FIX: Proper fix for the tunnel bug.
[openttd-joker.git] / src / viewport.cpp
blob3df809537537393b8e6b95966fcb5f0e559a72f7
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /**
11 * @file viewport.cpp Handling of all viewports.
13 * \verbatim
14 * The in-game coordinate system looks like this *
15 * *
16 * ^ Z *
17 * | *
18 * | *
19 * | *
20 * | *
21 * / \ *
22 * / \ *
23 * / \ *
24 * / \ *
25 * X < > Y *
26 * \endverbatim
29 /**
30 * @defgroup vp_column_row Rows and columns in the viewport
32 * Columns are vertical sections of the viewport that are half a tile wide.
33 * The origin, i.e. column 0, is through the northern and southern most tile.
34 * This means that the column of e.g. Tile(0, 0) and Tile(100, 100) are in
35 * column number 0. The negative columns are towards the left of the screen,
36 * or towards the west, whereas the positive ones are towards respectively
37 * the right and east.
38 * With half a tile wide is meant that the next column of tiles directly west
39 * or east of the centre line are respectively column -1 and 1. Their tile
40 * centers are only half a tile from the center of their adjoining tile when
41 * looking only at the X-coordinate.
43 * \verbatim
44 * ╳ *
45 * ╱ ╲ *
46 * ╳ 0 ╳ *
47 * ╱ ╲ ╱ ╲ *
48 * ╳-1 ╳ 1 ╳ *
49 * ╱ ╲ ╱ ╲ ╱ ╲ *
50 * ╳-2 ╳ 0 ╳ 2 ╳ *
51 * ╲ ╱ ╲ ╱ ╲ ╱ *
52 * ╳-1 ╳ 1 ╳ *
53 * ╲ ╱ ╲ ╱ *
54 * ╳ 0 ╳ *
55 * ╲ ╱ *
56 * ╳ *
57 * \endverbatim
60 * Rows are horizontal sections of the viewport, also half a tile wide.
61 * This time the nothern most tile on the map defines 0 and
62 * everything south of that has a positive number.
65 #include "stdafx.h"
66 #include "core/math_func.hpp"
67 #include "core/smallvec_type.hpp"
68 #include "clear_map.h"
69 #include "tree_map.h"
70 #include "industry.h"
71 #include "smallmap_gui.h"
72 #include "smallmap_colours.h"
73 #include "table/tree_land.h"
74 #include "blitter/32bpp_base.hpp"
75 #include "landscape.h"
76 #include "viewport_func.h"
77 #include "station_base.h"
78 #include "waypoint_base.h"
79 #include "town.h"
80 #include "signs_base.h"
81 #include "signs_func.h"
82 #include "plans_base.h"
83 #include "plans_func.h"
84 #include "vehicle_base.h"
85 #include "vehicle_gui.h"
86 #include "blitter/factory.hpp"
87 #include "strings_func.h"
88 #include "zoom_func.h"
89 #include "overlay.h"
90 #include "overlay_cmd.h"
91 #include "vehicle_func.h"
92 #include "company_func.h"
93 #include "waypoint_func.h"
94 #include "window_func.h"
95 #include "tilehighlight_func.h"
96 #include "zoning.h"
97 #include "window_gui.h"
98 #include "linkgraph/linkgraph_gui.h"
99 #include "viewport_sprite_sorter.h"
100 #include "bridge_map.h"
101 #include "progress.h"
103 #include <map>
104 #include <vector>
105 #include <algorithm>
106 #include <tuple>
107 #include "depot_base.h"
108 #include "tunnelbridge_map.h"
109 #include "gui.h"
110 #include "core/container_func.hpp"
112 #include "table/strings.h"
113 #include "table/string_colours.h"
115 #include "safeguards.h"
117 Point _tile_fract_coords;
120 static const int MAX_TILE_EXTENT_LEFT = ZOOM_LVL_BASE * TILE_PIXELS; ///< Maximum left extent of tile relative to north corner.
121 static const int MAX_TILE_EXTENT_RIGHT = ZOOM_LVL_BASE * TILE_PIXELS; ///< Maximum right extent of tile relative to north corner.
122 static const int MAX_TILE_EXTENT_TOP = ZOOM_LVL_BASE * MAX_BUILDING_PIXELS; ///< Maximum top extent of tile relative to north corner (not considering bridges).
123 static const int MAX_TILE_EXTENT_BOTTOM = ZOOM_LVL_BASE * (TILE_PIXELS + 2 * TILE_HEIGHT); ///< Maximum bottom extent of tile relative to north corner (worst case: #SLOPE_STEEP_N).
125 struct StringSpriteToDraw {
126 StringID string;
127 Colours colour;
128 int32 x;
129 int32 y;
130 uint64 params[2];
131 uint16 width;
134 struct TileSpriteToDraw {
135 SpriteID image;
136 PaletteID pal;
137 const SubSprite *sub; ///< only draw a rectangular part of the sprite
138 int32 x; ///< screen X coordinate of sprite
139 int32 y; ///< screen Y coordinate of sprite
142 struct ChildScreenSpriteToDraw {
143 SpriteID image;
144 PaletteID pal;
145 const SubSprite *sub; ///< only draw a rectangular part of the sprite
146 int32 x;
147 int32 y;
148 int next; ///< next child to draw (-1 at the end)
151 /** Enumeration of multi-part foundations */
152 enum FoundationPart {
153 FOUNDATION_PART_NONE = 0xFF, ///< Neither foundation nor groundsprite drawn yet.
154 FOUNDATION_PART_NORMAL = 0, ///< First part (normal foundation or no foundation)
155 FOUNDATION_PART_HALFTILE = 1, ///< Second part (halftile foundation)
156 FOUNDATION_PART_END
160 * Mode of "sprite combining"
161 * @see StartSpriteCombine
163 enum SpriteCombineMode {
164 SPRITE_COMBINE_NONE, ///< Every #AddSortableSpriteToDraw start its own bounding box
165 SPRITE_COMBINE_PENDING, ///< %Sprite combining will start with the next unclipped sprite.
166 SPRITE_COMBINE_ACTIVE, ///< %Sprite combining is active. #AddSortableSpriteToDraw outputs child sprites.
169 typedef SmallVector<TileSpriteToDraw, 64> TileSpriteToDrawVector;
170 typedef SmallVector<StringSpriteToDraw, 4> StringSpriteToDrawVector;
171 typedef SmallVector<ParentSpriteToDraw, 64> ParentSpriteToDrawVector;
172 typedef SmallVector<ChildScreenSpriteToDraw, 16> ChildScreenSpriteToDrawVector;
174 typedef std::vector<std::pair<int, OrderType> > RankOrderTypeList;
175 typedef std::map<TileIndex, RankOrderTypeList> RouteStepsMap;
177 const uint max_rank_order_type_count = 10;
179 enum RailSnapMode {
180 RSM_NO_SNAP,
181 RSM_SNAP_TO_TILE,
182 RSM_SNAP_TO_RAIL,
186 * Snapping point for a track.
188 * Point where a track (rail/road/other) can be snapped to while selecting tracks with polyline
189 * tool (HT_POLY). Besides of x/y coordinates expressed in tile "units" it contains a set of
190 * allowed line directions.
192 struct LineSnapPoint : Point {
193 uint8 dirs; ///< Allowed line directions, set of #Direction bits.
196 typedef SmallVector<LineSnapPoint, 4> LineSnapPoints; ///< Set of snapping points
198 /** Coordinates of a polyline track made of 2 connected line segments. */
199 struct Polyline {
200 Point start; ///< The point where the first segment starts (as given in LineSnapPoint).
201 Direction first_dir; ///< Direction of the first line segment.
202 uint first_len; ///< Length of the first segment - number of track pieces.
203 Direction second_dir; ///< Direction of the second line segment.
204 uint second_len; ///< Length of the second segment - number of track pieces.
207 /** Data structure storing rendering information */
208 struct ViewportDrawer {
209 DrawPixelInfo dpi;
211 StringSpriteToDrawVector string_sprites_to_draw;
212 TileSpriteToDrawVector tile_sprites_to_draw;
213 ParentSpriteToDrawVector parent_sprites_to_draw;
214 ParentSpriteToSortVector parent_sprites_to_sort; ///< Parent sprite pointer array used for sorting
215 ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
216 TunnelBridgeToMapVector tunnel_to_map;
217 TunnelBridgeToMapVector bridge_to_map;
219 int *last_child;
221 SpriteCombineMode combine_sprites; ///< Current mode of "sprite combining". @see StartSpriteCombine
223 int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
224 FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
225 int *last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations. (index into child_screen_sprites_to_draw)
226 Point foundation_offset[FOUNDATION_PART_END]; ///< Pixel offset for ground sprites on the foundations.
229 static void MarkViewportDirty(const ViewPort * const vp, int left, int top, int right, int bottom);
230 static void MarkRouteStepDirty(RouteStepsMap::const_iterator cit);
231 static void MarkRouteStepDirty(const TileIndex tile, uint order_nr);
233 static DrawPixelInfo _dpi_for_text;
234 static ViewportDrawer _vd;
236 static std::vector<ViewPort *> _viewport_window_cache;
238 RouteStepsMap _vp_route_steps;
239 RouteStepsMap _vp_route_steps_last_mark_dirty;
240 uint _vp_route_step_width = 0;
241 uint _vp_route_step_height_top = 0;
242 uint _vp_route_step_height_middle = 0;
243 uint _vp_route_step_height_bottom = 0;
244 SubSprite _vp_route_step_subsprite;
246 struct DrawnPathRouteTileLine {
247 TileIndex from_tile;
248 TileIndex to_tile;
249 bool order_match;
251 bool operator==(const DrawnPathRouteTileLine &other) const
253 return std::tie(this->from_tile, this->to_tile, this->order_match) == std::tie(other.from_tile, other.to_tile, other.order_match);
256 bool operator!=(const DrawnPathRouteTileLine &other) const
258 return !(*this == other);
261 bool operator<(const DrawnPathRouteTileLine &other) const
263 return std::tie(this->from_tile, this->to_tile, this->order_match) < std::tie(other.from_tile, other.to_tile, other.order_match);
267 std::vector<DrawnPathRouteTileLine> _vp_route_paths;
268 std::vector<DrawnPathRouteTileLine> _vp_route_paths_last_mark_dirty;
270 static void MarkRoutePathsDirty(const std::vector<DrawnPathRouteTileLine> &lines);
272 TileHighlightData _thd;
273 static TileInfo *_cur_ti;
274 bool _draw_bounding_boxes = false;
275 bool _draw_dirty_blocks = false;
276 uint _dirty_block_colour = 0;
277 static VpSpriteSorter _vp_sprite_sorter = NULL;
279 const byte *_pal2trsp_remap_ptr = NULL;
281 static RailSnapMode _rail_snap_mode = RSM_NO_SNAP; ///< Type of rail track snapping (polyline tool).
282 static LineSnapPoints _tile_snap_points; ///< Tile to which a rail track will be snapped to (polyline tool).
283 static LineSnapPoints _rail_snap_points; ///< Set of points where a rail track will be snapped to (polyline tool).
284 static LineSnapPoint _current_snap_lock; ///< Start point and direction at which selected track is locked on currently (while dragging in polyline mode).
286 static RailSnapMode GetRailSnapMode();
287 static void SetRailSnapMode(RailSnapMode mode);
288 static TileIndex GetRailSnapTile();
289 static void SetRailSnapTile(TileIndex tile);
291 static Point MapXYZToViewport(const ViewPort *vp, int x, int y, int z)
293 Point p = RemapCoords(x, y, z);
294 p.x -= vp->virtual_width / 2;
295 p.y -= vp->virtual_height / 2;
296 return p;
299 void DeleteWindowViewport(Window *w)
301 if (w->viewport == NULL) return;
303 container_unordered_remove(_viewport_window_cache, w->viewport);
304 delete w->viewport->overlay;
305 delete w->viewport;
306 w->viewport = NULL;
310 * Initialize viewport of the window for use.
311 * @param w Window to use/display the viewport in
312 * @param x Offset of left edge of viewport with respect to left edge window \a w
313 * @param y Offset of top edge of viewport with respect to top edge window \a w
314 * @param width Width of the viewport
315 * @param height Height of the viewport
316 * @param follow_flags Flags controlling the viewport.
317 * - If bit 31 is set, the lower 20 bits are the vehicle that the viewport should follow.
318 * - If bit 31 is clear, it is a #TileIndex.
319 * @param zoom Zoomlevel to display
321 void InitializeWindowViewport(Window *w, int x, int y,
322 int width, int height, uint32 follow_flags, ZoomLevel zoom)
324 assert(w->viewport == NULL);
326 ViewportData *vp = new ViewportData();
328 vp->overlay = NULL;
329 vp->left = x + w->left;
330 vp->top = y + w->top;
331 vp->width = width;
332 vp->height = height;
334 vp->zoom = static_cast<ZoomLevel>(Clamp(zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
336 vp->virtual_left = 0;
337 vp->virtual_top = 0;
338 vp->virtual_width = ScaleByZoom(width, zoom);
339 vp->virtual_height = ScaleByZoom(height, zoom);
341 vp->map_type = VPMT_BEGIN;
343 Point pt;
345 if (follow_flags & 0x80000000) {
346 const Vehicle *veh;
348 vp->follow_vehicle = (VehicleID)(follow_flags & 0xFFFFF);
349 veh = Vehicle::Get(vp->follow_vehicle);
350 pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
351 MarkAllRoutePathsDirty(veh);
352 MarkAllRouteStepsDirty(veh);
353 } else {
354 uint x = TileX(follow_flags) * TILE_SIZE;
355 uint y = TileY(follow_flags) * TILE_SIZE;
357 vp->follow_vehicle = INVALID_VEHICLE;
358 pt = MapXYZToViewport(vp, x, y, GetSlopePixelZ(x, y));
361 vp->scrollpos_x = pt.x;
362 vp->scrollpos_y = pt.y;
363 vp->dest_scrollpos_x = pt.x;
364 vp->dest_scrollpos_y = pt.y;
366 w->viewport = vp;
367 _viewport_window_cache.push_back(vp);
370 static Point _vp_move_offs;
372 static void DoSetViewportPosition(const Window *w, int left, int top, int width, int height)
374 IncrementWindowUpdateNumber();
376 FOR_ALL_WINDOWS_FROM_BACK_FROM(w, w) {
377 if (left + width > w->left &&
378 w->left + w->width > left &&
379 top + height > w->top &&
380 w->top + w->height > top) {
382 if (left < w->left) {
383 DoSetViewportPosition(w, left, top, w->left - left, height);
384 DoSetViewportPosition(w, left + (w->left - left), top, width - (w->left - left), height);
385 return;
388 if (left + width > w->left + w->width) {
389 DoSetViewportPosition(w, left, top, (w->left + w->width - left), height);
390 DoSetViewportPosition(w, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height);
391 return;
394 if (top < w->top) {
395 DoSetViewportPosition(w, left, top, width, (w->top - top));
396 DoSetViewportPosition(w, left, top + (w->top - top), width, height - (w->top - top));
397 return;
400 if (top + height > w->top + w->height) {
401 DoSetViewportPosition(w, left, top, width, (w->top + w->height - top));
402 DoSetViewportPosition(w, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top));
403 return;
406 return;
411 int xo = _vp_move_offs.x;
412 int yo = _vp_move_offs.y;
414 if (abs(xo) >= width || abs(yo) >= height) {
415 /* fully_outside */
416 RedrawScreenRect(left, top, left + width, top + height);
417 return;
420 GfxScroll(left, top, width, height, xo, yo);
422 if (xo > 0) {
423 RedrawScreenRect(left, top, xo + left, top + height);
424 left += xo;
425 width -= xo;
426 } else if (xo < 0) {
427 RedrawScreenRect(left + width + xo, top, left + width, top + height);
428 width += xo;
431 if (yo > 0) {
432 RedrawScreenRect(left, top, width + left, top + yo);
433 } else if (yo < 0) {
434 RedrawScreenRect(left, top + height + yo, width + left, top + height);
439 static void SetViewportPosition(Window *w, int x, int y)
441 ViewPort *vp = w->viewport;
442 int old_left = vp->virtual_left;
443 int old_top = vp->virtual_top;
444 int i;
445 int left, top, width, height;
447 vp->virtual_left = x;
448 vp->virtual_top = y;
450 /* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
451 * else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
453 old_left = UnScaleByZoomLower(old_left, vp->zoom);
454 old_top = UnScaleByZoomLower(old_top, vp->zoom);
455 x = UnScaleByZoomLower(x, vp->zoom);
456 y = UnScaleByZoomLower(y, vp->zoom);
458 old_left -= x;
459 old_top -= y;
461 if (old_top == 0 && old_left == 0) return;
463 _vp_move_offs.x = old_left;
464 _vp_move_offs.y = old_top;
466 left = vp->left;
467 top = vp->top;
468 width = vp->width;
469 height = vp->height;
471 if (left < 0) {
472 width += left;
473 left = 0;
476 i = left + width - _screen.width;
477 if (i >= 0) width -= i;
479 if (width > 0) {
480 if (top < 0) {
481 height += top;
482 top = 0;
485 i = top + height - _screen.height;
486 if (i >= 0) height -= i;
488 if (height > 0) DoSetViewportPosition(w->z_front, left, top, width, height);
493 * Is a xy position inside the viewport of the window?
494 * @param w Window to examine its viewport
495 * @param x X coordinate of the xy position
496 * @param y Y coordinate of the xy position
497 * @return Pointer to the viewport if the xy position is in the viewport of the window,
498 * otherwise \c NULL is returned.
500 ViewPort *IsPtInWindowViewport(const Window *w, int x, int y)
502 ViewPort *vp = w->viewport;
504 if (vp != NULL &&
505 IsInsideMM(x, vp->left, vp->left + vp->width) &&
506 IsInsideMM(y, vp->top, vp->top + vp->height))
507 return vp;
509 return NULL;
513 * Translate screen coordinate in a viewport to a tile coordinate
514 * @param vp Viewport that contains the (\a x, \a y) screen coordinate
515 * @param x Screen x coordinate
516 * @param y Screen y coordinate
517 * @param clamp_to_map Clamp the coordinate outside of the map to the closest tile within the map.
518 * @return Tile coordinate
520 Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y, bool clamp_to_map)
522 Point pt;
523 int a, b;
524 int z;
526 if ( (uint)(x -= vp->left) >= (uint)vp->width ||
527 (uint)(y -= vp->top) >= (uint)vp->height) {
528 Point pt = {-1, -1};
529 return pt;
532 x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> (2 + ZOOM_LVL_SHIFT);
533 y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> (1 + ZOOM_LVL_SHIFT);
535 a = y - x;
536 b = y + x;
538 if (clamp_to_map) {
539 /* Bring the coordinates near to a valid range. This is mostly due to the
540 * tiles on the north side of the map possibly being drawn too high due to
541 * the extra height levels. So at the top we allow a number of extra tiles.
542 * This number is based on the tile height and pixels. */
543 int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
544 a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
545 b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
548 /* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
549 * Now find the Z-world coordinate by fix point iteration.
550 * This is a bit tricky because the tile height is non-continuous at foundations.
551 * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
552 * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
553 * So give it a z-malus of 4 in the first iterations.
555 z = 0;
557 int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
559 for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + max(z, 4) - 4, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, 4) - 4, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
560 for (int malus = 3; malus > 0; malus--) z = GetSlopePixelZ(Clamp(a + max(z, malus) - malus, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, malus) - malus, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
561 for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
563 if (clamp_to_map) {
564 pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
565 pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
566 } else {
567 pt.x = a + z;
568 pt.y = b + z;
571 return pt;
574 /* When used for zooming, check area below current coordinates (x,y)
575 * and return the tile of the zoomed out/in position (zoom_x, zoom_y)
576 * when you just want the tile, make x = zoom_x and y = zoom_y */
577 static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
579 Window *w;
580 ViewPort *vp;
581 Point pt;
583 if ( (w = FindWindowFromPt(x, y)) != NULL &&
584 (vp = IsPtInWindowViewport(w, x, y)) != NULL)
585 return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
587 pt.y = pt.x = -1;
588 return pt;
591 Point GetTileBelowCursor()
593 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
597 Point GetTileZoomCenterWindow(bool in, Window * w)
599 int x, y;
600 ViewPort *vp = w->viewport;
602 if (in) {
603 x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
604 y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
605 } else {
606 x = vp->width - (_cursor.pos.x - vp->left);
607 y = vp->height - (_cursor.pos.y - vp->top);
609 /* Get the tile below the cursor and center on the zoomed-out center */
610 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
614 * Update the status of the zoom-buttons according to the zoom-level
615 * of the viewport. This will update their status and invalidate accordingly
616 * @param w Window pointer to the window that has the zoom buttons
617 * @param vp pointer to the viewport whose zoom-level the buttons represent
618 * @param widget_zoom_in widget index for window with zoom-in button
619 * @param widget_zoom_out widget index for window with zoom-out button
621 void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
623 w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min);
624 w->SetWidgetDirty(widget_zoom_in);
626 w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max);
627 w->SetWidgetDirty(widget_zoom_out);
631 * Schedules a tile sprite for drawing.
633 * @param image the image to draw.
634 * @param pal the provided palette.
635 * @param x position x (world coordinates) of the sprite.
636 * @param y position y (world coordinates) of the sprite.
637 * @param z position z (world coordinates) of the sprite.
638 * @param sub Only draw a part of the sprite.
639 * @param extra_offs_x Pixel X offset for the sprite position.
640 * @param extra_offs_y Pixel Y offset for the sprite position.
642 static void AddTileSpriteToDraw(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub = NULL, int extra_offs_x = 0, int extra_offs_y = 0)
644 assert((image & SPRITE_MASK) < MAX_SPRITES);
646 TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
647 ts->image = image;
648 ts->pal = pal;
649 ts->sub = sub;
650 Point pt = RemapCoords(x, y, z);
651 ts->x = pt.x + extra_offs_x;
652 ts->y = pt.y + extra_offs_y;
656 * Adds a child sprite to the active foundation.
658 * The pixel offset of the sprite relative to the ParentSprite is the sum of the offset passed to OffsetGroundSprite() and extra_offs_?.
660 * @param image the image to draw.
661 * @param pal the provided palette.
662 * @param sub Only draw a part of the sprite.
663 * @param foundation_part Foundation part.
664 * @param extra_offs_x Pixel X offset for the sprite position.
665 * @param extra_offs_y Pixel Y offset for the sprite position.
667 static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
669 assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
670 assert(_vd.foundation[foundation_part] != -1);
671 Point offs = _vd.foundation_offset[foundation_part];
673 /* Change the active ChildSprite list to the one of the foundation */
674 int *old_child = _vd.last_child;
675 _vd.last_child = _vd.last_foundation_child[foundation_part];
677 AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false);
679 /* Switch back to last ChildSprite list */
680 _vd.last_child = old_child;
684 * Draws a ground sprite at a specific world-coordinate relative to the current tile.
685 * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
687 * @param image the image to draw.
688 * @param pal the provided palette.
689 * @param x position x (world coordinates) of the sprite relative to current tile.
690 * @param y position y (world coordinates) of the sprite relative to current tile.
691 * @param z position z (world coordinates) of the sprite relative to current tile.
692 * @param sub Only draw a part of the sprite.
693 * @param extra_offs_x Pixel X offset for the sprite position.
694 * @param extra_offs_y Pixel Y offset for the sprite position.
696 void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
698 /* Switch to first foundation part, if no foundation was drawn */
699 if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
701 if (_vd.foundation[_vd.foundation_part] != -1) {
702 Point pt = RemapCoords(x, y, z);
703 AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_LVL_BASE, pt.y + extra_offs_y * ZOOM_LVL_BASE);
704 } else {
705 AddTileSpriteToDraw(image, pal, _cur_ti->x + x, _cur_ti->y + y, _cur_ti->z + z, sub, extra_offs_x * ZOOM_LVL_BASE, extra_offs_y * ZOOM_LVL_BASE);
710 * Draws a ground sprite for the current tile.
711 * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
713 * @param image the image to draw.
714 * @param pal the provided palette.
715 * @param sub Only draw a part of the sprite.
716 * @param extra_offs_x Pixel X offset for the sprite position.
717 * @param extra_offs_y Pixel Y offset for the sprite position.
719 void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
721 DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
725 * Called when a foundation has been drawn for the current tile.
726 * Successive ground sprites for the current tile will be drawn as child sprites of the "foundation"-ParentSprite, not as TileSprites.
728 * @param x sprite x-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
729 * @param y sprite y-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
731 void OffsetGroundSprite(int x, int y)
733 /* Switch to next foundation part */
734 switch (_vd.foundation_part) {
735 case FOUNDATION_PART_NONE:
736 _vd.foundation_part = FOUNDATION_PART_NORMAL;
737 break;
738 case FOUNDATION_PART_NORMAL:
739 _vd.foundation_part = FOUNDATION_PART_HALFTILE;
740 break;
741 default: NOT_REACHED();
744 /* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
745 if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1;
747 _vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_LVL_BASE;
748 _vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_LVL_BASE;
749 _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
753 * Adds a child sprite to a parent sprite.
754 * In contrast to "AddChildSpriteScreen()" the sprite position is in world coordinates
756 * @param image the image to draw.
757 * @param pal the provided palette.
758 * @param x position x of the sprite.
759 * @param y position y of the sprite.
760 * @param z position z of the sprite.
761 * @param sub Only draw a part of the sprite.
763 static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub)
765 Point pt = RemapCoords(x, y, z);
766 const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
768 if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
769 pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
770 pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
771 pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
772 return;
774 const ParentSpriteToDraw *pstd = _vd.parent_sprites_to_draw.End() - 1;
775 AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub, false);
779 * Draw a (transparent) sprite at given coordinates with a given bounding box.
780 * 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.
781 * Bounding boxes with bb_offset_x == w or bb_offset_y == h or bb_offset_z == dz are allowed and produce thin slices.
783 * @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
784 * defined by the sprite offset in the grf file.
785 * However if modifying the sprite offsets is not suitable (e.g. when using existing graphics), the bounding box can be tuned by bb_offset.
787 * @pre w >= bb_offset_x, h >= bb_offset_y, dz >= bb_offset_z. Else w, h or dz are ignored.
789 * @param image the image to combine and draw,
790 * @param pal the provided palette,
791 * @param x position X (world) of the sprite,
792 * @param y position Y (world) of the sprite,
793 * @param w bounding box extent towards positive X (world),
794 * @param h bounding box extent towards positive Y (world),
795 * @param dz bounding box extent towards positive Z (world),
796 * @param z position Z (world) of the sprite,
797 * @param transparent if true, switch the palette between the provided palette and the transparent palette,
798 * @param bb_offset_x bounding box extent towards negative X (world),
799 * @param bb_offset_y bounding box extent towards negative Y (world),
800 * @param bb_offset_z bounding box extent towards negative Z (world)
801 * @param sub Only draw a part of the sprite.
803 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)
805 int32 left, right, top, bottom;
807 assert((image & SPRITE_MASK) < MAX_SPRITES);
809 /* make the sprites transparent with the right palette */
810 if (transparent) {
811 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
812 pal = PALETTE_TO_TRANSPARENT;
815 if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
816 AddCombinedSprite(image, pal, x, y, z, sub);
817 return;
820 _vd.last_child = NULL;
822 Point pt = RemapCoords(x, y, z);
823 int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
825 /* Compute screen extents of sprite */
826 if (image == SPR_EMPTY_BOUNDING_BOX) {
827 left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
828 right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
829 top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
830 bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
831 } else {
832 const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
833 left = tmp_left = (pt.x += spr->x_offs);
834 right = (pt.x + spr->width );
835 top = tmp_top = (pt.y += spr->y_offs);
836 bottom = (pt.y + spr->height);
839 if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
840 /* Compute maximal extents of sprite and its bounding box */
841 left = min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x);
842 right = max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1);
843 top = min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y);
844 bottom = max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1);
847 /* Do not add the sprite to the viewport, if it is outside */
848 if (left >= _vd.dpi.left + _vd.dpi.width ||
849 right <= _vd.dpi.left ||
850 top >= _vd.dpi.top + _vd.dpi.height ||
851 bottom <= _vd.dpi.top) {
852 return;
855 ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
856 ps->x = tmp_x;
857 ps->y = tmp_y;
859 ps->left = tmp_left;
860 ps->top = tmp_top;
862 ps->image = image;
863 ps->pal = pal;
864 ps->sub = sub;
865 ps->xmin = x + bb_offset_x;
866 ps->xmax = x + max(bb_offset_x, w) - 1;
868 ps->ymin = y + bb_offset_y;
869 ps->ymax = y + max(bb_offset_y, h) - 1;
871 ps->zmin = z + bb_offset_z;
872 ps->zmax = z + max(bb_offset_z, dz) - 1;
874 ps->comparison_done = false;
875 ps->first_child = -1;
877 _vd.last_child = &ps->first_child;
879 if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
883 * Starts a block of sprites, which are "combined" into a single bounding box.
885 * Subsequent calls to #AddSortableSpriteToDraw will be drawn into the same bounding box.
886 * That is: The first sprite that is not clipped by the viewport defines the bounding box, and
887 * the following sprites will be child sprites to that one.
889 * That implies:
890 * - The drawing order is definite. No other sprites will be sorted between those of the block.
891 * - You have to provide a valid bounding box for all sprites,
892 * as you won't know which one is the first non-clipped one.
893 * Preferable you use the same bounding box for all.
894 * - You cannot use #AddChildSpriteScreen inside the block, as its result will be indefinite.
896 * The block is terminated by #EndSpriteCombine.
898 * You cannot nest "combined" blocks.
900 void StartSpriteCombine()
902 assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
903 _vd.combine_sprites = SPRITE_COMBINE_PENDING;
907 * Terminates a block of sprites started by #StartSpriteCombine.
908 * Take a look there for details.
910 void EndSpriteCombine()
912 assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
913 _vd.combine_sprites = SPRITE_COMBINE_NONE;
917 * Check if the parameter "check" is inside the interval between
918 * begin and end, including both begin and end.
919 * @note Whether \c begin or \c end is the biggest does not matter.
920 * This method will account for that.
921 * @param begin The begin of the interval.
922 * @param end The end of the interval.
923 * @param check The value to check.
925 static bool IsInRangeInclusive(int begin, int end, int check)
927 if (begin > end) Swap(begin, end);
928 return begin <= check && check <= end;
932 * Checks whether a point is inside the selected rectangle given by _thd.size, _thd.pos and _thd.diagonal
933 * @param x The x coordinate of the point to be checked.
934 * @param y The y coordinate of the point to be checked.
935 * @return True if the point is inside the rectangle, else false.
937 static bool IsInsideSelectedRectangle(int x, int y)
939 if (!_thd.diagonal) {
940 return IsInsideBS(x, _thd.pos.x, _thd.size.x) && IsInsideBS(y, _thd.pos.y, _thd.size.y);
943 int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle.
944 int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative!
945 int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
946 int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
948 /* Check if a and b are between 0 and dist_a or dist_b respectively. */
949 return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
953 * Add a child sprite to a parent sprite.
955 * @param image the image to draw.
956 * @param pal the provided palette.
957 * @param x sprite x-offset (screen coordinates) relative to parent sprite.
958 * @param y sprite y-offset (screen coordinates) relative to parent sprite.
959 * @param transparent if true, switch the palette between the provided palette and the transparent palette,
960 * @param sub Only draw a part of the sprite.
962 void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
964 assert((image & SPRITE_MASK) < MAX_SPRITES);
966 /* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
967 if (_vd.last_child == NULL) return;
969 /* make the sprites transparent with the right palette */
970 if (transparent) {
971 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
972 pal = PALETTE_TO_TRANSPARENT;
975 *_vd.last_child = _vd.child_screen_sprites_to_draw.Length();
977 ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
978 cs->image = image;
979 cs->pal = pal;
980 cs->sub = sub;
981 cs->x = scale ? x * ZOOM_LVL_BASE : x;
982 cs->y = scale ? y * ZOOM_LVL_BASE : y;
983 cs->next = -1;
985 /* Append the sprite to the active ChildSprite list.
986 * If the active ParentSprite is a foundation, update last_foundation_child as well.
987 * Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
988 if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
989 if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
990 _vd.last_child = &cs->next;
993 static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, Colours colour, uint16 width)
995 assert(width != 0);
996 StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
997 ss->string = string;
998 ss->x = x;
999 ss->y = y;
1000 ss->params[0] = params_1;
1001 ss->params[1] = params_2;
1002 ss->width = width;
1003 ss->colour = colour;
1008 * Draws sprites between ground sprite and everything above.
1010 * The sprite is either drawn as TileSprite or as ChildSprite of the active foundation.
1012 * @param image the image to draw.
1013 * @param pal the provided palette.
1014 * @param ti TileInfo Tile that is being drawn
1015 * @param z_offset Z offset relative to the groundsprite. Only used for the sprite position, not for sprite sorting.
1016 * @param foundation_part Foundation part the sprite belongs to.
1018 static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
1020 /* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
1021 if (_vd.foundation[foundation_part] == -1) {
1022 /* draw on real ground */
1023 AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset);
1024 } else {
1025 /* draw on top of foundation */
1026 AddChildSpriteToFoundation(image, pal, NULL, foundation_part, 0, -z_offset * ZOOM_LVL_BASE);
1031 * Draws a selection rectangle on a tile.
1033 * @param ti TileInfo Tile that is being drawn
1034 * @param pal Palette to apply.
1036 static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
1038 if (!IsValidTile(ti->tile)) return;
1040 SpriteID sel;
1041 if (IsHalftileSlope(ti->tileh)) {
1042 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1043 SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
1044 DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE);
1046 Corner opposite_corner = OppositeCorner(halftile_corner);
1047 if (IsSteepSlope(ti->tileh)) {
1048 sel = SPR_HALFTILE_SELECTION_DOWN;
1049 } else {
1050 sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
1052 sel += opposite_corner;
1053 } else {
1054 sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
1056 DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL);
1059 static HighLightStyle GetPartOfAutoLine(int px, int py, const Point &selstart, const Point &selend, HighLightStyle dir)
1061 if (!IsInRangeInclusive(selstart.x & ~TILE_UNIT_MASK, selend.x & ~TILE_UNIT_MASK, px)) return HT_DIR_END;
1062 if (!IsInRangeInclusive(selstart.y & ~TILE_UNIT_MASK, selend.y & ~TILE_UNIT_MASK, py)) return HT_DIR_END;
1064 px -= selstart.x & ~TILE_UNIT_MASK;
1065 py -= selstart.y & ~TILE_UNIT_MASK;
1067 switch (dir) {
1068 case HT_DIR_X: return (py == 0) ? HT_DIR_X : HT_DIR_END;
1069 case HT_DIR_Y: return (px == 0) ? HT_DIR_Y : HT_DIR_END;
1070 case HT_DIR_HU: return (px == -py) ? HT_DIR_HU : (px == -py - (int)TILE_SIZE) ? HT_DIR_HL : HT_DIR_END;
1071 case HT_DIR_HL: return (px == -py) ? HT_DIR_HL : (px == -py + (int)TILE_SIZE) ? HT_DIR_HU : HT_DIR_END;
1072 case HT_DIR_VL: return (px == py) ? HT_DIR_VL : (px == py + (int)TILE_SIZE) ? HT_DIR_VR : HT_DIR_END;
1073 case HT_DIR_VR: return (px == py) ? HT_DIR_VR : (px == py - (int)TILE_SIZE) ? HT_DIR_VL : HT_DIR_END;
1074 default: NOT_REACHED(); break;
1077 return HT_DIR_END;
1080 #include "table/autorail.h"
1083 * Draws autorail highlights.
1085 * @param *ti TileInfo Tile that is being drawn
1086 * @param autorail_type \c HT_DIR_XXX, offset into _AutorailTilehSprite[][]
1087 * @param pal Palette to use, -1 to autodetect
1089 static void DrawAutorailSelection(const TileInfo *ti, HighLightStyle autorail_type, PaletteID pal = -1)
1091 SpriteID image;
1092 int offset;
1094 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
1095 Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
1096 if (IsHalftileSlope(ti->tileh)) {
1097 static const HighLightStyle _lower_rail[CORNER_END] = { HT_DIR_VR, HT_DIR_HU, HT_DIR_VL, HT_DIR_HL }; // CORNER_W, CORNER_S, CORNER_E, CORNER_N
1098 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1099 if (autorail_type != _lower_rail[halftile_corner]) {
1100 foundation_part = FOUNDATION_PART_HALFTILE;
1101 /* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
1102 autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
1106 assert(autorail_type < HT_DIR_END);
1107 offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
1108 if (offset >= 0) {
1109 image = SPR_AUTORAIL_BASE + offset;
1110 if (pal == (PaletteID)-1) pal = _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE;
1111 } else {
1112 image = SPR_AUTORAIL_BASE - offset;
1113 if (pal == (PaletteID)-1) pal = PALETTE_SEL_TILE_RED;
1116 DrawSelectionSprite(image, pal, ti, 7, foundation_part);
1120 * Checks if the specified tile is selected and if so draws selection using correct selectionstyle.
1121 * @param *ti TileInfo Tile that is being drawn
1123 static void DrawTileSelection(const TileInfo *ti)
1125 /* Draw a red error square? */
1126 bool is_redsq = _thd.redsq == ti->tile;
1127 if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
1129 switch (_thd.drawstyle & HT_DRAG_MASK) {
1130 default: break; // No tile selection active?
1132 case HT_RECT:
1133 if (!is_redsq) {
1134 if (IsInsideSelectedRectangle(ti->x, ti->y)) {
1135 DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
1136 } else if (_thd.outersize.x > 0 &&
1137 /* Check if it's inside the outer area? */
1138 IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
1139 IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
1140 /* Draw a blue rect. */
1141 DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
1144 break;
1146 case HT_POINT:
1147 if (IsInsideSelectedRectangle(ti->x, ti->y)) {
1148 /* Figure out the Z coordinate for the single dot. */
1149 int z = 0;
1150 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
1151 if (ti->tileh & SLOPE_N) {
1152 z += TILE_HEIGHT;
1153 if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT;
1155 if (IsHalftileSlope(ti->tileh)) {
1156 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1157 if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
1158 if (halftile_corner != CORNER_S) {
1159 foundation_part = FOUNDATION_PART_HALFTILE;
1160 if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
1163 DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti, z, foundation_part);
1165 break;
1167 case HT_RAIL:
1168 if (ti->tile == TileVirtXY(_thd.pos.x, _thd.pos.y)) {
1169 assert((_thd.drawstyle & HT_DIR_MASK) < HT_DIR_END);
1170 DrawAutorailSelection(ti, _thd.drawstyle & HT_DIR_MASK);
1172 break;
1174 case HT_LINE: {
1175 HighLightStyle type = GetPartOfAutoLine(ti->x, ti->y, _thd.selstart, _thd.selend, _thd.drawstyle & HT_DIR_MASK);
1176 if (type < HT_DIR_END) {
1177 DrawAutorailSelection(ti, type);
1178 } else if (_thd.dir2 < HT_DIR_END) {
1179 type = GetPartOfAutoLine(ti->x, ti->y, _thd.selstart2, _thd.selend2, _thd.dir2);
1180 if (type < HT_DIR_END) DrawAutorailSelection(ti, type, PALETTE_SEL_TILE_BLUE);
1182 break;
1188 * Returns the y coordinate in the viewport coordinate system where the given
1189 * tile is painted.
1190 * @param tile Any tile.
1191 * @return The viewport y coordinate where the tile is painted.
1193 static int GetViewportY(Point tile)
1195 /* Each increment in X or Y direction moves down by half a tile, i.e. TILE_PIXELS / 2. */
1196 return (tile.y * (int)(TILE_PIXELS / 2) + tile.x * (int)(TILE_PIXELS / 2) - TilePixelHeightOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT;
1200 * Add the landscape to the viewport, i.e. all ground tiles and buildings.
1202 static void ViewportAddLandscape()
1204 assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height);
1205 assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width);
1207 Point upper_left = InverseRemapCoords(_vd.dpi.left, _vd.dpi.top);
1208 Point upper_right = InverseRemapCoords(_vd.dpi.left + _vd.dpi.width, _vd.dpi.top);
1210 /* Transformations between tile coordinates and viewport rows/columns: See vp_column_row
1211 * column = y - x
1212 * row = x + y
1213 * x = (row - column) / 2
1214 * y = (row + column) / 2
1215 * Note: (row, columns) pairs are only valid, if they are both even or both odd.
1218 /* Columns overlap with neighbouring columns by a half tile.
1219 * - Left column is column of upper_left (rounded down) and one column to the left.
1220 * - Right column is column of upper_right (rounded up) and one column to the right.
1221 * Note: Integer-division does not round down for negative numbers, so ensure rounding with another increment/decrement.
1223 int left_column = (upper_left.y - upper_left.x) / (int)TILE_SIZE - 2;
1224 int right_column = (upper_right.y - upper_right.x) / (int)TILE_SIZE + 2;
1226 int potential_bridge_height = ZOOM_LVL_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height;
1228 /* Rows overlap with neighbouring rows by a half tile.
1229 * The first row that could possibly be visible is the row above upper_left (if it is at height 0).
1230 * Due to integer-division not rounding down for negative numbers, we need another decrement.
1232 int row = (upper_left.x + upper_left.y) / (int)TILE_SIZE - 2;
1233 bool last_row = false;
1234 for (; !last_row; row++) {
1235 last_row = true;
1236 for (int column = left_column; column <= right_column; column++) {
1237 /* Valid row/column? */
1238 if ((row + column) % 2 != 0) continue;
1240 Point tilecoord;
1241 tilecoord.x = (row - column) / 2;
1242 tilecoord.y = (row + column) / 2;
1243 assert(column == tilecoord.y - tilecoord.x);
1244 assert(row == tilecoord.y + tilecoord.x);
1246 TileType tile_type;
1247 TileInfo tile_info;
1248 _cur_ti = &tile_info;
1249 tile_info.x = tilecoord.x * TILE_SIZE; // FIXME tile_info should use signed integers
1250 tile_info.y = tilecoord.y * TILE_SIZE;
1252 if (IsInsideBS(tilecoord.x, 0, MapSizeX()) && IsInsideBS(tilecoord.y, 0, MapSizeY())) {
1253 /* This includes the south border at MapMaxX / MapMaxY. When terraforming we still draw tile selections there. */
1254 tile_info.tile = TileXY(tilecoord.x, tilecoord.y);
1255 tile_type = GetTileType(tile_info.tile);
1256 } else {
1257 tile_info.tile = INVALID_TILE;
1258 tile_type = MP_VOID;
1261 if (tile_type != MP_VOID) {
1262 /* We are inside the map => paint landscape. */
1263 tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z);
1264 } else {
1265 /* We are outside the map => paint black. */
1266 tile_info.tileh = GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y, &tile_info.z);
1269 int viewport_y = GetViewportY(tilecoord);
1271 if (viewport_y + MAX_TILE_EXTENT_BOTTOM < _vd.dpi.top) {
1272 /* The tile in this column is not visible yet.
1273 * Tiles in other columns may be visible, but we need more rows in any case. */
1274 last_row = false;
1275 continue;
1278 int min_visible_height = viewport_y - (_vd.dpi.top + _vd.dpi.height);
1279 bool tile_visible = min_visible_height <= 0;
1281 if (tile_type != MP_VOID) {
1282 /* Is tile with buildings visible? */
1283 if (min_visible_height < MAX_TILE_EXTENT_TOP) tile_visible = true;
1285 if (IsBridgeAbove(tile_info.tile)) {
1286 /* Is the bridge visible? */
1287 TileIndex bridge_tile = GetNorthernBridgeEnd(tile_info.tile);
1288 int bridge_height = ZOOM_LVL_BASE * (GetBridgePixelHeight(bridge_tile) - TilePixelHeight(tile_info.tile));
1289 if (min_visible_height < bridge_height + MAX_TILE_EXTENT_TOP) tile_visible = true;
1292 /* Would a higher bridge on a more southern tile be visible?
1293 * If yes, we need to loop over more rows to possibly find one. */
1294 if (min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
1295 } else {
1296 /* Outside of map. If we are on the north border of the map, there may still be a bridge visible,
1297 * so we need to loop over more rows to possibly find one. */
1298 if ((tilecoord.x <= 0 || tilecoord.y <= 0) && min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
1301 if (tile_visible) {
1302 last_row = false;
1303 _vd.foundation_part = FOUNDATION_PART_NONE;
1304 _vd.foundation[0] = -1;
1305 _vd.foundation[1] = -1;
1306 _vd.last_foundation_child[0] = NULL;
1307 _vd.last_foundation_child[1] = NULL;
1309 _tile_type_procs[tile_type]->draw_tile_proc(&tile_info);
1310 if (tile_info.tile != INVALID_TILE) {
1311 DrawTileSelection(&tile_info);
1312 DrawTileZoning(&tile_info);
1320 * Add a string to draw in the viewport
1321 * @param dpi current viewport area
1322 * @param small_from Zoomlevel from when the small font should be used
1323 * @param sign sign position and dimension
1324 * @param string_normal String for normal and 2x zoom level
1325 * @param string_small String for 4x and 8x zoom level
1326 * @param string_small_shadow Shadow string for 4x and 8x zoom level; or #STR_NULL if no shadow
1327 * @param colour colour of the sign background; or INVALID_COLOUR if transparent
1329 void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, uint64 params_1, uint64 params_2, Colours colour)
1331 bool small = dpi->zoom >= small_from;
1333 int left = dpi->left;
1334 int top = dpi->top;
1335 int right = left + dpi->width;
1336 int bottom = top + dpi->height;
1338 int sign_height = ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
1339 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
1341 if (bottom < sign->top ||
1342 top > sign->top + sign_height ||
1343 right < sign->center - sign_half_width ||
1344 left > sign->center + sign_half_width) {
1345 return;
1348 if (!small) {
1349 AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, params_1, params_2, colour, sign->width_normal);
1350 } else {
1351 int shadow_offset = 0;
1352 if (string_small_shadow != STR_NULL) {
1353 shadow_offset = 4;
1354 AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, params_1, params_2, INVALID_COLOUR, sign->width_small);
1356 AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, params_1, params_2,
1357 colour, sign->width_small | 0x8000);
1361 struct ViewportAddStringApproxBoundsChecker {
1362 int top;
1363 int bottom;
1365 ViewportAddStringApproxBoundsChecker(const DrawPixelInfo *dpi)
1367 this->top = dpi->top - ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
1368 this->bottom = dpi->top + dpi->height;
1371 bool IsSignMaybeOnScreen(const ViewportSign *sign) const
1373 return !(this->bottom < sign->top || this->top > sign->top);
1377 static void ViewportAddTownNames(DrawPixelInfo *dpi)
1379 if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES) || _game_mode == GM_MENU) return;
1381 ViewportAddStringApproxBoundsChecker checker(dpi);
1383 const Town *t;
1384 FOR_ALL_TOWNS(t) {
1385 if (!checker.IsSignMaybeOnScreen(&t->cache.sign)) continue;
1386 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &t->cache.sign,
1387 t->Label(), t->SmallLabel(), STR_VIEWPORT_TOWN_TINY_BLACK,
1388 t->index, t->cache.population);
1394 * Check whether to show a sign above a given station/waypoint.
1395 * @param st Pointer to the station/waypoint.
1396 * @return Whether the sign should be shown.
1398 static bool IsStationSignVisible(const BaseStation *st)
1400 /* Don't draw if the display options are disabled */
1401 return HasBit(_display_opt, Station::IsExpected(st) ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES) &&
1402 /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
1403 (HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) || _local_company == st->owner || st->owner == OWNER_NONE);
1407 static void ViewportAddStationNames(DrawPixelInfo *dpi)
1409 if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || _game_mode == GM_MENU) return;
1411 ViewportAddStringApproxBoundsChecker checker(dpi);
1413 const BaseStation *st;
1414 FOR_ALL_BASE_STATIONS(st) {
1415 if (!IsStationSignVisible(st)) continue;
1417 StringID str = Station::IsExpected(st) ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT;
1419 if (!checker.IsSignMaybeOnScreen(&st->sign)) continue;
1421 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &st->sign, str, str + 1, STR_NULL, st->index, st->facilities,
1422 (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
1427 static void ViewportAddSigns(DrawPixelInfo *dpi)
1429 /* Signs are turned off or are invisible */
1430 if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS)) return;
1432 ViewportAddStringApproxBoundsChecker checker(dpi);
1434 const Sign *si;
1435 FOR_ALL_SIGNS(si) {
1436 /* Don't draw if sign is owned by another company and competitor signs should be hidden.
1437 * Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt
1438 * companies can leave OWNER_NONE signs after them. */
1439 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
1441 if (!checker.IsSignMaybeOnScreen(&si->sign)) continue;
1443 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &si->sign,
1444 STR_WHITE_SIGN,
1445 (IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
1446 si->index, 0, (si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
1451 * Update the position of the viewport sign.
1452 * @param center the (preferred) center of the viewport sign
1453 * @param top the new top of the sign
1454 * @param str the string to show in the sign
1455 * @param str_small the string to show when zoomed out. STR_NULL means same as \a str
1457 void ViewportSign::UpdatePosition(int center, int top, StringID str, StringID str_small)
1459 if (this->width_normal != 0) this->MarkDirty();
1461 this->top = top;
1463 char buffer[DRAW_STRING_BUFFER];
1465 GetString(buffer, str, lastof(buffer));
1466 this->width_normal = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT;
1467 this->center = center;
1469 /* zoomed out version */
1470 if (str_small != STR_NULL) {
1471 GetString(buffer, str_small, lastof(buffer));
1473 this->width_small = VPSM_LEFT + Align(GetStringBoundingBox(buffer, FS_SMALL).width, 2) + VPSM_RIGHT;
1475 this->MarkDirty();
1479 * Mark the sign dirty in all viewports.
1480 * @param maxzoom Maximum %ZoomLevel at which the text is visible.
1482 * @ingroup dirty
1484 void ViewportSign::MarkDirty(ZoomLevel maxzoom) const
1486 Rect zoomlevels[ZOOM_LVL_COUNT];
1488 for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
1489 /* FIXME: This doesn't switch to width_small when appropriate. */
1490 zoomlevels[zoom].left = this->center - ScaleByZoom(this->width_normal / 2 + 1, zoom);
1491 zoomlevels[zoom].top = this->top - ScaleByZoom(1, zoom);
1492 zoomlevels[zoom].right = this->center + ScaleByZoom(this->width_normal / 2 + 1, zoom);
1493 zoomlevels[zoom].bottom = this->top + ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM + 1, zoom);
1496 for (ViewPort *vp : _viewport_window_cache) {
1497 if (vp->zoom <= maxzoom) {
1498 Rect &zl = zoomlevels[vp->zoom];
1499 MarkViewportDirty(vp, zl.left, zl.top, zl.right, zl.bottom);
1504 static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
1506 const TileSpriteToDraw *tsend = tstdv->End();
1507 for (const TileSpriteToDraw *ts = tstdv->Begin(); ts != tsend; ++ts) {
1508 DrawSpriteViewport(ts->image, ts->pal, ts->x, ts->y, ts->sub);
1512 /** This fallback sprite checker always exists. */
1513 static bool ViewportSortParentSpritesChecker()
1515 return true;
1518 /** Sort parent sprites pointer array */
1519 static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
1521 ParentSpriteToDraw **psdvend = psdv->End();
1522 ParentSpriteToDraw **psd = psdv->Begin();
1523 while (psd != psdvend) {
1524 ParentSpriteToDraw *ps = *psd;
1526 if (ps->comparison_done) {
1527 psd++;
1528 continue;
1531 ps->comparison_done = true;
1533 for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
1534 ParentSpriteToDraw *ps2 = *psd2;
1536 if (ps2->comparison_done) continue;
1538 /* Decide which comparator to use, based on whether the bounding
1539 * boxes overlap
1541 if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
1542 ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
1543 ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
1544 /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
1545 * the screen and with higher Z elevation, are drawn in front.
1546 * Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
1547 * i.e. X=(left+right)/2, etc.
1548 * However, since we only care about order, don't actually divide / 2
1550 if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
1551 ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
1552 continue;
1554 } else {
1555 /* We only change the order, if it is definite.
1556 * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
1557 * That is: If one partial order says ps behind ps2, do not change the order.
1559 if (ps->xmax < ps2->xmin ||
1560 ps->ymax < ps2->ymin ||
1561 ps->zmax < ps2->zmin) {
1562 continue;
1566 /* Move ps2 in front of ps */
1567 ParentSpriteToDraw *temp = ps2;
1568 for (ParentSpriteToDraw **psd3 = psd2; psd3 > psd; psd3--) {
1569 *psd3 = *(psd3 - 1);
1571 *psd = temp;
1576 static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
1578 const ParentSpriteToDraw * const *psd_end = psd->End();
1579 for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1580 const ParentSpriteToDraw *ps = *it;
1581 if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub);
1583 int child_idx = ps->first_child;
1584 while (child_idx >= 0) {
1585 const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx);
1586 child_idx = cs->next;
1587 DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
1593 * Draws the bounding boxes of all ParentSprites
1594 * @param psd Array of ParentSprites
1596 static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
1598 const ParentSpriteToDraw * const *psd_end = psd->End();
1599 for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1600 const ParentSpriteToDraw *ps = *it;
1601 Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
1602 Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
1603 Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
1604 Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner
1606 DrawBox( pt1.x, pt1.y,
1607 pt2.x - pt1.x, pt2.y - pt1.y,
1608 pt3.x - pt1.x, pt3.y - pt1.y,
1609 pt4.x - pt1.x, pt4.y - pt1.y);
1613 static void ViewportMapStoreBridgeTunnel(const ViewPort * const vp, const TileIndex tile)
1615 extern LegendAndColour _legend_land_owners[NUM_NO_COMPANY_ENTRIES + MAX_COMPANIES + 1];
1616 extern uint _company_to_list_pos[MAX_COMPANIES];
1618 /* No need to bother for hidden things */
1619 const bool tile_is_tunnel = IsTunnel(tile);
1620 if (tile_is_tunnel) {
1621 if (!_settings_client.gui.show_tunnels_on_map) return;
1622 } else {
1623 if (!_settings_client.gui.show_bridges_on_map) return;
1626 const Owner o = GetTileOwner(tile);
1628 if (o < MAX_COMPANIES && !_legend_land_owners[_company_to_list_pos[o]].show_on_map) return;
1630 /* Check if already stored */
1631 TunnelBridgeToMapVector * const tbtmv = tile_is_tunnel ? &_vd.tunnel_to_map : &_vd.bridge_to_map;
1632 TunnelBridgeToMap *tbtm = tbtmv->Begin();
1633 const TunnelBridgeToMap * const tbtm_end = tbtmv->End();
1634 while (tbtm != tbtm_end) {
1635 if (tile == tbtm->from_tile || tile == tbtm->to_tile) return;
1636 tbtm++;
1639 /* It's a new one, add it to the list */
1640 tbtm = tbtmv->Append();
1641 TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
1643 /* ensure deterministic ordering, to avoid render flicker */
1644 if (other_end > tile) {
1645 tbtm->from_tile = other_end;
1646 tbtm->to_tile = tile;
1647 } else {
1648 tbtm->from_tile = tile;
1649 tbtm->to_tile = other_end;
1653 void ViewportMapClearTunnelCache()
1655 _vd.tunnel_to_map.Clear();
1658 void ViewportMapInvalidateTunnelCacheByTile(const TileIndex tile)
1660 TunnelBridgeToMapVector * const tbtmv = &_vd.tunnel_to_map;
1661 for (TunnelBridgeToMap *tbtm = tbtmv->Begin(); tbtm != tbtmv->End(); tbtm++) {
1662 if (tbtm->from_tile == tile || tbtm->to_tile == tile) {
1663 tbtmv->Erase(tbtm);
1664 tbtm--;
1670 * Draw/colour the blocks that have been redrawn.
1672 static void ViewportDrawDirtyBlocks()
1674 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1675 const DrawPixelInfo *dpi = _cur_dpi;
1676 void *dst;
1677 int right = UnScaleByZoom(dpi->width, dpi->zoom);
1678 int bottom = UnScaleByZoom(dpi->height, dpi->zoom);
1680 int colour = _string_colourmap[_dirty_block_colour & 0xF];
1682 dst = dpi->dst_ptr;
1684 byte bo = UnScaleByZoom(dpi->left + dpi->top, dpi->zoom) & 1;
1685 do {
1686 for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour);
1687 dst = blitter->MoveTo(dst, 0, 1);
1688 } while (--bottom > 0);
1691 static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv)
1693 const StringSpriteToDraw *ssend = sstdv->End();
1694 for (const StringSpriteToDraw *ss = sstdv->Begin(); ss != ssend; ++ss) {
1695 TextColour colour = TC_BLACK;
1696 bool small = HasBit(ss->width, 15);
1697 int w = GB(ss->width, 0, 15);
1698 int x = UnScaleByZoom(ss->x, zoom);
1699 int y = UnScaleByZoom(ss->y, zoom);
1700 int h = VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM;
1702 SetDParam(0, ss->params[0]);
1703 SetDParam(1, ss->params[1]);
1705 if (ss->colour != INVALID_COLOUR) {
1706 /* Do not draw signs nor station names if they are set invisible */
1707 if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue;
1709 if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) {
1710 /* Don't draw the rectangle.
1711 * Real colours need the TC_IS_PALETTE_COLOUR flag.
1712 * Otherwise colours from _string_colourmap are assumed. */
1713 colour = (TextColour)_colour_gradient[ss->colour][6] | TC_IS_PALETTE_COLOUR;
1714 } else {
1715 /* Draw the rectangle if 'transparent station signs' is off,
1716 * or if we are drawing a general text sign (STR_WHITE_SIGN). */
1717 DrawFrameRect(
1718 x, y, x + w, y + h, ss->colour,
1719 IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE
1724 DrawString(x + VPSM_LEFT, x + w - 1 - VPSM_RIGHT, y + VPSM_TOP, ss->string, colour, SA_HOR_CENTER);
1728 static inline Vehicle *GetVehicleFromWindow(Window *w)
1730 if (w) {
1731 WindowClass wc = w->window_class;
1732 WindowNumber wn = w->window_number;
1734 if (wc == WC_DROPDOWN_MENU) GetParentWindowInfo(w, wc, wn);
1736 switch (wc) {
1737 case WC_VEHICLE_VIEW:
1738 case WC_VEHICLE_ORDERS:
1739 case WC_VEHICLE_TIMETABLE:
1740 case WC_VEHICLE_DETAILS:
1741 case WC_VEHICLE_REFIT:
1742 case WC_VEHICLE_CARGO_TYPE_LOAD_ORDERS:
1743 case WC_VEHICLE_CARGO_TYPE_UNLOAD_ORDERS:
1744 if (wn != INVALID_VEHICLE) return Vehicle::Get(wn);
1745 break;
1746 default:
1747 break;
1750 return NULL;
1753 static inline TileIndex GetLastValidOrderLocation(const Vehicle *veh)
1755 Order *order;
1756 TileIndex tmp, result = INVALID_TILE;
1757 FOR_VEHICLE_ORDERS(veh, order) {
1758 switch (order->GetType()) {
1759 case OT_GOTO_STATION:
1760 case OT_GOTO_WAYPOINT:
1761 case OT_IMPLICIT:
1762 case OT_GOTO_DEPOT:
1763 tmp = order->GetLocation(veh, veh->type == VEH_AIRCRAFT);
1764 if (tmp != INVALID_TILE) result = tmp;
1765 break;
1766 default:
1767 break;
1770 return result;
1773 static inline Order *GetFinalOrder(const Vehicle *veh, Order *order)
1775 auto original_order = order;
1777 while (order->IsType(OT_CONDITIONAL)) {
1778 order = veh->GetOrder(order->GetConditionSkipToOrder());
1780 if (original_order == order) return nullptr;
1782 return order;
1785 static bool ViewportMapPrepareVehicleRoute(const Vehicle * const veh)
1787 if (!veh) return false;
1789 if (_vp_route_paths.size() == 0) {
1790 TileIndex from_tile = GetLastValidOrderLocation(veh);
1791 if (from_tile == INVALID_TILE) return false;
1793 Order *order;
1794 FOR_VEHICLE_ORDERS(veh, order) {
1795 Order *final_order = GetFinalOrder(veh, order);
1796 if (final_order == nullptr) continue;
1797 const TileIndex to_tile = final_order->GetLocation(veh, veh->type == VEH_AIRCRAFT);
1798 if (to_tile == INVALID_TILE) continue;
1800 DrawnPathRouteTileLine path = { from_tile, to_tile, (final_order == order) };
1801 if (path.from_tile > path.to_tile) std::swap(path.from_tile, path.to_tile);
1802 _vp_route_paths.push_back(path);
1804 const OrderType ot = order->GetType();
1805 if (ot == OT_GOTO_STATION || ot == OT_GOTO_DEPOT || ot == OT_GOTO_WAYPOINT || ot == OT_IMPLICIT) from_tile = to_tile;
1807 // remove duplicate lines
1808 std::sort(_vp_route_paths.begin(), _vp_route_paths.end());
1809 _vp_route_paths.erase(std::unique(_vp_route_paths.begin(), _vp_route_paths.end()), _vp_route_paths.end());
1811 return true;
1814 /** Draw the route of a vehicle. */
1815 static void ViewportMapDrawVehicleRoute(const ViewPort *vp)
1817 const Vehicle *veh = GetVehicleFromWindow(_focused_window);
1819 if (!veh) {
1820 if (!_vp_route_paths.empty()) {
1821 // make sure we remove any leftover paths
1822 MarkRoutePathsDirty(_vp_route_paths);
1823 _vp_route_paths.clear();
1824 _vp_route_paths_last_mark_dirty.clear();
1825 DEBUG(misc, 1, "ViewportMapDrawVehicleRoute: redrawing dirty paths 0");
1827 return;
1830 switch (_settings_client.gui.show_vehicle_route) {
1831 /* case 0: return; // No */
1832 case 1: { // Simple
1833 if (!ViewportMapPrepareVehicleRoute(veh)) {
1834 if (!_vp_route_paths.empty()) {
1835 // make sure we remove any leftover paths
1836 MarkRoutePathsDirty(_vp_route_paths);
1837 _vp_route_paths.clear();
1838 DEBUG(misc, 1, "ViewportMapDrawVehicleRoute: redrawing dirty paths 1");
1840 return;
1843 DrawPixelInfo *old_dpi = _cur_dpi;
1844 _cur_dpi = &_dpi_for_text;
1846 for (const auto &iter : _vp_route_paths) {
1847 const Point from_pt = RemapCoords2(TileX(iter.from_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(iter.from_tile) * TILE_SIZE + TILE_SIZE / 2);
1848 const int from_x = UnScaleByZoom(from_pt.x, vp->zoom);
1849 const int from_y = UnScaleByZoom(from_pt.y, vp->zoom);
1851 const Point to_pt = RemapCoords2(TileX(iter.to_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(iter.to_tile) * TILE_SIZE + TILE_SIZE / 2);
1852 const int to_x = UnScaleByZoom(to_pt.x, vp->zoom);
1853 const int to_y = UnScaleByZoom(to_pt.y, vp->zoom);
1855 int line_width = 3;
1856 if (_settings_client.gui.dash_level_of_route_lines == 0) {
1857 GfxDrawLine(from_x, from_y, to_x, to_y, PC_BLACK, 3, _settings_client.gui.dash_level_of_route_lines);
1858 line_width = 1;
1860 GfxDrawLine(from_x, from_y, to_x, to_y, iter.order_match ? PC_WHITE : PC_YELLOW, line_width, _settings_client.gui.dash_level_of_route_lines);
1863 if (_vp_route_paths_last_mark_dirty != _vp_route_paths) {
1864 // make sure we're not drawing a partial path
1865 MarkRoutePathsDirty(_vp_route_paths);
1866 _vp_route_paths_last_mark_dirty = _vp_route_paths;
1867 DEBUG(misc, 1, "ViewportMapDrawVehicleRoute: redrawing dirty paths 2");
1870 _cur_dpi = old_dpi;
1871 break;
1876 static inline void DrawRouteStep(const ViewPort * const vp, const TileIndex tile, const RankOrderTypeList list)
1878 if (tile == INVALID_TILE) return;
1879 const uint step_count = list.size() > max_rank_order_type_count ? 1 : list.size();
1880 const Point pt = RemapCoords2(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2);
1881 const int x = UnScaleByZoomLower(pt.x - _vd.dpi.left, _vd.dpi.zoom) - (_vp_route_step_width / 2);
1882 const int char_height = GetCharacterHeight(FS_SMALL) + 1;
1883 const int rsth = _vp_route_step_height_top + (int)step_count * char_height + _vp_route_step_height_bottom;
1884 const int y = UnScaleByZoomLower(pt.y - _vd.dpi.top, _vd.dpi.zoom) - rsth;
1886 /* Draw the background. */
1887 DrawSprite(SPR_ROUTE_STEP_TOP, PAL_NONE, _cur_dpi->left + x, _cur_dpi->top + y);
1888 uint y2 = y + _vp_route_step_height_top;
1890 for (uint r = step_count; r != 0; r--, y2 += char_height) {
1891 DrawSprite(SPR_ROUTE_STEP_MIDDLE, PAL_NONE, _cur_dpi->left + x, _cur_dpi->top + y2, &_vp_route_step_subsprite);
1894 DrawSprite(SPR_ROUTE_STEP_BOTTOM, PAL_NONE, _cur_dpi->left + x, _cur_dpi->top + y2);
1895 SpriteID s = SPR_ROUTE_STEP_BOTTOM_SHADOW;
1896 DrawSprite(SetBit(s, PALETTE_MODIFIER_TRANSPARENT), PALETTE_TO_TRANSPARENT, _cur_dpi->left + x, _cur_dpi->top + y2);
1898 /* Fill with the data. */
1899 DrawPixelInfo *old_dpi = _cur_dpi;
1900 y2 = y + _vp_route_step_height_top;
1901 _cur_dpi = &_dpi_for_text;
1903 if (list.size() > max_rank_order_type_count) {
1904 /* Write order overflow item */
1905 SetDParam(0, list.size());
1906 DrawString(_dpi_for_text.left + x, _dpi_for_text.left + x + _vp_route_step_width - 1, _dpi_for_text.top + y2,
1907 STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_OVERFLOW, TC_FROMSTRING, SA_CENTER, false, FS_SMALL);
1908 } else {
1909 for (RankOrderTypeList::const_iterator cit = list.begin(); cit != list.end(); cit++, y2 += char_height) {
1910 bool ok = true;
1911 switch (cit->second) {
1912 case OT_GOTO_STATION:
1913 SetDParam(1, STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_STATION);
1914 break;
1915 case OT_GOTO_DEPOT:
1916 SetDParam(1, STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_DEPOT);
1917 break;
1918 case OT_GOTO_WAYPOINT:
1919 SetDParam(1, STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_WAYPOINT);
1920 break;
1921 case OT_IMPLICIT:
1922 SetDParam(1, STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_IMPLICIT);
1923 break;
1924 default: // OT_NOTHING OT_LOADING OT_LEAVESTATION OT_DUMMY OT_CONDITIONAL
1925 ok = false;
1926 break;
1928 if (ok) {
1929 /* Write order's info */
1930 SetDParam(0, cit->first);
1931 DrawString(_dpi_for_text.left + x, _dpi_for_text.left + x + _vp_route_step_width - 1, _dpi_for_text.top + y2,
1932 STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP, TC_FROMSTRING, SA_CENTER, false, FS_SMALL);
1936 _cur_dpi = old_dpi;
1939 static bool ViewportPrepareVehicleRouteSteps(const Vehicle * const veh)
1941 if (!veh) return false;
1943 if (_vp_route_steps.size() == 0) {
1944 /* Prepare data. */
1945 Order *order;
1946 int order_rank = 0;
1947 FOR_VEHICLE_ORDERS(veh, order) {
1948 const TileIndex tile = order->GetLocation(veh, veh->type == VEH_AIRCRAFT);
1949 order_rank++;
1950 if (tile == INVALID_TILE) continue;
1951 _vp_route_steps[tile].push_back(std::pair<int, OrderType>(order_rank, order->GetType()));
1955 return true;
1958 /** Draw the route steps of a vehicle. */
1959 static void ViewportDrawVehicleRouteSteps(const ViewPort * const vp)
1961 const Vehicle * const veh = GetVehicleFromWindow(_focused_window);
1962 if (veh && ViewportPrepareVehicleRouteSteps(veh)) {
1963 if (_vp_route_steps != _vp_route_steps_last_mark_dirty) {
1964 for (RouteStepsMap::const_iterator cit = _vp_route_steps.begin(); cit != _vp_route_steps.end(); cit++) {
1965 MarkRouteStepDirty(cit);
1967 _vp_route_steps_last_mark_dirty = _vp_route_steps;
1970 for (RouteStepsMap::const_iterator cit = _vp_route_steps.begin(); cit != _vp_route_steps.end(); cit++) {
1971 DrawRouteStep(vp, cit->first, cit->second);
1976 void ViewportDrawPlans(const ViewPort *vp)
1978 DrawPixelInfo *old_dpi = _cur_dpi;
1979 _cur_dpi = &_dpi_for_text;
1981 Plan *p;
1982 FOR_ALL_PLANS(p) {
1983 if (!p->IsVisible()) continue;
1984 for (PlanLineVector::iterator it = p->lines.begin(); it != p->lines.end(); it++) {
1985 PlanLine *pl = *it;
1986 if (!pl->visible) continue;
1987 for (uint i = 1; i < pl->tiles.size(); i++) {
1988 const TileIndex from_tile = pl->tiles[i - 1];
1989 const Point from_pt = RemapCoords2(TileX(from_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(from_tile) * TILE_SIZE + TILE_SIZE / 2);
1990 const int from_x = UnScaleByZoom(from_pt.x, vp->zoom);
1991 const int from_y = UnScaleByZoom(from_pt.y, vp->zoom);
1993 const TileIndex to_tile = pl->tiles[i];
1994 const Point to_pt = RemapCoords2(TileX(to_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(to_tile) * TILE_SIZE + TILE_SIZE / 2);
1995 const int to_x = UnScaleByZoom(to_pt.x, vp->zoom);
1996 const int to_y = UnScaleByZoom(to_pt.y, vp->zoom);
1998 GfxDrawLine(from_x, from_y, to_x, to_y, PC_BLACK, 3);
1999 if (pl->focused) {
2000 GfxDrawLine(from_x, from_y, to_x, to_y, PC_RED, 1);
2002 else {
2003 GfxDrawLine(from_x, from_y, to_x, to_y, PC_WHITE, 1);
2009 if (_current_plan && _current_plan->temp_line->tiles.size() > 1) {
2010 for (uint i = 1; i < _current_plan->temp_line->tiles.size(); i++) {
2011 const TileIndex from_tile = _current_plan->temp_line->tiles[i - 1];
2012 const Point from_pt = RemapCoords2(TileX(from_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(from_tile) * TILE_SIZE + TILE_SIZE / 2);
2013 const int from_x = UnScaleByZoom(from_pt.x, vp->zoom);
2014 const int from_y = UnScaleByZoom(from_pt.y, vp->zoom);
2016 const TileIndex to_tile = _current_plan->temp_line->tiles[i];
2017 const Point to_pt = RemapCoords2(TileX(to_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(to_tile) * TILE_SIZE + TILE_SIZE / 2);
2018 const int to_x = UnScaleByZoom(to_pt.x, vp->zoom);
2019 const int to_y = UnScaleByZoom(to_pt.y, vp->zoom);
2021 GfxDrawLine(from_x, from_y, to_x, to_y, PC_WHITE, 3, 1);
2025 _cur_dpi = old_dpi;
2028 #define SLOPIFY_COLOUR(tile, height, vF, vW, vS, vE, vN, action) { \
2029 if (show_slope) { \
2030 const Slope slope = GetTileSlope((tile), (height)); \
2031 switch (slope) { \
2032 case SLOPE_FLAT: \
2033 case SLOPE_ELEVATED: \
2034 action (vF); break; \
2035 default: { \
2036 switch (slope & SLOPE_EW) { \
2037 case SLOPE_W: action (vW); break; \
2038 case SLOPE_E: action (vE); break; \
2039 default: action (slope & SLOPE_S) ? (vS) : (vN); break; \
2041 break; \
2044 } else { \
2045 action (vF); \
2048 #define RETURN_SLOPIFIED_COLOUR(tile, height, colour, colour_light, colour_dark) SLOPIFY_COLOUR(tile, height, colour, colour_light, colour_dark, colour_dark, colour_light, return)
2049 #define ASSIGN_SLOPIFIED_COLOUR(tile, height, colour, colour_light, colour_dark, to_var) SLOPIFY_COLOUR(tile, height, colour, colour_light, colour_dark, colour_dark, colour_light, to_var =)
2050 #define GET_SLOPE_INDEX(slope_index) SLOPIFY_COLOUR(tile, NULL, 0, 1, 2, 3, 4, slope_index =)
2052 #define COL8TO32(x) _cur_palette.palette[x].data
2053 #define COLOUR_FROM_INDEX(x) ((const uint8 *)&(x))[colour_index]
2054 #define IS32(x) (is_32bpp ? COL8TO32(x) : (x))
2056 /* Variables containing Colour if 32bpp or palette index if 8bpp. */
2057 uint32 _vp_map_vegetation_clear_colours[16][6][8]; ///< [Slope][ClearGround][Multi (see LoadClearGroundMainColours())]
2058 uint32 _vp_map_vegetation_tree_colours[5][MAX_TREE_COUNT_BY_LANDSCAPE]; ///< [TreeGround][max of _tree_count_by_landscape]
2059 uint32 _vp_map_water_colour[5]; ///< [Slope]
2061 static inline uint ViewportMapGetColourIndexMulti(const TileIndex tile, const ClearGround cg)
2063 switch (cg) {
2064 case CLEAR_GRASS:
2065 case CLEAR_SNOW:
2066 case CLEAR_DESERT:
2067 return GetClearDensity(tile);
2068 case CLEAR_ROUGH:
2069 return GB(TileX(tile) ^ TileY(tile), 4, 3);
2070 case CLEAR_ROCKS:
2071 return TileHash(TileX(tile), TileY(tile)) & 1;
2072 case CLEAR_FIELDS:
2073 return GetFieldType(tile) & 7;
2074 default: NOT_REACHED();
2078 static const ClearGround _treeground_to_clearground[5] = {
2079 CLEAR_GRASS, // TREE_GROUND_GRASS
2080 CLEAR_ROUGH, // TREE_GROUND_ROUGH
2081 CLEAR_SNOW, // TREE_GROUND_SNOW_DESERT, make it +1 if _settings_game.game_creation.landscape == LT_TROPIC
2082 CLEAR_GRASS, // TREE_GROUND_SHORE
2083 CLEAR_SNOW, // TREE_GROUND_ROUGH_SNOW, make it +1 if _settings_game.game_creation.landscape == LT_TROPIC
2086 template <bool is_32bpp, bool show_slope>
2087 static inline uint32 ViewportMapGetColourVegetation(const TileIndex tile, TileType t, const uint colour_index)
2089 uint32 colour;
2090 switch (t) {
2091 case MP_CLEAR: {
2092 Slope slope = show_slope ? (Slope)(GetTileSlope(tile, NULL) & 15) : SLOPE_FLAT;
2093 uint multi;
2094 ClearGround cg = GetClearGround(tile);
2095 if (cg == CLEAR_FIELDS && colour_index & 1) {
2096 cg = CLEAR_GRASS;
2097 multi = 1;
2099 else multi = ViewportMapGetColourIndexMulti(tile, cg);
2100 return _vp_map_vegetation_clear_colours[slope][cg][multi];
2103 case MP_INDUSTRY:
2104 colour = IsTileForestIndustry(tile) ? (colour_index & 1 ? PC_GREEN : 0x7B) : GREY_SCALE(3);
2105 break;
2107 case MP_TREES: {
2108 const TreeGround tg = GetTreeGround(tile);
2109 const uint td = GetTreeDensity(tile);
2110 if (IsTransparencySet(TO_TREES)) {
2111 ClearGround cg = _treeground_to_clearground[tg];
2112 if (cg == CLEAR_SNOW && _settings_game.game_creation.landscape == LT_TROPIC) cg = CLEAR_DESERT;
2113 Slope slope = show_slope ? (Slope)(GetTileSlope(tile, NULL) & 15) : SLOPE_FLAT;
2114 uint32 ground_colour = _vp_map_vegetation_clear_colours[slope][cg][td];
2116 if (IsInvisibilitySet(TO_TREES)) {
2117 /* Like ground. */
2118 return ground_colour;
2121 /* Take ground and make it darker. */
2122 if (is_32bpp) {
2123 return Blitter_32bppBase::MakeTransparent(ground_colour, 192, 256).data;
2125 else {
2126 /* 8bpp transparent snow trees give blue. Definitely don't want that. Prefer grey. */
2127 if (cg == CLEAR_SNOW && td > 1) return GREY_SCALE(13 - GetTreeCount(tile));
2128 return _pal2trsp_remap_ptr[ground_colour];
2131 else {
2132 if (tg == TREE_GROUND_SNOW_DESERT || tg == TREE_GROUND_ROUGH_SNOW) {
2133 return _vp_map_vegetation_clear_colours[colour_index][_settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW][td];
2135 else {
2136 const uint rnd = min(GetTreeCount(tile) ^ (((tile & 3) ^ (TileY(tile) & 3)) * td), MAX_TREE_COUNT_BY_LANDSCAPE - 1);
2137 return _vp_map_vegetation_tree_colours[tg][rnd];
2142 case MP_WATER:
2143 if (is_32bpp) {
2144 uint slope_index = 0;
2145 if (GetWaterTileType(tile) != WATER_TILE_COAST) GET_SLOPE_INDEX(slope_index);
2146 return _vp_map_water_colour[slope_index];
2148 /* FALL THROUGH */
2150 default:
2151 colour = ApplyMask(MKCOLOUR_XXXX(GREY_SCALE(3)), &_smallmap_vehicles_andor[t]);
2152 colour = COLOUR_FROM_INDEX(colour);
2153 break;
2156 if (is_32bpp) {
2157 return COL8TO32(colour);
2159 else {
2160 if (show_slope) ASSIGN_SLOPIFIED_COLOUR(tile, NULL, colour, _lighten_colour[colour], _darken_colour[colour], colour);
2161 return colour;
2165 template <bool is_32bpp, bool show_slope>
2166 static inline uint32 ViewportMapGetColourIndustries(const TileIndex tile, const TileType t, const uint colour_index)
2168 extern LegendAndColour _legend_from_industries[NUM_INDUSTRYTYPES + 1];
2169 extern uint _industry_to_list_pos[NUM_INDUSTRYTYPES];
2170 extern bool _smallmap_show_heightmap;
2172 TileType t2 = t;
2173 if (t == MP_INDUSTRY) {
2174 /* If industry is allowed to be seen, use its colour on the map. */
2175 const IndustryType it = Industry::GetByTile(tile)->type;
2176 if (_legend_from_industries[_industry_to_list_pos[it]].show_on_map)
2177 return IS32(GetIndustrySpec(it)->map_colour);
2178 /* Otherwise, return the colour which will make it disappear. */
2179 t2 = IsTileOnWater(tile) ? MP_WATER : MP_CLEAR;
2182 if (is_32bpp && t2 == MP_WATER) {
2183 uint slope_index = 0;
2184 if (t != MP_INDUSTRY && GetWaterTileType(tile) != WATER_TILE_COAST) GET_SLOPE_INDEX(slope_index); ///< Ignore industry on water not shown on map.
2185 return _vp_map_water_colour[slope_index];
2188 const int h = TileHeight(tile);
2189 const SmallMapColourScheme * const cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour];
2190 const uint32 colours = ApplyMask(_smallmap_show_heightmap ? cs->height_colours[h] : cs->default_colour, &_smallmap_vehicles_andor[t2]);
2191 uint32 colour = COLOUR_FROM_INDEX(colours);
2193 if (show_slope) ASSIGN_SLOPIFIED_COLOUR(tile, NULL, colour, _lighten_colour[colour], _darken_colour[colour], colour);
2195 return IS32(colour);
2198 template <bool is_32bpp, bool show_slope>
2199 static inline uint32 ViewportMapGetColourOwner(const TileIndex tile, TileType t, const uint colour_index)
2201 extern LegendAndColour _legend_land_owners[NUM_NO_COMPANY_ENTRIES + MAX_COMPANIES + 1];
2202 extern uint _company_to_list_pos[MAX_COMPANIES];
2204 switch (t) {
2205 case MP_INDUSTRY: return IS32(PC_DARK_GREY);
2206 case MP_HOUSE: return IS32(colour_index & 1 ? PC_DARK_RED : GREY_SCALE(3));
2207 default: break;
2210 const Owner o = GetTileOwner(tile);
2211 if ((o < MAX_COMPANIES && !_legend_land_owners[_company_to_list_pos[o]].show_on_map) || o == OWNER_NONE || o == OWNER_WATER) {
2212 if (t == MP_WATER) {
2213 if (is_32bpp) {
2214 uint slope_index = 0;
2215 if (GetWaterTileType(tile) != WATER_TILE_COAST) GET_SLOPE_INDEX(slope_index);
2216 return _vp_map_water_colour[slope_index];
2218 else {
2219 return PC_WATER;
2223 const int h = TileHeight(tile);
2224 uint32 colour = COLOUR_FROM_INDEX(_heightmap_schemes[_settings_client.gui.smallmap_land_colour].height_colours[h]);
2225 if (show_slope) ASSIGN_SLOPIFIED_COLOUR(tile, NULL, colour, _lighten_colour[colour], _darken_colour[colour], colour);
2226 return IS32(colour);
2229 else if (o == OWNER_TOWN) {
2230 return IS32(t == MP_ROAD ? (colour_index & 1 ? PC_BLACK : GREY_SCALE(3)) : PC_DARK_RED);
2233 /* Train stations are sometimes hard to spot.
2234 * So we give the player a hint by mixing his colour with black. */
2235 uint32 colour = _legend_land_owners[_company_to_list_pos[o]].colour;
2236 if (t != MP_STATION) {
2237 if (show_slope) ASSIGN_SLOPIFIED_COLOUR(tile, NULL, colour, _lighten_colour[colour], _darken_colour[colour], colour);
2239 else {
2240 if (GetStationType(tile) == STATION_RAIL) colour = colour_index & 1 ? colour : PC_BLACK;
2242 if (is_32bpp) return COL8TO32(colour);
2243 return colour;
2246 static inline void ViewportMapStoreBridgeAboveTile(const ViewPort * const vp, const TileIndex tile)
2248 /* No need to bother for hidden things */
2249 if (!_settings_client.gui.show_bridges_on_map) return;
2251 /* Check existing stored bridges */
2252 TunnelBridgeToMap *tbtm = _vd.bridge_to_map.Begin();
2253 TunnelBridgeToMap *tbtm_end = _vd.bridge_to_map.End();
2254 for (; tbtm != tbtm_end; ++tbtm) {
2255 if (!IsBridge(tbtm->from_tile)) continue;
2257 TileIndex from = tbtm->from_tile;
2258 TileIndex to = tbtm->to_tile;
2259 if (TileX(from) == TileX(to) && TileX(from) == TileX(tile)) {
2260 if (TileY(from) > TileY(to)) std::swap(from, to);
2261 if (TileY(from) <= TileY(tile) && TileY(tile) <= TileY(to)) return; /* already covered */
2263 else if (TileY(from) == TileY(to) && TileY(from) == TileY(tile)) {
2264 if (TileX(from) > TileX(to)) std::swap(from, to);
2265 if (TileX(from) <= TileX(tile) && TileX(tile) <= TileX(to)) return; /* already covered */
2269 ViewportMapStoreBridgeTunnel(vp, GetSouthernBridgeEnd(tile));
2272 static inline TileIndex ViewportMapGetMostSignificantTileType(const ViewPort * const vp, const TileIndex from_tile, TileType * const tile_type)
2274 if (vp->zoom <= ZOOM_LVL_OUT_128X || !_settings_client.gui.viewport_map_scan_surroundings) {
2275 const TileType ttype = GetTileType(from_tile);
2276 /* Store bridges and tunnels. */
2277 if (ttype != MP_TUNNELBRIDGE) {
2278 *tile_type = ttype;
2279 if (IsBridgeAbove(from_tile)) ViewportMapStoreBridgeAboveTile(vp, from_tile);
2281 else {
2282 ViewportMapStoreBridgeTunnel(vp, from_tile);
2283 switch (GetTunnelBridgeTransportType(from_tile)) {
2284 case TRANSPORT_RAIL: *tile_type = MP_RAILWAY; break;
2285 case TRANSPORT_ROAD: *tile_type = MP_ROAD; break;
2286 default: *tile_type = MP_WATER; break;
2289 return from_tile;
2292 const uint8 length = (vp->zoom - ZOOM_LVL_OUT_128X) * 2;
2293 TileArea tile_area = TileArea(from_tile, length, length);
2294 tile_area.ClampToMap();
2296 /* Find the most important tile of the area. */
2297 TileIndex result = from_tile;
2298 uint importance = 0;
2299 TILE_AREA_LOOP_WITH_PREFETCH(tile, tile_area) {
2300 const TileType ttype = GetTileType(tile);
2301 const uint tile_importance = _tiletype_importance[ttype];
2302 if (tile_importance > importance) {
2303 importance = tile_importance;
2304 result = tile;
2306 if (ttype != MP_TUNNELBRIDGE && IsBridgeAbove(tile)) {
2307 ViewportMapStoreBridgeAboveTile(vp, tile);
2311 /* Store bridges and tunnels. */
2312 *tile_type = GetTileType(result);
2313 if (*tile_type == MP_TUNNELBRIDGE) {
2314 ViewportMapStoreBridgeTunnel(vp, result);
2315 switch (GetTunnelBridgeTransportType(result)) {
2316 case TRANSPORT_RAIL: *tile_type = MP_RAILWAY; break;
2317 case TRANSPORT_ROAD: *tile_type = MP_ROAD; break;
2318 default: *tile_type = MP_WATER; break;
2322 return result;
2325 /** Get the colour of a tile, can be 32bpp RGB or 8bpp palette index. */
2326 template <bool is_32bpp, bool show_slope>
2327 uint32 ViewportMapGetColour(const ViewPort * const vp, uint x, uint y, const uint colour_index)
2329 if (!(IsInsideMM(x, TILE_SIZE, MapMaxX() * TILE_SIZE - 1) &&
2330 IsInsideMM(y, TILE_SIZE, MapMaxY() * TILE_SIZE - 1)))
2331 return 0;
2333 /* Very approximative but fast way to get the tile when taking Z into account. */
2334 const TileIndex tile_tmp = TileVirtXY(x, y);
2335 const uint z = TileHeight(tile_tmp) * 4;
2336 TileIndex tile = TileVirtXY(x + z, y + z);
2337 if (tile >= MapSize()) return 0;
2338 if (_settings_game.construction.freeform_edges) {
2339 /* tile_tmp and tile must be from the same side,
2340 * otherwise it's an approximation erroneous case
2341 * that leads to a graphic glitch below south west border.
2343 if (TileX(tile_tmp) > (MapSizeX() - (MapSizeX() / 8)))
2344 if ((TileX(tile_tmp) < (MapSizeX() / 2)) != (TileX(tile) < (MapSizeX() / 2)))
2345 return 0;
2347 TileType tile_type = MP_VOID;
2348 tile = ViewportMapGetMostSignificantTileType(vp, tile, &tile_type);
2349 if (tile_type == MP_VOID) return 0;
2351 /* Return the colours. */
2352 switch (vp->map_type) {
2353 default: return ViewportMapGetColourOwner<is_32bpp, show_slope>(tile, tile_type, colour_index);
2354 case VPMT_INDUSTRY: return ViewportMapGetColourIndustries<is_32bpp, show_slope>(tile, tile_type, colour_index);
2355 case VPMT_VEGETATION: return ViewportMapGetColourVegetation<is_32bpp, show_slope>(tile, tile_type, colour_index);
2359 /* Taken from http://stereopsis.com/doubleblend.html, PixelBlend() is faster than ComposeColourRGBANoCheck() */
2360 static inline void PixelBlend(uint32 * const d, const uint32 s)
2362 const uint32 a = (s >> 24) + 1;
2363 const uint32 dstrb = *d & 0xFF00FF;
2364 const uint32 dstg = *d & 0xFF00;
2365 const uint32 srcrb = s & 0xFF00FF;
2366 const uint32 srcg = s & 0xFF00;
2367 uint32 drb = srcrb - dstrb;
2368 uint32 dg = srcg - dstg;
2369 drb *= a;
2370 dg *= a;
2371 drb >>= 8;
2372 dg >>= 8;
2373 uint32 rb = (drb + dstrb) & 0xFF00FF;
2374 uint32 g = (dg + dstg) & 0xFF00;
2375 *d = rb | g;
2378 /** Draw the bounding boxes of the scrolling viewport (right-clicked and dragged) */
2379 static void ViewportMapDrawScrollingViewportBox(const ViewPort * const vp)
2381 if (_scrolling_viewport && _scrolling_viewport->viewport) {
2382 const ViewPort * const vp_scrolling = _scrolling_viewport->viewport;
2383 if (vp_scrolling->zoom < ZOOM_LVL_DRAW_MAP) {
2384 /* Check intersection of dpi and vp_scrolling */
2385 const int mask = ScaleByZoom(-1, vp->zoom);
2386 const int vp_scrolling_virtual_top_mask = vp_scrolling->virtual_top & mask;
2387 const int vp_scrolling_virtual_bottom_mask = (vp_scrolling->virtual_top + vp_scrolling->virtual_height) & mask;
2388 const int t_inter = max(vp_scrolling_virtual_top_mask, _vd.dpi.top);
2389 const int b_inter = min(vp_scrolling_virtual_bottom_mask, _vd.dpi.top + _vd.dpi.height);
2390 if (t_inter < b_inter) {
2391 const int vp_scrolling_virtual_left_mask = vp_scrolling->virtual_left & mask;
2392 const int vp_scrolling_virtual_right_mask = (vp_scrolling->virtual_left + vp_scrolling->virtual_width) & mask;
2393 const int l_inter = max(vp_scrolling_virtual_left_mask, _vd.dpi.left);
2394 const int r_inter = min(vp_scrolling_virtual_right_mask, _vd.dpi.left + _vd.dpi.width);
2395 if (l_inter < r_inter) {
2396 /* OK, so we can draw something that tells where the scrolling viewport is */
2397 Blitter * const blitter = BlitterFactory::GetCurrentBlitter();
2398 const int w_inter = UnScaleByZoom(r_inter - l_inter, vp->zoom);
2399 const int h_inter = UnScaleByZoom(b_inter - t_inter, vp->zoom);
2400 const int x = UnScaleByZoom(l_inter - _vd.dpi.left, vp->zoom);
2401 const int y = UnScaleByZoom(t_inter - _vd.dpi.top, vp->zoom);
2403 /* If asked, with 32bpp we can do some blending */
2404 if (_settings_client.gui.show_scrolling_viewport_on_map >= 2 && blitter->GetScreenDepth() == 32)
2405 for (int j = y; j < y + h_inter; j++)
2406 for (int i = x; i < x + w_inter; i++)
2407 PixelBlend((uint32*)blitter->MoveTo(_vd.dpi.dst_ptr, i, j), 0x40FCFCFC);
2409 /* Draw area contour */
2410 if (_settings_client.gui.show_scrolling_viewport_on_map != 2) {
2411 if (t_inter == vp_scrolling_virtual_top_mask)
2412 for (int i = x; i < x + w_inter; i += 2)
2413 blitter->SetPixel(_vd.dpi.dst_ptr, i, y, PC_WHITE);
2414 if (b_inter == vp_scrolling_virtual_bottom_mask)
2415 for (int i = x; i < x + w_inter; i += 2)
2416 blitter->SetPixel(_vd.dpi.dst_ptr, i, y + h_inter, PC_WHITE);
2417 if (l_inter == vp_scrolling_virtual_left_mask)
2418 for (int j = y; j < y + h_inter; j += 2)
2419 blitter->SetPixel(_vd.dpi.dst_ptr, x, j, PC_WHITE);
2420 if (r_inter == vp_scrolling_virtual_right_mask)
2421 for (int j = y; j < y + h_inter; j += 2)
2422 blitter->SetPixel(_vd.dpi.dst_ptr, x + w_inter, j, PC_WHITE);
2430 uint32 *_vp_map_line; ///< Buffer for drawing the map of a viewport.
2432 static void ViewportMapDrawBridgeTunnel(const ViewPort * const vp, const TunnelBridgeToMap * const tbtm, const int z,
2433 const bool is_tunnel, const int w, const int h, Blitter * const blitter)
2435 extern LegendAndColour _legend_land_owners[NUM_NO_COMPANY_ENTRIES + MAX_COMPANIES + 1];
2436 extern uint _company_to_list_pos[MAX_COMPANIES];
2438 TileIndex tile = tbtm->from_tile;
2439 const Owner o = GetTileOwner(tile);
2440 if (o < MAX_COMPANIES && !_legend_land_owners[_company_to_list_pos[o]].show_on_map) return;
2442 uint8 colour;
2443 if (vp->map_type == VPMT_OWNER && _settings_client.gui.use_owner_colour_for_tunnelbridge && o < MAX_COMPANIES) {
2444 colour = _legend_land_owners[_company_to_list_pos[o]].colour;
2445 colour = is_tunnel ? _darken_colour[colour] : _lighten_colour[colour];
2447 else {
2448 colour = is_tunnel ? PC_BLACK : PC_VERY_LIGHT_YELLOW;
2451 TileIndexDiff delta = TileOffsByDiagDir(GetTunnelBridgeDirection(tile));
2452 for (; tile != tbtm->to_tile; tile += delta) { // For each tile
2453 const Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, z);
2454 const int x = UnScaleByZoomLower(pt.x - _vd.dpi.left, _vd.dpi.zoom);
2455 if (IsInsideMM(x, 0, w)) {
2456 const int y = UnScaleByZoomLower(pt.y - _vd.dpi.top, _vd.dpi.zoom);
2457 if (IsInsideMM(y, 0, h)) blitter->SetPixel(_vd.dpi.dst_ptr, x, y, colour);
2462 /** Draw the map on a viewport. */
2463 template <bool is_32bpp, bool show_slope>
2464 void ViewportMapDraw(const ViewPort * const vp)
2466 assert(vp != NULL);
2467 Blitter * const blitter = BlitterFactory::GetCurrentBlitter();
2469 SmallMapWindow::RebuildColourIndexIfNecessary();
2471 /* Index of colour: _green_map_heights[] contains blocks of 4 colours, say ABCD
2472 * For a XXXY colour block to render nicely, follow the model:
2473 * line 1: ABCDABCDABCD
2474 * line 2: CDABCDABCDAB
2475 * line 3: ABCDABCDABCD
2476 * => colour_index_base's second bit is changed every new line.
2478 const int sx = UnScaleByZoomLower(_vd.dpi.left, _vd.dpi.zoom);
2479 const int sy = UnScaleByZoomLower(_vd.dpi.top, _vd.dpi.zoom);
2480 const uint line_padding = 2 * (sy & 1);
2481 uint colour_index_base = (sx + line_padding) & 3;
2483 const int incr_a = (1 << (vp->zoom - 2)) / ZOOM_LVL_BASE;
2484 const int incr_b = (1 << (vp->zoom - 1)) / ZOOM_LVL_BASE;
2485 const int a = (_vd.dpi.left >> 2) / ZOOM_LVL_BASE;
2486 int b = (_vd.dpi.top >> 1) / ZOOM_LVL_BASE;
2487 const int w = UnScaleByZoom(_vd.dpi.width, vp->zoom);
2488 const int h = UnScaleByZoom(_vd.dpi.height, vp->zoom);
2489 int j = 0;
2491 /* Render base map. */
2492 do { // For each line
2493 int i = w;
2494 uint colour_index = colour_index_base;
2495 colour_index_base ^= 2;
2496 uint32 *vp_map_line_ptr32 = _vp_map_line;
2497 uint8 *vp_map_line_ptr8 = (uint8*)_vp_map_line;
2498 int c = b - a;
2499 int d = b + a;
2500 do { // For each pixel of a line
2501 if (is_32bpp) {
2502 *vp_map_line_ptr32 = ViewportMapGetColour<is_32bpp, show_slope>(vp, c, d, colour_index);
2503 vp_map_line_ptr32++;
2505 else {
2506 *vp_map_line_ptr8 = (uint8)ViewportMapGetColour<is_32bpp, show_slope>(vp, c, d, colour_index);
2507 vp_map_line_ptr8++;
2509 colour_index = ++colour_index & 3;
2510 c -= incr_a;
2511 d += incr_a;
2512 } while (--i);
2513 if (is_32bpp) {
2514 blitter->SetLine32(_vd.dpi.dst_ptr, 0, j, _vp_map_line, w);
2516 else {
2517 blitter->SetLine(_vd.dpi.dst_ptr, 0, j, (uint8*)_vp_map_line, w);
2519 b += incr_b;
2520 } while (++j < h);
2522 /* Render tunnels */
2523 if (_settings_client.gui.show_tunnels_on_map && _vd.tunnel_to_map.Length() != 0) {
2524 const TunnelBridgeToMap * const tbtm_end = _vd.tunnel_to_map.End();
2525 for (const TunnelBridgeToMap *tbtm = _vd.tunnel_to_map.Begin(); tbtm != tbtm_end; tbtm++) { // For each tunnel
2526 const int tunnel_z = GetTileZ(tbtm->from_tile) * TILE_HEIGHT;
2527 const Point pt_from = RemapCoords(TileX(tbtm->from_tile) * TILE_SIZE, TileY(tbtm->from_tile) * TILE_SIZE, tunnel_z);
2528 const Point pt_to = RemapCoords(TileX(tbtm->to_tile) * TILE_SIZE, TileY(tbtm->to_tile) * TILE_SIZE, tunnel_z);
2530 /* check if tunnel is wholly outside redrawing area */
2531 const int x_from = UnScaleByZoomLower(pt_from.x - _vd.dpi.left, _vd.dpi.zoom);
2532 const int x_to = UnScaleByZoomLower(pt_to.x - _vd.dpi.left, _vd.dpi.zoom);
2533 if ((x_from < 0 && x_to < 0) || (x_from > w && x_to > w)) continue;
2534 const int y_from = UnScaleByZoomLower(pt_from.y - _vd.dpi.top, _vd.dpi.zoom);
2535 const int y_to = UnScaleByZoomLower(pt_to.y - _vd.dpi.top, _vd.dpi.zoom);
2536 if ((y_from < 0 && y_to < 0) || (y_from > h && y_to > h)) continue;
2538 ViewportMapDrawBridgeTunnel(vp, tbtm, tunnel_z, true, w, h, blitter);
2542 /* Render bridges */
2543 if (_settings_client.gui.show_bridges_on_map && _vd.bridge_to_map.Length() != 0) {
2544 const TunnelBridgeToMap * const tbtm_end = _vd.bridge_to_map.End();
2545 for (const TunnelBridgeToMap *tbtm = _vd.bridge_to_map.Begin(); tbtm != tbtm_end; tbtm++) { // For each bridge
2546 ViewportMapDrawBridgeTunnel(vp, tbtm, (GetBridgeHeight(tbtm->from_tile) - 1) * TILE_HEIGHT, false, w, h, blitter);
2551 void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom)
2553 DrawPixelInfo *old_dpi = _cur_dpi;
2554 _cur_dpi = &_vd.dpi;
2556 _vd.dpi.zoom = vp->zoom;
2557 int mask = ScaleByZoom(-1, vp->zoom);
2559 _vd.combine_sprites = SPRITE_COMBINE_NONE;
2561 _vd.dpi.width = (right - left) & mask;
2562 _vd.dpi.height = (bottom - top) & mask;
2563 _vd.dpi.left = left & mask;
2564 _vd.dpi.top = top & mask;
2565 _vd.dpi.pitch = old_dpi->pitch;
2566 _vd.last_child = NULL;
2568 int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
2569 int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
2571 _vd.dpi.dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
2573 _dpi_for_text = _vd.dpi;
2574 _dpi_for_text.left = UnScaleByZoom(_dpi_for_text.left, _dpi_for_text.zoom);
2575 _dpi_for_text.top = UnScaleByZoom(_dpi_for_text.top, _dpi_for_text.zoom);
2576 _dpi_for_text.width = UnScaleByZoom(_dpi_for_text.width, _dpi_for_text.zoom);
2577 _dpi_for_text.height = UnScaleByZoom(_dpi_for_text.height, _dpi_for_text.zoom);
2578 _dpi_for_text.zoom = ZOOM_LVL_NORMAL;
2580 if (vp->zoom >= ZOOM_LVL_DRAW_MAP) {
2581 /* Here the rendering is like smallmap. */
2582 if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 32) {
2583 if (_settings_client.gui.show_slopes_on_viewport_map) ViewportMapDraw<true, true>(vp);
2584 else ViewportMapDraw<true, false>(vp);
2586 else {
2587 _pal2trsp_remap_ptr = IsTransparencySet(TO_TREES) ? GetNonSprite(GB(PALETTE_TO_TRANSPARENT, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1 : NULL;
2588 if (_settings_client.gui.show_slopes_on_viewport_map) ViewportMapDraw<false, true>(vp);
2589 else ViewportMapDraw<false, false>(vp);
2591 ViewportMapDrawVehicles(&_vd.dpi);
2592 if (_scrolling_viewport && _settings_client.gui.show_scrolling_viewport_on_map) ViewportMapDrawScrollingViewportBox(vp);
2593 if (vp->zoom < ZOOM_LVL_OUT_256X) ViewportAddTownNames(&_vd.dpi);
2595 else {
2596 /* Classic rendering. */
2597 ViewportAddLandscape();
2598 ViewportAddVehicles(&_vd.dpi);
2600 ViewportAddTownNames(&_vd.dpi);
2601 ViewportAddStationNames(&_vd.dpi);
2602 ViewportAddSigns(&_vd.dpi);
2604 DrawTextEffects(&_vd.dpi);
2606 if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
2608 ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
2609 for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
2610 *_vd.parent_sprites_to_sort.Append() = it;
2613 _vp_sprite_sorter(&_vd.parent_sprites_to_sort);
2614 ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
2616 if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
2618 if (_draw_dirty_blocks) ViewportDrawDirtyBlocks();
2620 DrawPixelInfo dp = _vd.dpi;
2621 ZoomLevel zoom = _vd.dpi.zoom;
2622 dp.zoom = ZOOM_LVL_NORMAL;
2623 dp.width = UnScaleByZoom(dp.width, zoom);
2624 dp.height = UnScaleByZoom(dp.height, zoom);
2625 _cur_dpi = &dp;
2627 if (vp->overlay != NULL && vp->overlay->GetCargoMask() != 0 && vp->overlay->GetCompanyMask() != 0) {
2628 /* translate to window coordinates */
2629 dp.left = x;
2630 dp.top = y;
2631 vp->overlay->Draw(&dp);
2634 if (_settings_client.gui.show_vehicle_route) ViewportMapDrawVehicleRoute(vp);
2635 if (_vd.string_sprites_to_draw.Length() != 0) {
2636 /* translate to world coordinates */
2637 dp.left = UnScaleByZoom(_vd.dpi.left, zoom);
2638 dp.top = UnScaleByZoom(_vd.dpi.top, zoom);
2639 ViewportDrawStrings(zoom, &_vd.string_sprites_to_draw);
2641 if (_settings_client.gui.show_vehicle_route_steps) ViewportDrawVehicleRouteSteps(vp);
2642 ViewportDrawPlans(vp);
2644 _cur_dpi = old_dpi;
2646 _vd.bridge_to_map.Clear();
2647 _vd.string_sprites_to_draw.Clear();
2648 _vd.tile_sprites_to_draw.Clear();
2649 _vd.parent_sprites_to_draw.Clear();
2650 _vd.parent_sprites_to_sort.Clear();
2651 _vd.child_screen_sprites_to_draw.Clear();
2655 * Make sure we don't draw a too big area at a time.
2656 * If we do, the sprite sorter will run into major performance problems and the sprite memory may overflow.
2658 static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
2660 if ((vp->zoom < ZOOM_LVL_DRAW_MAP) && (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000 * ZOOM_LVL_BASE * ZOOM_LVL_BASE)) {
2661 if ((bottom - top) > (right - left)) {
2662 int t = (top + bottom) >> 1;
2663 ViewportDrawChk(vp, left, top, right, t);
2664 ViewportDrawChk(vp, left, t, right, bottom);
2665 } else {
2666 int t = (left + right) >> 1;
2667 ViewportDrawChk(vp, left, top, t, bottom);
2668 ViewportDrawChk(vp, t, top, right, bottom);
2670 } else {
2671 ViewportDoDraw(vp,
2672 ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
2673 ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
2674 ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
2675 ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
2680 static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)
2682 if (right <= vp->left || bottom <= vp->top) return;
2684 if (left >= vp->left + vp->width) return;
2686 if (left < vp->left) left = vp->left;
2687 if (right > vp->left + vp->width) right = vp->left + vp->width;
2689 if (top >= vp->top + vp->height) return;
2691 if (top < vp->top) top = vp->top;
2692 if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
2694 ViewportDrawChk(vp, left, top, right, bottom);
2698 * Draw the viewport of this window.
2700 void Window::DrawViewport() const
2702 DrawPixelInfo *dpi = _cur_dpi;
2704 dpi->left += this->left;
2705 dpi->top += this->top;
2707 ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
2709 dpi->left -= this->left;
2710 dpi->top -= this->top;
2714 * Continue criteria for the SearchMapEdge function.
2715 * @param iter Value to check.
2716 * @param iter_limit Maximum value for the iter
2717 * @param sy Screen y coordinate calculated for the tile at hand
2718 * @param sy_limit Limit to the screen y coordinate
2719 * @return True when we should continue searching.
2721 typedef bool ContinueMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit);
2723 /** Continue criteria for searching a no-longer-visible tile in negative direction, starting at some tile. */
2724 static inline bool ContinueLowerMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter > 0 && sy > sy_limit; }
2725 /** Continue criteria for searching a no-longer-visible tile in positive direction, starting at some tile. */
2726 static inline bool ContinueUpperMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter < iter_limit && sy < sy_limit; }
2729 * Searches, starting at the given tile, by applying the given offset to iter, for a no longer visible tile.
2730 * The whole sense of this function is keeping the to-be-written code small, thus it is a little bit abstracted
2731 * so the same function can be used for both the X and Y locations. As such a reference to one of the elements
2732 * in curr_tile was needed.
2733 * @param curr_tile A tile
2734 * @param iter Reference to either the X or Y of curr_tile.
2735 * @param iter_limit Upper search limit for the iter value.
2736 * @param offset Search in steps of this size
2737 * @param sy_limit Search limit to be passed to the criteria
2738 * @param continue_criteria Search as long as this criteria is true
2739 * @return The final value of iter.
2741 static int SearchMapEdge(Point &curr_tile, int &iter, int iter_limit, int offset, int sy_limit, ContinueMapEdgeSearch continue_criteria)
2743 int sy;
2744 do {
2745 iter = Clamp(iter + offset, 0, iter_limit);
2746 sy = GetViewportY(curr_tile);
2747 } while (continue_criteria(iter, iter_limit, sy, sy_limit));
2749 return iter;
2753 * Determine the clamping of either the X or Y coordinate to the map.
2754 * @param curr_tile A tile
2755 * @param iter Reference to either the X or Y of curr_tile.
2756 * @param iter_limit Upper search limit for the iter value.
2757 * @param start Start value for the iteration.
2758 * @param other_ref Reference to the opposite axis in curr_tile than of iter.
2759 * @param other_value Start value for of the opposite axis
2760 * @param vp_value Value of the viewport location in the opposite axis as for iter.
2761 * @param other_limit Limit for the other value, so if iter is X, then other_limit is for Y.
2762 * @param vp_top Top of the viewport.
2763 * @param vp_bottom Bottom of the viewport.
2764 * @return Clamped version of vp_value.
2766 static inline int ClampXYToMap(Point &curr_tile, int &iter, int iter_limit, int start, int &other_ref, int other_value, int vp_value, int other_limit, int vp_top, int vp_bottom)
2768 bool upper_edge = other_value < _settings_game.construction.max_heightlevel / 4;
2771 * First get an estimate of the tiles relevant for us at that edge. Relevant in the sense
2772 * "at least close to the visible area". Thus, we don't look at exactly each tile, inspecting
2773 * e.g. every tenth should be enough. After all, the desired screen limit is set such that
2774 * the bordermost tiles are painted in the middle of the screen when one hits the limit,
2775 * i.e. it is no harm if there is some small error in that calculation
2778 other_ref = upper_edge ? 0 : other_limit;
2779 iter = start;
2780 int min_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? -10 : +10, vp_top, upper_edge ? ContinueLowerMapEdgeSearch : ContinueUpperMapEdgeSearch);
2781 iter = start;
2782 int max_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? +10 : -10, vp_bottom, upper_edge ? ContinueUpperMapEdgeSearch : ContinueLowerMapEdgeSearch);
2784 max_iter = min(max_iter + _settings_game.construction.max_heightlevel / 4, iter_limit);
2785 min_iter = min(min_iter, max_iter);
2787 /* Now, calculate the highest heightlevel of these tiles. Again just as an estimate. */
2788 int max_heightlevel_at_edge = 0;
2789 for (iter = min_iter; iter <= max_iter; iter += 10) {
2790 max_heightlevel_at_edge = max(max_heightlevel_at_edge, (int)TileHeight(TileXY(curr_tile.x, curr_tile.y)));
2793 /* Based on that heightlevel, calculate the limit. For the upper edge a tile with height zero would
2794 * get a limit of zero, on the other side it depends on the number of tiles along the axis. */
2795 return upper_edge ?
2796 max(vp_value, -max_heightlevel_at_edge * (int)(TILE_HEIGHT * 2 * ZOOM_LVL_BASE)) :
2797 min(vp_value, (other_limit * TILE_SIZE * 4 - max_heightlevel_at_edge * TILE_HEIGHT * 2) * ZOOM_LVL_BASE);
2800 static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
2802 int original_y = y;
2804 /* Centre of the viewport is hot spot */
2805 x += vp->virtual_width / 2;
2806 y += vp->virtual_height / 2;
2808 /* Convert viewport coordinates to map coordinates
2809 * Calculation is scaled by 4 to avoid rounding errors */
2810 int vx = -x + y * 2;
2811 int vy = x + y * 2;
2813 /* Find out which tile corresponds to (vx,vy) if one assumes height zero. The cast is necessary to prevent C++ from
2814 * converting the result to an uint, which gives an overflow instead of a negative result... */
2815 int tx = vx / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
2816 int ty = vy / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
2818 Point curr_tile;
2819 vx = ClampXYToMap(curr_tile, curr_tile.y, MapMaxY(), ty, curr_tile.x, tx, vx, MapMaxX(), original_y, original_y + vp->virtual_height);
2820 vy = ClampXYToMap(curr_tile, curr_tile.x, MapMaxX(), tx, curr_tile.y, ty, vy, MapMaxY(), original_y, original_y + vp->virtual_height);
2822 /* Convert map coordinates to viewport coordinates */
2823 x = (-vx + vy) / 2;
2824 y = ( vx + vy) / 4;
2826 /* Remove centering */
2827 x -= vp->virtual_width / 2;
2828 y -= vp->virtual_height / 2;
2832 * Update the viewport position being displayed.
2833 * @param w %Window owning the viewport.
2835 void UpdateViewportPosition(Window *w)
2837 const ViewPort *vp = w->viewport;
2839 if (w->viewport->follow_vehicle != INVALID_VEHICLE) {
2840 const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
2841 Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
2843 w->viewport->scrollpos_x = pt.x;
2844 w->viewport->scrollpos_y = pt.y;
2845 SetViewportPosition(w, pt.x, pt.y);
2846 } else {
2847 /* Ensure the destination location is within the map */
2848 ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y);
2850 int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
2851 int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
2853 bool update_overlay = false;
2854 if (delta_x != 0 || delta_y != 0) {
2855 if (_settings_client.gui.smooth_scroll) {
2856 int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
2857 /* Not at our desired position yet... */
2858 w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
2859 w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll);
2860 } else {
2861 w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
2862 w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
2864 update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
2865 w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
2868 ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
2870 if (_scrolling_viewport == w && _settings_client.gui.show_scrolling_viewport_on_map) {
2871 const int gap = ScaleByZoom(1, ZOOM_LVL_MAX);
2873 int lr_low = vp->virtual_left;
2874 int lr_hi = w->viewport->scrollpos_x;
2875 if (lr_low > lr_hi) Swap(lr_low, lr_hi);
2876 int right = lr_hi + vp->virtual_width + gap;
2878 int tb_low = vp->virtual_top;
2879 int tb_hi = w->viewport->scrollpos_y;
2880 if (tb_low > tb_hi) Swap(tb_low, tb_hi);
2881 int bottom = tb_hi + vp->virtual_height + gap;
2883 MarkAllViewportMapsDirty(lr_low, tb_low, right, bottom);
2886 SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
2887 if (update_overlay) RebuildViewportOverlay(w);
2892 * Marks a viewport as dirty for repaint if it displays (a part of) the area the needs to be repainted.
2893 * @param vp The viewport to mark as dirty
2894 * @param left Left edge of area to repaint
2895 * @param top Top edge of area to repaint
2896 * @param right Right edge of area to repaint
2897 * @param bottom Bottom edge of area to repaint
2898 * @ingroup dirty
2900 static void MarkViewportDirty(const ViewPort * const vp, int left, int top, int right, int bottom)
2902 /* Rounding wrt. zoom-out level */
2903 right += (1 << vp->zoom) - 1;
2904 bottom += (1 << vp->zoom) - 1;
2906 right -= vp->virtual_left;
2907 if (right <= 0) return;
2909 bottom -= vp->virtual_top;
2910 if (bottom <= 0) return;
2912 left = max(0, left - vp->virtual_left);
2914 if (left >= vp->virtual_width) return;
2916 top = max(0, top - vp->virtual_top);
2918 if (top >= vp->virtual_height) return;
2920 SetDirtyBlocks(
2921 UnScaleByZoomLower(left, vp->zoom) + vp->left,
2922 UnScaleByZoomLower(top, vp->zoom) + vp->top,
2923 UnScaleByZoom(right, vp->zoom) + vp->left + 1,
2924 UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
2929 * Mark all viewports that display an area as dirty (in need of repaint).
2930 * @param left Left edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
2931 * @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
2932 * @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
2933 * @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
2934 * @param mark_dirty_if_zoomlevel_is_below To tell if an update is relevant or not (for example, animations in map mode are not)
2935 * @ingroup dirty
2937 void MarkAllViewportsDirty(int left, int top, int right, int bottom, const ZoomLevel mark_dirty_if_zoomlevel_is_below)
2939 for (const ViewPort * const vp : _viewport_window_cache) {
2940 if (vp->zoom >= mark_dirty_if_zoomlevel_is_below) continue;
2941 MarkViewportDirty(vp, left, top, right, bottom);
2945 static void MarkRouteStepDirty(RouteStepsMap::const_iterator cit)
2947 const uint size = cit->second.size() > max_rank_order_type_count ? 1 : cit->second.size();
2948 MarkRouteStepDirty(cit->first, size);
2951 static void MarkRouteStepDirty(const TileIndex tile, uint order_nr)
2953 assert(tile != INVALID_TILE);
2954 const Point pt = RemapCoords2(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2);
2955 const int char_height = GetCharacterHeight(FS_SMALL) + 1;
2956 for (const ViewPort * const vp : _viewport_window_cache) {
2957 const int half_width = ScaleByZoom((_vp_route_step_width / 2) + 1, vp->zoom);
2958 const int height = ScaleByZoom(_vp_route_step_height_top + char_height * order_nr + _vp_route_step_height_bottom, vp->zoom);
2959 MarkViewportDirty(vp, pt.x - half_width, pt.y - height, pt.x + half_width, pt.y);
2963 void MarkAllRouteStepsDirty(const Vehicle *veh)
2965 ViewportPrepareVehicleRouteSteps(veh);
2966 for (RouteStepsMap::const_iterator cit = _vp_route_steps.begin(); cit != _vp_route_steps.end(); cit++) {
2967 MarkRouteStepDirty(cit);
2969 _vp_route_steps_last_mark_dirty.swap(_vp_route_steps);
2970 _vp_route_steps.clear();
2974 * Mark all viewports in map mode that display an area as dirty (in need of repaint).
2975 * @param left Left edge of area to repaint
2976 * @param top Top edge of area to repaint
2977 * @param right Right edge of area to repaint
2978 * @param bottom Bottom edge of area to repaint
2979 * @ingroup dirty
2981 void MarkAllViewportMapsDirty(int left, int top, int right, int bottom)
2983 Window *w;
2984 FOR_ALL_WINDOWS_FROM_BACK(w) {
2985 const ViewPort *vp = w->viewport;
2986 if (vp != NULL && vp->zoom >= ZOOM_LVL_DRAW_MAP) {
2987 assert(vp->width != 0);
2988 MarkViewportDirty(vp, left, top, right, bottom);
2993 void ConstrainAllViewportsZoom()
2995 Window *w;
2996 FOR_ALL_WINDOWS_FROM_FRONT(w) {
2997 if (w->viewport == NULL) continue;
2999 ZoomLevel zoom = static_cast<ZoomLevel>(Clamp(w->viewport->zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
3000 if (zoom != w->viewport->zoom) {
3001 while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w);
3002 while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w);
3008 * Mark a tile given by its index dirty for repaint.
3009 * @param tile The tile to mark dirty.
3010 * @param bridge_level_offset Height of bridge on tile to also mark dirty. (Height level relative to north corner.)
3011 * @ingroup dirty
3013 void MarkTileDirtyByTile(const TileIndex tile, const ZoomLevel mark_dirty_if_zoomlevel_is_below, int bridge_level_offset)
3015 Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, TilePixelHeight(tile));
3016 MarkAllViewportsDirty(
3017 pt.x - MAX_TILE_EXTENT_LEFT,
3018 pt.y - MAX_TILE_EXTENT_TOP - ZOOM_LVL_BASE * TILE_HEIGHT * bridge_level_offset,
3019 pt.x + MAX_TILE_EXTENT_RIGHT,
3020 pt.y + MAX_TILE_EXTENT_BOTTOM,
3021 mark_dirty_if_zoomlevel_is_below);
3025 * Mark a (virtual) tile outside the map dirty for repaint.
3026 * @param x Tile X position.
3027 * @param y Tile Y position.
3028 * @ingroup dirty
3030 void MarkTileDirtyByTileOutsideMap(int x, int y)
3032 Point pt = RemapCoords(x * TILE_SIZE, y * TILE_SIZE, TilePixelHeightOutsideMap(x, y));
3033 MarkAllViewportsDirty(
3034 pt.x - MAX_TILE_EXTENT_LEFT,
3035 pt.y, // no buildings outside of map
3036 pt.x + MAX_TILE_EXTENT_RIGHT,
3037 pt.y + MAX_TILE_EXTENT_BOTTOM);
3040 void MarkTileLineDirty(const TileIndex from_tile, const TileIndex to_tile)
3042 assert(from_tile != INVALID_TILE);
3043 assert(to_tile != INVALID_TILE);
3045 const Point from_pt = RemapCoords2(TileX(from_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(from_tile) * TILE_SIZE + TILE_SIZE / 2);
3046 const Point to_pt = RemapCoords2(TileX(to_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(to_tile) * TILE_SIZE + TILE_SIZE / 2);
3048 const int block_radius = 20;
3050 int x1 = from_pt.x / block_radius;
3051 int y1 = from_pt.y / block_radius;
3052 const int x2 = to_pt.x / block_radius;
3053 const int y2 = to_pt.y / block_radius;
3055 /* http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm#Simplification */
3056 const int dx = abs(x2 - x1);
3057 const int dy = abs(y2 - y1);
3058 const int sx = (x1 < x2) ? 1 : -1;
3059 const int sy = (y1 < y2) ? 1 : -1;
3060 int err = dx - dy;
3061 for (;;) {
3062 MarkAllViewportsDirty(
3063 (x1 - 1) * block_radius,
3064 (y1 - 1) * block_radius,
3065 (x1 + 1) * block_radius,
3066 (y1 + 1) * block_radius,
3067 ZOOM_LVL_END
3069 if (x1 == x2 && y1 == y2) break;
3070 const int e2 = 2 * err;
3071 if (e2 > -dy) {
3072 err -= dy;
3073 x1 += sx;
3075 if (e2 < dx) {
3076 err += dx;
3077 y1 += sy;
3082 static void MarkRoutePathsDirty(const std::vector<DrawnPathRouteTileLine> &lines)
3084 for (std::vector<DrawnPathRouteTileLine>::const_iterator it = lines.begin(); it != lines.end(); ++it) {
3085 MarkTileLineDirty(it->from_tile, it->to_tile);
3089 void MarkAllRoutePathsDirty(const Vehicle *veh)
3091 switch (_settings_client.gui.show_vehicle_route) {
3092 case 0: // No
3093 return;
3095 case 1: // Simple
3096 ViewportMapPrepareVehicleRoute(veh);
3097 break;
3100 for (const auto &iter : _vp_route_paths) {
3101 MarkTileLineDirty(iter.from_tile, iter.to_tile);
3104 _vp_route_paths_last_mark_dirty.swap(_vp_route_paths);
3105 _vp_route_paths.clear();
3109 * Mark all tiles in a given bridge by their index dirty for repaint.
3110 * @param tile The start tile of the bridge to mark dirty.
3111 * @param tile The end tile of the bridge to mark dirty.
3112 * @ingroup dirty
3114 void MarkBridgeTilesDirtyByTile(TileIndex tile_start, TileIndex tile_end)
3116 MarkTileDirtyByTile(tile_start);
3117 MarkTileDirtyByTile(tile_end);
3119 Axis direction;
3120 if (TileX(tile_start) == TileX(tile_end)) {
3121 direction = AXIS_Y;
3122 } else if (TileY(tile_start) == TileY(tile_end)) {
3123 direction = AXIS_X;
3126 if (tile_end < tile_start) Swap(tile_start, tile_end);
3128 TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
3129 for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
3130 MarkTileDirtyByTile(tile);
3134 void CheckMarkDirtyFocusedRoutePaths(const Vehicle *veh)
3136 const Vehicle *focused_veh = GetVehicleFromWindow(_focused_window);
3137 if (focused_veh && veh == focused_veh) {
3138 MarkAllRoutePathsDirty(veh);
3139 MarkAllRouteStepsDirty(veh);
3144 * Marks the selected tiles as dirty.
3146 * This function marks the selected tiles as dirty for repaint
3148 * @ingroup dirty
3150 static void SetSelectionTilesDirty()
3152 int x_size = _thd.size.x;
3153 int y_size = _thd.size.y;
3155 if (!_thd.diagonal) { // Selecting in a straight rectangle (or a single square)
3156 int x_start = _thd.pos.x;
3157 int y_start = _thd.pos.y;
3159 if (_thd.outersize.x != 0 || _thd.outersize.y != 0) {
3160 x_size += _thd.outersize.x;
3161 x_start += _thd.offs.x;
3162 y_size += _thd.outersize.y;
3163 y_start += _thd.offs.y;
3166 x_size -= TILE_SIZE;
3167 y_size -= TILE_SIZE;
3169 assert(x_size >= 0);
3170 assert(y_size >= 0);
3172 int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
3173 int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
3175 x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
3176 y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
3178 /* make sure everything is multiple of TILE_SIZE */
3179 assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
3181 /* How it works:
3182 * Suppose we have to mark dirty rectangle of 3x4 tiles:
3184 * xxx
3185 * xxxxx
3186 * xxxxx
3187 * xxx
3189 * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
3190 * 1) x 2) x
3191 * xxx Oxx
3192 * Oxxxx xOxxx
3193 * xxxxx Oxxxx
3194 * xxx xxx
3195 * x x
3196 * And so forth...
3199 int top_x = x_end; // coordinates of top dirty tile
3200 int top_y = y_start;
3201 int bot_x = top_x; // coordinates of bottom dirty tile
3202 int bot_y = top_y;
3204 do {
3205 /* topmost dirty point */
3206 TileIndex top_tile = TileVirtXY(top_x, top_y);
3207 Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile));
3209 /* bottommost point */
3210 TileIndex bottom_tile = TileVirtXY(bot_x, bot_y);
3211 Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point
3213 /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
3214 * tile height/slope affects only the 'y' on-screen coordinate! */
3216 int l = top.x - TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of left side of the dirty rectangle
3217 int t = top.y; // 'y' coordinate of top side of the dirty rectangle
3218 int r = top.x + TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of right side of the dirty rectangle
3219 int b = bot.y; // 'y' coordinate of bottom side of the dirty rectangle
3221 static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area (in particular: terraforming)
3223 /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
3224 MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
3226 /* haven't we reached the topmost tile yet? */
3227 if (top_x != x_start) {
3228 top_x -= TILE_SIZE;
3229 } else {
3230 top_y += TILE_SIZE;
3233 /* the way the bottom tile changes is different when we reach the bottommost tile */
3234 if (bot_y != y_end) {
3235 bot_y += TILE_SIZE;
3236 } else {
3237 bot_x -= TILE_SIZE;
3239 } while (bot_x >= top_x);
3240 } else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
3241 /* a_size, b_size describe a rectangle with rotated coordinates */
3242 int a_size = x_size + y_size, b_size = x_size - y_size;
3244 int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
3245 int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
3247 for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
3248 for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
3249 uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
3250 uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
3252 if (x < MapMaxX() && y < MapMaxY()) {
3253 MarkTileDirtyByTile(TileXY(x, y));
3261 void SetSelectionRed(bool b)
3263 _thd.make_square_red = b;
3264 SetSelectionTilesDirty();
3268 * Test whether a sign is below the mouse
3269 * @param vp the clicked viewport
3270 * @param x X position of click
3271 * @param y Y position of click
3272 * @param sign the sign to check
3273 * @return true if the sign was hit
3275 static bool CheckClickOnViewportSign(const ViewPort *vp, int x, int y, const ViewportSign *sign)
3277 bool small = (vp->zoom >= ZOOM_LVL_OUT_16X);
3278 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
3279 int sign_height = ScaleByZoom(VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM, vp->zoom);
3281 x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
3282 y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
3284 return y >= sign->top && y < sign->top + sign_height &&
3285 x >= sign->center - sign_half_width && x < sign->center + sign_half_width;
3288 static bool CheckClickOnTown(const ViewPort *vp, int x, int y)
3290 if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES)) return false;
3292 const Town *t;
3293 FOR_ALL_TOWNS(t) {
3294 if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) {
3295 ShowTownViewWindow(t->index);
3296 return true;
3300 return false;
3303 static bool CheckClickOnStation(const ViewPort *vp, int x, int y)
3305 if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || IsInvisibilitySet(TO_SIGNS)) return false;
3307 const BaseStation *st;
3308 FOR_ALL_BASE_STATIONS(st) {
3309 if (!IsStationSignVisible(st)) continue;
3311 if (CheckClickOnViewportSign(vp, x, y, &st->sign)) {
3312 if (Station::IsExpected(st)) {
3313 ShowStationViewWindow(st->index);
3314 } else {
3315 ShowWaypointWindow(Waypoint::From(st));
3317 return true;
3321 return false;
3325 static bool CheckClickOnSign(const ViewPort *vp, int x, int y)
3327 /* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */
3328 if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _local_company == COMPANY_SPECTATOR) return false;
3330 const Sign *si;
3331 FOR_ALL_SIGNS(si) {
3332 /* If competitor signs are hidden, don't check signs that aren't owned by local company */
3333 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
3334 if (si->owner == OWNER_DEITY && _game_mode != GM_EDITOR) continue;
3336 if (CheckClickOnViewportSign(vp, x, y, &si->sign)) {
3337 HandleClickOnSign(si);
3338 return true;
3342 return false;
3346 static bool CheckClickOnLandscape(const ViewPort *vp, int x, int y)
3348 Point pt = TranslateXYToTileCoord(vp, x, y);
3350 _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
3351 _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
3353 if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
3354 return true;
3357 static void PlaceObject()
3359 Point pt;
3360 Window *w;
3362 pt = GetTileBelowCursor();
3363 if (pt.x == -1) return;
3365 if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) {
3366 pt.x += TILE_SIZE / 2;
3367 pt.y += TILE_SIZE / 2;
3370 _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
3371 _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
3373 w = _thd.GetCallbackWnd();
3374 if (w != NULL) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
3377 bool HandleViewportDoubleClicked(Window *w, int x, int y)
3379 ViewPort *vp = w->viewport;
3380 if (vp->zoom < ZOOM_LVL_DRAW_MAP) return false;
3382 switch (_settings_client.gui.action_when_viewport_map_is_dblclicked) {
3383 case 0: // Do nothing
3384 return false;
3385 case 1: // Zoom in main viewport
3386 while (vp->zoom != ZOOM_LVL_VIEWPORT)
3387 ZoomInOrOutToCursorWindow(true, w);
3388 return true;
3389 case 2: // Open an extra viewport
3390 ShowExtraViewPortWindowForTileUnderCursor();
3391 return true;
3392 default:
3393 return false;
3397 bool HandleViewportClicked(const ViewPort *vp, int x, int y, bool double_click)
3399 /* No click in smallmap mode except for plan making. */
3400 if (vp->zoom >= ZOOM_LVL_DRAW_MAP && !(_thd.place_mode == HT_POINT && _thd.select_proc == DDSP_DRAW_PLANLINE)) return true;
3402 const Vehicle *v = CheckClickOnVehicle(vp, x, y);
3404 if (_thd.place_mode & HT_VEHICLE) {
3405 if (v != NULL && VehicleClicked(v)) return true;
3408 /* Vehicle placement mode already handled above. */
3409 if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
3410 if (_thd.place_mode & HT_POLY) {
3411 /* In polyline mode double-clicking on a single white line, finishes current polyline.
3412 * If however the user double-clicks on a line that has a white and a blue section,
3413 * both lines (white and blue) will be constructed consecutively. */
3414 static bool stop_snap_on_double_click = false;
3415 if (double_click && stop_snap_on_double_click) {
3416 SetRailSnapMode(RSM_NO_SNAP);
3417 return true;
3419 stop_snap_on_double_click = !(_thd.drawstyle & HT_LINE) || (_thd.dir2 == HT_DIR_END);
3422 PlaceObject();
3423 return true;
3426 if (CheckClickOnTown(vp, x, y)) return true;
3427 if (CheckClickOnStation(vp, x, y)) return true;
3428 if (CheckClickOnSign(vp, x, y)) return true;
3429 bool result = CheckClickOnLandscape(vp, x, y);
3431 if (v != NULL) {
3432 DEBUG(misc, 2, "Vehicle %d (index %d) at %p", v->unitnumber, v->index, v);
3433 if (IsCompanyBuildableVehicleType(v)) {
3434 v = v->First();
3435 WindowClass wc = _thd.GetCallbackWnd()->window_class;
3436 if (_ctrl_pressed && v->owner == _local_company) {
3437 StartStopVehicle(v, true);
3438 } else if ( wc != WC_CREATE_TEMPLATE && wc != WC_TEMPLATEGUI_MAIN) {
3439 ShowVehicleViewWindow(v);
3442 return true;
3444 return result;
3447 void HandleViewportToolTip(Window *w, int x, int y)
3449 const ViewportData *vp = w->viewport;
3450 if (vp == NULL || _game_mode == GM_MENU || HasModalProgress()) return;
3452 TooltipCloseCondition close_cond = (_settings_client.gui.hover_delay_ms == 0) ? TCC_RIGHT_CLICK : TCC_HOVER;
3454 const BaseStation *st;
3455 FOR_ALL_BASE_STATIONS(st) {
3456 if (IsStationSignVisible(st) && CheckClickOnViewportSign(vp, x, y, &st->sign)) {
3457 char tip[DRAW_STRING_BUFFER] = "";
3458 GetTileTooltipsForStation(st->index, tip, lastof(tip));
3459 GuiShowTooltips(w, tip, close_cond);
3460 return;
3464 Point tile = TranslateXYToTileCoord(vp, x, y, false);
3465 if (IsInsideMM(tile.x, 0, MapMaxX() * TILE_SIZE) && IsInsideMM(tile.y, 0, MapMaxY() * TILE_SIZE)) {
3466 GuiShowTooltipsForTile(w, TileVirtXY(tile.x, tile.y), close_cond);
3467 return;
3470 DeleteWindowById(WC_TOOLTIPS, 0); // close old tooltips window as now hovering this viewport
3473 void RebuildViewportOverlay(Window *w)
3475 if (w->viewport->overlay != NULL &&
3476 w->viewport->overlay->GetCompanyMask() != 0 &&
3477 w->viewport->overlay->GetCargoMask() != 0) {
3478 w->viewport->overlay->RebuildCache();
3479 w->SetDirty();
3484 * Scrolls the viewport in a window to a given location.
3485 * @param x Desired x location of the map to scroll to (world coordinate).
3486 * @param y Desired y location of the map to scroll to (world coordinate).
3487 * @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.
3488 * @param w %Window containing the viewport.
3489 * @param instant Jump to the location instead of slowly moving to it.
3490 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
3492 bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
3494 /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
3495 if (z == -1) {
3496 if ( x >= 0 && x <= (int)MapSizeX() * (int)TILE_SIZE - 1
3497 && y >= 0 && y <= (int)MapSizeY() * (int)TILE_SIZE - 1) {
3498 z = GetSlopePixelZ(x, y);
3499 } else {
3500 z = TileHeightOutsideMap(x / (int)TILE_SIZE, y / (int)TILE_SIZE);
3504 Point pt = MapXYZToViewport(w->viewport, x, y, z);
3505 w->viewport->follow_vehicle = INVALID_VEHICLE;
3507 if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false;
3509 if (instant) {
3510 w->viewport->scrollpos_x = pt.x;
3511 w->viewport->scrollpos_y = pt.y;
3512 RebuildViewportOverlay(w);
3515 w->viewport->dest_scrollpos_x = pt.x;
3516 w->viewport->dest_scrollpos_y = pt.y;
3517 return true;
3521 * Scrolls the viewport in a window to a given location.
3522 * @param tile Desired tile to center on.
3523 * @param w %Window containing the viewport.
3524 * @param instant Jump to the location instead of slowly moving to it.
3525 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
3527 bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant)
3529 return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant);
3533 * Scrolls the viewport of the main window to a given location.
3534 * @param tile Desired tile to center on.
3535 * @param instant Jump to the location instead of slowly moving to it.
3536 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
3538 bool ScrollMainWindowToTile(TileIndex tile, bool instant)
3540 return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
3544 * Set a tile to display a red error square.
3545 * @param tile Tile that should show the red error square.
3547 void SetRedErrorSquare(TileIndex tile)
3549 TileIndex old;
3551 old = _thd.redsq;
3552 _thd.redsq = tile;
3554 if (tile != old) {
3555 if (tile != INVALID_TILE) MarkTileDirtyByTile(tile, ZOOM_LVL_DRAW_MAP);
3556 if (old != INVALID_TILE) MarkTileDirtyByTile(old, ZOOM_LVL_DRAW_MAP);
3561 * Highlight \a w by \a h tiles at the cursor.
3562 * @param w Width of the highlighted tiles rectangle.
3563 * @param h Height of the highlighted tiles rectangle.
3565 void SetTileSelectSize(int w, int h)
3567 _thd.new_size.x = w * TILE_SIZE;
3568 _thd.new_size.y = h * TILE_SIZE;
3569 _thd.new_outersize.x = 0;
3570 _thd.new_outersize.y = 0;
3573 void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
3575 _thd.new_offs.x = ox * TILE_SIZE;
3576 _thd.new_offs.y = oy * TILE_SIZE;
3577 _thd.new_outersize.x = sx * TILE_SIZE;
3578 _thd.new_outersize.y = sy * TILE_SIZE;
3581 /** returns the best autorail highlight type from map coordinates */
3582 static HighLightStyle GetAutorailHT(int x, int y)
3584 return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
3588 * Reset tile highlighting.
3590 void TileHighlightData::Reset()
3592 this->pos.x = 0;
3593 this->pos.y = 0;
3594 this->new_pos.x = 0;
3595 this->new_pos.y = 0;
3599 * Is the user dragging a 'diagonal rectangle'?
3600 * @return User is dragging a rotated rectangle.
3602 bool TileHighlightData::IsDraggingDiagonal()
3604 return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down;
3608 * Get the window that started the current highlighting.
3609 * @return The window that requested the current tile highlighting, or \c NULL if not available.
3611 Window *TileHighlightData::GetCallbackWnd()
3613 return FindWindowById(this->window_class, this->window_number);
3616 static HighLightStyle CalcPolyrailDrawstyle(Point pt, bool dragging);
3618 static inline void CalcNewPolylineOutersize()
3620 /* use the 'outersize' to mark the second (blue) part of a polyline selection */
3621 if (_thd.dir2 < HT_DIR_END) {
3622 /* get bounds of the second part */
3623 int outer_x1 = _thd.selstart2.x & ~TILE_UNIT_MASK;
3624 int outer_y1 = _thd.selstart2.y & ~TILE_UNIT_MASK;
3625 int outer_x2 = _thd.selend2.x & ~TILE_UNIT_MASK;
3626 int outer_y2 = _thd.selend2.y & ~TILE_UNIT_MASK;
3627 if (outer_x1 > outer_x2) Swap(outer_x1, outer_x2);
3628 if (outer_y1 > outer_y2) Swap(outer_y1, outer_y2);
3629 /* include the first part */
3630 outer_x1 = min<int>(outer_x1, _thd.new_pos.x);
3631 outer_y1 = min<int>(outer_y1, _thd.new_pos.y);
3632 outer_x2 = max<int>(outer_x2, _thd.new_pos.x + _thd.new_size.x - TILE_SIZE);
3633 outer_y2 = max<int>(outer_y2, _thd.new_pos.y + _thd.new_size.y - TILE_SIZE);
3634 /* write new values */
3635 _thd.new_offs.x = outer_x1 - _thd.new_pos.x;
3636 _thd.new_offs.y = outer_y1 - _thd.new_pos.y;
3637 _thd.new_outersize.x = outer_x2 - outer_x1 + TILE_SIZE - _thd.new_size.x;
3638 _thd.new_outersize.y = outer_y2 - outer_y1 + TILE_SIZE - _thd.new_size.y;
3639 } else {
3640 _thd.new_offs.x = 0;
3641 _thd.new_offs.y = 0;
3642 _thd.new_outersize.x = 0;
3643 _thd.new_outersize.y = 0;
3648 * Updates tile highlighting for all cases.
3649 * Uses _thd.selstart and _thd.selend and _thd.place_mode (set elsewhere) to determine _thd.pos and _thd.size
3650 * Also drawstyle is determined. Uses _thd.new.* as a buffer and calls SetSelectionTilesDirty() twice,
3651 * Once for the old and once for the new selection.
3652 * _thd is TileHighlightData, found in viewport.h
3654 void UpdateTileSelection()
3656 int x1;
3657 int y1;
3659 HighLightStyle new_drawstyle = HT_NONE;
3660 bool new_diagonal = false;
3662 if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) {
3663 x1 = _thd.selend.x;
3664 y1 = _thd.selend.y;
3665 if (x1 != -1) {
3666 int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
3667 int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
3668 x1 &= ~TILE_UNIT_MASK;
3669 y1 &= ~TILE_UNIT_MASK;
3671 if (_thd.IsDraggingDiagonal()) {
3672 new_diagonal = true;
3673 } else {
3674 if (x1 >= x2) Swap(x1, x2);
3675 if (y1 >= y2) Swap(y1, y2);
3677 _thd.new_pos.x = x1;
3678 _thd.new_pos.y = y1;
3679 _thd.new_size.x = x2 - x1;
3680 _thd.new_size.y = y2 - y1;
3681 if (!new_diagonal) {
3682 _thd.new_size.x += TILE_SIZE;
3683 _thd.new_size.y += TILE_SIZE;
3685 new_drawstyle = _thd.next_drawstyle;
3687 } else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
3688 Point pt = GetTileBelowCursor();
3689 x1 = pt.x;
3690 y1 = pt.y;
3691 if (x1 != -1) {
3692 switch (_thd.place_mode & HT_DRAG_MASK) {
3693 case HT_RECT:
3694 new_drawstyle = HT_RECT;
3695 break;
3696 case HT_POINT:
3697 new_drawstyle = HT_POINT;
3698 x1 += TILE_SIZE / 2;
3699 y1 += TILE_SIZE / 2;
3700 break;
3701 case HT_RAIL:
3702 case HT_LINE:
3703 /* HT_POLY */
3704 if (_thd.place_mode & HT_POLY) {
3705 RailSnapMode snap_mode = GetRailSnapMode();
3706 if (snap_mode == RSM_NO_SNAP ||
3707 (snap_mode == RSM_SNAP_TO_TILE && GetRailSnapTile() == TileVirtXY(pt.x, pt.y))) {
3708 new_drawstyle = GetAutorailHT(pt.x, pt.y);
3709 _thd.new_offs.x = 0;
3710 _thd.new_offs.y = 0;
3711 _thd.new_outersize.x = 0;
3712 _thd.new_outersize.y = 0;
3713 _thd.dir2 = HT_DIR_END;
3714 } else {
3715 new_drawstyle = CalcPolyrailDrawstyle(pt, false);
3716 if (new_drawstyle != HT_NONE) {
3717 x1 = _thd.selstart.x & ~TILE_UNIT_MASK;
3718 y1 = _thd.selstart.y & ~TILE_UNIT_MASK;
3719 int x2 = _thd.selend.x & ~TILE_UNIT_MASK;
3720 int y2 = _thd.selend.y & ~TILE_UNIT_MASK;
3721 if (x1 > x2) Swap(x1, x2);
3722 if (y1 > y2) Swap(y1, y2);
3723 _thd.new_pos.x = x1;
3724 _thd.new_pos.y = y1;
3725 _thd.new_size.x = x2 - x1 + TILE_SIZE;
3726 _thd.new_size.y = y2 - y1 + TILE_SIZE;
3729 break;
3731 /* HT_RAIL */
3732 if (_thd.place_mode & HT_RAIL) {
3733 /* Draw one highlighted tile in any direction */
3734 new_drawstyle = GetAutorailHT(pt.x, pt.y);
3735 break;
3737 /* HT_LINE */
3738 switch (_thd.place_mode & HT_DIR_MASK) {
3739 case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break;
3740 case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break;
3742 case HT_DIR_HU:
3743 case HT_DIR_HL:
3744 new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
3745 break;
3747 case HT_DIR_VL:
3748 case HT_DIR_VR:
3749 new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3750 break;
3752 default: NOT_REACHED();
3754 _thd.selstart.x = x1 & ~TILE_UNIT_MASK;
3755 _thd.selstart.y = y1 & ~TILE_UNIT_MASK;
3756 _thd.selend.x = x1;
3757 _thd.selend.y = y1;
3758 break;
3759 default:
3760 NOT_REACHED();
3761 break;
3763 _thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
3764 _thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
3768 if (new_drawstyle & HT_LINE) CalcNewPolylineOutersize();
3770 /* redraw selection */
3771 if (_thd.drawstyle != new_drawstyle ||
3772 _thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
3773 _thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
3774 _thd.offs.x != _thd.new_offs.x || _thd.offs.y != _thd.new_offs.y ||
3775 _thd.outersize.x != _thd.new_outersize.x ||
3776 _thd.outersize.y != _thd.new_outersize.y ||
3777 _thd.diagonal != new_diagonal) {
3778 /* Clear the old tile selection? */
3779 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
3781 _thd.drawstyle = new_drawstyle;
3782 _thd.pos = _thd.new_pos;
3783 _thd.size = _thd.new_size;
3784 _thd.offs = _thd.new_offs;
3785 _thd.outersize = _thd.new_outersize;
3786 _thd.diagonal = new_diagonal;
3787 _thd.dirty = 0xff;
3789 /* Draw the new tile selection? */
3790 if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
3795 * Displays the measurement tooltips when selecting multiple tiles
3796 * @param str String to be displayed
3797 * @param close_cond Condition for closing this tooltip.
3799 static inline void ShowMeasurementTooltips(StringID str, TooltipCloseCondition close_cond = TCC_LEFT_CLICK)
3801 if (!_settings_client.gui.measure_tooltip) return;
3802 GuiShowTooltips(_thd.GetCallbackWnd(), str, close_cond);
3805 /** highlighting tiles while only going over them with the mouse */
3806 void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process)
3808 _thd.select_method = method;
3809 _thd.select_proc = process;
3810 _thd.selend.x = TileX(tile) * TILE_SIZE;
3811 _thd.selstart.x = TileX(tile) * TILE_SIZE;
3812 _thd.selend.y = TileY(tile) * TILE_SIZE;
3813 _thd.selstart.y = TileY(tile) * TILE_SIZE;
3815 /* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
3816 * In effect, placement starts from the centre of a tile
3818 if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
3819 _thd.selend.x += TILE_SIZE / 2;
3820 _thd.selend.y += TILE_SIZE / 2;
3821 _thd.selstart.x += TILE_SIZE / 2;
3822 _thd.selstart.y += TILE_SIZE / 2;
3825 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
3826 if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) {
3827 _thd.place_mode = HT_SPECIAL | others;
3828 _thd.next_drawstyle = HT_RECT | others;
3829 } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
3830 _thd.place_mode = HT_SPECIAL | others;
3831 _thd.next_drawstyle = _thd.drawstyle | others;
3832 _current_snap_lock.x = -1;
3833 if ((_thd.place_mode & HT_POLY) != 0 && GetRailSnapMode() == RSM_NO_SNAP) {
3834 SetRailSnapMode(RSM_SNAP_TO_TILE);
3835 SetRailSnapTile(tile);
3837 } else {
3838 _thd.place_mode = HT_SPECIAL | others;
3839 _thd.next_drawstyle = HT_POINT | others;
3841 _special_mouse_mode = WSM_SIZING;
3844 void VpSetPlaceSizingLimit(int limit)
3846 _thd.sizelimit = limit;
3850 * Highlights all tiles between a set of two tiles. Used in dock and tunnel placement
3851 * @param from TileIndex of the first tile to highlight
3852 * @param to TileIndex of the last tile to highlight
3854 void VpSetPresizeRange(TileIndex from, TileIndex to)
3856 uint64 distance = DistanceManhattan(from, to) + 1;
3858 _thd.selend.x = TileX(to) * TILE_SIZE;
3859 _thd.selend.y = TileY(to) * TILE_SIZE;
3860 _thd.selstart.x = TileX(from) * TILE_SIZE;
3861 _thd.selstart.y = TileY(from) * TILE_SIZE;
3862 _thd.next_drawstyle = HT_RECT;
3864 /* show measurement only if there is any length to speak of */
3865 if (distance > 1) {
3866 SetDParam(0, distance);
3867 ShowMeasurementTooltips(STR_MEASURE_LENGTH, TCC_HOVER);
3871 static void VpStartPreSizing()
3873 _thd.selend.x = -1;
3874 _special_mouse_mode = WSM_PRESIZE;
3878 * returns information about the 2x1 piece to be build.
3879 * The lower bits (0-3) are the track type.
3881 static HighLightStyle Check2x1AutoRail(int mode)
3883 int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
3884 int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
3885 int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
3886 int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
3888 switch (mode) {
3889 default: NOT_REACHED();
3890 case 0: // end piece is lower right
3891 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
3892 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
3893 return HT_DIR_Y;
3895 case 1:
3896 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
3897 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
3898 return HT_DIR_Y;
3900 case 2:
3901 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
3902 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
3903 return HT_DIR_X;
3905 case 3:
3906 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
3907 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
3908 return HT_DIR_X;
3913 * Check if the direction of start and end tile should be swapped based on
3914 * the dragging-style. Default directions are:
3915 * in the case of a line (HT_RAIL, HT_LINE): DIR_NE, DIR_NW, DIR_N, DIR_E
3916 * in the case of a rect (HT_RECT, HT_POINT): DIR_S, DIR_E
3917 * For example dragging a rectangle area from south to north should be swapped to
3918 * north-south (DIR_S) to obtain the same results with less code. This is what
3919 * the return value signifies.
3920 * @param style HighLightStyle dragging style
3921 * @param start_tile start tile of drag
3922 * @param end_tile end tile of drag
3923 * @return boolean value which when true means start/end should be swapped
3925 static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
3927 uint start_x = TileX(start_tile);
3928 uint start_y = TileY(start_tile);
3929 uint end_x = TileX(end_tile);
3930 uint end_y = TileY(end_tile);
3932 switch (style & HT_DRAG_MASK) {
3933 case HT_RAIL:
3934 case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
3936 case HT_RECT:
3937 case HT_POINT: return (end_x != start_x && end_y < start_y);
3938 default: NOT_REACHED();
3941 return false;
3945 * Calculates height difference between one tile and another.
3946 * Multiplies the result to suit the standard given by #TILE_HEIGHT_STEP.
3948 * To correctly get the height difference we need the direction we are dragging
3949 * in, as well as with what kind of tool we are dragging. For example a horizontal
3950 * autorail tool that starts in bottom and ends at the top of a tile will need the
3951 * maximum of SW, S and SE, N corners respectively. This is handled by the lookup table below
3952 * See #_tileoffs_by_dir in map.cpp for the direction enums if you can't figure out the values yourself.
3953 * @param style Highlighting style of the drag. This includes direction and style (autorail, rect, etc.)
3954 * @param distance Number of tiles dragged, important for horizontal/vertical drags, ignored for others.
3955 * @param start_tile Start tile of the drag operation.
3956 * @param end_tile End tile of the drag operation.
3957 * @return Height difference between two tiles. The tile measurement tool utilizes this value in its tooltip.
3959 static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
3961 bool swap = SwapDirection(style, start_tile, end_tile);
3962 uint h0, h1; // Start height and end height.
3964 if (start_tile == end_tile) return 0;
3965 if (swap) Swap(start_tile, end_tile);
3967 switch (style & HT_DRAG_MASK) {
3968 case HT_RECT: {
3969 static const TileIndexDiffC heightdiff_area_by_dir[] = {
3970 /* Start */ {1, 0}, /* Dragging east */ {0, 0}, // Dragging south
3971 /* End */ {0, 1}, /* Dragging east */ {1, 1} // Dragging south
3974 /* In the case of an area we can determine whether we were dragging south or
3975 * east by checking the X-coordinates of the tiles */
3976 byte style_t = (byte)(TileX(end_tile) > TileX(start_tile));
3977 start_tile = TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_area_by_dir[style_t]));
3978 end_tile = TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_area_by_dir[2 + style_t]));
3980 FALLTHROUGH;
3982 case HT_POINT:
3983 h0 = TileHeight(start_tile);
3984 h1 = TileHeight(end_tile);
3985 break;
3986 default: { // All other types, this is mostly only line/autorail
3987 static const HighLightStyle flip_style_direction[] = {
3988 HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL
3990 static const TileIndexDiffC heightdiff_line_by_dir[] = {
3991 /* Start */ {1, 0}, {1, 1}, /* HT_DIR_X */ {0, 1}, {1, 1}, // HT_DIR_Y
3992 /* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, // HT_DIR_HL
3993 /* Start */ {1, 0}, {1, 1}, /* HT_DIR_VL */ {0, 1}, {1, 1}, // HT_DIR_VR
3995 /* Start */ {0, 1}, {0, 0}, /* HT_DIR_X */ {1, 0}, {0, 0}, // HT_DIR_Y
3996 /* End */ {0, 1}, {0, 0}, /* HT_DIR_HU */ {1, 1}, {0, 1}, // HT_DIR_HL
3997 /* End */ {1, 0}, {0, 0}, /* HT_DIR_VL */ {0, 0}, {0, 1}, // HT_DIR_VR
4000 distance %= 2; // we're only interested if the distance is even or uneven
4001 style &= HT_DIR_MASK;
4003 /* To handle autorail, we do some magic to be able to use a lookup table.
4004 * Firstly if we drag the other way around, we switch start&end, and if needed
4005 * also flip the drag-position. Eg if it was on the left, and the distance is even
4006 * that means the end, which is now the start is on the right */
4007 if (swap && distance == 0) style = flip_style_direction[style];
4009 /* Use lookup table for start-tile based on HighLightStyle direction */
4010 byte style_t = style * 2;
4011 assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
4012 h0 = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t])));
4013 uint ht = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t + 1])));
4014 h0 = max(h0, ht);
4016 /* Use lookup table for end-tile based on HighLightStyle direction
4017 * flip around side (lower/upper, left/right) based on distance */
4018 if (distance == 0) style_t = flip_style_direction[style] * 2;
4019 assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
4020 h1 = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t])));
4021 ht = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t + 1])));
4022 h1 = max(h1, ht);
4023 break;
4027 if (swap) Swap(h0, h1);
4028 return (int)(h1 - h0) * TILE_HEIGHT_STEP;
4031 static void ShowLengthMeasurement(HighLightStyle style, TileIndex start_tile, TileIndex end_tile, TooltipCloseCondition close_cond = TCC_LEFT_CLICK, bool show_single_tile_length = false)
4033 static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
4035 if (_settings_client.gui.measure_tooltip) {
4036 uint distance = DistanceManhattan(start_tile, end_tile) + 1;
4037 byte index = 0;
4039 if (show_single_tile_length || distance != 1) {
4040 int heightdiff = CalcHeightdiff(style, distance, start_tile, end_tile);
4041 /* If we are showing a tooltip for horizontal or vertical drags,
4042 * 2 tiles have a length of 1. To bias towards the ceiling we add
4043 * one before division. It feels more natural to count 3 lengths as 2 */
4044 if ((style & HT_DIR_MASK) != HT_DIR_X && (style & HT_DIR_MASK) != HT_DIR_Y) {
4045 distance = CeilDiv(distance, 2);
4048 SetDParam(index++, distance);
4049 if (heightdiff != 0) SetDParam(index++, heightdiff);
4052 ShowMeasurementTooltips(measure_strings_length[index]);
4057 * Check for underflowing the map.
4058 * @param test the variable to test for underflowing
4059 * @param other the other variable to update to keep the line
4060 * @param mult the constant to multiply the difference by for \c other
4062 static void CheckUnderflow(int &test, int &other, int mult)
4064 if (test >= 0) return;
4066 other += mult * test;
4067 test = 0;
4071 * Check for overflowing the map.
4072 * @param test the variable to test for overflowing
4073 * @param other the other variable to update to keep the line
4074 * @param max the maximum value for the \c test variable
4075 * @param mult the constant to multiply the difference by for \c other
4077 static void CheckOverflow(int &test, int &other, int max, int mult)
4079 if (test <= max) return;
4081 other += mult * (test - max);
4082 test = max;
4085 static const uint X_DIRS = (1 << DIR_NE) | (1 << DIR_SW);
4086 static const uint Y_DIRS = (1 << DIR_SE) | (1 << DIR_NW);
4087 static const uint HORZ_DIRS = (1 << DIR_W) | (1 << DIR_E);
4088 static const uint VERT_DIRS = (1 << DIR_N) | (1 << DIR_S);
4090 Trackdir PointDirToTrackdir(const Point &pt, Direction dir)
4092 Trackdir ret;
4094 if (IsDiagonalDirection(dir)) {
4095 ret = DiagDirToDiagTrackdir(DirToDiagDir(dir));
4096 } else {
4097 int x = pt.x & TILE_UNIT_MASK;
4098 int y = pt.y & TILE_UNIT_MASK;
4099 int ns = x + y;
4100 int we = y - x;
4101 if (HasBit(HORZ_DIRS, dir)) {
4102 ret = TrackDirectionToTrackdir(ns < (int)TILE_SIZE ? TRACK_UPPER : TRACK_LOWER, dir);
4103 } else {
4104 ret = TrackDirectionToTrackdir(we < 0 ? TRACK_LEFT : TRACK_RIGHT, dir);
4108 return ret;
4111 static bool FindPolyline(const Point &pt, const LineSnapPoint &start, Polyline *ret)
4113 /* relative coordinats of the mouse point (offset against the snap point) */
4114 int x = pt.x - start.x;
4115 int y = pt.y - start.y;
4116 int we = y - x;
4117 int ns = x + y;
4119 /* in-tile alignment of the snap point (there are two variants: [0, 8] or [8, 0]) */
4120 uint align_x = start.x & TILE_UNIT_MASK;
4121 uint align_y = start.y & TILE_UNIT_MASK;
4122 assert((align_x == TILE_SIZE / 2 && align_y == 0 && !(start.dirs & X_DIRS)) || (align_x == 0 && align_y == TILE_SIZE / 2 && !(start.dirs & Y_DIRS)));
4124 /* absolute distance between points (in tiles) */
4125 uint d_x = abs(RoundDivSU(x < 0 ? x - align_y : x + align_y, TILE_SIZE));
4126 uint d_y = abs(RoundDivSU(y < 0 ? y - align_x : y + align_x, TILE_SIZE));
4127 uint d_ns = abs(RoundDivSU(ns, TILE_SIZE));
4128 uint d_we = abs(RoundDivSU(we, TILE_SIZE));
4130 /* Find on which quadrant is the mouse point (reltively to the snap point).
4131 * Numeration (clockwise like in Direction):
4132 * ortho diag
4133 * \ 2 / 2 | 3
4134 * \ / --+---> [we]
4135 * 1 X 3 1 | 0
4136 * / \ v
4137 * [x] 0 [y] [ns] */
4138 uint ortho_quadrant = 2 * (x < 0) + ((x < 0) != (y < 0)); // implicit cast: false/true --> 0/1
4139 uint diag_quadrant = 2 * (ns < 0) + ((ns < 0) != (we < 0));
4141 /* direction from the snap point to the mouse point */
4142 Direction ortho_line_dir = ChangeDir(DIR_S, (DirDiff)(2 * ortho_quadrant)); // DIR_S is the middle of the ortho quadrant no. 0
4143 Direction diag_line_dir = ChangeDir(DIR_SE, (DirDiff)(2 * diag_quadrant)); // DIR_SE is the middle of the diag quadrant no. 0
4144 if (!HasBit(start.dirs, ortho_line_dir) && !HasBit(start.dirs, diag_line_dir)) return false;
4146 /* length of booth segments of auto line (choosing orthogonal direction first) */
4147 uint ortho_len = 0, ortho_len2 = 0;
4148 if (HasBit(start.dirs, ortho_line_dir)) {
4149 bool is_len_even = (align_x != 0) ? d_x >= d_y : d_x <= d_y;
4150 ortho_len = 2 * min(d_x, d_y) - (int)is_len_even;
4151 assert((int)ortho_len >= 0);
4152 if (d_ns == 0 || d_we == 0) { // just single segment?
4153 ortho_len++;
4154 } else {
4155 ortho_len2 = abs((int)d_x - (int)d_y) + (int)is_len_even;
4159 /* length of booth segments of auto line (choosing diagonal direction first) */
4160 uint diag_len = 0, diag_len2 = 0;
4161 if (HasBit(start.dirs, diag_line_dir)) {
4162 if (d_x == 0 || d_y == 0) { // just single segment?
4163 diag_len = d_x + d_y;
4164 } else {
4165 diag_len = min(d_ns, d_we);
4166 diag_len2 = d_x + d_y - diag_len;
4170 /* choose the best variant */
4171 if (ortho_len != 0 && diag_len != 0) {
4172 /* in the first place, choose this line whose first segment ends up closer
4173 * to the mouse point (thus the second segment is shorter) */
4174 int cmp = ortho_len2 - diag_len2;
4175 /* if equeal, choose the shorter line */
4176 if (cmp == 0) cmp = ortho_len - diag_len;
4177 /* finally look at small "units" and choose the line which is closer to the mouse point */
4178 if (cmp == 0) cmp = min(abs(we), abs(ns)) - min(abs(x), abs(y));
4179 /* based on comparison, disable one of variants */
4180 if (cmp > 0) {
4181 ortho_len = 0;
4182 } else {
4183 diag_len = 0;
4187 /* store results */
4188 if (ortho_len != 0) {
4189 ret->first_dir = ortho_line_dir;
4190 ret->first_len = ortho_len;
4191 ret->second_dir = (ortho_len2 != 0) ? diag_line_dir : INVALID_DIR;
4192 ret->second_len = ortho_len2;
4193 } else if (diag_len != 0) {
4194 ret->first_dir = diag_line_dir;
4195 ret->first_len = diag_len;
4196 ret->second_dir = (diag_len2 != 0) ? ortho_line_dir : INVALID_DIR;
4197 ret->second_len = diag_len2;
4198 } else {
4199 return false;
4202 ret->start = start;
4203 return true;
4207 * Calculate squared euclidean distance between two points.
4208 * @param a the first point
4209 * @param b the second point
4210 * @return |b - a| ^ 2
4212 static inline uint SqrDist(const Point &a, const Point &b)
4214 return (b.x - a.x) * (b.x - a.x) + (b.y - a.y) * (b.y - a.y);
4217 static LineSnapPoint *FindBestPolyline(const Point &pt, LineSnapPoint *snap_points, uint num_points, Polyline *ret)
4219 /* Find the best polyline (a pair of two lines - the white one and the blue
4220 * one) led from any of saved snap points to the mouse cursor. */
4222 LineSnapPoint *best_snap_point = NULL; // the best polyline we found so far is led from this snap point
4224 for (int i = 0; i < (int)num_points; i++) {
4225 /* try to fit a polyline */
4226 Polyline polyline;
4227 if (!FindPolyline(pt, snap_points[i], &polyline)) continue; // skip non-matching snap points
4228 /* check whether we've found a better polyline */
4229 if (best_snap_point != NULL) {
4230 /* firstly choose shorter polyline (the one with smaller amount of
4231 * track pieces composing booth the white and the blue line) */
4232 uint cur_len = polyline.first_len + polyline.second_len;
4233 uint best_len = ret->first_len + ret->second_len;
4234 if (cur_len > best_len) continue;
4235 /* secondly choose that polyline which has longer first (white) line */
4236 if (cur_len == best_len && polyline.first_len < ret->first_len) continue;
4237 /* finally check euclidean distance to snap points and choose the
4238 * one which is closer */
4239 if (cur_len == best_len && polyline.first_len == ret->first_len && SqrDist(pt, snap_points[i]) >= SqrDist(pt, *best_snap_point)) continue;
4241 /* save the found polyline */
4242 *ret = polyline;
4243 best_snap_point = &snap_points[i];
4246 return best_snap_point;
4249 /** while dragging */
4250 static void CalcRaildirsDrawstyle(int x, int y, int method)
4252 HighLightStyle b;
4254 int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK);
4255 int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK);
4256 uint w = abs(dx) + TILE_SIZE;
4257 uint h = abs(dy) + TILE_SIZE;
4259 if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
4260 /* We 'force' a selection direction; first four rail buttons. */
4261 method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
4262 int raw_dx = _thd.selstart.x - _thd.selend.x;
4263 int raw_dy = _thd.selstart.y - _thd.selend.y;
4264 switch (method) {
4265 case VPM_FIX_X:
4266 b = HT_LINE | HT_DIR_Y;
4267 x = _thd.selstart.x;
4268 break;
4270 case VPM_FIX_Y:
4271 b = HT_LINE | HT_DIR_X;
4272 y = _thd.selstart.y;
4273 break;
4275 case VPM_FIX_HORIZONTAL:
4276 if (dx == -dy) {
4277 /* We are on a straight horizontal line. Determine the 'rail'
4278 * to build based the sub tile location. */
4279 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
4280 } else {
4281 /* We are not on a straight line. Determine the rail to build
4282 * based on whether we are above or below it. */
4283 b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
4285 /* Calculate where a horizontal line through the start point and
4286 * a vertical line from the selected end point intersect and
4287 * use that point as the end point. */
4288 int offset = (raw_dx - raw_dy) / 2;
4289 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
4290 y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK);
4292 /* 'Build' the last half rail tile if needed */
4293 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
4294 if (dx + dy >= (int)TILE_SIZE) {
4295 x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
4296 } else {
4297 y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
4301 /* Make sure we do not overflow the map! */
4302 CheckUnderflow(x, y, 1);
4303 CheckUnderflow(y, x, 1);
4304 CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, 1);
4305 CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, 1);
4306 assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
4308 break;
4310 case VPM_FIX_VERTICAL:
4311 if (dx == dy) {
4312 /* We are on a straight vertical line. Determine the 'rail'
4313 * to build based the sub tile location. */
4314 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
4315 } else {
4316 /* We are not on a straight line. Determine the rail to build
4317 * based on whether we are left or right from it. */
4318 b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
4320 /* Calculate where a vertical line through the start point and
4321 * a horizontal line from the selected end point intersect and
4322 * use that point as the end point. */
4323 int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2;
4324 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
4325 y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK);
4327 /* 'Build' the last half rail tile if needed */
4328 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
4329 if (dx - dy < 0) {
4330 y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
4331 } else {
4332 x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
4336 /* Make sure we do not overflow the map! */
4337 CheckUnderflow(x, y, -1);
4338 CheckUnderflow(y, x, -1);
4339 CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, -1);
4340 CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, -1);
4341 assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
4343 break;
4345 default:
4346 NOT_REACHED();
4348 } else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
4349 if (method & VPM_RAILDIRS) {
4350 b = GetAutorailHT(x, y);
4351 } else { // rect for autosignals on one tile
4352 b = HT_RECT;
4354 } else if (h == TILE_SIZE) { // Is this in X direction?
4355 if (dx == (int)TILE_SIZE) { // 2x1 special handling
4356 b = (Check2x1AutoRail(3)) | HT_LINE;
4357 } else if (dx == -(int)TILE_SIZE) {
4358 b = (Check2x1AutoRail(2)) | HT_LINE;
4359 } else {
4360 b = HT_LINE | HT_DIR_X;
4362 y = _thd.selstart.y;
4363 } else if (w == TILE_SIZE) { // Or Y direction?
4364 if (dy == (int)TILE_SIZE) { // 2x1 special handling
4365 b = (Check2x1AutoRail(1)) | HT_LINE;
4366 } else if (dy == -(int)TILE_SIZE) { // 2x1 other direction
4367 b = (Check2x1AutoRail(0)) | HT_LINE;
4368 } else {
4369 b = HT_LINE | HT_DIR_Y;
4371 x = _thd.selstart.x;
4372 } else if (w > h * 2) { // still count as x dir?
4373 b = HT_LINE | HT_DIR_X;
4374 y = _thd.selstart.y;
4375 } else if (h > w * 2) { // still count as y dir?
4376 b = HT_LINE | HT_DIR_Y;
4377 x = _thd.selstart.x;
4378 } else { // complicated direction
4379 int d = w - h;
4380 _thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK;
4381 _thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK;
4383 /* four cases. */
4384 if (x > _thd.selstart.x) {
4385 if (y > _thd.selstart.y) {
4386 /* south */
4387 if (d == 0) {
4388 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
4389 } else if (d >= 0) {
4390 x = _thd.selstart.x + h;
4391 b = HT_LINE | HT_DIR_VL;
4392 } else {
4393 y = _thd.selstart.y + w;
4394 b = HT_LINE | HT_DIR_VR;
4396 } else {
4397 /* west */
4398 if (d == 0) {
4399 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
4400 } else if (d >= 0) {
4401 x = _thd.selstart.x + h;
4402 b = HT_LINE | HT_DIR_HL;
4403 } else {
4404 y = _thd.selstart.y - w;
4405 b = HT_LINE | HT_DIR_HU;
4408 } else {
4409 if (y > _thd.selstart.y) {
4410 /* east */
4411 if (d == 0) {
4412 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
4413 } else if (d >= 0) {
4414 x = _thd.selstart.x - h;
4415 b = HT_LINE | HT_DIR_HU;
4416 } else {
4417 y = _thd.selstart.y + w;
4418 b = HT_LINE | HT_DIR_HL;
4420 } else {
4421 /* north */
4422 if (d == 0) {
4423 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
4424 } else if (d >= 0) {
4425 x = _thd.selstart.x - h;
4426 b = HT_LINE | HT_DIR_VR;
4427 } else {
4428 y = _thd.selstart.y - w;
4429 b = HT_LINE | HT_DIR_VL;
4435 _thd.selend.x = x;
4436 _thd.selend.y = y;
4437 _thd.dir2 = HT_DIR_END;
4438 _thd.next_drawstyle = b;
4440 ShowLengthMeasurement(b, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
4443 static HighLightStyle CalcPolyrailDrawstyle(Point pt, bool dragging)
4445 RailSnapMode snap_mode = GetRailSnapMode();
4447 /* are we only within one tile? */
4448 if (snap_mode == RSM_SNAP_TO_TILE && GetRailSnapTile() == TileVirtXY(pt.x, pt.y)) {
4449 _thd.selend.x = pt.x;
4450 _thd.selend.y = pt.y;
4451 return GetAutorailHT(pt.x, pt.y);
4454 /* find the best track */
4455 Polyline line;
4457 bool lock_snapping = dragging && snap_mode == RSM_SNAP_TO_RAIL;
4458 if (!lock_snapping) _current_snap_lock.x = -1;
4460 const LineSnapPoint *snap_point;
4461 if (_current_snap_lock.x != -1) {
4462 snap_point = FindBestPolyline(pt, &_current_snap_lock, 1, &line);
4463 } else if (snap_mode == RSM_SNAP_TO_TILE) {
4464 snap_point = FindBestPolyline(pt, _tile_snap_points.Begin(), _tile_snap_points.Length(), &line);
4465 } else {
4466 assert(snap_mode == RSM_SNAP_TO_RAIL);
4467 snap_point = FindBestPolyline(pt, _rail_snap_points.Begin(), _rail_snap_points.Length(), &line);
4470 if (snap_point == NULL) return HT_NONE; // no match
4472 if (lock_snapping && _current_snap_lock.x == -1) {
4473 /* lock down the snap point */
4474 _current_snap_lock = *snap_point;
4475 _current_snap_lock.dirs &= (1 << line.first_dir) | (1 << ReverseDir(line.first_dir));
4478 TileIndexDiffC first_dir = TileIndexDiffCByDir(line.first_dir);
4479 _thd.selstart.x = line.start.x;
4480 _thd.selstart.y = line.start.y;
4481 _thd.selend.x = _thd.selstart.x + line.first_len * first_dir.x * (IsDiagonalDirection(line.first_dir) ? TILE_SIZE : TILE_SIZE / 2);
4482 _thd.selend.y = _thd.selstart.y + line.first_len * first_dir.y * (IsDiagonalDirection(line.first_dir) ? TILE_SIZE : TILE_SIZE / 2);
4483 _thd.selstart2.x = _thd.selend.x;
4484 _thd.selstart2.y = _thd.selend.y;
4485 _thd.selstart.x += first_dir.x;
4486 _thd.selstart.y += first_dir.y;
4487 _thd.selend.x -= first_dir.x;
4488 _thd.selend.y -= first_dir.y;
4489 Trackdir seldir = PointDirToTrackdir(_thd.selstart, line.first_dir);
4490 _thd.selstart.x &= ~TILE_UNIT_MASK;
4491 _thd.selstart.y &= ~TILE_UNIT_MASK;
4493 if (line.second_len != 0) {
4494 TileIndexDiffC second_dir = TileIndexDiffCByDir(line.second_dir);
4495 _thd.selend2.x = _thd.selstart2.x + line.second_len * second_dir.x * (IsDiagonalDirection(line.second_dir) ? TILE_SIZE : TILE_SIZE / 2);
4496 _thd.selend2.y = _thd.selstart2.y + line.second_len * second_dir.y * (IsDiagonalDirection(line.second_dir) ? TILE_SIZE : TILE_SIZE / 2);
4497 _thd.selstart2.x += second_dir.x;
4498 _thd.selstart2.y += second_dir.y;
4499 _thd.selend2.x -= second_dir.x;
4500 _thd.selend2.y -= second_dir.y;
4501 Trackdir seldir2 = PointDirToTrackdir(_thd.selstart2, line.second_dir);
4502 _thd.selstart2.x &= ~TILE_UNIT_MASK;
4503 _thd.selstart2.y &= ~TILE_UNIT_MASK;
4504 _thd.dir2 = (HighLightStyle)TrackdirToTrack(seldir2);
4505 } else {
4506 _thd.dir2 = HT_DIR_END;
4509 HighLightStyle ret = HT_LINE | (HighLightStyle)TrackdirToTrack(seldir);
4510 ShowLengthMeasurement(ret, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y), TCC_HOVER, true);
4511 return ret;
4515 * Selects tiles while dragging
4516 * @param x X coordinate of end of selection
4517 * @param y Y coordinate of end of selection
4518 * @param method modifies the way tiles are selected. Possible
4519 * methods are VPM_* in viewport.h
4521 void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
4523 int sx, sy;
4524 HighLightStyle style;
4526 if (x == -1) {
4527 _thd.selend.x = -1;
4528 return;
4531 if ((_thd.place_mode & HT_POLY) && GetRailSnapMode() != RSM_NO_SNAP) {
4532 Point pt = { x, y };
4533 _thd.next_drawstyle = CalcPolyrailDrawstyle(pt, true);
4534 return;
4537 /* Special handling of drag in any (8-way) direction */
4538 if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
4539 _thd.selend.x = x;
4540 _thd.selend.y = y;
4541 CalcRaildirsDrawstyle(x, y, method);
4542 return;
4545 /* Needed so level-land is placed correctly */
4546 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) {
4547 x += TILE_SIZE / 2;
4548 y += TILE_SIZE / 2;
4551 sx = _thd.selstart.x;
4552 sy = _thd.selstart.y;
4554 int limit = 0;
4556 switch (method) {
4557 case VPM_X_OR_Y: // drag in X or Y direction
4558 if (abs(sy - y) < abs(sx - x)) {
4559 y = sy;
4560 style = HT_DIR_X;
4561 } else {
4562 x = sx;
4563 style = HT_DIR_Y;
4565 goto calc_heightdiff_single_direction;
4567 case VPM_X_LIMITED: // Drag in X direction (limited size).
4568 limit = (_thd.sizelimit - 1) * TILE_SIZE;
4569 FALLTHROUGH;
4571 case VPM_FIX_X: // drag in Y direction
4572 x = sx;
4573 style = HT_DIR_Y;
4574 goto calc_heightdiff_single_direction;
4576 case VPM_Y_LIMITED: // Drag in Y direction (limited size).
4577 limit = (_thd.sizelimit - 1) * TILE_SIZE;
4578 FALLTHROUGH;
4580 case VPM_FIX_Y: // drag in X direction
4581 y = sy;
4582 style = HT_DIR_X;
4584 calc_heightdiff_single_direction:;
4585 if (limit > 0) {
4586 x = sx + Clamp(x - sx, -limit, limit);
4587 y = sy + Clamp(y - sy, -limit, limit);
4589 /* With current code passing a HT_LINE style to calculate the height
4590 * difference is enough. However if/when a point-tool is created
4591 * with this method, function should be called with new_style (below)
4592 * instead of HT_LINE | style case HT_POINT is handled specially
4593 * new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
4594 ShowLengthMeasurement(HT_LINE | style, TileVirtXY(sx, sy), TileVirtXY(x, y));
4595 break;
4597 case VPM_A_B_LINE: { // drag an A to B line
4598 TileIndex t0 = TileVirtXY(sx, sy);
4599 TileIndex t1 = TileVirtXY(x, y);
4600 uint dx = Delta(TileX(t0), TileX(t1)) + 1;
4601 uint dy = Delta(TileY(t0), TileY(t1)) + 1;
4602 byte index = 0;
4604 /* If dragging an area (eg dynamite tool) and it is actually a single
4605 * row/column, change the type to 'line' to get proper calculation for height */
4606 style = (HighLightStyle)_thd.next_drawstyle;
4607 if (style & HT_RECT) {
4608 if (dx == 1) {
4609 style = HT_LINE | HT_DIR_Y;
4610 } else if (dy == 1) {
4611 style = HT_LINE | HT_DIR_X;
4615 int heightdiff = 0;
4617 if (dx != 1 || dy != 1) {
4618 heightdiff = CalcHeightdiff(style, 0, t0, t1);
4619 SetDParam(index++, DistanceManhattan(t0, t1));
4620 SetDParam(index++, sqrtl(dx * dx + dy * dy)); //DistanceSquare does not like big numbers
4622 } else {
4623 index += 2;
4626 SetDParam(index++, DistanceFromEdge(t1));
4627 SetDParam(index++, GetTileMaxZ(t1) * TILE_HEIGHT_STEP);
4628 SetDParam(index++, heightdiff);
4629 //Show always the measurement tooltip
4630 GuiShowTooltips(_thd.GetCallbackWnd(),STR_MEASURE_DIST_HEIGHTDIFF);
4631 break;
4634 case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area.
4635 limit = (_thd.sizelimit - 1) * TILE_SIZE;
4636 x = sx + Clamp(x - sx, -limit, limit);
4637 y = sy + Clamp(y - sy, -limit, limit);
4638 FALLTHROUGH;
4640 case VPM_X_AND_Y: // drag an X by Y area
4641 if (_settings_client.gui.measure_tooltip) {
4642 static const StringID measure_strings_area[] = {
4643 STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
4646 TileIndex t0 = TileVirtXY(sx, sy);
4647 TileIndex t1 = TileVirtXY(x, y);
4648 uint dx = Delta(TileX(t0), TileX(t1)) + 1;
4649 uint dy = Delta(TileY(t0), TileY(t1)) + 1;
4650 byte index = 0;
4652 /* If dragging an area (eg dynamite tool) and it is actually a single
4653 * row/column, change the type to 'line' to get proper calculation for height */
4654 style = (HighLightStyle)_thd.next_drawstyle;
4655 if (_thd.IsDraggingDiagonal()) {
4656 /* Determine the "area" of the diagonal dragged selection.
4657 * We assume the area is the number of tiles along the X
4658 * edge and the number of tiles along the Y edge. However,
4659 * multiplying these two numbers does not give the exact
4660 * number of tiles; basically we are counting the black
4661 * squares on a chess board and ignore the white ones to
4662 * make the tile counts at the edges match up. There is no
4663 * other way to make a proper count though.
4665 * First convert to the rotated coordinate system. */
4666 int dist_x = TileX(t0) - TileX(t1);
4667 int dist_y = TileY(t0) - TileY(t1);
4668 int a_max = dist_x + dist_y;
4669 int b_max = dist_y - dist_x;
4671 /* Now determine the size along the edge, but due to the
4672 * chess board principle this counts double. */
4673 a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2;
4674 b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2;
4676 /* We get a 1x1 on normal 2x1 rectangles, due to it being
4677 * a seen as two sides. As the result for actual building
4678 * will be the same as non-diagonal dragging revert to that
4679 * behaviour to give it a more normally looking size. */
4680 if (a_max != 1 || b_max != 1) {
4681 dx = a_max;
4682 dy = b_max;
4684 } else if (style & HT_RECT) {
4685 if (dx == 1) {
4686 style = HT_LINE | HT_DIR_Y;
4687 } else if (dy == 1) {
4688 style = HT_LINE | HT_DIR_X;
4692 if (dx != 1 || dy != 1) {
4693 int heightdiff = CalcHeightdiff(style, 0, t0, t1);
4695 SetDParam(index++, dx - (style & HT_POINT ? 1 : 0));
4696 SetDParam(index++, dy - (style & HT_POINT ? 1 : 0));
4697 if (heightdiff != 0) SetDParam(index++, heightdiff);
4700 ShowMeasurementTooltips(measure_strings_area[index]);
4702 break;
4704 default: NOT_REACHED();
4707 _thd.selend.x = x;
4708 _thd.selend.y = y;
4709 _thd.dir2 = HT_DIR_END;
4713 * Handle the mouse while dragging for placement/resizing.
4714 * @return State of handling the event.
4716 EventState VpHandlePlaceSizingDrag()
4718 if (_special_mouse_mode != WSM_SIZING) return ES_NOT_HANDLED;
4720 /* stop drag mode if the window has been closed */
4721 Window *w = _thd.GetCallbackWnd();
4722 if (w == NULL) {
4723 ResetObjectToPlace();
4724 return ES_HANDLED;
4727 /* While dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ).
4728 * Do it even if the button is no longer pressed to make sure that OnPlaceDrag was called at least once. */
4729 w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
4730 if (_left_button_down) return ES_HANDLED;
4732 /* mouse button released..
4733 * keep the selected tool, but reset it to the original mode. */
4734 _special_mouse_mode = WSM_NONE;
4735 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
4736 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
4737 _thd.place_mode = HT_RECT | others;
4738 } else if (_thd.select_method & VPM_SIGNALDIRS) {
4739 _thd.place_mode = HT_RECT | others;
4740 } else if (_thd.select_method & VPM_RAILDIRS) {
4741 _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS ? _thd.next_drawstyle : HT_RAIL) | others;
4742 } else {
4743 _thd.place_mode = HT_POINT | others;
4745 SetTileSelectSize(1, 1);
4747 if (_thd.place_mode & HT_POLY) {
4748 if (GetRailSnapMode() == RSM_SNAP_TO_TILE) SetRailSnapMode(RSM_NO_SNAP);
4749 if (_thd.drawstyle == HT_NONE) return ES_HANDLED;
4752 w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
4753 return ES_HANDLED;
4757 * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
4758 * @param icon New shape of the mouse cursor.
4759 * @param pal Palette to use.
4760 * @param mode Mode to perform.
4761 * @param w %Window requesting the mode change.
4763 void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
4765 SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
4768 #include "table/animcursors.h"
4771 * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
4772 * @param icon New shape of the mouse cursor.
4773 * @param pal Palette to use.
4774 * @param mode Mode to perform.
4775 * @param window_class %Window class of the window requesting the mode change.
4776 * @param window_num Number of the window in its class requesting the mode change.
4778 void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
4780 if (_thd.window_class != WC_INVALID) {
4781 /* Undo clicking on button and drag & drop */
4782 Window *w = _thd.GetCallbackWnd();
4783 /* Call the abort function, but set the window class to something
4784 * that will never be used to avoid infinite loops. Setting it to
4785 * the 'next' window class must not be done because recursion into
4786 * this function might in some cases reset the newly set object to
4787 * place or not properly reset the original selection. */
4788 _thd.window_class = WC_INVALID;
4789 if (w != NULL) w->OnPlaceObjectAbort();
4792 /* Mark the old selection dirty, in case the selection shape or colour changes */
4793 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
4795 SetTileSelectSize(1, 1);
4797 _thd.make_square_red = false;
4799 if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
4800 mode = HT_NONE;
4801 _special_mouse_mode = WSM_DRAGDROP;
4802 } else {
4803 _special_mouse_mode = WSM_NONE;
4806 _thd.place_mode = mode;
4807 _thd.window_class = window_class;
4808 _thd.window_number = window_num;
4810 if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode
4811 VpStartPreSizing();
4814 if (mode & HT_POLY) {
4815 SetRailSnapMode((mode & HT_NEW_POLY) == HT_NEW_POLY ? RSM_NO_SNAP : RSM_SNAP_TO_RAIL);
4818 if ((icon & ANIMCURSOR_FLAG) != 0) {
4819 SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
4820 } else {
4821 SetMouseCursor(icon, pal);
4826 /** Reset the cursor and mouse mode handling back to default (normal cursor, only clicking in windows). */
4827 void ResetObjectToPlace()
4829 SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
4832 ViewportMapType ChangeRenderMode(const ViewPort *vp, bool down) {
4833 ViewportMapType map_type = vp->map_type;
4834 if (vp->zoom < ZOOM_LVL_DRAW_MAP) return map_type;
4835 if (down) {
4836 return (map_type == VPMT_MIN) ? VPMT_MAX : (ViewportMapType) (map_type - 1);
4837 } else {
4838 return (map_type == VPMT_MAX) ? VPMT_MIN : (ViewportMapType) (map_type + 1);
4842 Point GetViewportStationMiddle(const ViewPort *vp, const Station *st)
4844 int x = TileX(st->xy) * TILE_SIZE;
4845 int y = TileY(st->xy) * TILE_SIZE;
4846 int z = GetSlopePixelZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1));
4848 Point p = RemapCoords(x, y, z);
4849 p.x = UnScaleByZoom(p.x - vp->virtual_left, vp->zoom) + vp->left;
4850 p.y = UnScaleByZoom(p.y - vp->virtual_top, vp->zoom) + vp->top;
4851 return p;
4854 void DrawOverlay(const TileInfo *ti, TileType tt)
4856 if (Overlays::Instance()->IsTileLogicSignalInput(ti)) {
4857 DrawTileSelectionRect(ti, PALETTE_SEL_TILE_RED);
4858 } else if (Overlays::Instance()->IsTileInCatchmentArea(ti, PRODUCTION)) {
4859 DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
4860 } else if (Overlays::Instance()->IsTileInCatchmentArea(ti, ACCEPTANCE)) {
4861 DrawTileSelectionRect(ti, PAL_NONE);
4865 /** Helper class for getting the best sprite sorter. */
4866 struct ViewportSSCSS {
4867 VpSorterChecker fct_checker; ///< The check function.
4868 VpSpriteSorter fct_sorter; ///< The sorting function.
4871 /** List of sorters ordered from best to worst. */
4872 static ViewportSSCSS _vp_sprite_sorters[] = {
4873 #ifdef WITH_SSE
4874 { &ViewportSortParentSpritesSSE41Checker, &ViewportSortParentSpritesSSE41 },
4875 #endif
4876 { &ViewportSortParentSpritesChecker, &ViewportSortParentSprites }
4879 /** Choose the "best" sprite sorter and set _vp_sprite_sorter. */
4880 void InitializeSpriteSorter()
4882 for (uint i = 0; i < lengthof(_vp_sprite_sorters); i++) {
4883 if (_vp_sprite_sorters[i].fct_checker()) {
4884 _vp_sprite_sorter = _vp_sprite_sorters[i].fct_sorter;
4885 break;
4888 assert(_vp_sprite_sorter != NULL);
4891 static LineSnapPoint LineSnapPointAtRailTrackEndpoint(TileIndex tile, DiagDirection exit_dir, bool bidirectional)
4893 LineSnapPoint ret;
4894 ret.x = (TILE_SIZE / 2) * (uint)(2 * TileX(tile) + TileIndexDiffCByDiagDir(exit_dir).x + 1);
4895 ret.y = (TILE_SIZE / 2) * (uint)(2 * TileY(tile) + TileIndexDiffCByDiagDir(exit_dir).y + 1);
4897 ret.dirs = 0;
4898 SetBit(ret.dirs, DiagDirToDir(exit_dir));
4899 SetBit(ret.dirs, ChangeDir(DiagDirToDir(exit_dir), DIRDIFF_45LEFT));
4900 SetBit(ret.dirs, ChangeDir(DiagDirToDir(exit_dir), DIRDIFF_45RIGHT));
4901 if (bidirectional) ret.dirs |= ROR<uint8>(ret.dirs, DIRDIFF_REVERSE);
4903 return ret;
4907 * Store the position of lastly built rail track; for highlighting purposes.
4909 * In "polyline" highlighting mode, the stored end point will be used as a snapping point for new
4910 * tracks allowing to place multi-segment polylines.
4912 * @param start_tile tile where the track starts
4913 * @param end_tile tile where the track ends
4914 * @param start_track track piece on the start_tile
4915 * @param bidirectional_exit whether to allow to highlight next track in any direction; otherwise new track will have to fallow the stored one (usefull when placing tunnels and bridges)
4917 void StoreRailPlacementEndpoints(TileIndex start_tile, TileIndex end_tile, Track start_track, bool bidirectional_exit)
4919 if (start_tile != INVALID_TILE && end_tile != INVALID_TILE) {
4920 /* calculate trackdirs at booth ends of the track */
4921 Trackdir exit_trackdir_at_start = TrackToTrackdir(start_track);
4922 Trackdir exit_trackdir_at_end = ReverseTrackdir(TrackToTrackdir(start_track));
4923 if (start_tile != end_tile) { // multi-tile case
4924 /* determine proper direction (pointing outside of the track) */
4925 uint distance = DistanceManhattan(start_tile, end_tile);
4926 if (distance > DistanceManhattan(TileAddByDiagDir(start_tile, TrackdirToExitdir(exit_trackdir_at_start)), end_tile)) {
4927 Swap(exit_trackdir_at_start, exit_trackdir_at_end);
4929 /* determine proper track on the end tile - switch between upper/lower or left/right based on the length */
4930 if (distance % 2 != 0) exit_trackdir_at_end = NextTrackdir(exit_trackdir_at_end);
4933 LineSnapPoint snap_start = LineSnapPointAtRailTrackEndpoint(start_tile, TrackdirToExitdir(exit_trackdir_at_start), bidirectional_exit);
4934 LineSnapPoint snap_end = LineSnapPointAtRailTrackEndpoint(end_tile, TrackdirToExitdir(exit_trackdir_at_end), bidirectional_exit);
4935 /* Find if we already had these coordinates before. */
4936 LineSnapPoint *snap;
4937 bool had_start = false;
4938 bool had_end = false;
4939 for (snap = _rail_snap_points.Begin(); snap != _rail_snap_points.End(); snap++) {
4940 had_start |= (snap->x == snap_start.x && snap->y == snap_start.y);
4941 had_end |= (snap->x == snap_end.x && snap->y == snap_end.y);
4943 /* Create new snap point set. */
4944 if (had_start && had_end) {
4945 /* just stop snaping, don't forget snap points */
4946 SetRailSnapMode(RSM_NO_SNAP);
4947 } else {
4948 /* include only new points */
4949 _rail_snap_points.Clear();
4950 if (!had_start) *_rail_snap_points.Append() = snap_start;
4951 if (!had_end) *_rail_snap_points.Append() = snap_end;
4952 SetRailSnapMode(RSM_SNAP_TO_RAIL);
4957 bool CurrentlySnappingRailPlacement()
4959 return (_thd.place_mode & HT_POLY) && GetRailSnapMode() == RSM_SNAP_TO_RAIL;
4962 static RailSnapMode GetRailSnapMode()
4964 if (_rail_snap_mode == RSM_SNAP_TO_TILE && _tile_snap_points.Length() == 0) return RSM_NO_SNAP;
4965 if (_rail_snap_mode == RSM_SNAP_TO_RAIL && _rail_snap_points.Length() == 0) return RSM_NO_SNAP;
4966 return _rail_snap_mode;
4969 static void SetRailSnapMode(RailSnapMode mode)
4971 _rail_snap_mode = mode;
4973 if ((_thd.place_mode & HT_POLY) && (GetRailSnapMode() == RSM_NO_SNAP)) {
4974 SetTileSelectSize(1, 1);
4978 static TileIndex GetRailSnapTile()
4980 if (_tile_snap_points.Length() == 0) return INVALID_TILE;
4981 return TileVirtXY(_tile_snap_points[DIAGDIR_NE].x, _tile_snap_points[DIAGDIR_NE].y);
4984 static void SetRailSnapTile(TileIndex tile)
4986 _tile_snap_points.Clear();
4987 if (tile == INVALID_TILE) return;
4989 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
4990 LineSnapPoint *point = _tile_snap_points.Append();
4991 *point = LineSnapPointAtRailTrackEndpoint(tile, dir, false);
4992 point->dirs = ROR<uint8>(point->dirs, DIRDIFF_REVERSE);
4996 void ResetRailPlacementSnapping()
4998 _rail_snap_mode = RSM_NO_SNAP;
4999 _tile_snap_points.Clear();
5000 _rail_snap_points.Clear();
5001 _current_snap_lock.x = -1;