/* $Id$ */ /* * 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 . */ /** @file viewport.cpp Handling of all viewports. * * \verbatim * The in-game coordinate system looks like this * * * * ^ Z * * | * * | * * | * * | * * / \ * * / \ * * / \ * * / \ * * X < > Y * * \endverbatim */ #include "stdafx.h" #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 "variables.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 "table/sprites.h" #include "table/strings.h" PlaceProc *_place_proc; Point _tile_fract_coords; struct StringSpriteToDraw { StringID string; Colours colour; int32 x; int32 y; uint64 params[2]; uint16 width; }; struct TileSpriteToDraw { SpriteID image; PaletteID pal; const SubSprite *sub; ///< only draw a rectangular part of the sprite int32 x; ///< screen X coordinate of sprite int32 y; ///< screen Y coordinate of sprite }; struct ChildScreenSpriteToDraw { SpriteID image; PaletteID pal; const SubSprite *sub; ///< only draw a rectangular part of the sprite int32 x; int32 y; int next; ///< next child to draw (-1 at the end) }; /** Parent sprite that should be drawn */ struct ParentSpriteToDraw { SpriteID image; ///< sprite to draw PaletteID pal; ///< palette to use const SubSprite *sub; ///< only draw a rectangular part of the sprite int32 x; ///< screen X coordinate of sprite int32 y; ///< screen Y coordinate of sprite int32 left; ///< minimal screen X coordinate of sprite (= x + sprite->x_offs), reference point for child sprites int32 top; ///< minimal screen Y coordinate of sprite (= y + sprite->y_offs), reference point for child sprites int32 xmin; ///< minimal world X coordinate of bounding box int32 xmax; ///< maximal world X coordinate of bounding box int32 ymin; ///< minimal world Y coordinate of bounding box int32 ymax; ///< maximal world Y coordinate of bounding box int zmin; ///< minimal world Z coordinate of bounding box int zmax; ///< maximal world Z coordinate of bounding box int first_child; ///< the first child to draw. bool comparison_done; ///< Used during sprite sorting: true if sprite has been compared with all other sprites }; /** 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 SmallVector TileSpriteToDrawVector; typedef SmallVector StringSpriteToDrawVector; typedef SmallVector ParentSpriteToDrawVector; typedef SmallVector ParentSpriteToSortVector; typedef SmallVector 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 ViewportDrawer _vd; TileHighlightData _thd; static TileInfo *_cur_ti; bool _draw_bounding_boxes = false; 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) { free(w->viewport); w->viewport = NULL; } /** * 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 follow_flags Flags controlling the viewport. * - If bit 31 is set, the lower 16 bits are the vehicle that the viewport should follow. * - If bit 31 is clear, it is a tile position. * @param zoom Zoomlevel to display */ void InitializeWindowViewport(Window *w, int x, int y, int width, int height, uint32 follow_flags, ZoomLevel zoom) { assert(w->viewport == NULL); ViewportData *vp = CallocT(1); vp->left = x + w->left; vp->top = y + w->top; vp->width = width; vp->height = height; vp->zoom = zoom; vp->virtual_width = ScaleByZoom(width, zoom); vp->virtual_height = ScaleByZoom(height, zoom); Point pt; if (follow_flags & 0x80000000) { const Vehicle *veh; vp->follow_vehicle = (VehicleID)(follow_flags & 0xFFFF); veh = Vehicle::Get(vp->follow_vehicle); pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos); } else { uint x = TileX(follow_flags) * TILE_SIZE; uint y = TileY(follow_flags) * TILE_SIZE; vp->follow_vehicle = INVALID_VEHICLE; pt = MapXYZToViewport(vp, x, y, GetSlopeZ(x, y)); } vp->scrollpos_x = pt.x; vp->scrollpos_y = pt.y; vp->dest_scrollpos_x = pt.x; vp->dest_scrollpos_y = pt.y; w->viewport = vp; vp->virtual_left = 0;//pt.x; vp->virtual_top = 0;//pt.y; } static Point _vp_move_offs; static void DoSetViewportPosition(const Window *w, int left, int top, int width, int height) { FOR_ALL_WINDOWS_FROM_BACK_FROM(w, w) { if (left + width > w->left && w->left + w->width > left && top + height > w->top && w->top + w->height > top) { if (left < w->left) { DoSetViewportPosition(w, left, top, w->left - left, height); DoSetViewportPosition(w, left + (w->left - left), top, width - (w->left - left), height); return; } if (left + width > w->left + w->width) { DoSetViewportPosition(w, left, top, (w->left + w->width - left), height); DoSetViewportPosition(w, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height); return; } if (top < w->top) { DoSetViewportPosition(w, left, top, width, (w->top - top)); DoSetViewportPosition(w, left, top + (w->top - top), width, height - (w->top - top)); return; } if (top + height > w->top + w->height) { DoSetViewportPosition(w, left, top, width, (w->top + w->height - top)); DoSetViewportPosition(w, 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) DoSetViewportPosition(w->z_front, 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 NULL is returned. */ ViewPort *IsPtInWindowViewport(const Window *w, int x, int y) { ViewPort *vp = w->viewport; if (vp != NULL && IsInsideMM(x, vp->left, vp->left + vp->width) && IsInsideMM(y, vp->top, vp->top + vp->height)) return vp; return NULL; } /** * Translate screen coordinate in a viewport to a tile coordinate * @param vp Viewport that contains the (\a x, \a y) screen coordinate * @param x Screen x coordinate * @param y Screen y coordinate * @return Tile coordinate */ static Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y) { Point pt; int a, b; uint z; if ( (uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) { Point pt = {-1, -1}; return pt; } x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> 2; y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> 1; a = y - x; b = y + x; /* we need to move variables in to the valid range, as the * GetTileZoomCenterWindow() function can call here with invalid x and/or y, * when the user tries to zoom out along the sides of the map */ a = Clamp(a, -4 * (int)TILE_SIZE, (int)(MapMaxX() * TILE_SIZE) - 1); b = Clamp(b, -4 * (int)TILE_SIZE, (int)(MapMaxY() * TILE_SIZE) - 1); /* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0. * Now find the Z-world coordinate by fix point iteration. * This is a bit tricky because the tile height is non-continuous at foundations. * The clicked point should be approached from the back, otherwise there are regions that are not clickable. * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely) * So give it a z-malus of 4 in the first iterations. */ z = 0; int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0; for (int i = 0; i < 5; i++) z = GetSlopeZ(Clamp(a + (int)max(z, 4u) - 4, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + (int)max(z, 4u) - 4, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2; for (uint malus = 3; malus > 0; malus--) z = GetSlopeZ(Clamp(a + (int)max(z, malus) - (int)malus, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + (int)max(z, malus) - (int)malus, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2; for (int i = 0; i < 5; i++) z = GetSlopeZ(Clamp(a + (int)z, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + (int)z, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2; pt.x = Clamp(a + (int)z, min_coord, MapMaxX() * TILE_SIZE - 1); pt.y = Clamp(b + (int)z, min_coord, MapMaxY() * TILE_SIZE - 1); return pt; } /* 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)) != NULL && (vp = IsPtInWindowViewport(w, x, y)) != NULL) 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, byte widget_zoom_in, byte widget_zoom_out) { w->SetWidgetDisabledState(widget_zoom_in, vp->zoom == ZOOM_LVL_MIN); w->SetWidgetDirty(widget_zoom_in); w->SetWidgetDisabledState(widget_zoom_out, vp->zoom == ZOOM_LVL_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 x, int32 y, int z, const SubSprite *sub = NULL, int extra_offs_x = 0, int extra_offs_y = 0) { assert((image & SPRITE_MASK) < MAX_SPRITES); TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append(); 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); /* 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 x, int32 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, pt.y + extra_offs_y); } else { AddTileSpriteToDraw(image, pal, _cur_ti->x + x, _cur_ti->y + y, _cur_ti->z + z, sub, extra_offs_x, extra_offs_y); } } /** * 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 == NULL if foundation sprite was clipped by the viewport bounds */ if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1; _vd.foundation_offset[_vd.foundation_part].x = x; _vd.foundation_offset[_vd.foundation_part].y = y; _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, byte z, const SubSprite *sub) { Point pt = RemapCoords(x, y, z); const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_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.End() - 1; AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub); } /** 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 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 = NULL; 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, ST_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 = min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x); right = max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1); top = min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y); bottom = 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.Append(); 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 + max(bb_offset_x, w) - 1; ps->ymin = y + bb_offset_y; ps->ymax = y + max(bb_offset_y, h) - 1; ps->zmin = z + bb_offset_z; ps->zmax = z + max(bb_offset_z, dz) - 1; ps->comparison_done = false; 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; } /** * 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. */ void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub) { 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 == NULL) return; /* make the sprites transparent with the right palette */ if (transparent) { SetBit(image, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } *_vd.last_child = _vd.child_screen_sprites_to_draw.Length(); ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append(); cs->image = image; cs->pal = pal; cs->sub = sub; cs->x = x; cs->y = y; 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, uint64 params_1, uint64 params_2, Colours colour, uint16 width) { assert(width != 0); StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append(); ss->string = string; ss->x = x; ss->y = y; ss->params[0] = params_1; ss->params[1] = params_2; 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. */ static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part) { /* FIXME: This is not totally valid for some autorail highlights, that extent 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); } else { /* draw on top of foundation */ AddChildSpriteToFoundation(image, pal, NULL, foundation_part, 0, -z_offset); } } /** * 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 + _tileh_to_sprite[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_DIR_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); } /** * 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) { /* Draw a red error square? */ bool is_redsq = _thd.redsq == ti->tile; if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING); /* no selection active? */ if (_thd.drawstyle == 0) return; /* Inside the inner area? */ if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) && IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) { 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. */ byte 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(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, 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 && _thd.outersize.x && _thd.size.x < _thd.size.x + _thd.outersize.x && 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; } } static void ViewportAddLandscape() { int x, y, width, height; TileInfo ti; bool direction; _cur_ti = &ti; /* Transform into tile coordinates and round to closest full tile */ x = ((_vd.dpi.top >> 1) - (_vd.dpi.left >> 2)) & ~TILE_UNIT_MASK; y = ((_vd.dpi.top >> 1) + (_vd.dpi.left >> 2) - TILE_SIZE) & ~TILE_UNIT_MASK; /* determine size of area */ { Point pt = RemapCoords(x, y, 241); width = (_vd.dpi.left + _vd.dpi.width - pt.x + 95) >> 6; height = (_vd.dpi.top + _vd.dpi.height - pt.y) >> 5 << 1; } assert(width > 0); assert(height > 0); direction = false; do { int width_cur = width; uint x_cur = x; uint y_cur = y; do { TileType tt = MP_VOID; ti.x = x_cur; ti.y = y_cur; ti.z = 0; ti.tileh = SLOPE_FLAT; ti.tile = INVALID_TILE; if (x_cur < MapMaxX() * TILE_SIZE && y_cur < MapMaxY() * TILE_SIZE) { TileIndex tile = TileVirtXY(x_cur, y_cur); if (!_settings_game.construction.freeform_edges || (TileX(tile) != 0 && TileY(tile) != 0)) { if (x_cur == ((int)MapMaxX() - 1) * TILE_SIZE || y_cur == ((int)MapMaxY() - 1) * TILE_SIZE) { uint maxh = max(TileHeight(tile), 1); for (uint h = 0; h < maxh; h++) { AddTileSpriteToDraw(SPR_SHADOW_CELL, PAL_NONE, ti.x, ti.y, h * TILE_HEIGHT); } } ti.tile = tile; ti.tileh = GetTileSlope(tile, &ti.z); tt = GetTileType(tile); } } _vd.foundation_part = FOUNDATION_PART_NONE; _vd.foundation[0] = -1; _vd.foundation[1] = -1; _vd.last_foundation_child[0] = NULL; _vd.last_foundation_child[1] = NULL; _tile_type_procs[tt]->draw_tile_proc(&ti); if ((x_cur == (int)MapMaxX() * TILE_SIZE && IsInsideMM(y_cur, 0, MapMaxY() * TILE_SIZE + 1)) || (y_cur == (int)MapMaxY() * TILE_SIZE && IsInsideMM(x_cur, 0, MapMaxX() * TILE_SIZE + 1))) { TileIndex tile = TileVirtXY(x_cur, y_cur); ti.tile = tile; ti.tileh = GetTileSlope(tile, &ti.z); tt = GetTileType(tile); } if (ti.tile != INVALID_TILE) DrawTileSelection(&ti); y_cur += 0x10; x_cur -= 0x10; } while (--width_cur); if ((direction ^= 1) != 0) { y += 0x10; } else { x += 0x10; } } while (--height); } /** * 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 0 if transparent */ void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, uint64 params_1, uint64 params_2, 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(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_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, params_1, params_2, 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, params_1, params_2, INVALID_COLOUR, sign->width_small); } AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, params_1, params_2, colour, sign->width_small | 0x8000); } } static void ViewportAddTownNames(DrawPixelInfo *dpi) { if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES) || _game_mode == GM_MENU) return; const Town *t; FOR_ALL_TOWNS(t) { ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &t->sign, _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN, STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK, t->index, t->population); } } static void ViewportAddStationNames(DrawPixelInfo *dpi) { if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || _game_mode == GM_MENU) return; const BaseStation *st; FOR_ALL_BASE_STATIONS(st) { /* Check whether the base station is a station or a waypoint */ bool is_station = Station::IsExpected(st); /* Don't draw if the display options are disabled */ if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue; ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &st->sign, is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT, (is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT) + 1, STR_NULL, st->index, st->facilities, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]); } } static void ViewportAddSigns(DrawPixelInfo *dpi) { /* Signs are turned off or are invisible */ if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS)) return; const Sign *si; FOR_ALL_SIGNS(si) { ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &si->sign, STR_WHITE_SIGN, IsTransparencySet(TO_SIGNS) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL, si->index, 0, (si->owner == OWNER_NONE) ? COLOUR_GREY : _company_colours[si->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 */ void ViewportSign::UpdatePosition(int center, int top, StringID str) { if (this->width_normal != 0) this->MarkDirty(); this->top = top; char buffer[DRAW_STRING_BUFFER]; GetString(buffer, str, lastof(buffer)); this->width_normal = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT; this->center = center; /* zoomed out version */ _cur_fontsize = FS_SMALL; this->width_small = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT; _cur_fontsize = FS_NORMAL; this->MarkDirty(); } /** * Mark the sign dirty in all viewports. * * @ingroup dirty */ void ViewportSign::MarkDirty() const { /* We use ZOOM_LVL_MAX here, as every viewport can have another zoom, * and there is no way for us to know which is the biggest. So make the * biggest area dirty, and we are safe for sure. * We also add 1 to make sure the whole thing is redrawn. */ MarkAllViewportsDirty( this->center - ScaleByZoom(this->width_normal / 2 + 1, ZOOM_LVL_MAX), this->top - ScaleByZoom(1, ZOOM_LVL_MAX), this->center + ScaleByZoom(this->width_normal / 2 + 1, ZOOM_LVL_MAX), this->top + ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM + 1, ZOOM_LVL_MAX)); } static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv) { const TileSpriteToDraw *tsend = tstdv->End(); for (const TileSpriteToDraw *ts = tstdv->Begin(); ts != tsend; ++ts) { DrawSprite(ts->image, ts->pal, ts->x, ts->y, ts->sub); } } /** Sort parent sprites pointer array */ static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv) { ParentSpriteToDraw **psdvend = psdv->End(); ParentSpriteToDraw **psd = psdv->Begin(); while (psd != psdvend) { ParentSpriteToDraw *ps = *psd; if (ps->comparison_done) { psd++; continue; } ps->comparison_done = true; for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) { ParentSpriteToDraw *ps2 = *psd2; if (ps2->comparison_done) continue; /* Decide which comparator to use, based on whether the bounding * boxes overlap */ if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X? ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y? ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z? /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of * the screen and with higher Z elevation, are drawn in front. * Here X,Y,Z are the coordinates of the "center of mass" of the sprite, * i.e. X=(left+right)/2, etc. * However, since we only care about order, don't actually divide / 2 */ if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <= ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) { continue; } } else { /* We only change the order, if it is definite. * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap. * That is: If one partial order says ps behind ps2, do not change the order. */ if (ps->xmax < ps2->xmin || ps->ymax < ps2->ymin || ps->zmax < ps2->zmin) { continue; } } /* Move ps2 in front of ps */ ParentSpriteToDraw *temp = ps2; for (ParentSpriteToDraw **psd3 = psd2; psd3 > psd; psd3--) { *psd3 = *(psd3 - 1); } *psd = temp; } } } static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv) { const ParentSpriteToDraw * const *psd_end = psd->End(); for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) { const ParentSpriteToDraw *ps = *it; if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSprite(ps->image, ps->pal, ps->x, ps->y, ps->sub); int child_idx = ps->first_child; while (child_idx >= 0) { const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx); child_idx = cs->next; DrawSprite(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub); } } } /** * Draws the bounding boxes of all ParentSprites * @param psd Array of ParentSprites */ static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd) { const ParentSpriteToDraw * const *psd_end = psd->End(); for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) { const ParentSpriteToDraw *ps = *it; 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); } } static void ViewportDrawStrings(DrawPixelInfo *dpi, const StringSpriteToDrawVector *sstdv) { DrawPixelInfo dp; ZoomLevel zoom; _cur_dpi = &dp; dp = *dpi; zoom = dp.zoom; dp.zoom = ZOOM_LVL_NORMAL; dp.left = UnScaleByZoom(dp.left, zoom); dp.top = UnScaleByZoom(dp.top, zoom); dp.width = UnScaleByZoom(dp.width, zoom); dp.height = UnScaleByZoom(dp.height, zoom); const StringSpriteToDraw *ssend = sstdv->End(); for (const StringSpriteToDraw *ss = sstdv->Begin(); ss != ssend; ++ss) { 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 = VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM; SetDParam(0, ss->params[0]); SetDParam(1, ss->params[1]); if (ss->colour != INVALID_COLOUR) { /* Do not draw signs nor station names if they are set invisible */ if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue; /* if we didn't draw a rectangle, or if transparant building is on, * draw the text in the colour the rectangle would have */ if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) { /* Real colours need the IS_PALETTE_COLOUR flag * otherwise colours from _string_colourmap are assumed. */ colour = (TextColour)_colour_gradient[ss->colour][6] | IS_PALETTE_COLOUR; } /* Draw the rectangle if 'tranparent station signs' is off, * or if we are drawing a general text sign (STR_WHITE_SIGN) */ if (!IsTransparencySet(TO_SIGNS) || ss->string == STR_WHITE_SIGN) { DrawFrameRect( x, y, x + w, y + h, ss->colour, IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE ); } } DrawString(x + VPSM_LEFT, x + w - 1 - VPSM_RIGHT, y + VPSM_TOP, ss->string, colour, SA_CENTER); } } void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom) { DrawPixelInfo *old_dpi = _cur_dpi; _cur_dpi = &_vd.dpi; _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 = old_dpi->pitch; _vd.last_child = NULL; 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 = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top); ViewportAddLandscape(); ViewportAddVehicles(&_vd.dpi); ViewportAddTownNames(&_vd.dpi); ViewportAddStationNames(&_vd.dpi); ViewportAddSigns(&_vd.dpi); DrawTextEffects(&_vd.dpi); if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw); ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End(); for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) { *_vd.parent_sprites_to_sort.Append() = it; } ViewportSortParentSprites(&_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 (_vd.string_sprites_to_draw.Length() != 0) ViewportDrawStrings(&_vd.dpi, &_vd.string_sprites_to_draw); _cur_dpi = old_dpi; _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(); } /** Make sure we don't draw a too big area at a time. * If we do, the sprite memory will overflow. */ static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom) { if (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000) { if ((bottom - top) > (right - left)) { int t = (top + bottom) >> 1; ViewportDrawChk(vp, left, top, right, t); ViewportDrawChk(vp, left, t, right, bottom); } else { int t = (left + right) >> 1; ViewportDrawChk(vp, left, top, t, bottom); ViewportDrawChk(vp, t, top, right, bottom); } } else { 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 ); } } 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; ViewportDrawChk(vp, left, top, right, bottom); } /** * Draw the viewport of this window. */ void Window::DrawViewport() const { 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; } static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y) { /* Centre of the viewport is hot spot */ x += vp->virtual_width / 2; y += vp->virtual_height / 2; /* Convert viewport coordinates to map coordinates * Calculation is scaled by 4 to avoid rounding errors */ int vx = -x + y * 2; int vy = x + y * 2; /* clamp to size of map */ vx = Clamp(vx, 0, MapMaxX() * TILE_SIZE * 4); vy = Clamp(vy, 0, MapMaxY() * TILE_SIZE * 4); /* Convert map coordinates to viewport coordinates */ x = (-vx + vy) / 2; y = ( vx + vy) / 4; /* Remove centering */ x -= vp->virtual_width / 2; y -= vp->virtual_height / 2; } /** * Update the viewport position being displayed. * @param w %Window owning the viewport. */ void UpdateViewportPosition(Window *w) { 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; if (delta_x != 0 || delta_y != 0) { if (_settings_client.gui.smooth_scroll) { int max_scroll = ScaleByMapSize1D(512); /* Not at our desired position yet... */ w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll); w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll); } else { 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); SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y); } } /** * 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 * @ingroup dirty */ static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom) { right -= vp->virtual_left; if (right <= 0) return; bottom -= vp->virtual_top; if (bottom <= 0) return; left = max(0, left - vp->virtual_left); if (left >= vp->virtual_width) return; top = max(0, top - vp->virtual_top); if (top >= vp->virtual_height) return; SetDirtyBlocks( 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 ); } /** * Mark all viewports that display an area as dirty (in need of repaint). * @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 * @ingroup dirty */ void MarkAllViewportsDirty(int left, int top, int right, int bottom) { Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { ViewPort *vp = w->viewport; if (vp != NULL) { assert(vp->width != 0); MarkViewportDirty(vp, left, top, right, bottom); } } } void MarkTileDirtyByTile(TileIndex tile) { Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, GetTileZ(tile)); MarkAllViewportsDirty( pt.x - 31, pt.y - 122, pt.x - 31 + 67, pt.y - 122 + 154 ); } /** * Marks the selected tiles as dirty. * * This function marks the selected tiles as dirty for repaint * * @ingroup dirty */ static void SetSelectionTilesDirty() { int x_start = _thd.pos.x; int y_start = _thd.pos.y; int x_size = _thd.size.x; int y_size = _thd.size.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, MapSizeX() * TILE_SIZE - TILE_SIZE); int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE); x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE); y_start = Clamp(y_start, 0, MapSizeY() * 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 { Point top = RemapCoords2(top_x, top_y); // topmost dirty point Point bot = RemapCoords2(bot_x + TILE_SIZE - 1, bot_y + TILE_SIZE - 1); // 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 - 2); // 'x' coordinate of left side of dirty rectangle int t = top.y; // 'y' coordinate of top side -//- int r = top.x + (TILE_PIXELS - 2); // right side of dirty rectangle int b = bot.y; // bottom -//- static const int OVERLAY_WIDTH = 4; // part of selection sprites is drawn outside the selected area /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */ MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT, 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); } 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_4X); int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom); int sign_height = ScaleByZoom(VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM, vp->zoom); x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left; y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top; return y >= sign->top && y < sign->top + sign_height && x >= sign->center - sign_half_width && x < sign->center + sign_half_width; } static bool CheckClickOnTown(const ViewPort *vp, int x, int y) { if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES)) return false; const Town *t; FOR_ALL_TOWNS(t) { if (CheckClickOnViewportSign(vp, x, y, &t->sign)) { ShowTownViewWindow(t->index); return true; } } return false; } static bool CheckClickOnStation(const ViewPort *vp, int x, int y) { if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || IsInvisibilitySet(TO_SIGNS)) return false; const BaseStation *st; FOR_ALL_BASE_STATIONS(st) { /* Check whether the base station is a station or a waypoint */ bool is_station = Station::IsExpected(st); /* Don't check if the display options are disabled */ if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue; if (CheckClickOnViewportSign(vp, x, y, &st->sign)) { if (is_station) { ShowStationViewWindow(st->index); } else { ShowWaypointWindow(Waypoint::From(st)); } return true; } } return false; } static bool CheckClickOnSign(const ViewPort *vp, int x, int y) { /* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */ if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _local_company == COMPANY_SPECTATOR) return false; const Sign *si; FOR_ALL_SIGNS(si) { if (CheckClickOnViewportSign(vp, x, y, &si->sign)) { HandleClickOnSign(si); return true; } } return false; } 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; } bool HandleViewportClicked(const ViewPort *vp, int x, int y) { const Vehicle *v; if (CheckClickOnTown(vp, x, y)) return true; if (CheckClickOnStation(vp, x, y)) return true; if (CheckClickOnSign(vp, x, y)) return true; CheckClickOnLandscape(vp, x, y); v = CheckClickOnVehicle(vp, x, y); if (v != NULL) { DEBUG(misc, 2, "Vehicle %d (index %d) at %p", v->unitnumber, v->index, v); if (IsCompanyBuildableVehicleType(v)) { v = v->First(); if (_ctrl_pressed && v->owner == _local_company) { StartStopVehicle(v, true); } else { ShowVehicleViewWindow(v); } } return true; } return CheckClickOnLandscape(vp, x, y); } Vehicle *CheckMouseOverVehicle() { const Window *w; const ViewPort *vp; int x = _cursor.pos.x; int y = _cursor.pos.y; w = FindWindowFromPt(x, y); if (w == NULL) return NULL; vp = IsPtInWindowViewport(w, x, y); return (vp != NULL) ? CheckClickOnVehicle(vp, x, y) : NULL; } void PlaceObject() { Point pt; Window *w; pt = GetTileBelowCursor(); if (pt.x == -1) return; if (_thd.place_mode == HT_POINT) { pt.x += 8; pt.y += 8; } _tile_fract_coords.x = pt.x & TILE_UNIT_MASK; _tile_fract_coords.y = pt.y & TILE_UNIT_MASK; w = GetCallbackWnd(); if (w != NULL) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y)); } /** 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) z = GetSlopeZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1)); 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; } w->viewport->dest_scrollpos_x = pt.x; w->viewport->dest_scrollpos_y = pt.y; return true; } bool ScrollMainWindowToTile(TileIndex tile, bool instant) { return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant); } 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]; } /** * 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; _thd.new_drawstyle = HT_NONE; if (_thd.place_mode == 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 (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 + TILE_SIZE; _thd.new_size.y = y2 - y1 + TILE_SIZE; _thd.new_drawstyle = _thd.next_drawstyle; } } else if (_thd.place_mode != HT_NONE) { Point pt = GetTileBelowCursor(); x1 = pt.x; y1 = pt.y; if (x1 != -1) { switch (_thd.place_mode & HT_DRAG_MASK) { case HT_RECT: _thd.new_drawstyle = HT_RECT; break; case HT_POINT: _thd.new_drawstyle = HT_POINT; x1 += TILE_SIZE / 2; y1 += TILE_SIZE / 2; break; case HT_RAIL: /* Draw one highlighted tile in any direction */ _thd.new_drawstyle = GetAutorailHT(pt.x, pt.y); break; case HT_LINE: switch (_thd.place_mode & HT_DIR_MASK) { case HT_DIR_X: _thd.new_drawstyle = HT_LINE | HT_DIR_X; break; case HT_DIR_Y: _thd.new_drawstyle = HT_LINE | HT_DIR_Y; break; case HT_DIR_HU: case HT_DIR_HL: _thd.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: _thd.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(); break; } _thd.new_pos.x = x1 & ~TILE_UNIT_MASK; _thd.new_pos.y = y1 & ~TILE_UNIT_MASK; } } /* redraw selection */ if (_thd.drawstyle != _thd.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) { /* clear the old selection? */ if (_thd.drawstyle) SetSelectionTilesDirty(); _thd.drawstyle = _thd.new_drawstyle; _thd.pos = _thd.new_pos; _thd.size = _thd.new_size; _thd.outersize = _thd.new_outersize; _thd.dirty = 0xff; /* draw the new selection? */ if (_thd.new_drawstyle) SetSelectionTilesDirty(); } } /** Displays the measurement tooltips when selecting multiple tiles * @param str String to be displayed * @param paramcount number of params to deal with * @param params (optional) up to 5 pieces of additional information that may be added to a tooltip */ static inline void ShowMeasurementTooltips(StringID str, uint paramcount, const uint64 params[]) { if (!_settings_client.gui.measure_tooltip) return; GuiShowTooltips(str, paramcount, params, true); } /** 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; } if (_thd.place_mode == HT_RECT) { _thd.place_mode = HT_SPECIAL; _thd.next_drawstyle = HT_RECT; } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) { _thd.place_mode = HT_SPECIAL; _thd.next_drawstyle = _thd.drawstyle; } else { _thd.place_mode = HT_SPECIAL; _thd.next_drawstyle = HT_POINT; } _special_mouse_mode = WSM_SIZING; } 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 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) ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1, &distance); } 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 = 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 = 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(TileHighlightData *thd, 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, (MapMaxX() - 1) * TILE_SIZE, 1); CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, 1); assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * 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 + 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, (MapMaxX() - 1) * TILE_SIZE, -1); CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, -1); assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * 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; uint64 params[2]; 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); } params[index++] = distance; if (heightdiff != 0) params[index++] = heightdiff; } ShowMeasurementTooltips(measure_strings_length[index], index, params); } 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(&_thd, x, y, method); return; } /* Needed so level-land is placed correctly */ if (_thd.next_drawstyle == 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; uint64 params[2]; 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); params[index++] = distance; if (heightdiff != 0) params[index++] = heightdiff; } ShowMeasurementTooltips(measure_strings_length[index], index, params); } 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; uint64 params[3]; /* 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 (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); params[index++] = dx; params[index++] = dy; if (heightdiff != 0) params[index++] = heightdiff; } ShowMeasurementTooltips(measure_strings_area[index], index, params); } 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) return ES_NOT_HANDLED; /* stop drag mode if the window has been closed */ Window *w = FindWindowById(_thd.window_class, _thd.window_number); if (w == NULL) { ResetObjectToPlace(); return ES_HANDLED; } /* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */ if (_left_button_down) { w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor()); return ES_HANDLED; } /* mouse button released.. * keep the selected tool, but reset it to the original mode. */ _special_mouse_mode = WSM_NONE; if (_thd.next_drawstyle == HT_RECT) { _thd.place_mode = HT_RECT; } else if (_thd.select_method & VPM_SIGNALDIRS) { _thd.place_mode = HT_RECT; } else if (_thd.select_method & VPM_RAILDIRS) { _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : HT_RAIL; } else { _thd.place_mode = HT_POINT; } SetTileSelectSize(1, 1); 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; } void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w) { SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number); } #include "table/animcursors.h" void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num) { /* undo clicking on button and drag & drop */ if (_thd.place_mode != HT_NONE || _special_mouse_mode == WSM_DRAGDROP) { Window *w = FindWindowById(_thd.window_class, _thd.window_number); if (w != NULL) { /* 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; w->OnPlaceObjectAbort(); } } 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_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); } } void ResetObjectToPlace() { SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0); }