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Location: cpp/openttd-patchpack/source/src/smallmap_gui.cpp
r6730:04c503a2a79b
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(svn r9962) -Feature: Add smooth viewport scrolling. This must be enabled with patch setting 'smooth_scroll'
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/** @file smallmap_gui.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "bridge_map.h"
#include "clear_map.h"
#include "industry_map.h"
#include "station_map.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "landscape.h"
#include "map.h"
#include "tile.h"
#include "gui.h"
#include "tree_map.h"
#include "tunnel_map.h"
#include "window.h"
#include "gfx.h"
#include "viewport.h"
#include "player.h"
#include "vehicle.h"
#include "town.h"
#include "sound.h"
#include "variables.h"
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, 433, 0, 13, STR_00B0_MAP, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_STICKYBOX, RESIZE_LR, 13, 434, 445, 0, 13, 0x0, STR_STICKY_BUTTON},
{ WWT_PANEL, RESIZE_RB, 13, 0, 445, 14, 257, 0x0, STR_NULL},
{ WWT_INSET, RESIZE_RB, 13, 2, 443, 16, 255, 0x0, STR_NULL},
{ WWT_IMGBTN, RESIZE_LRTB, 13, 380, 401, 258, 279, SPR_IMG_SHOW_COUNTOURS, STR_0191_SHOW_LAND_CONTOURS_ON_MAP},
{ WWT_IMGBTN, RESIZE_LRTB, 13, 402, 423, 258, 279, SPR_IMG_SHOW_VEHICLES, STR_0192_SHOW_VEHICLES_ON_MAP},
{ WWT_IMGBTN, RESIZE_LRTB, 13, 424, 445, 258, 279, SPR_IMG_INDUSTRY, STR_0193_SHOW_INDUSTRIES_ON_MAP},
{ WWT_IMGBTN, RESIZE_LRTB, 13, 380, 401, 280, 301, SPR_IMG_SHOW_ROUTES, STR_0194_SHOW_TRANSPORT_ROUTES_ON},
{ WWT_IMGBTN, RESIZE_LRTB, 13, 402, 423, 280, 301, SPR_IMG_PLANTTREES, STR_0195_SHOW_VEGETATION_ON_MAP},
{ WWT_IMGBTN, RESIZE_LRTB, 13, 424, 445, 280, 301, SPR_IMG_COMPANY_GENERAL, STR_0196_SHOW_LAND_OWNERS_ON_MAP},
{ WWT_IMGBTN, RESIZE_LRTB, 13, 358, 379, 258, 279, SPR_IMG_SMALLMAP, STR_SMALLMAP_CENTER},
{ WWT_IMGBTN, RESIZE_LRTB, 13, 358, 379, 280, 301, SPR_IMG_TOWN, STR_0197_TOGGLE_TOWN_NAMES_ON_OFF},
{ WWT_PANEL, RESIZE_RTB, 13, 0, 357, 258, 301, 0x0, STR_NULL},
{ WWT_PANEL, RESIZE_RTB, 13, 0, 433, 302, 313, 0x0, STR_NULL},
{ WWT_RESIZEBOX, RESIZE_LRTB, 13, 434, 445, 302, 313, 0x0, STR_RESIZE_BUTTON},
{ WIDGETS_END},
};
static int _smallmap_type;
static bool _smallmap_show_towns = true;
/** Macro for ordinary entry of LegendAndColor */
#define MK(a,b) {a, b, false, false}
/** Macro for end of list marker in arrays of LegendAndColor */
#define MKEND() {0, STR_NULL, true, false}
/** Macro for break marker in arrays of LegendAndColor.
* It will have valid data, though */
#define MS(a,b) {a, b, false, true}
/** Structure for holding relevant data for legends in small map */
struct LegendAndColour {
uint16 colour; ///< color of the item on the map
StringID legend; ///< string corresponding to the colored item
bool end; ///< this is the end of the list
bool col_break; ///< perform a break and go one collumn further
};
/** Legend text giving the colours to look for on the minimap */
static const LegendAndColour _legend_land_contours[] = {
MK(0x5A, STR_00F0_100M),
MK(0x5C, STR_00F1_200M),
MK(0x5E, STR_00F2_300M),
MK(0x1F, STR_00F3_400M),
MK(0x27, STR_00F4_500M),
MS(0xD7, STR_00EB_ROADS),
MK(0x0A, STR_00EC_RAILROADS),
MK(0x98, STR_00ED_STATIONS_AIRPORTS_DOCKS),
MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES),
MK(0x0F, STR_00EF_VEHICLES),
MKEND()
};
static const LegendAndColour _legend_vehicles[] = {
MK(0xB8, STR_00F5_TRAINS),
MK(0xBF, STR_00F6_ROAD_VEHICLES),
MK(0x98, STR_00F7_SHIPS),
MK(0x0F, STR_00F8_AIRCRAFT),
MS(0xD7, STR_00F9_TRANSPORT_ROUTES),
MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES),
MKEND()
};
static const LegendAndColour _legend_routes[] = {
MK(0xD7, STR_00EB_ROADS),
MK(0x0A, STR_00EC_RAILROADS),
MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES),
MS(0x56, STR_011B_RAILROAD_STATION),
MK(0xC2, STR_011C_TRUCK_LOADING_BAY),
MK(0xBF, STR_011D_BUS_STATION),
MK(0xB8, STR_011E_AIRPORT_HELIPORT),
MK(0x98, STR_011F_DOCK),
MKEND()
};
static const LegendAndColour _legend_vegetation[] = {
MK(0x52, STR_0120_ROUGH_LAND),
MK(0x54, STR_0121_GRASS_LAND),
MK(0x37, STR_0122_BARE_LAND),
MK(0x25, STR_0123_FIELDS),
MK(0x57, STR_0124_TREES),
MK(0xD0, STR_00FC_FOREST),
MS(0x0A, STR_0125_ROCKS),
MK(0xC2, STR_012A_DESERT),
MK(0x98, STR_012B_SNOW),
MK(0xD7, STR_00F9_TRANSPORT_ROUTES),
MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES),
MKEND()
};
static const LegendAndColour _legend_land_owners[] = {
MK(0xCA, STR_0126_WATER),
MK(0x54, STR_0127_NO_OWNER),
MK(0xB4, STR_0128_TOWNS),
MK(0x20, STR_0129_INDUSTRIES),
MKEND()
};
#undef MK
#undef MS
#undef MKEND
/** Allow room for all industries, plus a terminator entry
* This is required in order to have the indutry slots all filled up */
static LegendAndColour _legend_from_industries[NUM_INDUSTRYTYPES+1];
/**
* Fills an array for the industries legends.
*/
void BuildIndustriesLegend()
{
const IndustrySpec *indsp;
uint j = 0;
/* Add each name */
for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
indsp = GetIndustrySpec(i);
if (HASBIT(indsp->climate_availability, _opt.landscape)) {
_legend_from_industries[j].legend = indsp->name;
_legend_from_industries[j].colour = indsp->map_colour;
_legend_from_industries[j].col_break = (j % 6) == 0; // break is performed on the 7th item
_legend_from_industries[j].end = false;
j++;
}
}
/* Terminate the list */
_legend_from_industries[j].end = true;
}
static const LegendAndColour * const _legend_table[] = {
_legend_land_contours,
_legend_vehicles,
_legend_from_industries,
_legend_routes,
_legend_vegetation,
_legend_land_owners,
};
#if defined(OTTD_ALIGNMENT)
static inline void WRITE_PIXELS(Pixel* d, uint32 val)
{
# if defined(TTD_BIG_ENDIAN)
d[0] = GB(val, 24, 8);
d[1] = GB(val, 16, 8);
d[2] = GB(val, 8, 8);
d[3] = GB(val, 0, 8);
# elif defined(TTD_LITTLE_ENDIAN)
d[0] = GB(val, 0, 8);
d[1] = GB(val, 8, 8);
d[2] = GB(val, 16, 8);
d[3] = GB(val, 24, 8);
# endif
}
/* need to use OR, otherwise we will overwrite the wrong pixels at the edges :( */
static inline void WRITE_PIXELS_OR(Pixel *d, uint32 val)
{
# if defined(TTD_BIG_ENDIAN)
d[0] |= GB(val, 24, 8);
d[1] |= GB(val, 16, 8);
d[2] |= GB(val, 8, 8);
d[3] |= GB(val, 0, 8);
# elif defined(TTD_LITTLE_ENDIAN)
d[0] |= GB(val, 0, 8);
d[1] |= GB(val, 8, 8);
d[2] |= GB(val, 16, 8);
d[3] |= GB(val, 24, 8);
# endif
}
#else
# define WRITE_PIXELS(dst, val) *(uint32*)(dst) = (val);
# define WRITE_PIXELS_OR(dst,val) *(uint32*)(dst) |= (val);
#endif
#define MKCOLOR(x) TO_LE32X(x)
/* Height encodings; 16 levels XXX - needs updating for more/finer heights! */
static const uint32 _map_height_bits[16] = {
MKCOLOR(0x5A5A5A5A),
MKCOLOR(0x5A5B5A5B),
MKCOLOR(0x5B5B5B5B),
MKCOLOR(0x5B5C5B5C),
MKCOLOR(0x5C5C5C5C),
MKCOLOR(0x5C5D5C5D),
MKCOLOR(0x5D5D5D5D),
MKCOLOR(0x5D5E5D5E),
MKCOLOR(0x5E5E5E5E),
MKCOLOR(0x5E5F5E5F),
MKCOLOR(0x5F5F5F5F),
MKCOLOR(0x5F1F5F1F),
MKCOLOR(0x1F1F1F1F),
MKCOLOR(0x1F271F27),
MKCOLOR(0x27272727),
MKCOLOR(0x27272727),
};
struct AndOr {
uint32 mor;
uint32 mand;
};
static inline uint32 ApplyMask(uint32 colour, const AndOr *mask)
{
return (colour & mask->mand) | mask->mor;
}
static const AndOr _smallmap_contours_andor[] = {
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0x000A0A00), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0x98989898), MKCOLOR(0x00000000)},
{MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)},
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)},
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x000A0A00), MKCOLOR(0xFF0000FF)},
};
static const AndOr _smallmap_vehicles_andor[] = {
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)},
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)},
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
};
static const AndOr _smallmap_vegetation_andor[] = {
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00575700), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)},
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)},
{MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)},
{MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)},
{MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)},
};
typedef uint32 GetSmallMapPixels(TileIndex tile); // typedef callthrough function
/**
* Draws one column of the small map in a certain mode onto the screen buffer. This
* function looks exactly the same for all types
*
* @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 mask ?
* @param proc Pointer to the colour function
* @see GetSmallMapPixels(TileIndex)
*/
static void DrawSmallMapStuff(Pixel *dst, uint xc, uint yc, int pitch, int reps, uint32 mask, GetSmallMapPixels *proc)
{
Pixel *dst_ptr_end = _screen.dst_ptr + _screen.width * _screen.height - _screen.width;
do {
/* check if the tile (xc,yc) is within the map range */
if (xc < MapMaxX() && yc < MapMaxY()) {
/* check if the dst pointer points to a pixel inside the screen buffer */
if (dst > _screen.dst_ptr && dst < dst_ptr_end)
WRITE_PIXELS_OR(dst, proc(TileXY(xc, yc)) & mask);
}
/* switch to next tile in the column */
} while (xc++, yc++, dst += pitch, --reps != 0);
}
static inline TileType GetEffectiveTileType(TileIndex tile)
{
TileType t = GetTileType(tile);
if (t == MP_TUNNELBRIDGE) {
TransportType tt;
if (IsTunnel(tile)) {
tt = GetTunnelTransportType(tile);
} else {
tt = GetBridgeTransportType(tile);
}
switch (tt) {
case TRANSPORT_RAIL: t = MP_RAILWAY; break;
case TRANSPORT_ROAD: t = MP_STREET; break;
default: t = MP_WATER; break;
}
}
return t;
}
/**
* Return the color a tile would be displayed with in the small map in mode "Contour".
* @param tile The tile of which we would like to get the color.
* @return The color of tile in the small map in mode "Contour"
*/
static inline uint32 GetSmallMapContoursPixels(TileIndex tile)
{
TileType t = GetEffectiveTileType(tile);
return
ApplyMask(_map_height_bits[TileHeight(tile)], &_smallmap_contours_andor[t]);
}
/**
* Return the color a tile would be displayed with in the small map in mode "Vehicles".
*
* @param tile The tile of which we would like to get the color.
* @return The color of tile in the small map in mode "Vehicles"
*/
static inline uint32 GetSmallMapVehiclesPixels(TileIndex tile)
{
TileType t = GetEffectiveTileType(tile);
return ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]);
}
/**
* Return the color a tile would be displayed with in the small map in mode "Industries".
*
* @param tile The tile of which we would like to get the color.
* @return The color of tile in the small map in mode "Industries"
*/
static inline uint32 GetSmallMapIndustriesPixels(TileIndex tile)
{
TileType t = GetEffectiveTileType(tile);
if (t == MP_INDUSTRY) {
return GetIndustrySpec(GetIndustryByTile(tile)->type)->map_colour * 0x01010101;
}
return ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]);
}
/**
* Return the color a tile would be displayed with in the small map in mode "Routes".
*
* @param tile The tile of which we would like to get the color.
* @return The color of tile in the small map in mode "Routes"
*/
static inline uint32 GetSmallMapRoutesPixels(TileIndex tile)
{
TileType t = GetEffectiveTileType(tile);
uint32 bits;
if (t == MP_STATION) {
switch (GetStationType(tile)) {
case STATION_RAIL: bits = MKCOLOR(0x56565656); break;
case STATION_AIRPORT: bits = MKCOLOR(0xB8B8B8B8); break;
case STATION_TRUCK: bits = MKCOLOR(0xC2C2C2C2); break;
case STATION_BUS: bits = MKCOLOR(0xBFBFBFBF); break;
case STATION_DOCK: bits = MKCOLOR(0x98989898); break;
default: bits = MKCOLOR(0xFFFFFFFF); break;
}
} else {
/* ground color */
bits = ApplyMask(MKCOLOR(0x54545454), &_smallmap_contours_andor[t]);
}
return bits;
}
static const uint32 _vegetation_clear_bits[] = {
MKCOLOR(0x54545454), ///< full grass
MKCOLOR(0x52525252), ///< rough land
MKCOLOR(0x0A0A0A0A), ///< rocks
MKCOLOR(0x25252525), ///< fields
MKCOLOR(0x98989898), ///< snow
MKCOLOR(0xC2C2C2C2), ///< desert
MKCOLOR(0x54545454), ///< unused
MKCOLOR(0x54545454), ///< unused
};
static inline uint32 GetSmallMapVegetationPixels(TileIndex tile)
{
TileType t = GetEffectiveTileType(tile);
uint32 bits;
switch (t) {
case MP_CLEAR:
if (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) {
bits = MKCOLOR(0x37373737);
} else {
bits = _vegetation_clear_bits[GetClearGround(tile)];
}
break;
case MP_INDUSTRY:
bits = GetIndustryType(tile) == IT_FOREST ? MKCOLOR(0xD0D0D0D0) : MKCOLOR(0xB5B5B5B5);
break;
case MP_TREES:
if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT) {
bits = (_opt.landscape == LT_ARCTIC) ? MKCOLOR(0x98575798) : MKCOLOR(0xC25757C2);
} else {
bits = MKCOLOR(0x54575754);
}
break;
default:
bits = ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]);
break;
}
return bits;
}
static uint32 _owner_colors[OWNER_END + 1];
/**
* Return the color a tile would be displayed with in the small map in mode "Owner".
*
* @param tile The tile of which we would like to get the color.
* @return The color of tile in the small map in mode "Owner"
*/
static inline uint32 GetSmallMapOwnerPixels(TileIndex tile)
{
Owner o;
switch (GetTileType(tile)) {
case MP_INDUSTRY: o = OWNER_END; break;
case MP_HOUSE: o = OWNER_TOWN; break;
default: o = GetTileOwner(tile); break;
}
return _owner_colors[o];
}
static const uint32 _smallmap_mask_left[3] = {
MKCOLOR(0xFF000000),
MKCOLOR(0xFFFF0000),
MKCOLOR(0xFFFFFF00),
};
static const uint32 _smallmap_mask_right[] = {
MKCOLOR(0x000000FF),
MKCOLOR(0x0000FFFF),
MKCOLOR(0x00FFFFFF),
};
/* each tile has 4 x pixels and 1 y pixel */
static GetSmallMapPixels *_smallmap_draw_procs[] = {
GetSmallMapContoursPixels,
GetSmallMapVehiclesPixels,
GetSmallMapIndustriesPixels,
GetSmallMapRoutesPixels,
GetSmallMapVegetationPixels,
GetSmallMapOwnerPixels,
};
static const byte _vehicle_type_colors[6] = {
184, 191, 152, 15, 215, 184
};
static void DrawVertMapIndicator(int x, int y, int x2, int y2)
{
GfxFillRect(x, y, x2, y + 3, 69);
GfxFillRect(x, y2 - 3, x2, y2, 69);
}
static void DrawHorizMapIndicator(int x, int y, int x2, int y2)
{
GfxFillRect(x, y, x + 3, y2, 69);
GfxFillRect(x2 - 3, y, x2, y2, 69);
}
/**
* 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)
{
DrawPixelInfo *old_dpi;
int dx,dy, x, y, x2, y2;
Pixel *ptr;
int tile_x;
int tile_y;
ViewPort *vp;
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 == 5) {
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 */
/* 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 = WP(w,smallmap_d).scroll_x / TILE_SIZE;
tile_y = WP(w,smallmap_d).scroll_y / TILE_SIZE;
dx = dpi->left + WP(w,smallmap_d).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 = dpi->dst_ptr - dx - 4;
x = - dx - 4;
y = 0;
for (;;) {
uint32 mask = 0xFFFFFFFF;
int reps;
int t;
/* 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];
}
/* number of lines */
reps = (dpi->height - y + 1) / 2;
if (reps > 0) {
// assert(ptr >= dpi->dst_ptr);
DrawSmallMapStuff(ptr, tile_x, tile_y, dpi->pitch * 2, reps, mask, _smallmap_draw_procs[type]);
}
skip_column:
if (y == 0) {
tile_y++;
y++;
ptr += dpi->pitch;
} else {
tile_x--;
y--;
ptr -= dpi->pitch;
}
ptr += 2;
x += 2;
}
/* draw vehicles? */
if (type == 0 || type == 1) {
Vehicle *v;
bool skip;
byte color;
FOR_ALL_VEHICLES(v) {
if (v->type != VEH_SPECIAL &&
(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;
/* Check if y is out of bounds? */
y -= dpi->top;
if (!IS_INT_INSIDE(y, 0, dpi->height)) continue;
/* Default is to draw both pixels. */
skip = false;
/* Offset X coordinate */
x -= WP(w,smallmap_d).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;
}
/* Calculate pointer to pixel and the color */
ptr = dpi->dst_ptr + y * dpi->pitch + x;
color = (type == 1) ? _vehicle_type_colors[v->type] : 0xF;
/* And draw either one or two pixels depending on clipping */
ptr[0] = color;
if (!skip) ptr[1] = color;
}
}
}
if (show_towns) {
const Town *t;
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;
/* 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, 12);
}
}
}
/* Draw map indicators */
{
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);
}
_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[4].right - w->widget[4].left) * TILE_SIZE) / 2 + vp->virtual_left) / 4;
y = ((vp->virtual_height - (w->widget[4].bottom - w->widget[4].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;
SetWindowDirty(w);
}
static void SmallMapWindowProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_PAINT: {
const LegendAndColour *tbl;
int x, y, y_org;
DrawPixelInfo new_dpi;
/* draw the window */
SetDParam(0, STR_00E5_CONTOURS + _smallmap_type);
DrawWindowWidgets(w);
tbl = _legend_table[_smallmap_type];
x = 4;
y_org = w->height - 44 - 11;
y = y_org;
for (;;) {
GfxFillRect(x, y + 1, x + 8, y + 5, 0);
GfxFillRect(x + 1, y + 2, x + 7, y + 4, tbl->colour);
if (_smallmap_type == 2) {
/* Industry name must be formated, since it's not in tiny font in the specs.
* So, draw with a parameter and use the STR_7065 string, which is tiny, black */
SetDParam(0, tbl->legend);
DrawString(x + 11, y, STR_7065, 0);
} else {
DrawString(x + 11, y, tbl->legend, 0);
}
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;
}
}
if (!FillDrawPixelInfo(&new_dpi, 3, 17, w->width - 28 + 22, w->height - 64 - 11))
return;
DrawSmallMap(&new_dpi, w, _smallmap_type, _smallmap_show_towns);
} break;
case WE_CLICK:
switch (e->we.click.widget) {
case 4: { // Map window
Window *w2 = FindWindowById(WC_MAIN_WINDOW, 0);
Point pt;
/*
* 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;
pt = RemapCoords(WP(w,smallmap_d).scroll_x, WP(w,smallmap_d).scroll_y, 0);
WP(w2, vp_d).dest_scrollpos_x = pt.x + ((_cursor.pos.x - w->left + 2) << 4) - (w2->viewport->virtual_width >> 1);
WP(w2, vp_d).dest_scrollpos_y = pt.y + ((_cursor.pos.y - w->top - 16) << 4) - (w2->viewport->virtual_height >> 1);
SetWindowDirty(w);
} break;
case 5: // Show land contours
case 6: // Show vehicles
case 7: // Show industries
case 8: // Show transport routes
case 9: // Show vegetation
case 10: // Show land owners
RaiseWindowWidget(w, _smallmap_type + 5);
_smallmap_type = e->we.click.widget - 5;
LowerWindowWidget(w, _smallmap_type + 5);
SetWindowDirty(w);
SndPlayFx(SND_15_BEEP);
break;
case 11: // Center the smallmap again
SmallMapCenterOnCurrentPos(w);
SetWindowDirty(w);
SndPlayFx(SND_15_BEEP);
break;
case 12: // Toggle town names
ToggleWidgetLoweredState(w, 12);
_smallmap_show_towns = IsWindowWidgetLowered(w, 12);
SetWindowDirty(w);
SndPlayFx(SND_15_BEEP);
break;
}
break;
case WE_RCLICK:
if (e->we.click.widget == 4) {
if (_scrolling_viewport) return;
_scrolling_viewport = true;
_cursor.delta.x = 0;
_cursor.delta.y = 0;
}
break;
case WE_MOUSELOOP:
/* update the window every now and then */
if ((++w->vscroll.pos & 0x1F) == 0) SetWindowDirty(w);
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;
if (e->we.scroll.delta.y & 1) {
x += TILE_SIZE;
sub += 2;
if (sub > 3) {
sub -= 4;
x -= TILE_SIZE;
y += TILE_SIZE;
}
}
hx = (w->widget[4].right - w->widget[4].left) / 2;
hy = (w->widget[4].bottom - w->widget[4].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;
SetWindowDirty(w);
} break;
}
}
static const WindowDesc _smallmap_desc = {
WDP_AUTO, WDP_AUTO, 446, 314,
WC_SMALLMAP, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_smallmap_widgets,
SmallMapWindowProc
};
void ShowSmallMap()
{
Window *w;
w = AllocateWindowDescFront(&_smallmap_desc, 0);
if (w == NULL) return;
LowerWindowWidget(w, _smallmap_type + 5);
SetWindowWidgetLoweredState(w, 12, _smallmap_show_towns);
w->resize.width = 350;
w->resize.height = 250;
SmallMapCenterOnCurrentPos(w);
}
/* Extra ViewPort Window Stuff */
static const Widget _extra_view_port_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_RIGHT, 14, 11, 287, 0, 13, STR_EXTRA_VIEW_PORT_TITLE, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_STICKYBOX, RESIZE_LR, 14, 288, 299, 0, 13, 0x0, STR_STICKY_BUTTON},
{ WWT_PANEL, RESIZE_RB, 14, 0, 299, 14, 233, 0x0, STR_NULL},
{ WWT_INSET, RESIZE_RB, 14, 2, 297, 16, 231, 0x0, STR_NULL},
{ WWT_PUSHIMGBTN, RESIZE_TB, 14, 0, 21, 234, 255, SPR_IMG_ZOOMIN, STR_017F_ZOOM_THE_VIEW_IN},
{ WWT_PUSHIMGBTN, RESIZE_TB, 14, 22, 43, 234, 255, SPR_IMG_ZOOMOUT, STR_0180_ZOOM_THE_VIEW_OUT},
{ WWT_PUSHTXTBTN, RESIZE_TB, 14, 44, 171, 234, 255, STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW, STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT},
{ WWT_PUSHTXTBTN, RESIZE_TB, 14, 172, 298, 234, 255, STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN, STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT},
{ WWT_PANEL, RESIZE_RTB, 14, 299, 299, 234, 255, 0x0, STR_NULL},
{ WWT_PANEL, RESIZE_RTB, 14, 0, 287, 256, 267, 0x0, STR_NULL},
{ WWT_RESIZEBOX, RESIZE_LRTB, 14, 288, 299, 256, 267, 0x0, STR_RESIZE_BUTTON},
{ WIDGETS_END},
};
static void ExtraViewPortWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_CREATE: /* Disable zoom in button */
DisableWindowWidget(w, 5);
break;
case WE_PAINT:
// set the number in the title bar
SetDParam(0, w->window_number + 1);
DrawWindowWidgets(w);
DrawWindowViewport(w);
break;
case WE_CLICK:
switch (e->we.click.widget) {
case 5: DoZoomInOutWindow(ZOOM_IN, w); break;
case 6: DoZoomInOutWindow(ZOOM_OUT, w); break;
case 7: { /* location button (move main view to same spot as this view) 'Paste Location' */
Window *w2 = FindWindowById(WC_MAIN_WINDOW, 0);
int x = WP(w, vp_d).scrollpos_x; // Where is the main looking at
int y = WP(w, vp_d).scrollpos_y;
/* set this view to same location. Based on the center, adjusting for zoom */
WP(w2, vp_d).dest_scrollpos_x = x - (w2->viewport->virtual_width - w->viewport->virtual_width) / 2;
WP(w2, vp_d).dest_scrollpos_y = y - (w2->viewport->virtual_height - w->viewport->virtual_height) / 2;
} break;
case 8: { /* inverse location button (move this view to same spot as main view) 'Copy Location' */
const Window *w2 = FindWindowById(WC_MAIN_WINDOW, 0);
int x = WP(w2, const vp_d).scrollpos_x;
int y = WP(w2, const vp_d).scrollpos_y;
WP(w, vp_d).dest_scrollpos_x = x + (w2->viewport->virtual_width - w->viewport->virtual_width) / 2;
WP(w, vp_d).dest_scrollpos_y = y + (w2->viewport->virtual_height - w->viewport->virtual_height) / 2;
} break;
}
break;
case WE_RESIZE:
w->viewport->width += e->we.sizing.diff.x;
w->viewport->height += e->we.sizing.diff.y;
w->viewport->virtual_width += e->we.sizing.diff.x;
w->viewport->virtual_height += e->we.sizing.diff.y;
break;
case WE_SCROLL: {
ViewPort *vp = IsPtInWindowViewport(w, _cursor.pos.x, _cursor.pos.y);
if (vp == NULL) {
_cursor.fix_at = false;
_scrolling_viewport = false;
}
WP(w, vp_d).scrollpos_x += ScaleByZoom(e->we.scroll.delta.x, vp->zoom);
WP(w, vp_d).scrollpos_y += ScaleByZoom(e->we.scroll.delta.y, vp->zoom);
WP(w, vp_d).dest_scrollpos_x = WP(w, vp_d).scrollpos_x;
WP(w, vp_d).dest_scrollpos_y = WP(w, vp_d).scrollpos_y;
} break;
case WE_MOUSEWHEEL:
ZoomInOrOutToCursorWindow(e->we.wheel.wheel < 0, w);
break;
case WE_MESSAGE:
/* Only handle zoom message if intended for us (msg ZOOM_IN/ZOOM_OUT) */
if (e->we.message.wparam != w->window_number) break;
HandleZoomMessage(w, w->viewport, 5, 6);
break;
}
}
static const WindowDesc _extra_view_port_desc = {
WDP_AUTO, WDP_AUTO, 300, 268,
WC_EXTRA_VIEW_PORT, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
_extra_view_port_widgets,
ExtraViewPortWndProc
};
void ShowExtraViewPortWindow()
{
Window *w, *v;
int i = 0;
/* find next free window number for extra viewport */
while (FindWindowById(WC_EXTRA_VIEW_PORT, i) != NULL) i++;
w = AllocateWindowDescFront(&_extra_view_port_desc, i);
if (w != NULL) {
int x, y;
/* the main window with the main view */
v = FindWindowById(WC_MAIN_WINDOW, 0);
/* New viewport start ats (zero,zero) */
AssignWindowViewport(w, 3, 17, 294, 214, 0 , ZOOM_LVL_VIEWPORT);
/* center on same place as main window (zoom is maximum, no adjustment needed) */
x = WP(v, vp_d).scrollpos_x;
y = WP(v, vp_d).scrollpos_y;
WP(w, vp_d).scrollpos_x = x + (v->viewport->virtual_width - (294)) / 2;
WP(w, vp_d).scrollpos_y = y + (v->viewport->virtual_height - (214)) / 2;
WP(w, vp_d).dest_scrollpos_x = WP(w, vp_d).scrollpos_x;
WP(w, vp_d).dest_scrollpos_y = WP(w, vp_d).scrollpos_y;
}
}
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