Changeset - r20060:09b552cfa41d
[Not reviewed]
master
0 2 0
rubidium - 11 years ago 2013-02-17 20:38:35
rubidium@openttd.org
(svn r25018) -Codechange: Move SmallMapWindow declaration to header (fonsinchen)
2 files changed with 980 insertions and 936 deletions:
0 comments (0 inline, 0 general)
src/smallmap_gui.cpp
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@@ -14,20 +14,17 @@
 
#include "industry.h"
 
#include "station_map.h"
 
#include "landscape.h"
 
#include "window_gui.h"
 
#include "tree_map.h"
 
#include "viewport_func.h"
 
#include "town.h"
 
#include "blitter/factory.hpp"
 
#include "tunnelbridge_map.h"
 
#include "strings_func.h"
 
#include "core/endian_func.hpp"
 
#include "vehicle_base.h"
 
#include "sound_func.h"
 
#include "window_func.h"
 
#include "company_base.h"
 

	
 
#include "widgets/smallmap_widget.h"
 
#include "smallmap_gui.h"
 

	
 
#include "table/strings.h"
 

	
 
@@ -64,18 +61,6 @@ static const uint8 PC_WATER           = 
 
 */
 
#define MS(a, b) {a, b, INVALID_INDUSTRYTYPE, 0, INVALID_COMPANY, true, false, true}
 

	
 
/** Structure for holding relevant data for legends in small map */
 
struct LegendAndColour {
 
	uint8 colour;              ///< Colour of the item on the map.
 
	StringID legend;           ///< String corresponding to the coloured item.
 
	IndustryType type;         ///< Type of industry. Only valid for industry entries.
 
	uint8 height;              ///< Height in tiles. Only valid for height legend entries.
 
	CompanyID company;         ///< Company to display. Only valid for company entries of the owner legend.
 
	bool show_on_map;          ///< For filtering industries, if \c true, industry is shown on the map in colour.
 
	bool end;                  ///< This is the end of the list.
 
	bool col_break;            ///< Perform a column break and go further at the next column.
 
};
 

	
 
/** Legend text giving the colours to look for on the minimap */
 
static LegendAndColour _legend_land_contours[] = {
 
	/* The colours for the following values are set at BuildLandLegend() based on each colour scheme. */
 
@@ -569,1021 +554,939 @@ static const byte _vehicle_type_colours[
 
};
 

	
 

	
 
/** Class managing the smallmap window. */
 
class SmallMapWindow : public Window {
 
	/** Types of legends in the #WID_SM_LEGEND widget. */
 
	enum SmallMapType {
 
		SMT_CONTOUR,
 
		SMT_VEHICLES,
 
		SMT_INDUSTRY,
 
		SMT_ROUTES,
 
		SMT_VEGETATION,
 
		SMT_OWNER,
 
	};
 
inline Point SmallMapWindow::SmallmapRemapCoords(int x, int y) const
 
{
 
	Point pt;
 
	pt.x = (y - x) * 2;
 
	pt.y = y + x;
 
	return pt;
 
}
 

	
 
/**
 
 * Remap tile to location on this smallmap.
 
 * @param tile_x X coordinate of the tile.
 
 * @param tile_y Y coordinate of the tile.
 
 * @return Position to draw on.
 
 */
 
inline Point SmallMapWindow::RemapTile(int tile_x, int tile_y) const
 
{
 
	int x_offset = tile_x - this->scroll_x / (int)TILE_SIZE;
 
	int y_offset = tile_y - this->scroll_y / (int)TILE_SIZE;
 

	
 
	if (this->zoom == 1) return SmallmapRemapCoords(x_offset, y_offset);
 

	
 
	/* For negative offsets, round towards -inf. */
 
	if (x_offset < 0) x_offset -= this->zoom - 1;
 
	if (y_offset < 0) y_offset -= this->zoom - 1;
 

	
 
	return SmallmapRemapCoords(x_offset / this->zoom, y_offset / this->zoom);
 
}
 

	
 
	/** Available kinds of zoomlevel changes. */
 
	enum ZoomLevelChange {
 
		ZLC_INITIALIZE, ///< Initialize zoom level.
 
		ZLC_ZOOM_OUT,   ///< Zoom out.
 
		ZLC_ZOOM_IN,    ///< Zoom in.
 
	};
 
/**
 
 * Determine the tile relative to the base tile of the smallmap, and the pixel position at
 
 * that tile for a point in the smallmap.
 
 * @param px       Horizontal coordinate of the pixel.
 
 * @param py       Vertical coordinate of the pixel.
 
 * @param sub[out] Pixel position at the tile (0..3).
 
 * @param add_sub  Add current #subscroll to the position.
 
 * @return Tile being displayed at the given position relative to #scroll_x and #scroll_y.
 
 * @note The #subscroll offset is already accounted for.
 
 */
 
inline Point SmallMapWindow::PixelToTile(int px, int py, int *sub, bool add_sub) const
 
{
 
	if (add_sub) px += this->subscroll;  // Total horizontal offset.
 

	
 
	/* For each two rows down, add a x and a y tile, and
 
	 * For each four pixels to the right, move a tile to the right. */
 
	Point pt = {((py >> 1) - (px >> 2)) * this->zoom, ((py >> 1) + (px >> 2)) * this->zoom};
 
	px &= 3;
 

	
 
	if (py & 1) { // Odd number of rows, handle the 2 pixel shift.
 
		if (px < 2) {
 
			pt.x += this->zoom;
 
			px += 2;
 
		} else {
 
			pt.y += this->zoom;
 
			px -= 2;
 
		}
 
	}
 

	
 
	*sub = px;
 
	return pt;
 
}
 

	
 
/**
 
 * Compute base parameters of the smallmap such that tile (\a tx, \a ty) starts at pixel (\a x, \a y).
 
 * @param tx        Tile x coordinate.
 
 * @param ty        Tile y coordinate.
 
 * @param x         Non-negative horizontal position in the display where the tile starts.
 
 * @param y         Non-negative vertical position in the display where the tile starts.
 
 * @param sub [out] Value of #subscroll needed.
 
 * @return #scroll_x, #scroll_y values.
 
 */
 
Point SmallMapWindow::ComputeScroll(int tx, int ty, int x, int y, int *sub)
 
{
 
	assert(x >= 0 && y >= 0);
 

	
 
	int new_sub;
 
	Point tile_xy = PixelToTile(x, y, &new_sub, false);
 
	tx -= tile_xy.x;
 
	ty -= tile_xy.y;
 

	
 
	static SmallMapType map_type; ///< Currently displayed legends.
 
	static bool show_towns;       ///< Display town names in the smallmap.
 
	Point scroll;
 
	if (new_sub == 0) {
 
		*sub = 0;
 
		scroll.x = (tx + this->zoom) * TILE_SIZE;
 
		scroll.y = (ty - this->zoom) * TILE_SIZE;
 
	} else {
 
		*sub = 4 - new_sub;
 
		scroll.x = (tx + 2 * this->zoom) * TILE_SIZE;
 
		scroll.y = (ty - 2 * this->zoom) * TILE_SIZE;
 
	}
 
	return scroll;
 
}
 

	
 
	static const uint LEGEND_BLOB_WIDTH = 8;              ///< Width of the coloured blob in front of a line text in the #WID_SM_LEGEND widget.
 
	static const uint INDUSTRY_MIN_NUMBER_OF_COLUMNS = 2; ///< Minimal number of columns in the #WID_SM_LEGEND widget for the #SMT_INDUSTRY legend.
 
	uint min_number_of_fixed_rows; ///< Minimal number of rows in the legends for the fixed layouts only (all except #SMT_INDUSTRY).
 
	uint column_width;             ///< Width of a column in the #WID_SM_LEGEND widget.
 
/**
 
 * 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 SmallMapWindow::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;
 

	
 
	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).
 
		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();
 
	}
 

	
 
	static const uint FORCE_REFRESH_PERIOD = 0x1F; ///< map is redrawn after that many ticks
 
	static const uint BLINK_PERIOD         = 0x0F; ///< highlight blinking interval
 
	uint8 refresh; ///< refresh counter, zeroed every FORCE_REFRESH_PERIOD ticks
 
	if (new_index != cur_index) {
 
		this->zoom = zoomlevels[new_index];
 
		if (cur_index >= 0) {
 
			Point new_tile = this->PixelToTile(zoom_pt->x, zoom_pt->y, &sub);
 
			this->SetNewScroll(this->scroll_x + (tile.x - new_tile.x) * TILE_SIZE,
 
					this->scroll_y + (tile.y - new_tile.y) * TILE_SIZE, sub);
 
		}
 
		this->SetWidgetDisabledState(WID_SM_ZOOM_IN,  this->zoom == zoomlevels[MIN_ZOOM_INDEX]);
 
		this->SetWidgetDisabledState(WID_SM_ZOOM_OUT, this->zoom == zoomlevels[MAX_ZOOM_INDEX]);
 
		this->SetDirty();
 
	}
 
}
 

	
 
	inline Point SmallmapRemapCoords(int x, int y) const
 
	{
 
		Point pt;
 
		pt.x = (y - x) * 2;
 
		pt.y = y + x;
 
		return pt;
 
/**
 
 * 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 SmallMapWindow::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;
 
		}
 
	}
 

	
 
	/**
 
	 * Remap tile to location on this smallmap.
 
	 * @param tile_x X coordinate of the tile.
 
	 * @param tile_y Y coordinate of the tile.
 
	 * @return Position to draw on.
 
	 */
 
	inline Point RemapTile(int tile_x, int tile_y) const
 
	{
 
		int x_offset = tile_x - this->scroll_x / (int)TILE_SIZE;
 
		int y_offset = tile_y - this->scroll_y / (int)TILE_SIZE;
 
	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.
 
 */
 
void SmallMapWindow::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;
 

	
 
		if (this->zoom == 1) return SmallmapRemapCoords(x_offset, y_offset);
 
	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!).
 

	
 
		/* For negative offsets, round towards -inf. */
 
		if (x_offset < 0) x_offset -= this->zoom - 1;
 
		if (y_offset < 0) y_offset -= this->zoom - 1;
 
		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);
 
}
 

	
 
		return SmallmapRemapCoords(x_offset / this->zoom, y_offset / this->zoom);
 
	}
 
/**
 
 * Adds vehicles to the smallmap.
 
 * @param dpi the part of the smallmap to be drawn into
 
 * @param blitter current blitter
 
 */
 
void SmallMapWindow::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.
 

	
 
	/**
 
	 * Determine the tile relative to the base tile of the smallmap, and the pixel position at
 
	 * that tile for a point in the smallmap.
 
	 * @param px       Horizontal coordinate of the pixel.
 
	 * @param py       Vertical coordinate of the pixel.
 
	 * @param sub[out] Pixel position at the tile (0..3).
 
	 * @param add_sub  Add current #subscroll to the position.
 
	 * @return Tile being displayed at the given position relative to #scroll_x and #scroll_y.
 
	 * @note The #subscroll offset is already accounted for.
 
	 */
 
	inline Point PixelToTile(int px, int py, int *sub, bool add_sub = true) const
 
	{
 
		if (add_sub) px += this->subscroll;  // Total horizontal offset.
 
		bool skip = false; // Default is to draw both pixels.
 
		int x = pt.x - this->subscroll - 3 - dpi->left; // Offset X coordinate.
 
		if (x < 0) {
 
			/* if x+1 is 0, that means we're on the very left edge,
 
			 * and should thus only draw a single pixel */
 
			if (++x != 0) continue;
 
			skip = true;
 
		} else if (x >= dpi->width - 1) {
 
			/* Check if we're at the very right edge, and if so draw only a single pixel */
 
			if (x != dpi->width - 1) continue;
 
			skip = true;
 
		}
 

	
 
		/* Calculate pointer to pixel and the colour */
 
		byte colour = (this->map_type == SMT_VEHICLES) ? _vehicle_type_colours[v->type] : PC_WHITE;
 

	
 
		/* And draw either one or two pixels depending on clipping */
 
		blitter->SetPixel(dpi->dst_ptr, x, y, colour);
 
		if (!skip) blitter->SetPixel(dpi->dst_ptr, x + 1, y, colour);
 
	}
 
}
 

	
 
/**
 
 * Adds town names to the smallmap.
 
 * @param dpi the part of the smallmap to be drawn into
 
 */
 
void SmallMapWindow::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->cache.sign.width_small >> 1);
 
		int y = pt.y;
 

	
 
		/* Check if the town sign is within bounds */
 
		if (x + t->cache.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->cache.sign.width_small, y, STR_SMALLMAP_TOWN);
 
		}
 
	}
 
}
 

	
 
/**
 
 * Adds map indicators to the smallmap.
 
 */
 
void SmallMapWindow::DrawMapIndicators() const
 
{
 
	/* Find main viewport. */
 
	const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
 

	
 
		/* 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;
 
	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);
 
}
 

	
 
		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;
 
/**
 
 * 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 SmallMapWindow::DrawSmallMap(DrawPixelInfo *dpi) const
 
{
 
	Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
 
	DrawPixelInfo *old_dpi;
 

	
 
	old_dpi = _cur_dpi;
 
	_cur_dpi = dpi;
 

	
 
	/* Clear it */
 
	GfxFillRect(dpi->left, dpi->top, dpi->left + dpi->width - 1, dpi->top + dpi->height - 1, PC_BLACK);
 

	
 
	/* Which tile is displayed at (dpi->left, dpi->top)? */
 
	int dx;
 
	Point tile = this->PixelToTile(dpi->left, dpi->top, &dx);
 
	int tile_x = this->scroll_x / (int)TILE_SIZE + tile.x;
 
	int tile_y = this->scroll_y / (int)TILE_SIZE + tile.y;
 

	
 
	void *ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0);
 
	int x = - dx - 4;
 
	int y = 0;
 

	
 
	for (;;) {
 
		/* Distance from left edge */
 
		if (x >= -3) {
 
			if (x >= dpi->width) break; // Exit the loop.
 

	
 
			int end_pos = min(dpi->width, x + 4);
 
			int reps = (dpi->height - y + 1) / 2; // Number of lines.
 
			if (reps > 0) {
 
				this->DrawSmallMapColumn(ptr, tile_x, tile_y, dpi->pitch * 2, reps, x, end_pos, blitter);
 
			}
 
		}
 

	
 
		*sub = px;
 
		return pt;
 
	}
 

	
 
	/**
 
	 * Compute base parameters of the smallmap such that tile (\a tx, \a ty) starts at pixel (\a x, \a y).
 
	 * @param tx        Tile x coordinate.
 
	 * @param ty        Tile y coordinate.
 
	 * @param x         Non-negative horizontal position in the display where the tile starts.
 
	 * @param y         Non-negative vertical position in the display where the tile starts.
 
	 * @param sub [out] Value of #subscroll needed.
 
	 * @return #scroll_x, #scroll_y values.
 
	 */
 
	Point ComputeScroll(int tx, int ty, int x, int y, int *sub)
 
	{
 
		assert(x >= 0 && y >= 0);
 

	
 
		int new_sub;
 
		Point tile_xy = PixelToTile(x, y, &new_sub, false);
 
		tx -= tile_xy.x;
 
		ty -= tile_xy.y;
 

	
 
		Point scroll;
 
		if (new_sub == 0) {
 
			*sub = 0;
 
			scroll.x = (tx + this->zoom) * TILE_SIZE;
 
			scroll.y = (ty - this->zoom) * TILE_SIZE;
 
		if (y == 0) {
 
			tile_y += this->zoom;
 
			y++;
 
			ptr = blitter->MoveTo(ptr, 0, 1);
 
		} else {
 
			*sub = 4 - new_sub;
 
			scroll.x = (tx + 2 * this->zoom) * TILE_SIZE;
 
			scroll.y = (ty - 2 * this->zoom) * TILE_SIZE;
 
			tile_x -= this->zoom;
 
			y--;
 
			ptr = blitter->MoveTo(ptr, 0, -1);
 
		}
 
		return scroll;
 
		ptr = blitter->MoveTo(ptr, 2, 0);
 
		x += 2;
 
	}
 

	
 
	/**
 
	 * 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;
 
	/* 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);
 

	
 
		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;
 
	/* Draw map indicators */
 
	this->DrawMapIndicators();
 

	
 
	_cur_dpi = old_dpi;
 
}
 

	
 
			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;
 
/**
 
 * Function to set up widgets depending on the information being shown on the smallmap.
 
 */
 
void SmallMapWindow::SetupWidgetData()
 
{
 
	StringID legend_tooltip;
 
	StringID enable_all_tooltip;
 
	StringID disable_all_tooltip;
 
	int plane;
 
	switch (this->map_type) {
 
		case SMT_INDUSTRY:
 
			legend_tooltip = STR_SMALLMAP_TOOLTIP_INDUSTRY_SELECTION;
 
			enable_all_tooltip = STR_SMALLMAP_TOOLTIP_ENABLE_ALL_INDUSTRIES;
 
			disable_all_tooltip = STR_SMALLMAP_TOOLTIP_DISABLE_ALL_INDUSTRIES;
 
			plane = 0;
 
			break;
 

	
 
			default: NOT_REACHED();
 
		}
 
		case SMT_OWNER:
 
			legend_tooltip = STR_SMALLMAP_TOOLTIP_COMPANY_SELECTION;
 
			enable_all_tooltip = STR_SMALLMAP_TOOLTIP_ENABLE_ALL_COMPANIES;
 
			disable_all_tooltip = STR_SMALLMAP_TOOLTIP_DISABLE_ALL_COMPANIES;
 
			plane = 0;
 
			break;
 

	
 
		if (new_index != cur_index) {
 
			this->zoom = zoomlevels[new_index];
 
			if (cur_index >= 0) {
 
				Point new_tile = this->PixelToTile(zoom_pt->x, zoom_pt->y, &sub);
 
				this->SetNewScroll(this->scroll_x + (tile.x - new_tile.x) * TILE_SIZE,
 
						this->scroll_y + (tile.y - new_tile.y) * TILE_SIZE, sub);
 
			}
 
			this->SetWidgetDisabledState(WID_SM_ZOOM_IN,  this->zoom == zoomlevels[MIN_ZOOM_INDEX]);
 
			this->SetWidgetDisabledState(WID_SM_ZOOM_OUT, this->zoom == zoomlevels[MAX_ZOOM_INDEX]);
 
			this->SetDirty();
 
		}
 
		default:
 
			legend_tooltip = STR_NULL;
 
			enable_all_tooltip = STR_NULL;
 
			disable_all_tooltip = STR_NULL;
 
			plane = 1;
 
			break;
 
	}
 

	
 
	/**
 
	 * 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.
 
	this->GetWidget<NWidgetCore>(WID_SM_LEGEND)->SetDataTip(STR_NULL, legend_tooltip);
 
	this->GetWidget<NWidgetCore>(WID_SM_ENABLE_ALL)->SetDataTip(STR_SMALLMAP_ENABLE_ALL, enable_all_tooltip);
 
	this->GetWidget<NWidgetCore>(WID_SM_DISABLE_ALL)->SetDataTip(STR_SMALLMAP_DISABLE_ALL, disable_all_tooltip);
 
	this->GetWidget<NWidgetStacked>(WID_SM_SELECT_BUTTONS)->SetDisplayedPlane(plane);
 
}
 

	
 
SmallMapWindow::SmallMapWindow(const WindowDesc *desc, int window_number) : Window(), refresh(FORCE_REFRESH_PERIOD)
 
{
 
	_smallmap_industry_highlight = INVALID_INDUSTRYTYPE;
 
	this->InitNested(desc, window_number);
 
	this->LowerWidget(this->map_type + WID_SM_CONTOUR);
 

	
 
	BuildLandLegend();
 
	this->SetWidgetLoweredState(WID_SM_SHOW_HEIGHT, _smallmap_show_heightmap);
 

	
 
	this->SetWidgetLoweredState(WID_SM_TOGGLETOWNNAME, this->show_towns);
 

	
 
		TILE_AREA_LOOP(ti, ta) {
 
			TileType ttype = GetEffectiveTileType(ti);
 
			if (_tiletype_importance[ttype] > importance) {
 
				importance = _tiletype_importance[ttype];
 
				tile = ti;
 
				et = ttype;
 
			}
 
		}
 
	this->SetupWidgetData();
 

	
 
	this->SetZoomLevel(ZLC_INITIALIZE, NULL);
 
	this->SmallMapCenterOnCurrentPos();
 
}
 

	
 
/**
 
 * Compute height given a number of columns.
 
 * @param num_columns Number of columns.
 
 * @return Needed height for displaying the smallmap legends in pixels.
 
 */
 
uint SmallMapWindow::GetLegendHeight(uint num_columns) const
 
{
 
	uint num_rows = max(this->min_number_of_fixed_rows, CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), num_columns));
 
	return WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + num_rows * FONT_HEIGHT_SMALL;
 
}
 

	
 
		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);
 
/* virtual */ void SmallMapWindow::SetStringParameters(int widget) const
 
{
 
	switch (widget) {
 
		case WID_SM_CAPTION:
 
			SetDParam(0, STR_SMALLMAP_TYPE_CONTOURS + this->map_type);
 
			break;
 
	}
 
}
 

	
 
			case SMT_ROUTES:
 
				return GetSmallMapRoutesPixels(tile, et);
 

	
 
			case SMT_VEGETATION:
 
				return GetSmallMapVegetationPixels(tile, et);
 

	
 
			case SMT_OWNER:
 
				return GetSmallMapOwnerPixels(tile, et);
 

	
 
			default: NOT_REACHED();
 
/* virtual */ void SmallMapWindow::SmallMapWindow::OnInit()
 
{
 
	uint min_width = 0;
 
	this->min_number_of_columns = INDUSTRY_MIN_NUMBER_OF_COLUMNS;
 
	this->min_number_of_fixed_rows = 0;
 
	for (uint i = 0; i < lengthof(_legend_table); i++) {
 
		uint height = 0;
 
		uint num_columns = 1;
 
		for (const LegendAndColour *tbl = _legend_table[i]; !tbl->end; ++tbl) {
 
			StringID str;
 
			if (i == SMT_INDUSTRY) {
 
				SetDParam(0, tbl->legend);
 
				SetDParam(1, IndustryPool::MAX_SIZE);
 
				str = STR_SMALLMAP_INDUSTRY;
 
			} else if (i == SMT_OWNER) {
 
				if (tbl->company != INVALID_COMPANY) {
 
					if (!Company::IsValidID(tbl->company)) {
 
						/* Rebuild the owner legend. */
 
						BuildOwnerLegend();
 
						this->OnInit();
 
						return;
 
					}
 
					/* Non-fixed legend entries for the owner view. */
 
					SetDParam(0, tbl->company);
 
					str = STR_SMALLMAP_COMPANY;
 
				} else {
 
					str = tbl->legend;
 
				}
 
			} else {
 
				if (tbl->col_break) {
 
					this->min_number_of_fixed_rows = max(this->min_number_of_fixed_rows, height);
 
					height = 0;
 
					num_columns++;
 
				}
 
				height++;
 
				str = tbl->legend;
 
			}
 
			min_width = max(GetStringBoundingBox(str).width, min_width);
 
		}
 
		this->min_number_of_fixed_rows = max(this->min_number_of_fixed_rows, height);
 
		this->min_number_of_columns = max(this->min_number_of_columns, num_columns);
 
	}
 

	
 
	/**
 
	 * 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.
 
	 */
 
	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);
 
	}
 
	/* 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;
 
}
 

	
 
	/**
 
	 * Adds vehicles to the smallmap.
 
	 * @param dpi the part of the smallmap to be drawn into
 
	 * @param blitter current blitter
 
	 */
 
	void DrawVehicles(const DrawPixelInfo *dpi, Blitter *blitter) const
 
	{
 
		const Vehicle *v;
 
		FOR_ALL_VEHICLES(v) {
 
			if (v->type == VEH_EFFECT) continue;
 
			if (v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) continue;
 

	
 
			/* Remap into flat coordinates. */
 
			Point pt = this->RemapTile(v->x_pos / TILE_SIZE, v->y_pos / TILE_SIZE);
 

	
 
			int y = pt.y - dpi->top;
 
			if (!IsInsideMM(y, 0, dpi->height)) continue; // y is out of bounds.
 

	
 
			bool skip = false; // Default is to draw both pixels.
 
			int x = pt.x - this->subscroll - 3 - dpi->left; // Offset X coordinate.
 
			if (x < 0) {
 
				/* if x+1 is 0, that means we're on the very left edge,
 
				 * and should thus only draw a single pixel */
 
				if (++x != 0) continue;
 
				skip = true;
 
			} else if (x >= dpi->width - 1) {
 
				/* Check if we're at the very right edge, and if so draw only a single pixel */
 
				if (x != dpi->width - 1) continue;
 
				skip = true;
 
			}
 

	
 
			/* Calculate pointer to pixel and the colour */
 
			byte colour = (this->map_type == SMT_VEHICLES) ? _vehicle_type_colours[v->type] : PC_WHITE;
 

	
 
			/* And draw either one or two pixels depending on clipping */
 
			blitter->SetPixel(dpi->dst_ptr, x, y, colour);
 
			if (!skip) blitter->SetPixel(dpi->dst_ptr, x + 1, y, colour);
 
		}
 
	}
 

	
 
	/**
 
	 * Adds town names to the smallmap.
 
	 * @param dpi the part of the smallmap to be drawn into
 
	 */
 
	void DrawTowns(const DrawPixelInfo *dpi) const
 
	{
 
		const Town *t;
 
		FOR_ALL_TOWNS(t) {
 
			/* Remap the town coordinate */
 
			Point pt = this->RemapTile(TileX(t->xy), TileY(t->xy));
 
			int x = pt.x - this->subscroll - (t->cache.sign.width_small >> 1);
 
			int y = pt.y;
 

	
 
			/* Check if the town sign is within bounds */
 
			if (x + t->cache.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->cache.sign.width_small, y, STR_SMALLMAP_TOWN);
 
/* virtual */ void SmallMapWindow::OnPaint()
 
{
 
	if (this->map_type == SMT_OWNER) {
 
		for (const LegendAndColour *tbl = _legend_table[this->map_type]; !tbl->end; ++tbl) {
 
			if (tbl->company != INVALID_COMPANY && !Company::IsValidID(tbl->company)) {
 
				/* Rebuild the owner legend. */
 
				BuildOwnerLegend();
 
				this->InvalidateData(1);
 
				break;
 
			}
 
		}
 
	}
 

	
 
	/**
 
	 * Draws vertical part of map indicator
 
	 * @param x X coord of left/right border of main viewport
 
	 * @param y Y coord of top border of main viewport
 
	 * @param y2 Y coord of bottom border of main viewport
 
	 */
 
	static inline void DrawVertMapIndicator(int x, int y, int y2)
 
	{
 
		GfxFillRect(x, y,      x, y + 3, PC_VERY_LIGHT_YELLOW);
 
		GfxFillRect(x, y2 - 3, x, y2,    PC_VERY_LIGHT_YELLOW);
 
	}
 

	
 
	/**
 
	 * Draws horizontal part of map indicator
 
	 * @param x X coord of left border of main viewport
 
	 * @param x2 X coord of right border of main viewport
 
	 * @param y Y coord of top/bottom border of main viewport
 
	 */
 
	static inline void DrawHorizMapIndicator(int x, int x2, int y)
 
	{
 
		GfxFillRect(x,      y, x + 3, y, PC_VERY_LIGHT_YELLOW);
 
		GfxFillRect(x2 - 3, y, x2,    y, PC_VERY_LIGHT_YELLOW);
 
	}
 

	
 
	/**
 
	 * Adds map indicators to the smallmap.
 
	 */
 
	void DrawMapIndicators() const
 
	{
 
		/* Find main viewport. */
 
		const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
 

	
 
		Point tile = InverseRemapCoords(vp->virtual_left, vp->virtual_top);
 
		Point tl = this->RemapTile(tile.x >> 4, tile.y >> 4);
 
		tl.x -= this->subscroll;
 

	
 
		tile = InverseRemapCoords(vp->virtual_left + vp->virtual_width, vp->virtual_top + vp->virtual_height);
 
		Point br = this->RemapTile(tile.x >> 4, tile.y >> 4);
 
		br.x -= this->subscroll;
 

	
 
		SmallMapWindow::DrawVertMapIndicator(tl.x, tl.y, br.y);
 
		SmallMapWindow::DrawVertMapIndicator(br.x, tl.y, br.y);
 

	
 
		SmallMapWindow::DrawHorizMapIndicator(tl.x, br.x, tl.y);
 
		SmallMapWindow::DrawHorizMapIndicator(tl.x, br.x, br.y);
 
	}
 

	
 
	/**
 
	 * Draws the small map.
 
	 *
 
	 * Basically, the small map is draw column of pixels by column of pixels. The pixels
 
	 * are drawn directly into the screen buffer. The final map is drawn in multiple passes.
 
	 * The passes are:
 
	 * <ol><li>The colours of tiles in the different modes.</li>
 
	 * <li>Town names (optional)</li></ol>
 
	 *
 
	 * @param dpi pointer to pixel to write onto
 
	 */
 
	void DrawSmallMap(DrawPixelInfo *dpi) const
 
	{
 
		Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
 
		DrawPixelInfo *old_dpi;
 

	
 
		old_dpi = _cur_dpi;
 
		_cur_dpi = dpi;
 

	
 
		/* Clear it */
 
		GfxFillRect(dpi->left, dpi->top, dpi->left + dpi->width - 1, dpi->top + dpi->height - 1, PC_BLACK);
 
	this->DrawWidgets();
 
}
 

	
 
		/* Which tile is displayed at (dpi->left, dpi->top)? */
 
		int dx;
 
		Point tile = this->PixelToTile(dpi->left, dpi->top, &dx);
 
		int tile_x = this->scroll_x / (int)TILE_SIZE + tile.x;
 
		int tile_y = this->scroll_y / (int)TILE_SIZE + tile.y;
 

	
 
		void *ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0);
 
		int x = - dx - 4;
 
		int y = 0;
 

	
 
		for (;;) {
 
			/* Distance from left edge */
 
			if (x >= -3) {
 
				if (x >= dpi->width) break; // Exit the loop.
 

	
 
				int end_pos = min(dpi->width, x + 4);
 
				int reps = (dpi->height - y + 1) / 2; // Number of lines.
 
				if (reps > 0) {
 
					this->DrawSmallMapColumn(ptr, tile_x, tile_y, dpi->pitch * 2, reps, x, end_pos, blitter);
 
				}
 
			}
 

	
 
			if (y == 0) {
 
				tile_y += this->zoom;
 
				y++;
 
				ptr = blitter->MoveTo(ptr, 0, 1);
 
			} else {
 
				tile_x -= this->zoom;
 
				y--;
 
				ptr = blitter->MoveTo(ptr, 0, -1);
 
			}
 
			ptr = blitter->MoveTo(ptr, 2, 0);
 
			x += 2;
 
		}
 

	
 
		/* Draw vehicles */
 
		if (this->map_type == SMT_CONTOUR || this->map_type == SMT_VEHICLES) this->DrawVehicles(dpi, blitter);
 

	
 
		/* Draw town names */
 
		if (this->show_towns) this->DrawTowns(dpi);
 

	
 
		/* Draw map indicators */
 
		this->DrawMapIndicators();
 

	
 
		_cur_dpi = old_dpi;
 
	}
 

	
 
	/**
 
	 * Function to set up widgets depending on the information being shown on the smallmap.
 
	 */
 
	void SetupWidgetData()
 
	{
 
		StringID legend_tooltip;
 
		StringID enable_all_tooltip;
 
		StringID disable_all_tooltip;
 
		int plane;
 
		switch (this->map_type) {
 
			case SMT_INDUSTRY:
 
				legend_tooltip = STR_SMALLMAP_TOOLTIP_INDUSTRY_SELECTION;
 
				enable_all_tooltip = STR_SMALLMAP_TOOLTIP_ENABLE_ALL_INDUSTRIES;
 
				disable_all_tooltip = STR_SMALLMAP_TOOLTIP_DISABLE_ALL_INDUSTRIES;
 
				plane = 0;
 
				break;
 

	
 
			case SMT_OWNER:
 
				legend_tooltip = STR_SMALLMAP_TOOLTIP_COMPANY_SELECTION;
 
				enable_all_tooltip = STR_SMALLMAP_TOOLTIP_ENABLE_ALL_COMPANIES;
 
				disable_all_tooltip = STR_SMALLMAP_TOOLTIP_DISABLE_ALL_COMPANIES;
 
				plane = 0;
 
				break;
 

	
 
			default:
 
				legend_tooltip = STR_NULL;
 
				enable_all_tooltip = STR_NULL;
 
				disable_all_tooltip = STR_NULL;
 
				plane = 1;
 
				break;
 
/* virtual */ void SmallMapWindow::DrawWidget(const Rect &r, int widget) const
 
{
 
	switch (widget) {
 
		case WID_SM_MAP: {
 
			DrawPixelInfo new_dpi;
 
			if (!FillDrawPixelInfo(&new_dpi, r.left + 1, r.top + 1, r.right - r.left - 1, r.bottom - r.top - 1)) return;
 
			this->DrawSmallMap(&new_dpi);
 
			break;
 
		}
 

	
 
		this->GetWidget<NWidgetCore>(WID_SM_LEGEND)->SetDataTip(STR_NULL, legend_tooltip);
 
		this->GetWidget<NWidgetCore>(WID_SM_ENABLE_ALL)->SetDataTip(STR_SMALLMAP_ENABLE_ALL, enable_all_tooltip);
 
		this->GetWidget<NWidgetCore>(WID_SM_DISABLE_ALL)->SetDataTip(STR_SMALLMAP_DISABLE_ALL, disable_all_tooltip);
 
		this->GetWidget<NWidgetStacked>(WID_SM_SELECT_BUTTONS)->SetDisplayedPlane(plane);
 
	}
 

	
 
public:
 
	uint min_number_of_columns;    ///< Minimal number of columns in legends.
 

	
 
	SmallMapWindow(const WindowDesc *desc, int window_number) : Window(), refresh(FORCE_REFRESH_PERIOD)
 
	{
 
		_smallmap_industry_highlight = INVALID_INDUSTRYTYPE;
 
		this->InitNested(desc, window_number);
 
		this->LowerWidget(this->map_type + WID_SM_CONTOUR);
 

	
 
		BuildLandLegend();
 
		this->SetWidgetLoweredState(WID_SM_SHOW_HEIGHT, _smallmap_show_heightmap);
 

	
 
		this->SetWidgetLoweredState(WID_SM_TOGGLETOWNNAME, this->show_towns);
 

	
 
		this->SetupWidgetData();
 
		case WID_SM_LEGEND: {
 
			uint columns = this->GetNumberColumnsLegend(r.right - r.left + 1);
 
			uint number_of_rows = max((this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) ? CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), columns) : 0, this->min_number_of_fixed_rows);
 
			bool rtl = _current_text_dir == TD_RTL;
 
			uint y_org = r.top + WD_FRAMERECT_TOP;
 
			uint x = rtl ? r.right - this->column_width - WD_FRAMERECT_RIGHT : r.left + WD_FRAMERECT_LEFT;
 
			uint y = y_org;
 
			uint i = 0; // Row counter for industry legend.
 
			uint row_height = FONT_HEIGHT_SMALL;
 

	
 
		this->SetZoomLevel(ZLC_INITIALIZE, NULL);
 
		this->SmallMapCenterOnCurrentPos();
 
	}
 
			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;
 

	
 
	/**
 
	 * 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;
 
	}
 
			for (const LegendAndColour *tbl = _legend_table[this->map_type]; !tbl->end; ++tbl) {
 
				if (tbl->col_break || ((this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) && i++ >= number_of_rows)) {
 
					/* Column break needed, continue at top, COLUMN_WIDTH pixels
 
					 * (one "row") to the right. */
 
					x += rtl ? -(int)this->column_width : this->column_width;
 
					y = y_org;
 
					i = 1;
 
				}
 

	
 
	/**
 
	 * 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;
 
	}
 
				uint8 legend_colour = tbl->colour;
 

	
 
	/**
 
	 * Compute height given a number of columns.
 
	 * @param num_columns Number of columns.
 
	 * @return Needed height for displaying the smallmap legends in pixels.
 
	 */
 
	uint GetLegendHeight(uint num_columns) const
 
	{
 
		uint num_rows = max(this->min_number_of_fixed_rows, CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), num_columns));
 
		return WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM + num_rows * FONT_HEIGHT_SMALL;
 
	}
 

	
 
	virtual void SetStringParameters(int widget) const
 
	{
 
		switch (widget) {
 
			case WID_SM_CAPTION:
 
				SetDParam(0, STR_SMALLMAP_TYPE_CONTOURS + this->map_type);
 
				break;
 
		}
 
	}
 

	
 
	virtual void OnInit()
 
	{
 
		uint min_width = 0;
 
		this->min_number_of_columns = INDUSTRY_MIN_NUMBER_OF_COLUMNS;
 
		this->min_number_of_fixed_rows = 0;
 
		for (uint i = 0; i < lengthof(_legend_table); i++) {
 
			uint height = 0;
 
			uint num_columns = 1;
 
			for (const LegendAndColour *tbl = _legend_table[i]; !tbl->end; ++tbl) {
 
				StringID str;
 
				if (i == SMT_INDUSTRY) {
 
				if (this->map_type == SMT_INDUSTRY) {
 
					/* Industry name must be formatted, since it's not in tiny font in the specs.
 
					 * So, draw with a parameter and use the STR_SMALLMAP_INDUSTRY string, which is tiny font */
 
					SetDParam(0, tbl->legend);
 
					SetDParam(1, IndustryPool::MAX_SIZE);
 
					str = STR_SMALLMAP_INDUSTRY;
 
				} else if (i == SMT_OWNER) {
 
					if (tbl->company != INVALID_COMPANY) {
 
						if (!Company::IsValidID(tbl->company)) {
 
							/* Rebuild the owner legend. */
 
							BuildOwnerLegend();
 
							this->OnInit();
 
							return;
 
					SetDParam(1, Industry::GetIndustryTypeCount(tbl->type));
 
					if (!tbl->show_on_map) {
 
						/* Simply draw the string, not the black border of the legend colour.
 
						 * This will enforce the idea of the disabled item */
 
						DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_INDUSTRY, TC_GREY);
 
					} else {
 
						if (tbl->type == _smallmap_industry_highlight) {
 
							legend_colour = _smallmap_industry_highlight_state ? PC_WHITE : PC_BLACK;
 
						}
 
						/* Non-fixed legend entries for the owner view. */
 
						SetDParam(0, tbl->company);
 
						str = STR_SMALLMAP_COMPANY;
 
						DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_INDUSTRY, TC_BLACK);
 
						GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK); // Outer border of the legend colour
 
					}
 
				} else if (this->map_type == SMT_OWNER && tbl->company != INVALID_COMPANY) {
 
					SetDParam(0, tbl->company);
 
					if (!tbl->show_on_map) {
 
						/* Simply draw the string, not the black border of the legend colour.
 
						 * This will enforce the idea of the disabled item */
 
						DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_COMPANY, TC_GREY);
 
					} else {
 
						str = tbl->legend;
 
						DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_COMPANY, TC_BLACK);
 
						GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK); // Outer border of the legend colour
 
					}
 
				} else {
 
					if (tbl->col_break) {
 
						this->min_number_of_fixed_rows = max(this->min_number_of_fixed_rows, height);
 
						height = 0;
 
						num_columns++;
 
					}
 
					height++;
 
					str = tbl->legend;
 
				}
 
				min_width = max(GetStringBoundingBox(str).width, min_width);
 
			}
 
			this->min_number_of_fixed_rows = max(this->min_number_of_fixed_rows, height);
 
			this->min_number_of_columns = max(this->min_number_of_columns, num_columns);
 
		}
 

	
 
		/* The width of a column is the minimum width of all texts + the size of the blob + some spacing */
 
		this->column_width = min_width + LEGEND_BLOB_WIDTH + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
 
	}
 

	
 
	virtual void OnPaint()
 
	{
 
		if (this->map_type == SMT_OWNER) {
 
			for (const LegendAndColour *tbl = _legend_table[this->map_type]; !tbl->end; ++tbl) {
 
				if (tbl->company != INVALID_COMPANY && !Company::IsValidID(tbl->company)) {
 
					/* Rebuild the owner legend. */
 
					BuildOwnerLegend();
 
					this->InvalidateData(1);
 
					break;
 
				}
 
			}
 
		}
 

	
 
		this->DrawWidgets();
 
	}
 

	
 
	virtual void DrawWidget(const Rect &r, int widget) const
 
	{
 
		switch (widget) {
 
			case WID_SM_MAP: {
 
				DrawPixelInfo new_dpi;
 
				if (!FillDrawPixelInfo(&new_dpi, r.left + 1, r.top + 1, r.right - r.left - 1, r.bottom - r.top - 1)) return;
 
				this->DrawSmallMap(&new_dpi);
 
				break;
 
			}
 

	
 
			case WID_SM_LEGEND: {
 
				uint columns = this->GetNumberColumnsLegend(r.right - r.left + 1);
 
				uint number_of_rows = max((this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) ? CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), columns) : 0, this->min_number_of_fixed_rows);
 
				bool rtl = _current_text_dir == TD_RTL;
 
				uint y_org = r.top + WD_FRAMERECT_TOP;
 
				uint x = rtl ? r.right - this->column_width - WD_FRAMERECT_RIGHT : r.left + WD_FRAMERECT_LEFT;
 
				uint y = y_org;
 
				uint i = 0; // Row counter for industry legend.
 
				uint row_height = FONT_HEIGHT_SMALL;
 
					if (this->map_type == SMT_CONTOUR) SetDParam(0, tbl->height * TILE_HEIGHT_STEP);
 

	
 
				uint text_left  = rtl ? 0 : LEGEND_BLOB_WIDTH + WD_FRAMERECT_LEFT;
 
				uint text_right = this->column_width - 1 - (rtl ? LEGEND_BLOB_WIDTH + WD_FRAMERECT_RIGHT : 0);
 
				uint blob_left  = rtl ? this->column_width - 1 - LEGEND_BLOB_WIDTH : 0;
 
				uint blob_right = rtl ? this->column_width - 1 : LEGEND_BLOB_WIDTH;
 

	
 
				for (const LegendAndColour *tbl = _legend_table[this->map_type]; !tbl->end; ++tbl) {
 
					if (tbl->col_break || ((this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) && i++ >= number_of_rows)) {
 
						/* Column break needed, continue at top, COLUMN_WIDTH pixels
 
						 * (one "row") to the right. */
 
						x += rtl ? -(int)this->column_width : this->column_width;
 
						y = y_org;
 
						i = 1;
 
					}
 

	
 
					uint8 legend_colour = tbl->colour;
 
					/* Anything that is not an industry or a company is using normal process */
 
					GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK);
 
					DrawString(x + text_left, x + text_right, y, tbl->legend);
 
				}
 
				GfxFillRect(x + blob_left + 1, y + 2, x + blob_right - 1, y + row_height - 2, legend_colour); // Legend colour
 

	
 
					if (this->map_type == SMT_INDUSTRY) {
 
						/* Industry name must be formatted, since it's not in tiny font in the specs.
 
						 * So, draw with a parameter and use the STR_SMALLMAP_INDUSTRY string, which is tiny font */
 
						SetDParam(0, tbl->legend);
 
						SetDParam(1, Industry::GetIndustryTypeCount(tbl->type));
 
						if (!tbl->show_on_map) {
 
							/* Simply draw the string, not the black border of the legend colour.
 
							 * This will enforce the idea of the disabled item */
 
							DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_INDUSTRY, TC_GREY);
 
						} else {
 
							if (tbl->type == _smallmap_industry_highlight) {
 
								legend_colour = _smallmap_industry_highlight_state ? PC_WHITE : PC_BLACK;
 
							}
 
							DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_INDUSTRY, TC_BLACK);
 
							GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK); // Outer border of the legend colour
 
						}
 
					} else if (this->map_type == SMT_OWNER && tbl->company != INVALID_COMPANY) {
 
						SetDParam(0, tbl->company);
 
						if (!tbl->show_on_map) {
 
							/* Simply draw the string, not the black border of the legend colour.
 
							 * This will enforce the idea of the disabled item */
 
							DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_COMPANY, TC_GREY);
 
						} else {
 
							DrawString(x + text_left, x + text_right, y, STR_SMALLMAP_COMPANY, TC_BLACK);
 
							GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK); // Outer border of the legend colour
 
						}
 
					} else {
 
						if (this->map_type == SMT_CONTOUR) SetDParam(0, tbl->height * TILE_HEIGHT_STEP);
 

	
 
						/* Anything that is not an industry or a company is using normal process */
 
						GfxFillRect(x + blob_left, y + 1, x + blob_right, y + row_height - 1, PC_BLACK);
 
						DrawString(x + text_left, x + text_right, y, tbl->legend);
 
					}
 
					GfxFillRect(x + blob_left + 1, y + 2, x + blob_right - 1, y + row_height - 2, legend_colour); // Legend colour
 

	
 
					y += row_height;
 
				}
 
				y += row_height;
 
			}
 
		}
 
	}
 
}
 

	
 
	/**
 
	 * Select a new map type.
 
	 * @param map_type New map type.
 
	 */
 
	void SwitchMapType(SmallMapType map_type)
 
	{
 
		this->RaiseWidget(this->map_type + WID_SM_CONTOUR);
 
		this->map_type = map_type;
 
		this->LowerWidget(this->map_type + WID_SM_CONTOUR);
 
/**
 
 * Select a new map type.
 
 * @param map_type New map type.
 
 */
 
void SmallMapWindow::SwitchMapType(SmallMapType map_type)
 
{
 
	this->RaiseWidget(this->map_type + WID_SM_CONTOUR);
 
	this->map_type = map_type;
 
	this->LowerWidget(this->map_type + WID_SM_CONTOUR);
 

	
 
		this->SetupWidgetData();
 
	this->SetupWidgetData();
 

	
 
		this->SetDirty();
 
	}
 
	this->SetDirty();
 
}
 

	
 
	/**
 
	 * Determines the mouse position on the legend.
 
	 * @param pt Mouse position.
 
	 * @return Legend item under the mouse.
 
	 */
 
	int GetPositionOnLegend(Point pt)
 
	{
 
		const NWidgetBase *wi = this->GetWidget<NWidgetBase>(WID_SM_LEGEND);
 
		uint line = (pt.y - wi->pos_y - WD_FRAMERECT_TOP) / FONT_HEIGHT_SMALL;
 
		uint columns = this->GetNumberColumnsLegend(wi->current_x);
 
		uint number_of_rows = max(CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), columns), this->min_number_of_fixed_rows);
 
		if (line >= number_of_rows) return -1;
 

	
 
		bool rtl = _current_text_dir == TD_RTL;
 
		int x = pt.x - wi->pos_x;
 
		if (rtl) x = wi->current_x - x;
 
		uint column = (x - WD_FRAMERECT_LEFT) / this->column_width;
 
/**
 
 * Determines the mouse position on the legend.
 
 * @param pt Mouse position.
 
 * @return Legend item under the mouse.
 
 */
 
int SmallMapWindow::GetPositionOnLegend(Point pt)
 
{
 
	const NWidgetBase *wi = this->GetWidget<NWidgetBase>(WID_SM_LEGEND);
 
	uint line = (pt.y - wi->pos_y - WD_FRAMERECT_TOP) / FONT_HEIGHT_SMALL;
 
	uint columns = this->GetNumberColumnsLegend(wi->current_x);
 
	uint number_of_rows = max(CeilDiv(max(_smallmap_company_count, _smallmap_industry_count), columns), this->min_number_of_fixed_rows);
 
	if (line >= number_of_rows) return -1;
 

	
 
		return (column * number_of_rows) + line;
 
	}
 
	bool rtl = _current_text_dir == TD_RTL;
 
	int x = pt.x - wi->pos_x;
 
	if (rtl) x = wi->current_x - x;
 
	uint column = (x - WD_FRAMERECT_LEFT) / this->column_width;
 

	
 
	return (column * number_of_rows) + line;
 
}
 

	
 
	virtual void OnMouseOver(Point pt, int widget)
 
	{
 
		IndustryType new_highlight = INVALID_INDUSTRYTYPE;
 
		if (widget == WID_SM_LEGEND && this->map_type == SMT_INDUSTRY) {
 
			int industry_pos = GetPositionOnLegend(pt);
 
			if (industry_pos >= 0 && industry_pos < _smallmap_industry_count) {
 
				new_highlight = _legend_from_industries[industry_pos].type;
 
			}
 
		}
 
		if (new_highlight != _smallmap_industry_highlight) {
 
			_smallmap_industry_highlight = new_highlight;
 
			this->refresh = _smallmap_industry_highlight != INVALID_INDUSTRYTYPE ? BLINK_PERIOD : FORCE_REFRESH_PERIOD;
 
			_smallmap_industry_highlight_state = true;
 
			this->SetDirty();
 
/* virtual */ void SmallMapWindow::OnMouseOver(Point pt, int widget)
 
{
 
	IndustryType new_highlight = INVALID_INDUSTRYTYPE;
 
	if (widget == WID_SM_LEGEND && this->map_type == SMT_INDUSTRY) {
 
		int industry_pos = GetPositionOnLegend(pt);
 
		if (industry_pos >= 0 && industry_pos < _smallmap_industry_count) {
 
			new_highlight = _legend_from_industries[industry_pos].type;
 
		}
 
	}
 

	
 
	virtual void OnClick(Point pt, int widget, int click_count)
 
	{
 
		/* User clicked something, notify the industry chain window to stop sending newly selected industries. */
 
		InvalidateWindowClassesData(WC_INDUSTRY_CARGOES, NUM_INDUSTRYTYPES);
 
	if (new_highlight != _smallmap_industry_highlight) {
 
		_smallmap_industry_highlight = new_highlight;
 
		this->refresh = _smallmap_industry_highlight != INVALID_INDUSTRYTYPE ? BLINK_PERIOD : FORCE_REFRESH_PERIOD;
 
		_smallmap_industry_highlight_state = true;
 
		this->SetDirty();
 
	}
 
}
 

	
 
		switch (widget) {
 
			case WID_SM_MAP: { // Map window
 
				/*
 
				 * XXX: scrolling with the left mouse button is done by subsequently
 
				 * clicking with the left mouse button; clicking once centers the
 
				 * large map at the selected point. So by unclicking the left mouse
 
				 * button here, it gets reclicked during the next inputloop, which
 
				 * would make it look like the mouse is being dragged, while it is
 
				 * actually being (virtually) clicked every inputloop.
 
				 */
 
				_left_button_clicked = false;
 

	
 
				const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
				Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
 
				int sub;
 
				pt = this->PixelToTile(pt.x - wid->pos_x, pt.y - wid->pos_y, &sub);
 
				pt = RemapCoords(this->scroll_x + pt.x * TILE_SIZE + this->zoom * (TILE_SIZE - sub * TILE_SIZE / 4),
 
						this->scroll_y + pt.y * TILE_SIZE + sub * this->zoom * TILE_SIZE / 4, 0);
 

	
 
				w->viewport->follow_vehicle = INVALID_VEHICLE;
 
				w->viewport->dest_scrollpos_x = pt.x - (w->viewport->virtual_width  >> 1);
 
				w->viewport->dest_scrollpos_y = pt.y - (w->viewport->virtual_height >> 1);
 
/* virtual */ void SmallMapWindow::OnClick(Point pt, int widget, int click_count)
 
{
 
	/* User clicked something, notify the industry chain window to stop sending newly selected industries. */
 
	InvalidateWindowClassesData(WC_INDUSTRY_CARGOES, NUM_INDUSTRYTYPES);
 

	
 
				this->SetDirty();
 
				break;
 
			}
 

	
 
			case WID_SM_ZOOM_IN:
 
			case WID_SM_ZOOM_OUT: {
 
				const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
				Point pt = {wid->current_x / 2, wid->current_y / 2};
 
				this->SetZoomLevel((widget == WID_SM_ZOOM_IN) ? ZLC_ZOOM_IN : ZLC_ZOOM_OUT, &pt);
 
				if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
 
				break;
 
			}
 
	switch (widget) {
 
		case WID_SM_MAP: { // Map window
 
			/*
 
			 * XXX: scrolling with the left mouse button is done by subsequently
 
			 * clicking with the left mouse button; clicking once centers the
 
			 * large map at the selected point. So by unclicking the left mouse
 
			 * button here, it gets reclicked during the next inputloop, which
 
			 * would make it look like the mouse is being dragged, while it is
 
			 * actually being (virtually) clicked every inputloop.
 
			 */
 
			_left_button_clicked = false;
 

	
 
			case WID_SM_CONTOUR:    // Show land contours
 
			case WID_SM_VEHICLES:   // Show vehicles
 
			case WID_SM_INDUSTRIES: // Show industries
 
			case WID_SM_ROUTES:     // Show transport routes
 
			case WID_SM_VEGETATION: // Show vegetation
 
			case WID_SM_OWNERS:     // Show land owners
 
				this->SwitchMapType((SmallMapType)(widget - WID_SM_CONTOUR));
 
				if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
 
				break;
 
			const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
			Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
 
			int sub;
 
			pt = this->PixelToTile(pt.x - wid->pos_x, pt.y - wid->pos_y, &sub);
 
			pt = RemapCoords(this->scroll_x + pt.x * TILE_SIZE + this->zoom * (TILE_SIZE - sub * TILE_SIZE / 4),
 
					this->scroll_y + pt.y * TILE_SIZE + sub * this->zoom * TILE_SIZE / 4, 0);
 

	
 
			w->viewport->follow_vehicle = INVALID_VEHICLE;
 
			w->viewport->dest_scrollpos_x = pt.x - (w->viewport->virtual_width  >> 1);
 
			w->viewport->dest_scrollpos_y = pt.y - (w->viewport->virtual_height >> 1);
 

	
 
			case WID_SM_CENTERMAP: // Center the smallmap again
 
				this->SmallMapCenterOnCurrentPos();
 
				this->HandleButtonClick(WID_SM_CENTERMAP);
 
				if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
 
				break;
 
			this->SetDirty();
 
			break;
 
		}
 

	
 
		case WID_SM_ZOOM_IN:
 
		case WID_SM_ZOOM_OUT: {
 
			const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
			Point pt = {wid->current_x / 2, wid->current_y / 2};
 
			this->SetZoomLevel((widget == WID_SM_ZOOM_IN) ? ZLC_ZOOM_IN : ZLC_ZOOM_OUT, &pt);
 
			if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
 
			break;
 
		}
 

	
 
			case WID_SM_TOGGLETOWNNAME: // Toggle town names
 
				this->show_towns = !this->show_towns;
 
				this->SetWidgetLoweredState(WID_SM_TOGGLETOWNNAME, this->show_towns);
 
		case WID_SM_CONTOUR:    // Show land contours
 
		case WID_SM_VEHICLES:   // Show vehicles
 
		case WID_SM_INDUSTRIES: // Show industries
 
		case WID_SM_ROUTES:     // Show transport routes
 
		case WID_SM_VEGETATION: // Show vegetation
 
		case WID_SM_OWNERS:     // Show land owners
 
			this->SwitchMapType((SmallMapType)(widget - WID_SM_CONTOUR));
 
			if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
 
			break;
 

	
 
				this->SetDirty();
 
				if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
 
				break;
 
		case WID_SM_CENTERMAP: // Center the smallmap again
 
			this->SmallMapCenterOnCurrentPos();
 
			this->HandleButtonClick(WID_SM_CENTERMAP);
 
			if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
 
			break;
 

	
 
		case WID_SM_TOGGLETOWNNAME: // Toggle town names
 
			this->show_towns = !this->show_towns;
 
			this->SetWidgetLoweredState(WID_SM_TOGGLETOWNNAME, this->show_towns);
 

	
 
			case WID_SM_LEGEND: // Legend
 
				if (this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) {
 
					/* If industry type small map*/
 
					if (this->map_type == SMT_INDUSTRY) {
 
						/* If click on industries label, find right industry type and enable/disable it. */
 
						int industry_pos = GetPositionOnLegend(pt);
 
						if (industry_pos >= 0 && industry_pos < _smallmap_industry_count) {
 
							if (_ctrl_pressed) {
 
								/* Disable all, except the clicked one. */
 
								bool changes = false;
 
								for (int i = 0; i != _smallmap_industry_count; i++) {
 
									bool new_state = i == industry_pos;
 
									if (_legend_from_industries[i].show_on_map != new_state) {
 
										changes = true;
 
										_legend_from_industries[i].show_on_map = new_state;
 
									}
 
			this->SetDirty();
 
			if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
 
			break;
 

	
 
		case WID_SM_LEGEND: // Legend
 
			if (this->map_type == SMT_INDUSTRY || this->map_type == SMT_OWNER) {
 
				/* If industry type small map*/
 
				if (this->map_type == SMT_INDUSTRY) {
 
					/* If click on industries label, find right industry type and enable/disable it. */
 
					int industry_pos = GetPositionOnLegend(pt);
 
					if (industry_pos >= 0 && industry_pos < _smallmap_industry_count) {
 
						if (_ctrl_pressed) {
 
							/* Disable all, except the clicked one. */
 
							bool changes = false;
 
							for (int i = 0; i != _smallmap_industry_count; i++) {
 
								bool new_state = i == industry_pos;
 
								if (_legend_from_industries[i].show_on_map != new_state) {
 
									changes = true;
 
									_legend_from_industries[i].show_on_map = new_state;
 
								}
 
								if (!changes) {
 
									/* Nothing changed? Then show all (again). */
 
									for (int i = 0; i != _smallmap_industry_count; i++) {
 
										_legend_from_industries[i].show_on_map = true;
 
									}
 
								}
 
							} else {
 
								_legend_from_industries[industry_pos].show_on_map = !_legend_from_industries[industry_pos].show_on_map;
 
							}
 
						}
 
					} else if (this->map_type == SMT_OWNER) {
 
						/* If click on companies label, find right company and enable/disable it. */
 
						int company_pos = GetPositionOnLegend(pt);
 
						if (company_pos < NUM_NO_COMPANY_ENTRIES) break;
 
						if (company_pos < _smallmap_company_count) {
 
							if (_ctrl_pressed) {
 
								/* Disable all, except the clicked one */
 
								bool changes = false;
 
								for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) {
 
									bool new_state = i == company_pos;
 
									if (_legend_land_owners[i].show_on_map != new_state) {
 
										changes = true;
 
										_legend_land_owners[i].show_on_map = new_state;
 
									}
 
							if (!changes) {
 
								/* Nothing changed? Then show all (again). */
 
								for (int i = 0; i != _smallmap_industry_count; i++) {
 
									_legend_from_industries[i].show_on_map = true;
 
								}
 
								if (!changes) {
 
									/* Nothing changed? Then show all (again). */
 
									for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) {
 
										_legend_land_owners[i].show_on_map = true;
 
									}
 
								}
 
							} else {
 
								_legend_land_owners[company_pos].show_on_map = !_legend_land_owners[company_pos].show_on_map;
 
							}
 
						} else {
 
							_legend_from_industries[industry_pos].show_on_map = !_legend_from_industries[industry_pos].show_on_map;
 
						}
 
					}
 
					this->SetDirty();
 
				}
 
				break;
 

	
 
			case WID_SM_ENABLE_ALL:
 
				if (this->map_type == SMT_INDUSTRY) {
 
					for (int i = 0; i != _smallmap_industry_count; i++) {
 
						_legend_from_industries[i].show_on_map = true;
 
					}
 
				} else if (this->map_type == SMT_OWNER) {
 
					for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) {
 
						_legend_land_owners[i].show_on_map = true;
 
					/* If click on companies label, find right company and enable/disable it. */
 
					int company_pos = GetPositionOnLegend(pt);
 
					if (company_pos < NUM_NO_COMPANY_ENTRIES) break;
 
					if (company_pos < _smallmap_company_count) {
 
						if (_ctrl_pressed) {
 
							/* Disable all, except the clicked one */
 
							bool changes = false;
 
							for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) {
 
								bool new_state = i == company_pos;
 
								if (_legend_land_owners[i].show_on_map != new_state) {
 
									changes = true;
 
									_legend_land_owners[i].show_on_map = new_state;
 
								}
 
							}
 
							if (!changes) {
 
								/* Nothing changed? Then show all (again). */
 
								for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) {
 
									_legend_land_owners[i].show_on_map = true;
 
								}
 
							}
 
						} else {
 
							_legend_land_owners[company_pos].show_on_map = !_legend_land_owners[company_pos].show_on_map;
 
						}
 
					}
 
				}
 
				this->SetDirty();
 
				break;
 
			}
 
			break;
 

	
 
		case WID_SM_ENABLE_ALL:
 
			if (this->map_type == SMT_INDUSTRY) {
 
				for (int i = 0; i != _smallmap_industry_count; i++) {
 
					_legend_from_industries[i].show_on_map = true;
 
				}
 
			} else if (this->map_type == SMT_OWNER) {
 
				for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) {
 
					_legend_land_owners[i].show_on_map = true;
 
				}
 
			}
 
			this->SetDirty();
 
			break;
 

	
 
		case WID_SM_DISABLE_ALL:
 
			if (this->map_type == SMT_INDUSTRY) {
 
				for (int i = 0; i != _smallmap_industry_count; i++) {
 
					_legend_from_industries[i].show_on_map = false;
 
				}
 
			} else {
 
				for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) {
 
					_legend_land_owners[i].show_on_map = false;
 
				}
 
			}
 
			this->SetDirty();
 
			break;
 

	
 
		case WID_SM_SHOW_HEIGHT: // Enable/disable showing of heightmap.
 
			_smallmap_show_heightmap = !_smallmap_show_heightmap;
 
			this->SetWidgetLoweredState(WID_SM_SHOW_HEIGHT, _smallmap_show_heightmap);
 
			this->SetDirty();
 
			break;
 
	}
 
}
 

	
 
			case WID_SM_DISABLE_ALL:
 
				if (this->map_type == SMT_INDUSTRY) {
 
					for (int i = 0; i != _smallmap_industry_count; i++) {
 
						_legend_from_industries[i].show_on_map = false;
 
					}
 
				} else {
 
					for (int i = NUM_NO_COMPANY_ENTRIES; i != _smallmap_company_count; i++) {
 
						_legend_land_owners[i].show_on_map = false;
 
					}
 
				}
 
				this->SetDirty();
 
				break;
 
/**
 
 * Some data on this window has become invalid.
 
 * @param data Information about the changed data.
 
 * - data = 0: Displayed industries at the industry chain window have changed.
 
 * - data = 1: Companies have changed.
 
 * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
 
 */
 
/* virtual */ void SmallMapWindow::OnInvalidateData(int data, bool gui_scope)
 
{
 
	if (!gui_scope) return;
 
	switch (data) {
 
		case 1:
 
			/* The owner legend has already been rebuilt. */
 
			this->ReInit();
 
			break;
 

	
 
		case 0: {
 
			extern uint64 _displayed_industries;
 
			if (this->map_type != SMT_INDUSTRY) this->SwitchMapType(SMT_INDUSTRY);
 

	
 
			case WID_SM_SHOW_HEIGHT: // Enable/disable showing of heightmap.
 
				_smallmap_show_heightmap = !_smallmap_show_heightmap;
 
				this->SetWidgetLoweredState(WID_SM_SHOW_HEIGHT, _smallmap_show_heightmap);
 
				this->SetDirty();
 
				break;
 
			for (int i = 0; i != _smallmap_industry_count; i++) {
 
				_legend_from_industries[i].show_on_map = HasBit(_displayed_industries, _legend_from_industries[i].type);
 
			}
 
			break;
 
		}
 

	
 
		default: NOT_REACHED();
 
	}
 
	this->SetDirty();
 
}
 

	
 
/* virtual */ bool SmallMapWindow::OnRightClick(Point pt, int widget)
 
{
 
	if (widget != WID_SM_MAP || _scrolling_viewport) return false;
 

	
 
	_scrolling_viewport = true;
 
	return true;
 
}
 

	
 
/* virtual */ void SmallMapWindow::OnMouseWheel(int wheel)
 
{
 
	if (_settings_client.gui.scrollwheel_scrolling == 0) {
 
		const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
		int cursor_x = _cursor.pos.x - this->left - wid->pos_x;
 
		int cursor_y = _cursor.pos.y - this->top  - wid->pos_y;
 
		if (IsInsideMM(cursor_x, 0, wid->current_x) && IsInsideMM(cursor_y, 0, wid->current_y)) {
 
			Point pt = {cursor_x, cursor_y};
 
			this->SetZoomLevel((wheel < 0) ? ZLC_ZOOM_IN : ZLC_ZOOM_OUT, &pt);
 
		}
 
	}
 
}
 

	
 
	/**
 
	 * Some data on this window has become invalid.
 
	 * @param data Information about the changed data.
 
	 * - data = 0: Displayed industries at the industry chain window have changed.
 
	 * - data = 1: Companies have changed.
 
	 * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
 
	 */
 
	virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
 
	{
 
		if (!gui_scope) return;
 
		switch (data) {
 
			case 1:
 
				/* The owner legend has already been rebuilt. */
 
				this->ReInit();
 
				break;
 
/* virtual */ void SmallMapWindow::OnTick()
 
{
 
	/* Update the window every now and then */
 
	if (--this->refresh != 0) return;
 

	
 
	_smallmap_industry_highlight_state = !_smallmap_industry_highlight_state;
 

	
 
	this->refresh = _smallmap_industry_highlight != INVALID_INDUSTRYTYPE ? BLINK_PERIOD : FORCE_REFRESH_PERIOD;
 
	this->SetDirty();
 
}
 

	
 
			case 0: {
 
				extern uint64 _displayed_industries;
 
				if (this->map_type != SMT_INDUSTRY) this->SwitchMapType(SMT_INDUSTRY);
 

	
 
				for (int i = 0; i != _smallmap_industry_count; i++) {
 
					_legend_from_industries[i].show_on_map = HasBit(_displayed_industries, _legend_from_industries[i].type);
 
				}
 
				break;
 
			}
 
/**
 
 * 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 SmallMapWindow::SetNewScroll(int sx, int sy, int sub)
 
{
 
	const NWidgetBase *wi = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
	Point hv = InverseRemapCoords(wi->current_x * ZOOM_LVL_BASE * TILE_SIZE / 2, wi->current_y * ZOOM_LVL_BASE * TILE_SIZE / 2);
 
	hv.x *= this->zoom;
 
	hv.y *= this->zoom;
 

	
 
			default: NOT_REACHED();
 
		}
 
		this->SetDirty();
 
	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;
 
	}
 

	
 
	virtual bool OnRightClick(Point pt, int widget)
 
	{
 
		if (widget != WID_SM_MAP || _scrolling_viewport) return false;
 

	
 
		_scrolling_viewport = true;
 
		return true;
 
	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;
 
	}
 

	
 
	virtual void OnMouseWheel(int wheel)
 
	{
 
		if (_settings_client.gui.scrollwheel_scrolling == 0) {
 
			const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
			int cursor_x = _cursor.pos.x - this->left - wid->pos_x;
 
			int cursor_y = _cursor.pos.y - this->top  - wid->pos_y;
 
			if (IsInsideMM(cursor_x, 0, wid->current_x) && IsInsideMM(cursor_y, 0, wid->current_y)) {
 
				Point pt = {cursor_x, cursor_y};
 
				this->SetZoomLevel((wheel < 0) ? ZLC_ZOOM_IN : ZLC_ZOOM_OUT, &pt);
 
			}
 
		}
 
	}
 

	
 
	virtual void OnTick()
 
	{
 
		/* Update the window every now and then */
 
		if (--this->refresh != 0) return;
 
	this->scroll_x = sx;
 
	this->scroll_y = sy;
 
	this->subscroll = sub;
 
}
 

	
 
		_smallmap_industry_highlight_state = !_smallmap_industry_highlight_state;
 

	
 
		this->refresh = _smallmap_industry_highlight != INVALID_INDUSTRYTYPE ? BLINK_PERIOD : FORCE_REFRESH_PERIOD;
 
		this->SetDirty();
 
	}
 
/* virtual */ void SmallMapWindow::OnScroll(Point delta)
 
{
 
	_cursor.fix_at = true;
 

	
 
	/**
 
	 * Set new #scroll_x, #scroll_y, and #subscroll values after limiting them such that the center
 
	 * of the smallmap always contains a part of the map.
 
	 * @param sx  Proposed new #scroll_x
 
	 * @param sy  Proposed new #scroll_y
 
	 * @param sub Proposed new #subscroll
 
	 */
 
	void SetNewScroll(int sx, int sy, int sub)
 
	{
 
		const NWidgetBase *wi = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
		Point hv = InverseRemapCoords(wi->current_x * ZOOM_LVL_BASE * TILE_SIZE / 2, wi->current_y * ZOOM_LVL_BASE * TILE_SIZE / 2);
 
		hv.x *= this->zoom;
 
		hv.y *= this->zoom;
 
	/* 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);
 

	
 
		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;
 
	}
 
	this->SetDirty();
 
}
 

	
 
	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 SmallMapWindow::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);
 

	
 
	void SmallMapCenterOnCurrentPos()
 
	{
 
		const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
 
		Point pt = InverseRemapCoords(vp->virtual_left + vp->virtual_width  / 2, vp->virtual_top  + vp->virtual_height / 2);
 

	
 
		int sub;
 
		const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
		Point sxy = this->ComputeScroll(pt.x / TILE_SIZE, pt.y / TILE_SIZE, max(0, (int)wid->current_x / 2 - 2), wid->current_y / 2, &sub);
 
		this->SetNewScroll(sxy.x, sxy.y, sub);
 
		this->SetDirty();
 
	}
 
};
 
	int sub;
 
	const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
	Point sxy = this->ComputeScroll(pt.x / TILE_SIZE, pt.y / TILE_SIZE, max(0, (int)wid->current_x / 2 - 2), wid->current_y / 2, &sub);
 
	this->SetNewScroll(sxy.x, sxy.y, sub);
 
	this->SetDirty();
 
}
 

	
 
SmallMapWindow::SmallMapType SmallMapWindow::map_type = SMT_CONTOUR;
 
bool SmallMapWindow::show_towns = true;
src/smallmap_gui.h
Show inline comments
 
@@ -12,9 +12,150 @@
 
#ifndef SMALLMAP_GUI_H
 
#define SMALLMAP_GUI_H
 

	
 
#include "industry_type.h"
 
#include "window_gui.h"
 
#include "strings_func.h"
 
#include "blitter/factory.hpp"
 
#include "widgets/smallmap_widget.h"
 

	
 
void BuildIndustriesLegend();
 
void ShowSmallMap();
 
void BuildLandLegend();
 
void BuildOwnerLegend();
 

	
 
/** Structure for holding relevant data for legends in small map */
 
struct LegendAndColour {
 
	uint8 colour;              ///< Colour of the item on the map.
 
	StringID legend;           ///< String corresponding to the coloured item.
 
	IndustryType type;         ///< Type of industry. Only valid for industry entries.
 
	uint8 height;              ///< Height in tiles. Only valid for height legend entries.
 
	CompanyID company;         ///< Company to display. Only valid for company entries of the owner legend.
 
	bool show_on_map;          ///< For filtering industries, if \c true, industry is shown on the map in colour.
 
	bool end;                  ///< This is the end of the list.
 
	bool col_break;            ///< Perform a column break and go further at the next column.
 
};
 

	
 
/** Class managing the smallmap window. */
 
class SmallMapWindow : public Window {
 
protected:
 
	/** Types of legends in the #WID_SM_LEGEND widget. */
 
	enum SmallMapType {
 
		SMT_CONTOUR,
 
		SMT_VEHICLES,
 
		SMT_INDUSTRY,
 
		SMT_ROUTES,
 
		SMT_VEGETATION,
 
		SMT_OWNER,
 
	};
 

	
 
	/** Available kinds of zoomlevel changes. */
 
	enum ZoomLevelChange {
 
		ZLC_INITIALIZE, ///< Initialize zoom level.
 
		ZLC_ZOOM_OUT,   ///< Zoom out.
 
		ZLC_ZOOM_IN,    ///< Zoom in.
 
	};
 

	
 
	static SmallMapType map_type; ///< Currently displayed legends.
 
	static bool show_towns;       ///< Display town names in the smallmap.
 

	
 
	static const uint LEGEND_BLOB_WIDTH = 8;              ///< Width of the coloured blob in front of a line text in the #WID_SM_LEGEND widget.
 
	static const uint INDUSTRY_MIN_NUMBER_OF_COLUMNS = 2; ///< Minimal number of columns in the #WID_SM_LEGEND widget for the #SMT_INDUSTRY legend.
 
	static const uint FORCE_REFRESH_PERIOD = 0x1F; ///< map is redrawn after that many ticks
 
	static const uint BLINK_PERIOD         = 0x0F; ///< highlight blinking interval
 

	
 
	uint min_number_of_fixed_rows; ///< Minimal number of rows in the legends for the fixed layouts only (all except #SMT_INDUSTRY).
 
	uint column_width;             ///< Width of a column in the #WID_SM_LEGEND widget.
 

	
 
	int32 scroll_x;  ///< Horizontal world coordinate of the base tile left of the top-left corner of the smallmap display.
 
	int32 scroll_y;  ///< Vertical world coordinate of the base tile left of the top-left corner of the smallmap display.
 
	int32 subscroll; ///< Number of pixels (0..3) between the right end of the base tile and the pixel at the top-left corner of the smallmap display.
 
	int zoom;        ///< Zoom level. Bigger number means more zoom-out (further away).
 

	
 
	uint8 refresh;   ///< Refresh counter, zeroed every FORCE_REFRESH_PERIOD ticks.
 

	
 
	Point SmallmapRemapCoords(int x, int y) const;
 

	
 
	/**
 
	 * Draws vertical part of map indicator
 
	 * @param x X coord of left/right border of main viewport
 
	 * @param y Y coord of top border of main viewport
 
	 * @param y2 Y coord of bottom border of main viewport
 
	 */
 
	static inline void DrawVertMapIndicator(int x, int y, int y2)
 
	{
 
		GfxFillRect(x, y,      x, y + 3, PC_VERY_LIGHT_YELLOW);
 
		GfxFillRect(x, y2 - 3, x, y2,    PC_VERY_LIGHT_YELLOW);
 
	}
 

	
 
	/**
 
	 * Draws horizontal part of map indicator
 
	 * @param x X coord of left border of main viewport
 
	 * @param x2 X coord of right border of main viewport
 
	 * @param y Y coord of top/bottom border of main viewport
 
	 */
 
	static inline void DrawHorizMapIndicator(int x, int x2, int y)
 
	{
 
		GfxFillRect(x,      y, x + 3, y, PC_VERY_LIGHT_YELLOW);
 
		GfxFillRect(x2 - 3, y, x2,    y, PC_VERY_LIGHT_YELLOW);
 
	}
 

	
 
	void DrawMapIndicators() const;
 
	void DrawSmallMapColumn(void *dst, uint xc, uint yc, int pitch, int reps, int start_pos, int end_pos, Blitter *blitter) const;
 
	void DrawVehicles(const DrawPixelInfo *dpi, Blitter *blitter) const;
 
	void DrawTowns(const DrawPixelInfo *dpi) const;
 
	void DrawSmallMap(DrawPixelInfo *dpi) const;
 

	
 
	Point RemapTile(int tile_x, int tile_y) const;
 
	Point PixelToTile(int px, int py, int *sub, bool add_sub = true) const;
 
	Point ComputeScroll(int tx, int ty, int x, int y, int *sub);
 
	void SetZoomLevel(ZoomLevelChange change, const Point *zoom_pt);
 
	void SetupWidgetData();
 
	uint32 GetTileColours(const TileArea &ta) const;
 

	
 
	int GetPositionOnLegend(Point pt);
 

	
 

	
 
public:
 

	
 
	uint min_number_of_columns;    ///< Minimal number of columns in legends.
 

	
 
	SmallMapWindow(const WindowDesc *desc, int window_number);
 

	
 
	/**
 
	 * 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;
 
	}
 

	
 
	uint GetLegendHeight(uint num_columns) const;
 

	
 
	void SwitchMapType(SmallMapType map_type);
 
	void SetNewScroll(int sx, int sy, int sub);
 
	void SmallMapCenterOnCurrentPos();
 

	
 
	virtual void SetStringParameters(int widget) const;
 
	virtual void OnInit();
 
	virtual void OnPaint();
 
	virtual void DrawWidget(const Rect &r, int widget) const;
 
	virtual void OnClick(Point pt, int widget, int click_count);
 
	virtual void OnInvalidateData(int data = 0, bool gui_scope = true);
 
	virtual bool OnRightClick(Point pt, int widget);
 
	virtual void OnMouseWheel(int wheel);
 
	virtual void OnTick();
 
	virtual void OnScroll(Point delta);
 
	virtual void OnMouseOver(Point pt, int widget);
 
};
 

	
 
#endif /* SMALLMAP_GUI_H */
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