Changeset - r9192:66717b4ffbc5
[Not reviewed]
master
0 2 0
glx - 17 years ago 2008-05-11 19:47:10
glx@openttd.org
(svn r13055) -Codechange: make a class of SmallMapWindow.
2 files changed with 488 insertions and 505 deletions:
0 comments (0 inline, 0 general)
src/smallmap_gui.cpp
Show inline comments
 
@@ -32,13 +32,6 @@
 
#include "table/strings.h"
 
#include "table/sprites.h"
 

	
 
struct smallmap_d {
 
	int32 scroll_x;
 
	int32 scroll_y;
 
	int32 subscroll;
 
};
 
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(smallmap_d));
 

	
 
static const Widget _smallmap_widgets[] = {
 
{  WWT_CLOSEBOX,   RESIZE_NONE,    13,     0,    10,     0,    13, STR_00C5,                STR_018B_CLOSE_WINDOW},
 
{   WWT_CAPTION,  RESIZE_RIGHT,    13,    11,   337,     0,    13, STR_00B0_MAP,            STR_018C_WINDOW_TITLE_DRAG_THIS},
 
@@ -561,539 +554,536 @@ enum SmallMapWindowWidgets {
 
	SM_WIDGET_RESIZEBOX,
 
};
 

	
 
enum SmallMapType {
 
	SMT_CONTOUR,
 
	SMT_VEHICLES,
 
	SMT_INDUSTRY,
 
	SMT_OWNER = 5,
 
};
 

	
 
/**
 
 * 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 colors of tiles in the different modes.</li>
 
 * <li>Town names (optional)</li></ol>
 
 *
 
 * @param dpi pointer to pixel to write onto
 
 * @param w pointer to Window struct
 
 * @param type type of map requested (vegetation, owners, routes, etc)
 
 * @param show_towns true if the town names should be displayed, false if not.
 
 */
 
static void DrawSmallMap(DrawPixelInfo *dpi, Window *w, int type, bool show_towns)
 
class SmallMapWindow : public Window
 
{
 
	Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
 
	DrawPixelInfo *old_dpi;
 
	int dx,dy, x, y, x2, y2;
 
	void *ptr;
 
	int tile_x;
 
	int tile_y;
 
	ViewPort *vp;
 
	enum SmallMapType {
 
		SMT_CONTOUR,
 
		SMT_VEHICLES,
 
		SMT_INDUSTRY,
 
		SMT_OWNER = 5,
 
	};
 

	
 
	enum {
 
		BASE_NB_PER_COLUMN = 6,
 
	};
 

	
 
	int32 scroll_x;
 
	int32 scroll_y;
 
	int32 subscroll;
 

	
 
	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);
 
public:
 
	/**
 
	 * 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 colors of tiles in the different modes.</li>
 
	 * <li>Town names (optional)</li></ol>
 
	 *
 
	 * @param dpi pointer to pixel to write onto
 
	 * @param w pointer to Window struct
 
	 * @param type type of map requested (vegetation, owners, routes, etc)
 
	 * @param show_towns true if the town names should be displayed, false if not.
 
	 */
 
	void DrawSmallMap(DrawPixelInfo *dpi, int type, bool show_towns)
 
	{
 
		Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
 
		DrawPixelInfo *old_dpi;
 
		int dx,dy, x, y, x2, y2;
 
		void *ptr;
 
		int tile_x;
 
		int tile_y;
 
		ViewPort *vp;
 

	
 
	/* setup owner table */
 
	if (type == SMT_OWNER) {
 
		const Player *p;
 
		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 (type == SMT_OWNER) {
 
			const Player *p;
 

	
 
			/* fill with some special colors */
 
			_owner_colors[OWNER_TOWN] = MKCOLOR(0xB4B4B4B4);
 
			_owner_colors[OWNER_NONE] = MKCOLOR(0x54545454);
 
			_owner_colors[OWNER_WATER] = MKCOLOR(0xCACACACA);
 
			_owner_colors[OWNER_END]   = MKCOLOR(0x20202020); /* industry */
 

	
 
		/* fill with some special colors */
 
		_owner_colors[OWNER_TOWN] = MKCOLOR(0xB4B4B4B4);
 
		_owner_colors[OWNER_NONE] = MKCOLOR(0x54545454);
 
		_owner_colors[OWNER_WATER] = MKCOLOR(0xCACACACA);
 
		_owner_colors[OWNER_END]   = MKCOLOR(0x20202020); /* industry */
 
			/* now fill with the player colors */
 
			FOR_ALL_PLAYERS(p) {
 
				if (p->is_active) {
 
					_owner_colors[p->index] =
 
						_colour_gradient[p->player_color][5] * 0x01010101;
 
				}
 
			}
 
		}
 

	
 
		tile_x = this->scroll_x / TILE_SIZE;
 
		tile_y = this->scroll_y / TILE_SIZE;
 

	
 
		/* now fill with the player colors */
 
		FOR_ALL_PLAYERS(p) {
 
			if (p->is_active) {
 
				_owner_colors[p->index] =
 
					_colour_gradient[p->player_color][5] * 0x01010101;
 
		dx = dpi->left + this->subscroll;
 
		tile_x -= dx / 4;
 
		tile_y += dx / 4;
 
		dx &= 3;
 

	
 
		dy = dpi->top;
 
		tile_x += dy / 2;
 
		tile_y += dy / 2;
 

	
 
		if (dy & 1) {
 
			tile_x++;
 
			dx += 2;
 
			if (dx > 3) {
 
				dx -= 4;
 
				tile_x--;
 
				tile_y++;
 
			}
 
		}
 
	}
 

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

	
 
		for (;;) {
 
			uint32 mask = 0xFFFFFFFF;
 
			int reps;
 
			int t;
 

	
 
	tile_x = WP(w, smallmap_d).scroll_x / TILE_SIZE;
 
	tile_y = WP(w, smallmap_d).scroll_y / TILE_SIZE;
 
			/* distance from left edge */
 
			if (x < 0) {
 
				if (x < -3) goto skip_column;
 
				/* mask to use at the left edge */
 
				mask = _smallmap_mask_left[x + 3];
 
			}
 

	
 
			/* distance from right edge */
 
			t = dpi->width - x;
 
			if (t < 4) {
 
				if (t <= 0) break; /* exit loop */
 
				/* mask to use at the right edge */
 
				mask &= _smallmap_mask_right[t - 1];
 
			}
 

	
 
	dx = dpi->left + WP(w, smallmap_d).subscroll;
 
	tile_x -= dx / 4;
 
	tile_y += dx / 4;
 
	dx &= 3;
 
			/* number of lines */
 
			reps = (dpi->height - y + 1) / 2;
 
			if (reps > 0) {
 
				DrawSmallMapStuff(ptr, tile_x, tile_y, dpi->pitch * 2, reps, mask, _smallmap_draw_procs[type]);
 
			}
 

	
 
	dy = dpi->top;
 
	tile_x += dy / 2;
 
	tile_y += dy / 2;
 
	skip_column:
 
			if (y == 0) {
 
				tile_y++;
 
				y++;
 
				ptr = blitter->MoveTo(ptr, 0, 1);
 
			} else {
 
				tile_x--;
 
				y--;
 
				ptr = blitter->MoveTo(ptr, 0, -1);
 
			}
 
			ptr = blitter->MoveTo(ptr, 2, 0);
 
			x += 2;
 
		}
 

	
 
		/* draw vehicles? */
 
		if (type == SMT_CONTOUR || type == SMT_VEHICLES) {
 
			Vehicle *v;
 
			bool skip;
 
			byte color;
 

	
 
	if (dy & 1) {
 
		tile_x++;
 
		dx += 2;
 
		if (dx > 3) {
 
			dx -= 4;
 
			tile_x--;
 
			tile_y++;
 
		}
 
	}
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type != VEH_EFFECT &&
 
						(v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0) {
 
					/* Remap into flat coordinates. */
 
					Point pt = RemapCoords(
 
						v->x_pos / TILE_SIZE - this->scroll_x / TILE_SIZE, // divide each one separately because (a-b)/c != a/c-b/c in integer world
 
						v->y_pos / TILE_SIZE - this->scroll_y / TILE_SIZE, //    dtto
 
						0);
 
					x = pt.x;
 
					y = pt.y;
 

	
 
					/* Check if y is out of bounds? */
 
					y -= dpi->top;
 
					if (!IsInsideMM(y, 0, dpi->height)) continue;
 

	
 
					/* Default is to draw both pixels. */
 
					skip = false;
 

	
 
					/* Offset X coordinate */
 
					x -= this->subscroll + 3 + dpi->left;
 

	
 
					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;
 
					}
 

	
 
	ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0);
 
	x = - dx - 4;
 
	y = 0;
 
					/* Calculate pointer to pixel and the color */
 
					color = (type == SMT_VEHICLES) ? _vehicle_type_colors[v->type] : 0xF;
 

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

	
 
		if (show_towns) {
 
			const Town *t;
 

	
 
	for (;;) {
 
		uint32 mask = 0xFFFFFFFF;
 
		int reps;
 
		int t;
 
			FOR_ALL_TOWNS(t) {
 
				/* Remap the town coordinate */
 
				Point pt = RemapCoords(
 
					(int)(TileX(t->xy) * TILE_SIZE - this->scroll_x) / TILE_SIZE,
 
					(int)(TileY(t->xy) * TILE_SIZE - this->scroll_y) / TILE_SIZE,
 
					0);
 
				x = pt.x - this->subscroll + 3 - (t->sign.width_2 >> 1);
 
				y = pt.y;
 

	
 
		/* distance from left edge */
 
		if (x < 0) {
 
			if (x < -3) goto skip_column;
 
			/* mask to use at the left edge */
 
			mask = _smallmap_mask_left[x + 3];
 
				/* Check if the town sign is within bounds */
 
				if (x + t->sign.width_2 > dpi->left &&
 
						x < dpi->left + dpi->width &&
 
						y + 6 > dpi->top &&
 
						y < dpi->top + dpi->height) {
 
					/* And draw it. */
 
					SetDParam(0, t->index);
 
					DrawString(x, y, STR_2056, TC_WHITE);
 
				}
 
			}
 
		}
 

	
 
		/* distance from right edge */
 
		t = dpi->width - x;
 
		if (t < 4) {
 
			if (t <= 0) break; /* exit loop */
 
			/* mask to use at the right edge */
 
			mask &= _smallmap_mask_right[t - 1];
 
		/* Draw map indicators */
 
		{
 
			Point pt;
 

	
 
			/* Find main viewport. */
 
			vp = FindWindowById(WC_MAIN_WINDOW,0)->viewport;
 

	
 
			pt = RemapCoords(this->scroll_x, this->scroll_y, 0);
 

	
 
			x = vp->virtual_left - pt.x;
 
			y = vp->virtual_top - pt.y;
 
			x2 = (x + vp->virtual_width) / TILE_SIZE;
 
			y2 = (y + vp->virtual_height) / TILE_SIZE;
 
			x /= TILE_SIZE;
 
			y /= TILE_SIZE;
 

	
 
			x -= this->subscroll;
 
			x2 -= this->subscroll;
 

	
 
			DrawVertMapIndicator(x, y, x, y2);
 
			DrawVertMapIndicator(x2, y, x2, y2);
 

	
 
			DrawHorizMapIndicator(x, y, x2, y);
 
			DrawHorizMapIndicator(x, y2, x2, y2);
 
		}
 
		_cur_dpi = old_dpi;
 
	}
 

	
 
	void SmallMapCenterOnCurrentPos()
 
	{
 
		int x, y;
 
		ViewPort *vp;
 
		vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
 

	
 
		x  = ((vp->virtual_width  - (this->widget[SM_WIDGET_MAP].right  - this->widget[SM_WIDGET_MAP].left) * TILE_SIZE) / 2 + vp->virtual_left) / 4;
 
		y  = ((vp->virtual_height - (this->widget[SM_WIDGET_MAP].bottom - this->widget[SM_WIDGET_MAP].top ) * TILE_SIZE) / 2 + vp->virtual_top ) / 2 - TILE_SIZE * 2;
 
		this->scroll_x = (y - x) & ~0xF;
 
		this->scroll_y = (x + y) & ~0xF;
 
		this->SetDirty();
 
	}
 

	
 
	SmallMapWindow(const WindowDesc *desc, void *data, int window_number) : Window(desc, data, window_number)
 
	{
 
		/* Resize the window to fit industries list */
 
		if (_industries_per_column > BASE_NB_PER_COLUMN) {
 
			uint diff = ((_industries_per_column - BASE_NB_PER_COLUMN) * BASE_NB_PER_COLUMN) + 1;
 

	
 
			this->height = this->height + diff;
 

	
 
			Widget *wi = &this->widget[SM_WIDGET_LEGEND]; // label panel
 
			wi->bottom = wi->bottom + diff;
 

	
 
			wi = &this->widget[SM_WIDGET_BUTTONSPANEL]; // filler panel under smallmap buttons
 
			wi->bottom = wi->bottom + diff - 1;
 

	
 
			/* Change widget position
 
			 * - footer panel
 
			 * - enable all industry
 
			 * - disable all industry
 
			 * - resize window button
 
			 */
 
			for (uint i = SM_WIDGET_BOTTOMPANEL; i <= SM_WIDGET_RESIZEBOX; i++) {
 
				wi           = &this->widget[i];
 
				wi->top      = wi->top + diff;
 
				wi->bottom   = wi->bottom + diff;
 
			}
 
		}
 

	
 
		/* number of lines */
 
		reps = (dpi->height - y + 1) / 2;
 
		if (reps > 0) {
 
			DrawSmallMapStuff(ptr, tile_x, tile_y, dpi->pitch * 2, reps, mask, _smallmap_draw_procs[type]);
 
		}
 
		this->LowerWidget(_smallmap_type + SMT_OWNER);
 
		this->SetWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME, _smallmap_show_towns);
 

	
 
skip_column:
 
		if (y == 0) {
 
			tile_y++;
 
			y++;
 
			ptr = blitter->MoveTo(ptr, 0, 1);
 
		} else {
 
			tile_x--;
 
			y--;
 
			ptr = blitter->MoveTo(ptr, 0, -1);
 
		}
 
		ptr = blitter->MoveTo(ptr, 2, 0);
 
		x += 2;
 
		this->SmallMapCenterOnCurrentPos();
 
		this->FindWindowPlacementAndResize(desc);
 
	}
 

	
 
	/* draw vehicles? */
 
	if (type == SMT_CONTOUR || type == SMT_VEHICLES) {
 
		Vehicle *v;
 
		bool skip;
 
		byte color;
 
	virtual void OnPaint()
 
	{
 
		const LegendAndColour *tbl;
 
		int x, y, y_org;
 
		uint diff;
 
		DrawPixelInfo new_dpi;
 

	
 
		/* Hide Enable all/Disable all buttons if is not industry type small map*/
 
		this->SetWidgetHiddenState(SM_WIDGET_ENABLEINDUSTRIES, _smallmap_type != SMT_INDUSTRY);
 
		this->SetWidgetHiddenState(SM_WIDGET_DISABLEINDUSTRIES, _smallmap_type != SMT_INDUSTRY);
 

	
 
		FOR_ALL_VEHICLES(v) {
 
			if (v->type != VEH_EFFECT &&
 
					(v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0) {
 
				/* Remap into flat coordinates. */
 
				Point pt = RemapCoords(
 
					v->x_pos / TILE_SIZE - WP(w, smallmap_d).scroll_x / TILE_SIZE, // divide each one separately because (a-b)/c != a/c-b/c in integer world
 
					v->y_pos / TILE_SIZE - WP(w, smallmap_d).scroll_y / TILE_SIZE, //    dtto
 
					0);
 
				x = pt.x;
 
				y = pt.y;
 
		/* draw the window */
 
		SetDParam(0, STR_00E5_CONTOURS + _smallmap_type);
 
		DrawWindowWidgets(this);
 

	
 
		tbl = _legend_table[_smallmap_type];
 

	
 
				/* Check if y is out of bounds? */
 
				y -= dpi->top;
 
				if (!IsInsideMM(y, 0, dpi->height)) continue;
 
		/* difference in window size */
 
		diff = (_industries_per_column > BASE_NB_PER_COLUMN) ? ((_industries_per_column - BASE_NB_PER_COLUMN) * BASE_NB_PER_COLUMN) + 1 : 0;
 

	
 
		x = 4;
 
		y_org = this->height - 44 - 11 - diff;
 
		y = y_org;
 

	
 
				/* Default is to draw both pixels. */
 
				skip = false;
 

	
 
				/* Offset X coordinate */
 
				x -= WP(w, smallmap_d).subscroll + 3 + dpi->left;
 
		for (;;) {
 
			if (_smallmap_type == SMT_INDUSTRY) {
 
				/* Industry name must be formated, 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 color.
 
					 * This will enforce the idea of the disabled item */
 
					DrawString(x + 11, y, STR_SMALLMAP_INDUSTRY, TC_GREY);
 
				} else {
 
					DrawString(x + 11, y, STR_SMALLMAP_INDUSTRY, TC_BLACK);
 
					GfxFillRect(x, y + 1, x + 8, y + 5, 0); // outer border of the legend color
 
				}
 
			} else {
 
				/* Anything that is not an industry is using normal process */
 
				GfxFillRect(x, y + 1, x + 8, y + 5, 0);
 
				DrawString(x + 11, y, tbl->legend, TC_FROMSTRING);
 
			}
 
			GfxFillRect(x + 1, y + 2, x + 7, y + 4, tbl->colour); // legend color
 

	
 
				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;
 
				}
 
			tbl += 1;
 
			y += 6;
 

	
 
				/* Calculate pointer to pixel and the color */
 
				color = (type == SMT_VEHICLES) ? _vehicle_type_colors[v->type] : 0xF;
 

	
 
				/* And draw either one or two pixels depending on clipping */
 
				blitter->SetPixel(dpi->dst_ptr, x, y, color);
 
				if (!skip) blitter->SetPixel(dpi->dst_ptr, x + 1, y, color);
 
			if (tbl->end) { // end of the list
 
				break;
 
			} else if (tbl->col_break) {
 
				/*  break asked, continue at top, 123 pixels (one "row") to the right */
 
				x += 123;
 
				y = y_org;
 
			}
 
		}
 

	
 
		if (!FillDrawPixelInfo(&new_dpi, 3, 17, this->width - 28 + 22, this->height - 64 - 11 - diff)) return;
 

	
 
		this->DrawSmallMap(&new_dpi, _smallmap_type, _smallmap_show_towns);
 
	}
 

	
 
	if (show_towns) {
 
		const Town *t;
 
	virtual void OnClick(Point pt, int widget)
 
	{
 
		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;
 

	
 
				Point pt = RemapCoords(this->scroll_x, this->scroll_y, 0);
 
				Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
 
				w->viewport->dest_scrollpos_x = pt.x + ((_cursor.pos.x - this->left + 2) << 4) - (w->viewport->virtual_width >> 1);
 
				w->viewport->dest_scrollpos_y = pt.y + ((_cursor.pos.y - this->top - 16) << 4) - (w->viewport->virtual_height >> 1);
 

	
 
				this->SetDirty();
 
			} 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(_smallmap_type + SM_WIDGET_CONTOUR);
 
				_smallmap_type = widget - SM_WIDGET_CONTOUR;
 
				this->LowerWidget(_smallmap_type + SM_WIDGET_CONTOUR);
 

	
 
				this->SetDirty();
 
				SndPlayFx(SND_15_BEEP);
 
				break;
 

	
 
			case SM_WIDGET_CENTERMAP: // Center the smallmap again
 
				this->SmallMapCenterOnCurrentPos();
 

	
 
				this->SetDirty();
 
				SndPlayFx(SND_15_BEEP);
 
				break;
 

	
 
			case SM_WIDGET_TOGGLETOWNNAME: // Toggle town names
 
				this->ToggleWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME);
 
				_smallmap_show_towns = this->IsWidgetLowered(SM_WIDGET_TOGGLETOWNNAME);
 

	
 
				this->SetDirty();
 
				SndPlayFx(SND_15_BEEP);
 
				break;
 

	
 
		FOR_ALL_TOWNS(t) {
 
			/* Remap the town coordinate */
 
			Point pt = RemapCoords(
 
				(int)(TileX(t->xy) * TILE_SIZE - WP(w, smallmap_d).scroll_x) / TILE_SIZE,
 
				(int)(TileY(t->xy) * TILE_SIZE - WP(w, smallmap_d).scroll_y) / TILE_SIZE,
 
				0);
 
			x = pt.x - WP(w, smallmap_d).subscroll + 3 - (t->sign.width_2 >> 1);
 
			y = pt.y;
 
			case SM_WIDGET_LEGEND: // Legend
 
				/* if industry type small map*/
 
				if (_smallmap_type == SMT_INDUSTRY) {
 
					/* if click on industries label, find right industry type and enable/disable it */
 
					Widget *wi = &this->widget[SM_WIDGET_LEGEND]; // label panel
 
					uint column = (pt.x - 4) / 123;
 
					uint line = (pt.y - wi->top - 2) / 6;
 
					uint free = _smallmap_industry_count % 3;
 

	
 
					if (column <= 3) {
 
						/* check if click is on industry label*/
 
						uint industry_pos = 0;
 
						for (uint i = 0; i <= column; i++) {
 
							uint diff = (free > 0) ? 1 : 0;
 
							uint max_column_lines = _industries_per_column + diff;
 

	
 
							if (i < column) industry_pos = industry_pos + _industries_per_column + diff;
 

	
 
			/* Check if the town sign is within bounds */
 
			if (x + t->sign.width_2 > dpi->left &&
 
					x < dpi->left + dpi->width &&
 
					y + 6 > dpi->top &&
 
					y < dpi->top + dpi->height) {
 
				/* And draw it. */
 
				SetDParam(0, t->index);
 
				DrawString(x, y, STR_2056, TC_WHITE);
 
			}
 
							if (i == column && line <= max_column_lines - 1) {
 
								industry_pos = industry_pos + line;
 
								_legend_from_industries[industry_pos].show_on_map = !_legend_from_industries[industry_pos].show_on_map;
 
							}
 
							if( free > 0) free--;
 
						}
 
					}
 
					/* 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;
 
		}
 
	}
 

	
 
	/* Draw map indicators */
 
	virtual void OnRightClick(Point pt, int widget)
 
	{
 
		Point pt;
 

	
 
		/* Find main viewport. */
 
		vp = FindWindowById(WC_MAIN_WINDOW,0)->viewport;
 

	
 
		pt = RemapCoords(WP(w, smallmap_d).scroll_x, WP(w, smallmap_d).scroll_y, 0);
 

	
 
		x = vp->virtual_left - pt.x;
 
		y = vp->virtual_top - pt.y;
 
		x2 = (x + vp->virtual_width) / TILE_SIZE;
 
		y2 = (y + vp->virtual_height) / TILE_SIZE;
 
		x /= TILE_SIZE;
 
		y /= TILE_SIZE;
 

	
 
		x -= WP(w, smallmap_d).subscroll;
 
		x2 -= WP(w, smallmap_d).subscroll;
 

	
 
		DrawVertMapIndicator(x, y, x, y2);
 
		DrawVertMapIndicator(x2, y, x2, y2);
 

	
 
		DrawHorizMapIndicator(x, y, x2, y);
 
		DrawHorizMapIndicator(x, y2, x2, y2);
 
		if (widget == SM_WIDGET_MAP) {
 
			if (_scrolling_viewport) return;
 
			_scrolling_viewport = true;
 
			_cursor.delta.x = 0;
 
			_cursor.delta.y = 0;
 
		}
 
	}
 
	_cur_dpi = old_dpi;
 
}
 

	
 
void SmallMapCenterOnCurrentPos(Window *w)
 
{
 
	int x, y;
 
	ViewPort *vp;
 
	vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
 

	
 
	x  = ((vp->virtual_width  - (w->widget[SM_WIDGET_MAP].right  - w->widget[SM_WIDGET_MAP].left) * TILE_SIZE) / 2 + vp->virtual_left) / 4;
 
	y  = ((vp->virtual_height - (w->widget[SM_WIDGET_MAP].bottom - w->widget[SM_WIDGET_MAP].top ) * TILE_SIZE) / 2 + vp->virtual_top ) / 2 - TILE_SIZE * 2;
 
	WP(w, smallmap_d).scroll_x = (y - x) & ~0xF;
 
	WP(w, smallmap_d).scroll_y = (x + y) & ~0xF;
 
	w->SetDirty();
 
}
 

	
 
enum {
 
	BASE_NB_PER_COLUMN = 6,
 
};
 

	
 
static void SmallMapWindowProc(Window *w, WindowEvent *e)
 
{
 
	switch (e->event) {
 
		case WE_PAINT: {
 
			const LegendAndColour *tbl;
 
			int x, y, y_org;
 
			uint diff;
 
			DrawPixelInfo new_dpi;
 

	
 
			/* Hide Enable all/Disable all buttons if is not industry type small map*/
 
			w->SetWidgetHiddenState(SM_WIDGET_ENABLEINDUSTRIES, _smallmap_type != SMT_INDUSTRY);
 
			w->SetWidgetHiddenState(SM_WIDGET_DISABLEINDUSTRIES, _smallmap_type != SMT_INDUSTRY);
 

	
 
			/* draw the window */
 
			SetDParam(0, STR_00E5_CONTOURS + _smallmap_type);
 
			DrawWindowWidgets(w);
 

	
 
			tbl = _legend_table[_smallmap_type];
 

	
 
			/* difference in window size */
 
			diff = (_industries_per_column > BASE_NB_PER_COLUMN) ? ((_industries_per_column - BASE_NB_PER_COLUMN) * BASE_NB_PER_COLUMN) + 1 : 0;
 

	
 
			x = 4;
 
			y_org = w->height - 44 - 11 - diff;
 
			y = y_org;
 
	virtual void OnTick()
 
	{
 
		/* update the window every now and then */
 
		if ((++this->vscroll.pos & 0x1F) == 0) this->SetDirty();
 
	}
 

	
 
			for (;;) {
 
	virtual void OnScroll(Point delta)
 
	{
 
		_cursor.fix_at = true;
 

	
 
				if (_smallmap_type == SMT_INDUSTRY) {
 
					/* Industry name must be formated, 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 color.
 
						 * This will enforce the idea of the disabled item */
 
						DrawString(x + 11, y, STR_SMALLMAP_INDUSTRY, TC_GREY);
 
					} else {
 
						DrawString(x + 11, y, STR_SMALLMAP_INDUSTRY, TC_BLACK);
 
						GfxFillRect(x, y + 1, x + 8, y + 5, 0); // outer border of the legend color
 
					}
 
				} else {
 
					/* Anything that is not an industry is using normal process */
 
					GfxFillRect(x, y + 1, x + 8, y + 5, 0);
 
					DrawString(x + 11, y, tbl->legend, TC_FROMSTRING);
 
				}
 
				GfxFillRect(x + 1, y + 2, x + 7, y + 4, tbl->colour); // legend color
 

	
 
				tbl += 1;
 
				y += 6;
 

	
 
				if (tbl->end) { // end of the list
 
					break;
 
				} else if (tbl->col_break) {
 
					/*  break asked, continue at top, 123 pixels (one "row") to the right */
 
					x += 123;
 
					y = y_org;
 
				}
 
			}
 
		int x = this->scroll_x;
 
		int y = this->scroll_y;
 

	
 
			if (!FillDrawPixelInfo(&new_dpi, 3, 17, w->width - 28 + 22, w->height - 64 - 11 - diff))
 
				return;
 

	
 
			DrawSmallMap(&new_dpi, w, _smallmap_type, _smallmap_show_towns);
 
		} break;
 

	
 
		case WE_CLICK:
 
			switch (e->we.click.widget) {
 
				case SM_WIDGET_MAP: { // Map window
 
					Window *w2 = FindWindowById(WC_MAIN_WINDOW, 0);
 
					Point pt;
 
		int sub = this->subscroll + delta.x;
 

	
 
					/*
 
					 * 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;
 
		x -= (sub >> 2) << 4;
 
		y += (sub >> 2) << 4;
 
		sub &= 3;
 

	
 
					pt = RemapCoords(WP(w, smallmap_d).scroll_x, WP(w,smallmap_d).scroll_y, 0);
 
					w2->viewport->dest_scrollpos_x = pt.x + ((_cursor.pos.x - w->left + 2) << 4) - (w2->viewport->virtual_width >> 1);
 
					w2->viewport->dest_scrollpos_y = pt.y + ((_cursor.pos.y - w->top - 16) << 4) - (w2->viewport->virtual_height >> 1);
 

	
 
					w->SetDirty();
 
				} 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
 
					w->RaiseWidget(_smallmap_type + SM_WIDGET_CONTOUR);
 
					_smallmap_type = e->we.click.widget - SM_WIDGET_CONTOUR;
 
					w->LowerWidget(_smallmap_type + SM_WIDGET_CONTOUR);
 
		x += (delta.y >> 1) << 4;
 
		y += (delta.y >> 1) << 4;
 

	
 
					w->SetDirty();
 
					SndPlayFx(SND_15_BEEP);
 
					break;
 

	
 
				case SM_WIDGET_CENTERMAP: // Center the smallmap again
 
					SmallMapCenterOnCurrentPos(w);
 

	
 
					w->SetDirty();
 
					SndPlayFx(SND_15_BEEP);
 
					break;
 

	
 
				case SM_WIDGET_TOGGLETOWNNAME: // Toggle town names
 
					w->ToggleWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME);
 
					_smallmap_show_towns = w->IsWidgetLowered(SM_WIDGET_TOGGLETOWNNAME);
 

	
 
					w->SetDirty();
 
					SndPlayFx(SND_15_BEEP);
 
					break;
 

	
 
				case SM_WIDGET_LEGEND: // Legend
 
					/* if industry type small map*/
 
					if (_smallmap_type == SMT_INDUSTRY) {
 
						/* if click on industries label, find right industry type and enable/disable it */
 
						Widget *wi = &w->widget[SM_WIDGET_LEGEND]; // label panel
 
						uint column = (e->we.click.pt.x - 4) / 123;
 
						uint line = (e->we.click.pt.y - wi->top - 2) / 6;
 
						uint free = _smallmap_industry_count % 3;
 

	
 
						if (column <= 3) {
 
							/* check if click is on industry label*/
 
							uint industry_pos = 0;
 
							for (uint i = 0; i <= column; i++) {
 
								uint diff = (free > 0) ? 1 : 0;
 
								uint max_column_lines = _industries_per_column + diff;
 

	
 
								if (i < column) industry_pos = industry_pos + _industries_per_column + diff;
 

	
 
								if (i == column && line <= max_column_lines - 1) {
 
									industry_pos = industry_pos + line;
 
									_legend_from_industries[industry_pos].show_on_map = !_legend_from_industries[industry_pos].show_on_map;
 
								}
 
								if( free > 0) free--;
 
							}
 
						}
 
						/* Raise the two buttons "all", as we have done a specific choice */
 
						w->RaiseWidget(SM_WIDGET_ENABLEINDUSTRIES);
 
						w->RaiseWidget(SM_WIDGET_DISABLEINDUSTRIES);
 
						w->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 */
 
					w->LowerWidget(SM_WIDGET_ENABLEINDUSTRIES);
 
					w->RaiseWidget(SM_WIDGET_DISABLEINDUSTRIES);
 
					w->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 */
 
					w->RaiseWidget(SM_WIDGET_ENABLEINDUSTRIES);
 
					w->LowerWidget(SM_WIDGET_DISABLEINDUSTRIES);
 
					w->SetDirty();
 
					break;
 
				}
 
			break;
 
		if (delta.y & 1) {
 
			x += TILE_SIZE;
 
			sub += 2;
 
			if (sub > 3) {
 
				sub -= 4;
 
				x -= TILE_SIZE;
 
				y += TILE_SIZE;
 
			}
 
		}
 

	
 
		case WE_RCLICK:
 
			if (e->we.click.widget == SM_WIDGET_MAP) {
 
				if (_scrolling_viewport) return;
 
				_scrolling_viewport = true;
 
				_cursor.delta.x = 0;
 
				_cursor.delta.y = 0;
 
			}
 
			break;
 

	
 
		case WE_TICK:
 
			/* update the window every now and then */
 
			if ((++w->vscroll.pos & 0x1F) == 0) w->SetDirty();
 
			break;
 

	
 
		case WE_SCROLL: {
 
			int x;
 
			int y;
 
			int sub;
 
			int hx;
 
			int hy;
 
			int hvx;
 
			int hvy;
 

	
 
			_cursor.fix_at = true;
 

	
 
			x = WP(w, smallmap_d).scroll_x;
 
			y = WP(w, smallmap_d).scroll_y;
 

	
 
			sub = WP(w, smallmap_d).subscroll + e->we.scroll.delta.x;
 

	
 
			x -= (sub >> 2) << 4;
 
			y += (sub >> 2) << 4;
 
			sub &= 3;
 

	
 
			x += (e->we.scroll.delta.y >> 1) << 4;
 
			y += (e->we.scroll.delta.y >> 1) << 4;
 
		int hx = (this->widget[SM_WIDGET_MAP].right  - this->widget[SM_WIDGET_MAP].left) / 2;
 
		int hy = (this->widget[SM_WIDGET_MAP].bottom - this->widget[SM_WIDGET_MAP].top ) / 2;
 
		int hvx = hx * -4 + hy * 8;
 
		int hvy = hx *  4 + hy * 8;
 
		if (x < -hvx) {
 
			x = -hvx;
 
			sub = 0;
 
		}
 
		if (x > (int)MapMaxX() * TILE_SIZE - hvx) {
 
			x = MapMaxX() * TILE_SIZE - hvx;
 
			sub = 0;
 
		}
 
		if (y < -hvy) {
 
			y = -hvy;
 
			sub = 0;
 
		}
 
		if (y > (int)MapMaxY() * TILE_SIZE - hvy) {
 
			y = MapMaxY() * TILE_SIZE - hvy;
 
			sub = 0;
 
		}
 

	
 
			if (e->we.scroll.delta.y & 1) {
 
				x += TILE_SIZE;
 
				sub += 2;
 
				if (sub > 3) {
 
					sub -= 4;
 
					x -= TILE_SIZE;
 
					y += TILE_SIZE;
 
				}
 
			}
 
		this->scroll_x = x;
 
		this->scroll_y = y;
 
		this->subscroll = sub;
 

	
 
			hx = (w->widget[SM_WIDGET_MAP].right  - w->widget[SM_WIDGET_MAP].left) / 2;
 
			hy = (w->widget[SM_WIDGET_MAP].bottom - w->widget[SM_WIDGET_MAP].top ) / 2;
 
			hvx = hx * -4 + hy * 8;
 
			hvy = hx *  4 + hy * 8;
 
			if (x < -hvx) {
 
				x = -hvx;
 
				sub = 0;
 
			}
 
			if (x > (int)MapMaxX() * TILE_SIZE - hvx) {
 
				x = MapMaxX() * TILE_SIZE - hvx;
 
				sub = 0;
 
			}
 
			if (y < -hvy) {
 
				y = -hvy;
 
				sub = 0;
 
			}
 
			if (y > (int)MapMaxY() * TILE_SIZE - hvy) {
 
				y = MapMaxY() * TILE_SIZE - hvy;
 
				sub = 0;
 
			}
 

	
 
			WP(w, smallmap_d).scroll_x = x;
 
			WP(w, smallmap_d).scroll_y = y;
 
			WP(w, smallmap_d).subscroll = sub;
 

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

	
 
static const WindowDesc _smallmap_desc = {
 
	WDP_AUTO, WDP_AUTO, 350, 214, 446, 314,
 
	WC_SMALLMAP, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON | WDF_RESIZABLE,
 
	_smallmap_widgets,
 
	SmallMapWindowProc
 
	NULL
 
};
 

	
 
void ShowSmallMap()
 
{
 
	Window *w;
 

	
 
	w = AllocateWindowDescFront<Window>(&_smallmap_desc, 0);
 
	if (w == NULL) return;
 

	
 
	/* Resize the window to fit industries list */
 
	if (_industries_per_column > BASE_NB_PER_COLUMN) {
 
		uint diff = ((_industries_per_column - BASE_NB_PER_COLUMN) * BASE_NB_PER_COLUMN) + 1;
 

	
 
		w->height = w->height + diff;
 

	
 
		Widget *wi = &w->widget[SM_WIDGET_LEGEND]; // label panel
 
		wi->bottom = wi->bottom + diff;
 

	
 
		wi = &w->widget[SM_WIDGET_BUTTONSPANEL]; // filler panel under smallmap buttons
 
		wi->bottom = wi->bottom + diff - 1;
 

	
 
		/* Change widget position
 
		 * - footer panel
 
		 * - enable all industry
 
		 * - disable all industry
 
		 * - resize window button
 
		 */
 
		for (uint i = SM_WIDGET_BOTTOMPANEL; i <= SM_WIDGET_RESIZEBOX; i++) {
 
			wi           = &w->widget[i];
 
			wi->top      = wi->top + diff;
 
			wi->bottom   = wi->bottom + diff;
 
		}
 
	}
 

	
 
	w->LowerWidget(_smallmap_type + SMT_OWNER);
 
	w->SetWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME, _smallmap_show_towns);
 

	
 
	SmallMapCenterOnCurrentPos(w);
 
	AllocateWindowDescFront<SmallMapWindow>(&_smallmap_desc, 0);
 
}
 

	
 
/* Extra ViewPort Window Stuff */
 
@@ -1225,3 +1215,19 @@ void ShowExtraViewPortWindow(TileIndex t
 
		w->viewport->dest_scrollpos_y = w->viewport->scrollpos_y;
 
	}
 
}
 

	
 
bool ScrollMainWindowTo(int x, int y, bool instant)
 
{
 
	bool res = ScrollWindowTo(x, y, 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;
 
}
src/viewport.cpp
Show inline comments
 
@@ -144,8 +144,6 @@ TileHighlightData _thd;
 
static TileInfo *_cur_ti;
 
bool _draw_bounding_boxes = false;
 

	
 
extern void SmallMapCenterOnCurrentPos(Window *w);
 

	
 
static Point MapXYZToViewport(const ViewPort *vp, uint x, uint y, uint z)
 
{
 
	Point p = RemapCoords(x, y, z);
 
@@ -2079,27 +2077,6 @@ bool ScrollWindowTo(int x , int y, Windo
 
	return true;
 
}
 

	
 

	
 
bool ScrollMainWindowTo(int x, int y, bool instant)
 
{
 
	Window *w;
 
	bool res = ScrollWindowTo(x, y, 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;
 

	
 
	w = FindWindowById(WC_SMALLMAP, 0);
 
	if (w == NULL) return res;
 

	
 
	SmallMapCenterOnCurrentPos(w);
 

	
 
	return res;
 
}
 

	
 

	
 
bool ScrollMainWindowToTile(TileIndex tile, bool instant)
 
{
 
	return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, instant);
0 comments (0 inline, 0 general)