Files @ r22926:82779a967ee2
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Location: cpp/openttd-patchpack/source/src/tilehighlight_type.h

Niels Martin Hansen
Change: Modernise music control logic implementation (#6839)

Rewrite of almost the entire music control logic to a more modern style, hopefully also easier to understand. The old playlist handling made it look like arcane magic, which it doesn't have to be.

- Playlists are now stored in std::vector of objects instead of arrays of bytes with magic sentinel values, that need to be rotated around all the time. Position in playlist is stored as a simple index.
- The theme song is now reserved for the title screen, it doesn't play on any of the standard playlists, but is still available for use on custom playlists.
- When the player enters/leaves the game from the main menu, the music always restarts.
- Playback state (playing or not) is kept even if music becomes unavailable due to an empty playlist (or an empty music set), so it can restart immediately if music becomes available again.
- The shuffle algorithm was changed to a standard Fisher-Yates.
- Possibly better behavior when editing a custom playlist while it's playing.
- Custom playlists should be compatible.
- Framework for supporting custom playlists with songs from multiple music sets.
/* $Id$ */

/*
 * 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 tilehighlight_type.h Types related to highlighting tiles. */

#ifndef TILEHIGHLIGHT_TYPE_H
#define TILEHIGHLIGHT_TYPE_H

#include "core/geometry_type.hpp"
#include "window_type.h"
#include "tile_type.h"
#include "viewport_type.h"

/** Highlighting draw styles */
enum HighLightStyle {
	HT_NONE      = 0x000, ///< default
	HT_RECT      = 0x010, ///< rectangle (stations, depots, ...)
	HT_POINT     = 0x020, ///< point (lower land, raise land, level land, ...)
	HT_SPECIAL   = 0x030, ///< special mode used for highlighting while dragging (and for tunnels/docks)
	HT_DRAG      = 0x040, ///< dragging items in the depot windows
	HT_LINE      = 0x008, ///< used for autorail highlighting (longer stretches), lower bits: direction
	HT_RAIL      = 0x080, ///< autorail (one piece), lower bits: direction
	HT_VEHICLE   = 0x100, ///< vehicle is accepted as target as well (bitmask)
	HT_DIAGONAL  = 0x200, ///< Also allow 'diagonal rectangles'. Only usable in combination with #HT_RECT or #HT_POINT.
	HT_DRAG_MASK = 0x0F8, ///< Mask for the tile drag-type modes.

	/* lower bits (used with HT_LINE and HT_RAIL):
	 * (see ASCII art in table/autorail.h for a visual interpretation) */
	HT_DIR_X  = 0,     ///< X direction
	HT_DIR_Y  = 1,     ///< Y direction
	HT_DIR_HU = 2,     ///< horizontal upper
	HT_DIR_HL = 3,     ///< horizontal lower
	HT_DIR_VL = 4,     ///< vertical left
	HT_DIR_VR = 5,     ///< vertical right
	HT_DIR_END,        ///< end marker
	HT_DIR_MASK = 0x7, ///< masks the drag-direction
};
DECLARE_ENUM_AS_BIT_SET(HighLightStyle)


/** Metadata about the current highlighting. */
struct TileHighlightData {
	Point pos;           ///< Location, in tile "units", of the northern tile of the selected area.
	Point size;          ///< Size, in tile "units", of the white/red selection area.
	Point offs;          ///< Offset, in tile "units", for the blue coverage area from the selected area's northern tile.
	Point outersize;     ///< Size, in tile "units", of the blue coverage area excluding the side of the selected area.
	bool diagonal;       ///< Whether the dragged area is a 45 degrees rotated rectangle.

	Point new_pos;       ///< New value for \a pos; used to determine whether to redraw the selection.
	Point new_size;      ///< New value for \a size; used to determine whether to redraw the selection.
	Point new_outersize; ///< New value for \a outersize; used to determine whether to redraw the selection.
	byte dirty;          ///< Whether the build station window needs to redraw due to the changed selection.

	Point selstart;      ///< The location where the dragging started.
	Point selend;        ///< The location where the drag currently ends.
	byte sizelimit;      ///< Whether the selection is limited in length, and what the maximum length is.

	HighLightStyle drawstyle;      ///< Lower bits 0-3 are reserved for detailed highlight information.
	HighLightStyle next_drawstyle; ///< Queued, but not yet drawn style.

	HighLightStyle place_mode;     ///< Method which is used to place the selection.
	WindowClass window_class;      ///< The \c WindowClass of the window that is responsible for the selection mode.
	WindowNumber window_number;    ///< The \c WindowNumber of the window that is responsible for the selection mode.

	bool make_square_red;          ///< Whether to give a tile a red selection.
	TileIndex redsq;               ///< The tile that has to get a red selection.

	ViewportPlaceMethod select_method;            ///< The method which governs how tiles are selected.
	ViewportDragDropSelectionProcess select_proc; ///< The procedure that has to be called when the selection is done.

	void Reset();

	bool IsDraggingDiagonal();
	Window *GetCallbackWnd();
};

#endif /* TILEHIGHLIGHT_TYPE_H */