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Location: cpp/openttd-patchpack/source/src/direction_type.h - annotation
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Codechange: Allow constexpr NWidgetPart construction.
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* 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 direction_type.h Different types to 'show' directions. */
#ifndef DIRECTION_TYPE_H
#define DIRECTION_TYPE_H
#include "core/enum_type.hpp"
/**
* Defines the 8 directions on the map.
*
* This enum defines 8 possible directions which are used for
* the vehicles in the game. The directions are aligned straight
* to the viewport, not to the map. So north points to the top of
* your viewport and not rotated by 45 degrees left or right to get
* a "north" used in you games.
*/
enum Direction : byte {
DIR_BEGIN = 0, ///< Used to iterate
DIR_N = 0, ///< North
DIR_NE = 1, ///< Northeast
DIR_E = 2, ///< East
DIR_SE = 3, ///< Southeast
DIR_S = 4, ///< South
DIR_SW = 5, ///< Southwest
DIR_W = 6, ///< West
DIR_NW = 7, ///< Northwest
DIR_END, ///< Used to iterate
INVALID_DIR = 0xFF, ///< Flag for an invalid direction
};
/** Allow incrementing of Direction variables */
DECLARE_POSTFIX_INCREMENT(Direction)
/**
* Enumeration for the difference between two directions.
*
* This enumeration is used to mark differences between
* two directions. If you get one direction you can align
* a second direction in 8 different ways. This enumeration
* only contains 6 of these 8 differences, but the remaining
* two can be calculated by adding to differences together.
* This also means you can add two differences together and
* get the difference you really want to get. The difference
* of 45 degrees left + the difference of 45 degrees right results in the
* difference of 0 degrees.
*
* @note To get this mentioned addition of direction you must use
* modulo DIR_END or use the #ChangeDirDiff(DirDiff, DirDiff) function.
* @see ChangeDirDiff(DirDiff, DirDiff)
*/
enum DirDiff {
DIRDIFF_SAME = 0, ///< Both directions faces to the same direction
DIRDIFF_45RIGHT = 1, ///< Angle of 45 degrees right
DIRDIFF_90RIGHT = 2, ///< Angle of 90 degrees right
DIRDIFF_REVERSE = 4, ///< One direction is the opposite of the other one
DIRDIFF_90LEFT = 6, ///< Angle of 90 degrees left
DIRDIFF_45LEFT = 7, ///< Angle of 45 degrees left
};
/**
* Enumeration for diagonal directions.
*
* This enumeration is used for the 4 direction of the tile-edges.
*/
enum DiagDirection : byte {
DIAGDIR_BEGIN = 0, ///< Used for iterations
DIAGDIR_NE = 0, ///< Northeast, upper right on your monitor
DIAGDIR_SE = 1, ///< Southeast
DIAGDIR_SW = 2, ///< Southwest
DIAGDIR_NW = 3, ///< Northwest
DIAGDIR_END, ///< Used for iterations
INVALID_DIAGDIR = 0xFF, ///< Flag for an invalid DiagDirection
};
/** Allow incrementing of DiagDirection variables */
DECLARE_POSTFIX_INCREMENT(DiagDirection)
/**
* Enumeration for the difference between to DiagDirection.
*
* As the DiagDirection only contains 4 possible directions the
* difference between two of these directions can only be in 4 ways.
* As the DirDiff enumeration the values can be added together and
* you will get the resulting difference (use modulo DIAGDIR_END).
*
* @see DirDiff
*/
enum DiagDirDiff {
DIAGDIRDIFF_BEGIN = 0, ///< Used for iterations
DIAGDIRDIFF_SAME = 0, ///< Same directions
DIAGDIRDIFF_90RIGHT = 1, ///< 90 degrees right
DIAGDIRDIFF_REVERSE = 2, ///< Reverse directions
DIAGDIRDIFF_90LEFT = 3, ///< 90 degrees left
DIAGDIRDIFF_END, ///< Used for iterations
};
/** Allow incrementing of DiagDirDiff variables */
DECLARE_POSTFIX_INCREMENT(DiagDirDiff)
/**
* Enumeration for the two axis X and Y
*
* This enumeration represents the two axis X and Y in the game.
* The X axis is the one which goes align the north-west edge
* (and south-east edge). The Y axis must be so the one which goes
* align the north-east edge (and south-west) edge.
*/
enum Axis : byte {
AXIS_X = 0, ///< The X axis
AXIS_Y = 1, ///< The y axis
AXIS_END, ///< Used for iterations
INVALID_AXIS = 0xFF, ///< Flag for an invalid Axis
};
#endif /* DIRECTION_TYPE_H */
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