/* $Id$ */
/*
* 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 viewport.cpp Handling of all viewports.
*
* \verbatim
* The in-game coordinate system looks like this *
* *
* ^ Z *
* | *
* | *
* | *
* | *
* / \ *
* / \ *
* / \ *
* / \ *
* X < > Y *
* \endverbatim
*/
#include "stdafx.h"
#include "landscape.h"
#include "viewport_func.h"
#include "station_base.h"
#include "waypoint_base.h"
#include "town.h"
#include "signs_base.h"
#include "signs_func.h"
#include "variables.h"
#include "vehicle_base.h"
#include "vehicle_gui.h"
#include "blitter/factory.hpp"
#include "strings_func.h"
#include "zoom_func.h"
#include "vehicle_func.h"
#include "company_func.h"
#include "waypoint_func.h"
#include "window_func.h"
#include "tilehighlight_func.h"
#include "window_gui.h"
#include "table/sprites.h"
#include "table/strings.h"
PlaceProc *_place_proc;
Point _tile_fract_coords;
struct StringSpriteToDraw {
StringID string;
Colours colour;
int32 x;
int32 y;
uint64 params[2];
uint16 width;
};
struct TileSpriteToDraw {
SpriteID image;
PaletteID pal;
const SubSprite *sub; ///< only draw a rectangular part of the sprite
int32 x; ///< screen X coordinate of sprite
int32 y; ///< screen Y coordinate of sprite
};
struct ChildScreenSpriteToDraw {
SpriteID image;
PaletteID pal;
const SubSprite *sub; ///< only draw a rectangular part of the sprite
int32 x;
int32 y;
int next; ///< next child to draw (-1 at the end)
};
/** Parent sprite that should be drawn */
struct ParentSpriteToDraw {
SpriteID image; ///< sprite to draw
PaletteID pal; ///< palette to use
const SubSprite *sub; ///< only draw a rectangular part of the sprite
int32 x; ///< screen X coordinate of sprite
int32 y; ///< screen Y coordinate of sprite
int32 left; ///< minimal screen X coordinate of sprite (= x + sprite->x_offs), reference point for child sprites
int32 top; ///< minimal screen Y coordinate of sprite (= y + sprite->y_offs), reference point for child sprites
int32 xmin; ///< minimal world X coordinate of bounding box
int32 xmax; ///< maximal world X coordinate of bounding box
int32 ymin; ///< minimal world Y coordinate of bounding box
int32 ymax; ///< maximal world Y coordinate of bounding box
int zmin; ///< minimal world Z coordinate of bounding box
int zmax; ///< maximal world Z coordinate of bounding box
int first_child; ///< the first child to draw.
bool comparison_done; ///< Used during sprite sorting: true if sprite has been compared with all other sprites
};
/** Enumeration of multi-part foundations */
enum FoundationPart {
FOUNDATION_PART_NONE = 0xFF, ///< Neither foundation nor groundsprite drawn yet.
FOUNDATION_PART_NORMAL = 0, ///< First part (normal foundation or no foundation)
FOUNDATION_PART_HALFTILE = 1, ///< Second part (halftile foundation)
FOUNDATION_PART_END
};
/** Mode of "sprite combining"
* @see StartSpriteCombine
*/
enum SpriteCombineMode {
SPRITE_COMBINE_NONE, ///< Every #AddSortableSpriteToDraw start its own bounding box
SPRITE_COMBINE_PENDING, ///< %Sprite combining will start with the next unclipped sprite.
SPRITE_COMBINE_ACTIVE, ///< %Sprite combining is active. #AddSortableSpriteToDraw outputs child sprites.
};
typedef SmallVector TileSpriteToDrawVector;
typedef SmallVector StringSpriteToDrawVector;
typedef SmallVector ParentSpriteToDrawVector;
typedef SmallVector ParentSpriteToSortVector;
typedef SmallVector ChildScreenSpriteToDrawVector;
/** Data structure storing rendering information */
struct ViewportDrawer {
DrawPixelInfo dpi;
StringSpriteToDrawVector string_sprites_to_draw;
TileSpriteToDrawVector tile_sprites_to_draw;
ParentSpriteToDrawVector parent_sprites_to_draw;
ParentSpriteToSortVector parent_sprites_to_sort; ///< Parent sprite pointer array used for sorting
ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
int *last_child;
SpriteCombineMode combine_sprites; ///< Current mode of "sprite combining". @see StartSpriteCombine
int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
int *last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations. (index into child_screen_sprites_to_draw)
Point foundation_offset[FOUNDATION_PART_END]; ///< Pixeloffset for ground sprites on the foundations.
};
static ViewportDrawer _vd;
TileHighlightData _thd;
static TileInfo *_cur_ti;
bool _draw_bounding_boxes = false;
static Point MapXYZToViewport(const ViewPort *vp, int x, int y, int z)
{
Point p = RemapCoords(x, y, z);
p.x -= vp->virtual_width / 2;
p.y -= vp->virtual_height / 2;
return p;
}
void DeleteWindowViewport(Window *w)
{
free(w->viewport);
w->viewport = NULL;
}
/**
* Initialize viewport of the window for use.
* @param w Window to use/display the viewport in
* @param x Offset of left edge of viewport with respect to left edge window \a w
* @param y Offset of top edge of viewport with respect to top edge window \a w
* @param width Width of the viewport
* @param height Height of the viewport
* @param follow_flags Flags controlling the viewport.
* - If bit 31 is set, the lower 16 bits are the vehicle that the viewport should follow.
* - If bit 31 is clear, it is a tile position.
* @param zoom Zoomlevel to display
*/
void InitializeWindowViewport(Window *w, int x, int y,
int width, int height, uint32 follow_flags, ZoomLevel zoom)
{
assert(w->viewport == NULL);
ViewportData *vp = CallocT(1);
vp->left = x + w->left;
vp->top = y + w->top;
vp->width = width;
vp->height = height;
vp->zoom = zoom;
vp->virtual_width = ScaleByZoom(width, zoom);
vp->virtual_height = ScaleByZoom(height, zoom);
Point pt;
if (follow_flags & 0x80000000) {
const Vehicle *veh;
vp->follow_vehicle = (VehicleID)(follow_flags & 0xFFFF);
veh = Vehicle::Get(vp->follow_vehicle);
pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
} else {
uint x = TileX(follow_flags) * TILE_SIZE;
uint y = TileY(follow_flags) * TILE_SIZE;
vp->follow_vehicle = INVALID_VEHICLE;
pt = MapXYZToViewport(vp, x, y, GetSlopeZ(x, y));
}
vp->scrollpos_x = pt.x;
vp->scrollpos_y = pt.y;
vp->dest_scrollpos_x = pt.x;
vp->dest_scrollpos_y = pt.y;
w->viewport = vp;
vp->virtual_left = 0;//pt.x;
vp->virtual_top = 0;//pt.y;
}
static Point _vp_move_offs;
static void DoSetViewportPosition(const Window *w, int left, int top, int width, int height)
{
FOR_ALL_WINDOWS_FROM_BACK_FROM(w, w) {
if (left + width > w->left &&
w->left + w->width > left &&
top + height > w->top &&
w->top + w->height > top) {
if (left < w->left) {
DoSetViewportPosition(w, left, top, w->left - left, height);
DoSetViewportPosition(w, left + (w->left - left), top, width - (w->left - left), height);
return;
}
if (left + width > w->left + w->width) {
DoSetViewportPosition(w, left, top, (w->left + w->width - left), height);
DoSetViewportPosition(w, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height);
return;
}
if (top < w->top) {
DoSetViewportPosition(w, left, top, width, (w->top - top));
DoSetViewportPosition(w, left, top + (w->top - top), width, height - (w->top - top));
return;
}
if (top + height > w->top + w->height) {
DoSetViewportPosition(w, left, top, width, (w->top + w->height - top));
DoSetViewportPosition(w, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top));
return;
}
return;
}
}
{
int xo = _vp_move_offs.x;
int yo = _vp_move_offs.y;
if (abs(xo) >= width || abs(yo) >= height) {
/* fully_outside */
RedrawScreenRect(left, top, left + width, top + height);
return;
}
GfxScroll(left, top, width, height, xo, yo);
if (xo > 0) {
RedrawScreenRect(left, top, xo + left, top + height);
left += xo;
width -= xo;
} else if (xo < 0) {
RedrawScreenRect(left + width + xo, top, left + width, top + height);
width += xo;
}
if (yo > 0) {
RedrawScreenRect(left, top, width + left, top + yo);
} else if (yo < 0) {
RedrawScreenRect(left, top + height + yo, width + left, top + height);
}
}
}
static void SetViewportPosition(Window *w, int x, int y)
{
ViewPort *vp = w->viewport;
int old_left = vp->virtual_left;
int old_top = vp->virtual_top;
int i;
int left, top, width, height;
vp->virtual_left = x;
vp->virtual_top = y;
/* viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
* else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
*/
old_left = UnScaleByZoomLower(old_left, vp->zoom);
old_top = UnScaleByZoomLower(old_top, vp->zoom);
x = UnScaleByZoomLower(x, vp->zoom);
y = UnScaleByZoomLower(y, vp->zoom);
old_left -= x;
old_top -= y;
if (old_top == 0 && old_left == 0) return;
_vp_move_offs.x = old_left;
_vp_move_offs.y = old_top;
left = vp->left;
top = vp->top;
width = vp->width;
height = vp->height;
if (left < 0) {
width += left;
left = 0;
}
i = left + width - _screen.width;
if (i >= 0) width -= i;
if (width > 0) {
if (top < 0) {
height += top;
top = 0;
}
i = top + height - _screen.height;
if (i >= 0) height -= i;
if (height > 0) DoSetViewportPosition(w->z_front, left, top, width, height);
}
}
/**
* Is a xy position inside the viewport of the window?
* @param w Window to examine its viewport
* @param x X coordinate of the xy position
* @param y Y coordinate of the xy position
* @return Pointer to the viewport if the xy position is in the viewport of the window,
* otherwise \c NULL is returned.
*/
ViewPort *IsPtInWindowViewport(const Window *w, int x, int y)
{
ViewPort *vp = w->viewport;
if (vp != NULL &&
IsInsideMM(x, vp->left, vp->left + vp->width) &&
IsInsideMM(y, vp->top, vp->top + vp->height))
return vp;
return NULL;
}
/**
* Translate screen coordinate in a viewport to a tile coordinate
* @param vp Viewport that contains the (\a x, \a y) screen coordinate
* @param x Screen x coordinate
* @param y Screen y coordinate
* @return Tile coordinate */
static Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y)
{
Point pt;
int a, b;
uint z;
if ( (uint)(x -= vp->left) >= (uint)vp->width ||
(uint)(y -= vp->top) >= (uint)vp->height) {
Point pt = {-1, -1};
return pt;
}
x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> 2;
y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> 1;
a = y - x;
b = y + x;
/* we need to move variables in to the valid range, as the
* GetTileZoomCenterWindow() function can call here with invalid x and/or y,
* when the user tries to zoom out along the sides of the map */
a = Clamp(a, -4 * TILE_SIZE, (int)(MapMaxX() * TILE_SIZE) - 1);
b = Clamp(b, -4 * TILE_SIZE, (int)(MapMaxY() * TILE_SIZE) - 1);
/* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
* Now find the Z-world coordinate by fix point iteration.
* This is a bit tricky because the tile height is non-continuous at foundations.
* The clicked point should be approached from the back, otherwise there are regions that are not clickable.
* (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
* So give it a z-malus of 4 in the first iterations.
*/
z = 0;
int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
for (int i = 0; i < 5; i++) z = GetSlopeZ(Clamp(a + (int)max(z, 4u) - 4, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + (int)max(z, 4u) - 4, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
for (uint malus = 3; malus > 0; malus--) z = GetSlopeZ(Clamp(a + (int)max(z, malus) - (int)malus, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + (int)max(z, malus) - (int)malus, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
for (int i = 0; i < 5; i++) z = GetSlopeZ(Clamp(a + (int)z, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + (int)z, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
pt.x = Clamp(a + (int)z, min_coord, MapMaxX() * TILE_SIZE - 1);
pt.y = Clamp(b + (int)z, min_coord, MapMaxY() * TILE_SIZE - 1);
return pt;
}
/* When used for zooming, check area below current coordinates (x,y)
* and return the tile of the zoomed out/in position (zoom_x, zoom_y)
* when you just want the tile, make x = zoom_x and y = zoom_y */
static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
{
Window *w;
ViewPort *vp;
Point pt;
if ( (w = FindWindowFromPt(x, y)) != NULL &&
(vp = IsPtInWindowViewport(w, x, y)) != NULL)
return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
pt.y = pt.x = -1;
return pt;
}
Point GetTileBelowCursor()
{
return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
}
Point GetTileZoomCenterWindow(bool in, Window * w)
{
int x, y;
ViewPort *vp = w->viewport;
if (in) {
x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
} else {
x = vp->width - (_cursor.pos.x - vp->left);
y = vp->height - (_cursor.pos.y - vp->top);
}
/* Get the tile below the cursor and center on the zoomed-out center */
return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
}
/** Update the status of the zoom-buttons according to the zoom-level
* of the viewport. This will update their status and invalidate accordingly
* @param w Window pointer to the window that has the zoom buttons
* @param vp pointer to the viewport whose zoom-level the buttons represent
* @param widget_zoom_in widget index for window with zoom-in button
* @param widget_zoom_out widget index for window with zoom-out button */
void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
{
w->SetWidgetDisabledState(widget_zoom_in, vp->zoom == ZOOM_LVL_MIN);
w->SetWidgetDirty(widget_zoom_in);
w->SetWidgetDisabledState(widget_zoom_out, vp->zoom == ZOOM_LVL_MAX);
w->SetWidgetDirty(widget_zoom_out);
}
/**
* Shedules a tile sprite for drawing.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param x position x (world coordinates) of the sprite.
* @param y position y (world coordinates) of the sprite.
* @param z position z (world coordinates) of the sprite.
* @param sub Only draw a part of the sprite.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
static void AddTileSpriteToDraw(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub = NULL, int extra_offs_x = 0, int extra_offs_y = 0)
{
assert((image & SPRITE_MASK) < MAX_SPRITES);
TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
ts->image = image;
ts->pal = pal;
ts->sub = sub;
Point pt = RemapCoords(x, y, z);
ts->x = pt.x + extra_offs_x;
ts->y = pt.y + extra_offs_y;
}
/**
* Adds a child sprite to the active foundation.
*
* The pixel offset of the sprite relative to the ParentSprite is the sum of the offset passed to OffsetGroundSprite() and extra_offs_?.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param sub Only draw a part of the sprite.
* @param foundation_part Foundation part.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
{
assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
assert(_vd.foundation[foundation_part] != -1);
Point offs = _vd.foundation_offset[foundation_part];
/* Change the active ChildSprite list to the one of the foundation */
int *old_child = _vd.last_child;
_vd.last_child = _vd.last_foundation_child[foundation_part];
AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub);
/* Switch back to last ChildSprite list */
_vd.last_child = old_child;
}
/**
* Draws a ground sprite at a specific world-coordinate relative to the current tile.
* If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param x position x (world coordinates) of the sprite relative to current tile.
* @param y position y (world coordinates) of the sprite relative to current tile.
* @param z position z (world coordinates) of the sprite relative to current tile.
* @param sub Only draw a part of the sprite.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
{
/* Switch to first foundation part, if no foundation was drawn */
if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
if (_vd.foundation[_vd.foundation_part] != -1) {
Point pt = RemapCoords(x, y, z);
AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x, pt.y + extra_offs_y);
} else {
AddTileSpriteToDraw(image, pal, _cur_ti->x + x, _cur_ti->y + y, _cur_ti->z + z, sub, extra_offs_x, extra_offs_y);
}
}
/**
* Draws a ground sprite for the current tile.
* If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param sub Only draw a part of the sprite.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
{
DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
}
/**
* Called when a foundation has been drawn for the current tile.
* Successive ground sprites for the current tile will be drawn as child sprites of the "foundation"-ParentSprite, not as TileSprites.
*
* @param x sprite x-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
* @param y sprite y-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
*/
void OffsetGroundSprite(int x, int y)
{
/* Switch to next foundation part */
switch (_vd.foundation_part) {
case FOUNDATION_PART_NONE:
_vd.foundation_part = FOUNDATION_PART_NORMAL;
break;
case FOUNDATION_PART_NORMAL:
_vd.foundation_part = FOUNDATION_PART_HALFTILE;
break;
default: NOT_REACHED();
}
/* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1;
_vd.foundation_offset[_vd.foundation_part].x = x;
_vd.foundation_offset[_vd.foundation_part].y = y;
_vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
}
/**
* Adds a child sprite to a parent sprite.
* In contrast to "AddChildSpriteScreen()" the sprite position is in world coordinates
*
* @param image the image to draw.
* @param pal the provided palette.
* @param x position x of the sprite.
* @param y position y of the sprite.
* @param z position z of the sprite.
* @param sub Only draw a part of the sprite.
*/
static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, byte z, const SubSprite *sub)
{
Point pt = RemapCoords(x, y, z);
const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
return;
const ParentSpriteToDraw *pstd = _vd.parent_sprites_to_draw.End() - 1;
AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub);
}
/** Draw a (transparent) sprite at given coordinates with a given bounding box.
* The bounding box extends from (x + bb_offset_x, y + bb_offset_y, z + bb_offset_z) to (x + w - 1, y + h - 1, z + dz - 1), both corners included.
* Bounding boxes with bb_offset_x == w or bb_offset_y == h or bb_offset_z == dz are allowed and produce thin slices.
*
* @note Bounding boxes are normally specified with bb_offset_x = bb_offset_y = bb_offset_z = 0. The extent of the bounding box in negative direction is
* defined by the sprite offset in the grf file.
* However if modifying the sprite offsets is not suitable (e.g. when using existing graphics), the bounding box can be tuned by bb_offset.
*
* @pre w >= bb_offset_x, h >= bb_offset_y, dz >= bb_offset_z. Else w, h or dz are ignored.
*
* @param image the image to combine and draw,
* @param pal the provided palette,
* @param x position X (world) of the sprite,
* @param y position Y (world) of the sprite,
* @param w bounding box extent towards positive X (world),
* @param h bounding box extent towards positive Y (world),
* @param dz bounding box extent towards positive Z (world),
* @param z position Z (world) of the sprite,
* @param transparent if true, switch the palette between the provided palette and the transparent palette,
* @param bb_offset_x bounding box extent towards negative X (world),
* @param bb_offset_y bounding box extent towards negative Y (world),
* @param bb_offset_z bounding box extent towards negative Z (world)
* @param sub Only draw a part of the sprite.
*/
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
{
int32 left, right, top, bottom;
assert((image & SPRITE_MASK) < MAX_SPRITES);
/* make the sprites transparent with the right palette */
if (transparent) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
AddCombinedSprite(image, pal, x, y, z, sub);
return;
}
_vd.last_child = NULL;
Point pt = RemapCoords(x, y, z);
int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
/* Compute screen extents of sprite */
if (image == SPR_EMPTY_BOUNDING_BOX) {
left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
} else {
const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
left = tmp_left = (pt.x += spr->x_offs);
right = (pt.x + spr->width );
top = tmp_top = (pt.y += spr->y_offs);
bottom = (pt.y + spr->height);
}
if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
/* Compute maximal extents of sprite and it's bounding box */
left = min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x);
right = max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1);
top = min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y);
bottom = max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1);
}
/* Do not add the sprite to the viewport, if it is outside */
if (left >= _vd.dpi.left + _vd.dpi.width ||
right <= _vd.dpi.left ||
top >= _vd.dpi.top + _vd.dpi.height ||
bottom <= _vd.dpi.top) {
return;
}
ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
ps->x = tmp_x;
ps->y = tmp_y;
ps->left = tmp_left;
ps->top = tmp_top;
ps->image = image;
ps->pal = pal;
ps->sub = sub;
ps->xmin = x + bb_offset_x;
ps->xmax = x + max(bb_offset_x, w) - 1;
ps->ymin = y + bb_offset_y;
ps->ymax = y + max(bb_offset_y, h) - 1;
ps->zmin = z + bb_offset_z;
ps->zmax = z + max(bb_offset_z, dz) - 1;
ps->comparison_done = false;
ps->first_child = -1;
_vd.last_child = &ps->first_child;
if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
}
/**
* Starts a block of sprites, which are "combined" into a single bounding box.
*
* Subsequent calls to #AddSortableSpriteToDraw will be drawn into the same bounding box.
* That is: The first sprite that is not clipped by the viewport defines the bounding box, and
* the following sprites will be child sprites to that one.
*
* That implies:
* - The drawing order is definite. No other sprites will be sorted between those of the block.
* - You have to provide a valid bounding box for all sprites,
* as you won't know which one is the first non-clipped one.
* Preferable you use the same bounding box for all.
* - You cannot use #AddChildSpriteScreen inside the block, as its result will be indefinite.
*
* The block is terminated by #EndSpriteCombine.
*
* You cannot nest "combined" blocks.
*/
void StartSpriteCombine()
{
assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
_vd.combine_sprites = SPRITE_COMBINE_PENDING;
}
/**
* Terminates a block of sprites started by #StartSpriteCombine.
* Take a look there for details.
*/
void EndSpriteCombine()
{
assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
_vd.combine_sprites = SPRITE_COMBINE_NONE;
}
/**
* Add a child sprite to a parent sprite.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param x sprite x-offset (screen coordinates) relative to parent sprite.
* @param y sprite y-offset (screen coordinates) relative to parent sprite.
* @param transparent if true, switch the palette between the provided palette and the transparent palette,
* @param sub Only draw a part of the sprite.
*/
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub)
{
assert((image & SPRITE_MASK) < MAX_SPRITES);
/* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
if (_vd.last_child == NULL) return;
/* make the sprites transparent with the right palette */
if (transparent) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
*_vd.last_child = _vd.child_screen_sprites_to_draw.Length();
ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
cs->image = image;
cs->pal = pal;
cs->sub = sub;
cs->x = x;
cs->y = y;
cs->next = -1;
/* Append the sprite to the active ChildSprite list.
* If the active ParentSprite is a foundation, update last_foundation_child as well.
* Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
_vd.last_child = &cs->next;
}
static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, Colours colour, uint16 width)
{
assert(width != 0);
StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
ss->string = string;
ss->x = x;
ss->y = y;
ss->params[0] = params_1;
ss->params[1] = params_2;
ss->width = width;
ss->colour = colour;
}
/**
* Draws sprites between ground sprite and everything above.
*
* The sprite is either drawn as TileSprite or as ChildSprite of the active foundation.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param ti TileInfo Tile that is being drawn
* @param z_offset Z offset relative to the groundsprite. Only used for the sprite position, not for sprite sorting.
* @param foundation_part Foundation part the sprite belongs to.
*/
static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
{
/* FIXME: This is not totally valid for some autorail highlights, that extent over the edges of the tile. */
if (_vd.foundation[foundation_part] == -1) {
/* draw on real ground */
AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset);
} else {
/* draw on top of foundation */
AddChildSpriteToFoundation(image, pal, NULL, foundation_part, 0, -z_offset);
}
}
/**
* Draws a selection rectangle on a tile.
*
* @param ti TileInfo Tile that is being drawn
* @param pal Palette to apply.
*/
static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
{
if (!IsValidTile(ti->tile)) return;
SpriteID sel;
if (IsHalftileSlope(ti->tileh)) {
Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE);
Corner opposite_corner = OppositeCorner(halftile_corner);
if (IsSteepSlope(ti->tileh)) {
sel = SPR_HALFTILE_SELECTION_DOWN;
} else {
sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
}
sel += opposite_corner;
} else {
sel = SPR_SELECT_TILE + _tileh_to_sprite[ti->tileh];
}
DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL);
}
static bool IsPartOfAutoLine(int px, int py)
{
px -= _thd.selstart.x;
py -= _thd.selstart.y;
if ((_thd.drawstyle & ~HT_DIR_MASK) != HT_LINE) return false;
switch (_thd.drawstyle & HT_DIR_MASK) {
case HT_DIR_X: return py == 0; // x direction
case HT_DIR_Y: return px == 0; // y direction
case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper
case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower
case HT_DIR_VL: return px == py || px == py + 16; // vertival left
case HT_DIR_VR: return px == py || px == py - 16; // vertical right
default:
NOT_REACHED();
}
}
/* [direction][side] */
static const HighLightStyle _autorail_type[6][2] = {
{ HT_DIR_X, HT_DIR_X },
{ HT_DIR_Y, HT_DIR_Y },
{ HT_DIR_HU, HT_DIR_HL },
{ HT_DIR_HL, HT_DIR_HU },
{ HT_DIR_VL, HT_DIR_VR },
{ HT_DIR_VR, HT_DIR_VL }
};
#include "table/autorail.h"
/**
* Draws autorail highlights.
*
* @param *ti TileInfo Tile that is being drawn
* @param autorail_type Offset into _AutorailTilehSprite[][]
*/
static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type)
{
SpriteID image;
PaletteID pal;
int offset;
FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
if (IsHalftileSlope(ti->tileh)) {
static const uint _lower_rail[4] = { 5U, 2U, 4U, 3U };
Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
if (autorail_type != _lower_rail[halftile_corner]) {
foundation_part = FOUNDATION_PART_HALFTILE;
/* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
}
}
offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
if (offset >= 0) {
image = SPR_AUTORAIL_BASE + offset;
pal = PAL_NONE;
} else {
image = SPR_AUTORAIL_BASE - offset;
pal = PALETTE_SEL_TILE_RED;
}
DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part);
}
/**
* Checks if the specified tile is selected and if so draws selection using correct selectionstyle.
* @param *ti TileInfo Tile that is being drawn
*/
static void DrawTileSelection(const TileInfo *ti)
{
/* Draw a red error square? */
bool is_redsq = _thd.redsq == ti->tile;
if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
/* no selection active? */
if (_thd.drawstyle == 0) return;
/* Inside the inner area? */
if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) &&
IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) {
if (_thd.drawstyle & HT_RECT) {
if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
} else if (_thd.drawstyle & HT_POINT) {
/* Figure out the Z coordinate for the single dot. */
byte z = 0;
FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
if (ti->tileh & SLOPE_N) {
z += TILE_HEIGHT;
if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT;
}
if (IsHalftileSlope(ti->tileh)) {
Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
if (halftile_corner != CORNER_S) {
foundation_part = FOUNDATION_PART_HALFTILE;
if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
}
}
DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti, z, foundation_part);
} else if (_thd.drawstyle & HT_RAIL) {
/* autorail highlight piece under cursor */
HighLightStyle type = _thd.drawstyle & HT_DIR_MASK;
assert(type < HT_DIR_END);
DrawAutorailSelection(ti, _autorail_type[type][0]);
} else if (IsPartOfAutoLine(ti->x, ti->y)) {
/* autorail highlighting long line */
HighLightStyle dir = _thd.drawstyle & HT_DIR_MASK;
uint side;
if (dir == HT_DIR_X || dir == HT_DIR_Y) {
side = 0;
} else {
TileIndex start = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
side = Delta(Delta(TileX(start), TileX(ti->tile)), Delta(TileY(start), TileY(ti->tile)));
}
DrawAutorailSelection(ti, _autorail_type[dir][side]);
}
return;
}
/* Check if it's inside the outer area? */
if (!is_redsq && _thd.outersize.x &&
_thd.size.x < _thd.size.x + _thd.outersize.x &&
IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
/* Draw a blue rect. */
DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
return;
}
}
static void ViewportAddLandscape()
{
int x, y, width, height;
TileInfo ti;
bool direction;
_cur_ti = &ti;
/* Transform into tile coordinates and round to closest full tile */
x = ((_vd.dpi.top >> 1) - (_vd.dpi.left >> 2)) & ~TILE_UNIT_MASK;
y = ((_vd.dpi.top >> 1) + (_vd.dpi.left >> 2) - TILE_SIZE) & ~TILE_UNIT_MASK;
/* determine size of area */
{
Point pt = RemapCoords(x, y, 241);
width = (_vd.dpi.left + _vd.dpi.width - pt.x + 95) >> 6;
height = (_vd.dpi.top + _vd.dpi.height - pt.y) >> 5 << 1;
}
assert(width > 0);
assert(height > 0);
direction = false;
do {
int width_cur = width;
int x_cur = x;
int y_cur = y;
do {
TileType tt = MP_VOID;
ti.x = x_cur;
ti.y = y_cur;
ti.z = 0;
ti.tileh = SLOPE_FLAT;
ti.tile = INVALID_TILE;
if (0 <= x_cur && x_cur < (int)MapMaxX() * TILE_SIZE &&
0 <= y_cur && y_cur < (int)MapMaxY() * TILE_SIZE) {
TileIndex tile = TileVirtXY(x_cur, y_cur);
if (!_settings_game.construction.freeform_edges || (TileX(tile) != 0 && TileY(tile) != 0)) {
if (x_cur == ((int)MapMaxX() - 1) * TILE_SIZE || y_cur == ((int)MapMaxY() - 1) * TILE_SIZE) {
uint maxh = max(TileHeight(tile), 1);
for (uint h = 0; h < maxh; h++) {
AddTileSpriteToDraw(SPR_SHADOW_CELL, PAL_NONE, ti.x, ti.y, h * TILE_HEIGHT);
}
}
ti.tile = tile;
ti.tileh = GetTileSlope(tile, &ti.z);
tt = GetTileType(tile);
}
}
_vd.foundation_part = FOUNDATION_PART_NONE;
_vd.foundation[0] = -1;
_vd.foundation[1] = -1;
_vd.last_foundation_child[0] = NULL;
_vd.last_foundation_child[1] = NULL;
_tile_type_procs[tt]->draw_tile_proc(&ti);
if ((x_cur == (int)MapMaxX() * TILE_SIZE && IsInsideMM(y_cur, 0, MapMaxY() * TILE_SIZE + 1)) ||
(y_cur == (int)MapMaxY() * TILE_SIZE && IsInsideMM(x_cur, 0, MapMaxX() * TILE_SIZE + 1))) {
TileIndex tile = TileVirtXY(x_cur, y_cur);
ti.tile = tile;
ti.tileh = GetTileSlope(tile, &ti.z);
tt = GetTileType(tile);
}
if (ti.tile != INVALID_TILE) DrawTileSelection(&ti);
y_cur += 0x10;
x_cur -= 0x10;
} while (--width_cur);
if ((direction ^= 1) != 0) {
y += 0x10;
} else {
x += 0x10;
}
} while (--height);
}
/**
* Add a string to draw in the viewport
* @param dpi current viewport area
* @param small_from Zoomlevel from when the small font should be used
* @param sign sign position and dimension
* @param string_normal String for normal and 2x zoom level
* @param string_small String for 4x and 8x zoom level
* @param string_small_shadow Shadow string for 4x and 8x zoom level; or STR_NULL if no shadow
* @param colour colour of the sign background; or 0 if transparent
*/
void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, uint64 params_1, uint64 params_2, Colours colour)
{
bool small = dpi->zoom >= small_from;
int left = dpi->left;
int top = dpi->top;
int right = left + dpi->width;
int bottom = top + dpi->height;
int sign_height = ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
if (bottom < sign->top ||
top > sign->top + sign_height ||
right < sign->center - sign_half_width ||
left > sign->center + sign_half_width) {
return;
}
if (!small) {
AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, params_1, params_2, colour, sign->width_normal);
} else {
int shadow_offset = 0;
if (string_small_shadow != STR_NULL) {
shadow_offset = 4;
AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, params_1, params_2, INVALID_COLOUR, sign->width_small);
}
AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, params_1, params_2,
colour, sign->width_small | 0x8000);
}
}
static void ViewportAddTownNames(DrawPixelInfo *dpi)
{
if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES) || _game_mode == GM_MENU) return;
const Town *t;
FOR_ALL_TOWNS(t) {
ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &t->sign,
_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK,
t->index, t->population);
}
}
static void ViewportAddStationNames(DrawPixelInfo *dpi)
{
if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || _game_mode == GM_MENU) return;
const BaseStation *st;
FOR_ALL_BASE_STATIONS(st) {
/* Check whether the base station is a station or a waypoint */
bool is_station = Station::IsExpected(st);
/* Don't draw if the display options are disabled */
if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &st->sign,
is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT,
(is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT) + 1, STR_NULL,
st->index, st->facilities, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
}
}
static void ViewportAddSigns(DrawPixelInfo *dpi)
{
/* Signs are turned off or are invisible */
if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS)) return;
const Sign *si;
FOR_ALL_SIGNS(si) {
ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &si->sign,
STR_WHITE_SIGN,
IsTransparencySet(TO_SIGNS) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
si->index, 0, (si->owner == OWNER_NONE) ? COLOUR_GREY : _company_colours[si->owner]);
}
}
/**
* Update the position of the viewport sign.
* @param center the (preferred) center of the viewport sign
* @param top the new top of the sign
* @param str the string to show in the sign
*/
void ViewportSign::UpdatePosition(int center, int top, StringID str)
{
if (this->width_normal != 0) this->MarkDirty();
this->top = top;
char buffer[DRAW_STRING_BUFFER];
GetString(buffer, str, lastof(buffer));
this->width_normal = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT;
this->center = center;
/* zoomed out version */
_cur_fontsize = FS_SMALL;
this->width_small = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT;
_cur_fontsize = FS_NORMAL;
this->MarkDirty();
}
/**
* Mark the sign dirty in all viewports.
*
* @ingroup dirty
*/
void ViewportSign::MarkDirty() const
{
/* We use ZOOM_LVL_MAX here, as every viewport can have another zoom,
* and there is no way for us to know which is the biggest. So make the
* biggest area dirty, and we are safe for sure.
* We also add 1 to make sure the whole thing is redrawn. */
MarkAllViewportsDirty(
this->center - ScaleByZoom(this->width_normal / 2 + 1, ZOOM_LVL_MAX),
this->top - ScaleByZoom(1, ZOOM_LVL_MAX),
this->center + ScaleByZoom(this->width_normal / 2 + 1, ZOOM_LVL_MAX),
this->top + ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM + 1, ZOOM_LVL_MAX));
}
static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
{
const TileSpriteToDraw *tsend = tstdv->End();
for (const TileSpriteToDraw *ts = tstdv->Begin(); ts != tsend; ++ts) {
DrawSprite(ts->image, ts->pal, ts->x, ts->y, ts->sub);
}
}
/** Sort parent sprites pointer array */
static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
{
ParentSpriteToDraw **psdvend = psdv->End();
ParentSpriteToDraw **psd = psdv->Begin();
while (psd != psdvend) {
ParentSpriteToDraw *ps = *psd;
if (ps->comparison_done) {
psd++;
continue;
}
ps->comparison_done = true;
for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
ParentSpriteToDraw *ps2 = *psd2;
if (ps2->comparison_done) continue;
/* Decide which comparator to use, based on whether the bounding
* boxes overlap
*/
if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
/* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
* the screen and with higher Z elevation, are drawn in front.
* Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
* i.e. X=(left+right)/2, etc.
* However, since we only care about order, don't actually divide / 2
*/
if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
continue;
}
} else {
/* We only change the order, if it is definite.
* I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
* That is: If one partial order says ps behind ps2, do not change the order.
*/
if (ps->xmax < ps2->xmin ||
ps->ymax < ps2->ymin ||
ps->zmax < ps2->zmin) {
continue;
}
}
/* Move ps2 in front of ps */
ParentSpriteToDraw *temp = ps2;
for (ParentSpriteToDraw **psd3 = psd2; psd3 > psd; psd3--) {
*psd3 = *(psd3 - 1);
}
*psd = temp;
}
}
}
static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
{
const ParentSpriteToDraw * const *psd_end = psd->End();
for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
const ParentSpriteToDraw *ps = *it;
if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSprite(ps->image, ps->pal, ps->x, ps->y, ps->sub);
int child_idx = ps->first_child;
while (child_idx >= 0) {
const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx);
child_idx = cs->next;
DrawSprite(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
}
}
}
/**
* Draws the bounding boxes of all ParentSprites
* @param psd Array of ParentSprites
*/
static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
{
const ParentSpriteToDraw * const *psd_end = psd->End();
for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
const ParentSpriteToDraw *ps = *it;
Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner
DrawBox( pt1.x, pt1.y,
pt2.x - pt1.x, pt2.y - pt1.y,
pt3.x - pt1.x, pt3.y - pt1.y,
pt4.x - pt1.x, pt4.y - pt1.y);
}
}
static void ViewportDrawStrings(DrawPixelInfo *dpi, const StringSpriteToDrawVector *sstdv)
{
DrawPixelInfo dp;
ZoomLevel zoom;
_cur_dpi = &dp;
dp = *dpi;
zoom = dp.zoom;
dp.zoom = ZOOM_LVL_NORMAL;
dp.left = UnScaleByZoom(dp.left, zoom);
dp.top = UnScaleByZoom(dp.top, zoom);
dp.width = UnScaleByZoom(dp.width, zoom);
dp.height = UnScaleByZoom(dp.height, zoom);
const StringSpriteToDraw *ssend = sstdv->End();
for (const StringSpriteToDraw *ss = sstdv->Begin(); ss != ssend; ++ss) {
TextColour colour = TC_BLACK;
bool small = HasBit(ss->width, 15);
int w = GB(ss->width, 0, 15);
int x = UnScaleByZoom(ss->x, zoom);
int y = UnScaleByZoom(ss->y, zoom);
int h = VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM;
SetDParam(0, ss->params[0]);
SetDParam(1, ss->params[1]);
if (ss->colour != INVALID_COLOUR) {
/* Do not draw signs nor station names if they are set invisible */
if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue;
/* if we didn't draw a rectangle, or if transparant building is on,
* draw the text in the colour the rectangle would have */
if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) {
/* Real colours need the IS_PALETTE_COLOUR flag
* otherwise colours from _string_colourmap are assumed. */
colour = (TextColour)_colour_gradient[ss->colour][6] | IS_PALETTE_COLOUR;
}
/* Draw the rectangle if 'tranparent station signs' is off,
* or if we are drawing a general text sign (STR_WHITE_SIGN) */
if (!IsTransparencySet(TO_SIGNS) || ss->string == STR_WHITE_SIGN) {
DrawFrameRect(
x, y, x + w, y + h, ss->colour,
IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE
);
}
}
DrawString(x + VPSM_LEFT, x + w - 1 - VPSM_RIGHT, y + VPSM_TOP, ss->string, colour, SA_CENTER);
}
}
void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom)
{
DrawPixelInfo *old_dpi = _cur_dpi;
_cur_dpi = &_vd.dpi;
_vd.dpi.zoom = vp->zoom;
int mask = ScaleByZoom(-1, vp->zoom);
_vd.combine_sprites = SPRITE_COMBINE_NONE;
_vd.dpi.width = (right - left) & mask;
_vd.dpi.height = (bottom - top) & mask;
_vd.dpi.left = left & mask;
_vd.dpi.top = top & mask;
_vd.dpi.pitch = old_dpi->pitch;
_vd.last_child = NULL;
int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
_vd.dpi.dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
ViewportAddLandscape();
ViewportAddVehicles(&_vd.dpi);
ViewportAddTownNames(&_vd.dpi);
ViewportAddStationNames(&_vd.dpi);
ViewportAddSigns(&_vd.dpi);
DrawTextEffects(&_vd.dpi);
if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
*_vd.parent_sprites_to_sort.Append() = it;
}
ViewportSortParentSprites(&_vd.parent_sprites_to_sort);
ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
if (_vd.string_sprites_to_draw.Length() != 0) ViewportDrawStrings(&_vd.dpi, &_vd.string_sprites_to_draw);
_cur_dpi = old_dpi;
_vd.string_sprites_to_draw.Clear();
_vd.tile_sprites_to_draw.Clear();
_vd.parent_sprites_to_draw.Clear();
_vd.parent_sprites_to_sort.Clear();
_vd.child_screen_sprites_to_draw.Clear();
}
/** Make sure we don't draw a too big area at a time.
* If we do, the sprite memory will overflow. */
static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
{
if (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000) {
if ((bottom - top) > (right - left)) {
int t = (top + bottom) >> 1;
ViewportDrawChk(vp, left, top, right, t);
ViewportDrawChk(vp, left, t, right, bottom);
} else {
int t = (left + right) >> 1;
ViewportDrawChk(vp, left, top, t, bottom);
ViewportDrawChk(vp, t, top, right, bottom);
}
} else {
ViewportDoDraw(vp,
ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
);
}
}
static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)
{
if (right <= vp->left || bottom <= vp->top) return;
if (left >= vp->left + vp->width) return;
if (left < vp->left) left = vp->left;
if (right > vp->left + vp->width) right = vp->left + vp->width;
if (top >= vp->top + vp->height) return;
if (top < vp->top) top = vp->top;
if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
ViewportDrawChk(vp, left, top, right, bottom);
}
/**
* Draw the viewport of this window.
*/
void Window::DrawViewport() const
{
DrawPixelInfo *dpi = _cur_dpi;
dpi->left += this->left;
dpi->top += this->top;
ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
dpi->left -= this->left;
dpi->top -= this->top;
}
static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
{
/* Centre of the viewport is hot spot */
x += vp->virtual_width / 2;
y += vp->virtual_height / 2;
/* Convert viewport coordinates to map coordinates
* Calculation is scaled by 4 to avoid rounding errors */
int vx = -x + y * 2;
int vy = x + y * 2;
/* clamp to size of map */
vx = Clamp(vx, 0, MapMaxX() * TILE_SIZE * 4);
vy = Clamp(vy, 0, MapMaxY() * TILE_SIZE * 4);
/* Convert map coordinates to viewport coordinates */
x = (-vx + vy) / 2;
y = ( vx + vy) / 4;
/* Remove centreing */
x -= vp->virtual_width / 2;
y -= vp->virtual_height / 2;
}
/**
* Update the viewport position being displayed.
* @param w %Window owning the viewport.
*/
void UpdateViewportPosition(Window *w)
{
const ViewPort *vp = w->viewport;
if (w->viewport->follow_vehicle != INVALID_VEHICLE) {
const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
w->viewport->scrollpos_x = pt.x;
w->viewport->scrollpos_y = pt.y;
SetViewportPosition(w, pt.x, pt.y);
} else {
/* Ensure the destination location is within the map */
ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y);
int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
if (delta_x != 0 || delta_y != 0) {
if (_settings_client.gui.smooth_scroll) {
int max_scroll = ScaleByMapSize1D(512);
/* Not at our desired positon yet... */
w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll);
} else {
w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
}
}
ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
}
}
/**
* Marks a viewport as dirty for repaint if it displays (a part of) the area the needs to be repainted.
* @param vp The viewport to mark as dirty
* @param left Left edge of area to repaint
* @param top Top edge of area to repaint
* @param right Right edge of area to repaint
* @param bottom Bottom edge of area to repaint
* @ingroup dirty
*/
static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom)
{
right -= vp->virtual_left;
if (right <= 0) return;
bottom -= vp->virtual_top;
if (bottom <= 0) return;
left = max(0, left - vp->virtual_left);
if (left >= vp->virtual_width) return;
top = max(0, top - vp->virtual_top);
if (top >= vp->virtual_height) return;
SetDirtyBlocks(
UnScaleByZoomLower(left, vp->zoom) + vp->left,
UnScaleByZoomLower(top, vp->zoom) + vp->top,
UnScaleByZoom(right, vp->zoom) + vp->left + 1,
UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
);
}
/**
* Mark all viewports that display an area as dirty (in need of repaint).
* @param left Left edge of area to repaint
* @param top Top edge of area to repaint
* @param right Right edge of area to repaint
* @param bottom Bottom edge of area to repaint
* @ingroup dirty
*/
void MarkAllViewportsDirty(int left, int top, int right, int bottom)
{
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
ViewPort *vp = w->viewport;
if (vp != NULL) {
assert(vp->width != 0);
MarkViewportDirty(vp, left, top, right, bottom);
}
}
}
void MarkTileDirtyByTile(TileIndex tile)
{
Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, GetTileZ(tile));
MarkAllViewportsDirty(
pt.x - 31,
pt.y - 122,
pt.x - 31 + 67,
pt.y - 122 + 154
);
}
/**
* Marks the selected tiles as dirty.
*
* This function marks the selected tiles as dirty for repaint
*
* @ingroup dirty
*/
static void SetSelectionTilesDirty()
{
int x_start = _thd.pos.x;
int y_start = _thd.pos.y;
int x_size = _thd.size.x;
int y_size = _thd.size.y;
if (_thd.outersize.x != 0) {
x_size += _thd.outersize.x;
x_start += _thd.offs.x;
y_size += _thd.outersize.y;
y_start += _thd.offs.y;
}
x_size -= TILE_SIZE;
y_size -= TILE_SIZE;
assert(x_size >= 0);
assert(y_size >= 0);
int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
/* make sure everything is multiple of TILE_SIZE */
assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
/* How it works:
* Suppose we have to mark dirty rectangle of 3x4 tiles:
* x
* xxx
* xxxxx
* xxxxx
* xxx
* x
* This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
* 1) x 2) x
* xxx Oxx
* Oxxxx xOxxx
* xxxxx Oxxxx
* xxx xxx
* x x
* And so forth...
*/
int top_x = x_end; // coordinates of top dirty tile
int top_y = y_start;
int bot_x = top_x; // coordinates of bottom dirty tile
int bot_y = top_y;
do {
Point top = RemapCoords2(top_x, top_y); // topmost dirty point
Point bot = RemapCoords2(bot_x + TILE_SIZE - 1, bot_y + TILE_SIZE - 1); // bottommost point
/* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
* tile height/slope affects only the 'y' on-screen coordinate! */
int l = top.x - (TILE_PIXELS - 2); // 'x' coordinate of left side of dirty rectangle
int t = top.y; // 'y' coordinate of top side -//-
int r = top.x + (TILE_PIXELS - 2); // right side of dirty rectangle
int b = bot.y; // bottom -//-
static const int OVERLAY_WIDTH = 4; // part of selection sprites is drawn outside the selected area
/* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
/* haven't we reached the topmost tile yet? */
if (top_x != x_start) {
top_x -= TILE_SIZE;
} else {
top_y += TILE_SIZE;
}
/* the way the bottom tile changes is different when we reach the bottommost tile */
if (bot_y != y_end) {
bot_y += TILE_SIZE;
} else {
bot_x -= TILE_SIZE;
}
} while (bot_x >= top_x);
}
void SetSelectionRed(bool b)
{
_thd.make_square_red = b;
SetSelectionTilesDirty();
}
/**
* Test whether a sign is below the mouse
* @param vp the clicked viewport
* @param x X position of click
* @param y Y position of click
* @param sign the sign to check
* @return true if the sign was hit
*/
static bool CheckClickOnViewportSign(const ViewPort *vp, int x, int y, const ViewportSign *sign)
{
bool small = (vp->zoom >= ZOOM_LVL_OUT_4X);
int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
int sign_height = ScaleByZoom(VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM, vp->zoom);
x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
return
y >= sign->top &&
y < sign->top + sign_height &&
x >= sign->center - sign_half_width &&
x < sign->center + sign_half_width;
}
static bool CheckClickOnTown(const ViewPort *vp, int x, int y)
{
if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES)) return false;
const Town *t;
FOR_ALL_TOWNS(t) {
if (CheckClickOnViewportSign(vp, x, y, &t->sign)) {
ShowTownViewWindow(t->index);
return true;
}
}
return false;
}
static bool CheckClickOnStation(const ViewPort *vp, int x, int y)
{
if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || IsInvisibilitySet(TO_SIGNS)) return false;
const BaseStation *st;
FOR_ALL_BASE_STATIONS(st) {
/* Check whether the base station is a station or a waypoint */
bool is_station = Station::IsExpected(st);
/* Don't check if the display options are disabled */
if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
if (CheckClickOnViewportSign(vp, x, y, &st->sign)) {
if (is_station) {
ShowStationViewWindow(st->index);
} else {
ShowWaypointWindow(Waypoint::From(st));
}
return true;
}
}
return false;
}
static bool CheckClickOnSign(const ViewPort *vp, int x, int y)
{
/* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */
if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _current_company == COMPANY_SPECTATOR) return false;
const Sign *si;
FOR_ALL_SIGNS(si) {
if (CheckClickOnViewportSign(vp, x, y, &si->sign)) {
HandleClickOnSign(si);
return true;
}
}
return false;
}
static bool CheckClickOnLandscape(const ViewPort *vp, int x, int y)
{
Point pt = TranslateXYToTileCoord(vp, x, y);
if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
return true;
}
bool HandleViewportClicked(const ViewPort *vp, int x, int y)
{
const Vehicle *v;
if (CheckClickOnTown(vp, x, y)) return true;
if (CheckClickOnStation(vp, x, y)) return true;
if (CheckClickOnSign(vp, x, y)) return true;
CheckClickOnLandscape(vp, x, y);
v = CheckClickOnVehicle(vp, x, y);
if (v != NULL) {
DEBUG(misc, 2, "Vehicle %d (index %d) at %p", v->unitnumber, v->index, v);
if (IsCompanyBuildableVehicleType(v)) ShowVehicleViewWindow(v->First());
return true;
}
return CheckClickOnLandscape(vp, x, y);
}
Vehicle *CheckMouseOverVehicle()
{
const Window *w;
const ViewPort *vp;
int x = _cursor.pos.x;
int y = _cursor.pos.y;
w = FindWindowFromPt(x, y);
if (w == NULL) return NULL;
vp = IsPtInWindowViewport(w, x, y);
return (vp != NULL) ? CheckClickOnVehicle(vp, x, y) : NULL;
}
void PlaceObject()
{
Point pt;
Window *w;
pt = GetTileBelowCursor();
if (pt.x == -1) return;
if (_thd.place_mode == HT_POINT) {
pt.x += 8;
pt.y += 8;
}
_tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
_tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
w = GetCallbackWnd();
if (w != NULL) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
}
/** Scrolls the viewport in a window to a given location.
* @param x Desired x location of the map to scroll to (world coordinate).
* @param y Desired y location of the map to scroll to (world coordinate).
* @param z Desired z location of the map to scroll to (world coordinate). Use \c -1 to scroll to the height of the map at the \a x, \a y location.
* @param w %Window containing the viewport.
* @param instant Jump to the location instead of slowly moving to it.
* @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
*/
bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
{
/* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
if (z == -1) z = GetSlopeZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1));
Point pt = MapXYZToViewport(w->viewport, x, y, z);
w->viewport->follow_vehicle = INVALID_VEHICLE;
if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y)
return false;
if (instant) {
w->viewport->scrollpos_x = pt.x;
w->viewport->scrollpos_y = pt.y;
}
w->viewport->dest_scrollpos_x = pt.x;
w->viewport->dest_scrollpos_y = pt.y;
return true;
}
bool ScrollMainWindowToTile(TileIndex tile, bool instant)
{
return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
}
void SetRedErrorSquare(TileIndex tile)
{
TileIndex old;
old = _thd.redsq;
_thd.redsq = tile;
if (tile != old) {
if (tile != INVALID_TILE) MarkTileDirtyByTile(tile);
if (old != INVALID_TILE) MarkTileDirtyByTile(old);
}
}
/** Highlight \a w by \a h tiles at the cursor.
* @param w Width of the highlighted tiles rectangle.
* @param h Height of the highlighted tiles rectangle.
*/
void SetTileSelectSize(int w, int h)
{
_thd.new_size.x = w * TILE_SIZE;
_thd.new_size.y = h * TILE_SIZE;
_thd.new_outersize.x = 0;
_thd.new_outersize.y = 0;
}
void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
{
_thd.offs.x = ox * TILE_SIZE;
_thd.offs.y = oy * TILE_SIZE;
_thd.new_outersize.x = sx * TILE_SIZE;
_thd.new_outersize.y = sy * TILE_SIZE;
}
/** returns the best autorail highlight type from map coordinates */
static HighLightStyle GetAutorailHT(int x, int y)
{
return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
}
/**
* Updates tile highlighting for all cases.
* Uses _thd.selstart and _thd.selend and _thd.place_mode (set elsewhere) to determine _thd.pos and _thd.size
* Also drawstyle is determined. Uses _thd.new.* as a buffer and calls SetSelectionTilesDirty() twice,
* Once for the old and once for the new selection.
* _thd is TileHighlightData, found in viewport.h
*/
void UpdateTileSelection()
{
int x1;
int y1;
_thd.new_drawstyle = HT_NONE;
if (_thd.place_mode == HT_SPECIAL) {
x1 = _thd.selend.x;
y1 = _thd.selend.y;
if (x1 != -1) {
int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
x1 &= ~TILE_UNIT_MASK;
y1 &= ~TILE_UNIT_MASK;
if (x1 >= x2) Swap(x1, x2);
if (y1 >= y2) Swap(y1, y2);
_thd.new_pos.x = x1;
_thd.new_pos.y = y1;
_thd.new_size.x = x2 - x1 + TILE_SIZE;
_thd.new_size.y = y2 - y1 + TILE_SIZE;
_thd.new_drawstyle = _thd.next_drawstyle;
}
} else if (_thd.place_mode != HT_NONE) {
Point pt = GetTileBelowCursor();
x1 = pt.x;
y1 = pt.y;
if (x1 != -1) {
switch (_thd.place_mode & HT_DRAG_MASK) {
case HT_RECT:
_thd.new_drawstyle = HT_RECT;
break;
case HT_POINT:
_thd.new_drawstyle = HT_POINT;
x1 += TILE_SIZE / 2;
y1 += TILE_SIZE / 2;
break;
case HT_RAIL:
/* Draw one highlighted tile in any direction */
_thd.new_drawstyle = GetAutorailHT(pt.x, pt.y);
break;
case HT_LINE:
switch (_thd.place_mode & HT_DIR_MASK) {
case HT_DIR_X: _thd.new_drawstyle = HT_LINE | HT_DIR_X; break;
case HT_DIR_Y: _thd.new_drawstyle = HT_LINE | HT_DIR_Y; break;
case HT_DIR_HU:
case HT_DIR_HL:
_thd.new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
break;
case HT_DIR_VL:
case HT_DIR_VR:
_thd.new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
break;
default: NOT_REACHED();
}
_thd.selstart.x = x1 & ~TILE_UNIT_MASK;
_thd.selstart.y = y1 & ~TILE_UNIT_MASK;
break;
default:
NOT_REACHED();
break;
}
_thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
_thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
}
}
/* redraw selection */
if (_thd.drawstyle != _thd.new_drawstyle ||
_thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
_thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
_thd.outersize.x != _thd.new_outersize.x ||
_thd.outersize.y != _thd.new_outersize.y) {
/* clear the old selection? */
if (_thd.drawstyle) SetSelectionTilesDirty();
_thd.drawstyle = _thd.new_drawstyle;
_thd.pos = _thd.new_pos;
_thd.size = _thd.new_size;
_thd.outersize = _thd.new_outersize;
_thd.dirty = 0xff;
/* draw the new selection? */
if (_thd.new_drawstyle) SetSelectionTilesDirty();
}
}
/** Displays the measurement tooltips when selecting multiple tiles
* @param str String to be displayed
* @param paramcount number of params to deal with
* @param params (optional) up to 5 pieces of additional information that may be added to a tooltip
*/
static inline void ShowMeasurementTooltips(StringID str, uint paramcount, const uint64 params[])
{
if (!_settings_client.gui.measure_tooltip) return;
GuiShowTooltips(str, paramcount, params, true);
}
/** highlighting tiles while only going over them with the mouse */
void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process)
{
_thd.select_method = method;
_thd.select_proc = process;
_thd.selend.x = TileX(tile) * TILE_SIZE;
_thd.selstart.x = TileX(tile) * TILE_SIZE;
_thd.selend.y = TileY(tile) * TILE_SIZE;
_thd.selstart.y = TileY(tile) * TILE_SIZE;
/* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
* In effect, placement starts from the centre of a tile
*/
if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
_thd.selend.x += TILE_SIZE / 2;
_thd.selend.y += TILE_SIZE / 2;
_thd.selstart.x += TILE_SIZE / 2;
_thd.selstart.y += TILE_SIZE / 2;
}
if (_thd.place_mode == HT_RECT) {
_thd.place_mode = HT_SPECIAL;
_thd.next_drawstyle = HT_RECT;
} else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
_thd.place_mode = HT_SPECIAL;
_thd.next_drawstyle = _thd.drawstyle;
} else {
_thd.place_mode = HT_SPECIAL;
_thd.next_drawstyle = HT_POINT;
}
_special_mouse_mode = WSM_SIZING;
}
void VpSetPlaceSizingLimit(int limit)
{
_thd.sizelimit = limit;
}
/**
* Highlights all tiles between a set of two tiles. Used in dock and tunnel placement
* @param from TileIndex of the first tile to highlight
* @param to TileIndex of the last tile to highlight */
void VpSetPresizeRange(TileIndex from, TileIndex to)
{
uint64 distance = DistanceManhattan(from, to) + 1;
_thd.selend.x = TileX(to) * TILE_SIZE;
_thd.selend.y = TileY(to) * TILE_SIZE;
_thd.selstart.x = TileX(from) * TILE_SIZE;
_thd.selstart.y = TileY(from) * TILE_SIZE;
_thd.next_drawstyle = HT_RECT;
/* show measurement only if there is any length to speak of */
if (distance > 1) ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1, &distance);
}
static void VpStartPreSizing()
{
_thd.selend.x = -1;
_special_mouse_mode = WSM_PRESIZE;
}
/** returns information about the 2x1 piece to be build.
* The lower bits (0-3) are the track type. */
static HighLightStyle Check2x1AutoRail(int mode)
{
int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
switch (mode) {
default: NOT_REACHED();
case 0: // end piece is lower right
if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
return HT_DIR_Y;
case 1:
if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
return HT_DIR_Y;
case 2:
if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
return HT_DIR_X;
case 3:
if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
return HT_DIR_X;
}
}
/** Check if the direction of start and end tile should be swapped based on
* the dragging-style. Default directions are:
* in the case of a line (HT_RAIL, HT_LINE): DIR_NE, DIR_NW, DIR_N, DIR_E
* in the case of a rect (HT_RECT, HT_POINT): DIR_S, DIR_E
* For example dragging a rectangle area from south to north should be swapped to
* north-south (DIR_S) to obtain the same results with less code. This is what
* the return value signifies.
* @param style HighLightStyle dragging style
* @param start_tile start tile of drag
* @param end_tile end tile of drag
* @return boolean value which when true means start/end should be swapped */
static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
{
uint start_x = TileX(start_tile);
uint start_y = TileY(start_tile);
uint end_x = TileX(end_tile);
uint end_y = TileY(end_tile);
switch (style & HT_DRAG_MASK) {
case HT_RAIL:
case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
case HT_RECT:
case HT_POINT: return (end_x != start_x && end_y < start_y);
default: NOT_REACHED();
}
return false;
}
/** Calculates height difference between one tile and another
* Multiplies the result to suit the standard given by minimap - 50 meters high
* To correctly get the height difference we need the direction we are dragging
* in, as well as with what kind of tool we are dragging. For example a horizontal
* autorail tool that starts in bottom and ends at the top of a tile will need the
* maximum of SW, S and SE, N corners respectively. This is handled by the lookup table below
* See _tileoffs_by_dir in map.c for the direction enums if you can't figure out
* the values yourself.
* @param style HightlightStyle of drag. This includes direction and style (autorail, rect, etc.)
* @param distance amount of tiles dragged, important for horizontal/vertical drags
* ignored for others
* @param start_tile, end_tile start and end tile of drag operation
* @return height difference between two tiles. Tile measurement tool utilizes
* this value in its tooltips */
static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
{
bool swap = SwapDirection(style, start_tile, end_tile);
byte style_t;
uint h0, h1, ht; // start heigth, end height, and temp variable
if (start_tile == end_tile) return 0;
if (swap) Swap(start_tile, end_tile);
switch (style & HT_DRAG_MASK) {
case HT_RECT: {
static const TileIndexDiffC heightdiff_area_by_dir[] = {
/* Start */ {1, 0}, /* Dragging east */ {0, 0}, // Dragging south
/* End */ {0, 1}, /* Dragging east */ {1, 1} // Dragging south
};
/* In the case of an area we can determine whether we were dragging south or
* east by checking the X-coordinates of the tiles */
style_t = (byte)(TileX(end_tile) > TileX(start_tile));
start_tile = TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_area_by_dir[style_t]));
end_tile = TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_area_by_dir[2 + style_t]));
}
/* Fallthrough */
case HT_POINT:
h0 = TileHeight(start_tile);
h1 = TileHeight(end_tile);
break;
default: { // All other types, this is mostly only line/autorail
static const HighLightStyle flip_style_direction[] = {
HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL
};
static const TileIndexDiffC heightdiff_line_by_dir[] = {
/* Start */ {1, 0}, {1, 1}, /* HT_DIR_X */ {0, 1}, {1, 1}, // HT_DIR_Y
/* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, // HT_DIR_HL
/* Start */ {1, 0}, {1, 1}, /* HT_DIR_VL */ {0, 1}, {1, 1}, // HT_DIR_VR
/* Start */ {0, 1}, {0, 0}, /* HT_DIR_X */ {1, 0}, {0, 0}, // HT_DIR_Y
/* End */ {0, 1}, {0, 0}, /* HT_DIR_HU */ {1, 1}, {0, 1}, // HT_DIR_HL
/* End */ {1, 0}, {0, 0}, /* HT_DIR_VL */ {0, 0}, {0, 1}, // HT_DIR_VR
};
distance %= 2; // we're only interested if the distance is even or uneven
style &= HT_DIR_MASK;
/* To handle autorail, we do some magic to be able to use a lookup table.
* Firstly if we drag the other way around, we switch start&end, and if needed
* also flip the drag-position. Eg if it was on the left, and the distance is even
* that means the end, which is now the start is on the right */
if (swap && distance == 0) style = flip_style_direction[style];
/* Use lookup table for start-tile based on HighLightStyle direction */
style_t = style * 2;
assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
h0 = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t])));
ht = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t + 1])));
h0 = max(h0, ht);
/* Use lookup table for end-tile based on HighLightStyle direction
* flip around side (lower/upper, left/right) based on distance */
if (distance == 0) style_t = flip_style_direction[style] * 2;
assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
h1 = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t])));
ht = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t + 1])));
h1 = max(h1, ht);
} break;
}
if (swap) Swap(h0, h1);
/* Minimap shows height in intervals of 50 meters, let's do the same */
return (int)(h1 - h0) * 50;
}
static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
/**
* Check for underflowing the map.
* @param test the variable to test for underflowing
* @param other the other variable to update to keep the line
* @param mult the constant to multiply the difference by for \c other
*/
static void CheckUnderflow(int &test, int &other, int mult)
{
if (test >= 0) return;
other += mult * test;
test = 0;
}
/**
* Check for overflowing the map.
* @param test the variable to test for overflowing
* @param other the other variable to update to keep the line
* @param max the maximum value for the \c test variable
* @param mult the constant to multiply the difference by for \c other
*/
static void CheckOverflow(int &test, int &other, int max, int mult)
{
if (test <= max) return;
other += mult * (test - max);
test = max;
}
/** while dragging */
static void CalcRaildirsDrawstyle(TileHighlightData *thd, int x, int y, int method)
{
HighLightStyle b;
int dx = thd->selstart.x - (thd->selend.x & ~TILE_UNIT_MASK);
int dy = thd->selstart.y - (thd->selend.y & ~TILE_UNIT_MASK);
uint w = abs(dx) + TILE_SIZE;
uint h = abs(dy) + TILE_SIZE;
if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
/* We 'force' a selection direction; first four rail buttons. */
method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
int raw_dx = thd->selstart.x - thd->selend.x;
int raw_dy = thd->selstart.y - thd->selend.y;
switch (method) {
case VPM_FIX_X:
b = HT_LINE | HT_DIR_Y;
x = thd->selstart.x;
break;
case VPM_FIX_Y:
b = HT_LINE | HT_DIR_X;
y = thd->selstart.y;
break;
case VPM_FIX_HORIZONTAL:
if (dx == -dy) {
/* We are on a straight horizontal line. Determine the 'rail'
* to build based the sub tile location. */
b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
} else {
/* We are not on a straight line. Determine the rail to build
* based on whether we are above or below it. */
b = dx + dy >= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
/* Calculate where a horizontal line through the start point and
* a vertical line from the selected end point intersect and
* use that point as the end point. */
int offset = (raw_dx - raw_dy) / 2;
x = thd->selstart.x - (offset & ~TILE_UNIT_MASK);
y = thd->selstart.y + (offset & ~TILE_UNIT_MASK);
/* 'Build' the last half rail tile if needed */
if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
if (dx + dy >= TILE_SIZE) {
x += (dx + dy < 0) ? TILE_SIZE : -TILE_SIZE;
} else {
y += (dx + dy < 0) ? TILE_SIZE : -TILE_SIZE;
}
}
/* Make sure we do not overflow the map! */
CheckUnderflow(x, y, 1);
CheckUnderflow(y, x, 1);
CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, 1);
CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, 1);
assert(x >= 0 && y >= 0 && x <= (int)MapMaxX() * TILE_SIZE && y <= (int)MapMaxY() * TILE_SIZE);
}
break;
case VPM_FIX_VERTICAL:
if (dx == dy) {
/* We are on a straight vertical line. Determine the 'rail'
* to build based the sub tile location. */
b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
} else {
/* We are not on a straight line. Determine the rail to build
* based on whether we are left or right from it. */
b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
/* Calculate where a vertical line through the start point and
* a horizontal line from the selected end point intersect and
* use that point as the end point. */
int offset = (raw_dx + raw_dy + TILE_SIZE) / 2;
x = thd->selstart.x - (offset & ~TILE_UNIT_MASK);
y = thd->selstart.y - (offset & ~TILE_UNIT_MASK);
/* 'Build' the last half rail tile if needed */
if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
if (dx - dy < 0) {
y += (dx > dy) ? TILE_SIZE : -TILE_SIZE;
} else {
x += (dx < dy) ? TILE_SIZE : -TILE_SIZE;
}
}
/* Make sure we do not overflow the map! */
CheckUnderflow(x, y, -1);
CheckUnderflow(y, x, -1);
CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, -1);
CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, -1);
assert(x >= 0 && y >= 0 && x <= (int)MapMaxX() * TILE_SIZE && y <= (int)MapMaxY() * TILE_SIZE);
}
break;
default:
NOT_REACHED();
}
} else if (TileVirtXY(thd->selstart.x, thd->selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
if (method & VPM_RAILDIRS) {
b = GetAutorailHT(x, y);
} else { // rect for autosignals on one tile
b = HT_RECT;
}
} else if (h == TILE_SIZE) { // Is this in X direction?
if (dx == TILE_SIZE) { // 2x1 special handling
b = (Check2x1AutoRail(3)) | HT_LINE;
} else if (dx == -TILE_SIZE) {
b = (Check2x1AutoRail(2)) | HT_LINE;
} else {
b = HT_LINE | HT_DIR_X;
}
y = thd->selstart.y;
} else if (w == TILE_SIZE) { // Or Y direction?
if (dy == TILE_SIZE) { // 2x1 special handling
b = (Check2x1AutoRail(1)) | HT_LINE;
} else if (dy == -TILE_SIZE) { // 2x1 other direction
b = (Check2x1AutoRail(0)) | HT_LINE;
} else {
b = HT_LINE | HT_DIR_Y;
}
x = thd->selstart.x;
} else if (w > h * 2) { // still count as x dir?
b = HT_LINE | HT_DIR_X;
y = thd->selstart.y;
} else if (h > w * 2) { // still count as y dir?
b = HT_LINE | HT_DIR_Y;
x = thd->selstart.x;
} else { // complicated direction
int d = w - h;
thd->selend.x = thd->selend.x & ~TILE_UNIT_MASK;
thd->selend.y = thd->selend.y & ~TILE_UNIT_MASK;
/* four cases. */
if (x > thd->selstart.x) {
if (y > thd->selstart.y) {
/* south */
if (d == 0) {
b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
} else if (d >= 0) {
x = thd->selstart.x + h;
b = HT_LINE | HT_DIR_VL;
} else {
y = thd->selstart.y + w;
b = HT_LINE | HT_DIR_VR;
}
} else {
/* west */
if (d == 0) {
b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
} else if (d >= 0) {
x = thd->selstart.x + h;
b = HT_LINE | HT_DIR_HL;
} else {
y = thd->selstart.y - w;
b = HT_LINE | HT_DIR_HU;
}
}
} else {
if (y > thd->selstart.y) {
/* east */
if (d == 0) {
b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
} else if (d >= 0) {
x = thd->selstart.x - h;
b = HT_LINE | HT_DIR_HU;
} else {
y = thd->selstart.y + w;
b = HT_LINE | HT_DIR_HL;
}
} else {
/* north */
if (d == 0) {
b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
} else if (d >= 0) {
x = thd->selstart.x - h;
b = HT_LINE | HT_DIR_VR;
} else {
y = thd->selstart.y - w;
b = HT_LINE | HT_DIR_VL;
}
}
}
}
if (_settings_client.gui.measure_tooltip) {
TileIndex t0 = TileVirtXY(thd->selstart.x, thd->selstart.y);
TileIndex t1 = TileVirtXY(x, y);
uint distance = DistanceManhattan(t0, t1) + 1;
byte index = 0;
uint64 params[2];
if (distance != 1) {
int heightdiff = CalcHeightdiff(b, distance, t0, t1);
/* If we are showing a tooltip for horizontal or vertical drags,
* 2 tiles have a length of 1. To bias towards the ceiling we add
* one before division. It feels more natural to count 3 lengths as 2 */
if ((b & HT_DIR_MASK) != HT_DIR_X && (b & HT_DIR_MASK) != HT_DIR_Y) {
distance = (distance + 1) / 2;
}
params[index++] = distance;
if (heightdiff != 0) params[index++] = heightdiff;
}
ShowMeasurementTooltips(measure_strings_length[index], index, params);
}
thd->selend.x = x;
thd->selend.y = y;
thd->next_drawstyle = b;
}
/**
* Selects tiles while dragging
* @param x X coordinate of end of selection
* @param y Y coordinate of end of selection
* @param method modifies the way tiles are selected. Possible
* methods are VPM_* in viewport.h */
void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
{
int sx, sy;
HighLightStyle style;
if (x == -1) {
_thd.selend.x = -1;
return;
}
/* Special handling of drag in any (8-way) direction */
if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
_thd.selend.x = x;
_thd.selend.y = y;
CalcRaildirsDrawstyle(&_thd, x, y, method);
return;
}
/* Needed so level-land is placed correctly */
if (_thd.next_drawstyle == HT_POINT) {
x += TILE_SIZE / 2;
y += TILE_SIZE / 2;
}
sx = _thd.selstart.x;
sy = _thd.selstart.y;
switch (method) {
case VPM_X_OR_Y: // drag in X or Y direction
if (abs(sy - y) < abs(sx - x)) {
y = sy;
style = HT_DIR_X;
} else {
x = sx;
style = HT_DIR_Y;
}
goto calc_heightdiff_single_direction;
case VPM_FIX_X: // drag in Y direction
x = sx;
style = HT_DIR_Y;
goto calc_heightdiff_single_direction;
case VPM_FIX_Y: // drag in X direction
y = sy;
style = HT_DIR_X;
calc_heightdiff_single_direction:;
if (_settings_client.gui.measure_tooltip) {
TileIndex t0 = TileVirtXY(sx, sy);
TileIndex t1 = TileVirtXY(x, y);
uint distance = DistanceManhattan(t0, t1) + 1;
byte index = 0;
uint64 params[2];
if (distance != 1) {
/* With current code passing a HT_LINE style to calculate the height
* difference is enough. However if/when a point-tool is created
* with this method, function should be called with new_style (below)
* instead of HT_LINE | style case HT_POINT is handled specially
* new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
int heightdiff = CalcHeightdiff(HT_LINE | style, 0, t0, t1);
params[index++] = distance;
if (heightdiff != 0) params[index++] = heightdiff;
}
ShowMeasurementTooltips(measure_strings_length[index], index, params);
} break;
case VPM_X_AND_Y_LIMITED: { // drag an X by Y constrained rect area
int limit = (_thd.sizelimit - 1) * TILE_SIZE;
x = sx + Clamp(x - sx, -limit, limit);
y = sy + Clamp(y - sy, -limit, limit);
} // Fallthrough
case VPM_X_AND_Y: { // drag an X by Y area
if (_settings_client.gui.measure_tooltip) {
static const StringID measure_strings_area[] = {
STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
};
TileIndex t0 = TileVirtXY(sx, sy);
TileIndex t1 = TileVirtXY(x, y);
uint dx = Delta(TileX(t0), TileX(t1)) + 1;
uint dy = Delta(TileY(t0), TileY(t1)) + 1;
byte index = 0;
uint64 params[3];
/* If dragging an area (eg dynamite tool) and it is actually a single
* row/column, change the type to 'line' to get proper calculation for height */
style = (HighLightStyle)_thd.next_drawstyle;
if (style & HT_RECT) {
if (dx == 1) {
style = HT_LINE | HT_DIR_Y;
} else if (dy == 1) {
style = HT_LINE | HT_DIR_X;
}
}
if (dx != 1 || dy != 1) {
int heightdiff = CalcHeightdiff(style, 0, t0, t1);
params[index++] = dx;
params[index++] = dy;
if (heightdiff != 0) params[index++] = heightdiff;
}
ShowMeasurementTooltips(measure_strings_area[index], index, params);
}
break;
}
default: NOT_REACHED();
}
_thd.selend.x = x;
_thd.selend.y = y;
}
/**
* Handle the mouse while dragging for placement/resizing.
* @return Boolean whether search for a handler should continue
*/
bool VpHandlePlaceSizingDrag()
{
if (_special_mouse_mode != WSM_SIZING) return true;
/* stop drag mode if the window has been closed */
Window *w = FindWindowById(_thd.window_class, _thd.window_number);
if (w == NULL) {
ResetObjectToPlace();
return false;
}
/* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
if (_left_button_down) {
w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
return false;
}
/* mouse button released..
* keep the selected tool, but reset it to the original mode. */
_special_mouse_mode = WSM_NONE;
if (_thd.next_drawstyle == HT_RECT) {
_thd.place_mode = HT_RECT;
} else if (_thd.select_method & VPM_SIGNALDIRS) {
_thd.place_mode = HT_RECT;
} else if (_thd.select_method & VPM_RAILDIRS) {
_thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : HT_RAIL;
} else {
_thd.place_mode = HT_POINT;
}
SetTileSelectSize(1, 1);
w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
return false;
}
void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
{
SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
}
#include "table/animcursors.h"
void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
{
/* undo clicking on button and drag & drop */
if (_thd.place_mode != HT_NONE || _special_mouse_mode == WSM_DRAGDROP) {
Window *w = FindWindowById(_thd.window_class, _thd.window_number);
if (w != NULL) {
/* Call the abort function, but set the window class to something
* that will never be used to avoid infinite loops. Setting it to
* the 'next' window class must not be done because recursion into
* this function might in some cases reset the newly set object to
* place or not properly reset the original selection. */
_thd.window_class = WC_INVALID;
w->OnPlaceObjectAbort();
}
}
SetTileSelectSize(1, 1);
_thd.make_square_red = false;
if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
mode = HT_NONE;
_special_mouse_mode = WSM_DRAGDROP;
} else {
_special_mouse_mode = WSM_NONE;
}
_thd.place_mode = mode;
_thd.window_class = window_class;
_thd.window_number = window_num;
if (mode == HT_SPECIAL) // special tools, like tunnels or docks start with presizing mode
VpStartPreSizing();
if ((int)icon < 0) {
SetAnimatedMouseCursor(_animcursors[~icon]);
} else {
SetMouseCursor(icon, pal);
}
}
void ResetObjectToPlace()
{
SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
}