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Location: cpp/openttd-patchpack/source/src/viewport.cpp
r28828:76c6b8ce3c7c
123.7 KiB
text/x-c
Fix f6dd505: Missing savegame conversion for current_order (#12188)
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* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file viewport.cpp Handling of all viewports.
*
* \verbatim
* The in-game coordinate system looks like this *
* *
* ^ Z *
* | *
* | *
* | *
* | *
* / \ *
* / \ *
* / \ *
* / \ *
* X < > Y *
* \endverbatim
*/
/**
* @defgroup vp_column_row Rows and columns in the viewport
*
* Columns are vertical sections of the viewport that are half a tile wide.
* The origin, i.e. column 0, is through the northern and southern most tile.
* This means that the column of e.g. Tile(0, 0) and Tile(100, 100) are in
* column number 0. The negative columns are towards the left of the screen,
* or towards the west, whereas the positive ones are towards respectively
* the right and east.
* With half a tile wide is meant that the next column of tiles directly west
* or east of the centre line are respectively column -1 and 1. Their tile
* centers are only half a tile from the center of their adjoining tile when
* looking only at the X-coordinate.
*
* \verbatim
* ╳ *
* ╱ ╲ *
* ╳ 0 ╳ *
* ╱ ╲ ╱ ╲ *
* ╳-1 ╳ 1 ╳ *
* ╱ ╲ ╱ ╲ ╱ ╲ *
* ╳-2 ╳ 0 ╳ 2 ╳ *
* ╲ ╱ ╲ ╱ ╲ ╱ *
* ╳-1 ╳ 1 ╳ *
* ╲ ╱ ╲ ╱ *
* ╳ 0 ╳ *
* ╲ ╱ *
* ╳ *
* \endverbatim
*
*
* Rows are horizontal sections of the viewport, also half a tile wide.
* This time the northern most tile on the map defines 0 and
* everything south of that has a positive number.
*/
#include "stdafx.h"
#include "core/backup_type.hpp"
#include "landscape.h"
#include "viewport_func.h"
#include "station_base.h"
#include "waypoint_base.h"
#include "town.h"
#include "signs_base.h"
#include "signs_func.h"
#include "vehicle_base.h"
#include "vehicle_gui.h"
#include "blitter/factory.hpp"
#include "strings_func.h"
#include "zoom_func.h"
#include "vehicle_func.h"
#include "company_func.h"
#include "waypoint_func.h"
#include "window_func.h"
#include "tilehighlight_func.h"
#include "window_gui.h"
#include "linkgraph/linkgraph_gui.h"
#include "viewport_kdtree.h"
#include "town_kdtree.h"
#include "viewport_sprite_sorter.h"
#include "bridge_map.h"
#include "company_base.h"
#include "command_func.h"
#include "network/network_func.h"
#include "framerate_type.h"
#include "viewport_cmd.h"
#include <forward_list>
#include <stack>
#include "table/strings.h"
#include "table/string_colours.h"
#include "safeguards.h"
Point _tile_fract_coords;
ViewportSignKdtree _viewport_sign_kdtree(&Kdtree_ViewportSignXYFunc);
static int _viewport_sign_maxwidth = 0;
static const int MAX_TILE_EXTENT_LEFT = ZOOM_LVL_BASE * TILE_PIXELS; ///< Maximum left extent of tile relative to north corner.
static const int MAX_TILE_EXTENT_RIGHT = ZOOM_LVL_BASE * TILE_PIXELS; ///< Maximum right extent of tile relative to north corner.
static const int MAX_TILE_EXTENT_TOP = ZOOM_LVL_BASE * MAX_BUILDING_PIXELS; ///< Maximum top extent of tile relative to north corner (not considering bridges).
static const int MAX_TILE_EXTENT_BOTTOM = ZOOM_LVL_BASE * (TILE_PIXELS + 2 * TILE_HEIGHT); ///< Maximum bottom extent of tile relative to north corner (worst case: #SLOPE_STEEP_N).
struct StringSpriteToDraw {
std::string string;
StringID string_id;
Colours colour;
int32_t x;
int32_t y;
uint16_t width;
};
struct TileSpriteToDraw {
SpriteID image;
PaletteID pal;
const SubSprite *sub; ///< only draw a rectangular part of the sprite
int32_t x; ///< screen X coordinate of sprite
int32_t y; ///< screen Y coordinate of sprite
};
struct ChildScreenSpriteToDraw {
SpriteID image;
PaletteID pal;
const SubSprite *sub; ///< only draw a rectangular part of the sprite
int32_t x;
int32_t y;
bool relative;
int next; ///< next child to draw (-1 at the end)
};
/** Enumeration of multi-part foundations */
enum FoundationPart {
FOUNDATION_PART_NONE = 0xFF, ///< Neither foundation nor groundsprite drawn yet.
FOUNDATION_PART_NORMAL = 0, ///< First part (normal foundation or no foundation)
FOUNDATION_PART_HALFTILE = 1, ///< Second part (halftile foundation)
FOUNDATION_PART_END
};
/**
* Mode of "sprite combining"
* @see StartSpriteCombine
*/
enum SpriteCombineMode {
SPRITE_COMBINE_NONE, ///< Every #AddSortableSpriteToDraw start its own bounding box
SPRITE_COMBINE_PENDING, ///< %Sprite combining will start with the next unclipped sprite.
SPRITE_COMBINE_ACTIVE, ///< %Sprite combining is active. #AddSortableSpriteToDraw outputs child sprites.
};
typedef std::vector<TileSpriteToDraw> TileSpriteToDrawVector;
typedef std::vector<StringSpriteToDraw> StringSpriteToDrawVector;
typedef std::vector<ParentSpriteToDraw> ParentSpriteToDrawVector;
typedef std::vector<ChildScreenSpriteToDraw> ChildScreenSpriteToDrawVector;
/** Data structure storing rendering information */
struct ViewportDrawer {
DrawPixelInfo dpi;
StringSpriteToDrawVector string_sprites_to_draw;
TileSpriteToDrawVector tile_sprites_to_draw;
ParentSpriteToDrawVector parent_sprites_to_draw;
ParentSpriteToSortVector parent_sprites_to_sort; ///< Parent sprite pointer array used for sorting
ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
int *last_child;
SpriteCombineMode combine_sprites; ///< Current mode of "sprite combining". @see StartSpriteCombine
int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
int *last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations. (index into child_screen_sprites_to_draw)
Point foundation_offset[FOUNDATION_PART_END]; ///< Pixel offset for ground sprites on the foundations.
};
static bool MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom);
static ViewportDrawer _vd;
TileHighlightData _thd;
static TileInfo _cur_ti;
bool _draw_bounding_boxes = false;
bool _draw_dirty_blocks = false;
uint _dirty_block_colour = 0;
static VpSpriteSorter _vp_sprite_sorter = nullptr;
static Point MapXYZToViewport(const Viewport *vp, int x, int y, int z)
{
Point p = RemapCoords(x, y, z);
p.x -= vp->virtual_width / 2;
p.y -= vp->virtual_height / 2;
return p;
}
void DeleteWindowViewport(Window *w)
{
delete w->viewport;
w->viewport = nullptr;
}
/**
* Initialize viewport of the window for use.
* @param w Window to use/display the viewport in
* @param x Offset of left edge of viewport with respect to left edge window \a w
* @param y Offset of top edge of viewport with respect to top edge window \a w
* @param width Width of the viewport
* @param height Height of the viewport
* @param focus Either the tile index or vehicle ID to focus.
* @param zoom Zoomlevel to display
*/
void InitializeWindowViewport(Window *w, int x, int y,
int width, int height, std::variant<TileIndex, VehicleID> focus, ZoomLevel zoom)
{
assert(w->viewport == nullptr);
ViewportData *vp = new ViewportData();
vp->left = x + w->left;
vp->top = y + w->top;
vp->width = width;
vp->height = height;
vp->zoom = static_cast<ZoomLevel>(Clamp(zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
vp->virtual_width = ScaleByZoom(width, zoom);
vp->virtual_height = ScaleByZoom(height, zoom);
Point pt;
if (std::holds_alternative<VehicleID>(focus)) {
const Vehicle *veh;
vp->follow_vehicle = std::get<VehicleID>(focus);
veh = Vehicle::Get(vp->follow_vehicle);
pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
} else {
TileIndex tile = std::get<TileIndex>(focus);
if (tile == INVALID_TILE) {
/* No tile? Use center of main viewport. */
const Window *mw = GetMainWindow();
/* center on same place as main window (zoom is maximum, no adjustment needed) */
pt.x = mw->viewport->scrollpos_x + mw->viewport->virtual_width / 2;
pt.x -= vp->virtual_width / 2;
pt.y = mw->viewport->scrollpos_y + mw->viewport->virtual_height / 2;
pt.y -= vp->virtual_height / 2;
} else {
x = TileX(tile) * TILE_SIZE;
y = TileY(tile) * TILE_SIZE;
pt = MapXYZToViewport(vp, x, y, GetSlopePixelZ(x, y));
}
vp->follow_vehicle = INVALID_VEHICLE;
}
vp->scrollpos_x = pt.x;
vp->scrollpos_y = pt.y;
vp->dest_scrollpos_x = pt.x;
vp->dest_scrollpos_y = pt.y;
vp->overlay = nullptr;
w->viewport = vp;
vp->virtual_left = 0;
vp->virtual_top = 0;
}
static Point _vp_move_offs;
static void DoSetViewportPosition(Window::IteratorToFront it, int left, int top, int width, int height)
{
for (; !it.IsEnd(); ++it) {
const Window *w = *it;
if (left + width > w->left &&
w->left + w->width > left &&
top + height > w->top &&
w->top + w->height > top) {
if (left < w->left) {
DoSetViewportPosition(it, left, top, w->left - left, height);
DoSetViewportPosition(it, left + (w->left - left), top, width - (w->left - left), height);
return;
}
if (left + width > w->left + w->width) {
DoSetViewportPosition(it, left, top, (w->left + w->width - left), height);
DoSetViewportPosition(it, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height);
return;
}
if (top < w->top) {
DoSetViewportPosition(it, left, top, width, (w->top - top));
DoSetViewportPosition(it, left, top + (w->top - top), width, height - (w->top - top));
return;
}
if (top + height > w->top + w->height) {
DoSetViewportPosition(it, left, top, width, (w->top + w->height - top));
DoSetViewportPosition(it, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top));
return;
}
return;
}
}
{
int xo = _vp_move_offs.x;
int yo = _vp_move_offs.y;
if (abs(xo) >= width || abs(yo) >= height) {
/* fully_outside */
RedrawScreenRect(left, top, left + width, top + height);
return;
}
GfxScroll(left, top, width, height, xo, yo);
if (xo > 0) {
RedrawScreenRect(left, top, xo + left, top + height);
left += xo;
width -= xo;
} else if (xo < 0) {
RedrawScreenRect(left + width + xo, top, left + width, top + height);
width += xo;
}
if (yo > 0) {
RedrawScreenRect(left, top, width + left, top + yo);
} else if (yo < 0) {
RedrawScreenRect(left, top + height + yo, width + left, top + height);
}
}
}
static void SetViewportPosition(Window *w, int x, int y)
{
Viewport *vp = w->viewport;
int old_left = vp->virtual_left;
int old_top = vp->virtual_top;
int i;
int left, top, width, height;
vp->virtual_left = x;
vp->virtual_top = y;
/* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
* else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
*/
old_left = UnScaleByZoomLower(old_left, vp->zoom);
old_top = UnScaleByZoomLower(old_top, vp->zoom);
x = UnScaleByZoomLower(x, vp->zoom);
y = UnScaleByZoomLower(y, vp->zoom);
old_left -= x;
old_top -= y;
if (old_top == 0 && old_left == 0) return;
_vp_move_offs.x = old_left;
_vp_move_offs.y = old_top;
left = vp->left;
top = vp->top;
width = vp->width;
height = vp->height;
if (left < 0) {
width += left;
left = 0;
}
i = left + width - _screen.width;
if (i >= 0) width -= i;
if (width > 0) {
if (top < 0) {
height += top;
top = 0;
}
i = top + height - _screen.height;
if (i >= 0) height -= i;
if (height > 0) {
Window::IteratorToFront it(w);
++it;
DoSetViewportPosition(it, left, top, width, height);
}
}
}
/**
* Is a xy position inside the viewport of the window?
* @param w Window to examine its viewport
* @param x X coordinate of the xy position
* @param y Y coordinate of the xy position
* @return Pointer to the viewport if the xy position is in the viewport of the window,
* otherwise \c nullptr is returned.
*/
Viewport *IsPtInWindowViewport(const Window *w, int x, int y)
{
Viewport *vp = w->viewport;
if (vp != nullptr &&
IsInsideMM(x, vp->left, vp->left + vp->width) &&
IsInsideMM(y, vp->top, vp->top + vp->height))
return vp;
return nullptr;
}
/**
* Translate screen coordinate in a viewport to underlying tile coordinate.
*
* Returns exact point of the map that is visible in the given place
* of the viewport (3D perspective), height of tiles and foundations matter.
*
* @param vp Viewport that contains the (\a x, \a y) screen coordinate
* @param x Screen x coordinate, distance in pixels from the left edge of viewport frame
* @param y Screen y coordinate, distance in pixels from the top edge of viewport frame
* @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map
* @return Tile coordinate or (-1, -1) if given x or y is not within viewport frame
*/
Point TranslateXYToTileCoord(const Viewport *vp, int x, int y, bool clamp_to_map)
{
if (!IsInsideBS(x, vp->left, vp->width) || !IsInsideBS(y, vp->top, vp->height)) {
Point pt = { -1, -1 };
return pt;
}
return InverseRemapCoords2(
ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top, clamp_to_map);
}
/* When used for zooming, check area below current coordinates (x,y)
* and return the tile of the zoomed out/in position (zoom_x, zoom_y)
* when you just want the tile, make x = zoom_x and y = zoom_y */
static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
{
Window *w;
Viewport *vp;
Point pt;
if ( (w = FindWindowFromPt(x, y)) != nullptr &&
(vp = IsPtInWindowViewport(w, x, y)) != nullptr)
return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
pt.y = pt.x = -1;
return pt;
}
Point GetTileBelowCursor()
{
return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
}
Point GetTileZoomCenterWindow(bool in, Window * w)
{
int x, y;
Viewport *vp = w->viewport;
if (in) {
x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
} else {
x = vp->width - (_cursor.pos.x - vp->left);
y = vp->height - (_cursor.pos.y - vp->top);
}
/* Get the tile below the cursor and center on the zoomed-out center */
return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
}
/**
* Update the status of the zoom-buttons according to the zoom-level
* of the viewport. This will update their status and invalidate accordingly
* @param w Window pointer to the window that has the zoom buttons
* @param vp pointer to the viewport whose zoom-level the buttons represent
* @param widget_zoom_in widget index for window with zoom-in button
* @param widget_zoom_out widget index for window with zoom-out button
*/
void HandleZoomMessage(Window *w, const Viewport *vp, WidgetID widget_zoom_in, WidgetID widget_zoom_out)
{
w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min);
w->SetWidgetDirty(widget_zoom_in);
w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max);
w->SetWidgetDirty(widget_zoom_out);
}
/**
* Schedules a tile sprite for drawing.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param x position x (world coordinates) of the sprite.
* @param y position y (world coordinates) of the sprite.
* @param z position z (world coordinates) of the sprite.
* @param sub Only draw a part of the sprite.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
static void AddTileSpriteToDraw(SpriteID image, PaletteID pal, int32_t x, int32_t y, int z, const SubSprite *sub = nullptr, int extra_offs_x = 0, int extra_offs_y = 0)
{
assert((image & SPRITE_MASK) < MAX_SPRITES);
TileSpriteToDraw &ts = _vd.tile_sprites_to_draw.emplace_back();
ts.image = image;
ts.pal = pal;
ts.sub = sub;
Point pt = RemapCoords(x, y, z);
ts.x = pt.x + extra_offs_x;
ts.y = pt.y + extra_offs_y;
}
/**
* Adds a child sprite to the active foundation.
*
* The pixel offset of the sprite relative to the ParentSprite is the sum of the offset passed to OffsetGroundSprite() and extra_offs_?.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param sub Only draw a part of the sprite.
* @param foundation_part Foundation part.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
{
assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
assert(_vd.foundation[foundation_part] != -1);
Point offs = _vd.foundation_offset[foundation_part];
/* Change the active ChildSprite list to the one of the foundation */
int *old_child = _vd.last_child;
_vd.last_child = _vd.last_foundation_child[foundation_part];
AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false, false);
/* Switch back to last ChildSprite list */
_vd.last_child = old_child;
}
/**
* Draws a ground sprite at a specific world-coordinate relative to the current tile.
* If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param x position x (world coordinates) of the sprite relative to current tile.
* @param y position y (world coordinates) of the sprite relative to current tile.
* @param z position z (world coordinates) of the sprite relative to current tile.
* @param sub Only draw a part of the sprite.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32_t x, int32_t y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
{
/* Switch to first foundation part, if no foundation was drawn */
if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
if (_vd.foundation[_vd.foundation_part] != -1) {
Point pt = RemapCoords(x, y, z);
AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_LVL_BASE, pt.y + extra_offs_y * ZOOM_LVL_BASE);
} else {
AddTileSpriteToDraw(image, pal, _cur_ti.x + x, _cur_ti.y + y, _cur_ti.z + z, sub, extra_offs_x * ZOOM_LVL_BASE, extra_offs_y * ZOOM_LVL_BASE);
}
}
/**
* Draws a ground sprite for the current tile.
* If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param sub Only draw a part of the sprite.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
{
DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
}
/**
* Called when a foundation has been drawn for the current tile.
* Successive ground sprites for the current tile will be drawn as child sprites of the "foundation"-ParentSprite, not as TileSprites.
*
* @param x sprite x-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
* @param y sprite y-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
*/
void OffsetGroundSprite(int x, int y)
{
/* Switch to next foundation part */
switch (_vd.foundation_part) {
case FOUNDATION_PART_NONE:
_vd.foundation_part = FOUNDATION_PART_NORMAL;
break;
case FOUNDATION_PART_NORMAL:
_vd.foundation_part = FOUNDATION_PART_HALFTILE;
break;
default: NOT_REACHED();
}
/* _vd.last_child == nullptr if foundation sprite was clipped by the viewport bounds */
if (_vd.last_child != nullptr) _vd.foundation[_vd.foundation_part] = (uint)_vd.parent_sprites_to_draw.size() - 1;
_vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_LVL_BASE;
_vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_LVL_BASE;
_vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
}
/**
* Adds a child sprite to a parent sprite.
* In contrast to "AddChildSpriteScreen()" the sprite position is in world coordinates
*
* @param image the image to draw.
* @param pal the provided palette.
* @param x position x of the sprite.
* @param y position y of the sprite.
* @param z position z of the sprite.
* @param sub Only draw a part of the sprite.
*/
static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub)
{
Point pt = RemapCoords(x, y, z);
const Sprite *spr = GetSprite(image & SPRITE_MASK, SpriteType::Normal);
if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
return;
const ParentSpriteToDraw &pstd = _vd.parent_sprites_to_draw.back();
AddChildSpriteScreen(image, pal, pt.x - pstd.left, pt.y - pstd.top, false, sub, false);
}
/**
* Draw a (transparent) sprite at given coordinates with a given bounding box.
* The bounding box extends from (x + bb_offset_x, y + bb_offset_y, z + bb_offset_z) to (x + w - 1, y + h - 1, z + dz - 1), both corners included.
* Bounding boxes with bb_offset_x == w or bb_offset_y == h or bb_offset_z == dz are allowed and produce thin slices.
*
* @note Bounding boxes are normally specified with bb_offset_x = bb_offset_y = bb_offset_z = 0. The extent of the bounding box in negative direction is
* defined by the sprite offset in the grf file.
* However if modifying the sprite offsets is not suitable (e.g. when using existing graphics), the bounding box can be tuned by bb_offset.
*
* @pre w >= bb_offset_x, h >= bb_offset_y, dz >= bb_offset_z. Else w, h or dz are ignored.
*
* @param image the image to combine and draw,
* @param pal the provided palette,
* @param x position X (world) of the sprite,
* @param y position Y (world) of the sprite,
* @param w bounding box extent towards positive X (world),
* @param h bounding box extent towards positive Y (world),
* @param dz bounding box extent towards positive Z (world),
* @param z position Z (world) of the sprite,
* @param transparent if true, switch the palette between the provided palette and the transparent palette,
* @param bb_offset_x bounding box extent towards negative X (world),
* @param bb_offset_y bounding box extent towards negative Y (world),
* @param bb_offset_z bounding box extent towards negative Z (world)
* @param sub Only draw a part of the sprite.
*/
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
{
int32_t left, right, top, bottom;
assert((image & SPRITE_MASK) < MAX_SPRITES);
/* make the sprites transparent with the right palette */
if (transparent) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
AddCombinedSprite(image, pal, x, y, z, sub);
return;
}
_vd.last_child = nullptr;
Point pt = RemapCoords(x, y, z);
int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
/* Compute screen extents of sprite */
if (image == SPR_EMPTY_BOUNDING_BOX) {
left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
} else {
const Sprite *spr = GetSprite(image & SPRITE_MASK, SpriteType::Normal);
left = tmp_left = (pt.x += spr->x_offs);
right = (pt.x + spr->width );
top = tmp_top = (pt.y += spr->y_offs);
bottom = (pt.y + spr->height);
}
if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
/* Compute maximal extents of sprite and its bounding box */
left = std::min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x);
right = std::max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1);
top = std::min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y);
bottom = std::max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1);
}
/* Do not add the sprite to the viewport, if it is outside */
if (left >= _vd.dpi.left + _vd.dpi.width ||
right <= _vd.dpi.left ||
top >= _vd.dpi.top + _vd.dpi.height ||
bottom <= _vd.dpi.top) {
return;
}
ParentSpriteToDraw &ps = _vd.parent_sprites_to_draw.emplace_back();
ps.x = tmp_x;
ps.y = tmp_y;
ps.left = tmp_left;
ps.top = tmp_top;
ps.image = image;
ps.pal = pal;
ps.sub = sub;
ps.xmin = x + bb_offset_x;
ps.xmax = x + std::max(bb_offset_x, w) - 1;
ps.ymin = y + bb_offset_y;
ps.ymax = y + std::max(bb_offset_y, h) - 1;
ps.zmin = z + bb_offset_z;
ps.zmax = z + std::max(bb_offset_z, dz) - 1;
ps.first_child = -1;
_vd.last_child = &ps.first_child;
if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
}
/**
* Starts a block of sprites, which are "combined" into a single bounding box.
*
* Subsequent calls to #AddSortableSpriteToDraw will be drawn into the same bounding box.
* That is: The first sprite that is not clipped by the viewport defines the bounding box, and
* the following sprites will be child sprites to that one.
*
* That implies:
* - The drawing order is definite. No other sprites will be sorted between those of the block.
* - You have to provide a valid bounding box for all sprites,
* as you won't know which one is the first non-clipped one.
* Preferable you use the same bounding box for all.
* - You cannot use #AddChildSpriteScreen inside the block, as its result will be indefinite.
*
* The block is terminated by #EndSpriteCombine.
*
* You cannot nest "combined" blocks.
*/
void StartSpriteCombine()
{
assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
_vd.combine_sprites = SPRITE_COMBINE_PENDING;
}
/**
* Terminates a block of sprites started by #StartSpriteCombine.
* Take a look there for details.
*/
void EndSpriteCombine()
{
assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
_vd.combine_sprites = SPRITE_COMBINE_NONE;
}
/**
* Check if the parameter "check" is inside the interval between
* begin and end, including both begin and end.
* @note Whether \c begin or \c end is the biggest does not matter.
* This method will account for that.
* @param begin The begin of the interval.
* @param end The end of the interval.
* @param check The value to check.
*/
static bool IsInRangeInclusive(int begin, int end, int check)
{
if (begin > end) Swap(begin, end);
return begin <= check && check <= end;
}
/**
* Checks whether a point is inside the selected a diagonal rectangle given by _thd.size and _thd.pos
* @param x The x coordinate of the point to be checked.
* @param y The y coordinate of the point to be checked.
* @return True if the point is inside the rectangle, else false.
*/
bool IsInsideRotatedRectangle(int x, int y)
{
int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle.
int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative!
int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
/* Check if a and b are between 0 and dist_a or dist_b respectively. */
return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
}
/**
* Add a child sprite to a parent sprite.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param x sprite x-offset (screen coordinates) relative to parent sprite.
* @param y sprite y-offset (screen coordinates) relative to parent sprite.
* @param transparent if true, switch the palette between the provided palette and the transparent palette,
* @param sub Only draw a part of the sprite.
* @param scale if true, scale offsets to base zoom level.
* @param relative if true, draw sprite relative to parent sprite offsets.
*/
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative)
{
assert((image & SPRITE_MASK) < MAX_SPRITES);
/* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
if (_vd.last_child == nullptr) return;
/* make the sprites transparent with the right palette */
if (transparent) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
*_vd.last_child = (uint)_vd.child_screen_sprites_to_draw.size();
ChildScreenSpriteToDraw &cs = _vd.child_screen_sprites_to_draw.emplace_back();
cs.image = image;
cs.pal = pal;
cs.sub = sub;
cs.x = scale ? x * ZOOM_LVL_BASE : x;
cs.y = scale ? y * ZOOM_LVL_BASE : y;
cs.relative = relative;
cs.next = -1;
/* Append the sprite to the active ChildSprite list.
* If the active ParentSprite is a foundation, update last_foundation_child as well.
* Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs.next;
if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs.next;
_vd.last_child = &cs.next;
}
static void AddStringToDraw(int x, int y, StringID string, Colours colour, uint16_t width)
{
assert(width != 0);
StringSpriteToDraw &ss = _vd.string_sprites_to_draw.emplace_back();
ss.string = GetString(string);
ss.string_id = string;
ss.x = x;
ss.y = y;
ss.width = width;
ss.colour = colour;
}
/**
* Draws sprites between ground sprite and everything above.
*
* The sprite is either drawn as TileSprite or as ChildSprite of the active foundation.
*
* @param image the image to draw.
* @param pal the provided palette.
* @param ti TileInfo Tile that is being drawn
* @param z_offset Z offset relative to the groundsprite. Only used for the sprite position, not for sprite sorting.
* @param foundation_part Foundation part the sprite belongs to.
* @param extra_offs_x Pixel X offset for the sprite position.
* @param extra_offs_y Pixel Y offset for the sprite position.
*/
static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part, int extra_offs_x = 0, int extra_offs_y = 0)
{
/* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
if (_vd.foundation[foundation_part] == -1) {
/* draw on real ground */
AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset, nullptr, extra_offs_x, extra_offs_y);
} else {
/* draw on top of foundation */
AddChildSpriteToFoundation(image, pal, nullptr, foundation_part, extra_offs_x, extra_offs_y - z_offset * ZOOM_LVL_BASE);
}
}
/**
* Draws a selection rectangle on a tile.
*
* @param ti TileInfo Tile that is being drawn
* @param pal Palette to apply.
*/
static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
{
if (!IsValidTile(ti->tile)) return;
SpriteID sel;
if (IsHalftileSlope(ti->tileh)) {
Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE);
Corner opposite_corner = OppositeCorner(halftile_corner);
if (IsSteepSlope(ti->tileh)) {
sel = SPR_HALFTILE_SELECTION_DOWN;
} else {
sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
}
sel += opposite_corner;
} else {
sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
}
DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL);
}
static bool IsPartOfAutoLine(int px, int py)
{
px -= _thd.selstart.x;
py -= _thd.selstart.y;
if ((_thd.drawstyle & HT_DRAG_MASK) != HT_LINE) return false;
switch (_thd.drawstyle & HT_DIR_MASK) {
case HT_DIR_X: return py == 0; // x direction
case HT_DIR_Y: return px == 0; // y direction
case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper
case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower
case HT_DIR_VL: return px == py || px == py + 16; // vertical left
case HT_DIR_VR: return px == py || px == py - 16; // vertical right
default:
NOT_REACHED();
}
}
/* [direction][side] */
static const HighLightStyle _autorail_type[6][2] = {
{ HT_DIR_X, HT_DIR_X },
{ HT_DIR_Y, HT_DIR_Y },
{ HT_DIR_HU, HT_DIR_HL },
{ HT_DIR_HL, HT_DIR_HU },
{ HT_DIR_VL, HT_DIR_VR },
{ HT_DIR_VR, HT_DIR_VL }
};
#include "table/autorail.h"
/**
* Draws autorail highlights.
*
* @param *ti TileInfo Tile that is being drawn
* @param autorail_type Offset into _AutorailTilehSprite[][]
*/
static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type)
{
SpriteID image;
PaletteID pal;
int offset;
FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
if (IsHalftileSlope(ti->tileh)) {
static const uint _lower_rail[4] = { 5U, 2U, 4U, 3U };
Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
if (autorail_type != _lower_rail[halftile_corner]) {
foundation_part = FOUNDATION_PART_HALFTILE;
/* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
}
}
offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
if (offset >= 0) {
image = SPR_AUTORAIL_BASE + offset;
pal = PAL_NONE;
} else {
image = SPR_AUTORAIL_BASE - offset;
pal = PALETTE_SEL_TILE_RED;
}
DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part);
}
enum TileHighlightType {
THT_NONE,
THT_WHITE,
THT_BLUE,
THT_RED,
};
const Station *_viewport_highlight_station; ///< Currently selected station for coverage area highlight
const Waypoint *_viewport_highlight_waypoint; ///< Currently selected waypoint for coverage area highlight
const Town *_viewport_highlight_town; ///< Currently selected town for coverage area highlight
/**
* Get tile highlight type of coverage area for a given tile.
* @param t Tile that is being drawn
* @return Tile highlight type to draw
*/
static TileHighlightType GetTileHighlightType(TileIndex t)
{
if (_viewport_highlight_station != nullptr) {
if (IsTileType(t, MP_STATION) && GetStationIndex(t) == _viewport_highlight_station->index) return THT_WHITE;
if (_viewport_highlight_station->TileIsInCatchment(t)) return THT_BLUE;
}
if (_viewport_highlight_waypoint != nullptr) {
if (IsTileType(t, MP_STATION) && GetStationIndex(t) == _viewport_highlight_waypoint->index) return THT_BLUE;
}
if (_viewport_highlight_town != nullptr) {
if (IsTileType(t, MP_HOUSE)) {
if (GetTownIndex(t) == _viewport_highlight_town->index) {
TileHighlightType type = THT_RED;
for (const Station *st : _viewport_highlight_town->stations_near) {
if (st->owner != _current_company) continue;
if (st->TileIsInCatchment(t)) return THT_BLUE;
}
return type;
}
} else if (IsTileType(t, MP_STATION)) {
for (const Station *st : _viewport_highlight_town->stations_near) {
if (st->owner != _current_company) continue;
if (GetStationIndex(t) == st->index) return THT_WHITE;
}
}
}
return THT_NONE;
}
/**
* Draw tile highlight for coverage area highlight.
* @param *ti TileInfo Tile that is being drawn
* @param tht Highlight type to draw.
*/
static void DrawTileHighlightType(const TileInfo *ti, TileHighlightType tht)
{
switch (tht) {
default:
case THT_NONE: break;
case THT_WHITE: DrawTileSelectionRect(ti, PAL_NONE); break;
case THT_BLUE: DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE); break;
case THT_RED: DrawTileSelectionRect(ti, PALETTE_SEL_TILE_RED); break;
}
}
/**
* Highlights tiles insede local authority of selected towns.
* @param *ti TileInfo Tile that is being drawn
*/
static void HighlightTownLocalAuthorityTiles(const TileInfo *ti)
{
/* Going through cases in order of computational time. */
if (_town_local_authority_kdtree.Count() == 0) return;
/* Tile belongs to town regardless of distance from town. */
if (GetTileType(ti->tile) == MP_HOUSE) {
if (!Town::GetByTile(ti->tile)->show_zone) return;
DrawTileSelectionRect(ti, PALETTE_CRASH);
return;
}
/* If the closest town in the highlighted list is far, we can stop searching. */
TownID tid = _town_local_authority_kdtree.FindNearest(TileX(ti->tile), TileY(ti->tile));
Town *closest_highlighted_town = Town::Get(tid);
if (DistanceManhattan(ti->tile, closest_highlighted_town->xy) >= _settings_game.economy.dist_local_authority) return;
/* Tile is inside of the local autrhority distance of a highlighted town,
but it is possible that a non-highlighted town is even closer. */
Town *closest_town = ClosestTownFromTile(ti->tile, _settings_game.economy.dist_local_authority);
if (closest_town->show_zone) {
DrawTileSelectionRect(ti, PALETTE_CRASH);
}
}
/**
* Checks if the specified tile is selected and if so draws selection using correct selectionstyle.
* @param *ti TileInfo Tile that is being drawn
*/
static void DrawTileSelection(const TileInfo *ti)
{
/* Highlight tiles insede local authority of selected towns. */
HighlightTownLocalAuthorityTiles(ti);
/* Draw a red error square? */
bool is_redsq = _thd.redsq == ti->tile;
if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
TileHighlightType tht = GetTileHighlightType(ti->tile);
DrawTileHighlightType(ti, tht);
/* No tile selection active? */
if ((_thd.drawstyle & HT_DRAG_MASK) == HT_NONE) return;
if (_thd.diagonal) { // We're drawing a 45 degrees rotated (diagonal) rectangle
if (IsInsideRotatedRectangle((int)ti->x, (int)ti->y)) goto draw_inner;
return;
}
/* Inside the inner area? */
if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) &&
IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) {
draw_inner:
if (_thd.drawstyle & HT_RECT) {
if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
} else if (_thd.drawstyle & HT_POINT) {
/* Figure out the Z coordinate for the single dot. */
int z = 0;
FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
if (ti->tileh & SLOPE_N) {
z += TILE_HEIGHT;
if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT;
}
if (IsHalftileSlope(ti->tileh)) {
Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
if (halftile_corner != CORNER_S) {
foundation_part = FOUNDATION_PART_HALFTILE;
if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
}
}
DrawSelectionSprite(SPR_DOT, PAL_NONE, ti, z, foundation_part);
} else if (_thd.drawstyle & HT_RAIL) {
/* autorail highlight piece under cursor */
HighLightStyle type = _thd.drawstyle & HT_DIR_MASK;
assert(type < HT_DIR_END);
DrawAutorailSelection(ti, _autorail_type[type][0]);
} else if (IsPartOfAutoLine(ti->x, ti->y)) {
/* autorail highlighting long line */
HighLightStyle dir = _thd.drawstyle & HT_DIR_MASK;
uint side;
if (dir == HT_DIR_X || dir == HT_DIR_Y) {
side = 0;
} else {
TileIndex start = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
side = Delta(Delta(TileX(start), TileX(ti->tile)), Delta(TileY(start), TileY(ti->tile)));
}
DrawAutorailSelection(ti, _autorail_type[dir][side]);
}
return;
}
/* Check if it's inside the outer area? */
if (!is_redsq && (tht == THT_NONE || tht == THT_RED) && _thd.outersize.x > 0 &&
IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
/* Draw a blue rect. */
DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
return;
}
}
/**
* Returns the y coordinate in the viewport coordinate system where the given
* tile is painted.
* @param tile Any tile.
* @return The viewport y coordinate where the tile is painted.
*/
static int GetViewportY(Point tile)
{
/* Each increment in X or Y direction moves down by half a tile, i.e. TILE_PIXELS / 2. */
return (tile.y * (int)(TILE_PIXELS / 2) + tile.x * (int)(TILE_PIXELS / 2) - TilePixelHeightOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT;
}
/**
* Add the landscape to the viewport, i.e. all ground tiles and buildings.
*/
static void ViewportAddLandscape()
{
assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height);
assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width);
Point upper_left = InverseRemapCoords(_vd.dpi.left, _vd.dpi.top);
Point upper_right = InverseRemapCoords(_vd.dpi.left + _vd.dpi.width, _vd.dpi.top);
/* Transformations between tile coordinates and viewport rows/columns: See vp_column_row
* column = y - x
* row = x + y
* x = (row - column) / 2
* y = (row + column) / 2
* Note: (row, columns) pairs are only valid, if they are both even or both odd.
*/
/* Columns overlap with neighbouring columns by a half tile.
* - Left column is column of upper_left (rounded down) and one column to the left.
* - Right column is column of upper_right (rounded up) and one column to the right.
* Note: Integer-division does not round down for negative numbers, so ensure rounding with another increment/decrement.
*/
int left_column = (upper_left.y - upper_left.x) / (int)TILE_SIZE - 2;
int right_column = (upper_right.y - upper_right.x) / (int)TILE_SIZE + 2;
int potential_bridge_height = ZOOM_LVL_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height;
/* Rows overlap with neighbouring rows by a half tile.
* The first row that could possibly be visible is the row above upper_left (if it is at height 0).
* Due to integer-division not rounding down for negative numbers, we need another decrement.
*/
int row = (upper_left.x + upper_left.y) / (int)TILE_SIZE - 2;
bool last_row = false;
for (; !last_row; row++) {
last_row = true;
for (int column = left_column; column <= right_column; column++) {
/* Valid row/column? */
if ((row + column) % 2 != 0) continue;
Point tilecoord;
tilecoord.x = (row - column) / 2;
tilecoord.y = (row + column) / 2;
assert(column == tilecoord.y - tilecoord.x);
assert(row == tilecoord.y + tilecoord.x);
TileType tile_type;
_cur_ti.x = tilecoord.x * TILE_SIZE;
_cur_ti.y = tilecoord.y * TILE_SIZE;
if (IsInsideBS(tilecoord.x, 0, Map::SizeX()) && IsInsideBS(tilecoord.y, 0, Map::SizeY())) {
/* This includes the south border at Map::MaxX / Map::MaxY. When terraforming we still draw tile selections there. */
_cur_ti.tile = TileXY(tilecoord.x, tilecoord.y);
tile_type = GetTileType(_cur_ti.tile);
} else {
_cur_ti.tile = INVALID_TILE;
tile_type = MP_VOID;
}
if (tile_type != MP_VOID) {
/* We are inside the map => paint landscape. */
_cur_ti.tileh = GetTilePixelSlope(_cur_ti.tile, &_cur_ti.z);
} else {
/* We are outside the map => paint black. */
_cur_ti.tileh = GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y, &_cur_ti.z);
}
int viewport_y = GetViewportY(tilecoord);
if (viewport_y + MAX_TILE_EXTENT_BOTTOM < _vd.dpi.top) {
/* The tile in this column is not visible yet.
* Tiles in other columns may be visible, but we need more rows in any case. */
last_row = false;
continue;
}
int min_visible_height = viewport_y - (_vd.dpi.top + _vd.dpi.height);
bool tile_visible = min_visible_height <= 0;
if (tile_type != MP_VOID) {
/* Is tile with buildings visible? */
if (min_visible_height < MAX_TILE_EXTENT_TOP) tile_visible = true;
if (IsBridgeAbove(_cur_ti.tile)) {
/* Is the bridge visible? */
TileIndex bridge_tile = GetNorthernBridgeEnd(_cur_ti.tile);
int bridge_height = ZOOM_LVL_BASE * (GetBridgePixelHeight(bridge_tile) - TilePixelHeight(_cur_ti.tile));
if (min_visible_height < bridge_height + MAX_TILE_EXTENT_TOP) tile_visible = true;
}
/* Would a higher bridge on a more southern tile be visible?
* If yes, we need to loop over more rows to possibly find one. */
if (min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
} else {
/* Outside of map. If we are on the north border of the map, there may still be a bridge visible,
* so we need to loop over more rows to possibly find one. */
if ((tilecoord.x <= 0 || tilecoord.y <= 0) && min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
}
if (tile_visible) {
last_row = false;
_vd.foundation_part = FOUNDATION_PART_NONE;
_vd.foundation[0] = -1;
_vd.foundation[1] = -1;
_vd.last_foundation_child[0] = nullptr;
_vd.last_foundation_child[1] = nullptr;
_tile_type_procs[tile_type]->draw_tile_proc(&_cur_ti);
if (_cur_ti.tile != INVALID_TILE) DrawTileSelection(&_cur_ti);
}
}
}
}
/**
* Add a string to draw in the viewport
* @param dpi current viewport area
* @param small_from Zoomlevel from when the small font should be used
* @param sign sign position and dimension
* @param string_normal String for normal and 2x zoom level
* @param string_small String for 4x and 8x zoom level
* @param string_small_shadow Shadow string for 4x and 8x zoom level; or #STR_NULL if no shadow
* @param colour colour of the sign background; or INVALID_COLOUR if transparent
*/
void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, Colours colour)
{
bool small = dpi->zoom >= small_from;
int left = dpi->left;
int top = dpi->top;
int right = left + dpi->width;
int bottom = top + dpi->height;
int sign_height = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.fullbevel.bottom, dpi->zoom);
int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
if (bottom < sign->top ||
top > sign->top + sign_height ||
right < sign->center - sign_half_width ||
left > sign->center + sign_half_width) {
return;
}
if (!small) {
AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, colour, sign->width_normal);
} else {
int shadow_offset = 0;
if (string_small_shadow != STR_NULL) {
shadow_offset = 4;
AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, INVALID_COLOUR, sign->width_small | 0x8000);
}
AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, colour, sign->width_small | 0x8000);
}
}
static Rect ExpandRectWithViewportSignMargins(Rect r, ZoomLevel zoom)
{
/* Pessimistically always use normal font, but also assume small font is never larger in either dimension */
const int fh = GetCharacterHeight(FS_NORMAL);
const int max_tw = _viewport_sign_maxwidth / 2 + 1;
const int expand_y = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + fh + WidgetDimensions::scaled.fullbevel.bottom, zoom);
const int expand_x = ScaleByZoom(WidgetDimensions::scaled.fullbevel.left + max_tw + WidgetDimensions::scaled.fullbevel.right, zoom);
r.left -= expand_x;
r.right += expand_x;
r.top -= expand_y;
r.bottom += expand_y;
return r;
}
static void ViewportAddKdtreeSigns(DrawPixelInfo *dpi)
{
Rect search_rect{ dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height };
search_rect = ExpandRectWithViewportSignMargins(search_rect, dpi->zoom);
bool show_stations = HasBit(_display_opt, DO_SHOW_STATION_NAMES) && _game_mode != GM_MENU;
bool show_waypoints = HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES) && _game_mode != GM_MENU;
bool show_towns = HasBit(_display_opt, DO_SHOW_TOWN_NAMES) && _game_mode != GM_MENU;
bool show_signs = HasBit(_display_opt, DO_SHOW_SIGNS) && !IsInvisibilitySet(TO_SIGNS);
bool show_competitors = HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS);
/* Collect all the items first and draw afterwards, to ensure layering */
std::vector<const BaseStation *> stations;
std::vector<const Town *> towns;
std::vector<const Sign *> signs;
_viewport_sign_kdtree.FindContained(search_rect.left, search_rect.top, search_rect.right, search_rect.bottom, [&](const ViewportSignKdtreeItem & item) {
switch (item.type) {
case ViewportSignKdtreeItem::VKI_STATION: {
if (!show_stations) break;
const BaseStation *st = BaseStation::Get(item.id.station);
/* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
stations.push_back(st);
break;
}
case ViewportSignKdtreeItem::VKI_WAYPOINT: {
if (!show_waypoints) break;
const BaseStation *st = BaseStation::Get(item.id.station);
/* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
stations.push_back(st);
break;
}
case ViewportSignKdtreeItem::VKI_TOWN:
if (!show_towns) break;
towns.push_back(Town::Get(item.id.town));
break;
case ViewportSignKdtreeItem::VKI_SIGN: {
if (!show_signs) break;
const Sign *si = Sign::Get(item.id.sign);
/* Don't draw if sign is owned by another company and competitor signs should be hidden.
* Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt
* companies can leave OWNER_NONE signs after them. */
if (!show_competitors && _local_company != si->owner && si->owner != OWNER_DEITY) break;
signs.push_back(si);
break;
}
default:
NOT_REACHED();
}
});
/* Layering order (bottom to top): Town names, signs, stations */
for (const auto *t : towns) {
SetDParam(0, t->index);
SetDParam(1, t->cache.population);
ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &t->cache.sign,
_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK);
}
/* Do not draw signs nor station names if they are set invisible */
if (IsInvisibilitySet(TO_SIGNS)) return;
for (const auto *si : signs) {
SetDParam(0, si->index);
ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &si->sign,
STR_WHITE_SIGN,
(IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
(si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
}
for (const auto *st : stations) {
SetDParam(0, st->index);
SetDParam(1, st->facilities);
if (Station::IsExpected(st)) {
/* Station */
ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &st->sign,
STR_VIEWPORT_STATION, STR_VIEWPORT_STATION_TINY, STR_NULL,
(st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
} else {
/* Waypoint */
ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &st->sign,
STR_VIEWPORT_WAYPOINT, STR_VIEWPORT_WAYPOINT_TINY, STR_NULL,
(st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
}
}
}
/**
* Update the position of the viewport sign.
* @param center the (preferred) center of the viewport sign
* @param top the new top of the sign
* @param str the string to show in the sign
* @param str_small the string to show when zoomed out. STR_NULL means same as \a str
*/
void ViewportSign::UpdatePosition(int center, int top, StringID str, StringID str_small)
{
if (this->width_normal != 0) this->MarkDirty();
this->top = top;
std::string name = GetString(str);
this->width_normal = WidgetDimensions::scaled.fullbevel.left + Align(GetStringBoundingBox(name).width, 2) + WidgetDimensions::scaled.fullbevel.right;
this->center = center;
/* zoomed out version */
if (str_small != STR_NULL) {
name = GetString(str_small);
}
this->width_small = WidgetDimensions::scaled.fullbevel.left + Align(GetStringBoundingBox(name, FS_SMALL).width, 2) + WidgetDimensions::scaled.fullbevel.right;
this->MarkDirty();
}
/**
* Mark the sign dirty in all viewports.
* @param maxzoom Maximum %ZoomLevel at which the text is visible.
*
* @ingroup dirty
*/
void ViewportSign::MarkDirty(ZoomLevel maxzoom) const
{
Rect zoomlevels[ZOOM_LVL_END];
for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
/* FIXME: This doesn't switch to width_small when appropriate. */
zoomlevels[zoom].left = this->center - ScaleByZoom(this->width_normal / 2 + 1, zoom);
zoomlevels[zoom].top = this->top - ScaleByZoom(1, zoom);
zoomlevels[zoom].right = this->center + ScaleByZoom(this->width_normal / 2 + 1, zoom);
zoomlevels[zoom].bottom = this->top + ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + GetCharacterHeight(FS_NORMAL) + WidgetDimensions::scaled.fullbevel.bottom + 1, zoom);
}
for (const Window *w : Window::Iterate()) {
Viewport *vp = w->viewport;
if (vp != nullptr && vp->zoom <= maxzoom) {
assert(vp->width != 0);
Rect &zl = zoomlevels[vp->zoom];
MarkViewportDirty(vp, zl.left, zl.top, zl.right, zl.bottom);
}
}
}
static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
{
for (const TileSpriteToDraw &ts : *tstdv) {
DrawSpriteViewport(ts.image, ts.pal, ts.x, ts.y, ts.sub);
}
}
/** This fallback sprite checker always exists. */
static bool ViewportSortParentSpritesChecker()
{
return true;
}
/** Sort parent sprites pointer array replicating the way original sorter did it. */
static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
{
if (psdv->size() < 2) return;
/* We rely on sprites being, for the most part, already ordered.
* So we don't need to move many of them and can keep track of their
* order efficiently by using stack. We always move sprites to the front
* of the current position, i.e. to the top of the stack.
* Also use special constants to indicate sorting state without
* adding extra fields to ParentSpriteToDraw structure.
*/
const uint32_t ORDER_COMPARED = UINT32_MAX; // Sprite was compared but we still need to compare the ones preceding it
const uint32_t ORDER_RETURNED = UINT32_MAX - 1; // Makr sorted sprite in case there are other occurrences of it in the stack
std::stack<ParentSpriteToDraw *> sprite_order;
uint32_t next_order = 0;
std::forward_list<std::pair<int64_t, ParentSpriteToDraw *>> sprite_list; // We store sprites in a list sorted by xmin+ymin
/* Initialize sprite list and order. */
for (auto p = psdv->rbegin(); p != psdv->rend(); p++) {
sprite_list.push_front(std::make_pair((*p)->xmin + (*p)->ymin, *p));
sprite_order.push(*p);
(*p)->order = next_order++;
}
sprite_list.sort();
std::vector<ParentSpriteToDraw *> preceding; // Temporarily stores sprites that precede current and their position in the list
auto preceding_prev = sprite_list.begin(); // Store iterator in case we need to delete a single preciding sprite
auto out = psdv->begin(); // Iterator to output sorted sprites
while (!sprite_order.empty()) {
auto s = sprite_order.top();
sprite_order.pop();
/* Sprite is already sorted, ignore it. */
if (s->order == ORDER_RETURNED) continue;
/* Sprite was already compared, just need to output it. */
if (s->order == ORDER_COMPARED) {
*(out++) = s;
s->order = ORDER_RETURNED;
continue;
}
preceding.clear();
/* We only need sprites with xmin <= s->xmax && ymin <= s->ymax && zmin <= s->zmax
* So by iterating sprites with xmin + ymin <= s->xmax + s->ymax
* we get all we need and some more that we filter out later.
* We don't include zmin into the sum as there are usually more neighbors on x and y than z
* so including it will actually increase the amount of false positives.
* Also min coordinates can be > max so using max(xmin, xmax) + max(ymin, ymax)
* to ensure that we iterate the current sprite as we need to remove it from the list.
*/
auto ssum = std::max(s->xmax, s->xmin) + std::max(s->ymax, s->ymin);
auto prev = sprite_list.before_begin();
auto x = sprite_list.begin();
while (x != sprite_list.end() && ((*x).first <= ssum)) {
auto p = (*x).second;
if (p == s) {
/* We found the current sprite, remove it and move on. */
x = sprite_list.erase_after(prev);
continue;
}
auto p_prev = prev;
prev = x++;
if (s->xmax < p->xmin || s->ymax < p->ymin || s->zmax < p->zmin) continue;
if (s->xmin <= p->xmax && // overlap in X?
s->ymin <= p->ymax && // overlap in Y?
s->zmin <= p->zmax) { // overlap in Z?
if (s->xmin + s->xmax + s->ymin + s->ymax + s->zmin + s->zmax <=
p->xmin + p->xmax + p->ymin + p->ymax + p->zmin + p->zmax) {
continue;
}
}
preceding.push_back(p);
preceding_prev = p_prev;
}
if (preceding.empty()) {
/* No preceding sprites, add current one to the output */
*(out++) = s;
s->order = ORDER_RETURNED;
continue;
}
/* Optimization for the case when we only have 1 sprite to move. */
if (preceding.size() == 1) {
auto p = preceding[0];
/* We can only output the preceding sprite if there can't be any other sprites preceding it. */
if (p->xmax <= s->xmax && p->ymax <= s->ymax && p->zmax <= s->zmax) {
p->order = ORDER_RETURNED;
s->order = ORDER_RETURNED;
sprite_list.erase_after(preceding_prev);
*(out++) = p;
*(out++) = s;
continue;
}
}
/* Sort all preceding sprites by order and assign new orders in reverse (as original sorter did). */
std::sort(preceding.begin(), preceding.end(), [](const ParentSpriteToDraw *a, const ParentSpriteToDraw *b) {
return a->order > b->order;
});
s->order = ORDER_COMPARED;
sprite_order.push(s); // Still need to output so push it back for now
for (auto p: preceding) {
p->order = next_order++;
sprite_order.push(p);
}
}
}
static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
{
for (const ParentSpriteToDraw *ps : *psd) {
if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub);
int child_idx = ps->first_child;
while (child_idx >= 0) {
const ChildScreenSpriteToDraw *cs = csstdv->data() + child_idx;
child_idx = cs->next;
if (cs->relative) {
DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
} else {
DrawSpriteViewport(cs->image, cs->pal, ps->x + cs->x, ps->y + cs->y, cs->sub);
}
}
}
}
/**
* Draws the bounding boxes of all ParentSprites
* @param psd Array of ParentSprites
*/
static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
{
for (const ParentSpriteToDraw *ps : *psd) {
Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner
DrawBox( pt1.x, pt1.y,
pt2.x - pt1.x, pt2.y - pt1.y,
pt3.x - pt1.x, pt3.y - pt1.y,
pt4.x - pt1.x, pt4.y - pt1.y);
}
}
/**
* Draw/colour the blocks that have been redrawn.
*/
static void ViewportDrawDirtyBlocks()
{
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
const DrawPixelInfo *dpi = _cur_dpi;
void *dst;
int right = UnScaleByZoom(dpi->width, dpi->zoom);
int bottom = UnScaleByZoom(dpi->height, dpi->zoom);
int colour = _string_colourmap[_dirty_block_colour & 0xF];
dst = dpi->dst_ptr;
byte bo = UnScaleByZoom(dpi->left + dpi->top, dpi->zoom) & 1;
do {
for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8_t)colour);
dst = blitter->MoveTo(dst, 0, 1);
} while (--bottom > 0);
}
static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv)
{
for (const StringSpriteToDraw &ss : *sstdv) {
TextColour colour = TC_BLACK;
bool small = HasBit(ss.width, 15);
int w = GB(ss.width, 0, 15);
int x = UnScaleByZoom(ss.x, zoom);
int y = UnScaleByZoom(ss.y, zoom);
int h = WidgetDimensions::scaled.fullbevel.top + (small ? GetCharacterHeight(FS_SMALL) : GetCharacterHeight(FS_NORMAL)) + WidgetDimensions::scaled.fullbevel.bottom;
if (ss.colour != INVALID_COLOUR) {
if (IsTransparencySet(TO_SIGNS) && ss.string_id != STR_WHITE_SIGN) {
/* Don't draw the rectangle.
* Real colours need the TC_IS_PALETTE_COLOUR flag.
* Otherwise colours from _string_colourmap are assumed. */
colour = (TextColour)GetColourGradient(ss.colour, SHADE_LIGHTER) | TC_IS_PALETTE_COLOUR;
} else {
/* Draw the rectangle if 'transparent station signs' is off,
* or if we are drawing a general text sign (STR_WHITE_SIGN). */
DrawFrameRect(
x, y, x + w - 1, y + h - 1, ss.colour,
IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE
);
}
}
DrawString(x + WidgetDimensions::scaled.fullbevel.left, x + w - 1 - WidgetDimensions::scaled.fullbevel.right, y + WidgetDimensions::scaled.fullbevel.top, ss.string, colour, SA_HOR_CENTER, false, small ? FS_SMALL : FS_NORMAL);
}
}
void ViewportDoDraw(const Viewport *vp, int left, int top, int right, int bottom)
{
_vd.dpi.zoom = vp->zoom;
int mask = ScaleByZoom(-1, vp->zoom);
_vd.combine_sprites = SPRITE_COMBINE_NONE;
_vd.dpi.width = (right - left) & mask;
_vd.dpi.height = (bottom - top) & mask;
_vd.dpi.left = left & mask;
_vd.dpi.top = top & mask;
_vd.dpi.pitch = _cur_dpi->pitch;
_vd.last_child = nullptr;
int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
_vd.dpi.dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(_cur_dpi->dst_ptr, x - _cur_dpi->left, y - _cur_dpi->top);
AutoRestoreBackup dpi_backup(_cur_dpi, &_vd.dpi);
ViewportAddLandscape();
ViewportAddVehicles(&_vd.dpi);
ViewportAddKdtreeSigns(&_vd.dpi);
DrawTextEffects(&_vd.dpi);
if (!_vd.tile_sprites_to_draw.empty()) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
for (auto &psd : _vd.parent_sprites_to_draw) {
_vd.parent_sprites_to_sort.push_back(&psd);
}
_vp_sprite_sorter(&_vd.parent_sprites_to_sort);
ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
if (_draw_dirty_blocks) ViewportDrawDirtyBlocks();
DrawPixelInfo dp = _vd.dpi;
ZoomLevel zoom = _vd.dpi.zoom;
dp.zoom = ZOOM_LVL_NORMAL;
dp.width = UnScaleByZoom(dp.width, zoom);
dp.height = UnScaleByZoom(dp.height, zoom);
_cur_dpi = &dp;
if (vp->overlay != nullptr && vp->overlay->GetCargoMask() != 0 && vp->overlay->GetCompanyMask() != 0) {
/* translate to window coordinates */
dp.left = x;
dp.top = y;
vp->overlay->Draw(&dp);
}
if (!_vd.string_sprites_to_draw.empty()) {
/* translate to world coordinates */
dp.left = UnScaleByZoom(_vd.dpi.left, zoom);
dp.top = UnScaleByZoom(_vd.dpi.top, zoom);
ViewportDrawStrings(zoom, &_vd.string_sprites_to_draw);
}
_vd.string_sprites_to_draw.clear();
_vd.tile_sprites_to_draw.clear();
_vd.parent_sprites_to_draw.clear();
_vd.parent_sprites_to_sort.clear();
_vd.child_screen_sprites_to_draw.clear();
}
static inline void ViewportDraw(const Viewport *vp, int left, int top, int right, int bottom)
{
if (right <= vp->left || bottom <= vp->top) return;
if (left >= vp->left + vp->width) return;
if (left < vp->left) left = vp->left;
if (right > vp->left + vp->width) right = vp->left + vp->width;
if (top >= vp->top + vp->height) return;
if (top < vp->top) top = vp->top;
if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
ViewportDoDraw(vp,
ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
);
}
/**
* Draw the viewport of this window.
*/
void Window::DrawViewport() const
{
PerformanceAccumulator framerate(PFE_DRAWWORLD);
DrawPixelInfo *dpi = _cur_dpi;
dpi->left += this->left;
dpi->top += this->top;
ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
dpi->left -= this->left;
dpi->top -= this->top;
}
/**
* Ensure that a given viewport has a valid scroll position.
*
* There must be a visible piece of the map in the center of the viewport.
* If there isn't, the viewport will be scrolled to nearest such location.
*
* @param vp The viewport.
* @param[in,out] scroll_x Viewport X scroll.
* @param[in,out] scroll_y Viewport Y scroll.
*/
static inline void ClampViewportToMap(const Viewport *vp, int *scroll_x, int *scroll_y)
{
/* Centre of the viewport is hot spot. */
Point pt = {
*scroll_x + vp->virtual_width / 2,
*scroll_y + vp->virtual_height / 2
};
/* Find nearest tile that is within borders of the map. */
bool clamped;
pt = InverseRemapCoords2(pt.x, pt.y, true, &clamped);
if (clamped) {
/* Convert back to viewport coordinates and remove centering. */
pt = RemapCoords2(pt.x, pt.y);
*scroll_x = pt.x - vp->virtual_width / 2;
*scroll_y = pt.y - vp->virtual_height / 2;
}
}
/**
* Clamp the smooth scroll to a maxmimum speed and distance based on time elapsed.
*
* Every 30ms, we move 1/4th of the distance, to give a smooth movement experience.
* But we never go over the max_scroll speed.
*
* @param delta_ms Time elapsed since last update.
* @param delta_hi The distance to move in highest dimension (can't be zero).
* @param delta_lo The distance to move in lowest dimension.
* @param[out] delta_hi_clamped The clamped distance to move in highest dimension.
* @param[out] delta_lo_clamped The clamped distance to move in lowest dimension.
*/
static void ClampSmoothScroll(uint32_t delta_ms, int64_t delta_hi, int64_t delta_lo, int &delta_hi_clamped, int &delta_lo_clamped)
{
/** A tile is 64 pixels in width at 1x zoom; viewport coordinates are in 4x zoom. */
constexpr int PIXELS_PER_TILE = TILE_PIXELS * 2 * ZOOM_LVL_BASE;
assert(delta_hi != 0);
/* Move at most 75% of the distance every 30ms, for a smooth experience */
int64_t delta_left = delta_hi * std::pow(0.75, delta_ms / 30.0);
/* Move never more than 16 tiles per 30ms. */
int max_scroll = Map::ScaleBySize1D(16 * PIXELS_PER_TILE * delta_ms / 30);
/* We never go over the max_scroll speed. */
delta_hi_clamped = Clamp(delta_hi - delta_left, -max_scroll, max_scroll);
/* The lower delta is in ratio of the higher delta, so we keep going straight at the destination. */
delta_lo_clamped = delta_lo * delta_hi_clamped / delta_hi;
/* Ensure we always move (delta_hi can't be zero). */
if (delta_hi_clamped == 0) {
delta_hi_clamped = delta_hi > 0 ? 1 : -1;
}
}
/**
* Update the viewport position being displayed.
* @param w %Window owning the viewport.
*/
void UpdateViewportPosition(Window *w, uint32_t delta_ms)
{
const Viewport *vp = w->viewport;
if (w->viewport->follow_vehicle != INVALID_VEHICLE) {
const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
w->viewport->scrollpos_x = pt.x;
w->viewport->scrollpos_y = pt.y;
SetViewportPosition(w, pt.x, pt.y);
} else {
/* Ensure the destination location is within the map */
ClampViewportToMap(vp, &w->viewport->dest_scrollpos_x, &w->viewport->dest_scrollpos_y);
int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
int current_x = w->viewport->scrollpos_x;
int current_y = w->viewport->scrollpos_y;
bool update_overlay = false;
if (delta_x != 0 || delta_y != 0) {
if (_settings_client.gui.smooth_scroll) {
int delta_x_clamped;
int delta_y_clamped;
if (abs(delta_x) > abs(delta_y)) {
ClampSmoothScroll(delta_ms, delta_x, delta_y, delta_x_clamped, delta_y_clamped);
} else {
ClampSmoothScroll(delta_ms, delta_y, delta_x, delta_y_clamped, delta_x_clamped);
}
w->viewport->scrollpos_x += delta_x_clamped;
w->viewport->scrollpos_y += delta_y_clamped;
} else {
w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
}
update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
}
ClampViewportToMap(vp, &w->viewport->scrollpos_x, &w->viewport->scrollpos_y);
/* When moving small amounts around the border we can get stuck, and
* not actually move. In those cases, teleport to the destination. */
if ((delta_x != 0 || delta_y != 0) && current_x == w->viewport->scrollpos_x && current_y == w->viewport->scrollpos_y) {
w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
}
SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
if (update_overlay) RebuildViewportOverlay(w);
}
}
/**
* Marks a viewport as dirty for repaint if it displays (a part of) the area the needs to be repainted.
* @param vp The viewport to mark as dirty
* @param left Left edge of area to repaint
* @param top Top edge of area to repaint
* @param right Right edge of area to repaint
* @param bottom Bottom edge of area to repaint
* @return true if the viewport contains a dirty block
* @ingroup dirty
*/
static bool MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom)
{
/* Rounding wrt. zoom-out level */
right += (1 << vp->zoom) - 1;
bottom += (1 << vp->zoom) - 1;
right -= vp->virtual_left;
if (right <= 0) return false;
bottom -= vp->virtual_top;
if (bottom <= 0) return false;
left = std::max(0, left - vp->virtual_left);
if (left >= vp->virtual_width) return false;
top = std::max(0, top - vp->virtual_top);
if (top >= vp->virtual_height) return false;
AddDirtyBlock(
UnScaleByZoomLower(left, vp->zoom) + vp->left,
UnScaleByZoomLower(top, vp->zoom) + vp->top,
UnScaleByZoom(right, vp->zoom) + vp->left + 1,
UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
);
return true;
}
/**
* Mark all viewports that display an area as dirty (in need of repaint).
* @param left Left edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
* @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
* @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
* @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
* @return true if at least one viewport has a dirty block
* @ingroup dirty
*/
bool MarkAllViewportsDirty(int left, int top, int right, int bottom)
{
bool dirty = false;
for (const Window *w : Window::Iterate()) {
Viewport *vp = w->viewport;
if (vp != nullptr) {
assert(vp->width != 0);
if (MarkViewportDirty(vp, left, top, right, bottom)) dirty = true;
}
}
return dirty;
}
void ConstrainAllViewportsZoom()
{
for (Window *w : Window::Iterate()) {
if (w->viewport == nullptr) continue;
ZoomLevel zoom = static_cast<ZoomLevel>(Clamp(w->viewport->zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
if (zoom != w->viewport->zoom) {
while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w);
while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w);
}
}
}
/**
* Mark a tile given by its index dirty for repaint.
* @param tile The tile to mark dirty.
* @param bridge_level_offset Height of bridge on tile to also mark dirty. (Height level relative to north corner.)
* @param tile_height_override Height of the tile (#TileHeight).
* @ingroup dirty
*/
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
{
Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, tile_height_override * TILE_HEIGHT);
MarkAllViewportsDirty(
pt.x - MAX_TILE_EXTENT_LEFT,
pt.y - MAX_TILE_EXTENT_TOP - ZOOM_LVL_BASE * TILE_HEIGHT * bridge_level_offset,
pt.x + MAX_TILE_EXTENT_RIGHT,
pt.y + MAX_TILE_EXTENT_BOTTOM);
}
/**
* Marks the selected tiles as dirty.
*
* This function marks the selected tiles as dirty for repaint
*
* @ingroup dirty
*/
static void SetSelectionTilesDirty()
{
int x_size = _thd.size.x;
int y_size = _thd.size.y;
if (!_thd.diagonal) { // Selecting in a straight rectangle (or a single square)
int x_start = _thd.pos.x;
int y_start = _thd.pos.y;
if (_thd.outersize.x != 0) {
x_size += _thd.outersize.x;
x_start += _thd.offs.x;
y_size += _thd.outersize.y;
y_start += _thd.offs.y;
}
x_size -= TILE_SIZE;
y_size -= TILE_SIZE;
assert(x_size >= 0);
assert(y_size >= 0);
int x_end = Clamp(x_start + x_size, 0, Map::SizeX() * TILE_SIZE - TILE_SIZE);
int y_end = Clamp(y_start + y_size, 0, Map::SizeY() * TILE_SIZE - TILE_SIZE);
x_start = Clamp(x_start, 0, Map::SizeX() * TILE_SIZE - TILE_SIZE);
y_start = Clamp(y_start, 0, Map::SizeY() * TILE_SIZE - TILE_SIZE);
/* make sure everything is multiple of TILE_SIZE */
assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
/* How it works:
* Suppose we have to mark dirty rectangle of 3x4 tiles:
* x
* xxx
* xxxxx
* xxxxx
* xxx
* x
* This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
* 1) x 2) x
* xxx Oxx
* Oxxxx xOxxx
* xxxxx Oxxxx
* xxx xxx
* x x
* And so forth...
*/
int top_x = x_end; // coordinates of top dirty tile
int top_y = y_start;
int bot_x = top_x; // coordinates of bottom dirty tile
int bot_y = top_y;
do {
/* topmost dirty point */
TileIndex top_tile = TileVirtXY(top_x, top_y);
Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile));
/* bottommost point */
TileIndex bottom_tile = TileVirtXY(bot_x, bot_y);
Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point
/* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
* tile height/slope affects only the 'y' on-screen coordinate! */
int l = top.x - TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of left side of the dirty rectangle
int t = top.y; // 'y' coordinate of top side of the dirty rectangle
int r = top.x + TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of right side of the dirty rectangle
int b = bot.y; // 'y' coordinate of bottom side of the dirty rectangle
static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area (in particular: terraforming)
/* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
/* haven't we reached the topmost tile yet? */
if (top_x != x_start) {
top_x -= TILE_SIZE;
} else {
top_y += TILE_SIZE;
}
/* the way the bottom tile changes is different when we reach the bottommost tile */
if (bot_y != y_end) {
bot_y += TILE_SIZE;
} else {
bot_x -= TILE_SIZE;
}
} while (bot_x >= top_x);
} else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
/* a_size, b_size describe a rectangle with rotated coordinates */
int a_size = x_size + y_size, b_size = x_size - y_size;
int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
if (x < Map::MaxX() && y < Map::MaxY()) {
MarkTileDirtyByTile(TileXY(x, y));
}
}
}
}
}
void SetSelectionRed(bool b)
{
_thd.make_square_red = b;
SetSelectionTilesDirty();
}
/**
* Test whether a sign is below the mouse
* @param vp the clicked viewport
* @param x X position of click
* @param y Y position of click
* @param sign the sign to check
* @return true if the sign was hit
*/
static bool CheckClickOnViewportSign(const Viewport *vp, int x, int y, const ViewportSign *sign)
{
bool small = (vp->zoom >= ZOOM_LVL_OUT_16X);
int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
int sign_height = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + (small ? GetCharacterHeight(FS_SMALL) : GetCharacterHeight(FS_NORMAL)) + WidgetDimensions::scaled.fullbevel.bottom, vp->zoom);
return y >= sign->top && y < sign->top + sign_height &&
x >= sign->center - sign_half_width && x < sign->center + sign_half_width;
}
/**
* Check whether any viewport sign was clicked, and dispatch the click.
* @param vp the clicked viewport
* @param x X position of click
* @param y Y position of click
* @return true if the sign was hit
*/
static bool CheckClickOnViewportSign(const Viewport *vp, int x, int y)
{
if (_game_mode == GM_MENU) return false;
x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
Rect search_rect{ x - 1, y - 1, x + 1, y + 1 };
search_rect = ExpandRectWithViewportSignMargins(search_rect, vp->zoom);
bool show_stations = HasBit(_display_opt, DO_SHOW_STATION_NAMES) && !IsInvisibilitySet(TO_SIGNS);
bool show_waypoints = HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES) && !IsInvisibilitySet(TO_SIGNS);
bool show_towns = HasBit(_display_opt, DO_SHOW_TOWN_NAMES);
bool show_signs = HasBit(_display_opt, DO_SHOW_SIGNS) && !IsInvisibilitySet(TO_SIGNS);
bool show_competitors = HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS);
/* Topmost of each type that was hit */
BaseStation *st = nullptr, *last_st = nullptr;
Town *t = nullptr, *last_t = nullptr;
Sign *si = nullptr, *last_si = nullptr;
/* See ViewportAddKdtreeSigns() for details on the search logic */
_viewport_sign_kdtree.FindContained(search_rect.left, search_rect.top, search_rect.right, search_rect.bottom, [&](const ViewportSignKdtreeItem & item) {
switch (item.type) {
case ViewportSignKdtreeItem::VKI_STATION:
if (!show_stations) break;
st = BaseStation::Get(item.id.station);
if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
if (CheckClickOnViewportSign(vp, x, y, &st->sign)) last_st = st;
break;
case ViewportSignKdtreeItem::VKI_WAYPOINT:
if (!show_waypoints) break;
st = BaseStation::Get(item.id.station);
if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
if (CheckClickOnViewportSign(vp, x, y, &st->sign)) last_st = st;
break;
case ViewportSignKdtreeItem::VKI_TOWN:
if (!show_towns) break;
t = Town::Get(item.id.town);
if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) last_t = t;
break;
case ViewportSignKdtreeItem::VKI_SIGN:
if (!show_signs) break;
si = Sign::Get(item.id.sign);
if (!show_competitors && _local_company != si->owner && si->owner != OWNER_DEITY) break;
if (CheckClickOnViewportSign(vp, x, y, &si->sign)) last_si = si;
break;
default:
NOT_REACHED();
}
});
/* Select which hit to handle based on priority */
if (last_st != nullptr) {
if (Station::IsExpected(last_st)) {
ShowStationViewWindow(last_st->index);
} else {
ShowWaypointWindow(Waypoint::From(last_st));
}
return true;
} else if (last_t != nullptr) {
ShowTownViewWindow(last_t->index);
return true;
} else if (last_si != nullptr) {
HandleClickOnSign(last_si);
return true;
} else {
return false;
}
}
ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeStation(StationID id)
{
ViewportSignKdtreeItem item;
item.type = VKI_STATION;
item.id.station = id;
const Station *st = Station::Get(id);
assert(st->sign.kdtree_valid);
item.center = st->sign.center;
item.top = st->sign.top;
/* Assume the sign can be a candidate for drawing, so measure its width */
_viewport_sign_maxwidth = std::max<int>(_viewport_sign_maxwidth, st->sign.width_normal);
return item;
}
ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeWaypoint(StationID id)
{
ViewportSignKdtreeItem item;
item.type = VKI_WAYPOINT;
item.id.station = id;
const Waypoint *st = Waypoint::Get(id);
assert(st->sign.kdtree_valid);
item.center = st->sign.center;
item.top = st->sign.top;
/* Assume the sign can be a candidate for drawing, so measure its width */
_viewport_sign_maxwidth = std::max<int>(_viewport_sign_maxwidth, st->sign.width_normal);
return item;
}
ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeTown(TownID id)
{
ViewportSignKdtreeItem item;
item.type = VKI_TOWN;
item.id.town = id;
const Town *town = Town::Get(id);
assert(town->cache.sign.kdtree_valid);
item.center = town->cache.sign.center;
item.top = town->cache.sign.top;
/* Assume the sign can be a candidate for drawing, so measure its width */
_viewport_sign_maxwidth = std::max<int>(_viewport_sign_maxwidth, town->cache.sign.width_normal);
return item;
}
ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeSign(SignID id)
{
ViewportSignKdtreeItem item;
item.type = VKI_SIGN;
item.id.sign = id;
const Sign *sign = Sign::Get(id);
assert(sign->sign.kdtree_valid);
item.center = sign->sign.center;
item.top = sign->sign.top;
/* Assume the sign can be a candidate for drawing, so measure its width */
_viewport_sign_maxwidth = std::max<int>(_viewport_sign_maxwidth, sign->sign.width_normal);
return item;
}
void RebuildViewportKdtree()
{
/* Reset biggest size sign seen */
_viewport_sign_maxwidth = 0;
std::vector<ViewportSignKdtreeItem> items;
items.reserve(BaseStation::GetNumItems() + Town::GetNumItems() + Sign::GetNumItems());
for (const Station *st : Station::Iterate()) {
if (st->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeStation(st->index));
}
for (const Waypoint *wp : Waypoint::Iterate()) {
if (wp->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeWaypoint(wp->index));
}
for (const Town *town : Town::Iterate()) {
if (town->cache.sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeTown(town->index));
}
for (const Sign *sign : Sign::Iterate()) {
if (sign->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeSign(sign->index));
}
_viewport_sign_kdtree.Build(items.begin(), items.end());
}
static bool CheckClickOnLandscape(const Viewport *vp, int x, int y)
{
Point pt = TranslateXYToTileCoord(vp, x, y);
if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
return true;
}
static void PlaceObject()
{
Point pt;
Window *w;
pt = GetTileBelowCursor();
if (pt.x == -1) return;
if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) {
pt.x += TILE_SIZE / 2;
pt.y += TILE_SIZE / 2;
}
_tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
_tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
w = _thd.GetCallbackWnd();
if (w != nullptr) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
}
bool HandleViewportClicked(const Viewport *vp, int x, int y)
{
const Vehicle *v = CheckClickOnVehicle(vp, x, y);
if (_thd.place_mode & HT_VEHICLE) {
if (v != nullptr && VehicleClicked(v)) return true;
}
/* Vehicle placement mode already handled above. */
if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
PlaceObject();
return true;
}
if (CheckClickOnViewportSign(vp, x, y)) return true;
bool result = CheckClickOnLandscape(vp, x, y);
if (v != nullptr) {
Debug(misc, 2, "Vehicle {} (index {}) at {}", v->unitnumber, v->index, fmt::ptr(v));
if (IsCompanyBuildableVehicleType(v)) {
v = v->First();
if (_ctrl_pressed && v->owner == _local_company) {
StartStopVehicle(v, true);
} else {
ShowVehicleViewWindow(v);
}
}
return true;
}
return result;
}
void RebuildViewportOverlay(Window *w)
{
if (w->viewport->overlay != nullptr &&
w->viewport->overlay->GetCompanyMask() != 0 &&
w->viewport->overlay->GetCargoMask() != 0) {
w->viewport->overlay->SetDirty();
w->SetDirty();
}
}
/**
* Scrolls the viewport in a window to a given location.
* @param x Desired x location of the map to scroll to (world coordinate).
* @param y Desired y location of the map to scroll to (world coordinate).
* @param z Desired z location of the map to scroll to (world coordinate). Use \c -1 to scroll to the height of the map at the \a x, \a y location.
* @param w %Window containing the viewport.
* @param instant Jump to the location instead of slowly moving to it.
* @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
*/
bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
{
/* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
if (z == -1) {
if ( x >= 0 && x <= (int)Map::SizeX() * (int)TILE_SIZE - 1
&& y >= 0 && y <= (int)Map::SizeY() * (int)TILE_SIZE - 1) {
z = GetSlopePixelZ(x, y);
} else {
z = TileHeightOutsideMap(x / (int)TILE_SIZE, y / (int)TILE_SIZE);
}
}
Point pt = MapXYZToViewport(w->viewport, x, y, z);
w->viewport->follow_vehicle = INVALID_VEHICLE;
if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false;
if (instant) {
w->viewport->scrollpos_x = pt.x;
w->viewport->scrollpos_y = pt.y;
RebuildViewportOverlay(w);
}
w->viewport->dest_scrollpos_x = pt.x;
w->viewport->dest_scrollpos_y = pt.y;
return true;
}
/**
* Scrolls the viewport in a window to a given location.
* @param tile Desired tile to center on.
* @param w %Window containing the viewport.
* @param instant Jump to the location instead of slowly moving to it.
* @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
*/
bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant)
{
return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant);
}
/**
* Scrolls the viewport of the main window to a given location.
* @param tile Desired tile to center on.
* @param instant Jump to the location instead of slowly moving to it.
* @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
*/
bool ScrollMainWindowToTile(TileIndex tile, bool instant)
{
return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
}
/**
* Set a tile to display a red error square.
* @param tile Tile that should show the red error square.
*/
void SetRedErrorSquare(TileIndex tile)
{
TileIndex old;
old = _thd.redsq;
_thd.redsq = tile;
if (tile != old) {
if (tile != INVALID_TILE) MarkTileDirtyByTile(tile);
if (old != INVALID_TILE) MarkTileDirtyByTile(old);
}
}
/**
* Highlight \a w by \a h tiles at the cursor.
* @param w Width of the highlighted tiles rectangle.
* @param h Height of the highlighted tiles rectangle.
*/
void SetTileSelectSize(int w, int h)
{
_thd.new_size.x = w * TILE_SIZE;
_thd.new_size.y = h * TILE_SIZE;
_thd.new_outersize.x = 0;
_thd.new_outersize.y = 0;
}
void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
{
_thd.offs.x = ox * TILE_SIZE;
_thd.offs.y = oy * TILE_SIZE;
_thd.new_outersize.x = sx * TILE_SIZE;
_thd.new_outersize.y = sy * TILE_SIZE;
}
/** returns the best autorail highlight type from map coordinates */
static HighLightStyle GetAutorailHT(int x, int y)
{
return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
}
/**
* Reset tile highlighting.
*/
void TileHighlightData::Reset()
{
this->pos.x = 0;
this->pos.y = 0;
this->new_pos.x = 0;
this->new_pos.y = 0;
}
/**
* Is the user dragging a 'diagonal rectangle'?
* @return User is dragging a rotated rectangle.
*/
bool TileHighlightData::IsDraggingDiagonal()
{
return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down;
}
/**
* Get the window that started the current highlighting.
* @return The window that requested the current tile highlighting, or \c nullptr if not available.
*/
Window *TileHighlightData::GetCallbackWnd()
{
return FindWindowById(this->window_class, this->window_number);
}
/**
* Updates tile highlighting for all cases.
* Uses _thd.selstart and _thd.selend and _thd.place_mode (set elsewhere) to determine _thd.pos and _thd.size
* Also drawstyle is determined. Uses _thd.new.* as a buffer and calls SetSelectionTilesDirty() twice,
* Once for the old and once for the new selection.
* _thd is TileHighlightData, found in viewport.h
*/
void UpdateTileSelection()
{
int x1;
int y1;
if (_thd.freeze) return;
HighLightStyle new_drawstyle = HT_NONE;
bool new_diagonal = false;
if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) {
x1 = _thd.selend.x;
y1 = _thd.selend.y;
if (x1 != -1) {
int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
x1 &= ~TILE_UNIT_MASK;
y1 &= ~TILE_UNIT_MASK;
if (_thd.IsDraggingDiagonal()) {
new_diagonal = true;
} else {
if (x1 >= x2) Swap(x1, x2);
if (y1 >= y2) Swap(y1, y2);
}
_thd.new_pos.x = x1;
_thd.new_pos.y = y1;
_thd.new_size.x = x2 - x1;
_thd.new_size.y = y2 - y1;
if (!new_diagonal) {
_thd.new_size.x += TILE_SIZE;
_thd.new_size.y += TILE_SIZE;
}
new_drawstyle = _thd.next_drawstyle;
}
} else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
Point pt = GetTileBelowCursor();
x1 = pt.x;
y1 = pt.y;
if (x1 != -1) {
switch (_thd.place_mode & HT_DRAG_MASK) {
case HT_RECT:
new_drawstyle = HT_RECT;
break;
case HT_POINT:
new_drawstyle = HT_POINT;
x1 += TILE_SIZE / 2;
y1 += TILE_SIZE / 2;
break;
case HT_RAIL:
/* Draw one highlighted tile in any direction */
new_drawstyle = GetAutorailHT(pt.x, pt.y);
break;
case HT_LINE:
switch (_thd.place_mode & HT_DIR_MASK) {
case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break;
case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break;
case HT_DIR_HU:
case HT_DIR_HL:
new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
break;
case HT_DIR_VL:
case HT_DIR_VR:
new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
break;
default: NOT_REACHED();
}
_thd.selstart.x = x1 & ~TILE_UNIT_MASK;
_thd.selstart.y = y1 & ~TILE_UNIT_MASK;
break;
default:
NOT_REACHED();
}
_thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
_thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
}
}
/* redraw selection */
if (_thd.drawstyle != new_drawstyle ||
_thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
_thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
_thd.outersize.x != _thd.new_outersize.x ||
_thd.outersize.y != _thd.new_outersize.y ||
_thd.diagonal != new_diagonal) {
/* Clear the old tile selection? */
if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
_thd.drawstyle = new_drawstyle;
_thd.pos = _thd.new_pos;
_thd.size = _thd.new_size;
_thd.outersize = _thd.new_outersize;
_thd.diagonal = new_diagonal;
_thd.dirty = 0xff;
/* Draw the new tile selection? */
if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
}
}
/**
* Displays the measurement tooltips when selecting multiple tiles
* @param str String to be displayed
* @param paramcount number of params to deal with
*/
static inline void ShowMeasurementTooltips(StringID str, uint paramcount)
{
if (!_settings_client.gui.measure_tooltip) return;
GuiShowTooltips(_thd.GetCallbackWnd(), str, TCC_EXIT_VIEWPORT, paramcount);
}
static void HideMeasurementTooltips()
{
CloseWindowById(WC_TOOLTIPS, 0);
}
/** highlighting tiles while only going over them with the mouse */
void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process)
{
_thd.select_method = method;
_thd.select_proc = process;
_thd.selend.x = TileX(tile) * TILE_SIZE;
_thd.selstart.x = TileX(tile) * TILE_SIZE;
_thd.selend.y = TileY(tile) * TILE_SIZE;
_thd.selstart.y = TileY(tile) * TILE_SIZE;
/* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
* In effect, placement starts from the centre of a tile
*/
if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
_thd.selend.x += TILE_SIZE / 2;
_thd.selend.y += TILE_SIZE / 2;
_thd.selstart.x += TILE_SIZE / 2;
_thd.selstart.y += TILE_SIZE / 2;
}
HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) {
_thd.place_mode = HT_SPECIAL | others;
_thd.next_drawstyle = HT_RECT | others;
} else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
_thd.place_mode = HT_SPECIAL | others;
_thd.next_drawstyle = _thd.drawstyle | others;
} else {
_thd.place_mode = HT_SPECIAL | others;
_thd.next_drawstyle = HT_POINT | others;
}
_special_mouse_mode = WSM_SIZING;
}
/** Drag over the map while holding the left mouse down. */
void VpStartDragging(ViewportDragDropSelectionProcess process)
{
_thd.select_method = VPM_X_AND_Y;
_thd.select_proc = process;
_thd.selstart.x = 0;
_thd.selstart.y = 0;
_thd.next_drawstyle = HT_RECT;
_special_mouse_mode = WSM_DRAGGING;
}
void VpSetPlaceSizingLimit(int limit)
{
_thd.sizelimit = limit;
}
/**
* Highlights all tiles between a set of two tiles. Used in dock and tunnel placement
* @param from TileIndex of the first tile to highlight
* @param to TileIndex of the last tile to highlight
*/
void VpSetPresizeRange(TileIndex from, TileIndex to)
{
uint64_t distance = DistanceManhattan(from, to) + 1;
_thd.selend.x = TileX(to) * TILE_SIZE;
_thd.selend.y = TileY(to) * TILE_SIZE;
_thd.selstart.x = TileX(from) * TILE_SIZE;
_thd.selstart.y = TileY(from) * TILE_SIZE;
_thd.next_drawstyle = HT_RECT;
/* show measurement only if there is any length to speak of */
if (distance > 1) {
SetDParam(0, distance);
ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1);
} else {
HideMeasurementTooltips();
}
}
static void VpStartPreSizing()
{
_thd.selend.x = -1;
_special_mouse_mode = WSM_PRESIZE;
}
/**
* returns information about the 2x1 piece to be build.
* The lower bits (0-3) are the track type.
*/
static HighLightStyle Check2x1AutoRail(int mode)
{
int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
switch (mode) {
default: NOT_REACHED();
case 0: // end piece is lower right
if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
return HT_DIR_Y;
case 1:
if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
return HT_DIR_Y;
case 2:
if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
return HT_DIR_X;
case 3:
if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
return HT_DIR_X;
}
}
/**
* Check if the direction of start and end tile should be swapped based on
* the dragging-style. Default directions are:
* in the case of a line (HT_RAIL, HT_LINE): DIR_NE, DIR_NW, DIR_N, DIR_E
* in the case of a rect (HT_RECT, HT_POINT): DIR_S, DIR_E
* For example dragging a rectangle area from south to north should be swapped to
* north-south (DIR_S) to obtain the same results with less code. This is what
* the return value signifies.
* @param style HighLightStyle dragging style
* @param start_tile start tile of drag
* @param end_tile end tile of drag
* @return boolean value which when true means start/end should be swapped
*/
static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
{
uint start_x = TileX(start_tile);
uint start_y = TileY(start_tile);
uint end_x = TileX(end_tile);
uint end_y = TileY(end_tile);
switch (style & HT_DRAG_MASK) {
case HT_RAIL:
case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
case HT_RECT:
case HT_POINT: return (end_x != start_x && end_y < start_y);
default: NOT_REACHED();
}
return false;
}
/**
* Calculates height difference between one tile and another.
* Multiplies the result to suit the standard given by #TILE_HEIGHT_STEP.
*
* To correctly get the height difference we need the direction we are dragging
* in, as well as with what kind of tool we are dragging. For example a horizontal
* autorail tool that starts in bottom and ends at the top of a tile will need the
* maximum of SW, S and SE, N corners respectively. This is handled by the lookup table below
* See #_tileoffs_by_dir in map.cpp for the direction enums if you can't figure out the values yourself.
* @param style Highlighting style of the drag. This includes direction and style (autorail, rect, etc.)
* @param distance Number of tiles dragged, important for horizontal/vertical drags, ignored for others.
* @param start_tile Start tile of the drag operation.
* @param end_tile End tile of the drag operation.
* @return Height difference between two tiles. The tile measurement tool utilizes this value in its tooltip.
*/
static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
{
bool swap = SwapDirection(style, start_tile, end_tile);
uint h0, h1; // Start height and end height.
if (start_tile == end_tile) return 0;
if (swap) Swap(start_tile, end_tile);
switch (style & HT_DRAG_MASK) {
case HT_RECT: {
static const TileIndexDiffC heightdiff_area_by_dir[] = {
/* Start */ {1, 0}, /* Dragging east */ {0, 0}, // Dragging south
/* End */ {0, 1}, /* Dragging east */ {1, 1} // Dragging south
};
/* In the case of an area we can determine whether we were dragging south or
* east by checking the X-coordinates of the tiles */
byte style_t = (byte)(TileX(end_tile) > TileX(start_tile));
start_tile = TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_area_by_dir[style_t]));
end_tile = TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_area_by_dir[2 + style_t]));
[[fallthrough]];
}
case HT_POINT:
h0 = TileHeight(start_tile);
h1 = TileHeight(end_tile);
break;
default: { // All other types, this is mostly only line/autorail
static const HighLightStyle flip_style_direction[] = {
HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL
};
static const TileIndexDiffC heightdiff_line_by_dir[] = {
/* Start */ {1, 0}, {1, 1}, /* HT_DIR_X */ {0, 1}, {1, 1}, // HT_DIR_Y
/* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, // HT_DIR_HL
/* Start */ {1, 0}, {1, 1}, /* HT_DIR_VL */ {0, 1}, {1, 1}, // HT_DIR_VR
/* Start */ {0, 1}, {0, 0}, /* HT_DIR_X */ {1, 0}, {0, 0}, // HT_DIR_Y
/* End */ {0, 1}, {0, 0}, /* HT_DIR_HU */ {1, 1}, {0, 1}, // HT_DIR_HL
/* End */ {1, 0}, {0, 0}, /* HT_DIR_VL */ {0, 0}, {0, 1}, // HT_DIR_VR
};
distance %= 2; // we're only interested if the distance is even or uneven
style &= HT_DIR_MASK;
/* To handle autorail, we do some magic to be able to use a lookup table.
* Firstly if we drag the other way around, we switch start&end, and if needed
* also flip the drag-position. Eg if it was on the left, and the distance is even
* that means the end, which is now the start is on the right */
if (swap && distance == 0) style = flip_style_direction[style];
/* Use lookup table for start-tile based on HighLightStyle direction */
byte style_t = style * 2;
assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
h0 = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t])));
uint ht = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t + 1])));
h0 = std::max(h0, ht);
/* Use lookup table for end-tile based on HighLightStyle direction
* flip around side (lower/upper, left/right) based on distance */
if (distance == 0) style_t = flip_style_direction[style] * 2;
assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
h1 = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t])));
ht = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t + 1])));
h1 = std::max(h1, ht);
break;
}
}
if (swap) Swap(h0, h1);
return (int)(h1 - h0) * TILE_HEIGHT_STEP;
}
static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
/**
* Check for underflowing the map.
* @param test the variable to test for underflowing
* @param other the other variable to update to keep the line
* @param mult the constant to multiply the difference by for \c other
*/
static void CheckUnderflow(int &test, int &other, int mult)
{
if (test >= 0) return;
other += mult * test;
test = 0;
}
/**
* Check for overflowing the map.
* @param test the variable to test for overflowing
* @param other the other variable to update to keep the line
* @param max the maximum value for the \c test variable
* @param mult the constant to multiply the difference by for \c other
*/
static void CheckOverflow(int &test, int &other, int max, int mult)
{
if (test <= max) return;
other += mult * (test - max);
test = max;
}
/** while dragging */
static void CalcRaildirsDrawstyle(int x, int y, int method)
{
HighLightStyle b;
int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK);
int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK);
uint w = abs(dx) + TILE_SIZE;
uint h = abs(dy) + TILE_SIZE;
if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
/* We 'force' a selection direction; first four rail buttons. */
method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
int raw_dx = _thd.selstart.x - _thd.selend.x;
int raw_dy = _thd.selstart.y - _thd.selend.y;
switch (method) {
case VPM_FIX_X:
b = HT_LINE | HT_DIR_Y;
x = _thd.selstart.x;
break;
case VPM_FIX_Y:
b = HT_LINE | HT_DIR_X;
y = _thd.selstart.y;
break;
case VPM_FIX_HORIZONTAL:
if (dx == -dy) {
/* We are on a straight horizontal line. Determine the 'rail'
* to build based the sub tile location. */
b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
} else {
/* We are not on a straight line. Determine the rail to build
* based on whether we are above or below it. */
b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
/* Calculate where a horizontal line through the start point and
* a vertical line from the selected end point intersect and
* use that point as the end point. */
int offset = (raw_dx - raw_dy) / 2;
x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK);
/* 'Build' the last half rail tile if needed */
if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
if (dx + dy >= (int)TILE_SIZE) {
x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
} else {
y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
}
}
/* Make sure we do not overflow the map! */
CheckUnderflow(x, y, 1);
CheckUnderflow(y, x, 1);
CheckOverflow(x, y, (Map::MaxX() - 1) * TILE_SIZE, 1);
CheckOverflow(y, x, (Map::MaxY() - 1) * TILE_SIZE, 1);
assert(x >= 0 && y >= 0 && x <= (int)(Map::MaxX() * TILE_SIZE) && y <= (int)(Map::MaxY() * TILE_SIZE));
}
break;
case VPM_FIX_VERTICAL:
if (dx == dy) {
/* We are on a straight vertical line. Determine the 'rail'
* to build based the sub tile location. */
b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
} else {
/* We are not on a straight line. Determine the rail to build
* based on whether we are left or right from it. */
b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
/* Calculate where a vertical line through the start point and
* a horizontal line from the selected end point intersect and
* use that point as the end point. */
int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2;
x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK);
/* 'Build' the last half rail tile if needed */
if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
if (dx - dy < 0) {
y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
} else {
x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
}
}
/* Make sure we do not overflow the map! */
CheckUnderflow(x, y, -1);
CheckUnderflow(y, x, -1);
CheckOverflow(x, y, (Map::MaxX() - 1) * TILE_SIZE, -1);
CheckOverflow(y, x, (Map::MaxY() - 1) * TILE_SIZE, -1);
assert(x >= 0 && y >= 0 && x <= (int)(Map::MaxX() * TILE_SIZE) && y <= (int)(Map::MaxY() * TILE_SIZE));
}
break;
default:
NOT_REACHED();
}
} else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
if (method & VPM_RAILDIRS) {
b = GetAutorailHT(x, y);
} else { // rect for autosignals on one tile
b = HT_RECT;
}
} else if (h == TILE_SIZE) { // Is this in X direction?
if (dx == (int)TILE_SIZE) { // 2x1 special handling
b = (Check2x1AutoRail(3)) | HT_LINE;
} else if (dx == -(int)TILE_SIZE) {
b = (Check2x1AutoRail(2)) | HT_LINE;
} else {
b = HT_LINE | HT_DIR_X;
}
y = _thd.selstart.y;
} else if (w == TILE_SIZE) { // Or Y direction?
if (dy == (int)TILE_SIZE) { // 2x1 special handling
b = (Check2x1AutoRail(1)) | HT_LINE;
} else if (dy == -(int)TILE_SIZE) { // 2x1 other direction
b = (Check2x1AutoRail(0)) | HT_LINE;
} else {
b = HT_LINE | HT_DIR_Y;
}
x = _thd.selstart.x;
} else if (w > h * 2) { // still count as x dir?
b = HT_LINE | HT_DIR_X;
y = _thd.selstart.y;
} else if (h > w * 2) { // still count as y dir?
b = HT_LINE | HT_DIR_Y;
x = _thd.selstart.x;
} else { // complicated direction
int d = w - h;
_thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK;
_thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK;
/* four cases. */
if (x > _thd.selstart.x) {
if (y > _thd.selstart.y) {
/* south */
if (d == 0) {
b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
} else if (d >= 0) {
x = _thd.selstart.x + h;
b = HT_LINE | HT_DIR_VL;
} else {
y = _thd.selstart.y + w;
b = HT_LINE | HT_DIR_VR;
}
} else {
/* west */
if (d == 0) {
b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
} else if (d >= 0) {
x = _thd.selstart.x + h;
b = HT_LINE | HT_DIR_HL;
} else {
y = _thd.selstart.y - w;
b = HT_LINE | HT_DIR_HU;
}
}
} else {
if (y > _thd.selstart.y) {
/* east */
if (d == 0) {
b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
} else if (d >= 0) {
x = _thd.selstart.x - h;
b = HT_LINE | HT_DIR_HU;
} else {
y = _thd.selstart.y + w;
b = HT_LINE | HT_DIR_HL;
}
} else {
/* north */
if (d == 0) {
b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
} else if (d >= 0) {
x = _thd.selstart.x - h;
b = HT_LINE | HT_DIR_VR;
} else {
y = _thd.selstart.y - w;
b = HT_LINE | HT_DIR_VL;
}
}
}
}
if (_settings_client.gui.measure_tooltip) {
TileIndex t0 = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
TileIndex t1 = TileVirtXY(x, y);
uint distance = DistanceManhattan(t0, t1) + 1;
byte index = 0;
if (distance != 1) {
int heightdiff = CalcHeightdiff(b, distance, t0, t1);
/* If we are showing a tooltip for horizontal or vertical drags,
* 2 tiles have a length of 1. To bias towards the ceiling we add
* one before division. It feels more natural to count 3 lengths as 2 */
if ((b & HT_DIR_MASK) != HT_DIR_X && (b & HT_DIR_MASK) != HT_DIR_Y) {
distance = CeilDiv(distance, 2);
}
SetDParam(index++, distance);
if (heightdiff != 0) SetDParam(index++, heightdiff);
}
ShowMeasurementTooltips(measure_strings_length[index], index);
}
_thd.selend.x = x;
_thd.selend.y = y;
_thd.next_drawstyle = b;
}
/**
* Selects tiles while dragging
* @param x X coordinate of end of selection
* @param y Y coordinate of end of selection
* @param method modifies the way tiles are selected. Possible
* methods are VPM_* in viewport.h
*/
void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
{
int sx, sy;
HighLightStyle style;
if (x == -1) {
_thd.selend.x = -1;
return;
}
/* Special handling of drag in any (8-way) direction */
if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
_thd.selend.x = x;
_thd.selend.y = y;
CalcRaildirsDrawstyle(x, y, method);
return;
}
/* Needed so level-land is placed correctly */
if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) {
x += TILE_SIZE / 2;
y += TILE_SIZE / 2;
}
sx = _thd.selstart.x;
sy = _thd.selstart.y;
int limit = 0;
switch (method) {
case VPM_X_OR_Y: // drag in X or Y direction
if (abs(sy - y) < abs(sx - x)) {
y = sy;
style = HT_DIR_X;
} else {
x = sx;
style = HT_DIR_Y;
}
goto calc_heightdiff_single_direction;
case VPM_X_LIMITED: // Drag in X direction (limited size).
limit = (_thd.sizelimit - 1) * TILE_SIZE;
[[fallthrough]];
case VPM_FIX_X: // drag in Y direction
x = sx;
style = HT_DIR_Y;
goto calc_heightdiff_single_direction;
case VPM_Y_LIMITED: // Drag in Y direction (limited size).
limit = (_thd.sizelimit - 1) * TILE_SIZE;
[[fallthrough]];
case VPM_FIX_Y: // drag in X direction
y = sy;
style = HT_DIR_X;
calc_heightdiff_single_direction:;
if (limit > 0) {
x = sx + Clamp(x - sx, -limit, limit);
y = sy + Clamp(y - sy, -limit, limit);
}
if (_settings_client.gui.measure_tooltip) {
TileIndex t0 = TileVirtXY(sx, sy);
TileIndex t1 = TileVirtXY(x, y);
uint distance = DistanceManhattan(t0, t1) + 1;
byte index = 0;
if (distance != 1) {
/* With current code passing a HT_LINE style to calculate the height
* difference is enough. However if/when a point-tool is created
* with this method, function should be called with new_style (below)
* instead of HT_LINE | style case HT_POINT is handled specially
* new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
int heightdiff = CalcHeightdiff(HT_LINE | style, 0, t0, t1);
SetDParam(index++, distance);
if (heightdiff != 0) SetDParam(index++, heightdiff);
}
ShowMeasurementTooltips(measure_strings_length[index], index);
}
break;
case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area.
limit = (_thd.sizelimit - 1) * TILE_SIZE;
x = sx + Clamp(x - sx, -limit, limit);
y = sy + Clamp(y - sy, -limit, limit);
[[fallthrough]];
case VPM_X_AND_Y: // drag an X by Y area
if (_settings_client.gui.measure_tooltip) {
static const StringID measure_strings_area[] = {
STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
};
TileIndex t0 = TileVirtXY(sx, sy);
TileIndex t1 = TileVirtXY(x, y);
uint dx = Delta(TileX(t0), TileX(t1)) + 1;
uint dy = Delta(TileY(t0), TileY(t1)) + 1;
byte index = 0;
/* If dragging an area (eg dynamite tool) and it is actually a single
* row/column, change the type to 'line' to get proper calculation for height */
style = (HighLightStyle)_thd.next_drawstyle;
if (_thd.IsDraggingDiagonal()) {
/* Determine the "area" of the diagonal dragged selection.
* We assume the area is the number of tiles along the X
* edge and the number of tiles along the Y edge. However,
* multiplying these two numbers does not give the exact
* number of tiles; basically we are counting the black
* squares on a chess board and ignore the white ones to
* make the tile counts at the edges match up. There is no
* other way to make a proper count though.
*
* First convert to the rotated coordinate system. */
int dist_x = TileX(t0) - TileX(t1);
int dist_y = TileY(t0) - TileY(t1);
int a_max = dist_x + dist_y;
int b_max = dist_y - dist_x;
/* Now determine the size along the edge, but due to the
* chess board principle this counts double. */
a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2;
b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2;
/* We get a 1x1 on normal 2x1 rectangles, due to it being
* a seen as two sides. As the result for actual building
* will be the same as non-diagonal dragging revert to that
* behaviour to give it a more normally looking size. */
if (a_max != 1 || b_max != 1) {
dx = a_max;
dy = b_max;
}
} else if (style & HT_RECT) {
if (dx == 1) {
style = HT_LINE | HT_DIR_Y;
} else if (dy == 1) {
style = HT_LINE | HT_DIR_X;
}
}
if (dx != 1 || dy != 1) {
int heightdiff = CalcHeightdiff(style, 0, t0, t1);
SetDParam(index++, dx - (style & HT_POINT ? 1 : 0));
SetDParam(index++, dy - (style & HT_POINT ? 1 : 0));
if (heightdiff != 0) SetDParam(index++, heightdiff);
}
ShowMeasurementTooltips(measure_strings_area[index], index);
}
break;
default: NOT_REACHED();
}
_thd.selend.x = x;
_thd.selend.y = y;
}
/**
* Handle the mouse while dragging for placement/resizing.
* @return State of handling the event.
*/
EventState VpHandlePlaceSizingDrag()
{
if (_special_mouse_mode != WSM_SIZING && _special_mouse_mode != WSM_DRAGGING) return ES_NOT_HANDLED;
/* stop drag mode if the window has been closed */
Window *w = _thd.GetCallbackWnd();
if (w == nullptr) {
ResetObjectToPlace();
return ES_HANDLED;
}
/* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
if (_left_button_down) {
if (_special_mouse_mode == WSM_DRAGGING) {
/* Only register a drag event when the mouse moved. */
if (_thd.new_pos.x == _thd.selstart.x && _thd.new_pos.y == _thd.selstart.y) return ES_HANDLED;
_thd.selstart.x = _thd.new_pos.x;
_thd.selstart.y = _thd.new_pos.y;
}
w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
return ES_HANDLED;
}
/* Mouse button released. */
_special_mouse_mode = WSM_NONE;
if (_special_mouse_mode == WSM_DRAGGING) return ES_HANDLED;
/* Keep the selected tool, but reset it to the original mode. */
HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
_thd.place_mode = HT_RECT | others;
} else if (_thd.select_method & VPM_SIGNALDIRS) {
_thd.place_mode = HT_RECT | others;
} else if (_thd.select_method & VPM_RAILDIRS) {
_thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : (HT_RAIL | others);
} else {
_thd.place_mode = HT_POINT | others;
}
SetTileSelectSize(1, 1);
HideMeasurementTooltips();
w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
return ES_HANDLED;
}
/**
* Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
* @param icon New shape of the mouse cursor.
* @param pal Palette to use.
* @param mode Mode to perform.
* @param w %Window requesting the mode change.
*/
void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
{
SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
}
#include "table/animcursors.h"
/**
* Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
* @param icon New shape of the mouse cursor.
* @param pal Palette to use.
* @param mode Mode to perform.
* @param window_class %Window class of the window requesting the mode change.
* @param window_num Number of the window in its class requesting the mode change.
*/
void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
{
if (_thd.window_class != WC_INVALID) {
/* Undo clicking on button and drag & drop */
Window *w = _thd.GetCallbackWnd();
/* Call the abort function, but set the window class to something
* that will never be used to avoid infinite loops. Setting it to
* the 'next' window class must not be done because recursion into
* this function might in some cases reset the newly set object to
* place or not properly reset the original selection. */
_thd.window_class = WC_INVALID;
if (w != nullptr) {
w->OnPlaceObjectAbort();
HideMeasurementTooltips();
}
}
/* Mark the old selection dirty, in case the selection shape or colour changes */
if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
SetTileSelectSize(1, 1);
_thd.make_square_red = false;
if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
mode = HT_NONE;
_special_mouse_mode = WSM_DRAGDROP;
} else {
_special_mouse_mode = WSM_NONE;
}
_thd.place_mode = mode;
_thd.window_class = window_class;
_thd.window_number = window_num;
if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode
VpStartPreSizing();
}
if ((icon & ANIMCURSOR_FLAG) != 0) {
SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
} else {
SetMouseCursor(icon, pal);
}
}
/** Reset the cursor and mouse mode handling back to default (normal cursor, only clicking in windows). */
void ResetObjectToPlace()
{
SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
}
Point GetViewportStationMiddle(const Viewport *vp, const Station *st)
{
int x = TileX(st->xy) * TILE_SIZE;
int y = TileY(st->xy) * TILE_SIZE;
int z = GetSlopePixelZ(Clamp(x, 0, Map::SizeX() * TILE_SIZE - 1), Clamp(y, 0, Map::SizeY() * TILE_SIZE - 1));
Point p = RemapCoords(x, y, z);
p.x = UnScaleByZoom(p.x - vp->virtual_left, vp->zoom) + vp->left;
p.y = UnScaleByZoom(p.y - vp->virtual_top, vp->zoom) + vp->top;
return p;
}
/** Helper class for getting the best sprite sorter. */
struct ViewportSSCSS {
VpSorterChecker fct_checker; ///< The check function.
VpSpriteSorter fct_sorter; ///< The sorting function.
};
/** List of sorters ordered from best to worst. */
static ViewportSSCSS _vp_sprite_sorters[] = {
#ifdef WITH_SSE
{ &ViewportSortParentSpritesSSE41Checker, &ViewportSortParentSpritesSSE41 },
#endif
{ &ViewportSortParentSpritesChecker, &ViewportSortParentSprites }
};
/** Choose the "best" sprite sorter and set _vp_sprite_sorter. */
void InitializeSpriteSorter()
{
for (uint i = 0; i < lengthof(_vp_sprite_sorters); i++) {
if (_vp_sprite_sorters[i].fct_checker()) {
_vp_sprite_sorter = _vp_sprite_sorters[i].fct_sorter;
break;
}
}
assert(_vp_sprite_sorter != nullptr);
}
/**
* Scroll players main viewport.
* @param flags type of operation
* @param tile tile to center viewport on
* @param target ViewportScrollTarget of scroll target
* @param ref company or client id depending on the target
* @return the cost of this operation or an error
*/
CommandCost CmdScrollViewport(DoCommandFlag flags, TileIndex tile, ViewportScrollTarget target, uint32_t ref)
{
if (_current_company != OWNER_DEITY) return CMD_ERROR;
switch (target) {
case VST_EVERYONE:
break;
case VST_COMPANY:
if (_local_company != (CompanyID)ref) return CommandCost();
break;
case VST_CLIENT:
if (_network_own_client_id != (ClientID)ref) return CommandCost();
break;
default:
return CMD_ERROR;
}
if (flags & DC_EXEC) {
ResetObjectToPlace();
ScrollMainWindowToTile(tile);
}
return CommandCost();
}
void MarkCatchmentTilesDirty()
{
if (_viewport_highlight_town != nullptr) {
MarkWholeScreenDirty();
return;
}
if (_viewport_highlight_station != nullptr) {
if (_viewport_highlight_station->catchment_tiles.tile == INVALID_TILE) {
MarkWholeScreenDirty();
_viewport_highlight_station = nullptr;
} else {
BitmapTileIterator it(_viewport_highlight_station->catchment_tiles);
for (TileIndex tile = it; tile != INVALID_TILE; tile = ++it) {
MarkTileDirtyByTile(tile);
}
}
}
if (_viewport_highlight_waypoint != nullptr) {
if (!_viewport_highlight_waypoint->IsInUse()) {
_viewport_highlight_waypoint = nullptr;
}
MarkWholeScreenDirty();
}
}
static void SetWindowDirtyForViewportCatchment()
{
if (_viewport_highlight_station != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station->index);
if (_viewport_highlight_waypoint != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint->index);
if (_viewport_highlight_town != nullptr) SetWindowDirty(WC_TOWN_VIEW, _viewport_highlight_town->index);
}
static void ClearViewportCatchment()
{
MarkCatchmentTilesDirty();
_viewport_highlight_station = nullptr;
_viewport_highlight_waypoint = nullptr;
_viewport_highlight_town = nullptr;
}
/**
* Select or deselect station for coverage area highlight.
* Selecting a station will deselect a town.
* @param *st Station in question
* @param sel Select or deselect given station
*/
void SetViewportCatchmentStation(const Station *st, bool sel)
{
SetWindowDirtyForViewportCatchment();
if (sel && _viewport_highlight_station != st) {
ClearViewportCatchment();
_viewport_highlight_station = st;
MarkCatchmentTilesDirty();
} else if (!sel && _viewport_highlight_station == st) {
MarkCatchmentTilesDirty();
_viewport_highlight_station = nullptr;
}
if (_viewport_highlight_station != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station->index);
}
/**
* Select or deselect waypoint for coverage area highlight.
* Selecting a waypoint will deselect a town.
* @param *wp Waypoint in question
* @param sel Select or deselect given waypoint
*/
void SetViewportCatchmentWaypoint(const Waypoint *wp, bool sel)
{
SetWindowDirtyForViewportCatchment();
if (sel && _viewport_highlight_waypoint != wp) {
ClearViewportCatchment();
_viewport_highlight_waypoint = wp;
MarkCatchmentTilesDirty();
} else if (!sel && _viewport_highlight_waypoint == wp) {
MarkCatchmentTilesDirty();
_viewport_highlight_waypoint = nullptr;
}
if (_viewport_highlight_waypoint != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint->index);
}
/**
* Select or deselect town for coverage area highlight.
* Selecting a town will deselect a station.
* @param *t Town in question
* @param sel Select or deselect given town
*/
void SetViewportCatchmentTown(const Town *t, bool sel)
{
SetWindowDirtyForViewportCatchment();
if (sel && _viewport_highlight_town != t) {
ClearViewportCatchment();
_viewport_highlight_town = t;
MarkWholeScreenDirty();
} else if (!sel && _viewport_highlight_town == t) {
_viewport_highlight_town = nullptr;
MarkWholeScreenDirty();
}
if (_viewport_highlight_town != nullptr) SetWindowDirty(WC_TOWN_VIEW, _viewport_highlight_town->index);
}
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