMapContoursPixels(tile, et); case SMT_VEHICLES: return GetSmallMapVehiclesPixels(tile, et); case SMT_INDUSTRY: return GetSmallMapIndustriesPixels(tile, et); case SMT_ROUTES: return GetSmallMapRoutesPixels(tile, et); case SMT_VEGETATION: return GetSmallMapVegetationPixels(tile, et); case SMT_OWNER: return GetSmallMapOwnerPixels(tile, et); default: NOT_REACHED(); } } /** * Draws one column of tiles of the small map in a certain mode onto the screen buffer, skipping the shifted rows in between. * * @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 start_pos Position of first pixel to draw. * @param end_pos Position of last pixel to draw (exclusive). * @param blitter current blitter * @note If pixel position is below \c 0, skip drawing. * @see GetSmallMapPixels(TileIndex) */ void DrawSmallMapColumn(void *dst, uint xc, uint yc, int pitch, int reps, int start_pos, int end_pos, Blitter *blitter) const { void *dst_ptr_abs_end = blitter->MoveTo(_screen.dst_ptr, 0, _screen.height); uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0; do { /* Check if the tile (xc,yc) is within the map range */ if (xc >= MapMaxX() || yc >= MapMaxY()) continue; /* 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; /* Construct tilearea covered by (xc, yc, xc + this->zoom, yc + this->zoom) such that it is within min_xy limits. */ TileArea ta; if (min_xy == 1 && (xc == 0 || yc == 0)) { if (this->zoom == 1) continue; // The tile area is empty, don't draw anything. ta = TileArea(TileXY(max(min_xy, xc), max(min_xy, yc)), this->zoom - (xc == 0), this->zoom - (yc == 0)); } else { ta = TileArea(TileXY(xc, yc), this->zoom, this->zoom); } ta.ClampToMap(); // Clamp to map boundaries (may contain MP_VOID tiles!). uint32 val = this->GetTileColours(ta); uint8 *val8 = (uint8 *)&val; int idx = max(0, -start_pos); for (int pos = max(0, start_pos); pos < end_pos; pos++) { blitter->SetPixel(dst, idx, 0, val8[idx]); idx++; } /* Switch to next tile in the column */ } while (xc += this->zoom, yc += this->zoom, 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 = this->RemapTile(v->x_pos / TILE_SIZE, v->y_pos / TILE_SIZE); int y = pt.y - dpi->top; if (!IsInsideMM(y, 0, dpi->height)) continue; // y is out of bounds. bool skip = false; // Default is to draw both pixels. int x = pt.x - this->subscroll - 3 - dpi->left; // Offset X coordinate. 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] : PC_WHITE; /* 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 = this->RemapTile(TileX(t->xy), TileY(t->xy)); 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, PC_VERY_LIGHT_YELLOW); GfxFillRect(x, y2 - 3, x, y2, PC_VERY_LIGHT_YELLOW); } /** * 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, PC_VERY_LIGHT_YELLOW); GfxFillRect(x2 - 3, y, x2, y, PC_VERY_LIGHT_YELLOW); } /** * Adds map indicators to the smallmap. */ void DrawMapIndicators() const { /* Find main viewport. */ const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport; Point tile = InverseRemapCoords(vp->virtual_left, vp->virtual_top); Point tl = this->RemapTile(tile.x >> 4, tile.y >> 4); tl.x -= this->subscroll; tile = InverseRemapCoords(vp->virtual_left + vp->virtual_width, vp->virtual_top + vp->virtual_height); Point br = this->RemapTile(tile.x >> 4, tile.y >> 4); br.x -= this->subscroll; SmallMapWindow::DrawVertMapIndicator(tl.x, tl.y, br.y); SmallMapWindow::DrawVertMapIndicator(br.x, tl.y, br.y); SmallMapWindow::DrawHorizMapIndicator(tl.x, br.x, tl.y); SmallMapWindow::DrawHorizMapIndicator(tl.x, br.x, br.y); } /** * 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, PC_BLACK); /* Which tile is displayed at (dpi->left, dpi->top)? */ int dx; Point tile = this->PixelToTile(dpi->left, dpi->top, &dx); int tile_x = this->scroll_x / (int)TILE_SIZE + tile.x; int tile_y = this->scroll_y / (int)TILE_SIZE + tile.y; void *ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0); int x = - dx - 4; int y = 0; for (;;) { /* Distance from left edge */ if (x >= -3) { if (x >= dpi->width) break; // Exit the loop. int end_pos = min(dpi->width, x + 4); int reps = (dpi->height - y + 1) / 2; // Number of lines. if (reps > 0) { this->DrawSmallMapColumn(ptr, tile_x, tile_y, dpi->pitch * 2, reps, x, end_pos, blitter); } } if (y == 0) { tile_y += this->zoom; y++; ptr = blitter->MoveTo(ptr, 0, 1); } else { tile_x -= this->zoom; 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; } /** * Function to set up widgets depending on the information being shown on the smallmap. */ void SetupWidgetData() { StringID legend_tooltip; StringID enable_all_tooltip; StringID disable_all_tooltip; int plane; switch (this->map_type) { case SMT_INDUSTRY: legend_tooltip = STR_SMALLMAP_TOOLTIP_INDUSTRY_SELECTION; enable_all_tooltip = STR_SMALLMAP_TOOLTIP_ENABLE_ALL_INDUSTRIES; disable_all_tooltip = STR_SMALLMAP_TOOLTIP_DISABLE_ALL_INDUSTRIES; plane = 0; break; case SMT_OWNER: legend_tooltip = STR_SMALLMAP_TOOLTIP_COMPANY_SELECTION; enable_all_tooltip = STR_SMALLMAP_TOOLTIP_ENABLE_ALL_COMPANIES; disable_all_tooltip = STR_SMALLMAP_TOOLTIP_DISABLE_ALL_COMPANIES; plane = 0; break; default: legend_tooltip = STR_NULL; enable_all_tooltip = STR_NULL; disable_all_tooltip = STR_NULL; plane = 1; break; } this->GetWidget<NWidgetCore>(WID_SM_LEGEND)->SetDataTip(STR_NULL, legend_tooltip); this->GetWidget<NWidgetCore>(WID_SM_ENABLE_ALL)->SetDataTip(STR_SMALLMAP_ENABLE_ALL, enable_all_tooltip); this->GetWidget<NWidgetCore>(WID_SM_DISABLE_ALL)->SetDataTip(STR_SMALLMAP_DISABLE_ALL, disable_all_tooltip); this->GetWidget<NWidgetStacked>(WID_SM_SELECT_BUTTONS)->SetDisplayedPlane(plane); } public: uint min_number_of_columns; ///< Minimal number of columns in legends. SmallMapWindow(const WindowDesc *desc, int window_number) : Window(), refresh(FORCE_REFRESH_PERIOD) { this->InitNested(desc, window_number); this->LowerWidget(this->map_type + WID_SM_CONTOUR); BuildLandLegend(); this->SetWidgetLoweredState(WID_SM_SHOW_HEIGHT, _smallmap_show_heightmap); this->SetWidgetLoweredState(WID_SM_TOGGLETOWNNAME, this->show_towns); this->SetupWidgetData(); this->SetZoomLevel(ZLC_INITIALIZE, NULL); this->SmallMapCenterOnCurrentPos(); } /** * Compute minimal required width of the legends. * @return Minimally needed width for displaying the smallmap legends in pixels. */ inline uint GetMinLegendWidth() const { return WD_FRAMERECT_LEFT + this->min_number_of_columns * this->column_width; } /** * Return number of columns that can be displayed in \a width pixels. * @return Number of columns to display. */ inline uint GetNumberColumnsLegend(uint width) const { return width / this->column_width; } /** * Compute height given a number of columns. * @param num_columns Number of columns. * @return Needed height for displaying the smallmap legends in pixels. */ uint GetLegendHeight(uint num_columns) const { uint num_rows = max(this->min_number_of_fixed_rows, CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), num_columns)); return WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + num_rows * FONT_HEIGHT_SMALL; } virtual void SetStringParameters(int widget) const { switch (widget) { case WID_SM_CAPTION: SetDParam(0, STR_SMALLMAP_TYPE_CONTOURS + this->map_type); break; } } virtual void OnInit() { uint min_width = 0; this->min_number_of_columns = INDUSTRY_MIN_NUMBER_OF_COLUMNS; this->min_number_of_fixed_rows = 0; for (uint i = 0; i < lengthof(_legend_table); i++) { uint height = 0; uint num_columns = 1; for (const LegendAndColour *tbl = _legend_table[i]; !tbl->end; ++tbl) { StringID str; if (i == SMT_INDUSTRY) { SetDParam(0, tbl->legend); SetDParam(1, IndustryPool::MAX_SIZE); str = STR_SMALLMAP_INDUSTRY; } else if (i == SMT_OWNER) { if (tbl->company != INVALID_COMPANY) { if (!Company::IsValidID(tbl->company)) { /* Rebuild the owner legend. */ BuildOwnerLegend(); this->OnInit(); return; } /* Non-fixed legend entries for the owner view. */ SetDParam(0, tbl->company); str = STR_SMALLMAP_COMPANY; } else { str = tbl->legend; } } else { if (tbl->col_break) { this->min_number_of_fixed_rows = max(this->min_number_of_fixed_rows, height); height = 0; num_columns++; } height++; str = tbl->legend; } min_width = max(GetStringBoundingBox(str).width, min_width); } this->min_number_of_fixed_rows = max(this->min_number_of_fixed_rows, height); this->min_number_of_columns = max(this->min_number_of_columns, num_columns); } /* 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; } virtual void OnPaint() { if (this->map_type == SMT_OWNER) { for (const LegendAndColour *tbl = _legend_table[this->map_type]; !tbl->end; ++tbl) { if (tbl->company != INVALID_COMPANY && !Company::IsValidID(tbl->company)) { /* Rebuild the owner legend. */ BuildOwnerLegend(); this->InvalidateData(1); break; } } } this->DrawWidgets(); } virtual void DrawWidget(const Rect &r, int widget) const { switch (widget) { case WID_SM_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 WID_SM_LEGEND: { uint columns = this->GetNumberColumnsLegend(r.right - r.left + 1); uint number_of_rows = max((this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) ? CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), columns) : 0, this->min_number_of_fixed_rows); bool rtl = _current_text_dir == TD_RTL; uint y_org = r.top + WD_FRAMERECT_TOP; uint x = rtl ? r.right - this->column_width - WD_FRAMERECT_RIGHT : r.left + WD_FRAMERECT_LEFT; uint y = y_org; uint i = 0; // Row counter for industry legend. uint row_height = FONT_HEIGHT_SMALL; uint text_left = rtl ? 0 : LEGEND_BLOB_WIDTH + WD_FRAMERECT_LEFT; uint text_right = this->column_width - 1 - (rtl ? LEGEND_BLOB_WIDTH + WD_FRAMERECT_RIGHT : 0); uint blob_left = rtl ? this->column_width - 1 - LEGEND_BLOB_WIDTH : 0; uint blob_right = rtl ? this->column_width - 1 : LEGEND_BLOB_WIDTH; for (const LegendAndColour *tbl = _legend_table[this->map_type]; !tbl->end; ++tbl) { if (tbl->col_break || ((this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) && i++ >= number_of_rows)) { /* Column break needed, continue at top, COLUMN_WIDTH pixels * (one "row") to the right. */ x += rtl ? -(int)this->column_width : this->column_width; y = y_org; i = 1; } if (this->map_type == SMT_INDUSTRY) { /* Industry name must be formatted, 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); SetDParam(1, Industry::GetIndustryTypeCount(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 + text_left, x + text_right, y, STR_SMALLMAP_INDUSTRY, TC_GREY); } else { DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_INDUSTRY, TC_BLACK); GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK); // Outer border of the legend colour } } else if (this->map_type == SMT_OWNER && tbl->company != INVALID_COMPANY) { SetDParam(0, tbl->company); 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 + text_left, x + text_right, y, STR_SMALLMAP_COMPANY, TC_GREY); } else { DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_COMPANY, TC_BLACK); GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK); // Outer border of the legend colour } } else { if (this->map_type == SMT_CONTOUR) SetDParam(0, tbl->height * TILE_HEIGHT_STEP); /* Anything that is not an industry or a company is using normal process */ GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK); DrawString(x + text_left, x + text_right, y, tbl->legend); } GfxFillRect(x + blob_left + 1, y + 2, x + blob_right - 1, y + row_height - 2, tbl->colour); // Legend colour y += row_height; } } } } /** * Select a new map type. * @param map_type New map type. */ void SwitchMapType(SmallMapType map_type) { this->RaiseWidget(this->map_type + WID_SM_CONTOUR); this->map_type = map_type; this->LowerWidget(this->map_type + WID_SM_CONTOUR); this->SetupWidgetData(); this->SetDirty(); } virtual void OnClick(Point pt, int widget, int click_count) { /* User clicked something, notify the industry chain window to stop sending newly selected industries. */ InvalidateWindowClassesData(WC_INDUSTRY_CARGOES, NUM_INDUSTRYTYPES); switch (widget) { case WID_SM_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; const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP); Window *w = FindWindowById(WC_MAIN_WINDOW, 0); int sub; pt = this->PixelToTile(pt.x - wid->pos_x, pt.y - wid->pos_y, &sub); pt = RemapCoords(this->scroll_x + pt.x * TILE_SIZE + this->zoom * (TILE_SIZE - sub * TILE_SIZE / 4), this->scroll_y + pt.y * TILE_SIZE + sub * this->zoom * TILE_SIZE / 4, 0); w->viewport->follow_vehicle = INVALID_VEHICLE; w->viewport->dest_scrollpos_x = pt.x - (w->viewport->virtual_width >> 1); w->viewport->dest_scrollpos_y = pt.y - (w->viewport->virtual_height >> 1); this->SetDirty(); break; } case WID_SM_ZOOM_IN: case WID_SM_ZOOM_OUT: { const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP); Point pt = {wid->current_x / 2, wid->current_y / 2}; this->SetZoomLevel((widget == WID_SM_ZOOM_IN) ? ZLC_ZOOM_IN : ZLC_ZOOM_OUT, &pt); SndPlayFx(SND_15_BEEP); break; } case WID_SM_CONTOUR: // Show land contours case WID_SM_VEHICLES: // Show vehicles case WID_SM_INDUSTRIES: // Show industries case WID_SM_ROUTES: // Show transport routes case WID_SM_VEGETATION: // Show vegetation case WID_SM_OWNERS: // Show land owners this->SwitchMapType((SmallMapType)(widget - WID_SM_CONTOUR)); SndPlayFx(SND_15_BEEP); break; case WID_SM_CENTERMAP: // Center the smallmap again this->SmallMapCenterOnCurrentPos(); this->HandleButtonClick(WID_SM_CENTERMAP); SndPlayFx(SND_15_BEEP); break; case WID_SM_TOGGLETOWNNAME: // Toggle town names this->show_towns = !this->show_towns; this->SetWidgetLoweredState(WID_SM_TOGGLETOWNNAME, this->show_towns); this->SetDirty(); SndPlayFx(SND_15_BEEP); break; case WID_SM_LEGEND: // Legend if (this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) { const NWidgetBase *wi = this->GetWidget<NWidgetBase>(WID_SM_LEGEND); // Label panel uint line = (pt.y - wi->pos_y - WD_FRAMERECT_TOP) / FONT_HEIGHT_SMALL; uint columns = this->GetNumberColumnsLegend(wi->current_x); uint number_of_rows = max(CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), columns), this->min_number_of_fixed_rows); if (line >= number_of_rows) break; bool rtl = _current_text_dir == TD_RTL; int x = pt.x - wi->pos_x; if (rtl) x = wi->current_x - x; uint column = (x - WD_FRAMERECT_LEFT) / this->column_width; /* If industry type small map*/ if (this->map_type == SMT_INDUSTRY) { /* If click on industries label, find right industry type and enable/disable it. */ int industry_pos = (column * number_of_rows) + line; if (industry_pos < _smallmap_industry_count) { if (_ctrl_pressed) { /* Disable all, except the clicked one. */ bool changes = false; for (int i = 0; i != _smallmap_industry_count; i++) { bool new_state = i == industry_pos; if (_legend_from_industries[i].show_on_map != new_state) { changes = true; _legend_from_industries[i].show_on_map = new_state; } } if (!changes) { /* Nothing changed? Then show all (again). */ for (int i = 0; i != _smallmap_industry_count; i++) { _legend_from_industries[i].show_on_map = true; } } } else { _legend_from_industries[industry_pos].show_on_map = !_legend_from_industries[industry_pos].show_on_map; } } } else if (this->map_type == SMT_OWNER) { /* If click on companies label, find right company and enable/disable it. */ int company_pos = (column * number_of_rows) + line; if (company_pos < NUM_NO_COMPANY_ENTRIES) break; if (company_pos < _smallmap_company_count) { if (_ctrl_pressed) { /* Disable all, except the clicked one */ bool changes = false; for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) { bool new_state = i == company_pos; if (_legend_land_owners[i].show_on_map != new_state) { changes = true; _legend_land_owners[i].show_on_map = new_state; } } if (!changes) { /* Nothing changed? Then show all (again). */ for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) { _legend_land_owners[i].show_on_map = true; } } } else { _legend_land_owners[company_pos].show_on_map = !_legend_land_owners[company_pos].show_on_map; } } } this->SetDirty(); } break; case WID_SM_ENABLE_ALL: if (this->map_type == SMT_INDUSTRY) { for (int i = 0; i != _smallmap_industry_count; i++) { _legend_from_industries[i].show_on_map = true; } } else if (this->map_type == SMT_OWNER) { for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) { _legend_land_owners[i].show_on_map = true; } } this->SetDirty(); break; case WID_SM_DISABLE_ALL: if (this->map_type == SMT_INDUSTRY) { for (int i = 0; i != _smallmap_industry_count; i++) { _legend_from_industries[i].show_on_map = false; } } else { for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) { _legend_land_owners[i].show_on_map = false; } } this->SetDirty(); break; case WID_SM_SHOW_HEIGHT: // Enable/disable showing of heightmap. _smallmap_show_heightmap = !_smallmap_show_heightmap; this->SetWidgetLoweredState(WID_SM_SHOW_HEIGHT, _smallmap_show_heightmap); this->SetDirty(); break; } } /** * Some data on this window has become invalid. * @param data Information about the changed data. * - data = 0: Displayed industries at the industry chain window have changed. * - data = 1: Companies have changed. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) { if (!gui_scope) return; switch (data) { case 1: /* The owner legend has already been rebuilt. */ this->ReInit(); break; case 0: { extern uint64 _displayed_industries; if (this->map_type != SMT_INDUSTRY) this->SwitchMapType(SMT_INDUSTRY); for (int i = 0; i != _smallmap_industry_count; i++) { _legend_from_industries[i].show_on_map = HasBit(_displayed_industries, _legend_from_industries[i].type); } break; } default: NOT_REACHED(); } this->SetDirty(); } virtual bool OnRightClick(Point pt, int widget) { if (widget != WID_SM_MAP || _scrolling_viewport) return false; _scrolling_viewport = true; return true; } virtual void OnMouseWheel(int wheel) { if (_settings_client.gui.scrollwheel_scrolling == 0) { const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP); int cursor_x = _cursor.pos.x - this->left - wid->pos_x; int cursor_y = _cursor.pos.y - this->top - wid->pos_y; if (IsInsideMM(cursor_x, 0, wid->current_x) && IsInsideMM(cursor_y, 0, wid->current_y)) { Point pt = {cursor_x, cursor_y}; this->SetZoomLevel((wheel < 0) ? ZLC_ZOOM_IN : ZLC_ZOOM_OUT, &pt); } } } virtual void OnTick() { /* Update the window every now and then */ if (--this->refresh != 0) return; this->refresh = FORCE_REFRESH_PERIOD; this->SetDirty(); } /** * Set new #scroll_x, #scroll_y, and #subscroll values after limiting them such that the center * of the smallmap always contains a part of the map. * @param sx Proposed new #scroll_x * @param sy Proposed new #scroll_y * @param sub Proposed new #subscroll */ void SetNewScroll(int sx, int sy, int sub) { const NWidgetBase *wi = this->GetWidget<NWidgetBase>(WID_SM_MAP); Point hv = InverseRemapCoords(wi->current_x * ZOOM_LVL_BASE * TILE_SIZE / 2, wi->current_y * ZOOM_LVL_BASE * TILE_SIZE / 2); hv.x *= this->zoom; hv.y *= this->zoom; if (sx < -hv.x) { sx = -hv.x; sub = 0; } if (sx > (int)(MapMaxX() * TILE_SIZE) - hv.x) { sx = MapMaxX() * TILE_SIZE - hv.x; sub = 0; } if (sy < -hv.y) { sy = -hv.y; sub = 0; } if (sy > (int)(MapMaxY() * TILE_SIZE) - hv.y) { sy = MapMaxY() * TILE_SIZE - hv.y; sub = 0; } this->scroll_x = sx; this->scroll_y = sy; this->subscroll = sub; } virtual void OnScroll(Point delta) { _cursor.fix_at = true; /* While tile is at (delta.x, delta.y)? */ int sub; Point pt = this->PixelToTile(delta.x, delta.y, &sub); this->SetNewScroll(this->scroll_x + pt.x * TILE_SIZE, this->scroll_y + pt.y * TILE_SIZE, sub); this->SetDirty(); } void SmallMapCenterOnCurrentPos() { const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport; Point pt = InverseRemapCoords(vp->virtual_left + vp->virtual_width / 2, vp->virtual_top + vp->virtual_height / 2); int sub; const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP); Point sxy = this->ComputeScroll(pt.x / TILE_SIZE, pt.y / TILE_SIZE, max(0, (int)wid->current_x / 2 - 2), wid->current_y / 2, &sub); this->SetNewScroll(sxy.x, sxy.y, sub); this->SetDirty(); } }; SmallMapWindow::SmallMapType SmallMapWindow::map_type = SMT_CONTOUR; bool SmallMapWindow::show_towns = true; /** * Custom container class for displaying smallmap with a vertically resizing legend panel. * The legend panel has a smallest height that depends on its width. Standard containers cannot handle this case. * * @note The container assumes it has two childs, the first is the display, the second is the bar with legends and selection image buttons. * Both childs should be both horizontally and vertically resizable and horizontally fillable. * The bar should have a minimal size with a zero-size legends display. Child padding is not supported. */ class NWidgetSmallmapDisplay : public NWidgetContainer { const SmallMapWindow *smallmap_window; ///< Window manager instance. public: NWidgetSmallmapDisplay() : NWidgetContainer(NWID_VERTICAL) { this->smallmap_window = NULL; } virtual void SetupSmallestSize(Window *w, bool init_array) { NWidgetBase *display = this->head; NWidgetBase *bar = display->next; display->SetupSmallestSize(w, init_array); bar->SetupSmallestSize(w, init_array); this->smallmap_window = dynamic_cast<SmallMapWindow *>(w); this->smallest_x = max(display->smallest_x, bar->smallest_x + smallmap_window->GetMinLegendWidth()); this->smallest_y = display->smallest_y + max(bar->smallest_y, smallmap_window->GetLegendHeight(smallmap_window->min_number_of_columns)); this->fill_x = max(display->fill_x, bar->fill_x); this->fill_y = (display->fill_y == 0 && bar->fill_y == 0) ? 0 : min(display->fill_y, bar->fill_y); this->resize_x = max(display->resize_x, bar->resize_x); this->resize_y = min(display->resize_y, bar->resize_y); } virtual void AssignSizePosition(SizingType sizing, uint x, uint y, uint given_width, uint given_height, bool rtl) { this->pos_x = x; this->pos_y = y; this->current_x = given_width; this->current_y = given_height; NWidgetBase *display = this->head; NWidgetBase *bar = display->next; if (sizing == ST_SMALLEST) { this->smallest_x = given_width; this->smallest_y = given_height; /* Make display and bar exactly equal to their minimal size. */ display->AssignSizePosition(ST_SMALLEST, x, y, display->smallest_x, display->smallest_y, rtl); bar->AssignSizePosition(ST_SMALLEST, x, y + display->smallest_y, bar->smallest_x, bar->smallest_y, rtl); } uint bar_height = max(bar->smallest_y, this->smallmap_window->GetLegendHeight(this->smallmap_window->GetNumberColumnsLegend(given_width - bar->smallest_x))); uint display_height = given_height - bar_height; display->AssignSizePosition(ST_RESIZE, x, y, given_width, display_height, rtl); bar->AssignSizePosition(ST_RESIZE, x, y + display_height, given_width, bar_height, rtl); } virtual NWidgetCore *GetWidgetFromPos(int x, int y) { if (!IsInsideBS(x, this->pos_x, this->current_x) || !IsInsideBS(y, this->pos_y, this->current_y)) return NULL; for (NWidgetBase *child_wid = this->head; child_wid != NULL; child_wid = child_wid->next) { NWidgetCore *widget = child_wid->GetWidgetFromPos(x, y); if (widget != NULL) return widget; } return NULL; } virtual void Draw(const Window *w) { for (NWidgetBase *child_wid = this->head; child_wid != NULL; child_wid = child_wid->next) child_wid->Draw(w); } }; /** Widget parts of the smallmap display. */ static const NWidgetPart _nested_smallmap_display[] = { NWidget(WWT_PANEL, COLOUR_BROWN, WID_SM_MAP_BORDER), NWidget(WWT_INSET, COLOUR_BROWN, WID_SM_MAP), SetMinimalSize(346, 140), SetResize(1, 1), SetPadding(2, 2, 2, 2), EndContainer(), EndContainer(), }; /** Widget parts of the smallmap legend bar + image buttons. */ static const NWidgetPart _nested_smallmap_bar[] = { NWidget(WWT_PANEL, COLOUR_BROWN), NWidget(NWID_HORIZONTAL), NWidget(WWT_EMPTY, INVALID_COLOUR, WID_SM_LEGEND), SetResize(1, 1), NWidget(NWID_VERTICAL), /* Top button row. */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHIMGBTN, COLOUR_BROWN, WID_SM_ZOOM_IN), SetDataTip(SPR_IMG_ZOOMIN, STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN), SetFill(1, 1), NWidget(WWT_PUSHIMGBTN, COLOUR_BROWN, WID_SM_CENTERMAP), SetDataTip(SPR_IMG_SMALLMAP, STR_SMALLMAP_CENTER), SetFill(1, 1), NWidget(WWT_IMGBTN, COLOUR_BROWN, WID_SM_CONTOUR), SetDataTip(SPR_IMG_SHOW_COUNTOURS, STR_SMALLMAP_TOOLTIP_SHOW_LAND_CONTOURS_ON_MAP), SetFill(1, 1), NWidget(WWT_IMGBTN, COLOUR_BROWN, WID_SM_VEHICLES), SetDataTip(SPR_IMG_SHOW_VEHICLES, STR_SMALLMAP_TOOLTIP_SHOW_VEHICLES_ON_MAP), SetFill(1, 1), NWidget(WWT_IMGBTN, COLOUR_BROWN, WID_SM_INDUSTRIES), SetDataTip(SPR_IMG_INDUSTRY, STR_SMALLMAP_TOOLTIP_SHOW_INDUSTRIES_ON_MAP), SetFill(1, 1), EndContainer(), /* Bottom button row. */ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHIMGBTN, COLOUR_BROWN, WID_SM_ZOOM_OUT), SetDataTip(SPR_IMG_ZOOMOUT, STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT), SetFill(1, 1), NWidget(WWT_IMGBTN, COLOUR_BROWN, WID_SM_TOGGLETOWNNAME), SetDataTip(SPR_IMG_TOWN, STR_SMALLMAP_TOOLTIP_TOGGLE_TOWN_NAMES_ON_OFF), SetFill(1, 1), NWidget(WWT_IMGBTN, COLOUR_BROWN, WID_SM_ROUTES), SetDataTip(SPR_IMG_SHOW_ROUTES, STR_SMALLMAP_TOOLTIP_SHOW_TRANSPORT_ROUTES_ON), SetFill(1, 1), NWidget(WWT_IMGBTN, COLOUR_BROWN, WID_SM_VEGETATION), SetDataTip(SPR_IMG_PLANTTREES, STR_SMALLMAP_TOOLTIP_SHOW_VEGETATION_ON_MAP), SetFill(1, 1), NWidget(WWT_IMGBTN, COLOUR_BROWN, WID_SM_OWNERS), SetDataTip(SPR_IMG_COMPANY_GENERAL, STR_SMALLMAP_TOOLTIP_SHOW_LAND_OWNERS_ON_MAP), SetFill(1, 1), EndContainer(), NWidget(NWID_SPACER), SetResize(0, 1), EndContainer(), EndContainer(), EndContainer(), }; static NWidgetBase *SmallMapDisplay(int *biggest_index) { NWidgetContainer *map_display = new NWidgetSmallmapDisplay; MakeNWidgets(_nested_smallmap_display, lengthof(_nested_smallmap_display), biggest_index, map_display); MakeNWidgets(_nested_smallmap_bar, lengthof(_nested_smallmap_bar), biggest_index, map_display); return map_display; } static const NWidgetPart _nested_smallmap_widgets[] = { NWidget(NWID_HORIZONTAL), NWidget(WWT_CLOSEBOX, COLOUR_BROWN), NWidget(WWT_CAPTION, COLOUR_BROWN, WID_SM_CAPTION), SetDataTip(STR_SMALLMAP_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), NWidget(WWT_SHADEBOX, COLOUR_BROWN), NWidget(WWT_STICKYBOX, COLOUR_BROWN), EndContainer(), NWidgetFunction(SmallMapDisplay), // Smallmap display and legend bar + image buttons. /* Bottom button row and resize box. */ NWidget(NWID_HORIZONTAL), NWidget(WWT_PANEL, COLOUR_BROWN), NWidget(NWID_HORIZONTAL), NWidget(NWID_SELECTION, INVALID_COLOUR, WID_SM_SELECT_BUTTONS), NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), NWidget(WWT_PUSHTXTBTN, COLOUR_BROWN, WID_SM_ENABLE_ALL), SetDataTip(STR_SMALLMAP_ENABLE_ALL, STR_NULL), NWidget(WWT_PUSHTXTBTN, COLOUR_BROWN, WID_SM_DISABLE_ALL), SetDataTip(STR_SMALLMAP_DISABLE_ALL, STR_NULL), NWidget(WWT_TEXTBTN, COLOUR_BROWN, WID_SM_SHOW_HEIGHT), SetDataTip(STR_SMALLMAP_SHOW_HEIGHT, STR_SMALLMAP_TOOLTIP_SHOW_HEIGHT), EndContainer(), NWidget(NWID_SPACER), SetFill(1, 1), EndContainer(), NWidget(NWID_SPACER), SetFill(1, 0), SetResize(1, 0), EndContainer(), EndContainer(), NWidget(WWT_RESIZEBOX, COLOUR_BROWN), EndContainer(), }; static const WindowDesc _smallmap_desc( WDP_AUTO, 446, 314, WC_SMALLMAP, WC_NONE, WDF_UNCLICK_BUTTONS, _nested_smallmap_widgets, lengthof(_nested_smallmap_widgets) ); /** * Show the smallmap window. */ 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; }