Update: Translations from eints
[openttd-github.git] / src / viewport.cpp
blobb083f9f3b4f3613c0cad7bf4142924ee7e8baab4
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /**
9 * @file viewport.cpp Handling of all viewports.
11 * \verbatim
12 * The in-game coordinate system looks like this *
13 * *
14 * ^ Z *
15 * | *
16 * | *
17 * | *
18 * | *
19 * / \ *
20 * / \ *
21 * / \ *
22 * / \ *
23 * X < > Y *
24 * \endverbatim
27 /**
28 * @defgroup vp_column_row Rows and columns in the viewport
30 * Columns are vertical sections of the viewport that are half a tile wide.
31 * The origin, i.e. column 0, is through the northern and southern most tile.
32 * This means that the column of e.g. Tile(0, 0) and Tile(100, 100) are in
33 * column number 0. The negative columns are towards the left of the screen,
34 * or towards the west, whereas the positive ones are towards respectively
35 * the right and east.
36 * With half a tile wide is meant that the next column of tiles directly west
37 * or east of the centre line are respectively column -1 and 1. Their tile
38 * centers are only half a tile from the center of their adjoining tile when
39 * looking only at the X-coordinate.
41 * \verbatim
42 * ╳ *
43 * ╱ ╲ *
44 * ╳ 0 ╳ *
45 * ╱ ╲ ╱ ╲ *
46 * ╳-1 ╳ 1 ╳ *
47 * ╱ ╲ ╱ ╲ ╱ ╲ *
48 * ╳-2 ╳ 0 ╳ 2 ╳ *
49 * ╲ ╱ ╲ ╱ ╲ ╱ *
50 * ╳-1 ╳ 1 ╳ *
51 * ╲ ╱ ╲ ╱ *
52 * ╳ 0 ╳ *
53 * ╲ ╱ *
54 * ╳ *
55 * \endverbatim
58 * Rows are horizontal sections of the viewport, also half a tile wide.
59 * This time the northern most tile on the map defines 0 and
60 * everything south of that has a positive number.
63 #include "stdafx.h"
64 #include "core/backup_type.hpp"
65 #include "landscape.h"
66 #include "viewport_func.h"
67 #include "station_base.h"
68 #include "waypoint_base.h"
69 #include "town.h"
70 #include "signs_base.h"
71 #include "signs_func.h"
72 #include "vehicle_base.h"
73 #include "vehicle_gui.h"
74 #include "blitter/factory.hpp"
75 #include "strings_func.h"
76 #include "zoom_func.h"
77 #include "vehicle_func.h"
78 #include "company_func.h"
79 #include "waypoint_func.h"
80 #include "window_func.h"
81 #include "tilehighlight_func.h"
82 #include "window_gui.h"
83 #include "linkgraph/linkgraph_gui.h"
84 #include "viewport_kdtree.h"
85 #include "town_kdtree.h"
86 #include "viewport_sprite_sorter.h"
87 #include "bridge_map.h"
88 #include "company_base.h"
89 #include "command_func.h"
90 #include "network/network_func.h"
91 #include "framerate_type.h"
92 #include "viewport_cmd.h"
94 #include <forward_list>
95 #include <stack>
97 #include "table/strings.h"
98 #include "table/string_colours.h"
100 #include "safeguards.h"
102 Point _tile_fract_coords;
105 ViewportSignKdtree _viewport_sign_kdtree(&Kdtree_ViewportSignXYFunc);
106 static int _viewport_sign_maxwidth = 0;
109 static const int MAX_TILE_EXTENT_LEFT = ZOOM_BASE * TILE_PIXELS; ///< Maximum left extent of tile relative to north corner.
110 static const int MAX_TILE_EXTENT_RIGHT = ZOOM_BASE * TILE_PIXELS; ///< Maximum right extent of tile relative to north corner.
111 static const int MAX_TILE_EXTENT_TOP = ZOOM_BASE * MAX_BUILDING_PIXELS; ///< Maximum top extent of tile relative to north corner (not considering bridges).
112 static const int MAX_TILE_EXTENT_BOTTOM = ZOOM_BASE * (TILE_PIXELS + 2 * TILE_HEIGHT); ///< Maximum bottom extent of tile relative to north corner (worst case: #SLOPE_STEEP_N).
114 struct StringSpriteToDraw {
115 std::string string;
116 StringID string_id;
117 Colours colour;
118 int32_t x;
119 int32_t y;
120 uint16_t width;
123 struct TileSpriteToDraw {
124 SpriteID image;
125 PaletteID pal;
126 const SubSprite *sub; ///< only draw a rectangular part of the sprite
127 int32_t x; ///< screen X coordinate of sprite
128 int32_t y; ///< screen Y coordinate of sprite
131 struct ChildScreenSpriteToDraw {
132 SpriteID image;
133 PaletteID pal;
134 const SubSprite *sub; ///< only draw a rectangular part of the sprite
135 int32_t x;
136 int32_t y;
137 bool relative;
138 int next; ///< next child to draw (-1 at the end)
141 /** Enumeration of multi-part foundations */
142 enum FoundationPart {
143 FOUNDATION_PART_NONE = 0xFF, ///< Neither foundation nor groundsprite drawn yet.
144 FOUNDATION_PART_NORMAL = 0, ///< First part (normal foundation or no foundation)
145 FOUNDATION_PART_HALFTILE = 1, ///< Second part (halftile foundation)
146 FOUNDATION_PART_END
150 * Mode of "sprite combining"
151 * @see StartSpriteCombine
153 enum SpriteCombineMode {
154 SPRITE_COMBINE_NONE, ///< Every #AddSortableSpriteToDraw start its own bounding box
155 SPRITE_COMBINE_PENDING, ///< %Sprite combining will start with the next unclipped sprite.
156 SPRITE_COMBINE_ACTIVE, ///< %Sprite combining is active. #AddSortableSpriteToDraw outputs child sprites.
159 typedef std::vector<TileSpriteToDraw> TileSpriteToDrawVector;
160 typedef std::vector<StringSpriteToDraw> StringSpriteToDrawVector;
161 typedef std::vector<ParentSpriteToDraw> ParentSpriteToDrawVector;
162 typedef std::vector<ChildScreenSpriteToDraw> ChildScreenSpriteToDrawVector;
164 constexpr int LAST_CHILD_NONE = -1; ///< There is no last_child to fill.
165 constexpr int LAST_CHILD_PARENT = -2; ///< Fill last_child of the most recent parent sprite.
167 /** Data structure storing rendering information */
168 struct ViewportDrawer {
169 DrawPixelInfo dpi;
171 StringSpriteToDrawVector string_sprites_to_draw;
172 TileSpriteToDrawVector tile_sprites_to_draw;
173 ParentSpriteToDrawVector parent_sprites_to_draw;
174 ParentSpriteToSortVector parent_sprites_to_sort; ///< Parent sprite pointer array used for sorting
175 ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
177 int last_child;
179 SpriteCombineMode combine_sprites; ///< Current mode of "sprite combining". @see StartSpriteCombine
181 int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
182 FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
183 int last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations. (index into child_screen_sprites_to_draw)
184 Point foundation_offset[FOUNDATION_PART_END]; ///< Pixel offset for ground sprites on the foundations.
187 static bool MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom);
189 static ViewportDrawer _vd;
191 TileHighlightData _thd;
192 static TileInfo _cur_ti;
193 bool _draw_bounding_boxes = false;
194 bool _draw_dirty_blocks = false;
195 uint _dirty_block_colour = 0;
196 static VpSpriteSorter _vp_sprite_sorter = nullptr;
198 static Point MapXYZToViewport(const Viewport *vp, int x, int y, int z)
200 Point p = RemapCoords(x, y, z);
201 p.x -= vp->virtual_width / 2;
202 p.y -= vp->virtual_height / 2;
203 return p;
206 void DeleteWindowViewport(Window *w)
208 delete w->viewport;
209 w->viewport = nullptr;
213 * Initialize viewport of the window for use.
214 * @param w Window to use/display the viewport in
215 * @param x Offset of left edge of viewport with respect to left edge window \a w
216 * @param y Offset of top edge of viewport with respect to top edge window \a w
217 * @param width Width of the viewport
218 * @param height Height of the viewport
219 * @param focus Either the tile index or vehicle ID to focus.
220 * @param zoom Zoomlevel to display
222 void InitializeWindowViewport(Window *w, int x, int y,
223 int width, int height, std::variant<TileIndex, VehicleID> focus, ZoomLevel zoom)
225 assert(w->viewport == nullptr);
227 ViewportData *vp = new ViewportData();
229 vp->left = x + w->left;
230 vp->top = y + w->top;
231 vp->width = width;
232 vp->height = height;
234 vp->zoom = static_cast<ZoomLevel>(Clamp(zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
236 vp->virtual_width = ScaleByZoom(width, zoom);
237 vp->virtual_height = ScaleByZoom(height, zoom);
239 Point pt;
241 if (std::holds_alternative<VehicleID>(focus)) {
242 const Vehicle *veh;
244 vp->follow_vehicle = std::get<VehicleID>(focus);
245 veh = Vehicle::Get(vp->follow_vehicle);
246 pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
247 } else {
248 TileIndex tile = std::get<TileIndex>(focus);
249 if (tile == INVALID_TILE) {
250 /* No tile? Use center of main viewport. */
251 const Window *mw = GetMainWindow();
253 /* center on same place as main window (zoom is maximum, no adjustment needed) */
254 pt.x = mw->viewport->scrollpos_x + mw->viewport->virtual_width / 2;
255 pt.x -= vp->virtual_width / 2;
256 pt.y = mw->viewport->scrollpos_y + mw->viewport->virtual_height / 2;
257 pt.y -= vp->virtual_height / 2;
258 } else {
259 x = TileX(tile) * TILE_SIZE;
260 y = TileY(tile) * TILE_SIZE;
261 pt = MapXYZToViewport(vp, x, y, GetSlopePixelZ(x, y));
263 vp->follow_vehicle = INVALID_VEHICLE;
266 vp->scrollpos_x = pt.x;
267 vp->scrollpos_y = pt.y;
268 vp->dest_scrollpos_x = pt.x;
269 vp->dest_scrollpos_y = pt.y;
271 vp->overlay = nullptr;
273 w->viewport = vp;
274 vp->virtual_left = 0;
275 vp->virtual_top = 0;
278 static Point _vp_move_offs;
280 static void DoSetViewportPosition(Window::IteratorToFront it, int left, int top, int width, int height)
282 for (; !it.IsEnd(); ++it) {
283 const Window *w = *it;
284 if (left + width > w->left &&
285 w->left + w->width > left &&
286 top + height > w->top &&
287 w->top + w->height > top) {
289 if (left < w->left) {
290 DoSetViewportPosition(it, left, top, w->left - left, height);
291 DoSetViewportPosition(it, left + (w->left - left), top, width - (w->left - left), height);
292 return;
295 if (left + width > w->left + w->width) {
296 DoSetViewportPosition(it, left, top, (w->left + w->width - left), height);
297 DoSetViewportPosition(it, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height);
298 return;
301 if (top < w->top) {
302 DoSetViewportPosition(it, left, top, width, (w->top - top));
303 DoSetViewportPosition(it, left, top + (w->top - top), width, height - (w->top - top));
304 return;
307 if (top + height > w->top + w->height) {
308 DoSetViewportPosition(it, left, top, width, (w->top + w->height - top));
309 DoSetViewportPosition(it, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top));
310 return;
313 return;
318 int xo = _vp_move_offs.x;
319 int yo = _vp_move_offs.y;
321 if (abs(xo) >= width || abs(yo) >= height) {
322 /* fully_outside */
323 RedrawScreenRect(left, top, left + width, top + height);
324 return;
327 GfxScroll(left, top, width, height, xo, yo);
329 if (xo > 0) {
330 RedrawScreenRect(left, top, xo + left, top + height);
331 left += xo;
332 width -= xo;
333 } else if (xo < 0) {
334 RedrawScreenRect(left + width + xo, top, left + width, top + height);
335 width += xo;
338 if (yo > 0) {
339 RedrawScreenRect(left, top, width + left, top + yo);
340 } else if (yo < 0) {
341 RedrawScreenRect(left, top + height + yo, width + left, top + height);
346 static void SetViewportPosition(Window *w, int x, int y)
348 Viewport *vp = w->viewport;
349 int old_left = vp->virtual_left;
350 int old_top = vp->virtual_top;
351 int i;
352 int left, top, width, height;
354 vp->virtual_left = x;
355 vp->virtual_top = y;
357 /* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
358 * else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
360 old_left = UnScaleByZoomLower(old_left, vp->zoom);
361 old_top = UnScaleByZoomLower(old_top, vp->zoom);
362 x = UnScaleByZoomLower(x, vp->zoom);
363 y = UnScaleByZoomLower(y, vp->zoom);
365 old_left -= x;
366 old_top -= y;
368 if (old_top == 0 && old_left == 0) return;
370 _vp_move_offs.x = old_left;
371 _vp_move_offs.y = old_top;
373 left = vp->left;
374 top = vp->top;
375 width = vp->width;
376 height = vp->height;
378 if (left < 0) {
379 width += left;
380 left = 0;
383 i = left + width - _screen.width;
384 if (i >= 0) width -= i;
386 if (width > 0) {
387 if (top < 0) {
388 height += top;
389 top = 0;
392 i = top + height - _screen.height;
393 if (i >= 0) height -= i;
395 if (height > 0) {
396 Window::IteratorToFront it(w);
397 ++it;
398 DoSetViewportPosition(it, left, top, width, height);
404 * Is a xy position inside the viewport of the window?
405 * @param w Window to examine its viewport
406 * @param x X coordinate of the xy position
407 * @param y Y coordinate of the xy position
408 * @return Pointer to the viewport if the xy position is in the viewport of the window,
409 * otherwise \c nullptr is returned.
411 Viewport *IsPtInWindowViewport(const Window *w, int x, int y)
413 Viewport *vp = w->viewport;
415 if (vp != nullptr &&
416 IsInsideMM(x, vp->left, vp->left + vp->width) &&
417 IsInsideMM(y, vp->top, vp->top + vp->height))
418 return vp;
420 return nullptr;
424 * Translate screen coordinate in a viewport to underlying tile coordinate.
426 * Returns exact point of the map that is visible in the given place
427 * of the viewport (3D perspective), height of tiles and foundations matter.
429 * @param vp Viewport that contains the (\a x, \a y) screen coordinate
430 * @param x Screen x coordinate, distance in pixels from the left edge of viewport frame
431 * @param y Screen y coordinate, distance in pixels from the top edge of viewport frame
432 * @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map
433 * @return Tile coordinate or (-1, -1) if given x or y is not within viewport frame
435 Point TranslateXYToTileCoord(const Viewport *vp, int x, int y, bool clamp_to_map)
437 if (!IsInsideBS(x, vp->left, vp->width) || !IsInsideBS(y, vp->top, vp->height)) {
438 Point pt = { -1, -1 };
439 return pt;
442 return InverseRemapCoords2(
443 ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left,
444 ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top, clamp_to_map);
447 /* When used for zooming, check area below current coordinates (x,y)
448 * and return the tile of the zoomed out/in position (zoom_x, zoom_y)
449 * when you just want the tile, make x = zoom_x and y = zoom_y */
450 static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
452 Window *w;
453 Viewport *vp;
454 Point pt;
456 if ( (w = FindWindowFromPt(x, y)) != nullptr &&
457 (vp = IsPtInWindowViewport(w, x, y)) != nullptr)
458 return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
460 pt.y = pt.x = -1;
461 return pt;
464 Point GetTileBelowCursor()
466 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
470 Point GetTileZoomCenterWindow(bool in, Window * w)
472 int x, y;
473 Viewport *vp = w->viewport;
475 if (in) {
476 x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
477 y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
478 } else {
479 x = vp->width - (_cursor.pos.x - vp->left);
480 y = vp->height - (_cursor.pos.y - vp->top);
482 /* Get the tile below the cursor and center on the zoomed-out center */
483 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
487 * Update the status of the zoom-buttons according to the zoom-level
488 * of the viewport. This will update their status and invalidate accordingly
489 * @param w Window pointer to the window that has the zoom buttons
490 * @param vp pointer to the viewport whose zoom-level the buttons represent
491 * @param widget_zoom_in widget index for window with zoom-in button
492 * @param widget_zoom_out widget index for window with zoom-out button
494 void HandleZoomMessage(Window *w, const Viewport *vp, WidgetID widget_zoom_in, WidgetID widget_zoom_out)
496 w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min);
497 w->SetWidgetDirty(widget_zoom_in);
499 w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max);
500 w->SetWidgetDirty(widget_zoom_out);
504 * Schedules a tile sprite for drawing.
506 * @param image the image to draw.
507 * @param pal the provided palette.
508 * @param x position x (world coordinates) of the sprite.
509 * @param y position y (world coordinates) of the sprite.
510 * @param z position z (world coordinates) of the sprite.
511 * @param sub Only draw a part of the sprite.
512 * @param extra_offs_x Pixel X offset for the sprite position.
513 * @param extra_offs_y Pixel Y offset for the sprite position.
515 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)
517 assert((image & SPRITE_MASK) < MAX_SPRITES);
519 TileSpriteToDraw &ts = _vd.tile_sprites_to_draw.emplace_back();
520 ts.image = image;
521 ts.pal = pal;
522 ts.sub = sub;
523 Point pt = RemapCoords(x, y, z);
524 ts.x = pt.x + extra_offs_x;
525 ts.y = pt.y + extra_offs_y;
529 * Adds a child sprite to the active foundation.
531 * The pixel offset of the sprite relative to the ParentSprite is the sum of the offset passed to OffsetGroundSprite() and extra_offs_?.
533 * @param image the image to draw.
534 * @param pal the provided palette.
535 * @param sub Only draw a part of the sprite.
536 * @param foundation_part Foundation part.
537 * @param extra_offs_x Pixel X offset for the sprite position.
538 * @param extra_offs_y Pixel Y offset for the sprite position.
540 static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
542 assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
543 assert(_vd.foundation[foundation_part] != -1);
544 Point offs = _vd.foundation_offset[foundation_part];
546 /* Change the active ChildSprite list to the one of the foundation */
547 AutoRestoreBackup backup(_vd.last_child, _vd.last_foundation_child[foundation_part]);
548 AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false, false);
552 * Draws a ground sprite at a specific world-coordinate relative to the current tile.
553 * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
555 * @param image the image to draw.
556 * @param pal the provided palette.
557 * @param x position x (world coordinates) of the sprite relative to current tile.
558 * @param y position y (world coordinates) of the sprite relative to current tile.
559 * @param z position z (world coordinates) of the sprite relative to current tile.
560 * @param sub Only draw a part of the sprite.
561 * @param extra_offs_x Pixel X offset for the sprite position.
562 * @param extra_offs_y Pixel Y offset for the sprite position.
564 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)
566 /* Switch to first foundation part, if no foundation was drawn */
567 if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
569 if (_vd.foundation[_vd.foundation_part] != -1) {
570 Point pt = RemapCoords(x, y, z);
571 AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_BASE, pt.y + extra_offs_y * ZOOM_BASE);
572 } else {
573 AddTileSpriteToDraw(image, pal, _cur_ti.x + x, _cur_ti.y + y, _cur_ti.z + z, sub, extra_offs_x * ZOOM_BASE, extra_offs_y * ZOOM_BASE);
578 * Draws a ground sprite for the current tile.
579 * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
581 * @param image the image to draw.
582 * @param pal the provided palette.
583 * @param sub Only draw a part of the sprite.
584 * @param extra_offs_x Pixel X offset for the sprite position.
585 * @param extra_offs_y Pixel Y offset for the sprite position.
587 void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
589 DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
593 * Called when a foundation has been drawn for the current tile.
594 * Successive ground sprites for the current tile will be drawn as child sprites of the "foundation"-ParentSprite, not as TileSprites.
596 * @param x sprite x-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
597 * @param y sprite y-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
599 void OffsetGroundSprite(int x, int y)
601 /* Switch to next foundation part */
602 switch (_vd.foundation_part) {
603 case FOUNDATION_PART_NONE:
604 _vd.foundation_part = FOUNDATION_PART_NORMAL;
605 break;
606 case FOUNDATION_PART_NORMAL:
607 _vd.foundation_part = FOUNDATION_PART_HALFTILE;
608 break;
609 default: NOT_REACHED();
612 /* _vd.last_child is LAST_CHILD_NONE if foundation sprite was clipped by the viewport bounds */
613 if (_vd.last_child != LAST_CHILD_NONE) _vd.foundation[_vd.foundation_part] = static_cast<uint>(_vd.parent_sprites_to_draw.size()) - 1;
615 _vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_BASE;
616 _vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_BASE;
617 _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
621 * Adds a child sprite to a parent sprite.
622 * In contrast to "AddChildSpriteScreen()" the sprite position is in world coordinates
624 * @param image the image to draw.
625 * @param pal the provided palette.
626 * @param x position x of the sprite.
627 * @param y position y of the sprite.
628 * @param z position z of the sprite.
629 * @param sub Only draw a part of the sprite.
631 static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub)
633 Point pt = RemapCoords(x, y, z);
634 const Sprite *spr = GetSprite(image & SPRITE_MASK, SpriteType::Normal);
636 if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
637 pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
638 pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
639 pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
640 return;
642 const ParentSpriteToDraw &pstd = _vd.parent_sprites_to_draw.back();
643 AddChildSpriteScreen(image, pal, pt.x - pstd.left, pt.y - pstd.top, false, sub, false);
647 * Draw a (transparent) sprite at given coordinates with a given bounding box.
648 * 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.
649 * Bounding boxes with bb_offset_x == w or bb_offset_y == h or bb_offset_z == dz are allowed and produce thin slices.
651 * @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
652 * defined by the sprite offset in the grf file.
653 * However if modifying the sprite offsets is not suitable (e.g. when using existing graphics), the bounding box can be tuned by bb_offset.
655 * @pre w >= bb_offset_x, h >= bb_offset_y, dz >= bb_offset_z. Else w, h or dz are ignored.
657 * @param image the image to combine and draw,
658 * @param pal the provided palette,
659 * @param x position X (world) of the sprite,
660 * @param y position Y (world) of the sprite,
661 * @param w bounding box extent towards positive X (world),
662 * @param h bounding box extent towards positive Y (world),
663 * @param dz bounding box extent towards positive Z (world),
664 * @param z position Z (world) of the sprite,
665 * @param transparent if true, switch the palette between the provided palette and the transparent palette,
666 * @param bb_offset_x bounding box extent towards negative X (world),
667 * @param bb_offset_y bounding box extent towards negative Y (world),
668 * @param bb_offset_z bounding box extent towards negative Z (world)
669 * @param sub Only draw a part of the sprite.
671 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)
673 int32_t left, right, top, bottom;
675 assert((image & SPRITE_MASK) < MAX_SPRITES);
677 /* make the sprites transparent with the right palette */
678 if (transparent) {
679 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
680 pal = PALETTE_TO_TRANSPARENT;
683 if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
684 AddCombinedSprite(image, pal, x, y, z, sub);
685 return;
688 _vd.last_child = LAST_CHILD_NONE;
690 Point pt = RemapCoords(x, y, z);
691 int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
693 /* Compute screen extents of sprite */
694 if (image == SPR_EMPTY_BOUNDING_BOX) {
695 left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
696 right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
697 top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
698 bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
699 } else {
700 const Sprite *spr = GetSprite(image & SPRITE_MASK, SpriteType::Normal);
701 left = tmp_left = (pt.x += spr->x_offs);
702 right = (pt.x + spr->width );
703 top = tmp_top = (pt.y += spr->y_offs);
704 bottom = (pt.y + spr->height);
707 if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
708 /* Compute maximal extents of sprite and its bounding box */
709 left = std::min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x);
710 right = std::max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1);
711 top = std::min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y);
712 bottom = std::max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1);
715 /* Do not add the sprite to the viewport, if it is outside */
716 if (left >= _vd.dpi.left + _vd.dpi.width ||
717 right <= _vd.dpi.left ||
718 top >= _vd.dpi.top + _vd.dpi.height ||
719 bottom <= _vd.dpi.top) {
720 return;
723 ParentSpriteToDraw &ps = _vd.parent_sprites_to_draw.emplace_back();
724 ps.x = tmp_x;
725 ps.y = tmp_y;
727 ps.left = tmp_left;
728 ps.top = tmp_top;
730 ps.image = image;
731 ps.pal = pal;
732 ps.sub = sub;
733 ps.xmin = x + bb_offset_x;
734 ps.xmax = x + std::max(bb_offset_x, w) - 1;
736 ps.ymin = y + bb_offset_y;
737 ps.ymax = y + std::max(bb_offset_y, h) - 1;
739 ps.zmin = z + bb_offset_z;
740 ps.zmax = z + std::max(bb_offset_z, dz) - 1;
742 ps.first_child = LAST_CHILD_NONE;
744 _vd.last_child = LAST_CHILD_PARENT;
746 if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
750 * Starts a block of sprites, which are "combined" into a single bounding box.
752 * Subsequent calls to #AddSortableSpriteToDraw will be drawn into the same bounding box.
753 * That is: The first sprite that is not clipped by the viewport defines the bounding box, and
754 * the following sprites will be child sprites to that one.
756 * That implies:
757 * - The drawing order is definite. No other sprites will be sorted between those of the block.
758 * - You have to provide a valid bounding box for all sprites,
759 * as you won't know which one is the first non-clipped one.
760 * Preferable you use the same bounding box for all.
761 * - You cannot use #AddChildSpriteScreen inside the block, as its result will be indefinite.
763 * The block is terminated by #EndSpriteCombine.
765 * You cannot nest "combined" blocks.
767 void StartSpriteCombine()
769 assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
770 _vd.combine_sprites = SPRITE_COMBINE_PENDING;
774 * Terminates a block of sprites started by #StartSpriteCombine.
775 * Take a look there for details.
777 void EndSpriteCombine()
779 assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
780 _vd.combine_sprites = SPRITE_COMBINE_NONE;
784 * Check if the parameter "check" is inside the interval between
785 * begin and end, including both begin and end.
786 * @note Whether \c begin or \c end is the biggest does not matter.
787 * This method will account for that.
788 * @param begin The begin of the interval.
789 * @param end The end of the interval.
790 * @param check The value to check.
792 static bool IsInRangeInclusive(int begin, int end, int check)
794 if (begin > end) Swap(begin, end);
795 return begin <= check && check <= end;
799 * Checks whether a point is inside the selected a diagonal rectangle given by _thd.size and _thd.pos
800 * @param x The x coordinate of the point to be checked.
801 * @param y The y coordinate of the point to be checked.
802 * @return True if the point is inside the rectangle, else false.
804 bool IsInsideRotatedRectangle(int x, int y)
806 int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle.
807 int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative!
808 int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
809 int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
811 /* Check if a and b are between 0 and dist_a or dist_b respectively. */
812 return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
816 * Add a child sprite to a parent sprite.
818 * @param image the image to draw.
819 * @param pal the provided palette.
820 * @param x sprite x-offset (screen coordinates) relative to parent sprite.
821 * @param y sprite y-offset (screen coordinates) relative to parent sprite.
822 * @param transparent if true, switch the palette between the provided palette and the transparent palette,
823 * @param sub Only draw a part of the sprite.
824 * @param scale if true, scale offsets to base zoom level.
825 * @param relative if true, draw sprite relative to parent sprite offsets.
827 void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative)
829 assert((image & SPRITE_MASK) < MAX_SPRITES);
831 /* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
832 if (_vd.last_child == LAST_CHILD_NONE) return;
834 /* make the sprites transparent with the right palette */
835 if (transparent) {
836 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
837 pal = PALETTE_TO_TRANSPARENT;
840 int32_t child_id = static_cast<int32_t>(_vd.child_screen_sprites_to_draw.size());
841 if (_vd.last_child != LAST_CHILD_PARENT) {
842 _vd.child_screen_sprites_to_draw[_vd.last_child].next = child_id;
843 } else {
844 _vd.parent_sprites_to_draw.back().first_child = child_id;
847 ChildScreenSpriteToDraw &cs = _vd.child_screen_sprites_to_draw.emplace_back();
848 cs.image = image;
849 cs.pal = pal;
850 cs.sub = sub;
851 cs.x = scale ? x * ZOOM_BASE : x;
852 cs.y = scale ? y * ZOOM_BASE : y;
853 cs.relative = relative;
854 cs.next = LAST_CHILD_NONE;
856 /* Append the sprite to the active ChildSprite list.
857 * If the active ParentSprite is a foundation, update last_foundation_child as well.
858 * Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
859 if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = child_id;
860 if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = child_id;
861 _vd.last_child = child_id;
864 static void AddStringToDraw(int x, int y, StringID string, Colours colour, uint16_t width)
866 assert(width != 0);
867 StringSpriteToDraw &ss = _vd.string_sprites_to_draw.emplace_back();
868 ss.string = GetString(string);
869 ss.string_id = string;
870 ss.x = x;
871 ss.y = y;
872 ss.width = width;
873 ss.colour = colour;
878 * Draws sprites between ground sprite and everything above.
880 * The sprite is either drawn as TileSprite or as ChildSprite of the active foundation.
882 * @param image the image to draw.
883 * @param pal the provided palette.
884 * @param ti TileInfo Tile that is being drawn
885 * @param z_offset Z offset relative to the groundsprite. Only used for the sprite position, not for sprite sorting.
886 * @param foundation_part Foundation part the sprite belongs to.
887 * @param extra_offs_x Pixel X offset for the sprite position.
888 * @param extra_offs_y Pixel Y offset for the sprite position.
890 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)
892 /* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
893 if (_vd.foundation[foundation_part] == -1) {
894 /* draw on real ground */
895 AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset, nullptr, extra_offs_x, extra_offs_y);
896 } else {
897 /* draw on top of foundation */
898 AddChildSpriteToFoundation(image, pal, nullptr, foundation_part, extra_offs_x, extra_offs_y - z_offset * ZOOM_BASE);
903 * Draws a selection rectangle on a tile.
905 * @param ti TileInfo Tile that is being drawn
906 * @param pal Palette to apply.
908 static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
910 if (!IsValidTile(ti->tile)) return;
912 SpriteID sel;
913 if (IsHalftileSlope(ti->tileh)) {
914 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
915 SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
916 DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE);
918 Corner opposite_corner = OppositeCorner(halftile_corner);
919 if (IsSteepSlope(ti->tileh)) {
920 sel = SPR_HALFTILE_SELECTION_DOWN;
921 } else {
922 sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
924 sel += opposite_corner;
925 } else {
926 sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
928 DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL);
931 static bool IsPartOfAutoLine(int px, int py)
933 px -= _thd.selstart.x;
934 py -= _thd.selstart.y;
936 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_LINE) return false;
938 switch (_thd.drawstyle & HT_DIR_MASK) {
939 case HT_DIR_X: return py == 0; // x direction
940 case HT_DIR_Y: return px == 0; // y direction
941 case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper
942 case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower
943 case HT_DIR_VL: return px == py || px == py + 16; // vertical left
944 case HT_DIR_VR: return px == py || px == py - 16; // vertical right
945 default:
946 NOT_REACHED();
950 /* [direction][side] */
951 static const HighLightStyle _autorail_type[6][2] = {
952 { HT_DIR_X, HT_DIR_X },
953 { HT_DIR_Y, HT_DIR_Y },
954 { HT_DIR_HU, HT_DIR_HL },
955 { HT_DIR_HL, HT_DIR_HU },
956 { HT_DIR_VL, HT_DIR_VR },
957 { HT_DIR_VR, HT_DIR_VL }
960 #include "table/autorail.h"
963 * Draws autorail highlights.
965 * @param *ti TileInfo Tile that is being drawn
966 * @param autorail_type Offset into _AutorailTilehSprite[][]
968 static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type)
970 SpriteID image;
971 PaletteID pal;
972 int offset;
974 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
975 Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
976 if (IsHalftileSlope(ti->tileh)) {
977 static const uint _lower_rail[4] = { 5U, 2U, 4U, 3U };
978 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
979 if (autorail_type != _lower_rail[halftile_corner]) {
980 foundation_part = FOUNDATION_PART_HALFTILE;
981 /* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
982 autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
986 offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
987 if (offset >= 0) {
988 image = SPR_AUTORAIL_BASE + offset;
989 pal = PAL_NONE;
990 } else {
991 image = SPR_AUTORAIL_BASE - offset;
992 pal = PALETTE_SEL_TILE_RED;
995 DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part);
998 enum TileHighlightType {
999 THT_NONE,
1000 THT_WHITE,
1001 THT_BLUE,
1002 THT_RED,
1005 const Station *_viewport_highlight_station; ///< Currently selected station for coverage area highlight
1006 const Waypoint *_viewport_highlight_waypoint; ///< Currently selected waypoint for coverage area highlight
1007 const Town *_viewport_highlight_town; ///< Currently selected town for coverage area highlight
1010 * Get tile highlight type of coverage area for a given tile.
1011 * @param t Tile that is being drawn
1012 * @return Tile highlight type to draw
1014 static TileHighlightType GetTileHighlightType(TileIndex t)
1016 if (_viewport_highlight_station != nullptr) {
1017 if (IsTileType(t, MP_STATION) && GetStationIndex(t) == _viewport_highlight_station->index) return THT_WHITE;
1018 if (_viewport_highlight_station->TileIsInCatchment(t)) return THT_BLUE;
1020 if (_viewport_highlight_waypoint != nullptr) {
1021 if (IsTileType(t, MP_STATION) && GetStationIndex(t) == _viewport_highlight_waypoint->index) return THT_BLUE;
1024 if (_viewport_highlight_town != nullptr) {
1025 if (IsTileType(t, MP_HOUSE)) {
1026 if (GetTownIndex(t) == _viewport_highlight_town->index) {
1027 TileHighlightType type = THT_RED;
1028 for (const Station *st : _viewport_highlight_town->stations_near) {
1029 if (st->owner != _current_company) continue;
1030 if (st->TileIsInCatchment(t)) return THT_BLUE;
1032 return type;
1034 } else if (IsTileType(t, MP_STATION)) {
1035 for (const Station *st : _viewport_highlight_town->stations_near) {
1036 if (st->owner != _current_company) continue;
1037 if (GetStationIndex(t) == st->index) return THT_WHITE;
1042 return THT_NONE;
1046 * Draw tile highlight for coverage area highlight.
1047 * @param *ti TileInfo Tile that is being drawn
1048 * @param tht Highlight type to draw.
1050 static void DrawTileHighlightType(const TileInfo *ti, TileHighlightType tht)
1052 switch (tht) {
1053 default:
1054 case THT_NONE: break;
1055 case THT_WHITE: DrawTileSelectionRect(ti, PAL_NONE); break;
1056 case THT_BLUE: DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE); break;
1057 case THT_RED: DrawTileSelectionRect(ti, PALETTE_SEL_TILE_RED); break;
1062 * Highlights tiles insede local authority of selected towns.
1063 * @param *ti TileInfo Tile that is being drawn
1065 static void HighlightTownLocalAuthorityTiles(const TileInfo *ti)
1067 /* Going through cases in order of computational time. */
1069 if (_town_local_authority_kdtree.Count() == 0) return;
1071 /* Tile belongs to town regardless of distance from town. */
1072 if (GetTileType(ti->tile) == MP_HOUSE) {
1073 if (!Town::GetByTile(ti->tile)->show_zone) return;
1075 DrawTileSelectionRect(ti, PALETTE_CRASH);
1076 return;
1079 /* If the closest town in the highlighted list is far, we can stop searching. */
1080 TownID tid = _town_local_authority_kdtree.FindNearest(TileX(ti->tile), TileY(ti->tile));
1081 Town *closest_highlighted_town = Town::Get(tid);
1083 if (DistanceManhattan(ti->tile, closest_highlighted_town->xy) >= _settings_game.economy.dist_local_authority) return;
1085 /* Tile is inside of the local autrhority distance of a highlighted town,
1086 but it is possible that a non-highlighted town is even closer. */
1087 Town *closest_town = ClosestTownFromTile(ti->tile, _settings_game.economy.dist_local_authority);
1089 if (closest_town->show_zone) {
1090 DrawTileSelectionRect(ti, PALETTE_CRASH);
1096 * Checks if the specified tile is selected and if so draws selection using correct selectionstyle.
1097 * @param *ti TileInfo Tile that is being drawn
1099 static void DrawTileSelection(const TileInfo *ti)
1101 /* Highlight tiles insede local authority of selected towns. */
1102 HighlightTownLocalAuthorityTiles(ti);
1104 /* Draw a red error square? */
1105 bool is_redsq = _thd.redsq == ti->tile;
1106 if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
1108 TileHighlightType tht = GetTileHighlightType(ti->tile);
1109 DrawTileHighlightType(ti, tht);
1111 /* No tile selection active? */
1112 if ((_thd.drawstyle & HT_DRAG_MASK) == HT_NONE) return;
1114 if (_thd.diagonal) { // We're drawing a 45 degrees rotated (diagonal) rectangle
1115 if (IsInsideRotatedRectangle((int)ti->x, (int)ti->y)) goto draw_inner;
1116 return;
1119 /* Inside the inner area? */
1120 if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) &&
1121 IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) {
1122 draw_inner:
1123 if (_thd.drawstyle & HT_RECT) {
1124 if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
1125 } else if (_thd.drawstyle & HT_POINT) {
1126 /* Figure out the Z coordinate for the single dot. */
1127 int z = 0;
1128 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
1129 if (ti->tileh & SLOPE_N) {
1130 z += TILE_HEIGHT;
1131 if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT;
1133 if (IsHalftileSlope(ti->tileh)) {
1134 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1135 if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
1136 if (halftile_corner != CORNER_S) {
1137 foundation_part = FOUNDATION_PART_HALFTILE;
1138 if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
1141 DrawSelectionSprite(SPR_DOT, PAL_NONE, ti, z, foundation_part);
1142 } else if (_thd.drawstyle & HT_RAIL) {
1143 /* autorail highlight piece under cursor */
1144 HighLightStyle type = _thd.drawstyle & HT_DIR_MASK;
1145 assert(type < HT_DIR_END);
1146 DrawAutorailSelection(ti, _autorail_type[type][0]);
1147 } else if (IsPartOfAutoLine(ti->x, ti->y)) {
1148 /* autorail highlighting long line */
1149 HighLightStyle dir = _thd.drawstyle & HT_DIR_MASK;
1150 uint side;
1152 if (dir == HT_DIR_X || dir == HT_DIR_Y) {
1153 side = 0;
1154 } else {
1155 TileIndex start = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
1156 side = Delta(Delta(TileX(start), TileX(ti->tile)), Delta(TileY(start), TileY(ti->tile)));
1159 DrawAutorailSelection(ti, _autorail_type[dir][side]);
1161 return;
1164 /* Check if it's inside the outer area? */
1165 if (!is_redsq && (tht == THT_NONE || tht == THT_RED) && _thd.outersize.x > 0 &&
1166 IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
1167 IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
1168 /* Draw a blue rect. */
1169 DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
1170 return;
1175 * Returns the y coordinate in the viewport coordinate system where the given
1176 * tile is painted.
1177 * @param tile Any tile.
1178 * @return The viewport y coordinate where the tile is painted.
1180 static int GetViewportY(Point tile)
1182 /* Each increment in X or Y direction moves down by half a tile, i.e. TILE_PIXELS / 2. */
1183 return (tile.y * (int)(TILE_PIXELS / 2) + tile.x * (int)(TILE_PIXELS / 2) - TilePixelHeightOutsideMap(tile.x, tile.y)) << ZOOM_BASE_SHIFT;
1187 * Add the landscape to the viewport, i.e. all ground tiles and buildings.
1189 static void ViewportAddLandscape()
1191 assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height);
1192 assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width);
1194 Point upper_left = InverseRemapCoords(_vd.dpi.left, _vd.dpi.top);
1195 Point upper_right = InverseRemapCoords(_vd.dpi.left + _vd.dpi.width, _vd.dpi.top);
1197 /* Transformations between tile coordinates and viewport rows/columns: See vp_column_row
1198 * column = y - x
1199 * row = x + y
1200 * x = (row - column) / 2
1201 * y = (row + column) / 2
1202 * Note: (row, columns) pairs are only valid, if they are both even or both odd.
1205 /* Columns overlap with neighbouring columns by a half tile.
1206 * - Left column is column of upper_left (rounded down) and one column to the left.
1207 * - Right column is column of upper_right (rounded up) and one column to the right.
1208 * Note: Integer-division does not round down for negative numbers, so ensure rounding with another increment/decrement.
1210 int left_column = (upper_left.y - upper_left.x) / (int)TILE_SIZE - 2;
1211 int right_column = (upper_right.y - upper_right.x) / (int)TILE_SIZE + 2;
1213 int potential_bridge_height = ZOOM_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height;
1215 /* Rows overlap with neighbouring rows by a half tile.
1216 * The first row that could possibly be visible is the row above upper_left (if it is at height 0).
1217 * Due to integer-division not rounding down for negative numbers, we need another decrement.
1219 int row = (upper_left.x + upper_left.y) / (int)TILE_SIZE - 2;
1220 bool last_row = false;
1221 for (; !last_row; row++) {
1222 last_row = true;
1223 for (int column = left_column; column <= right_column; column++) {
1224 /* Valid row/column? */
1225 if ((row + column) % 2 != 0) continue;
1227 Point tilecoord;
1228 tilecoord.x = (row - column) / 2;
1229 tilecoord.y = (row + column) / 2;
1230 assert(column == tilecoord.y - tilecoord.x);
1231 assert(row == tilecoord.y + tilecoord.x);
1233 TileType tile_type;
1234 _cur_ti.x = tilecoord.x * TILE_SIZE;
1235 _cur_ti.y = tilecoord.y * TILE_SIZE;
1237 if (IsInsideBS(tilecoord.x, 0, Map::SizeX()) && IsInsideBS(tilecoord.y, 0, Map::SizeY())) {
1238 /* This includes the south border at Map::MaxX / Map::MaxY. When terraforming we still draw tile selections there. */
1239 _cur_ti.tile = TileXY(tilecoord.x, tilecoord.y);
1240 tile_type = GetTileType(_cur_ti.tile);
1241 } else {
1242 _cur_ti.tile = INVALID_TILE;
1243 tile_type = MP_VOID;
1246 if (tile_type != MP_VOID) {
1247 /* We are inside the map => paint landscape. */
1248 std::tie(_cur_ti.tileh, _cur_ti.z) = GetTilePixelSlope(_cur_ti.tile);
1249 } else {
1250 /* We are outside the map => paint black. */
1251 std::tie(_cur_ti.tileh, _cur_ti.z) = GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y);
1254 int viewport_y = GetViewportY(tilecoord);
1256 if (viewport_y + MAX_TILE_EXTENT_BOTTOM < _vd.dpi.top) {
1257 /* The tile in this column is not visible yet.
1258 * Tiles in other columns may be visible, but we need more rows in any case. */
1259 last_row = false;
1260 continue;
1263 int min_visible_height = viewport_y - (_vd.dpi.top + _vd.dpi.height);
1264 bool tile_visible = min_visible_height <= 0;
1266 if (tile_type != MP_VOID) {
1267 /* Is tile with buildings visible? */
1268 if (min_visible_height < MAX_TILE_EXTENT_TOP) tile_visible = true;
1270 if (IsBridgeAbove(_cur_ti.tile)) {
1271 /* Is the bridge visible? */
1272 TileIndex bridge_tile = GetNorthernBridgeEnd(_cur_ti.tile);
1273 int bridge_height = ZOOM_BASE * (GetBridgePixelHeight(bridge_tile) - TilePixelHeight(_cur_ti.tile));
1274 if (min_visible_height < bridge_height + MAX_TILE_EXTENT_TOP) tile_visible = true;
1277 /* Would a higher bridge on a more southern tile be visible?
1278 * If yes, we need to loop over more rows to possibly find one. */
1279 if (min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
1280 } else {
1281 /* Outside of map. If we are on the north border of the map, there may still be a bridge visible,
1282 * so we need to loop over more rows to possibly find one. */
1283 if ((tilecoord.x <= 0 || tilecoord.y <= 0) && min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
1286 if (tile_visible) {
1287 last_row = false;
1288 _vd.foundation_part = FOUNDATION_PART_NONE;
1289 _vd.foundation[0] = -1;
1290 _vd.foundation[1] = -1;
1291 _vd.last_foundation_child[0] = LAST_CHILD_NONE;
1292 _vd.last_foundation_child[1] = LAST_CHILD_NONE;
1294 _tile_type_procs[tile_type]->draw_tile_proc(&_cur_ti);
1295 if (_cur_ti.tile != INVALID_TILE) DrawTileSelection(&_cur_ti);
1302 * Add a string to draw in the viewport
1303 * @param dpi current viewport area
1304 * @param small_from Zoomlevel from when the small font should be used
1305 * @param sign sign position and dimension
1306 * @param string_normal String for normal and 2x zoom level
1307 * @param string_small String for 4x and 8x zoom level
1308 * @param string_small_shadow Shadow string for 4x and 8x zoom level; or #STR_NULL if no shadow
1309 * @param colour colour of the sign background; or INVALID_COLOUR if transparent
1311 void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, Colours colour)
1313 bool small = dpi->zoom >= small_from;
1315 int left = dpi->left;
1316 int top = dpi->top;
1317 int right = left + dpi->width;
1318 int bottom = top + dpi->height;
1320 int sign_height = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + GetCharacterHeight(small ? FS_SMALL : FS_NORMAL) + WidgetDimensions::scaled.fullbevel.bottom, dpi->zoom);
1321 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
1323 if (bottom < sign->top ||
1324 top > sign->top + sign_height ||
1325 right < sign->center - sign_half_width ||
1326 left > sign->center + sign_half_width) {
1327 return;
1330 if (!small) {
1331 AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, colour, sign->width_normal);
1332 } else {
1333 int shadow_offset = 0;
1334 if (string_small_shadow != STR_NULL) {
1335 shadow_offset = 4;
1336 AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, INVALID_COLOUR, sign->width_small | 0x8000);
1338 AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, colour, sign->width_small | 0x8000);
1342 static Rect ExpandRectWithViewportSignMargins(Rect r, ZoomLevel zoom)
1344 const int fh = std::max(GetCharacterHeight(FS_NORMAL), GetCharacterHeight(FS_SMALL));
1345 const int max_tw = _viewport_sign_maxwidth / 2 + 1;
1346 const int expand_y = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + fh + WidgetDimensions::scaled.fullbevel.bottom, zoom);
1347 const int expand_x = ScaleByZoom(WidgetDimensions::scaled.fullbevel.left + max_tw + WidgetDimensions::scaled.fullbevel.right, zoom);
1349 r.left -= expand_x;
1350 r.right += expand_x;
1351 r.top -= expand_y;
1352 r.bottom += expand_y;
1354 return r;
1357 static void ViewportAddKdtreeSigns(DrawPixelInfo *dpi)
1359 Rect search_rect{ dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height };
1360 search_rect = ExpandRectWithViewportSignMargins(search_rect, dpi->zoom);
1362 bool show_stations = HasBit(_display_opt, DO_SHOW_STATION_NAMES) && _game_mode != GM_MENU;
1363 bool show_waypoints = HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES) && _game_mode != GM_MENU;
1364 bool show_towns = HasBit(_display_opt, DO_SHOW_TOWN_NAMES) && _game_mode != GM_MENU;
1365 bool show_signs = HasBit(_display_opt, DO_SHOW_SIGNS) && !IsInvisibilitySet(TO_SIGNS);
1366 bool show_competitors = HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS);
1368 /* Collect all the items first and draw afterwards, to ensure layering */
1369 std::vector<const BaseStation *> stations;
1370 std::vector<const Town *> towns;
1371 std::vector<const Sign *> signs;
1373 _viewport_sign_kdtree.FindContained(search_rect.left, search_rect.top, search_rect.right, search_rect.bottom, [&](const ViewportSignKdtreeItem & item) {
1374 switch (item.type) {
1375 case ViewportSignKdtreeItem::VKI_STATION: {
1376 if (!show_stations) break;
1377 const BaseStation *st = BaseStation::Get(item.id.station);
1379 /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
1380 if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
1382 stations.push_back(st);
1383 break;
1386 case ViewportSignKdtreeItem::VKI_WAYPOINT: {
1387 if (!show_waypoints) break;
1388 const BaseStation *st = BaseStation::Get(item.id.station);
1390 /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
1391 if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
1393 stations.push_back(st);
1394 break;
1397 case ViewportSignKdtreeItem::VKI_TOWN:
1398 if (!show_towns) break;
1399 towns.push_back(Town::Get(item.id.town));
1400 break;
1402 case ViewportSignKdtreeItem::VKI_SIGN: {
1403 if (!show_signs) break;
1404 const Sign *si = Sign::Get(item.id.sign);
1406 /* Don't draw if sign is owned by another company and competitor signs should be hidden.
1407 * Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt
1408 * companies can leave OWNER_NONE signs after them. */
1409 if (!show_competitors && _local_company != si->owner && si->owner != OWNER_DEITY) break;
1411 signs.push_back(si);
1412 break;
1415 default:
1416 NOT_REACHED();
1420 /* Layering order (bottom to top): Town names, signs, stations */
1422 for (const auto *t : towns) {
1423 SetDParam(0, t->index);
1424 SetDParam(1, t->cache.population);
1425 ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &t->cache.sign,
1426 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
1427 STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK);
1430 /* Do not draw signs nor station names if they are set invisible */
1431 if (IsInvisibilitySet(TO_SIGNS)) return;
1433 for (const auto *si : signs) {
1434 SetDParam(0, si->index);
1435 ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &si->sign,
1436 STR_WHITE_SIGN,
1437 (IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
1438 (si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
1441 for (const auto *st : stations) {
1442 SetDParam(0, st->index);
1443 SetDParam(1, st->facilities);
1444 if (Station::IsExpected(st)) {
1445 /* Station */
1446 ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &st->sign,
1447 STR_VIEWPORT_STATION, STR_VIEWPORT_STATION_TINY, STR_NULL,
1448 (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
1449 } else {
1450 /* Waypoint */
1451 ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &st->sign,
1452 STR_VIEWPORT_WAYPOINT, STR_VIEWPORT_WAYPOINT_TINY, STR_NULL,
1453 (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
1460 * Update the position of the viewport sign.
1461 * @param center the (preferred) center of the viewport sign
1462 * @param top the new top of the sign
1463 * @param str the string to show in the sign
1464 * @param str_small the string to show when zoomed out. STR_NULL means same as \a str
1466 void ViewportSign::UpdatePosition(int center, int top, StringID str, StringID str_small)
1468 if (this->width_normal != 0) this->MarkDirty();
1470 this->top = top;
1472 std::string name = GetString(str);
1473 this->width_normal = WidgetDimensions::scaled.fullbevel.left + Align(GetStringBoundingBox(name).width, 2) + WidgetDimensions::scaled.fullbevel.right;
1474 this->center = center;
1476 /* zoomed out version */
1477 if (str_small != STR_NULL) {
1478 name = GetString(str_small);
1480 this->width_small = WidgetDimensions::scaled.fullbevel.left + Align(GetStringBoundingBox(name, FS_SMALL).width, 2) + WidgetDimensions::scaled.fullbevel.right;
1482 this->MarkDirty();
1486 * Mark the sign dirty in all viewports.
1487 * @param maxzoom Maximum %ZoomLevel at which the text is visible.
1489 * @ingroup dirty
1491 void ViewportSign::MarkDirty(ZoomLevel maxzoom) const
1493 Rect zoomlevels[ZOOM_LVL_END];
1495 /* We don't know which size will be drawn, so mark the largest area dirty. */
1496 const uint half_width = std::max(this->width_normal, this->width_small) / 2 + 1;
1497 const uint height = WidgetDimensions::scaled.fullbevel.top + std::max(GetCharacterHeight(FS_NORMAL), GetCharacterHeight(FS_SMALL)) + WidgetDimensions::scaled.fullbevel.bottom + 1;
1499 for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
1500 /* FIXME: This doesn't switch to width_small when appropriate. */
1501 zoomlevels[zoom].left = this->center - ScaleByZoom(half_width, zoom);
1502 zoomlevels[zoom].top = this->top - ScaleByZoom(1, zoom);
1503 zoomlevels[zoom].right = this->center + ScaleByZoom(half_width, zoom);
1504 zoomlevels[zoom].bottom = this->top + ScaleByZoom(height, zoom);
1507 for (const Window *w : Window::Iterate()) {
1508 Viewport *vp = w->viewport;
1509 if (vp != nullptr && vp->zoom <= maxzoom) {
1510 assert(vp->width != 0);
1511 Rect &zl = zoomlevels[vp->zoom];
1512 MarkViewportDirty(vp, zl.left, zl.top, zl.right, zl.bottom);
1517 static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
1519 for (const TileSpriteToDraw &ts : *tstdv) {
1520 DrawSpriteViewport(ts.image, ts.pal, ts.x, ts.y, ts.sub);
1524 /** This fallback sprite checker always exists. */
1525 static bool ViewportSortParentSpritesChecker()
1527 return true;
1530 /** Sort parent sprites pointer array replicating the way original sorter did it. */
1531 static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
1533 if (psdv->size() < 2) return;
1535 /* We rely on sprites being, for the most part, already ordered.
1536 * So we don't need to move many of them and can keep track of their
1537 * order efficiently by using stack. We always move sprites to the front
1538 * of the current position, i.e. to the top of the stack.
1539 * Also use special constants to indicate sorting state without
1540 * adding extra fields to ParentSpriteToDraw structure.
1542 const uint32_t ORDER_COMPARED = UINT32_MAX; // Sprite was compared but we still need to compare the ones preceding it
1543 const uint32_t ORDER_RETURNED = UINT32_MAX - 1; // Makr sorted sprite in case there are other occurrences of it in the stack
1544 std::stack<ParentSpriteToDraw *> sprite_order;
1545 uint32_t next_order = 0;
1547 std::forward_list<std::pair<int64_t, ParentSpriteToDraw *>> sprite_list; // We store sprites in a list sorted by xmin+ymin
1549 /* Initialize sprite list and order. */
1550 for (auto p = psdv->rbegin(); p != psdv->rend(); p++) {
1551 sprite_list.emplace_front((*p)->xmin + (*p)->ymin, *p);
1552 sprite_order.push(*p);
1553 (*p)->order = next_order++;
1556 sprite_list.sort();
1558 std::vector<ParentSpriteToDraw *> preceding; // Temporarily stores sprites that precede current and their position in the list
1559 auto preceding_prev = sprite_list.begin(); // Store iterator in case we need to delete a single preciding sprite
1560 auto out = psdv->begin(); // Iterator to output sorted sprites
1562 while (!sprite_order.empty()) {
1564 auto s = sprite_order.top();
1565 sprite_order.pop();
1567 /* Sprite is already sorted, ignore it. */
1568 if (s->order == ORDER_RETURNED) continue;
1570 /* Sprite was already compared, just need to output it. */
1571 if (s->order == ORDER_COMPARED) {
1572 *(out++) = s;
1573 s->order = ORDER_RETURNED;
1574 continue;
1577 preceding.clear();
1579 /* We only need sprites with xmin <= s->xmax && ymin <= s->ymax && zmin <= s->zmax
1580 * So by iterating sprites with xmin + ymin <= s->xmax + s->ymax
1581 * we get all we need and some more that we filter out later.
1582 * We don't include zmin into the sum as there are usually more neighbors on x and y than z
1583 * so including it will actually increase the amount of false positives.
1584 * Also min coordinates can be > max so using max(xmin, xmax) + max(ymin, ymax)
1585 * to ensure that we iterate the current sprite as we need to remove it from the list.
1587 auto ssum = std::max(s->xmax, s->xmin) + std::max(s->ymax, s->ymin);
1588 auto prev = sprite_list.before_begin();
1589 auto x = sprite_list.begin();
1590 while (x != sprite_list.end() && ((*x).first <= ssum)) {
1591 auto p = (*x).second;
1592 if (p == s) {
1593 /* We found the current sprite, remove it and move on. */
1594 x = sprite_list.erase_after(prev);
1595 continue;
1598 auto p_prev = prev;
1599 prev = x++;
1601 if (s->xmax < p->xmin || s->ymax < p->ymin || s->zmax < p->zmin) continue;
1602 if (s->xmin <= p->xmax && // overlap in X?
1603 s->ymin <= p->ymax && // overlap in Y?
1604 s->zmin <= p->zmax) { // overlap in Z?
1605 if (s->xmin + s->xmax + s->ymin + s->ymax + s->zmin + s->zmax <=
1606 p->xmin + p->xmax + p->ymin + p->ymax + p->zmin + p->zmax) {
1607 continue;
1610 preceding.push_back(p);
1611 preceding_prev = p_prev;
1614 if (preceding.empty()) {
1615 /* No preceding sprites, add current one to the output */
1616 *(out++) = s;
1617 s->order = ORDER_RETURNED;
1618 continue;
1621 /* Optimization for the case when we only have 1 sprite to move. */
1622 if (preceding.size() == 1) {
1623 auto p = preceding[0];
1624 /* We can only output the preceding sprite if there can't be any other sprites preceding it. */
1625 if (p->xmax <= s->xmax && p->ymax <= s->ymax && p->zmax <= s->zmax) {
1626 p->order = ORDER_RETURNED;
1627 s->order = ORDER_RETURNED;
1628 sprite_list.erase_after(preceding_prev);
1629 *(out++) = p;
1630 *(out++) = s;
1631 continue;
1635 /* Sort all preceding sprites by order and assign new orders in reverse (as original sorter did). */
1636 std::sort(preceding.begin(), preceding.end(), [](const ParentSpriteToDraw *a, const ParentSpriteToDraw *b) {
1637 return a->order > b->order;
1640 s->order = ORDER_COMPARED;
1641 sprite_order.push(s); // Still need to output so push it back for now
1643 for (auto p: preceding) {
1644 p->order = next_order++;
1645 sprite_order.push(p);
1651 static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
1653 for (const ParentSpriteToDraw *ps : *psd) {
1654 if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub);
1656 int child_idx = ps->first_child;
1657 while (child_idx >= 0) {
1658 const ChildScreenSpriteToDraw *cs = csstdv->data() + child_idx;
1659 child_idx = cs->next;
1660 if (cs->relative) {
1661 DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
1662 } else {
1663 DrawSpriteViewport(cs->image, cs->pal, ps->x + cs->x, ps->y + cs->y, cs->sub);
1670 * Draws the bounding boxes of all ParentSprites
1671 * @param psd Array of ParentSprites
1673 static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
1675 for (const ParentSpriteToDraw *ps : *psd) {
1676 Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
1677 Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
1678 Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
1679 Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner
1681 DrawBox( pt1.x, pt1.y,
1682 pt2.x - pt1.x, pt2.y - pt1.y,
1683 pt3.x - pt1.x, pt3.y - pt1.y,
1684 pt4.x - pt1.x, pt4.y - pt1.y);
1689 * Draw/colour the blocks that have been redrawn.
1691 static void ViewportDrawDirtyBlocks()
1693 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1694 const DrawPixelInfo *dpi = _cur_dpi;
1695 void *dst;
1696 int right = UnScaleByZoom(dpi->width, dpi->zoom);
1697 int bottom = UnScaleByZoom(dpi->height, dpi->zoom);
1699 int colour = _string_colourmap[_dirty_block_colour & 0xF];
1701 dst = dpi->dst_ptr;
1703 uint8_t bo = UnScaleByZoom(dpi->left + dpi->top, dpi->zoom) & 1;
1704 do {
1705 for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8_t)colour);
1706 dst = blitter->MoveTo(dst, 0, 1);
1707 } while (--bottom > 0);
1710 static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv)
1712 for (const StringSpriteToDraw &ss : *sstdv) {
1713 TextColour colour = TC_BLACK;
1714 bool small = HasBit(ss.width, 15);
1715 int w = GB(ss.width, 0, 15);
1716 int x = UnScaleByZoom(ss.x, zoom);
1717 int y = UnScaleByZoom(ss.y, zoom);
1718 int h = WidgetDimensions::scaled.fullbevel.top + GetCharacterHeight(small ? FS_SMALL : FS_NORMAL) + WidgetDimensions::scaled.fullbevel.bottom;
1720 if (ss.colour != INVALID_COLOUR) {
1721 if (IsTransparencySet(TO_SIGNS) && ss.string_id != STR_WHITE_SIGN) {
1722 /* Don't draw the rectangle.
1723 * Real colours need the TC_IS_PALETTE_COLOUR flag.
1724 * Otherwise colours from _string_colourmap are assumed. */
1725 colour = (TextColour)GetColourGradient(ss.colour, SHADE_LIGHTER) | TC_IS_PALETTE_COLOUR;
1726 } else {
1727 /* Draw the rectangle if 'transparent station signs' is off,
1728 * or if we are drawing a general text sign (STR_WHITE_SIGN). */
1729 DrawFrameRect(
1730 x, y, x + w - 1, y + h - 1, ss.colour,
1731 IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE
1736 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);
1740 void ViewportDoDraw(const Viewport *vp, int left, int top, int right, int bottom)
1742 _vd.dpi.zoom = vp->zoom;
1743 int mask = ScaleByZoom(-1, vp->zoom);
1745 _vd.combine_sprites = SPRITE_COMBINE_NONE;
1747 _vd.dpi.width = (right - left) & mask;
1748 _vd.dpi.height = (bottom - top) & mask;
1749 _vd.dpi.left = left & mask;
1750 _vd.dpi.top = top & mask;
1751 _vd.dpi.pitch = _cur_dpi->pitch;
1752 _vd.last_child = LAST_CHILD_NONE;
1754 int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
1755 int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
1757 _vd.dpi.dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(_cur_dpi->dst_ptr, x - _cur_dpi->left, y - _cur_dpi->top);
1758 AutoRestoreBackup dpi_backup(_cur_dpi, &_vd.dpi);
1760 ViewportAddLandscape();
1761 ViewportAddVehicles(&_vd.dpi);
1763 ViewportAddKdtreeSigns(&_vd.dpi);
1765 DrawTextEffects(&_vd.dpi);
1767 if (!_vd.tile_sprites_to_draw.empty()) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
1769 for (auto &psd : _vd.parent_sprites_to_draw) {
1770 _vd.parent_sprites_to_sort.push_back(&psd);
1773 _vp_sprite_sorter(&_vd.parent_sprites_to_sort);
1774 ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
1776 if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
1777 if (_draw_dirty_blocks) ViewportDrawDirtyBlocks();
1779 DrawPixelInfo dp = _vd.dpi;
1780 ZoomLevel zoom = _vd.dpi.zoom;
1781 dp.zoom = ZOOM_LVL_MIN;
1782 dp.width = UnScaleByZoom(dp.width, zoom);
1783 dp.height = UnScaleByZoom(dp.height, zoom);
1784 _cur_dpi = &dp;
1786 if (vp->overlay != nullptr && vp->overlay->GetCargoMask() != 0 && vp->overlay->GetCompanyMask() != 0) {
1787 /* translate to window coordinates */
1788 dp.left = x;
1789 dp.top = y;
1790 vp->overlay->Draw(&dp);
1793 if (!_vd.string_sprites_to_draw.empty()) {
1794 /* translate to world coordinates */
1795 dp.left = UnScaleByZoom(_vd.dpi.left, zoom);
1796 dp.top = UnScaleByZoom(_vd.dpi.top, zoom);
1797 ViewportDrawStrings(zoom, &_vd.string_sprites_to_draw);
1800 _vd.string_sprites_to_draw.clear();
1801 _vd.tile_sprites_to_draw.clear();
1802 _vd.parent_sprites_to_draw.clear();
1803 _vd.parent_sprites_to_sort.clear();
1804 _vd.child_screen_sprites_to_draw.clear();
1807 static inline void ViewportDraw(const Viewport *vp, int left, int top, int right, int bottom)
1809 if (right <= vp->left || bottom <= vp->top) return;
1811 if (left >= vp->left + vp->width) return;
1813 if (left < vp->left) left = vp->left;
1814 if (right > vp->left + vp->width) right = vp->left + vp->width;
1816 if (top >= vp->top + vp->height) return;
1818 if (top < vp->top) top = vp->top;
1819 if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
1821 ViewportDoDraw(vp,
1822 ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
1823 ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
1824 ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
1825 ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
1830 * Draw the viewport of this window.
1832 void Window::DrawViewport() const
1834 PerformanceAccumulator framerate(PFE_DRAWWORLD);
1836 DrawPixelInfo *dpi = _cur_dpi;
1838 dpi->left += this->left;
1839 dpi->top += this->top;
1841 ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
1843 dpi->left -= this->left;
1844 dpi->top -= this->top;
1848 * Ensure that a given viewport has a valid scroll position.
1850 * There must be a visible piece of the map in the center of the viewport.
1851 * If there isn't, the viewport will be scrolled to nearest such location.
1853 * @param vp The viewport.
1854 * @param[in,out] scroll_x Viewport X scroll.
1855 * @param[in,out] scroll_y Viewport Y scroll.
1857 static inline void ClampViewportToMap(const Viewport *vp, int *scroll_x, int *scroll_y)
1859 /* Centre of the viewport is hot spot. */
1860 Point pt = {
1861 *scroll_x + vp->virtual_width / 2,
1862 *scroll_y + vp->virtual_height / 2
1865 /* Find nearest tile that is within borders of the map. */
1866 bool clamped;
1867 pt = InverseRemapCoords2(pt.x, pt.y, true, &clamped);
1869 if (clamped) {
1870 /* Convert back to viewport coordinates and remove centering. */
1871 pt = RemapCoords2(pt.x, pt.y);
1872 *scroll_x = pt.x - vp->virtual_width / 2;
1873 *scroll_y = pt.y - vp->virtual_height / 2;
1878 * Clamp the smooth scroll to a maxmimum speed and distance based on time elapsed.
1880 * Every 30ms, we move 1/4th of the distance, to give a smooth movement experience.
1881 * But we never go over the max_scroll speed.
1883 * @param delta_ms Time elapsed since last update.
1884 * @param delta_hi The distance to move in highest dimension (can't be zero).
1885 * @param delta_lo The distance to move in lowest dimension.
1886 * @param[out] delta_hi_clamped The clamped distance to move in highest dimension.
1887 * @param[out] delta_lo_clamped The clamped distance to move in lowest dimension.
1889 static void ClampSmoothScroll(uint32_t delta_ms, int64_t delta_hi, int64_t delta_lo, int &delta_hi_clamped, int &delta_lo_clamped)
1891 /** A tile is 64 pixels in width at 1x zoom; viewport coordinates are in 4x zoom. */
1892 constexpr int PIXELS_PER_TILE = TILE_PIXELS * 2 * ZOOM_BASE;
1894 assert(delta_hi != 0);
1896 /* Move at most 75% of the distance every 30ms, for a smooth experience */
1897 int64_t delta_left = delta_hi * std::pow(0.75, delta_ms / 30.0);
1898 /* Move never more than 16 tiles per 30ms. */
1899 int max_scroll = Map::ScaleBySize1D(16 * PIXELS_PER_TILE * delta_ms / 30);
1901 /* We never go over the max_scroll speed. */
1902 delta_hi_clamped = Clamp(delta_hi - delta_left, -max_scroll, max_scroll);
1903 /* The lower delta is in ratio of the higher delta, so we keep going straight at the destination. */
1904 delta_lo_clamped = delta_lo * delta_hi_clamped / delta_hi;
1906 /* Ensure we always move (delta_hi can't be zero). */
1907 if (delta_hi_clamped == 0) {
1908 delta_hi_clamped = delta_hi > 0 ? 1 : -1;
1913 * Update the viewport position being displayed.
1914 * @param w %Window owning the viewport.
1916 void UpdateViewportPosition(Window *w, uint32_t delta_ms)
1918 const Viewport *vp = w->viewport;
1920 if (w->viewport->follow_vehicle != INVALID_VEHICLE) {
1921 const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
1922 Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
1924 w->viewport->scrollpos_x = pt.x;
1925 w->viewport->scrollpos_y = pt.y;
1926 SetViewportPosition(w, pt.x, pt.y);
1927 } else {
1928 /* Ensure the destination location is within the map */
1929 ClampViewportToMap(vp, &w->viewport->dest_scrollpos_x, &w->viewport->dest_scrollpos_y);
1931 int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
1932 int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
1934 int current_x = w->viewport->scrollpos_x;
1935 int current_y = w->viewport->scrollpos_y;
1937 bool update_overlay = false;
1938 if (delta_x != 0 || delta_y != 0) {
1939 if (_settings_client.gui.smooth_scroll) {
1940 int delta_x_clamped;
1941 int delta_y_clamped;
1943 if (abs(delta_x) > abs(delta_y)) {
1944 ClampSmoothScroll(delta_ms, delta_x, delta_y, delta_x_clamped, delta_y_clamped);
1945 } else {
1946 ClampSmoothScroll(delta_ms, delta_y, delta_x, delta_y_clamped, delta_x_clamped);
1949 w->viewport->scrollpos_x += delta_x_clamped;
1950 w->viewport->scrollpos_y += delta_y_clamped;
1951 } else {
1952 w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
1953 w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
1955 update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
1956 w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
1959 ClampViewportToMap(vp, &w->viewport->scrollpos_x, &w->viewport->scrollpos_y);
1961 /* When moving small amounts around the border we can get stuck, and
1962 * not actually move. In those cases, teleport to the destination. */
1963 if ((delta_x != 0 || delta_y != 0) && current_x == w->viewport->scrollpos_x && current_y == w->viewport->scrollpos_y) {
1964 w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
1965 w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
1968 SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
1969 if (update_overlay) RebuildViewportOverlay(w);
1974 * Marks a viewport as dirty for repaint if it displays (a part of) the area the needs to be repainted.
1975 * @param vp The viewport to mark as dirty
1976 * @param left Left edge of area to repaint
1977 * @param top Top edge of area to repaint
1978 * @param right Right edge of area to repaint
1979 * @param bottom Bottom edge of area to repaint
1980 * @return true if the viewport contains a dirty block
1981 * @ingroup dirty
1983 static bool MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom)
1985 /* Rounding wrt. zoom-out level */
1986 right += (1 << vp->zoom) - 1;
1987 bottom += (1 << vp->zoom) - 1;
1989 right -= vp->virtual_left;
1990 if (right <= 0) return false;
1992 bottom -= vp->virtual_top;
1993 if (bottom <= 0) return false;
1995 left = std::max(0, left - vp->virtual_left);
1997 if (left >= vp->virtual_width) return false;
1999 top = std::max(0, top - vp->virtual_top);
2001 if (top >= vp->virtual_height) return false;
2003 AddDirtyBlock(
2004 UnScaleByZoomLower(left, vp->zoom) + vp->left,
2005 UnScaleByZoomLower(top, vp->zoom) + vp->top,
2006 UnScaleByZoom(right, vp->zoom) + vp->left + 1,
2007 UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
2010 return true;
2014 * Mark all viewports that display an area as dirty (in need of repaint).
2015 * @param left Left edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_MIN)
2016 * @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_MIN)
2017 * @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_MIN)
2018 * @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_MIN)
2019 * @return true if at least one viewport has a dirty block
2020 * @ingroup dirty
2022 bool MarkAllViewportsDirty(int left, int top, int right, int bottom)
2024 bool dirty = false;
2026 for (const Window *w : Window::Iterate()) {
2027 Viewport *vp = w->viewport;
2028 if (vp != nullptr) {
2029 assert(vp->width != 0);
2030 if (MarkViewportDirty(vp, left, top, right, bottom)) dirty = true;
2034 return dirty;
2037 void ConstrainAllViewportsZoom()
2039 for (Window *w : Window::Iterate()) {
2040 if (w->viewport == nullptr) continue;
2042 ZoomLevel zoom = static_cast<ZoomLevel>(Clamp(w->viewport->zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
2043 if (zoom != w->viewport->zoom) {
2044 while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w);
2045 while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w);
2051 * Mark a tile given by its index dirty for repaint.
2052 * @param tile The tile to mark dirty.
2053 * @param bridge_level_offset Height of bridge on tile to also mark dirty. (Height level relative to north corner.)
2054 * @param tile_height_override Height of the tile (#TileHeight).
2055 * @ingroup dirty
2057 void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
2059 Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, tile_height_override * TILE_HEIGHT);
2060 MarkAllViewportsDirty(
2061 pt.x - MAX_TILE_EXTENT_LEFT,
2062 pt.y - MAX_TILE_EXTENT_TOP - ZOOM_BASE * TILE_HEIGHT * bridge_level_offset,
2063 pt.x + MAX_TILE_EXTENT_RIGHT,
2064 pt.y + MAX_TILE_EXTENT_BOTTOM);
2068 * Marks the selected tiles as dirty.
2070 * This function marks the selected tiles as dirty for repaint
2072 * @ingroup dirty
2074 static void SetSelectionTilesDirty()
2076 int x_size = _thd.size.x;
2077 int y_size = _thd.size.y;
2079 if (!_thd.diagonal) { // Selecting in a straight rectangle (or a single square)
2080 int x_start = _thd.pos.x;
2081 int y_start = _thd.pos.y;
2083 if (_thd.outersize.x != 0) {
2084 x_size += _thd.outersize.x;
2085 x_start += _thd.offs.x;
2086 y_size += _thd.outersize.y;
2087 y_start += _thd.offs.y;
2090 x_size -= TILE_SIZE;
2091 y_size -= TILE_SIZE;
2093 assert(x_size >= 0);
2094 assert(y_size >= 0);
2096 int x_end = Clamp(x_start + x_size, 0, Map::SizeX() * TILE_SIZE - TILE_SIZE);
2097 int y_end = Clamp(y_start + y_size, 0, Map::SizeY() * TILE_SIZE - TILE_SIZE);
2099 x_start = Clamp(x_start, 0, Map::SizeX() * TILE_SIZE - TILE_SIZE);
2100 y_start = Clamp(y_start, 0, Map::SizeY() * TILE_SIZE - TILE_SIZE);
2102 /* make sure everything is multiple of TILE_SIZE */
2103 assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
2105 /* How it works:
2106 * Suppose we have to mark dirty rectangle of 3x4 tiles:
2108 * xxx
2109 * xxxxx
2110 * xxxxx
2111 * xxx
2113 * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
2114 * 1) x 2) x
2115 * xxx Oxx
2116 * Oxxxx xOxxx
2117 * xxxxx Oxxxx
2118 * xxx xxx
2119 * x x
2120 * And so forth...
2123 int top_x = x_end; // coordinates of top dirty tile
2124 int top_y = y_start;
2125 int bot_x = top_x; // coordinates of bottom dirty tile
2126 int bot_y = top_y;
2128 do {
2129 /* topmost dirty point */
2130 TileIndex top_tile = TileVirtXY(top_x, top_y);
2131 Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile));
2133 /* bottommost point */
2134 TileIndex bottom_tile = TileVirtXY(bot_x, bot_y);
2135 Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point
2137 /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
2138 * tile height/slope affects only the 'y' on-screen coordinate! */
2140 int l = top.x - TILE_PIXELS * ZOOM_BASE; // 'x' coordinate of left side of the dirty rectangle
2141 int t = top.y; // 'y' coordinate of top side of the dirty rectangle
2142 int r = top.x + TILE_PIXELS * ZOOM_BASE; // 'x' coordinate of right side of the dirty rectangle
2143 int b = bot.y; // 'y' coordinate of bottom side of the dirty rectangle
2145 static const int OVERLAY_WIDTH = 4 * ZOOM_BASE; // part of selection sprites is drawn outside the selected area (in particular: terraforming)
2147 /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
2148 MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
2150 /* haven't we reached the topmost tile yet? */
2151 if (top_x != x_start) {
2152 top_x -= TILE_SIZE;
2153 } else {
2154 top_y += TILE_SIZE;
2157 /* the way the bottom tile changes is different when we reach the bottommost tile */
2158 if (bot_y != y_end) {
2159 bot_y += TILE_SIZE;
2160 } else {
2161 bot_x -= TILE_SIZE;
2163 } while (bot_x >= top_x);
2164 } else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
2165 /* a_size, b_size describe a rectangle with rotated coordinates */
2166 int a_size = x_size + y_size, b_size = x_size - y_size;
2168 int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
2169 int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
2171 for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
2172 for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
2173 uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
2174 uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
2176 if (x < Map::MaxX() && y < Map::MaxY()) {
2177 MarkTileDirtyByTile(TileXY(x, y));
2185 void SetSelectionRed(bool b)
2187 _thd.make_square_red = b;
2188 SetSelectionTilesDirty();
2192 * Test whether a sign is below the mouse
2193 * @param vp the clicked viewport
2194 * @param x X position of click
2195 * @param y Y position of click
2196 * @param sign the sign to check
2197 * @return true if the sign was hit
2199 static bool CheckClickOnViewportSign(const Viewport *vp, int x, int y, const ViewportSign *sign)
2201 bool small = (vp->zoom >= ZOOM_LVL_OUT_4X);
2202 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
2203 int sign_height = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + GetCharacterHeight(small ? FS_SMALL : FS_NORMAL) + WidgetDimensions::scaled.fullbevel.bottom, vp->zoom);
2205 return y >= sign->top && y < sign->top + sign_height &&
2206 x >= sign->center - sign_half_width && x < sign->center + sign_half_width;
2211 * Check whether any viewport sign was clicked, and dispatch the click.
2212 * @param vp the clicked viewport
2213 * @param x X position of click
2214 * @param y Y position of click
2215 * @return true if the sign was hit
2217 static bool CheckClickOnViewportSign(const Viewport *vp, int x, int y)
2219 if (_game_mode == GM_MENU) return false;
2221 x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
2222 y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
2224 Rect search_rect{ x - 1, y - 1, x + 1, y + 1 };
2225 search_rect = ExpandRectWithViewportSignMargins(search_rect, vp->zoom);
2227 bool show_stations = HasBit(_display_opt, DO_SHOW_STATION_NAMES) && !IsInvisibilitySet(TO_SIGNS);
2228 bool show_waypoints = HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES) && !IsInvisibilitySet(TO_SIGNS);
2229 bool show_towns = HasBit(_display_opt, DO_SHOW_TOWN_NAMES);
2230 bool show_signs = HasBit(_display_opt, DO_SHOW_SIGNS) && !IsInvisibilitySet(TO_SIGNS);
2231 bool show_competitors = HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS);
2233 /* Topmost of each type that was hit */
2234 BaseStation *st = nullptr, *last_st = nullptr;
2235 Town *t = nullptr, *last_t = nullptr;
2236 Sign *si = nullptr, *last_si = nullptr;
2238 /* See ViewportAddKdtreeSigns() for details on the search logic */
2239 _viewport_sign_kdtree.FindContained(search_rect.left, search_rect.top, search_rect.right, search_rect.bottom, [&](const ViewportSignKdtreeItem & item) {
2240 switch (item.type) {
2241 case ViewportSignKdtreeItem::VKI_STATION:
2242 if (!show_stations) break;
2243 st = BaseStation::Get(item.id.station);
2244 if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
2245 if (CheckClickOnViewportSign(vp, x, y, &st->sign)) last_st = st;
2246 break;
2248 case ViewportSignKdtreeItem::VKI_WAYPOINT:
2249 if (!show_waypoints) break;
2250 st = BaseStation::Get(item.id.station);
2251 if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
2252 if (CheckClickOnViewportSign(vp, x, y, &st->sign)) last_st = st;
2253 break;
2255 case ViewportSignKdtreeItem::VKI_TOWN:
2256 if (!show_towns) break;
2257 t = Town::Get(item.id.town);
2258 if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) last_t = t;
2259 break;
2261 case ViewportSignKdtreeItem::VKI_SIGN:
2262 if (!show_signs) break;
2263 si = Sign::Get(item.id.sign);
2264 if (!show_competitors && _local_company != si->owner && si->owner != OWNER_DEITY) break;
2265 if (CheckClickOnViewportSign(vp, x, y, &si->sign)) last_si = si;
2266 break;
2268 default:
2269 NOT_REACHED();
2273 /* Select which hit to handle based on priority */
2274 if (last_st != nullptr) {
2275 if (Station::IsExpected(last_st)) {
2276 ShowStationViewWindow(last_st->index);
2277 } else {
2278 ShowWaypointWindow(Waypoint::From(last_st));
2280 return true;
2281 } else if (last_t != nullptr) {
2282 ShowTownViewWindow(last_t->index);
2283 return true;
2284 } else if (last_si != nullptr) {
2285 HandleClickOnSign(last_si);
2286 return true;
2287 } else {
2288 return false;
2293 ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeStation(StationID id)
2295 ViewportSignKdtreeItem item;
2296 item.type = VKI_STATION;
2297 item.id.station = id;
2299 const Station *st = Station::Get(id);
2300 assert(st->sign.kdtree_valid);
2301 item.center = st->sign.center;
2302 item.top = st->sign.top;
2304 /* Assume the sign can be a candidate for drawing, so measure its width */
2305 _viewport_sign_maxwidth = std::max<int>({_viewport_sign_maxwidth, st->sign.width_normal, st->sign.width_small});
2307 return item;
2310 ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeWaypoint(StationID id)
2312 ViewportSignKdtreeItem item;
2313 item.type = VKI_WAYPOINT;
2314 item.id.station = id;
2316 const Waypoint *st = Waypoint::Get(id);
2317 assert(st->sign.kdtree_valid);
2318 item.center = st->sign.center;
2319 item.top = st->sign.top;
2321 /* Assume the sign can be a candidate for drawing, so measure its width */
2322 _viewport_sign_maxwidth = std::max<int>({_viewport_sign_maxwidth, st->sign.width_normal, st->sign.width_small});
2324 return item;
2327 ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeTown(TownID id)
2329 ViewportSignKdtreeItem item;
2330 item.type = VKI_TOWN;
2331 item.id.town = id;
2333 const Town *town = Town::Get(id);
2334 assert(town->cache.sign.kdtree_valid);
2335 item.center = town->cache.sign.center;
2336 item.top = town->cache.sign.top;
2338 /* Assume the sign can be a candidate for drawing, so measure its width */
2339 _viewport_sign_maxwidth = std::max<int>({_viewport_sign_maxwidth, town->cache.sign.width_normal, town->cache.sign.width_small});
2341 return item;
2344 ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeSign(SignID id)
2346 ViewportSignKdtreeItem item;
2347 item.type = VKI_SIGN;
2348 item.id.sign = id;
2350 const Sign *sign = Sign::Get(id);
2351 assert(sign->sign.kdtree_valid);
2352 item.center = sign->sign.center;
2353 item.top = sign->sign.top;
2355 /* Assume the sign can be a candidate for drawing, so measure its width */
2356 _viewport_sign_maxwidth = std::max<int>({_viewport_sign_maxwidth, sign->sign.width_normal, sign->sign.width_small});
2358 return item;
2361 void RebuildViewportKdtree()
2363 /* Reset biggest size sign seen */
2364 _viewport_sign_maxwidth = 0;
2366 std::vector<ViewportSignKdtreeItem> items;
2367 items.reserve(BaseStation::GetNumItems() + Town::GetNumItems() + Sign::GetNumItems());
2369 for (const Station *st : Station::Iterate()) {
2370 if (st->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeStation(st->index));
2373 for (const Waypoint *wp : Waypoint::Iterate()) {
2374 if (wp->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeWaypoint(wp->index));
2377 for (const Town *town : Town::Iterate()) {
2378 if (town->cache.sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeTown(town->index));
2381 for (const Sign *sign : Sign::Iterate()) {
2382 if (sign->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeSign(sign->index));
2385 _viewport_sign_kdtree.Build(items.begin(), items.end());
2389 static bool CheckClickOnLandscape(const Viewport *vp, int x, int y)
2391 Point pt = TranslateXYToTileCoord(vp, x, y);
2393 if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
2394 return true;
2397 static void PlaceObject()
2399 Point pt;
2400 Window *w;
2402 pt = GetTileBelowCursor();
2403 if (pt.x == -1) return;
2405 if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) {
2406 pt.x += TILE_SIZE / 2;
2407 pt.y += TILE_SIZE / 2;
2410 _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
2411 _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
2413 w = _thd.GetCallbackWnd();
2414 if (w != nullptr) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
2418 bool HandleViewportClicked(const Viewport *vp, int x, int y)
2420 const Vehicle *v = CheckClickOnVehicle(vp, x, y);
2422 if (_thd.place_mode & HT_VEHICLE) {
2423 if (v != nullptr && VehicleClicked(v)) return true;
2426 /* Vehicle placement mode already handled above. */
2427 if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
2428 PlaceObject();
2429 return true;
2432 if (CheckClickOnViewportSign(vp, x, y)) return true;
2433 bool result = CheckClickOnLandscape(vp, x, y);
2435 if (v != nullptr) {
2436 Debug(misc, 2, "Vehicle {} (index {}) at {}", v->unitnumber, v->index, fmt::ptr(v));
2437 if (IsCompanyBuildableVehicleType(v)) {
2438 v = v->First();
2439 if (_ctrl_pressed && v->owner == _local_company) {
2440 StartStopVehicle(v, true);
2441 } else {
2442 ShowVehicleViewWindow(v);
2445 return true;
2447 return result;
2450 void RebuildViewportOverlay(Window *w)
2452 if (w->viewport->overlay != nullptr &&
2453 w->viewport->overlay->GetCompanyMask() != 0 &&
2454 w->viewport->overlay->GetCargoMask() != 0) {
2455 w->viewport->overlay->SetDirty();
2456 w->SetDirty();
2461 * Scrolls the viewport in a window to a given location.
2462 * @param x Desired x location of the map to scroll to (world coordinate).
2463 * @param y Desired y location of the map to scroll to (world coordinate).
2464 * @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.
2465 * @param w %Window containing the viewport.
2466 * @param instant Jump to the location instead of slowly moving to it.
2467 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
2469 bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
2471 /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
2472 if (z == -1) {
2473 if ( x >= 0 && x <= (int)Map::SizeX() * (int)TILE_SIZE - 1
2474 && y >= 0 && y <= (int)Map::SizeY() * (int)TILE_SIZE - 1) {
2475 z = GetSlopePixelZ(x, y);
2476 } else {
2477 z = TileHeightOutsideMap(x / (int)TILE_SIZE, y / (int)TILE_SIZE);
2481 Point pt = MapXYZToViewport(w->viewport, x, y, z);
2482 w->viewport->follow_vehicle = INVALID_VEHICLE;
2484 if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false;
2486 if (instant) {
2487 w->viewport->scrollpos_x = pt.x;
2488 w->viewport->scrollpos_y = pt.y;
2489 RebuildViewportOverlay(w);
2492 w->viewport->dest_scrollpos_x = pt.x;
2493 w->viewport->dest_scrollpos_y = pt.y;
2494 return true;
2498 * Scrolls the viewport in a window to a given location.
2499 * @param tile Desired tile to center on.
2500 * @param w %Window containing the viewport.
2501 * @param instant Jump to the location instead of slowly moving to it.
2502 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
2504 bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant)
2506 return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant);
2510 * Scrolls the viewport of the main window to a given location.
2511 * @param tile Desired tile to center on.
2512 * @param instant Jump to the location instead of slowly moving to it.
2513 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
2515 bool ScrollMainWindowToTile(TileIndex tile, bool instant)
2517 return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
2521 * Set a tile to display a red error square.
2522 * @param tile Tile that should show the red error square.
2524 void SetRedErrorSquare(TileIndex tile)
2526 TileIndex old;
2528 old = _thd.redsq;
2529 _thd.redsq = tile;
2531 if (tile != old) {
2532 if (tile != INVALID_TILE) MarkTileDirtyByTile(tile);
2533 if (old != INVALID_TILE) MarkTileDirtyByTile(old);
2538 * Highlight \a w by \a h tiles at the cursor.
2539 * @param w Width of the highlighted tiles rectangle.
2540 * @param h Height of the highlighted tiles rectangle.
2542 void SetTileSelectSize(int w, int h)
2544 _thd.new_size.x = w * TILE_SIZE;
2545 _thd.new_size.y = h * TILE_SIZE;
2546 _thd.new_outersize.x = 0;
2547 _thd.new_outersize.y = 0;
2550 void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
2552 _thd.offs.x = ox * TILE_SIZE;
2553 _thd.offs.y = oy * TILE_SIZE;
2554 _thd.new_outersize.x = sx * TILE_SIZE;
2555 _thd.new_outersize.y = sy * TILE_SIZE;
2558 /** returns the best autorail highlight type from map coordinates */
2559 static HighLightStyle GetAutorailHT(int x, int y)
2561 return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
2565 * Reset tile highlighting.
2567 void TileHighlightData::Reset()
2569 this->pos.x = 0;
2570 this->pos.y = 0;
2571 this->new_pos.x = 0;
2572 this->new_pos.y = 0;
2576 * Is the user dragging a 'diagonal rectangle'?
2577 * @return User is dragging a rotated rectangle.
2579 bool TileHighlightData::IsDraggingDiagonal()
2581 return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down;
2585 * Get the window that started the current highlighting.
2586 * @return The window that requested the current tile highlighting, or \c nullptr if not available.
2588 Window *TileHighlightData::GetCallbackWnd()
2590 return FindWindowById(this->window_class, this->window_number);
2596 * Updates tile highlighting for all cases.
2597 * Uses _thd.selstart and _thd.selend and _thd.place_mode (set elsewhere) to determine _thd.pos and _thd.size
2598 * Also drawstyle is determined. Uses _thd.new.* as a buffer and calls SetSelectionTilesDirty() twice,
2599 * Once for the old and once for the new selection.
2600 * _thd is TileHighlightData, found in viewport.h
2602 void UpdateTileSelection()
2604 int x1;
2605 int y1;
2607 if (_thd.freeze) return;
2609 HighLightStyle new_drawstyle = HT_NONE;
2610 bool new_diagonal = false;
2612 if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) {
2613 x1 = _thd.selend.x;
2614 y1 = _thd.selend.y;
2615 if (x1 != -1) {
2616 int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
2617 int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
2618 x1 &= ~TILE_UNIT_MASK;
2619 y1 &= ~TILE_UNIT_MASK;
2621 if (_thd.IsDraggingDiagonal()) {
2622 new_diagonal = true;
2623 } else {
2624 if (x1 >= x2) Swap(x1, x2);
2625 if (y1 >= y2) Swap(y1, y2);
2627 _thd.new_pos.x = x1;
2628 _thd.new_pos.y = y1;
2629 _thd.new_size.x = x2 - x1;
2630 _thd.new_size.y = y2 - y1;
2631 if (!new_diagonal) {
2632 _thd.new_size.x += TILE_SIZE;
2633 _thd.new_size.y += TILE_SIZE;
2635 new_drawstyle = _thd.next_drawstyle;
2637 } else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
2638 Point pt = GetTileBelowCursor();
2639 x1 = pt.x;
2640 y1 = pt.y;
2641 if (x1 != -1) {
2642 switch (_thd.place_mode & HT_DRAG_MASK) {
2643 case HT_RECT:
2644 new_drawstyle = HT_RECT;
2645 break;
2646 case HT_POINT:
2647 new_drawstyle = HT_POINT;
2648 x1 += TILE_SIZE / 2;
2649 y1 += TILE_SIZE / 2;
2650 break;
2651 case HT_RAIL:
2652 /* Draw one highlighted tile in any direction */
2653 new_drawstyle = GetAutorailHT(pt.x, pt.y);
2654 break;
2655 case HT_LINE:
2656 switch (_thd.place_mode & HT_DIR_MASK) {
2657 case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break;
2658 case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break;
2660 case HT_DIR_HU:
2661 case HT_DIR_HL:
2662 new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
2663 break;
2665 case HT_DIR_VL:
2666 case HT_DIR_VR:
2667 new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
2668 break;
2670 default: NOT_REACHED();
2672 _thd.selstart.x = x1 & ~TILE_UNIT_MASK;
2673 _thd.selstart.y = y1 & ~TILE_UNIT_MASK;
2674 break;
2675 default:
2676 NOT_REACHED();
2678 _thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
2679 _thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
2683 /* redraw selection */
2684 if (_thd.drawstyle != new_drawstyle ||
2685 _thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
2686 _thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
2687 _thd.outersize.x != _thd.new_outersize.x ||
2688 _thd.outersize.y != _thd.new_outersize.y ||
2689 _thd.diagonal != new_diagonal) {
2690 /* Clear the old tile selection? */
2691 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
2693 _thd.drawstyle = new_drawstyle;
2694 _thd.pos = _thd.new_pos;
2695 _thd.size = _thd.new_size;
2696 _thd.outersize = _thd.new_outersize;
2697 _thd.diagonal = new_diagonal;
2698 _thd.dirty = 0xff;
2700 /* Draw the new tile selection? */
2701 if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
2706 * Displays the measurement tooltips when selecting multiple tiles
2707 * @param str String to be displayed
2708 * @param paramcount number of params to deal with
2710 static inline void ShowMeasurementTooltips(StringID str, uint paramcount)
2712 if (!_settings_client.gui.measure_tooltip) return;
2713 GuiShowTooltips(_thd.GetCallbackWnd(), str, TCC_EXIT_VIEWPORT, paramcount);
2716 static void HideMeasurementTooltips()
2718 CloseWindowById(WC_TOOLTIPS, 0);
2721 /** highlighting tiles while only going over them with the mouse */
2722 void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process)
2724 _thd.select_method = method;
2725 _thd.select_proc = process;
2726 _thd.selend.x = TileX(tile) * TILE_SIZE;
2727 _thd.selstart.x = TileX(tile) * TILE_SIZE;
2728 _thd.selend.y = TileY(tile) * TILE_SIZE;
2729 _thd.selstart.y = TileY(tile) * TILE_SIZE;
2731 /* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
2732 * In effect, placement starts from the centre of a tile
2734 if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
2735 _thd.selend.x += TILE_SIZE / 2;
2736 _thd.selend.y += TILE_SIZE / 2;
2737 _thd.selstart.x += TILE_SIZE / 2;
2738 _thd.selstart.y += TILE_SIZE / 2;
2741 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
2742 if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) {
2743 _thd.place_mode = HT_SPECIAL | others;
2744 _thd.next_drawstyle = HT_RECT | others;
2745 } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
2746 _thd.place_mode = HT_SPECIAL | others;
2747 _thd.next_drawstyle = _thd.drawstyle | others;
2748 } else {
2749 _thd.place_mode = HT_SPECIAL | others;
2750 _thd.next_drawstyle = HT_POINT | others;
2752 _special_mouse_mode = WSM_SIZING;
2755 /** Drag over the map while holding the left mouse down. */
2756 void VpStartDragging(ViewportDragDropSelectionProcess process)
2758 _thd.select_method = VPM_X_AND_Y;
2759 _thd.select_proc = process;
2760 _thd.selstart.x = 0;
2761 _thd.selstart.y = 0;
2762 _thd.next_drawstyle = HT_RECT;
2764 _special_mouse_mode = WSM_DRAGGING;
2767 void VpSetPlaceSizingLimit(int limit)
2769 _thd.sizelimit = limit;
2773 * Highlights all tiles between a set of two tiles. Used in dock and tunnel placement
2774 * @param from TileIndex of the first tile to highlight
2775 * @param to TileIndex of the last tile to highlight
2777 void VpSetPresizeRange(TileIndex from, TileIndex to)
2779 uint64_t distance = DistanceManhattan(from, to) + 1;
2781 _thd.selend.x = TileX(to) * TILE_SIZE;
2782 _thd.selend.y = TileY(to) * TILE_SIZE;
2783 _thd.selstart.x = TileX(from) * TILE_SIZE;
2784 _thd.selstart.y = TileY(from) * TILE_SIZE;
2785 _thd.next_drawstyle = HT_RECT;
2787 /* show measurement only if there is any length to speak of */
2788 if (distance > 1) {
2789 SetDParam(0, distance);
2790 ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1);
2791 } else {
2792 HideMeasurementTooltips();
2796 static void VpStartPreSizing()
2798 _thd.selend.x = -1;
2799 _special_mouse_mode = WSM_PRESIZE;
2803 * returns information about the 2x1 piece to be build.
2804 * The lower bits (0-3) are the track type.
2806 static HighLightStyle Check2x1AutoRail(int mode)
2808 int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
2809 int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
2810 int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
2811 int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
2813 switch (mode) {
2814 default: NOT_REACHED();
2815 case 0: // end piece is lower right
2816 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
2817 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
2818 return HT_DIR_Y;
2820 case 1:
2821 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
2822 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
2823 return HT_DIR_Y;
2825 case 2:
2826 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
2827 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
2828 return HT_DIR_X;
2830 case 3:
2831 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
2832 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
2833 return HT_DIR_X;
2838 * Check if the direction of start and end tile should be swapped based on
2839 * the dragging-style. Default directions are:
2840 * in the case of a line (HT_RAIL, HT_LINE): DIR_NE, DIR_NW, DIR_N, DIR_E
2841 * in the case of a rect (HT_RECT, HT_POINT): DIR_S, DIR_E
2842 * For example dragging a rectangle area from south to north should be swapped to
2843 * north-south (DIR_S) to obtain the same results with less code. This is what
2844 * the return value signifies.
2845 * @param style HighLightStyle dragging style
2846 * @param start_tile start tile of drag
2847 * @param end_tile end tile of drag
2848 * @return boolean value which when true means start/end should be swapped
2850 static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
2852 uint start_x = TileX(start_tile);
2853 uint start_y = TileY(start_tile);
2854 uint end_x = TileX(end_tile);
2855 uint end_y = TileY(end_tile);
2857 switch (style & HT_DRAG_MASK) {
2858 case HT_RAIL:
2859 case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
2861 case HT_RECT:
2862 case HT_POINT: return (end_x != start_x && end_y < start_y);
2863 default: NOT_REACHED();
2866 return false;
2870 * Calculates height difference between one tile and another.
2871 * Multiplies the result to suit the standard given by #TILE_HEIGHT_STEP.
2873 * To correctly get the height difference we need the direction we are dragging
2874 * in, as well as with what kind of tool we are dragging. For example a horizontal
2875 * autorail tool that starts in bottom and ends at the top of a tile will need the
2876 * maximum of SW, S and SE, N corners respectively. This is handled by the lookup table below
2877 * See #_tileoffs_by_dir in map.cpp for the direction enums if you can't figure out the values yourself.
2878 * @param style Highlighting style of the drag. This includes direction and style (autorail, rect, etc.)
2879 * @param distance Number of tiles dragged, important for horizontal/vertical drags, ignored for others.
2880 * @param start_tile Start tile of the drag operation.
2881 * @param end_tile End tile of the drag operation.
2882 * @return Height difference between two tiles. The tile measurement tool utilizes this value in its tooltip.
2884 static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
2886 bool swap = SwapDirection(style, start_tile, end_tile);
2887 uint h0, h1; // Start height and end height.
2889 if (start_tile == end_tile) return 0;
2890 if (swap) Swap(start_tile, end_tile);
2892 switch (style & HT_DRAG_MASK) {
2893 case HT_RECT:
2894 /* In the case of an area we can determine whether we were dragging south or
2895 * east by checking the X-coordinates of the tiles */
2896 if (TileX(end_tile) > TileX(start_tile)) {
2897 /* Dragging south does not need to change the start tile. */
2898 end_tile = TileAddByDir(end_tile, DIR_S);
2899 } else {
2900 /* Dragging east. */
2901 start_tile = TileAddByDir(start_tile, DIR_SW);
2902 end_tile = TileAddByDir(end_tile, DIR_SE);
2904 [[fallthrough]];
2906 case HT_POINT:
2907 h0 = TileHeight(start_tile);
2908 h1 = TileHeight(end_tile);
2909 break;
2910 default: { // All other types, this is mostly only line/autorail
2911 static const HighLightStyle flip_style_direction[] = {
2912 HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL
2914 static const std::pair<TileIndexDiffC, TileIndexDiffC> start_heightdiff_line_by_dir[] = {
2915 { {1, 0}, {1, 1} }, // HT_DIR_X
2916 { {0, 1}, {1, 1} }, // HT_DIR_Y
2917 { {1, 0}, {0, 0} }, // HT_DIR_HU
2918 { {1, 0}, {1, 1} }, // HT_DIR_HL
2919 { {1, 0}, {1, 1} }, // HT_DIR_VL
2920 { {0, 1}, {1, 1} }, // HT_DIR_VR
2922 static const std::pair<TileIndexDiffC, TileIndexDiffC> end_heightdiff_line_by_dir[] = {
2923 { {0, 1}, {0, 0} }, // HT_DIR_X
2924 { {1, 0}, {0, 0} }, // HT_DIR_Y
2925 { {0, 1}, {0, 0} }, // HT_DIR_HU
2926 { {1, 1}, {0, 1} }, // HT_DIR_HL
2927 { {1, 0}, {0, 0} }, // HT_DIR_VL
2928 { {0, 0}, {0, 1} }, // HT_DIR_VR
2930 static_assert(std::size(start_heightdiff_line_by_dir) == HT_DIR_END);
2931 static_assert(std::size(end_heightdiff_line_by_dir) == HT_DIR_END);
2933 distance %= 2; // we're only interested if the distance is even or uneven
2934 style &= HT_DIR_MASK;
2935 assert(style < HT_DIR_END);
2937 /* To handle autorail, we do some magic to be able to use a lookup table.
2938 * Firstly if we drag the other way around, we switch start&end, and if needed
2939 * also flip the drag-position. Eg if it was on the left, and the distance is even
2940 * that means the end, which is now the start is on the right */
2941 if (swap && distance == 0) style = flip_style_direction[style];
2943 /* Lambda to help calculating the height at one side of the line. */
2944 auto get_height = [](auto &tile, auto &heightdiffs) {
2945 return std::max(
2946 TileHeight(TileAdd(tile, ToTileIndexDiff(heightdiffs.first))),
2947 TileHeight(TileAdd(tile, ToTileIndexDiff(heightdiffs.second))));
2950 /* Use lookup table for start-tile based on HighLightStyle direction */
2951 h0 = get_height(start_tile, start_heightdiff_line_by_dir[style]);
2953 /* Use lookup table for end-tile based on HighLightStyle direction
2954 * flip around side (lower/upper, left/right) based on distance */
2955 if (distance == 0) style = flip_style_direction[style];
2956 h1 = get_height(end_tile, end_heightdiff_line_by_dir[style]);
2957 break;
2961 if (swap) Swap(h0, h1);
2962 return (int)(h1 - h0) * TILE_HEIGHT_STEP;
2965 static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
2968 * Check for underflowing the map.
2969 * @param test the variable to test for underflowing
2970 * @param other the other variable to update to keep the line
2971 * @param mult the constant to multiply the difference by for \c other
2973 static void CheckUnderflow(int &test, int &other, int mult)
2975 if (test >= 0) return;
2977 other += mult * test;
2978 test = 0;
2982 * Check for overflowing the map.
2983 * @param test the variable to test for overflowing
2984 * @param other the other variable to update to keep the line
2985 * @param max the maximum value for the \c test variable
2986 * @param mult the constant to multiply the difference by for \c other
2988 static void CheckOverflow(int &test, int &other, int max, int mult)
2990 if (test <= max) return;
2992 other += mult * (test - max);
2993 test = max;
2996 /** while dragging */
2997 static void CalcRaildirsDrawstyle(int x, int y, int method)
2999 HighLightStyle b;
3001 int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK);
3002 int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK);
3003 uint w = abs(dx) + TILE_SIZE;
3004 uint h = abs(dy) + TILE_SIZE;
3006 if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
3007 /* We 'force' a selection direction; first four rail buttons. */
3008 method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
3009 int raw_dx = _thd.selstart.x - _thd.selend.x;
3010 int raw_dy = _thd.selstart.y - _thd.selend.y;
3011 switch (method) {
3012 case VPM_FIX_X:
3013 b = HT_LINE | HT_DIR_Y;
3014 x = _thd.selstart.x;
3015 break;
3017 case VPM_FIX_Y:
3018 b = HT_LINE | HT_DIR_X;
3019 y = _thd.selstart.y;
3020 break;
3022 case VPM_FIX_HORIZONTAL:
3023 if (dx == -dy) {
3024 /* We are on a straight horizontal line. Determine the 'rail'
3025 * to build based the sub tile location. */
3026 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
3027 } else {
3028 /* We are not on a straight line. Determine the rail to build
3029 * based on whether we are above or below it. */
3030 b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
3032 /* Calculate where a horizontal line through the start point and
3033 * a vertical line from the selected end point intersect and
3034 * use that point as the end point. */
3035 int offset = (raw_dx - raw_dy) / 2;
3036 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
3037 y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK);
3039 /* 'Build' the last half rail tile if needed */
3040 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
3041 if (dx + dy >= (int)TILE_SIZE) {
3042 x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3043 } else {
3044 y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3048 /* Make sure we do not overflow the map! */
3049 CheckUnderflow(x, y, 1);
3050 CheckUnderflow(y, x, 1);
3051 CheckOverflow(x, y, (Map::MaxX() - 1) * TILE_SIZE, 1);
3052 CheckOverflow(y, x, (Map::MaxY() - 1) * TILE_SIZE, 1);
3053 assert(x >= 0 && y >= 0 && x <= (int)(Map::MaxX() * TILE_SIZE) && y <= (int)(Map::MaxY() * TILE_SIZE));
3055 break;
3057 case VPM_FIX_VERTICAL:
3058 if (dx == dy) {
3059 /* We are on a straight vertical line. Determine the 'rail'
3060 * to build based the sub tile location. */
3061 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3062 } else {
3063 /* We are not on a straight line. Determine the rail to build
3064 * based on whether we are left or right from it. */
3065 b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3067 /* Calculate where a vertical line through the start point and
3068 * a horizontal line from the selected end point intersect and
3069 * use that point as the end point. */
3070 int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2;
3071 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
3072 y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK);
3074 /* 'Build' the last half rail tile if needed */
3075 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
3076 if (dx - dy < 0) {
3077 y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3078 } else {
3079 x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3083 /* Make sure we do not overflow the map! */
3084 CheckUnderflow(x, y, -1);
3085 CheckUnderflow(y, x, -1);
3086 CheckOverflow(x, y, (Map::MaxX() - 1) * TILE_SIZE, -1);
3087 CheckOverflow(y, x, (Map::MaxY() - 1) * TILE_SIZE, -1);
3088 assert(x >= 0 && y >= 0 && x <= (int)(Map::MaxX() * TILE_SIZE) && y <= (int)(Map::MaxY() * TILE_SIZE));
3090 break;
3092 default:
3093 NOT_REACHED();
3095 } else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
3096 if (method & VPM_RAILDIRS) {
3097 b = GetAutorailHT(x, y);
3098 } else { // rect for autosignals on one tile
3099 b = HT_RECT;
3101 } else if (h == TILE_SIZE) { // Is this in X direction?
3102 if (dx == (int)TILE_SIZE) { // 2x1 special handling
3103 b = (Check2x1AutoRail(3)) | HT_LINE;
3104 } else if (dx == -(int)TILE_SIZE) {
3105 b = (Check2x1AutoRail(2)) | HT_LINE;
3106 } else {
3107 b = HT_LINE | HT_DIR_X;
3109 y = _thd.selstart.y;
3110 } else if (w == TILE_SIZE) { // Or Y direction?
3111 if (dy == (int)TILE_SIZE) { // 2x1 special handling
3112 b = (Check2x1AutoRail(1)) | HT_LINE;
3113 } else if (dy == -(int)TILE_SIZE) { // 2x1 other direction
3114 b = (Check2x1AutoRail(0)) | HT_LINE;
3115 } else {
3116 b = HT_LINE | HT_DIR_Y;
3118 x = _thd.selstart.x;
3119 } else if (w > h * 2) { // still count as x dir?
3120 b = HT_LINE | HT_DIR_X;
3121 y = _thd.selstart.y;
3122 } else if (h > w * 2) { // still count as y dir?
3123 b = HT_LINE | HT_DIR_Y;
3124 x = _thd.selstart.x;
3125 } else { // complicated direction
3126 int d = w - h;
3127 _thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK;
3128 _thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK;
3130 /* four cases. */
3131 if (x > _thd.selstart.x) {
3132 if (y > _thd.selstart.y) {
3133 /* south */
3134 if (d == 0) {
3135 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3136 } else if (d >= 0) {
3137 x = _thd.selstart.x + h;
3138 b = HT_LINE | HT_DIR_VL;
3139 } else {
3140 y = _thd.selstart.y + w;
3141 b = HT_LINE | HT_DIR_VR;
3143 } else {
3144 /* west */
3145 if (d == 0) {
3146 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
3147 } else if (d >= 0) {
3148 x = _thd.selstart.x + h;
3149 b = HT_LINE | HT_DIR_HL;
3150 } else {
3151 y = _thd.selstart.y - w;
3152 b = HT_LINE | HT_DIR_HU;
3155 } else {
3156 if (y > _thd.selstart.y) {
3157 /* east */
3158 if (d == 0) {
3159 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
3160 } else if (d >= 0) {
3161 x = _thd.selstart.x - h;
3162 b = HT_LINE | HT_DIR_HU;
3163 } else {
3164 y = _thd.selstart.y + w;
3165 b = HT_LINE | HT_DIR_HL;
3167 } else {
3168 /* north */
3169 if (d == 0) {
3170 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3171 } else if (d >= 0) {
3172 x = _thd.selstart.x - h;
3173 b = HT_LINE | HT_DIR_VR;
3174 } else {
3175 y = _thd.selstart.y - w;
3176 b = HT_LINE | HT_DIR_VL;
3182 if (_settings_client.gui.measure_tooltip) {
3183 TileIndex t0 = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
3184 TileIndex t1 = TileVirtXY(x, y);
3185 uint distance = DistanceManhattan(t0, t1) + 1;
3186 uint8_t index = 0;
3188 if (distance != 1) {
3189 int heightdiff = CalcHeightdiff(b, distance, t0, t1);
3190 /* If we are showing a tooltip for horizontal or vertical drags,
3191 * 2 tiles have a length of 1. To bias towards the ceiling we add
3192 * one before division. It feels more natural to count 3 lengths as 2 */
3193 if ((b & HT_DIR_MASK) != HT_DIR_X && (b & HT_DIR_MASK) != HT_DIR_Y) {
3194 distance = CeilDiv(distance, 2);
3197 SetDParam(index++, distance);
3198 if (heightdiff != 0) SetDParam(index++, heightdiff);
3201 ShowMeasurementTooltips(measure_strings_length[index], index);
3204 _thd.selend.x = x;
3205 _thd.selend.y = y;
3206 _thd.next_drawstyle = b;
3210 * Selects tiles while dragging
3211 * @param x X coordinate of end of selection
3212 * @param y Y coordinate of end of selection
3213 * @param method modifies the way tiles are selected. Possible
3214 * methods are VPM_* in viewport.h
3216 void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
3218 int sx, sy;
3219 HighLightStyle style;
3221 if (x == -1) {
3222 _thd.selend.x = -1;
3223 return;
3226 /* Special handling of drag in any (8-way) direction */
3227 if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
3228 _thd.selend.x = x;
3229 _thd.selend.y = y;
3230 CalcRaildirsDrawstyle(x, y, method);
3231 return;
3234 /* Needed so level-land is placed correctly */
3235 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) {
3236 x += TILE_SIZE / 2;
3237 y += TILE_SIZE / 2;
3240 sx = _thd.selstart.x;
3241 sy = _thd.selstart.y;
3243 int limit = 0;
3245 switch (method) {
3246 case VPM_X_OR_Y: // drag in X or Y direction
3247 if (abs(sy - y) < abs(sx - x)) {
3248 y = sy;
3249 style = HT_DIR_X;
3250 } else {
3251 x = sx;
3252 style = HT_DIR_Y;
3254 goto calc_heightdiff_single_direction;
3256 case VPM_X_LIMITED: // Drag in X direction (limited size).
3257 limit = (_thd.sizelimit - 1) * TILE_SIZE;
3258 [[fallthrough]];
3260 case VPM_FIX_X: // drag in Y direction
3261 x = sx;
3262 style = HT_DIR_Y;
3263 goto calc_heightdiff_single_direction;
3265 case VPM_Y_LIMITED: // Drag in Y direction (limited size).
3266 limit = (_thd.sizelimit - 1) * TILE_SIZE;
3267 [[fallthrough]];
3269 case VPM_FIX_Y: // drag in X direction
3270 y = sy;
3271 style = HT_DIR_X;
3273 calc_heightdiff_single_direction:;
3274 if (limit > 0) {
3275 x = sx + Clamp(x - sx, -limit, limit);
3276 y = sy + Clamp(y - sy, -limit, limit);
3278 if (_settings_client.gui.measure_tooltip) {
3279 TileIndex t0 = TileVirtXY(sx, sy);
3280 TileIndex t1 = TileVirtXY(x, y);
3281 uint distance = DistanceManhattan(t0, t1) + 1;
3282 uint8_t index = 0;
3284 if (distance != 1) {
3285 /* With current code passing a HT_LINE style to calculate the height
3286 * difference is enough. However if/when a point-tool is created
3287 * with this method, function should be called with new_style (below)
3288 * instead of HT_LINE | style case HT_POINT is handled specially
3289 * new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
3290 int heightdiff = CalcHeightdiff(HT_LINE | style, 0, t0, t1);
3292 SetDParam(index++, distance);
3293 if (heightdiff != 0) SetDParam(index++, heightdiff);
3296 ShowMeasurementTooltips(measure_strings_length[index], index);
3298 break;
3300 case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area.
3301 limit = (_thd.sizelimit - 1) * TILE_SIZE;
3302 x = sx + Clamp(x - sx, -limit, limit);
3303 y = sy + Clamp(y - sy, -limit, limit);
3304 [[fallthrough]];
3306 case VPM_X_AND_Y: // drag an X by Y area
3307 if (_settings_client.gui.measure_tooltip) {
3308 static const StringID measure_strings_area[] = {
3309 STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
3312 TileIndex t0 = TileVirtXY(sx, sy);
3313 TileIndex t1 = TileVirtXY(x, y);
3314 uint dx = Delta(TileX(t0), TileX(t1)) + 1;
3315 uint dy = Delta(TileY(t0), TileY(t1)) + 1;
3316 uint8_t index = 0;
3318 /* If dragging an area (eg dynamite tool) and it is actually a single
3319 * row/column, change the type to 'line' to get proper calculation for height */
3320 style = (HighLightStyle)_thd.next_drawstyle;
3321 if (_thd.IsDraggingDiagonal()) {
3322 /* Determine the "area" of the diagonal dragged selection.
3323 * We assume the area is the number of tiles along the X
3324 * edge and the number of tiles along the Y edge. However,
3325 * multiplying these two numbers does not give the exact
3326 * number of tiles; basically we are counting the black
3327 * squares on a chess board and ignore the white ones to
3328 * make the tile counts at the edges match up. There is no
3329 * other way to make a proper count though.
3331 * First convert to the rotated coordinate system. */
3332 int dist_x = TileX(t0) - TileX(t1);
3333 int dist_y = TileY(t0) - TileY(t1);
3334 int a_max = dist_x + dist_y;
3335 int b_max = dist_y - dist_x;
3337 /* Now determine the size along the edge, but due to the
3338 * chess board principle this counts double. */
3339 a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2;
3340 b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2;
3342 /* We get a 1x1 on normal 2x1 rectangles, due to it being
3343 * a seen as two sides. As the result for actual building
3344 * will be the same as non-diagonal dragging revert to that
3345 * behaviour to give it a more normally looking size. */
3346 if (a_max != 1 || b_max != 1) {
3347 dx = a_max;
3348 dy = b_max;
3350 } else if (style & HT_RECT) {
3351 if (dx == 1) {
3352 style = HT_LINE | HT_DIR_Y;
3353 } else if (dy == 1) {
3354 style = HT_LINE | HT_DIR_X;
3358 if (dx != 1 || dy != 1) {
3359 int heightdiff = CalcHeightdiff(style, 0, t0, t1);
3361 SetDParam(index++, dx - (style & HT_POINT ? 1 : 0));
3362 SetDParam(index++, dy - (style & HT_POINT ? 1 : 0));
3363 if (heightdiff != 0) SetDParam(index++, heightdiff);
3366 ShowMeasurementTooltips(measure_strings_area[index], index);
3368 break;
3370 default: NOT_REACHED();
3373 _thd.selend.x = x;
3374 _thd.selend.y = y;
3378 * Handle the mouse while dragging for placement/resizing.
3379 * @return State of handling the event.
3381 EventState VpHandlePlaceSizingDrag()
3383 if (_special_mouse_mode != WSM_SIZING && _special_mouse_mode != WSM_DRAGGING) return ES_NOT_HANDLED;
3385 /* stop drag mode if the window has been closed */
3386 Window *w = _thd.GetCallbackWnd();
3387 if (w == nullptr) {
3388 ResetObjectToPlace();
3389 return ES_HANDLED;
3392 /* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
3393 if (_left_button_down) {
3394 if (_special_mouse_mode == WSM_DRAGGING) {
3395 /* Only register a drag event when the mouse moved. */
3396 if (_thd.new_pos.x == _thd.selstart.x && _thd.new_pos.y == _thd.selstart.y) return ES_HANDLED;
3397 _thd.selstart.x = _thd.new_pos.x;
3398 _thd.selstart.y = _thd.new_pos.y;
3401 w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
3402 return ES_HANDLED;
3405 /* Mouse button released. */
3406 _special_mouse_mode = WSM_NONE;
3407 if (_special_mouse_mode == WSM_DRAGGING) return ES_HANDLED;
3409 /* Keep the selected tool, but reset it to the original mode. */
3410 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
3411 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
3412 _thd.place_mode = HT_RECT | others;
3413 } else if (_thd.select_method & VPM_SIGNALDIRS) {
3414 _thd.place_mode = HT_RECT | others;
3415 } else if (_thd.select_method & VPM_RAILDIRS) {
3416 _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : (HT_RAIL | others);
3417 } else {
3418 _thd.place_mode = HT_POINT | others;
3420 SetTileSelectSize(1, 1);
3422 HideMeasurementTooltips();
3423 w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
3425 return ES_HANDLED;
3429 * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
3430 * @param icon New shape of the mouse cursor.
3431 * @param pal Palette to use.
3432 * @param mode Mode to perform.
3433 * @param w %Window requesting the mode change.
3435 void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
3437 SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
3440 #include "table/animcursors.h"
3443 * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
3444 * @param icon New shape of the mouse cursor.
3445 * @param pal Palette to use.
3446 * @param mode Mode to perform.
3447 * @param window_class %Window class of the window requesting the mode change.
3448 * @param window_num Number of the window in its class requesting the mode change.
3450 void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
3452 if (_thd.window_class != WC_INVALID) {
3453 /* Undo clicking on button and drag & drop */
3454 Window *w = _thd.GetCallbackWnd();
3455 /* Call the abort function, but set the window class to something
3456 * that will never be used to avoid infinite loops. Setting it to
3457 * the 'next' window class must not be done because recursion into
3458 * this function might in some cases reset the newly set object to
3459 * place or not properly reset the original selection. */
3460 _thd.window_class = WC_INVALID;
3461 if (w != nullptr) {
3462 w->OnPlaceObjectAbort();
3463 HideMeasurementTooltips();
3467 /* Mark the old selection dirty, in case the selection shape or colour changes */
3468 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
3470 SetTileSelectSize(1, 1);
3472 _thd.make_square_red = false;
3474 if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
3475 mode = HT_NONE;
3476 _special_mouse_mode = WSM_DRAGDROP;
3477 } else {
3478 _special_mouse_mode = WSM_NONE;
3481 _thd.place_mode = mode;
3482 _thd.window_class = window_class;
3483 _thd.window_number = window_num;
3485 if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode
3486 VpStartPreSizing();
3489 if ((icon & ANIMCURSOR_FLAG) != 0) {
3490 SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
3491 } else {
3492 SetMouseCursor(icon, pal);
3497 /** Reset the cursor and mouse mode handling back to default (normal cursor, only clicking in windows). */
3498 void ResetObjectToPlace()
3500 SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
3503 Point GetViewportStationMiddle(const Viewport *vp, const Station *st)
3505 int x = TileX(st->xy) * TILE_SIZE;
3506 int y = TileY(st->xy) * TILE_SIZE;
3507 int z = GetSlopePixelZ(Clamp(x, 0, Map::SizeX() * TILE_SIZE - 1), Clamp(y, 0, Map::SizeY() * TILE_SIZE - 1));
3509 Point p = RemapCoords(x, y, z);
3510 p.x = UnScaleByZoom(p.x - vp->virtual_left, vp->zoom) + vp->left;
3511 p.y = UnScaleByZoom(p.y - vp->virtual_top, vp->zoom) + vp->top;
3512 return p;
3515 /** Helper class for getting the best sprite sorter. */
3516 struct ViewportSSCSS {
3517 VpSorterChecker fct_checker; ///< The check function.
3518 VpSpriteSorter fct_sorter; ///< The sorting function.
3521 /** List of sorters ordered from best to worst. */
3522 static ViewportSSCSS _vp_sprite_sorters[] = {
3523 #ifdef WITH_SSE
3524 { &ViewportSortParentSpritesSSE41Checker, &ViewportSortParentSpritesSSE41 },
3525 #endif
3526 { &ViewportSortParentSpritesChecker, &ViewportSortParentSprites }
3529 /** Choose the "best" sprite sorter and set _vp_sprite_sorter. */
3530 void InitializeSpriteSorter()
3532 for (const auto &sprite_sorter : _vp_sprite_sorters) {
3533 if (sprite_sorter.fct_checker()) {
3534 _vp_sprite_sorter = sprite_sorter.fct_sorter;
3535 break;
3538 assert(_vp_sprite_sorter != nullptr);
3542 * Scroll players main viewport.
3543 * @param flags type of operation
3544 * @param tile tile to center viewport on
3545 * @param target ViewportScrollTarget of scroll target
3546 * @param ref company or client id depending on the target
3547 * @return the cost of this operation or an error
3549 CommandCost CmdScrollViewport(DoCommandFlag flags, TileIndex tile, ViewportScrollTarget target, uint32_t ref)
3551 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3552 switch (target) {
3553 case VST_EVERYONE:
3554 break;
3555 case VST_COMPANY:
3556 if (_local_company != (CompanyID)ref) return CommandCost();
3557 break;
3558 case VST_CLIENT:
3559 if (_network_own_client_id != (ClientID)ref) return CommandCost();
3560 break;
3561 default:
3562 return CMD_ERROR;
3565 if (flags & DC_EXEC) {
3566 ResetObjectToPlace();
3567 ScrollMainWindowToTile(tile);
3569 return CommandCost();
3572 void MarkCatchmentTilesDirty()
3574 if (_viewport_highlight_town != nullptr) {
3575 MarkWholeScreenDirty();
3576 return;
3578 if (_viewport_highlight_station != nullptr) {
3579 if (_viewport_highlight_station->catchment_tiles.tile == INVALID_TILE) {
3580 MarkWholeScreenDirty();
3581 _viewport_highlight_station = nullptr;
3582 } else {
3583 BitmapTileIterator it(_viewport_highlight_station->catchment_tiles);
3584 for (TileIndex tile = it; tile != INVALID_TILE; tile = ++it) {
3585 MarkTileDirtyByTile(tile);
3589 if (_viewport_highlight_waypoint != nullptr) {
3590 if (!_viewport_highlight_waypoint->IsInUse()) {
3591 _viewport_highlight_waypoint = nullptr;
3593 MarkWholeScreenDirty();
3597 static void SetWindowDirtyForViewportCatchment()
3599 if (_viewport_highlight_station != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station->index);
3600 if (_viewport_highlight_waypoint != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint->index);
3601 if (_viewport_highlight_town != nullptr) SetWindowDirty(WC_TOWN_VIEW, _viewport_highlight_town->index);
3604 static void ClearViewportCatchment()
3606 MarkCatchmentTilesDirty();
3607 _viewport_highlight_station = nullptr;
3608 _viewport_highlight_waypoint = nullptr;
3609 _viewport_highlight_town = nullptr;
3613 * Select or deselect station for coverage area highlight.
3614 * Selecting a station will deselect a town.
3615 * @param *st Station in question
3616 * @param sel Select or deselect given station
3618 void SetViewportCatchmentStation(const Station *st, bool sel)
3620 SetWindowDirtyForViewportCatchment();
3621 if (sel && _viewport_highlight_station != st) {
3622 ClearViewportCatchment();
3623 _viewport_highlight_station = st;
3624 MarkCatchmentTilesDirty();
3625 } else if (!sel && _viewport_highlight_station == st) {
3626 MarkCatchmentTilesDirty();
3627 _viewport_highlight_station = nullptr;
3629 if (_viewport_highlight_station != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station->index);
3633 * Select or deselect waypoint for coverage area highlight.
3634 * Selecting a waypoint will deselect a town.
3635 * @param *wp Waypoint in question
3636 * @param sel Select or deselect given waypoint
3638 void SetViewportCatchmentWaypoint(const Waypoint *wp, bool sel)
3640 SetWindowDirtyForViewportCatchment();
3641 if (sel && _viewport_highlight_waypoint != wp) {
3642 ClearViewportCatchment();
3643 _viewport_highlight_waypoint = wp;
3644 MarkCatchmentTilesDirty();
3645 } else if (!sel && _viewport_highlight_waypoint == wp) {
3646 MarkCatchmentTilesDirty();
3647 _viewport_highlight_waypoint = nullptr;
3649 if (_viewport_highlight_waypoint != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint->index);
3653 * Select or deselect town for coverage area highlight.
3654 * Selecting a town will deselect a station.
3655 * @param *t Town in question
3656 * @param sel Select or deselect given town
3658 void SetViewportCatchmentTown(const Town *t, bool sel)
3660 SetWindowDirtyForViewportCatchment();
3661 if (sel && _viewport_highlight_town != t) {
3662 ClearViewportCatchment();
3663 _viewport_highlight_town = t;
3664 MarkWholeScreenDirty();
3665 } else if (!sel && _viewport_highlight_town == t) {
3666 _viewport_highlight_town = nullptr;
3667 MarkWholeScreenDirty();
3669 if (_viewport_highlight_town != nullptr) SetWindowDirty(WC_TOWN_VIEW, _viewport_highlight_town->index);