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|
/* $Id$ */
/*
* 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 "table/strings.h"
#include "table/sprites.h"
/** Widget numbers of the small map window. */
enum SmallMapWindowWidgets {
SM_WIDGET_CAPTION, ///< Caption widget.
SM_WIDGET_MAP_BORDER, ///< Border around the smallmap.
SM_WIDGET_MAP, ///< Panel containing the smallmap.
SM_WIDGET_LEGEND, ///< Bottom panel to display smallmap legends.
SM_WIDGET_ZOOM_IN, ///< Button to zoom in one step.
SM_WIDGET_ZOOM_OUT, ///< Button to zoom out one step.
SM_WIDGET_CONTOUR, ///< Button to select the contour view (height map).
SM_WIDGET_VEHICLES, ///< Button to select the vehicles view.
SM_WIDGET_INDUSTRIES, ///< Button to select the industries view.
SM_WIDGET_ROUTES, ///< Button to select the routes view.
SM_WIDGET_VEGETATION, ///< Button to select the vegetation view.
SM_WIDGET_OWNERS, ///< Button to select the owners view.
SM_WIDGET_CENTERMAP, ///< Button to move smallmap center to main window center.
SM_WIDGET_TOGGLETOWNNAME, ///< Toggle button to display town names.
SM_WIDGET_SELECTINDUSTRIES, ///< Selection widget for the buttons at the industry mode.
SM_WIDGET_ENABLEINDUSTRIES, ///< Button to enable display of all industries.
SM_WIDGET_DISABLEINDUSTRIES, ///< Button to disable display of all industries.
SM_WIDGET_SHOW_HEIGHT, ///< Show heightmap toggle button.
};
static int _smallmap_industry_count; ///< Number of used industries
/** Macro for ordinary entry of LegendAndColour */
#define MK(a, b) {a, b, INVALID_INDUSTRYTYPE, true, false, false}
/** Macro for an entry with configurable colour. */
#define MC(b) MK(0, b)
/** Macro for end of list marker in arrays of LegendAndColour */
#define MKEND() {0, STR_NULL, INVALID_INDUSTRYTYPE, true, true, false}
/** Macro for break marker in arrays of LegendAndColour.
* It will have valid data, though */
#define MS(a, b) {a, b, INVALID_INDUSTRYTYPE, true, false, true}
/** Structure for holding relevant data for legends in small map */
struct LegendAndColour {
uint8 colour; ///< colour of the item on the map
StringID legend; ///< string corresponding to the coloured item
IndustryType type; ///< type of industry
bool show_on_map; ///< for filtering industries, if true is shown on map in colour
bool end; ///< this is the end of the list
bool col_break; ///< perform a break and go one column further
};
/** Legend text giving the colours to look for on the minimap */
static LegendAndColour _legend_land_contours[] = {
/* The colours for the following values are set at BuildLandLegend() based on each colour scheme. */
MC(STR_SMALLMAP_LEGENDA_100M),
MC(STR_SMALLMAP_LEGENDA_200M),
MC(STR_SMALLMAP_LEGENDA_300M),
MC(STR_SMALLMAP_LEGENDA_400M),
MC(STR_SMALLMAP_LEGENDA_500M),
MS(0xD7, STR_SMALLMAP_LEGENDA_ROADS),
MK(0x0A, STR_SMALLMAP_LEGENDA_RAILROADS),
MK(0x98, STR_SMALLMAP_LEGENDA_STATIONS_AIRPORTS_DOCKS),
MK(0xB5, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES),
MK(0x0F, STR_SMALLMAP_LEGENDA_VEHICLES),
MKEND()
};
static const LegendAndColour _legend_vehicles[] = {
MK(0xB8, STR_SMALLMAP_LEGENDA_TRAINS),
MK(0xBF, STR_SMALLMAP_LEGENDA_ROAD_VEHICLES),
MK(0x98, STR_SMALLMAP_LEGENDA_SHIPS),
MK(0x0F, STR_SMALLMAP_LEGENDA_AIRCRAFT),
MS(0xD7, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES),
MK(0xB5, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES),
MKEND()
};
static const LegendAndColour _legend_routes[] = {
MK(0xD7, STR_SMALLMAP_LEGENDA_ROADS),
MK(0x0A, STR_SMALLMAP_LEGENDA_RAILROADS),
MK(0xB5, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES),
MS(0x56, STR_SMALLMAP_LEGENDA_RAILROAD_STATION),
MK(0xC2, STR_SMALLMAP_LEGENDA_TRUCK_LOADING_BAY),
MK(0xBF, STR_SMALLMAP_LEGENDA_BUS_STATION),
MK(0xB8, STR_SMALLMAP_LEGENDA_AIRPORT_HELIPORT),
MK(0x98, STR_SMALLMAP_LEGENDA_DOCK),
MKEND()
};
static const LegendAndColour _legend_vegetation[] = {
MK(0x52, STR_SMALLMAP_LEGENDA_ROUGH_LAND),
MK(0x54, STR_SMALLMAP_LEGENDA_GRASS_LAND),
MK(0x37, STR_SMALLMAP_LEGENDA_BARE_LAND),
MK(0x25, STR_SMALLMAP_LEGENDA_FIELDS),
MK(0x57, STR_SMALLMAP_LEGENDA_TREES),
MK(0xD0, STR_SMALLMAP_LEGENDA_FOREST),
MS(0x0A, STR_SMALLMAP_LEGENDA_ROCKS),
MK(0xC2, STR_SMALLMAP_LEGENDA_DESERT),
MK(0x98, STR_SMALLMAP_LEGENDA_SNOW),
MK(0xD7, STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES),
MK(0xB5, STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES),
MKEND()
};
static const LegendAndColour _legend_land_owners[] = {
MK(0xCA, STR_SMALLMAP_LEGENDA_WATER),
MK(0x54, STR_SMALLMAP_LEGENDA_NO_OWNER),
MK(0xB4, STR_SMALLMAP_LEGENDA_TOWNS),
MK(0x20, STR_SMALLMAP_LEGENDA_INDUSTRIES),
MKEND()
};
#undef MK
#undef MC
#undef MS
#undef MKEND
/** Allow room for all industries, plus a terminator entry
* This is required in order to have the indutry slots all filled up */
static LegendAndColour _legend_from_industries[NUM_INDUSTRYTYPES + 1];
/* For connecting industry type to position in industries list(small map legend) */
static uint _industry_to_list_pos[NUM_INDUSTRYTYPES];
/** Show heightmap in industry mode of smallmap window. */
static bool _smallmap_industry_show_heightmap;
/**
* Fills an array for the industries legends.
*/
void BuildIndustriesLegend()
{
uint j = 0;
/* Add each name */
for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
const IndustrySpec *indsp = GetIndustrySpec(i);
if (indsp->enabled) {
_legend_from_industries[j].legend = indsp->name;
_legend_from_industries[j].colour = indsp->map_colour;
_legend_from_industries[j].type = i;
_legend_from_industries[j].show_on_map = true;
_legend_from_industries[j].col_break = false;
_legend_from_industries[j].end = false;
/* Store widget number for this industry type */
_industry_to_list_pos[i] = j;
j++;
}
}
/* Terminate the list */
_legend_from_industries[j].end = true;
/* Store number of enabled industries */
_smallmap_industry_count = j;
}
static const LegendAndColour * const _legend_table[] = {
_legend_land_contours,
_legend_vehicles,
_legend_from_industries,
_legend_routes,
_legend_vegetation,
_legend_land_owners,
};
#define MKCOLOUR(x) TO_LE32X(x)
/** Height map colours for the green colour scheme, ordered by height. */
static const uint32 _green_map_heights[] = {
MKCOLOUR(0x5A5A5A5A),
MKCOLOUR(0x5A5B5A5B),
MKCOLOUR(0x5B5B5B5B),
MKCOLOUR(0x5B5C5B5C),
MKCOLOUR(0x5C5C5C5C),
MKCOLOUR(0x5C5D5C5D),
MKCOLOUR(0x5D5D5D5D),
MKCOLOUR(0x5D5E5D5E),
MKCOLOUR(0x5E5E5E5E),
MKCOLOUR(0x5E5F5E5F),
MKCOLOUR(0x5F5F5F5F),
MKCOLOUR(0x5F1F5F1F),
MKCOLOUR(0x1F1F1F1F),
MKCOLOUR(0x1F271F27),
MKCOLOUR(0x27272727),
MKCOLOUR(0x27272727),
};
assert_compile(lengthof(_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(0x60606060),
MKCOLOUR(0x60616061),
MKCOLOUR(0x61616161),
MKCOLOUR(0x61626162),
MKCOLOUR(0x62626262),
MKCOLOUR(0x62636263),
MKCOLOUR(0x63636363),
MKCOLOUR(0x63646364),
MKCOLOUR(0x64646464),
MKCOLOUR(0x64656465),
MKCOLOUR(0x65656565),
MKCOLOUR(0x65666566),
MKCOLOUR(0x66666666),
MKCOLOUR(0x66676667),
MKCOLOUR(0x67676767),
MKCOLOUR(0x67676767),
};
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(0x80808080),
MKCOLOUR(0x80818081),
MKCOLOUR(0x81818181),
MKCOLOUR(0x81828182),
MKCOLOUR(0x82828282),
MKCOLOUR(0x82838283),
MKCOLOUR(0x83838383),
MKCOLOUR(0x83848384),
MKCOLOUR(0x84848484),
MKCOLOUR(0x84858485),
MKCOLOUR(0x85858585),
MKCOLOUR(0x85868586),
MKCOLOUR(0x86868686),
MKCOLOUR(0x86878687),
MKCOLOUR(0x87878787),
MKCOLOUR(0x87878787),
};
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(0x54545454)}, ///< Green colour scheme.
{_dark_green_map_heights, MKCOLOUR(0x62626262)}, ///< Dark green colour scheme.
{_violet_map_heights, MKCOLOUR(0x82828282)}, ///< Violet colour scheme.
};
void BuildLandLegend()
{
_legend_land_contours[0].colour = _heightmap_schemes[_settings_client.gui.smallmap_land_colour].height_colours[0];
_legend_land_contours[1].colour = _heightmap_schemes[_settings_client.gui.smallmap_land_colour].height_colours[4];
_legend_land_contours[2].colour = _heightmap_schemes[_settings_client.gui.smallmap_land_colour].height_colours[8];
_legend_land_contours[3].colour = _heightmap_schemes[_settings_client.gui.smallmap_land_colour].height_colours[12];
_legend_land_contours[4].colour = _heightmap_schemes[_settings_client.gui.smallmap_land_colour].height_colours[14];
}
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(0x00000000), MKCOLOUR(0xFFFFFFFF)}, // MP_CLEAR
{MKCOLOUR(0x000A0A00), MKCOLOUR(0xFF0000FF)}, // MP_RAILWAY
{MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, // MP_ROAD
{MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, // MP_HOUSE
{MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, // MP_TREES
{MKCOLOUR(0x98989898), MKCOLOUR(0x00000000)}, // MP_STATION
{MKCOLOUR(0xCACACACA), MKCOLOUR(0x00000000)}, // MP_WATER
{MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, // MP_VOID
{MKCOLOUR(0xB5B5B5B5), MKCOLOUR(0x00000000)}, // MP_INDUSTRY
{MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, // MP_TUNNELBRIDGE
{MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, // MP_UNMOVABLE
{MKCOLOUR(0x000A0A00), MKCOLOUR(0xFF0000FF)},
};
/** Colour masks for "Vehicles", "Industry", and "Vegetation" modes. */
static const AndOr _smallmap_vehicles_andor[] = {
{MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, // MP_CLEAR
{MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, // MP_RAILWAY
{MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, // MP_ROAD
{MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, // MP_HOUSE
{MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, // MP_TREES
{MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)}, // MP_STATION
{MKCOLOUR(0xCACACACA), MKCOLOUR(0x00000000)}, // MP_WATER
{MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, // MP_VOID
{MKCOLOUR(0xB5B5B5B5), MKCOLOUR(0x00000000)}, // MP_INDUSTRY
{MKCOLOUR(0x00000000), MKCOLOUR(0xFFFFFFFF)}, // MP_TUNNELBRIDGE
{MKCOLOUR(0x00B5B500), MKCOLOUR(0xFF0000FF)}, // MP_UNMOVABLE
{MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)},
};
/** 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_UNMOVABLE
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 of the clear tiles, which will make it disappear */
t = MP_CLEAR;
}
}
const SmallMapColourScheme *cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour];
return ApplyMask(_smallmap_industry_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(0x56565656);
case STATION_AIRPORT: return MKCOLOUR(0xB8B8B8B8);
case STATION_TRUCK: return MKCOLOUR(0xC2C2C2C2);
case STATION_BUS: return MKCOLOUR(0xBFBFBFBF);
case STATION_DOCK: return MKCOLOUR(0x98989898);
default: return MKCOLOUR(0xFFFFFFFF);
}
}
/* Ground colour */
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(0x54545454), ///< full grass
MKCOLOUR(0x52525252), ///< rough land
MKCOLOUR(0x0A0A0A0A), ///< rocks
MKCOLOUR(0x25252525), ///< fields
MKCOLOUR(0x98989898), ///< snow
MKCOLOUR(0xC2C2C2C2), ///< desert
MKCOLOUR(0x54545454), ///< unused
MKCOLOUR(0x54545454), ///< unused
};
/**
* 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(0x37373737) : _vegetation_clear_bits[GetClearGround(tile)];
case MP_INDUSTRY:
return GetIndustrySpec(Industry::GetByTile(tile)->type)->check_proc == CHECK_FOREST ? MKCOLOUR(0xD0D0D0D0) : MKCOLOUR(0xB5B5B5B5);
case MP_TREES:
if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(tile) == TREE_GROUND_ROUGH_SNOW) {
return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR(0x98575798) : MKCOLOUR(0xC25757C2);
}
return MKCOLOUR(0x54575754);
default:
return ApplyMask(MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
}
}
static uint32 _owner_colours[OWNER_END + 1];
/**
* Return the colour a tile would be displayed with in the small map in mode "Owner".
*
* @param tile The tile of which we would like to get the colour.
* @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: o = OWNER_END; break;
case MP_HOUSE: o = OWNER_TOWN; break;
default: o = GetTileOwner(tile); break;
/* FIXME: For MP_ROAD there are multiple owners.
* GetTileOwner returns the rail owner (level crossing) resp. the owner of ROADTYPE_ROAD (normal road),
* even if there are no ROADTYPE_ROAD bits on the tile.
*/
}
return _owner_colours[o];
}
/** Vehicle colours in #SMT_VEHICLES mode. Indexed by #VehicleTypeByte. */
static const byte _vehicle_type_colours[6] = {
184, 191, 152, 15, 215, 184
};
/** Class managing the smallmap window. */
class SmallMapWindow : public Window {
/** Types of legends in the #SM_WIDGET_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 #SM_WIDGET_LEGEND widget.
static const uint INDUSTRY_MIN_NUMBER_OF_COLUMNS = 2; ///< Minimal number of columns in the #SM_WIDGET_LEGEND widget for the #SMT_INDUSTRY legend.
uint min_number_of_columns; ///< Minimal number of columns in legends.
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 #SM_WIDGET_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
/**
* 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.
*/
FORCEINLINE Point RemapTile(int tile_x, int tile_y) const
{
int x_offset = tile_x - this->scroll_x / TILE_SIZE;
int y_offset = tile_y - this->scroll_y / TILE_SIZE;
if (this->zoom == 1) return RemapCoords(x_offset, y_offset, 0);
/* 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 RemapCoords(x_offset / this->zoom, y_offset / this->zoom, 0);
}
/**
* 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).
* @return Tile being displayed at the given position relative to #scroll_x and #scroll_y.
* @note The #subscroll offset is already accounted for.
*/
FORCEINLINE Point PixelToTile(int px, int py, int *sub) const
{
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;
}
/** 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(SM_WIDGET_ZOOM_IN, this->zoom == zoomlevels[MIN_ZOOM_INDEX]);
this->SetWidgetDisabledState(SM_WIDGET_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] : 0xF;
/* And draw either one or two pixels depending on clipping */
blitter->SetPixel(dpi->dst_ptr, x, y, colour);
if (!skip) blitter->SetPixel(dpi->dst_ptr, x + 1, y, colour);
}
}
/**
* Adds town names to the smallmap.
* @param dpi the part of the smallmap to be drawn into
*/
void DrawTowns(const DrawPixelInfo *dpi) const
{
const Town *t;
FOR_ALL_TOWNS(t) {
/* Remap the town coordinate */
Point pt = 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, 69);
GfxFillRect(x, y2 - 3, x, y2, 69);
}
/**
* Draws horizontal part of map indicator
* @param x X coord of left border of main viewport
* @param x2 X coord of right border of main viewport
* @param y Y coord of top/bottom border of main viewport
*/
static inline void DrawHorizMapIndicator(int x, int x2, int y)
{
GfxFillRect(x, y, x + 3, y, 69);
GfxFillRect(x2 - 3, y, x2, y, 69);
}
/**
* Adds map indicators to the smallmap.
*/
void DrawMapIndicators() const
{
/* Find main viewport. */
const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
Point 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, 0);
/* Setup owner table */
if (this->map_type == SMT_OWNER) {
const Company *c;
/* Fill with some special colours */
_owner_colours[OWNER_TOWN] = MKCOLOUR(0xB4B4B4B4);
_owner_colours[OWNER_NONE] = _heightmap_schemes[_settings_client.gui.smallmap_land_colour].default_colour;
_owner_colours[OWNER_WATER] = MKCOLOUR(0xCACACACA);
_owner_colours[OWNER_END] = MKCOLOUR(0x20202020); // Industry
/* Now fill with the company colours */
FOR_ALL_COMPANIES(c) {
_owner_colours[c->index] = _colour_gradient[c->colour][5] * 0x01010101;
}
}
/* 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 / TILE_SIZE + tile.x;
int tile_y = this->scroll_y / 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;
}
public:
SmallMapWindow(const WindowDesc *desc, int window_number) : Window(), refresh(FORCE_REFRESH_PERIOD)
{
this->InitNested(desc, window_number);
this->LowerWidget(this->map_type + SM_WIDGET_CONTOUR);
_smallmap_industry_show_heightmap = false;
BuildLandLegend();
this->SetWidgetLoweredState(SM_WIDGET_SHOW_HEIGHT, _smallmap_industry_show_heightmap);
this->SetWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME, this->show_towns);
this->GetWidget<NWidgetStacked>(SM_WIDGET_SELECTINDUSTRIES)->SetDisplayedPlane(this->map_type != SMT_INDUSTRY);
this->SetZoomLevel(ZLC_INITIALIZE, NULL);
this->SmallMapCenterOnCurrentPos();
}
/** Compute maximal required height of the legends.
* @return Maximally needed height for displaying the smallmap legends in pixels.
*/
inline uint GetMaxLegendHeight() const
{
uint num_rows = max(this->min_number_of_fixed_rows, (_smallmap_industry_count + this->min_number_of_columns - 1) / this->min_number_of_columns);
return WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + num_rows * FONT_HEIGHT_SMALL;
}
/** 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 width.
* @return Needed height for displaying the smallmap legends in pixels.
*/
uint GetLegendHeight(uint width) const
{
uint num_columns = this->GetNumberColumnsLegend(width);
uint num_rows = max(this->min_number_of_fixed_rows, (_smallmap_industry_count + num_columns - 1) / num_columns);
return WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + num_rows * FONT_HEIGHT_SMALL;
}
virtual void SetStringParameters(int widget) const
{
switch (widget) {
case SM_WIDGET_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 (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 DrawWidget(const Rect &r, int widget) const
{
switch (widget) {
case SM_WIDGET_MAP: {
DrawPixelInfo new_dpi;
if (!FillDrawPixelInfo(&new_dpi, r.left + 1, r.top + 1, r.right - r.left - 1, r.bottom - r.top - 1)) return;
this->DrawSmallMap(&new_dpi);
} break;
case SM_WIDGET_LEGEND: {
uint columns = this->GetNumberColumnsLegend(r.right - r.left + 1);
uint number_of_rows = max(this->map_type == SMT_INDUSTRY ? (_smallmap_industry_count + columns - 1) / columns : 0, this->min_number_of_fixed_rows);
bool rtl = _dynlang.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 && 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);
assert(tbl->type < NUM_INDUSTRYTYPES);
SetDParam(1, _industry_counts[tbl->type]);
if (!tbl->show_on_map) {
/* Simply draw the string, not the black border of the legend colour.
* This will enforce the idea of the disabled item */
DrawString(x + 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, 0); // Outer border of the legend colour
}
} else {
/* Anything that is not an industry is using normal process */
GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, 0);
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;
}
}
}
}
virtual void OnPaint()
{
this->DrawWidgets();
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (widget) {
case SM_WIDGET_MAP: { // Map window
/*
* XXX: scrolling with the left mouse button is done by subsequently
* clicking with the left mouse button; clicking once centers the
* large map at the selected point. So by unclicking the left mouse
* button here, it gets reclicked during the next inputloop, which
* would make it look like the mouse is being dragged, while it is
* actually being (virtually) clicked every inputloop.
*/
_left_button_clicked = false;
const NWidgetBase *wid = this->GetWidget<NWidgetBase>(SM_WIDGET_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 SM_WIDGET_ZOOM_IN:
case SM_WIDGET_ZOOM_OUT: {
const NWidgetBase *wid = this->GetWidget<NWidgetBase>(SM_WIDGET_MAP);
Point pt = {wid->current_x / 2, wid->current_y / 2};
this->SetZoomLevel((widget == SM_WIDGET_ZOOM_IN) ? ZLC_ZOOM_IN : ZLC_ZOOM_OUT, &pt);
SndPlayFx(SND_15_BEEP);
break;
}
case SM_WIDGET_CONTOUR: // Show land contours
case SM_WIDGET_VEHICLES: // Show vehicles
case SM_WIDGET_INDUSTRIES: // Show industries
case SM_WIDGET_ROUTES: // Show transport routes
case SM_WIDGET_VEGETATION: // Show vegetation
case SM_WIDGET_OWNERS: // Show land owners
this->RaiseWidget(this->map_type + SM_WIDGET_CONTOUR);
this->map_type = (SmallMapType)(widget - SM_WIDGET_CONTOUR);
this->LowerWidget(this->map_type + SM_WIDGET_CONTOUR);
/* Hide Enable all/Disable all buttons if is not industry type small map */
this->GetWidget<NWidgetStacked>(SM_WIDGET_SELECTINDUSTRIES)->SetDisplayedPlane(this->map_type != SMT_INDUSTRY);
this->SetDirty();
SndPlayFx(SND_15_BEEP);
break;
case SM_WIDGET_CENTERMAP: // Center the smallmap again
this->SmallMapCenterOnCurrentPos();
this->HandleButtonClick(SM_WIDGET_CENTERMAP);
SndPlayFx(SND_15_BEEP);
break;
case SM_WIDGET_TOGGLETOWNNAME: // Toggle town names
this->show_towns = !this->show_towns;
this->SetWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME, this->show_towns);
this->SetDirty();
SndPlayFx(SND_15_BEEP);
break;
case SM_WIDGET_LEGEND: // Legend
/* If industry type small map*/
if (this->map_type == SMT_INDUSTRY) {
/* If click on industries label, find right industry type and enable/disable it */
const NWidgetBase *wi = this->GetWidget<NWidgetBase>(SM_WIDGET_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((_smallmap_industry_count + columns - 1) / columns, this->min_number_of_fixed_rows);
if (line >= number_of_rows) break;
bool rtl = _dynlang.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;
/* Check if click is on industry label*/
int industry_pos = (column * number_of_rows) + line;
if (industry_pos < _smallmap_industry_count) {
_legend_from_industries[industry_pos].show_on_map = !_legend_from_industries[industry_pos].show_on_map;
}
/* Raise the two buttons "all", as we have done a specific choice */
this->RaiseWidget(SM_WIDGET_ENABLEINDUSTRIES);
this->RaiseWidget(SM_WIDGET_DISABLEINDUSTRIES);
this->SetDirty();
}
break;
case SM_WIDGET_ENABLEINDUSTRIES: // Enable all industries
for (int i = 0; i != _smallmap_industry_count; i++) {
_legend_from_industries[i].show_on_map = true;
}
/* Toggle appeareance indicating the choice */
this->LowerWidget(SM_WIDGET_ENABLEINDUSTRIES);
this->RaiseWidget(SM_WIDGET_DISABLEINDUSTRIES);
this->SetDirty();
break;
case SM_WIDGET_DISABLEINDUSTRIES: // Disable all industries
for (int i = 0; i != _smallmap_industry_count; i++) {
_legend_from_industries[i].show_on_map = false;
}
/* Toggle appeareance indicating the choice */
this->RaiseWidget(SM_WIDGET_ENABLEINDUSTRIES);
this->LowerWidget(SM_WIDGET_DISABLEINDUSTRIES);
this->SetDirty();
break;
case SM_WIDGET_SHOW_HEIGHT: // Enable/disable showing of heightmap.
_smallmap_industry_show_heightmap = !_smallmap_industry_show_heightmap;
this->SetWidgetLoweredState(SM_WIDGET_SHOW_HEIGHT, _smallmap_industry_show_heightmap);
this->SetDirty();
break;
}
}
virtual void OnRightClick(Point pt, int widget)
{
if (widget == SM_WIDGET_MAP) {
if (_scrolling_viewport) return;
_scrolling_viewport = true;
}
}
virtual void OnMouseWheel(int wheel)
{
const NWidgetBase *wid = this->GetWidget<NWidgetBase>(SM_WIDGET_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>(SM_WIDGET_MAP);
Point hv = InverseRemapCoords(wi->current_x * TILE_SIZE / 2, wi->current_y * 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>(SM_WIDGET_MAP);
Point tile = this->PixelToTile(wid->current_x / 2, wid->current_y / 2, &sub);
this->SetNewScroll(pt.x - tile.x * TILE_SIZE, pt.y - tile.y * TILE_SIZE, 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->GetMaxLegendHeight());
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(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, SM_WIDGET_MAP_BORDER),
NWidget(WWT_INSET, COLOUR_BROWN, SM_WIDGET_MAP), SetMinimalSize(346, 140), SetResize(1, 1), SetPadding(2, 2, 2, 2), EndContainer(),
EndContainer(),
};
/** 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, SM_WIDGET_LEGEND), SetResize(1, 1),
NWidget(NWID_VERTICAL),
/* Top button row. */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHIMGBTN, COLOUR_BROWN, SM_WIDGET_ZOOM_IN), SetDataTip(SPR_IMG_ZOOMIN, STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN),
NWidget(WWT_PUSHIMGBTN, COLOUR_BROWN, SM_WIDGET_CENTERMAP), SetDataTip(SPR_IMG_SMALLMAP, STR_SMALLMAP_CENTER),
NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_CONTOUR), SetDataTip(SPR_IMG_SHOW_COUNTOURS, STR_SMALLMAP_TOOLTIP_SHOW_LAND_CONTOURS_ON_MAP),
NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_VEHICLES), SetDataTip(SPR_IMG_SHOW_VEHICLES, STR_SMALLMAP_TOOLTIP_SHOW_VEHICLES_ON_MAP),
NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_INDUSTRIES), SetDataTip(SPR_IMG_INDUSTRY, STR_SMALLMAP_TOOLTIP_SHOW_INDUSTRIES_ON_MAP),
EndContainer(),
/* Bottom button row. */
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_PUSHIMGBTN, COLOUR_BROWN, SM_WIDGET_ZOOM_OUT), SetDataTip(SPR_IMG_ZOOMOUT, STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT),
NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_TOGGLETOWNNAME), SetDataTip(SPR_IMG_TOWN, STR_SMALLMAP_TOOLTIP_TOGGLE_TOWN_NAMES_ON_OFF),
NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_ROUTES), SetDataTip(SPR_IMG_SHOW_ROUTES, STR_SMALLMAP_TOOLTIP_SHOW_TRANSPORT_ROUTES_ON),
NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_VEGETATION), SetDataTip(SPR_IMG_PLANTTREES, STR_SMALLMAP_TOOLTIP_SHOW_VEGETATION_ON_MAP),
NWidget(WWT_IMGBTN, COLOUR_BROWN, SM_WIDGET_OWNERS), SetDataTip(SPR_IMG_COMPANY_GENERAL, STR_SMALLMAP_TOOLTIP_SHOW_LAND_OWNERS_ON_MAP),
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, SM_WIDGET_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, SM_WIDGET_SELECTINDUSTRIES),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
NWidget(WWT_TEXTBTN, COLOUR_BROWN, SM_WIDGET_ENABLEINDUSTRIES), SetDataTip(STR_SMALLMAP_ENABLE_ALL, STR_SMALLMAP_TOOLTIP_ENABLE_ALL),
NWidget(WWT_TEXTBTN, COLOUR_BROWN, SM_WIDGET_DISABLEINDUSTRIES), SetDataTip(STR_SMALLMAP_DISABLE_ALL, STR_SMALLMAP_TOOLTIP_DISABLE_ALL),
NWidget(WWT_TEXTBTN, COLOUR_BROWN, SM_WIDGET_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)
);
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;
}
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