Changeset - r22002:7379fe64522b
[Not reviewed]
master
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frosch - 9 years ago 2015-02-22 14:10:44
frosch@openttd.org
(svn r27158) -Codechange: Simplify mapping from viewport to smallmap coordinates by duplicating less code.
4 files changed with 26 insertions and 51 deletions:
0 comments (0 inline, 0 general)
src/smallmap_gui.cpp
Show inline comments
 
@@ -900,30 +900,6 @@ void SmallMapWindow::DrawTowns(const Dra
 
}
 

	
 
/**
 
 * Convert a coordinate of the viewport to essentially a tile on the map,
 
 * taking care of the different location due to height.
 
 * @param viewport_coord The coordinate in the viewport.
 
 * @return The tile location.
 
 */
 
Point SmallMapWindow::GetSmallMapCoordIncludingHeight(Point viewport_coord) const
 
{
 
	/* First find out which tile would be there if we ignore height */
 
	Point pt = InverseRemapCoords(viewport_coord.x, viewport_coord.y);
 
	Point pt_without_height = {pt.x / TILE_SIZE, pt.y / TILE_SIZE};
 

	
 
	/* Problem: There are mountains.  So the tile actually displayed at the given position
 
	 * might be the high mountain of 30 tiles south.
 
	 * Unfortunately, there is no closed formula for finding such a tile.
 
	 * We call GetRowAtTile originally implemented for the viewport code, which performs
 
	 * a interval search.  For details, see its documentation. */
 
	int row_without_height = pt_without_height.x + pt_without_height.y;
 
	int row_with_height = GetRowAtTile(viewport_coord.y, pt_without_height, false);
 
	int row_offset = row_with_height - row_without_height;
 
	Point pt_with_height = {pt_without_height.x + row_offset / 2, pt_without_height.y + row_offset / 2};
 
	return pt_with_height;
 
}
 

	
 
/**
 
 * Adds map indicators to the smallmap.
 
 */
 
void SmallMapWindow::DrawMapIndicators() const
 
@@ -931,15 +907,13 @@ void SmallMapWindow::DrawMapIndicators()
 
	/* Find main viewport. */
 
	const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
 

	
 
	Point upper_left_viewport_coord = {vp->virtual_left, vp->virtual_top};
 
	Point upper_left_small_map_coord = GetSmallMapCoordIncludingHeight(upper_left_viewport_coord);
 
	Point upper_left = this->RemapTile(upper_left_small_map_coord.x, upper_left_small_map_coord.y);
 
	Point upper_left_smallmap_coord  = TranslateXYToTileCoord(vp, vp->left, vp->top, false);
 
	Point lower_right_smallmap_coord = TranslateXYToTileCoord(vp, vp->left + vp->width - 1, vp->top + vp->height - 1, false);
 

	
 
	Point upper_left = this->RemapTile(upper_left_smallmap_coord.x / (int)TILE_SIZE, upper_left_smallmap_coord.y / (int)TILE_SIZE);
 
	upper_left.x -= this->subscroll;
 

	
 
	Point lower_right_viewport_coord = {vp->virtual_left + vp->virtual_width, vp->virtual_top + vp->virtual_height};
 
	Point lower_right_smallmap_coord = GetSmallMapCoordIncludingHeight(lower_right_viewport_coord);
 
	Point lower_right = this->RemapTile(lower_right_smallmap_coord.x, lower_right_smallmap_coord.y);
 
	/* why do we do this? in my tests subscroll was zero */
 
	Point lower_right = this->RemapTile(lower_right_smallmap_coord.x / (int)TILE_SIZE, lower_right_smallmap_coord.y / (int)TILE_SIZE);
 
	lower_right.x -= this->subscroll;
 

	
 
	SmallMapWindow::DrawVertMapIndicator(upper_left.x, upper_left.y, lower_right.y);
 
@@ -1662,19 +1636,12 @@ void SmallMapWindow::SetNewScroll(int sx
 
 */
 
void SmallMapWindow::SmallMapCenterOnCurrentPos()
 
{
 
	/* Goal: Given the viewport coordinates of the middle of the map window, find
 
	 * out which tile is displayed there. */
 

	
 
	/* First find out which tile would be there if we ignore height */
 
	const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
 
	Point viewport_center = {vp->virtual_left + vp->virtual_width  / 2, vp->virtual_top  + vp->virtual_height / 2};
 
	Point pt_with_height = GetSmallMapCoordIncludingHeight(viewport_center);
 

	
 
	/* And finally scroll to that position. */
 
	Point viewport_center = TranslateXYToTileCoord(vp, vp->left + vp->width / 2, vp->top + vp->height / 2);
 

	
 
	int sub;
 
	const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
 
	Point sxy = this->ComputeScroll(pt_with_height.x, pt_with_height.y,
 
	Point sxy = this->ComputeScroll(viewport_center.x / (int)TILE_SIZE, viewport_center.y / (int)TILE_SIZE,
 
			max(0, (int)wid->current_x / 2 - 2), wid->current_y / 2, &sub);
 
	this->SetNewScroll(sxy.x, sxy.y, sub);
 
	this->SetDirty();
src/smallmap_gui.h
Show inline comments
 
@@ -157,7 +157,6 @@ protected:
 
	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;
 
	Point GetSmallMapCoordIncludingHeight(Point viewport_coord) const;
 
	void DrawSmallMap(DrawPixelInfo *dpi) const;
 

	
 
	Point RemapTile(int tile_x, int tile_y) const;
src/viewport.cpp
Show inline comments
 
@@ -405,9 +405,10 @@ ViewPort *IsPtInWindowViewport(const Win
 
 * @param vp  Viewport that contains the (\a x, \a y) screen coordinate
 
 * @param x   Screen x coordinate
 
 * @param y   Screen y coordinate
 
 * @param clamp_to_map Clamp the coordinate outside of the map to the closest tile within the map.
 
 * @return Tile coordinate
 
 */
 
static Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y)
 
Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y, bool clamp_to_map)
 
{
 
	Point pt;
 
	int a, b;
 
@@ -425,13 +426,15 @@ static Point TranslateXYToTileCoord(cons
 
	a = y - x;
 
	b = y + x;
 

	
 
	/* Bring the coordinates near to a valid range. This is mostly due to the
 
	 * tiles on the north side of the map possibly being drawn too high due to
 
	 * the extra height levels. So at the top we allow a number of extra tiles.
 
	 * This number is based on the tile height and pixels. */
 
	int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
 
	a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
 
	b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
 
	if (clamp_to_map) {
 
		/* Bring the coordinates near to a valid range. This is mostly due to the
 
		 * tiles on the north side of the map possibly being drawn too high due to
 
		 * the extra height levels. So at the top we allow a number of extra tiles.
 
		 * This number is based on the tile height and pixels. */
 
		int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
 
		a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
 
		b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
 
	}
 

	
 
	/* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
 
	 * Now find the Z-world coordinate by fix point iteration.
 
@@ -448,8 +451,13 @@ static Point TranslateXYToTileCoord(cons
 
	for (int malus = 3; malus > 0; malus--) z = GetSlopePixelZ(Clamp(a + max(z, malus) - malus, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, malus) - malus, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
 
	for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
 

	
 
	pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
 
	pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
 
	if (clamp_to_map) {
 
		pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
 
		pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
 
	} else {
 
		pt.x = a + z;
 
		pt.y = b + z;
 
	}
 

	
 
	return pt;
 
}
src/viewport_func.h
Show inline comments
 
@@ -25,6 +25,7 @@ void SetSelectionRed(bool);
 
void DeleteWindowViewport(Window *w);
 
void InitializeWindowViewport(Window *w, int x, int y, int width, int height, uint32 follow_flags, ZoomLevel zoom);
 
ViewPort *IsPtInWindowViewport(const Window *w, int x, int y);
 
Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y, bool clamp_to_map = true);
 
Point GetTileBelowCursor();
 
void UpdateViewportPosition(Window *w);
 

	
0 comments (0 inline, 0 general)