Use new/delete for Viewport info struct
[openttd-joker.git] / src / viewport.cpp
blob23246280d19af731cf123bfdf9f2deaa6eea1613
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 FOR_ALL_WINDOWS_FROM_BACK_FROM(w, w) {
375 if (left + width > w->left &&
376 w->left + w->width > left &&
377 top + height > w->top &&
378 w->top + w->height > top) {
380 if (left < w->left) {
381 DoSetViewportPosition(w, left, top, w->left - left, height);
382 DoSetViewportPosition(w, left + (w->left - left), top, width - (w->left - left), height);
383 return;
386 if (left + width > w->left + w->width) {
387 DoSetViewportPosition(w, left, top, (w->left + w->width - left), height);
388 DoSetViewportPosition(w, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height);
389 return;
392 if (top < w->top) {
393 DoSetViewportPosition(w, left, top, width, (w->top - top));
394 DoSetViewportPosition(w, left, top + (w->top - top), width, height - (w->top - top));
395 return;
398 if (top + height > w->top + w->height) {
399 DoSetViewportPosition(w, left, top, width, (w->top + w->height - top));
400 DoSetViewportPosition(w, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top));
401 return;
404 return;
409 int xo = _vp_move_offs.x;
410 int yo = _vp_move_offs.y;
412 if (abs(xo) >= width || abs(yo) >= height) {
413 /* fully_outside */
414 RedrawScreenRect(left, top, left + width, top + height);
415 return;
418 GfxScroll(left, top, width, height, xo, yo);
420 if (xo > 0) {
421 RedrawScreenRect(left, top, xo + left, top + height);
422 left += xo;
423 width -= xo;
424 } else if (xo < 0) {
425 RedrawScreenRect(left + width + xo, top, left + width, top + height);
426 width += xo;
429 if (yo > 0) {
430 RedrawScreenRect(left, top, width + left, top + yo);
431 } else if (yo < 0) {
432 RedrawScreenRect(left, top + height + yo, width + left, top + height);
437 static void SetViewportPosition(Window *w, int x, int y)
439 ViewPort *vp = w->viewport;
440 int old_left = vp->virtual_left;
441 int old_top = vp->virtual_top;
442 int i;
443 int left, top, width, height;
445 vp->virtual_left = x;
446 vp->virtual_top = y;
448 /* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
449 * else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
451 old_left = UnScaleByZoomLower(old_left, vp->zoom);
452 old_top = UnScaleByZoomLower(old_top, vp->zoom);
453 x = UnScaleByZoomLower(x, vp->zoom);
454 y = UnScaleByZoomLower(y, vp->zoom);
456 old_left -= x;
457 old_top -= y;
459 if (old_top == 0 && old_left == 0) return;
461 _vp_move_offs.x = old_left;
462 _vp_move_offs.y = old_top;
464 left = vp->left;
465 top = vp->top;
466 width = vp->width;
467 height = vp->height;
469 if (left < 0) {
470 width += left;
471 left = 0;
474 i = left + width - _screen.width;
475 if (i >= 0) width -= i;
477 if (width > 0) {
478 if (top < 0) {
479 height += top;
480 top = 0;
483 i = top + height - _screen.height;
484 if (i >= 0) height -= i;
486 if (height > 0) DoSetViewportPosition(w->z_front, left, top, width, height);
491 * Is a xy position inside the viewport of the window?
492 * @param w Window to examine its viewport
493 * @param x X coordinate of the xy position
494 * @param y Y coordinate of the xy position
495 * @return Pointer to the viewport if the xy position is in the viewport of the window,
496 * otherwise \c NULL is returned.
498 ViewPort *IsPtInWindowViewport(const Window *w, int x, int y)
500 ViewPort *vp = w->viewport;
502 if (vp != NULL &&
503 IsInsideMM(x, vp->left, vp->left + vp->width) &&
504 IsInsideMM(y, vp->top, vp->top + vp->height))
505 return vp;
507 return NULL;
511 * Translate screen coordinate in a viewport to a tile coordinate
512 * @param vp Viewport that contains the (\a x, \a y) screen coordinate
513 * @param x Screen x coordinate
514 * @param y Screen y coordinate
515 * @param clamp_to_map Clamp the coordinate outside of the map to the closest tile within the map.
516 * @return Tile coordinate
518 Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y, bool clamp_to_map)
520 Point pt;
521 int a, b;
522 int z;
524 if ( (uint)(x -= vp->left) >= (uint)vp->width ||
525 (uint)(y -= vp->top) >= (uint)vp->height) {
526 Point pt = {-1, -1};
527 return pt;
530 x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> (2 + ZOOM_LVL_SHIFT);
531 y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> (1 + ZOOM_LVL_SHIFT);
533 a = y - x;
534 b = y + x;
536 if (clamp_to_map) {
537 /* Bring the coordinates near to a valid range. This is mostly due to the
538 * tiles on the north side of the map possibly being drawn too high due to
539 * the extra height levels. So at the top we allow a number of extra tiles.
540 * This number is based on the tile height and pixels. */
541 int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
542 a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
543 b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
546 /* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
547 * Now find the Z-world coordinate by fix point iteration.
548 * This is a bit tricky because the tile height is non-continuous at foundations.
549 * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
550 * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
551 * So give it a z-malus of 4 in the first iterations.
553 z = 0;
555 int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
557 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;
558 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;
559 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;
561 if (clamp_to_map) {
562 pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
563 pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
564 } else {
565 pt.x = a + z;
566 pt.y = b + z;
569 return pt;
572 /* When used for zooming, check area below current coordinates (x,y)
573 * and return the tile of the zoomed out/in position (zoom_x, zoom_y)
574 * when you just want the tile, make x = zoom_x and y = zoom_y */
575 static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
577 Window *w;
578 ViewPort *vp;
579 Point pt;
581 if ( (w = FindWindowFromPt(x, y)) != NULL &&
582 (vp = IsPtInWindowViewport(w, x, y)) != NULL)
583 return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
585 pt.y = pt.x = -1;
586 return pt;
589 Point GetTileBelowCursor()
591 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
595 Point GetTileZoomCenterWindow(bool in, Window * w)
597 int x, y;
598 ViewPort *vp = w->viewport;
600 if (in) {
601 x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
602 y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
603 } else {
604 x = vp->width - (_cursor.pos.x - vp->left);
605 y = vp->height - (_cursor.pos.y - vp->top);
607 /* Get the tile below the cursor and center on the zoomed-out center */
608 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
612 * Update the status of the zoom-buttons according to the zoom-level
613 * of the viewport. This will update their status and invalidate accordingly
614 * @param w Window pointer to the window that has the zoom buttons
615 * @param vp pointer to the viewport whose zoom-level the buttons represent
616 * @param widget_zoom_in widget index for window with zoom-in button
617 * @param widget_zoom_out widget index for window with zoom-out button
619 void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
621 w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min);
622 w->SetWidgetDirty(widget_zoom_in);
624 w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max);
625 w->SetWidgetDirty(widget_zoom_out);
629 * Schedules a tile sprite for drawing.
631 * @param image the image to draw.
632 * @param pal the provided palette.
633 * @param x position x (world coordinates) of the sprite.
634 * @param y position y (world coordinates) of the sprite.
635 * @param z position z (world coordinates) of the sprite.
636 * @param sub Only draw a part of the sprite.
637 * @param extra_offs_x Pixel X offset for the sprite position.
638 * @param extra_offs_y Pixel Y offset for the sprite position.
640 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)
642 assert((image & SPRITE_MASK) < MAX_SPRITES);
644 TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
645 ts->image = image;
646 ts->pal = pal;
647 ts->sub = sub;
648 Point pt = RemapCoords(x, y, z);
649 ts->x = pt.x + extra_offs_x;
650 ts->y = pt.y + extra_offs_y;
654 * Adds a child sprite to the active foundation.
656 * The pixel offset of the sprite relative to the ParentSprite is the sum of the offset passed to OffsetGroundSprite() and extra_offs_?.
658 * @param image the image to draw.
659 * @param pal the provided palette.
660 * @param sub Only draw a part of the sprite.
661 * @param foundation_part Foundation part.
662 * @param extra_offs_x Pixel X offset for the sprite position.
663 * @param extra_offs_y Pixel Y offset for the sprite position.
665 static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
667 assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
668 assert(_vd.foundation[foundation_part] != -1);
669 Point offs = _vd.foundation_offset[foundation_part];
671 /* Change the active ChildSprite list to the one of the foundation */
672 int *old_child = _vd.last_child;
673 _vd.last_child = _vd.last_foundation_child[foundation_part];
675 AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false);
677 /* Switch back to last ChildSprite list */
678 _vd.last_child = old_child;
682 * Draws a ground sprite at a specific world-coordinate relative to the current tile.
683 * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
685 * @param image the image to draw.
686 * @param pal the provided palette.
687 * @param x position x (world coordinates) of the sprite relative to current tile.
688 * @param y position y (world coordinates) of the sprite relative to current tile.
689 * @param z position z (world coordinates) of the sprite relative to current tile.
690 * @param sub Only draw a part of the sprite.
691 * @param extra_offs_x Pixel X offset for the sprite position.
692 * @param extra_offs_y Pixel Y offset for the sprite position.
694 void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
696 /* Switch to first foundation part, if no foundation was drawn */
697 if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
699 if (_vd.foundation[_vd.foundation_part] != -1) {
700 Point pt = RemapCoords(x, y, z);
701 AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_LVL_BASE, pt.y + extra_offs_y * ZOOM_LVL_BASE);
702 } else {
703 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);
708 * Draws a ground sprite for the current tile.
709 * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
711 * @param image the image to draw.
712 * @param pal the provided palette.
713 * @param sub Only draw a part of the sprite.
714 * @param extra_offs_x Pixel X offset for the sprite position.
715 * @param extra_offs_y Pixel Y offset for the sprite position.
717 void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
719 DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
723 * Called when a foundation has been drawn for the current tile.
724 * Successive ground sprites for the current tile will be drawn as child sprites of the "foundation"-ParentSprite, not as TileSprites.
726 * @param x sprite x-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
727 * @param y sprite y-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
729 void OffsetGroundSprite(int x, int y)
731 /* Switch to next foundation part */
732 switch (_vd.foundation_part) {
733 case FOUNDATION_PART_NONE:
734 _vd.foundation_part = FOUNDATION_PART_NORMAL;
735 break;
736 case FOUNDATION_PART_NORMAL:
737 _vd.foundation_part = FOUNDATION_PART_HALFTILE;
738 break;
739 default: NOT_REACHED();
742 /* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
743 if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1;
745 _vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_LVL_BASE;
746 _vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_LVL_BASE;
747 _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
751 * Adds a child sprite to a parent sprite.
752 * In contrast to "AddChildSpriteScreen()" the sprite position is in world coordinates
754 * @param image the image to draw.
755 * @param pal the provided palette.
756 * @param x position x of the sprite.
757 * @param y position y of the sprite.
758 * @param z position z of the sprite.
759 * @param sub Only draw a part of the sprite.
761 static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub)
763 Point pt = RemapCoords(x, y, z);
764 const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
766 if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
767 pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
768 pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
769 pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
770 return;
772 const ParentSpriteToDraw *pstd = _vd.parent_sprites_to_draw.End() - 1;
773 AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub, false);
777 * Draw a (transparent) sprite at given coordinates with a given bounding box.
778 * 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.
779 * Bounding boxes with bb_offset_x == w or bb_offset_y == h or bb_offset_z == dz are allowed and produce thin slices.
781 * @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
782 * defined by the sprite offset in the grf file.
783 * However if modifying the sprite offsets is not suitable (e.g. when using existing graphics), the bounding box can be tuned by bb_offset.
785 * @pre w >= bb_offset_x, h >= bb_offset_y, dz >= bb_offset_z. Else w, h or dz are ignored.
787 * @param image the image to combine and draw,
788 * @param pal the provided palette,
789 * @param x position X (world) of the sprite,
790 * @param y position Y (world) of the sprite,
791 * @param w bounding box extent towards positive X (world),
792 * @param h bounding box extent towards positive Y (world),
793 * @param dz bounding box extent towards positive Z (world),
794 * @param z position Z (world) of the sprite,
795 * @param transparent if true, switch the palette between the provided palette and the transparent palette,
796 * @param bb_offset_x bounding box extent towards negative X (world),
797 * @param bb_offset_y bounding box extent towards negative Y (world),
798 * @param bb_offset_z bounding box extent towards negative Z (world)
799 * @param sub Only draw a part of the sprite.
801 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)
803 int32 left, right, top, bottom;
805 assert((image & SPRITE_MASK) < MAX_SPRITES);
807 /* make the sprites transparent with the right palette */
808 if (transparent) {
809 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
810 pal = PALETTE_TO_TRANSPARENT;
813 if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
814 AddCombinedSprite(image, pal, x, y, z, sub);
815 return;
818 _vd.last_child = NULL;
820 Point pt = RemapCoords(x, y, z);
821 int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
823 /* Compute screen extents of sprite */
824 if (image == SPR_EMPTY_BOUNDING_BOX) {
825 left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
826 right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
827 top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
828 bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
829 } else {
830 const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
831 left = tmp_left = (pt.x += spr->x_offs);
832 right = (pt.x + spr->width );
833 top = tmp_top = (pt.y += spr->y_offs);
834 bottom = (pt.y + spr->height);
837 if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
838 /* Compute maximal extents of sprite and its bounding box */
839 left = min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x);
840 right = max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1);
841 top = min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y);
842 bottom = max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1);
845 /* Do not add the sprite to the viewport, if it is outside */
846 if (left >= _vd.dpi.left + _vd.dpi.width ||
847 right <= _vd.dpi.left ||
848 top >= _vd.dpi.top + _vd.dpi.height ||
849 bottom <= _vd.dpi.top) {
850 return;
853 ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
854 ps->x = tmp_x;
855 ps->y = tmp_y;
857 ps->left = tmp_left;
858 ps->top = tmp_top;
860 ps->image = image;
861 ps->pal = pal;
862 ps->sub = sub;
863 ps->xmin = x + bb_offset_x;
864 ps->xmax = x + max(bb_offset_x, w) - 1;
866 ps->ymin = y + bb_offset_y;
867 ps->ymax = y + max(bb_offset_y, h) - 1;
869 ps->zmin = z + bb_offset_z;
870 ps->zmax = z + max(bb_offset_z, dz) - 1;
872 ps->comparison_done = false;
873 ps->first_child = -1;
875 _vd.last_child = &ps->first_child;
877 if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
881 * Starts a block of sprites, which are "combined" into a single bounding box.
883 * Subsequent calls to #AddSortableSpriteToDraw will be drawn into the same bounding box.
884 * That is: The first sprite that is not clipped by the viewport defines the bounding box, and
885 * the following sprites will be child sprites to that one.
887 * That implies:
888 * - The drawing order is definite. No other sprites will be sorted between those of the block.
889 * - You have to provide a valid bounding box for all sprites,
890 * as you won't know which one is the first non-clipped one.
891 * Preferable you use the same bounding box for all.
892 * - You cannot use #AddChildSpriteScreen inside the block, as its result will be indefinite.
894 * The block is terminated by #EndSpriteCombine.
896 * You cannot nest "combined" blocks.
898 void StartSpriteCombine()
900 assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
901 _vd.combine_sprites = SPRITE_COMBINE_PENDING;
905 * Terminates a block of sprites started by #StartSpriteCombine.
906 * Take a look there for details.
908 void EndSpriteCombine()
910 assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
911 _vd.combine_sprites = SPRITE_COMBINE_NONE;
915 * Check if the parameter "check" is inside the interval between
916 * begin and end, including both begin and end.
917 * @note Whether \c begin or \c end is the biggest does not matter.
918 * This method will account for that.
919 * @param begin The begin of the interval.
920 * @param end The end of the interval.
921 * @param check The value to check.
923 static bool IsInRangeInclusive(int begin, int end, int check)
925 if (begin > end) Swap(begin, end);
926 return begin <= check && check <= end;
930 * Checks whether a point is inside the selected rectangle given by _thd.size, _thd.pos and _thd.diagonal
931 * @param x The x coordinate of the point to be checked.
932 * @param y The y coordinate of the point to be checked.
933 * @return True if the point is inside the rectangle, else false.
935 static bool IsInsideSelectedRectangle(int x, int y)
937 if (!_thd.diagonal) {
938 return IsInsideBS(x, _thd.pos.x, _thd.size.x) && IsInsideBS(y, _thd.pos.y, _thd.size.y);
941 int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle.
942 int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative!
943 int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
944 int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
946 /* Check if a and b are between 0 and dist_a or dist_b respectively. */
947 return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
951 * Add a child sprite to a parent sprite.
953 * @param image the image to draw.
954 * @param pal the provided palette.
955 * @param x sprite x-offset (screen coordinates) relative to parent sprite.
956 * @param y sprite y-offset (screen coordinates) relative to parent sprite.
957 * @param transparent if true, switch the palette between the provided palette and the transparent palette,
958 * @param sub Only draw a part of the sprite.
960 void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
962 assert((image & SPRITE_MASK) < MAX_SPRITES);
964 /* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
965 if (_vd.last_child == NULL) return;
967 /* make the sprites transparent with the right palette */
968 if (transparent) {
969 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
970 pal = PALETTE_TO_TRANSPARENT;
973 *_vd.last_child = _vd.child_screen_sprites_to_draw.Length();
975 ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
976 cs->image = image;
977 cs->pal = pal;
978 cs->sub = sub;
979 cs->x = scale ? x * ZOOM_LVL_BASE : x;
980 cs->y = scale ? y * ZOOM_LVL_BASE : y;
981 cs->next = -1;
983 /* Append the sprite to the active ChildSprite list.
984 * If the active ParentSprite is a foundation, update last_foundation_child as well.
985 * Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
986 if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
987 if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
988 _vd.last_child = &cs->next;
991 static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, Colours colour, uint16 width)
993 assert(width != 0);
994 StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
995 ss->string = string;
996 ss->x = x;
997 ss->y = y;
998 ss->params[0] = params_1;
999 ss->params[1] = params_2;
1000 ss->width = width;
1001 ss->colour = colour;
1006 * Draws sprites between ground sprite and everything above.
1008 * The sprite is either drawn as TileSprite or as ChildSprite of the active foundation.
1010 * @param image the image to draw.
1011 * @param pal the provided palette.
1012 * @param ti TileInfo Tile that is being drawn
1013 * @param z_offset Z offset relative to the groundsprite. Only used for the sprite position, not for sprite sorting.
1014 * @param foundation_part Foundation part the sprite belongs to.
1016 static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
1018 /* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
1019 if (_vd.foundation[foundation_part] == -1) {
1020 /* draw on real ground */
1021 AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset);
1022 } else {
1023 /* draw on top of foundation */
1024 AddChildSpriteToFoundation(image, pal, NULL, foundation_part, 0, -z_offset * ZOOM_LVL_BASE);
1029 * Draws a selection rectangle on a tile.
1031 * @param ti TileInfo Tile that is being drawn
1032 * @param pal Palette to apply.
1034 static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
1036 if (!IsValidTile(ti->tile)) return;
1038 SpriteID sel;
1039 if (IsHalftileSlope(ti->tileh)) {
1040 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1041 SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
1042 DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE);
1044 Corner opposite_corner = OppositeCorner(halftile_corner);
1045 if (IsSteepSlope(ti->tileh)) {
1046 sel = SPR_HALFTILE_SELECTION_DOWN;
1047 } else {
1048 sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
1050 sel += opposite_corner;
1051 } else {
1052 sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
1054 DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL);
1057 static HighLightStyle GetPartOfAutoLine(int px, int py, const Point &selstart, const Point &selend, HighLightStyle dir)
1059 if (!IsInRangeInclusive(selstart.x & ~TILE_UNIT_MASK, selend.x & ~TILE_UNIT_MASK, px)) return HT_DIR_END;
1060 if (!IsInRangeInclusive(selstart.y & ~TILE_UNIT_MASK, selend.y & ~TILE_UNIT_MASK, py)) return HT_DIR_END;
1062 px -= selstart.x & ~TILE_UNIT_MASK;
1063 py -= selstart.y & ~TILE_UNIT_MASK;
1065 switch (dir) {
1066 case HT_DIR_X: return (py == 0) ? HT_DIR_X : HT_DIR_END;
1067 case HT_DIR_Y: return (px == 0) ? HT_DIR_Y : HT_DIR_END;
1068 case HT_DIR_HU: return (px == -py) ? HT_DIR_HU : (px == -py - (int)TILE_SIZE) ? HT_DIR_HL : HT_DIR_END;
1069 case HT_DIR_HL: return (px == -py) ? HT_DIR_HL : (px == -py + (int)TILE_SIZE) ? HT_DIR_HU : HT_DIR_END;
1070 case HT_DIR_VL: return (px == py) ? HT_DIR_VL : (px == py + (int)TILE_SIZE) ? HT_DIR_VR : HT_DIR_END;
1071 case HT_DIR_VR: return (px == py) ? HT_DIR_VR : (px == py - (int)TILE_SIZE) ? HT_DIR_VL : HT_DIR_END;
1072 default: NOT_REACHED(); break;
1075 return HT_DIR_END;
1078 #include "table/autorail.h"
1081 * Draws autorail highlights.
1083 * @param *ti TileInfo Tile that is being drawn
1084 * @param autorail_type \c HT_DIR_XXX, offset into _AutorailTilehSprite[][]
1085 * @param pal Palette to use, -1 to autodetect
1087 static void DrawAutorailSelection(const TileInfo *ti, HighLightStyle autorail_type, PaletteID pal = -1)
1089 SpriteID image;
1090 int offset;
1092 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
1093 Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
1094 if (IsHalftileSlope(ti->tileh)) {
1095 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
1096 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1097 if (autorail_type != _lower_rail[halftile_corner]) {
1098 foundation_part = FOUNDATION_PART_HALFTILE;
1099 /* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
1100 autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
1104 assert(autorail_type < HT_DIR_END);
1105 offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
1106 if (offset >= 0) {
1107 image = SPR_AUTORAIL_BASE + offset;
1108 if (pal == (PaletteID)-1) pal = _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE;
1109 } else {
1110 image = SPR_AUTORAIL_BASE - offset;
1111 if (pal == (PaletteID)-1) pal = PALETTE_SEL_TILE_RED;
1114 DrawSelectionSprite(image, pal, ti, 7, foundation_part);
1118 * Checks if the specified tile is selected and if so draws selection using correct selectionstyle.
1119 * @param *ti TileInfo Tile that is being drawn
1121 static void DrawTileSelection(const TileInfo *ti)
1123 /* Draw a red error square? */
1124 bool is_redsq = _thd.redsq == ti->tile;
1125 if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
1127 switch (_thd.drawstyle & HT_DRAG_MASK) {
1128 default: break; // No tile selection active?
1130 case HT_RECT:
1131 if (!is_redsq) {
1132 if (IsInsideSelectedRectangle(ti->x, ti->y)) {
1133 DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
1134 } else if (_thd.outersize.x > 0 &&
1135 /* Check if it's inside the outer area? */
1136 IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
1137 IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
1138 /* Draw a blue rect. */
1139 DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
1142 break;
1144 case HT_POINT:
1145 if (IsInsideSelectedRectangle(ti->x, ti->y)) {
1146 /* Figure out the Z coordinate for the single dot. */
1147 int z = 0;
1148 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
1149 if (ti->tileh & SLOPE_N) {
1150 z += TILE_HEIGHT;
1151 if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT;
1153 if (IsHalftileSlope(ti->tileh)) {
1154 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1155 if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
1156 if (halftile_corner != CORNER_S) {
1157 foundation_part = FOUNDATION_PART_HALFTILE;
1158 if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
1161 DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti, z, foundation_part);
1163 break;
1165 case HT_RAIL:
1166 if (ti->tile == TileVirtXY(_thd.pos.x, _thd.pos.y)) {
1167 assert((_thd.drawstyle & HT_DIR_MASK) < HT_DIR_END);
1168 DrawAutorailSelection(ti, _thd.drawstyle & HT_DIR_MASK);
1170 break;
1172 case HT_LINE: {
1173 HighLightStyle type = GetPartOfAutoLine(ti->x, ti->y, _thd.selstart, _thd.selend, _thd.drawstyle & HT_DIR_MASK);
1174 if (type < HT_DIR_END) {
1175 DrawAutorailSelection(ti, type);
1176 } else if (_thd.dir2 < HT_DIR_END) {
1177 type = GetPartOfAutoLine(ti->x, ti->y, _thd.selstart2, _thd.selend2, _thd.dir2);
1178 if (type < HT_DIR_END) DrawAutorailSelection(ti, type, PALETTE_SEL_TILE_BLUE);
1180 break;
1186 * Returns the y coordinate in the viewport coordinate system where the given
1187 * tile is painted.
1188 * @param tile Any tile.
1189 * @return The viewport y coordinate where the tile is painted.
1191 static int GetViewportY(Point tile)
1193 /* Each increment in X or Y direction moves down by half a tile, i.e. TILE_PIXELS / 2. */
1194 return (tile.y * (int)(TILE_PIXELS / 2) + tile.x * (int)(TILE_PIXELS / 2) - TilePixelHeightOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT;
1198 * Add the landscape to the viewport, i.e. all ground tiles and buildings.
1200 static void ViewportAddLandscape()
1202 assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height);
1203 assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width);
1205 Point upper_left = InverseRemapCoords(_vd.dpi.left, _vd.dpi.top);
1206 Point upper_right = InverseRemapCoords(_vd.dpi.left + _vd.dpi.width, _vd.dpi.top);
1208 /* Transformations between tile coordinates and viewport rows/columns: See vp_column_row
1209 * column = y - x
1210 * row = x + y
1211 * x = (row - column) / 2
1212 * y = (row + column) / 2
1213 * Note: (row, columns) pairs are only valid, if they are both even or both odd.
1216 /* Columns overlap with neighbouring columns by a half tile.
1217 * - Left column is column of upper_left (rounded down) and one column to the left.
1218 * - Right column is column of upper_right (rounded up) and one column to the right.
1219 * Note: Integer-division does not round down for negative numbers, so ensure rounding with another increment/decrement.
1221 int left_column = (upper_left.y - upper_left.x) / (int)TILE_SIZE - 2;
1222 int right_column = (upper_right.y - upper_right.x) / (int)TILE_SIZE + 2;
1224 int potential_bridge_height = ZOOM_LVL_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height;
1226 /* Rows overlap with neighbouring rows by a half tile.
1227 * The first row that could possibly be visible is the row above upper_left (if it is at height 0).
1228 * Due to integer-division not rounding down for negative numbers, we need another decrement.
1230 int row = (upper_left.x + upper_left.y) / (int)TILE_SIZE - 2;
1231 bool last_row = false;
1232 for (; !last_row; row++) {
1233 last_row = true;
1234 for (int column = left_column; column <= right_column; column++) {
1235 /* Valid row/column? */
1236 if ((row + column) % 2 != 0) continue;
1238 Point tilecoord;
1239 tilecoord.x = (row - column) / 2;
1240 tilecoord.y = (row + column) / 2;
1241 assert(column == tilecoord.y - tilecoord.x);
1242 assert(row == tilecoord.y + tilecoord.x);
1244 TileType tile_type;
1245 TileInfo tile_info;
1246 _cur_ti = &tile_info;
1247 tile_info.x = tilecoord.x * TILE_SIZE; // FIXME tile_info should use signed integers
1248 tile_info.y = tilecoord.y * TILE_SIZE;
1250 if (IsInsideBS(tilecoord.x, 0, MapSizeX()) && IsInsideBS(tilecoord.y, 0, MapSizeY())) {
1251 /* This includes the south border at MapMaxX / MapMaxY. When terraforming we still draw tile selections there. */
1252 tile_info.tile = TileXY(tilecoord.x, tilecoord.y);
1253 tile_type = GetTileType(tile_info.tile);
1254 } else {
1255 tile_info.tile = INVALID_TILE;
1256 tile_type = MP_VOID;
1259 if (tile_type != MP_VOID) {
1260 /* We are inside the map => paint landscape. */
1261 tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z);
1262 } else {
1263 /* We are outside the map => paint black. */
1264 tile_info.tileh = GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y, &tile_info.z);
1267 int viewport_y = GetViewportY(tilecoord);
1269 if (viewport_y + MAX_TILE_EXTENT_BOTTOM < _vd.dpi.top) {
1270 /* The tile in this column is not visible yet.
1271 * Tiles in other columns may be visible, but we need more rows in any case. */
1272 last_row = false;
1273 continue;
1276 int min_visible_height = viewport_y - (_vd.dpi.top + _vd.dpi.height);
1277 bool tile_visible = min_visible_height <= 0;
1279 if (tile_type != MP_VOID) {
1280 /* Is tile with buildings visible? */
1281 if (min_visible_height < MAX_TILE_EXTENT_TOP) tile_visible = true;
1283 if (IsBridgeAbove(tile_info.tile)) {
1284 /* Is the bridge visible? */
1285 TileIndex bridge_tile = GetNorthernBridgeEnd(tile_info.tile);
1286 int bridge_height = ZOOM_LVL_BASE * (GetBridgePixelHeight(bridge_tile) - TilePixelHeight(tile_info.tile));
1287 if (min_visible_height < bridge_height + MAX_TILE_EXTENT_TOP) tile_visible = true;
1290 /* Would a higher bridge on a more southern tile be visible?
1291 * If yes, we need to loop over more rows to possibly find one. */
1292 if (min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
1293 } else {
1294 /* Outside of map. If we are on the north border of the map, there may still be a bridge visible,
1295 * so we need to loop over more rows to possibly find one. */
1296 if ((tilecoord.x <= 0 || tilecoord.y <= 0) && min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
1299 if (tile_visible) {
1300 last_row = false;
1301 _vd.foundation_part = FOUNDATION_PART_NONE;
1302 _vd.foundation[0] = -1;
1303 _vd.foundation[1] = -1;
1304 _vd.last_foundation_child[0] = NULL;
1305 _vd.last_foundation_child[1] = NULL;
1307 _tile_type_procs[tile_type]->draw_tile_proc(&tile_info);
1308 if (tile_info.tile != INVALID_TILE) {
1309 DrawTileSelection(&tile_info);
1310 DrawTileZoning(&tile_info);
1318 * Add a string to draw in the viewport
1319 * @param dpi current viewport area
1320 * @param small_from Zoomlevel from when the small font should be used
1321 * @param sign sign position and dimension
1322 * @param string_normal String for normal and 2x zoom level
1323 * @param string_small String for 4x and 8x zoom level
1324 * @param string_small_shadow Shadow string for 4x and 8x zoom level; or #STR_NULL if no shadow
1325 * @param colour colour of the sign background; or INVALID_COLOUR if transparent
1327 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)
1329 bool small = dpi->zoom >= small_from;
1331 int left = dpi->left;
1332 int top = dpi->top;
1333 int right = left + dpi->width;
1334 int bottom = top + dpi->height;
1336 int sign_height = ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
1337 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
1339 if (bottom < sign->top ||
1340 top > sign->top + sign_height ||
1341 right < sign->center - sign_half_width ||
1342 left > sign->center + sign_half_width) {
1343 return;
1346 if (!small) {
1347 AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, params_1, params_2, colour, sign->width_normal);
1348 } else {
1349 int shadow_offset = 0;
1350 if (string_small_shadow != STR_NULL) {
1351 shadow_offset = 4;
1352 AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, params_1, params_2, INVALID_COLOUR, sign->width_small);
1354 AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, params_1, params_2,
1355 colour, sign->width_small | 0x8000);
1359 struct ViewportAddStringApproxBoundsChecker {
1360 int top;
1361 int bottom;
1363 ViewportAddStringApproxBoundsChecker(const DrawPixelInfo *dpi)
1365 this->top = dpi->top - ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
1366 this->bottom = dpi->top + dpi->height;
1369 bool IsSignMaybeOnScreen(const ViewportSign *sign) const
1371 return !(this->bottom < sign->top || this->top > sign->top);
1375 static void ViewportAddTownNames(DrawPixelInfo *dpi)
1377 if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES) || _game_mode == GM_MENU) return;
1379 ViewportAddStringApproxBoundsChecker checker(dpi);
1381 const Town *t;
1382 FOR_ALL_TOWNS(t) {
1383 if (!checker.IsSignMaybeOnScreen(&t->cache.sign)) continue;
1384 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &t->cache.sign,
1385 t->Label(), t->SmallLabel(), STR_VIEWPORT_TOWN_TINY_BLACK,
1386 t->index, t->cache.population);
1392 * Check whether to show a sign above a given station/waypoint.
1393 * @param st Pointer to the station/waypoint.
1394 * @return Whether the sign should be shown.
1396 static bool IsStationSignVisible(const BaseStation *st)
1398 /* Don't draw if the display options are disabled */
1399 return HasBit(_display_opt, Station::IsExpected(st) ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES) &&
1400 /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
1401 (HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) || _local_company == st->owner || st->owner == OWNER_NONE);
1405 static void ViewportAddStationNames(DrawPixelInfo *dpi)
1407 if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || _game_mode == GM_MENU) return;
1409 ViewportAddStringApproxBoundsChecker checker(dpi);
1411 const BaseStation *st;
1412 FOR_ALL_BASE_STATIONS(st) {
1413 if (!IsStationSignVisible(st)) continue;
1415 StringID str = Station::IsExpected(st) ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT;
1417 if (!checker.IsSignMaybeOnScreen(&st->sign)) continue;
1419 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &st->sign, str, str + 1, STR_NULL, st->index, st->facilities,
1420 (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
1425 static void ViewportAddSigns(DrawPixelInfo *dpi)
1427 /* Signs are turned off or are invisible */
1428 if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS)) return;
1430 ViewportAddStringApproxBoundsChecker checker(dpi);
1432 const Sign *si;
1433 FOR_ALL_SIGNS(si) {
1434 /* Don't draw if sign is owned by another company and competitor signs should be hidden.
1435 * Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt
1436 * companies can leave OWNER_NONE signs after them. */
1437 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
1439 if (!checker.IsSignMaybeOnScreen(&si->sign)) continue;
1441 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &si->sign,
1442 STR_WHITE_SIGN,
1443 (IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
1444 si->index, 0, (si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
1449 * Update the position of the viewport sign.
1450 * @param center the (preferred) center of the viewport sign
1451 * @param top the new top of the sign
1452 * @param str the string to show in the sign
1453 * @param str_small the string to show when zoomed out. STR_NULL means same as \a str
1455 void ViewportSign::UpdatePosition(int center, int top, StringID str, StringID str_small)
1457 if (this->width_normal != 0) this->MarkDirty();
1459 this->top = top;
1461 char buffer[DRAW_STRING_BUFFER];
1463 GetString(buffer, str, lastof(buffer));
1464 this->width_normal = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT;
1465 this->center = center;
1467 /* zoomed out version */
1468 if (str_small != STR_NULL) {
1469 GetString(buffer, str_small, lastof(buffer));
1471 this->width_small = VPSM_LEFT + Align(GetStringBoundingBox(buffer, FS_SMALL).width, 2) + VPSM_RIGHT;
1473 this->MarkDirty();
1477 * Mark the sign dirty in all viewports.
1478 * @param maxzoom Maximum %ZoomLevel at which the text is visible.
1480 * @ingroup dirty
1482 void ViewportSign::MarkDirty(ZoomLevel maxzoom) const
1484 Rect zoomlevels[ZOOM_LVL_COUNT];
1486 for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
1487 /* FIXME: This doesn't switch to width_small when appropriate. */
1488 zoomlevels[zoom].left = this->center - ScaleByZoom(this->width_normal / 2 + 1, zoom);
1489 zoomlevels[zoom].top = this->top - ScaleByZoom(1, zoom);
1490 zoomlevels[zoom].right = this->center + ScaleByZoom(this->width_normal / 2 + 1, zoom);
1491 zoomlevels[zoom].bottom = this->top + ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM + 1, zoom);
1494 for (ViewPort *vp : _viewport_window_cache) {
1495 if (vp->zoom <= maxzoom) {
1496 Rect &zl = zoomlevels[vp->zoom];
1497 MarkViewportDirty(vp, zl.left, zl.top, zl.right, zl.bottom);
1502 static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
1504 const TileSpriteToDraw *tsend = tstdv->End();
1505 for (const TileSpriteToDraw *ts = tstdv->Begin(); ts != tsend; ++ts) {
1506 DrawSpriteViewport(ts->image, ts->pal, ts->x, ts->y, ts->sub);
1510 /** This fallback sprite checker always exists. */
1511 static bool ViewportSortParentSpritesChecker()
1513 return true;
1516 /** Sort parent sprites pointer array */
1517 static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
1519 ParentSpriteToDraw **psdvend = psdv->End();
1520 ParentSpriteToDraw **psd = psdv->Begin();
1521 while (psd != psdvend) {
1522 ParentSpriteToDraw *ps = *psd;
1524 if (ps->comparison_done) {
1525 psd++;
1526 continue;
1529 ps->comparison_done = true;
1531 for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
1532 ParentSpriteToDraw *ps2 = *psd2;
1534 if (ps2->comparison_done) continue;
1536 /* Decide which comparator to use, based on whether the bounding
1537 * boxes overlap
1539 if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
1540 ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
1541 ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
1542 /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
1543 * the screen and with higher Z elevation, are drawn in front.
1544 * Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
1545 * i.e. X=(left+right)/2, etc.
1546 * However, since we only care about order, don't actually divide / 2
1548 if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
1549 ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
1550 continue;
1552 } else {
1553 /* We only change the order, if it is definite.
1554 * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
1555 * That is: If one partial order says ps behind ps2, do not change the order.
1557 if (ps->xmax < ps2->xmin ||
1558 ps->ymax < ps2->ymin ||
1559 ps->zmax < ps2->zmin) {
1560 continue;
1564 /* Move ps2 in front of ps */
1565 ParentSpriteToDraw *temp = ps2;
1566 for (ParentSpriteToDraw **psd3 = psd2; psd3 > psd; psd3--) {
1567 *psd3 = *(psd3 - 1);
1569 *psd = temp;
1574 static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
1576 const ParentSpriteToDraw * const *psd_end = psd->End();
1577 for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1578 const ParentSpriteToDraw *ps = *it;
1579 if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub);
1581 int child_idx = ps->first_child;
1582 while (child_idx >= 0) {
1583 const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx);
1584 child_idx = cs->next;
1585 DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
1591 * Draws the bounding boxes of all ParentSprites
1592 * @param psd Array of ParentSprites
1594 static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
1596 const ParentSpriteToDraw * const *psd_end = psd->End();
1597 for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1598 const ParentSpriteToDraw *ps = *it;
1599 Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
1600 Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
1601 Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
1602 Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner
1604 DrawBox( pt1.x, pt1.y,
1605 pt2.x - pt1.x, pt2.y - pt1.y,
1606 pt3.x - pt1.x, pt3.y - pt1.y,
1607 pt4.x - pt1.x, pt4.y - pt1.y);
1611 static void ViewportMapStoreBridgeTunnel(const ViewPort * const vp, const TileIndex tile)
1613 extern LegendAndColour _legend_land_owners[NUM_NO_COMPANY_ENTRIES + MAX_COMPANIES + 1];
1614 extern uint _company_to_list_pos[MAX_COMPANIES];
1616 /* No need to bother for hidden things */
1617 const bool tile_is_tunnel = IsTunnel(tile);
1618 if (tile_is_tunnel) {
1619 if (!_settings_client.gui.show_tunnels_on_map) return;
1620 } else {
1621 if (!_settings_client.gui.show_bridges_on_map) return;
1624 const Owner o = GetTileOwner(tile);
1626 if (o < MAX_COMPANIES && !_legend_land_owners[_company_to_list_pos[o]].show_on_map) return;
1628 /* Check if already stored */
1629 TunnelBridgeToMapVector * const tbtmv = tile_is_tunnel ? &_vd.tunnel_to_map : &_vd.bridge_to_map;
1630 TunnelBridgeToMap *tbtm = tbtmv->Begin();
1631 const TunnelBridgeToMap * const tbtm_end = tbtmv->End();
1632 while (tbtm != tbtm_end) {
1633 if (tile == tbtm->from_tile || tile == tbtm->to_tile) return;
1634 tbtm++;
1637 /* It's a new one, add it to the list */
1638 tbtm = tbtmv->Append();
1639 TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
1641 /* ensure deterministic ordering, to avoid render flicker */
1642 if (other_end > tile) {
1643 tbtm->from_tile = other_end;
1644 tbtm->to_tile = tile;
1645 } else {
1646 tbtm->from_tile = tile;
1647 tbtm->to_tile = other_end;
1651 void ViewportMapClearTunnelCache()
1653 _vd.tunnel_to_map.Clear();
1656 void ViewportMapInvalidateTunnelCacheByTile(const TileIndex tile)
1658 TunnelBridgeToMapVector * const tbtmv = &_vd.tunnel_to_map;
1659 for (TunnelBridgeToMap *tbtm = tbtmv->Begin(); tbtm != tbtmv->End(); tbtm++) {
1660 if (tbtm->from_tile == tile || tbtm->to_tile == tile) {
1661 tbtmv->Erase(tbtm);
1662 tbtm--;
1668 * Draw/colour the blocks that have been redrawn.
1670 static void ViewportDrawDirtyBlocks()
1672 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1673 const DrawPixelInfo *dpi = _cur_dpi;
1674 void *dst;
1675 int right = UnScaleByZoom(dpi->width, dpi->zoom);
1676 int bottom = UnScaleByZoom(dpi->height, dpi->zoom);
1678 int colour = _string_colourmap[_dirty_block_colour & 0xF];
1680 dst = dpi->dst_ptr;
1682 byte bo = UnScaleByZoom(dpi->left + dpi->top, dpi->zoom) & 1;
1683 do {
1684 for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour);
1685 dst = blitter->MoveTo(dst, 0, 1);
1686 } while (--bottom > 0);
1689 static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv)
1691 const StringSpriteToDraw *ssend = sstdv->End();
1692 for (const StringSpriteToDraw *ss = sstdv->Begin(); ss != ssend; ++ss) {
1693 TextColour colour = TC_BLACK;
1694 bool small = HasBit(ss->width, 15);
1695 int w = GB(ss->width, 0, 15);
1696 int x = UnScaleByZoom(ss->x, zoom);
1697 int y = UnScaleByZoom(ss->y, zoom);
1698 int h = VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM;
1700 SetDParam(0, ss->params[0]);
1701 SetDParam(1, ss->params[1]);
1703 if (ss->colour != INVALID_COLOUR) {
1704 /* Do not draw signs nor station names if they are set invisible */
1705 if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue;
1707 if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) {
1708 /* Don't draw the rectangle.
1709 * Real colours need the TC_IS_PALETTE_COLOUR flag.
1710 * Otherwise colours from _string_colourmap are assumed. */
1711 colour = (TextColour)_colour_gradient[ss->colour][6] | TC_IS_PALETTE_COLOUR;
1712 } else {
1713 /* Draw the rectangle if 'transparent station signs' is off,
1714 * or if we are drawing a general text sign (STR_WHITE_SIGN). */
1715 DrawFrameRect(
1716 x, y, x + w, y + h, ss->colour,
1717 IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE
1722 DrawString(x + VPSM_LEFT, x + w - 1 - VPSM_RIGHT, y + VPSM_TOP, ss->string, colour, SA_HOR_CENTER);
1726 static inline Vehicle *GetVehicleFromWindow(Window *w)
1728 if (w) {
1729 WindowClass wc = w->window_class;
1730 WindowNumber wn = w->window_number;
1732 if (wc == WC_DROPDOWN_MENU) GetParentWindowInfo(w, wc, wn);
1734 switch (wc) {
1735 case WC_VEHICLE_VIEW:
1736 case WC_VEHICLE_ORDERS:
1737 case WC_VEHICLE_TIMETABLE:
1738 case WC_VEHICLE_DETAILS:
1739 case WC_VEHICLE_REFIT:
1740 case WC_VEHICLE_CARGO_TYPE_LOAD_ORDERS:
1741 case WC_VEHICLE_CARGO_TYPE_UNLOAD_ORDERS:
1742 if (wn != INVALID_VEHICLE) return Vehicle::Get(wn);
1743 break;
1744 default:
1745 break;
1748 return NULL;
1751 static inline TileIndex GetLastValidOrderLocation(const Vehicle *veh)
1753 Order *order;
1754 TileIndex tmp, result = INVALID_TILE;
1755 FOR_VEHICLE_ORDERS(veh, order) {
1756 switch (order->GetType()) {
1757 case OT_GOTO_STATION:
1758 case OT_GOTO_WAYPOINT:
1759 case OT_IMPLICIT:
1760 case OT_GOTO_DEPOT:
1761 tmp = order->GetLocation(veh, veh->type == VEH_AIRCRAFT);
1762 if (tmp != INVALID_TILE) result = tmp;
1763 break;
1764 default:
1765 break;
1768 return result;
1771 static inline Order *GetFinalOrder(const Vehicle *veh, Order *order)
1773 while (order->IsType(OT_CONDITIONAL))
1774 order = veh->GetOrder(order->GetConditionSkipToOrder());
1775 return order;
1778 static bool ViewportMapPrepareVehicleRoute(const Vehicle * const veh)
1780 if (!veh) return false;
1782 if (_vp_route_paths.size() == 0) {
1783 TileIndex from_tile = GetLastValidOrderLocation(veh);
1784 if (from_tile == INVALID_TILE) return false;
1786 Order *order;
1787 FOR_VEHICLE_ORDERS(veh, order) {
1788 Order *final_order = GetFinalOrder(veh, order);
1789 const TileIndex to_tile = final_order->GetLocation(veh, veh->type == VEH_AIRCRAFT);
1790 if (to_tile == INVALID_TILE) continue;
1792 DrawnPathRouteTileLine path = { from_tile, to_tile, (final_order == order) };
1793 if (path.from_tile > path.to_tile) std::swap(path.from_tile, path.to_tile);
1794 _vp_route_paths.push_back(path);
1796 const OrderType ot = order->GetType();
1797 if (ot == OT_GOTO_STATION || ot == OT_GOTO_DEPOT || ot == OT_GOTO_WAYPOINT || ot == OT_IMPLICIT) from_tile = to_tile;
1799 // remove duplicate lines
1800 std::sort(_vp_route_paths.begin(), _vp_route_paths.end());
1801 _vp_route_paths.erase(std::unique(_vp_route_paths.begin(), _vp_route_paths.end()), _vp_route_paths.end());
1803 return true;
1806 /** Draw the route of a vehicle. */
1807 static void ViewportMapDrawVehicleRoute(const ViewPort *vp)
1809 const Vehicle *veh = GetVehicleFromWindow(_focused_window);
1811 if (!veh) {
1812 if (!_vp_route_paths.empty()) {
1813 // make sure we remove any leftover paths
1814 MarkRoutePathsDirty(_vp_route_paths);
1815 _vp_route_paths.clear();
1816 _vp_route_paths_last_mark_dirty.clear();
1817 DEBUG(misc, 1, "ViewportMapDrawVehicleRoute: redrawing dirty paths 0");
1819 return;
1822 switch (_settings_client.gui.show_vehicle_route) {
1823 /* case 0: return; // No */
1824 case 1: { // Simple
1825 if (!ViewportMapPrepareVehicleRoute(veh)) {
1826 if (!_vp_route_paths.empty()) {
1827 // make sure we remove any leftover paths
1828 MarkRoutePathsDirty(_vp_route_paths);
1829 _vp_route_paths.clear();
1830 DEBUG(misc, 1, "ViewportMapDrawVehicleRoute: redrawing dirty paths 1");
1832 return;
1835 DrawPixelInfo *old_dpi = _cur_dpi;
1836 _cur_dpi = &_dpi_for_text;
1838 for (const auto &iter : _vp_route_paths) {
1839 const Point from_pt = RemapCoords2(TileX(iter.from_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(iter.from_tile) * TILE_SIZE + TILE_SIZE / 2);
1840 const int from_x = UnScaleByZoom(from_pt.x, vp->zoom);
1841 const int from_y = UnScaleByZoom(from_pt.y, vp->zoom);
1843 const Point to_pt = RemapCoords2(TileX(iter.to_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(iter.to_tile) * TILE_SIZE + TILE_SIZE / 2);
1844 const int to_x = UnScaleByZoom(to_pt.x, vp->zoom);
1845 const int to_y = UnScaleByZoom(to_pt.y, vp->zoom);
1847 int line_width = 3;
1848 if (_settings_client.gui.dash_level_of_route_lines == 0) {
1849 GfxDrawLine(from_x, from_y, to_x, to_y, PC_BLACK, 3, _settings_client.gui.dash_level_of_route_lines);
1850 line_width = 1;
1852 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);
1855 if (_vp_route_paths_last_mark_dirty != _vp_route_paths) {
1856 // make sure we're not drawing a partial path
1857 MarkRoutePathsDirty(_vp_route_paths);
1858 _vp_route_paths_last_mark_dirty = _vp_route_paths;
1859 DEBUG(misc, 1, "ViewportMapDrawVehicleRoute: redrawing dirty paths 2");
1862 _cur_dpi = old_dpi;
1863 break;
1868 static inline void DrawRouteStep(const ViewPort * const vp, const TileIndex tile, const RankOrderTypeList list)
1870 if (tile == INVALID_TILE) return;
1871 const uint step_count = list.size() > max_rank_order_type_count ? 1 : list.size();
1872 const Point pt = RemapCoords2(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2);
1873 const int x = UnScaleByZoomLower(pt.x - _vd.dpi.left, _vd.dpi.zoom) - (_vp_route_step_width / 2);
1874 const int char_height = GetCharacterHeight(FS_SMALL) + 1;
1875 const int rsth = _vp_route_step_height_top + (int)step_count * char_height + _vp_route_step_height_bottom;
1876 const int y = UnScaleByZoomLower(pt.y - _vd.dpi.top, _vd.dpi.zoom) - rsth;
1878 /* Draw the background. */
1879 DrawSprite(SPR_ROUTE_STEP_TOP, PAL_NONE, _cur_dpi->left + x, _cur_dpi->top + y);
1880 uint y2 = y + _vp_route_step_height_top;
1882 for (uint r = step_count; r != 0; r--, y2 += char_height) {
1883 DrawSprite(SPR_ROUTE_STEP_MIDDLE, PAL_NONE, _cur_dpi->left + x, _cur_dpi->top + y2, &_vp_route_step_subsprite);
1886 DrawSprite(SPR_ROUTE_STEP_BOTTOM, PAL_NONE, _cur_dpi->left + x, _cur_dpi->top + y2);
1887 SpriteID s = SPR_ROUTE_STEP_BOTTOM_SHADOW;
1888 DrawSprite(SetBit(s, PALETTE_MODIFIER_TRANSPARENT), PALETTE_TO_TRANSPARENT, _cur_dpi->left + x, _cur_dpi->top + y2);
1890 /* Fill with the data. */
1891 DrawPixelInfo *old_dpi = _cur_dpi;
1892 y2 = y + _vp_route_step_height_top;
1893 _cur_dpi = &_dpi_for_text;
1895 if (list.size() > max_rank_order_type_count) {
1896 /* Write order overflow item */
1897 SetDParam(0, list.size());
1898 DrawString(_dpi_for_text.left + x, _dpi_for_text.left + x + _vp_route_step_width - 1, _dpi_for_text.top + y2,
1899 STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_OVERFLOW, TC_FROMSTRING, SA_CENTER, false, FS_SMALL);
1900 } else {
1901 for (RankOrderTypeList::const_iterator cit = list.begin(); cit != list.end(); cit++, y2 += char_height) {
1902 bool ok = true;
1903 switch (cit->second) {
1904 case OT_GOTO_STATION:
1905 SetDParam(1, STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_STATION);
1906 break;
1907 case OT_GOTO_DEPOT:
1908 SetDParam(1, STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_DEPOT);
1909 break;
1910 case OT_GOTO_WAYPOINT:
1911 SetDParam(1, STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_WAYPOINT);
1912 break;
1913 case OT_IMPLICIT:
1914 SetDParam(1, STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP_IMPLICIT);
1915 break;
1916 default: // OT_NOTHING OT_LOADING OT_LEAVESTATION OT_DUMMY OT_CONDITIONAL
1917 ok = false;
1918 break;
1920 if (ok) {
1921 /* Write order's info */
1922 SetDParam(0, cit->first);
1923 DrawString(_dpi_for_text.left + x, _dpi_for_text.left + x + _vp_route_step_width - 1, _dpi_for_text.top + y2,
1924 STR_VIEWPORT_SHOW_VEHICLE_ROUTE_STEP, TC_FROMSTRING, SA_CENTER, false, FS_SMALL);
1928 _cur_dpi = old_dpi;
1931 static bool ViewportPrepareVehicleRouteSteps(const Vehicle * const veh)
1933 if (!veh) return false;
1935 if (_vp_route_steps.size() == 0) {
1936 /* Prepare data. */
1937 Order *order;
1938 int order_rank = 0;
1939 FOR_VEHICLE_ORDERS(veh, order) {
1940 const TileIndex tile = order->GetLocation(veh, veh->type == VEH_AIRCRAFT);
1941 order_rank++;
1942 if (tile == INVALID_TILE) continue;
1943 _vp_route_steps[tile].push_back(std::pair<int, OrderType>(order_rank, order->GetType()));
1947 return true;
1950 /** Draw the route steps of a vehicle. */
1951 static void ViewportDrawVehicleRouteSteps(const ViewPort * const vp)
1953 const Vehicle * const veh = GetVehicleFromWindow(_focused_window);
1954 if (veh && ViewportPrepareVehicleRouteSteps(veh)) {
1955 if (_vp_route_steps != _vp_route_steps_last_mark_dirty) {
1956 for (RouteStepsMap::const_iterator cit = _vp_route_steps.begin(); cit != _vp_route_steps.end(); cit++) {
1957 MarkRouteStepDirty(cit);
1959 _vp_route_steps_last_mark_dirty = _vp_route_steps;
1962 for (RouteStepsMap::const_iterator cit = _vp_route_steps.begin(); cit != _vp_route_steps.end(); cit++) {
1963 DrawRouteStep(vp, cit->first, cit->second);
1968 void ViewportDrawPlans(const ViewPort *vp)
1970 DrawPixelInfo *old_dpi = _cur_dpi;
1971 _cur_dpi = &_dpi_for_text;
1973 Plan *p;
1974 FOR_ALL_PLANS(p) {
1975 if (!p->IsVisible()) continue;
1976 for (PlanLineVector::iterator it = p->lines.begin(); it != p->lines.end(); it++) {
1977 PlanLine *pl = *it;
1978 if (!pl->visible) continue;
1979 for (uint i = 1; i < pl->tiles.size(); i++) {
1980 const TileIndex from_tile = pl->tiles[i - 1];
1981 const Point from_pt = RemapCoords2(TileX(from_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(from_tile) * TILE_SIZE + TILE_SIZE / 2);
1982 const int from_x = UnScaleByZoom(from_pt.x, vp->zoom);
1983 const int from_y = UnScaleByZoom(from_pt.y, vp->zoom);
1985 const TileIndex to_tile = pl->tiles[i];
1986 const Point to_pt = RemapCoords2(TileX(to_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(to_tile) * TILE_SIZE + TILE_SIZE / 2);
1987 const int to_x = UnScaleByZoom(to_pt.x, vp->zoom);
1988 const int to_y = UnScaleByZoom(to_pt.y, vp->zoom);
1990 GfxDrawLine(from_x, from_y, to_x, to_y, PC_BLACK, 3);
1991 if (pl->focused) {
1992 GfxDrawLine(from_x, from_y, to_x, to_y, PC_RED, 1);
1994 else {
1995 GfxDrawLine(from_x, from_y, to_x, to_y, PC_WHITE, 1);
2001 if (_current_plan && _current_plan->temp_line->tiles.size() > 1) {
2002 for (uint i = 1; i < _current_plan->temp_line->tiles.size(); i++) {
2003 const TileIndex from_tile = _current_plan->temp_line->tiles[i - 1];
2004 const Point from_pt = RemapCoords2(TileX(from_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(from_tile) * TILE_SIZE + TILE_SIZE / 2);
2005 const int from_x = UnScaleByZoom(from_pt.x, vp->zoom);
2006 const int from_y = UnScaleByZoom(from_pt.y, vp->zoom);
2008 const TileIndex to_tile = _current_plan->temp_line->tiles[i];
2009 const Point to_pt = RemapCoords2(TileX(to_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(to_tile) * TILE_SIZE + TILE_SIZE / 2);
2010 const int to_x = UnScaleByZoom(to_pt.x, vp->zoom);
2011 const int to_y = UnScaleByZoom(to_pt.y, vp->zoom);
2013 GfxDrawLine(from_x, from_y, to_x, to_y, PC_WHITE, 3, 1);
2017 _cur_dpi = old_dpi;
2020 #define SLOPIFY_COLOUR(tile, height, vF, vW, vS, vE, vN, action) { \
2021 if (show_slope) { \
2022 const Slope slope = GetTileSlope((tile), (height)); \
2023 switch (slope) { \
2024 case SLOPE_FLAT: \
2025 case SLOPE_ELEVATED: \
2026 action (vF); break; \
2027 default: { \
2028 switch (slope & SLOPE_EW) { \
2029 case SLOPE_W: action (vW); break; \
2030 case SLOPE_E: action (vE); break; \
2031 default: action (slope & SLOPE_S) ? (vS) : (vN); break; \
2033 break; \
2036 } else { \
2037 action (vF); \
2040 #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)
2041 #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 =)
2042 #define GET_SLOPE_INDEX(slope_index) SLOPIFY_COLOUR(tile, NULL, 0, 1, 2, 3, 4, slope_index =)
2044 #define COL8TO32(x) _cur_palette.palette[x].data
2045 #define COLOUR_FROM_INDEX(x) ((const uint8 *)&(x))[colour_index]
2046 #define IS32(x) (is_32bpp ? COL8TO32(x) : (x))
2048 /* Variables containing Colour if 32bpp or palette index if 8bpp. */
2049 uint32 _vp_map_vegetation_clear_colours[16][6][8]; ///< [Slope][ClearGround][Multi (see LoadClearGroundMainColours())]
2050 uint32 _vp_map_vegetation_tree_colours[5][MAX_TREE_COUNT_BY_LANDSCAPE]; ///< [TreeGround][max of _tree_count_by_landscape]
2051 uint32 _vp_map_water_colour[5]; ///< [Slope]
2053 static inline uint ViewportMapGetColourIndexMulti(const TileIndex tile, const ClearGround cg)
2055 switch (cg) {
2056 case CLEAR_GRASS:
2057 case CLEAR_SNOW:
2058 case CLEAR_DESERT:
2059 return GetClearDensity(tile);
2060 case CLEAR_ROUGH:
2061 return GB(TileX(tile) ^ TileY(tile), 4, 3);
2062 case CLEAR_ROCKS:
2063 return TileHash(TileX(tile), TileY(tile)) & 1;
2064 case CLEAR_FIELDS:
2065 return GetFieldType(tile) & 7;
2066 default: NOT_REACHED();
2070 static const ClearGround _treeground_to_clearground[5] = {
2071 CLEAR_GRASS, // TREE_GROUND_GRASS
2072 CLEAR_ROUGH, // TREE_GROUND_ROUGH
2073 CLEAR_SNOW, // TREE_GROUND_SNOW_DESERT, make it +1 if _settings_game.game_creation.landscape == LT_TROPIC
2074 CLEAR_GRASS, // TREE_GROUND_SHORE
2075 CLEAR_SNOW, // TREE_GROUND_ROUGH_SNOW, make it +1 if _settings_game.game_creation.landscape == LT_TROPIC
2078 template <bool is_32bpp, bool show_slope>
2079 static inline uint32 ViewportMapGetColourVegetation(const TileIndex tile, TileType t, const uint colour_index)
2081 uint32 colour;
2082 switch (t) {
2083 case MP_CLEAR: {
2084 Slope slope = show_slope ? (Slope)(GetTileSlope(tile, NULL) & 15) : SLOPE_FLAT;
2085 uint multi;
2086 ClearGround cg = GetClearGround(tile);
2087 if (cg == CLEAR_FIELDS && colour_index & 1) {
2088 cg = CLEAR_GRASS;
2089 multi = 1;
2091 else multi = ViewportMapGetColourIndexMulti(tile, cg);
2092 return _vp_map_vegetation_clear_colours[slope][cg][multi];
2095 case MP_INDUSTRY:
2096 colour = IsTileForestIndustry(tile) ? (colour_index & 1 ? PC_GREEN : 0x7B) : GREY_SCALE(3);
2097 break;
2099 case MP_TREES: {
2100 const TreeGround tg = GetTreeGround(tile);
2101 const uint td = GetTreeDensity(tile);
2102 if (IsTransparencySet(TO_TREES)) {
2103 ClearGround cg = _treeground_to_clearground[tg];
2104 if (cg == CLEAR_SNOW && _settings_game.game_creation.landscape == LT_TROPIC) cg = CLEAR_DESERT;
2105 Slope slope = show_slope ? (Slope)(GetTileSlope(tile, NULL) & 15) : SLOPE_FLAT;
2106 uint32 ground_colour = _vp_map_vegetation_clear_colours[slope][cg][td];
2108 if (IsInvisibilitySet(TO_TREES)) {
2109 /* Like ground. */
2110 return ground_colour;
2113 /* Take ground and make it darker. */
2114 if (is_32bpp) {
2115 return Blitter_32bppBase::MakeTransparent(ground_colour, 192, 256).data;
2117 else {
2118 /* 8bpp transparent snow trees give blue. Definitely don't want that. Prefer grey. */
2119 if (cg == CLEAR_SNOW && td > 1) return GREY_SCALE(13 - GetTreeCount(tile));
2120 return _pal2trsp_remap_ptr[ground_colour];
2123 else {
2124 if (tg == TREE_GROUND_SNOW_DESERT || tg == TREE_GROUND_ROUGH_SNOW) {
2125 return _vp_map_vegetation_clear_colours[colour_index][_settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW][td];
2127 else {
2128 const uint rnd = min(GetTreeCount(tile) ^ (((tile & 3) ^ (TileY(tile) & 3)) * td), MAX_TREE_COUNT_BY_LANDSCAPE - 1);
2129 return _vp_map_vegetation_tree_colours[tg][rnd];
2134 case MP_WATER:
2135 if (is_32bpp) {
2136 uint slope_index = 0;
2137 if (GetWaterTileType(tile) != WATER_TILE_COAST) GET_SLOPE_INDEX(slope_index);
2138 return _vp_map_water_colour[slope_index];
2140 /* FALL THROUGH */
2142 default:
2143 colour = ApplyMask(MKCOLOUR_XXXX(GREY_SCALE(3)), &_smallmap_vehicles_andor[t]);
2144 colour = COLOUR_FROM_INDEX(colour);
2145 break;
2148 if (is_32bpp) {
2149 return COL8TO32(colour);
2151 else {
2152 if (show_slope) ASSIGN_SLOPIFIED_COLOUR(tile, NULL, colour, _lighten_colour[colour], _darken_colour[colour], colour);
2153 return colour;
2157 template <bool is_32bpp, bool show_slope>
2158 static inline uint32 ViewportMapGetColourIndustries(const TileIndex tile, const TileType t, const uint colour_index)
2160 extern LegendAndColour _legend_from_industries[NUM_INDUSTRYTYPES + 1];
2161 extern uint _industry_to_list_pos[NUM_INDUSTRYTYPES];
2162 extern bool _smallmap_show_heightmap;
2164 TileType t2 = t;
2165 if (t == MP_INDUSTRY) {
2166 /* If industry is allowed to be seen, use its colour on the map. */
2167 const IndustryType it = Industry::GetByTile(tile)->type;
2168 if (_legend_from_industries[_industry_to_list_pos[it]].show_on_map)
2169 return IS32(GetIndustrySpec(it)->map_colour);
2170 /* Otherwise, return the colour which will make it disappear. */
2171 t2 = IsTileOnWater(tile) ? MP_WATER : MP_CLEAR;
2174 if (is_32bpp && t2 == MP_WATER) {
2175 uint slope_index = 0;
2176 if (t != MP_INDUSTRY && GetWaterTileType(tile) != WATER_TILE_COAST) GET_SLOPE_INDEX(slope_index); ///< Ignore industry on water not shown on map.
2177 return _vp_map_water_colour[slope_index];
2180 const int h = TileHeight(tile);
2181 const SmallMapColourScheme * const cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour];
2182 const uint32 colours = ApplyMask(_smallmap_show_heightmap ? cs->height_colours[h] : cs->default_colour, &_smallmap_vehicles_andor[t2]);
2183 uint32 colour = COLOUR_FROM_INDEX(colours);
2185 if (show_slope) ASSIGN_SLOPIFIED_COLOUR(tile, NULL, colour, _lighten_colour[colour], _darken_colour[colour], colour);
2187 return IS32(colour);
2190 template <bool is_32bpp, bool show_slope>
2191 static inline uint32 ViewportMapGetColourOwner(const TileIndex tile, TileType t, const uint colour_index)
2193 extern LegendAndColour _legend_land_owners[NUM_NO_COMPANY_ENTRIES + MAX_COMPANIES + 1];
2194 extern uint _company_to_list_pos[MAX_COMPANIES];
2196 switch (t) {
2197 case MP_INDUSTRY: return IS32(PC_DARK_GREY);
2198 case MP_HOUSE: return IS32(colour_index & 1 ? PC_DARK_RED : GREY_SCALE(3));
2199 default: break;
2202 const Owner o = GetTileOwner(tile);
2203 if ((o < MAX_COMPANIES && !_legend_land_owners[_company_to_list_pos[o]].show_on_map) || o == OWNER_NONE || o == OWNER_WATER) {
2204 if (t == MP_WATER) {
2205 if (is_32bpp) {
2206 uint slope_index = 0;
2207 if (GetWaterTileType(tile) != WATER_TILE_COAST) GET_SLOPE_INDEX(slope_index);
2208 return _vp_map_water_colour[slope_index];
2210 else {
2211 return PC_WATER;
2215 const int h = TileHeight(tile);
2216 uint32 colour = COLOUR_FROM_INDEX(_heightmap_schemes[_settings_client.gui.smallmap_land_colour].height_colours[h]);
2217 if (show_slope) ASSIGN_SLOPIFIED_COLOUR(tile, NULL, colour, _lighten_colour[colour], _darken_colour[colour], colour);
2218 return IS32(colour);
2221 else if (o == OWNER_TOWN) {
2222 return IS32(t == MP_ROAD ? (colour_index & 1 ? PC_BLACK : GREY_SCALE(3)) : PC_DARK_RED);
2225 /* Train stations are sometimes hard to spot.
2226 * So we give the player a hint by mixing his colour with black. */
2227 uint32 colour = _legend_land_owners[_company_to_list_pos[o]].colour;
2228 if (t != MP_STATION) {
2229 if (show_slope) ASSIGN_SLOPIFIED_COLOUR(tile, NULL, colour, _lighten_colour[colour], _darken_colour[colour], colour);
2231 else {
2232 if (GetStationType(tile) == STATION_RAIL) colour = colour_index & 1 ? colour : PC_BLACK;
2234 if (is_32bpp) return COL8TO32(colour);
2235 return colour;
2238 static inline void ViewportMapStoreBridgeAboveTile(const ViewPort * const vp, const TileIndex tile)
2240 /* No need to bother for hidden things */
2241 if (!_settings_client.gui.show_bridges_on_map) return;
2243 /* Check existing stored bridges */
2244 TunnelBridgeToMap *tbtm = _vd.bridge_to_map.Begin();
2245 TunnelBridgeToMap *tbtm_end = _vd.bridge_to_map.End();
2246 for (; tbtm != tbtm_end; ++tbtm) {
2247 if (!IsBridge(tbtm->from_tile)) continue;
2249 TileIndex from = tbtm->from_tile;
2250 TileIndex to = tbtm->to_tile;
2251 if (TileX(from) == TileX(to) && TileX(from) == TileX(tile)) {
2252 if (TileY(from) > TileY(to)) std::swap(from, to);
2253 if (TileY(from) <= TileY(tile) && TileY(tile) <= TileY(to)) return; /* already covered */
2255 else if (TileY(from) == TileY(to) && TileY(from) == TileY(tile)) {
2256 if (TileX(from) > TileX(to)) std::swap(from, to);
2257 if (TileX(from) <= TileX(tile) && TileX(tile) <= TileX(to)) return; /* already covered */
2261 ViewportMapStoreBridgeTunnel(vp, GetSouthernBridgeEnd(tile));
2264 static inline TileIndex ViewportMapGetMostSignificantTileType(const ViewPort * const vp, const TileIndex from_tile, TileType * const tile_type)
2266 if (vp->zoom <= ZOOM_LVL_OUT_128X || !_settings_client.gui.viewport_map_scan_surroundings) {
2267 const TileType ttype = GetTileType(from_tile);
2268 /* Store bridges and tunnels. */
2269 if (ttype != MP_TUNNELBRIDGE) {
2270 *tile_type = ttype;
2271 if (IsBridgeAbove(from_tile)) ViewportMapStoreBridgeAboveTile(vp, from_tile);
2273 else {
2274 ViewportMapStoreBridgeTunnel(vp, from_tile);
2275 switch (GetTunnelBridgeTransportType(from_tile)) {
2276 case TRANSPORT_RAIL: *tile_type = MP_RAILWAY; break;
2277 case TRANSPORT_ROAD: *tile_type = MP_ROAD; break;
2278 default: *tile_type = MP_WATER; break;
2281 return from_tile;
2284 const uint8 length = (vp->zoom - ZOOM_LVL_OUT_128X) * 2;
2285 TileArea tile_area = TileArea(from_tile, length, length);
2286 tile_area.ClampToMap();
2288 /* Find the most important tile of the area. */
2289 TileIndex result = from_tile;
2290 uint importance = 0;
2291 TILE_AREA_LOOP_WITH_PREFETCH(tile, tile_area) {
2292 const TileType ttype = GetTileType(tile);
2293 const uint tile_importance = _tiletype_importance[ttype];
2294 if (tile_importance > importance) {
2295 importance = tile_importance;
2296 result = tile;
2298 if (ttype != MP_TUNNELBRIDGE && IsBridgeAbove(tile)) {
2299 ViewportMapStoreBridgeAboveTile(vp, tile);
2303 /* Store bridges and tunnels. */
2304 *tile_type = GetTileType(result);
2305 if (*tile_type == MP_TUNNELBRIDGE) {
2306 ViewportMapStoreBridgeTunnel(vp, result);
2307 switch (GetTunnelBridgeTransportType(result)) {
2308 case TRANSPORT_RAIL: *tile_type = MP_RAILWAY; break;
2309 case TRANSPORT_ROAD: *tile_type = MP_ROAD; break;
2310 default: *tile_type = MP_WATER; break;
2314 return result;
2317 /** Get the colour of a tile, can be 32bpp RGB or 8bpp palette index. */
2318 template <bool is_32bpp, bool show_slope>
2319 uint32 ViewportMapGetColour(const ViewPort * const vp, uint x, uint y, const uint colour_index)
2321 if (!(IsInsideMM(x, TILE_SIZE, MapMaxX() * TILE_SIZE - 1) &&
2322 IsInsideMM(y, TILE_SIZE, MapMaxY() * TILE_SIZE - 1)))
2323 return 0;
2325 /* Very approximative but fast way to get the tile when taking Z into account. */
2326 const TileIndex tile_tmp = TileVirtXY(x, y);
2327 const uint z = TileHeight(tile_tmp) * 4;
2328 TileIndex tile = TileVirtXY(x + z, y + z);
2329 if (tile >= MapSize()) return 0;
2330 if (_settings_game.construction.freeform_edges) {
2331 /* tile_tmp and tile must be from the same side,
2332 * otherwise it's an approximation erroneous case
2333 * that leads to a graphic glitch below south west border.
2335 if (TileX(tile_tmp) > (MapSizeX() - (MapSizeX() / 8)))
2336 if ((TileX(tile_tmp) < (MapSizeX() / 2)) != (TileX(tile) < (MapSizeX() / 2)))
2337 return 0;
2339 TileType tile_type = MP_VOID;
2340 tile = ViewportMapGetMostSignificantTileType(vp, tile, &tile_type);
2341 if (tile_type == MP_VOID) return 0;
2343 /* Return the colours. */
2344 switch (vp->map_type) {
2345 default: return ViewportMapGetColourOwner<is_32bpp, show_slope>(tile, tile_type, colour_index);
2346 case VPMT_INDUSTRY: return ViewportMapGetColourIndustries<is_32bpp, show_slope>(tile, tile_type, colour_index);
2347 case VPMT_VEGETATION: return ViewportMapGetColourVegetation<is_32bpp, show_slope>(tile, tile_type, colour_index);
2351 /* Taken from http://stereopsis.com/doubleblend.html, PixelBlend() is faster than ComposeColourRGBANoCheck() */
2352 static inline void PixelBlend(uint32 * const d, const uint32 s)
2354 const uint32 a = (s >> 24) + 1;
2355 const uint32 dstrb = *d & 0xFF00FF;
2356 const uint32 dstg = *d & 0xFF00;
2357 const uint32 srcrb = s & 0xFF00FF;
2358 const uint32 srcg = s & 0xFF00;
2359 uint32 drb = srcrb - dstrb;
2360 uint32 dg = srcg - dstg;
2361 drb *= a;
2362 dg *= a;
2363 drb >>= 8;
2364 dg >>= 8;
2365 uint32 rb = (drb + dstrb) & 0xFF00FF;
2366 uint32 g = (dg + dstg) & 0xFF00;
2367 *d = rb | g;
2370 /** Draw the bounding boxes of the scrolling viewport (right-clicked and dragged) */
2371 static void ViewportMapDrawScrollingViewportBox(const ViewPort * const vp)
2373 if (_scrolling_viewport && _scrolling_viewport->viewport) {
2374 const ViewPort * const vp_scrolling = _scrolling_viewport->viewport;
2375 if (vp_scrolling->zoom < ZOOM_LVL_DRAW_MAP) {
2376 /* Check intersection of dpi and vp_scrolling */
2377 const int mask = ScaleByZoom(-1, vp->zoom);
2378 const int vp_scrolling_virtual_top_mask = vp_scrolling->virtual_top & mask;
2379 const int vp_scrolling_virtual_bottom_mask = (vp_scrolling->virtual_top + vp_scrolling->virtual_height) & mask;
2380 const int t_inter = max(vp_scrolling_virtual_top_mask, _vd.dpi.top);
2381 const int b_inter = min(vp_scrolling_virtual_bottom_mask, _vd.dpi.top + _vd.dpi.height);
2382 if (t_inter < b_inter) {
2383 const int vp_scrolling_virtual_left_mask = vp_scrolling->virtual_left & mask;
2384 const int vp_scrolling_virtual_right_mask = (vp_scrolling->virtual_left + vp_scrolling->virtual_width) & mask;
2385 const int l_inter = max(vp_scrolling_virtual_left_mask, _vd.dpi.left);
2386 const int r_inter = min(vp_scrolling_virtual_right_mask, _vd.dpi.left + _vd.dpi.width);
2387 if (l_inter < r_inter) {
2388 /* OK, so we can draw something that tells where the scrolling viewport is */
2389 Blitter * const blitter = BlitterFactory::GetCurrentBlitter();
2390 const int w_inter = UnScaleByZoom(r_inter - l_inter, vp->zoom);
2391 const int h_inter = UnScaleByZoom(b_inter - t_inter, vp->zoom);
2392 const int x = UnScaleByZoom(l_inter - _vd.dpi.left, vp->zoom);
2393 const int y = UnScaleByZoom(t_inter - _vd.dpi.top, vp->zoom);
2395 /* If asked, with 32bpp we can do some blending */
2396 if (_settings_client.gui.show_scrolling_viewport_on_map >= 2 && blitter->GetScreenDepth() == 32)
2397 for (int j = y; j < y + h_inter; j++)
2398 for (int i = x; i < x + w_inter; i++)
2399 PixelBlend((uint32*)blitter->MoveTo(_vd.dpi.dst_ptr, i, j), 0x40FCFCFC);
2401 /* Draw area contour */
2402 if (_settings_client.gui.show_scrolling_viewport_on_map != 2) {
2403 if (t_inter == vp_scrolling_virtual_top_mask)
2404 for (int i = x; i < x + w_inter; i += 2)
2405 blitter->SetPixel(_vd.dpi.dst_ptr, i, y, PC_WHITE);
2406 if (b_inter == vp_scrolling_virtual_bottom_mask)
2407 for (int i = x; i < x + w_inter; i += 2)
2408 blitter->SetPixel(_vd.dpi.dst_ptr, i, y + h_inter, PC_WHITE);
2409 if (l_inter == vp_scrolling_virtual_left_mask)
2410 for (int j = y; j < y + h_inter; j += 2)
2411 blitter->SetPixel(_vd.dpi.dst_ptr, x, j, PC_WHITE);
2412 if (r_inter == vp_scrolling_virtual_right_mask)
2413 for (int j = y; j < y + h_inter; j += 2)
2414 blitter->SetPixel(_vd.dpi.dst_ptr, x + w_inter, j, PC_WHITE);
2422 uint32 *_vp_map_line; ///< Buffer for drawing the map of a viewport.
2424 static void ViewportMapDrawBridgeTunnel(const ViewPort * const vp, const TunnelBridgeToMap * const tbtm, const int z,
2425 const bool is_tunnel, const int w, const int h, Blitter * const blitter)
2427 extern LegendAndColour _legend_land_owners[NUM_NO_COMPANY_ENTRIES + MAX_COMPANIES + 1];
2428 extern uint _company_to_list_pos[MAX_COMPANIES];
2430 TileIndex tile = tbtm->from_tile;
2431 const Owner o = GetTileOwner(tile);
2432 if (o < MAX_COMPANIES && !_legend_land_owners[_company_to_list_pos[o]].show_on_map) return;
2434 uint8 colour;
2435 if (vp->map_type == VPMT_OWNER && _settings_client.gui.use_owner_colour_for_tunnelbridge && o < MAX_COMPANIES) {
2436 colour = _legend_land_owners[_company_to_list_pos[o]].colour;
2437 colour = is_tunnel ? _darken_colour[colour] : _lighten_colour[colour];
2439 else {
2440 colour = is_tunnel ? PC_BLACK : PC_VERY_LIGHT_YELLOW;
2443 TileIndexDiff delta = TileOffsByDiagDir(GetTunnelBridgeDirection(tile));
2444 for (; tile != tbtm->to_tile; tile += delta) { // For each tile
2445 const Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, z);
2446 const int x = UnScaleByZoomLower(pt.x - _vd.dpi.left, _vd.dpi.zoom);
2447 if (IsInsideMM(x, 0, w)) {
2448 const int y = UnScaleByZoomLower(pt.y - _vd.dpi.top, _vd.dpi.zoom);
2449 if (IsInsideMM(y, 0, h)) blitter->SetPixel(_vd.dpi.dst_ptr, x, y, colour);
2454 /** Draw the map on a viewport. */
2455 template <bool is_32bpp, bool show_slope>
2456 void ViewportMapDraw(const ViewPort * const vp)
2458 assert(vp != NULL);
2459 Blitter * const blitter = BlitterFactory::GetCurrentBlitter();
2461 SmallMapWindow::RebuildColourIndexIfNecessary();
2463 /* Index of colour: _green_map_heights[] contains blocks of 4 colours, say ABCD
2464 * For a XXXY colour block to render nicely, follow the model:
2465 * line 1: ABCDABCDABCD
2466 * line 2: CDABCDABCDAB
2467 * line 3: ABCDABCDABCD
2468 * => colour_index_base's second bit is changed every new line.
2470 const int sx = UnScaleByZoomLower(_vd.dpi.left, _vd.dpi.zoom);
2471 const int sy = UnScaleByZoomLower(_vd.dpi.top, _vd.dpi.zoom);
2472 const uint line_padding = 2 * (sy & 1);
2473 uint colour_index_base = (sx + line_padding) & 3;
2475 const int incr_a = (1 << (vp->zoom - 2)) / ZOOM_LVL_BASE;
2476 const int incr_b = (1 << (vp->zoom - 1)) / ZOOM_LVL_BASE;
2477 const int a = (_vd.dpi.left >> 2) / ZOOM_LVL_BASE;
2478 int b = (_vd.dpi.top >> 1) / ZOOM_LVL_BASE;
2479 const int w = UnScaleByZoom(_vd.dpi.width, vp->zoom);
2480 const int h = UnScaleByZoom(_vd.dpi.height, vp->zoom);
2481 int j = 0;
2483 /* Render base map. */
2484 do { // For each line
2485 int i = w;
2486 uint colour_index = colour_index_base;
2487 colour_index_base ^= 2;
2488 uint32 *vp_map_line_ptr32 = _vp_map_line;
2489 uint8 *vp_map_line_ptr8 = (uint8*)_vp_map_line;
2490 int c = b - a;
2491 int d = b + a;
2492 do { // For each pixel of a line
2493 if (is_32bpp) {
2494 *vp_map_line_ptr32 = ViewportMapGetColour<is_32bpp, show_slope>(vp, c, d, colour_index);
2495 vp_map_line_ptr32++;
2497 else {
2498 *vp_map_line_ptr8 = (uint8)ViewportMapGetColour<is_32bpp, show_slope>(vp, c, d, colour_index);
2499 vp_map_line_ptr8++;
2501 colour_index = ++colour_index & 3;
2502 c -= incr_a;
2503 d += incr_a;
2504 } while (--i);
2505 if (is_32bpp) {
2506 blitter->SetLine32(_vd.dpi.dst_ptr, 0, j, _vp_map_line, w);
2508 else {
2509 blitter->SetLine(_vd.dpi.dst_ptr, 0, j, (uint8*)_vp_map_line, w);
2511 b += incr_b;
2512 } while (++j < h);
2514 /* Render tunnels */
2515 if (_settings_client.gui.show_tunnels_on_map && _vd.tunnel_to_map.Length() != 0) {
2516 const TunnelBridgeToMap * const tbtm_end = _vd.tunnel_to_map.End();
2517 for (const TunnelBridgeToMap *tbtm = _vd.tunnel_to_map.Begin(); tbtm != tbtm_end; tbtm++) { // For each tunnel
2518 const int tunnel_z = GetTileZ(tbtm->from_tile) * TILE_HEIGHT;
2519 const Point pt_from = RemapCoords(TileX(tbtm->from_tile) * TILE_SIZE, TileY(tbtm->from_tile) * TILE_SIZE, tunnel_z);
2520 const Point pt_to = RemapCoords(TileX(tbtm->to_tile) * TILE_SIZE, TileY(tbtm->to_tile) * TILE_SIZE, tunnel_z);
2522 /* check if tunnel is wholly outside redrawing area */
2523 const int x_from = UnScaleByZoomLower(pt_from.x - _vd.dpi.left, _vd.dpi.zoom);
2524 const int x_to = UnScaleByZoomLower(pt_to.x - _vd.dpi.left, _vd.dpi.zoom);
2525 if ((x_from < 0 && x_to < 0) || (x_from > w && x_to > w)) continue;
2526 const int y_from = UnScaleByZoomLower(pt_from.y - _vd.dpi.top, _vd.dpi.zoom);
2527 const int y_to = UnScaleByZoomLower(pt_to.y - _vd.dpi.top, _vd.dpi.zoom);
2528 if ((y_from < 0 && y_to < 0) || (y_from > h && y_to > h)) continue;
2530 ViewportMapDrawBridgeTunnel(vp, tbtm, tunnel_z, true, w, h, blitter);
2534 /* Render bridges */
2535 if (_settings_client.gui.show_bridges_on_map && _vd.bridge_to_map.Length() != 0) {
2536 const TunnelBridgeToMap * const tbtm_end = _vd.bridge_to_map.End();
2537 for (const TunnelBridgeToMap *tbtm = _vd.bridge_to_map.Begin(); tbtm != tbtm_end; tbtm++) { // For each bridge
2538 ViewportMapDrawBridgeTunnel(vp, tbtm, (GetBridgeHeight(tbtm->from_tile) - 1) * TILE_HEIGHT, false, w, h, blitter);
2543 void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom)
2545 DrawPixelInfo *old_dpi = _cur_dpi;
2546 _cur_dpi = &_vd.dpi;
2548 _vd.dpi.zoom = vp->zoom;
2549 int mask = ScaleByZoom(-1, vp->zoom);
2551 _vd.combine_sprites = SPRITE_COMBINE_NONE;
2553 _vd.dpi.width = (right - left) & mask;
2554 _vd.dpi.height = (bottom - top) & mask;
2555 _vd.dpi.left = left & mask;
2556 _vd.dpi.top = top & mask;
2557 _vd.dpi.pitch = old_dpi->pitch;
2558 _vd.last_child = NULL;
2560 int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
2561 int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
2563 _vd.dpi.dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
2565 _dpi_for_text = _vd.dpi;
2566 _dpi_for_text.left = UnScaleByZoom(_dpi_for_text.left, _dpi_for_text.zoom);
2567 _dpi_for_text.top = UnScaleByZoom(_dpi_for_text.top, _dpi_for_text.zoom);
2568 _dpi_for_text.width = UnScaleByZoom(_dpi_for_text.width, _dpi_for_text.zoom);
2569 _dpi_for_text.height = UnScaleByZoom(_dpi_for_text.height, _dpi_for_text.zoom);
2570 _dpi_for_text.zoom = ZOOM_LVL_NORMAL;
2572 if (vp->zoom >= ZOOM_LVL_DRAW_MAP) {
2573 /* Here the rendering is like smallmap. */
2574 if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 32) {
2575 if (_settings_client.gui.show_slopes_on_viewport_map) ViewportMapDraw<true, true>(vp);
2576 else ViewportMapDraw<true, false>(vp);
2578 else {
2579 _pal2trsp_remap_ptr = IsTransparencySet(TO_TREES) ? GetNonSprite(GB(PALETTE_TO_TRANSPARENT, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1 : NULL;
2580 if (_settings_client.gui.show_slopes_on_viewport_map) ViewportMapDraw<false, true>(vp);
2581 else ViewportMapDraw<false, false>(vp);
2583 ViewportMapDrawVehicles(&_vd.dpi);
2584 if (_scrolling_viewport && _settings_client.gui.show_scrolling_viewport_on_map) ViewportMapDrawScrollingViewportBox(vp);
2585 if (vp->zoom < ZOOM_LVL_OUT_256X) ViewportAddTownNames(&_vd.dpi);
2587 else {
2588 /* Classic rendering. */
2589 ViewportAddLandscape();
2590 ViewportAddVehicles(&_vd.dpi);
2592 ViewportAddTownNames(&_vd.dpi);
2593 ViewportAddStationNames(&_vd.dpi);
2594 ViewportAddSigns(&_vd.dpi);
2596 DrawTextEffects(&_vd.dpi);
2598 if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
2600 ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
2601 for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
2602 *_vd.parent_sprites_to_sort.Append() = it;
2605 _vp_sprite_sorter(&_vd.parent_sprites_to_sort);
2606 ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
2608 if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
2610 if (_draw_dirty_blocks) ViewportDrawDirtyBlocks();
2612 DrawPixelInfo dp = _vd.dpi;
2613 ZoomLevel zoom = _vd.dpi.zoom;
2614 dp.zoom = ZOOM_LVL_NORMAL;
2615 dp.width = UnScaleByZoom(dp.width, zoom);
2616 dp.height = UnScaleByZoom(dp.height, zoom);
2617 _cur_dpi = &dp;
2619 if (vp->overlay != NULL && vp->overlay->GetCargoMask() != 0 && vp->overlay->GetCompanyMask() != 0) {
2620 /* translate to window coordinates */
2621 dp.left = x;
2622 dp.top = y;
2623 vp->overlay->Draw(&dp);
2626 if (_settings_client.gui.show_vehicle_route) ViewportMapDrawVehicleRoute(vp);
2627 if (_vd.string_sprites_to_draw.Length() != 0) {
2628 /* translate to world coordinates */
2629 dp.left = UnScaleByZoom(_vd.dpi.left, zoom);
2630 dp.top = UnScaleByZoom(_vd.dpi.top, zoom);
2631 ViewportDrawStrings(zoom, &_vd.string_sprites_to_draw);
2633 if (_settings_client.gui.show_vehicle_route_steps) ViewportDrawVehicleRouteSteps(vp);
2634 ViewportDrawPlans(vp);
2636 _cur_dpi = old_dpi;
2638 _vd.bridge_to_map.Clear();
2639 _vd.string_sprites_to_draw.Clear();
2640 _vd.tile_sprites_to_draw.Clear();
2641 _vd.parent_sprites_to_draw.Clear();
2642 _vd.parent_sprites_to_sort.Clear();
2643 _vd.child_screen_sprites_to_draw.Clear();
2646 static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
2648 ViewportDoDraw(vp,
2649 ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
2650 ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
2651 ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
2652 ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
2656 static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)
2658 if (right <= vp->left || bottom <= vp->top) return;
2660 if (left >= vp->left + vp->width) return;
2662 if (left < vp->left) left = vp->left;
2663 if (right > vp->left + vp->width) right = vp->left + vp->width;
2665 if (top >= vp->top + vp->height) return;
2667 if (top < vp->top) top = vp->top;
2668 if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
2670 ViewportDrawChk(vp, left, top, right, bottom);
2674 * Draw the viewport of this window.
2676 void Window::DrawViewport() const
2678 DrawPixelInfo *dpi = _cur_dpi;
2680 dpi->left += this->left;
2681 dpi->top += this->top;
2683 ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
2685 dpi->left -= this->left;
2686 dpi->top -= this->top;
2690 * Continue criteria for the SearchMapEdge function.
2691 * @param iter Value to check.
2692 * @param iter_limit Maximum value for the iter
2693 * @param sy Screen y coordinate calculated for the tile at hand
2694 * @param sy_limit Limit to the screen y coordinate
2695 * @return True when we should continue searching.
2697 typedef bool ContinueMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit);
2699 /** Continue criteria for searching a no-longer-visible tile in negative direction, starting at some tile. */
2700 static inline bool ContinueLowerMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter > 0 && sy > sy_limit; }
2701 /** Continue criteria for searching a no-longer-visible tile in positive direction, starting at some tile. */
2702 static inline bool ContinueUpperMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter < iter_limit && sy < sy_limit; }
2705 * Searches, starting at the given tile, by applying the given offset to iter, for a no longer visible tile.
2706 * The whole sense of this function is keeping the to-be-written code small, thus it is a little bit abstracted
2707 * so the same function can be used for both the X and Y locations. As such a reference to one of the elements
2708 * in curr_tile was needed.
2709 * @param curr_tile A tile
2710 * @param iter Reference to either the X or Y of curr_tile.
2711 * @param iter_limit Upper search limit for the iter value.
2712 * @param offset Search in steps of this size
2713 * @param sy_limit Search limit to be passed to the criteria
2714 * @param continue_criteria Search as long as this criteria is true
2715 * @return The final value of iter.
2717 static int SearchMapEdge(Point &curr_tile, int &iter, int iter_limit, int offset, int sy_limit, ContinueMapEdgeSearch continue_criteria)
2719 int sy;
2720 do {
2721 iter = Clamp(iter + offset, 0, iter_limit);
2722 sy = GetViewportY(curr_tile);
2723 } while (continue_criteria(iter, iter_limit, sy, sy_limit));
2725 return iter;
2729 * Determine the clamping of either the X or Y coordinate to the map.
2730 * @param curr_tile A tile
2731 * @param iter Reference to either the X or Y of curr_tile.
2732 * @param iter_limit Upper search limit for the iter value.
2733 * @param start Start value for the iteration.
2734 * @param other_ref Reference to the opposite axis in curr_tile than of iter.
2735 * @param other_value Start value for of the opposite axis
2736 * @param vp_value Value of the viewport location in the opposite axis as for iter.
2737 * @param other_limit Limit for the other value, so if iter is X, then other_limit is for Y.
2738 * @param vp_top Top of the viewport.
2739 * @param vp_bottom Bottom of the viewport.
2740 * @return Clamped version of vp_value.
2742 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)
2744 bool upper_edge = other_value < _settings_game.construction.max_heightlevel / 4;
2747 * First get an estimate of the tiles relevant for us at that edge. Relevant in the sense
2748 * "at least close to the visible area". Thus, we don't look at exactly each tile, inspecting
2749 * e.g. every tenth should be enough. After all, the desired screen limit is set such that
2750 * the bordermost tiles are painted in the middle of the screen when one hits the limit,
2751 * i.e. it is no harm if there is some small error in that calculation
2754 other_ref = upper_edge ? 0 : other_limit;
2755 iter = start;
2756 int min_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? -10 : +10, vp_top, upper_edge ? ContinueLowerMapEdgeSearch : ContinueUpperMapEdgeSearch);
2757 iter = start;
2758 int max_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? +10 : -10, vp_bottom, upper_edge ? ContinueUpperMapEdgeSearch : ContinueLowerMapEdgeSearch);
2760 max_iter = min(max_iter + _settings_game.construction.max_heightlevel / 4, iter_limit);
2761 min_iter = min(min_iter, max_iter);
2763 /* Now, calculate the highest heightlevel of these tiles. Again just as an estimate. */
2764 int max_heightlevel_at_edge = 0;
2765 for (iter = min_iter; iter <= max_iter; iter += 10) {
2766 max_heightlevel_at_edge = max(max_heightlevel_at_edge, (int)TileHeight(TileXY(curr_tile.x, curr_tile.y)));
2769 /* Based on that heightlevel, calculate the limit. For the upper edge a tile with height zero would
2770 * get a limit of zero, on the other side it depends on the number of tiles along the axis. */
2771 return upper_edge ?
2772 max(vp_value, -max_heightlevel_at_edge * (int)(TILE_HEIGHT * 2 * ZOOM_LVL_BASE)) :
2773 min(vp_value, (other_limit * TILE_SIZE * 4 - max_heightlevel_at_edge * TILE_HEIGHT * 2) * ZOOM_LVL_BASE);
2776 static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
2778 int original_y = y;
2780 /* Centre of the viewport is hot spot */
2781 x += vp->virtual_width / 2;
2782 y += vp->virtual_height / 2;
2784 /* Convert viewport coordinates to map coordinates
2785 * Calculation is scaled by 4 to avoid rounding errors */
2786 int vx = -x + y * 2;
2787 int vy = x + y * 2;
2789 /* Find out which tile corresponds to (vx,vy) if one assumes height zero. The cast is necessary to prevent C++ from
2790 * converting the result to an uint, which gives an overflow instead of a negative result... */
2791 int tx = vx / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
2792 int ty = vy / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
2794 Point curr_tile;
2795 vx = ClampXYToMap(curr_tile, curr_tile.y, MapMaxY(), ty, curr_tile.x, tx, vx, MapMaxX(), original_y, original_y + vp->virtual_height);
2796 vy = ClampXYToMap(curr_tile, curr_tile.x, MapMaxX(), tx, curr_tile.y, ty, vy, MapMaxY(), original_y, original_y + vp->virtual_height);
2798 /* Convert map coordinates to viewport coordinates */
2799 x = (-vx + vy) / 2;
2800 y = ( vx + vy) / 4;
2802 /* Remove centering */
2803 x -= vp->virtual_width / 2;
2804 y -= vp->virtual_height / 2;
2808 * Update the viewport position being displayed.
2809 * @param w %Window owning the viewport.
2811 void UpdateViewportPosition(Window *w)
2813 const ViewPort *vp = w->viewport;
2815 if (w->viewport->follow_vehicle != INVALID_VEHICLE) {
2816 const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
2817 Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
2819 w->viewport->scrollpos_x = pt.x;
2820 w->viewport->scrollpos_y = pt.y;
2821 SetViewportPosition(w, pt.x, pt.y);
2822 } else {
2823 /* Ensure the destination location is within the map */
2824 ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y);
2826 int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
2827 int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
2829 bool update_overlay = false;
2830 if (delta_x != 0 || delta_y != 0) {
2831 if (_settings_client.gui.smooth_scroll) {
2832 int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
2833 /* Not at our desired position yet... */
2834 w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
2835 w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll);
2836 } else {
2837 w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
2838 w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
2840 update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
2841 w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
2844 ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
2846 if (_scrolling_viewport == w && _settings_client.gui.show_scrolling_viewport_on_map) {
2847 const int gap = ScaleByZoom(1, ZOOM_LVL_MAX);
2849 int lr_low = vp->virtual_left;
2850 int lr_hi = w->viewport->scrollpos_x;
2851 if (lr_low > lr_hi) Swap(lr_low, lr_hi);
2852 int right = lr_hi + vp->virtual_width + gap;
2854 int tb_low = vp->virtual_top;
2855 int tb_hi = w->viewport->scrollpos_y;
2856 if (tb_low > tb_hi) Swap(tb_low, tb_hi);
2857 int bottom = tb_hi + vp->virtual_height + gap;
2859 MarkAllViewportMapsDirty(lr_low, tb_low, right, bottom);
2862 SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
2863 if (update_overlay) RebuildViewportOverlay(w);
2868 * Marks a viewport as dirty for repaint if it displays (a part of) the area the needs to be repainted.
2869 * @param vp The viewport to mark as dirty
2870 * @param left Left edge of area to repaint
2871 * @param top Top edge of area to repaint
2872 * @param right Right edge of area to repaint
2873 * @param bottom Bottom edge of area to repaint
2874 * @ingroup dirty
2876 static void MarkViewportDirty(const ViewPort * const vp, int left, int top, int right, int bottom)
2878 /* Rounding wrt. zoom-out level */
2879 right += (1 << vp->zoom) - 1;
2880 bottom += (1 << vp->zoom) - 1;
2882 right -= vp->virtual_left;
2883 if (right <= 0) return;
2885 bottom -= vp->virtual_top;
2886 if (bottom <= 0) return;
2888 left = max(0, left - vp->virtual_left);
2890 if (left >= vp->virtual_width) return;
2892 top = max(0, top - vp->virtual_top);
2894 if (top >= vp->virtual_height) return;
2896 SetDirtyBlocks(
2897 UnScaleByZoomLower(left, vp->zoom) + vp->left,
2898 UnScaleByZoomLower(top, vp->zoom) + vp->top,
2899 UnScaleByZoom(right, vp->zoom) + vp->left + 1,
2900 UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
2905 * Mark all viewports that display an area as dirty (in need of repaint).
2906 * @param left Left edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
2907 * @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
2908 * @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
2909 * @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
2910 * @param mark_dirty_if_zoomlevel_is_below To tell if an update is relevant or not (for example, animations in map mode are not)
2911 * @ingroup dirty
2913 void MarkAllViewportsDirty(int left, int top, int right, int bottom, const ZoomLevel mark_dirty_if_zoomlevel_is_below)
2915 for (const ViewPort * const vp : _viewport_window_cache) {
2916 if (vp->zoom >= mark_dirty_if_zoomlevel_is_below) continue;
2917 MarkViewportDirty(vp, left, top, right, bottom);
2921 static void MarkRouteStepDirty(RouteStepsMap::const_iterator cit)
2923 const uint size = cit->second.size() > max_rank_order_type_count ? 1 : cit->second.size();
2924 MarkRouteStepDirty(cit->first, size);
2927 static void MarkRouteStepDirty(const TileIndex tile, uint order_nr)
2929 assert(tile != INVALID_TILE);
2930 const Point pt = RemapCoords2(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2);
2931 const int char_height = GetCharacterHeight(FS_SMALL) + 1;
2932 for (const ViewPort * const vp : _viewport_window_cache) {
2933 const int half_width = ScaleByZoom((_vp_route_step_width / 2) + 1, vp->zoom);
2934 const int height = ScaleByZoom(_vp_route_step_height_top + char_height * order_nr + _vp_route_step_height_bottom, vp->zoom);
2935 MarkViewportDirty(vp, pt.x - half_width, pt.y - height, pt.x + half_width, pt.y);
2939 void MarkAllRouteStepsDirty(const Vehicle *veh)
2941 ViewportPrepareVehicleRouteSteps(veh);
2942 for (RouteStepsMap::const_iterator cit = _vp_route_steps.begin(); cit != _vp_route_steps.end(); cit++) {
2943 MarkRouteStepDirty(cit);
2945 _vp_route_steps_last_mark_dirty.swap(_vp_route_steps);
2946 _vp_route_steps.clear();
2950 * Mark all viewports in map mode that display an area as dirty (in need of repaint).
2951 * @param left Left edge of area to repaint
2952 * @param top Top edge of area to repaint
2953 * @param right Right edge of area to repaint
2954 * @param bottom Bottom edge of area to repaint
2955 * @ingroup dirty
2957 void MarkAllViewportMapsDirty(int left, int top, int right, int bottom)
2959 Window *w;
2960 FOR_ALL_WINDOWS_FROM_BACK(w) {
2961 const ViewPort *vp = w->viewport;
2962 if (vp != NULL && vp->zoom >= ZOOM_LVL_DRAW_MAP) {
2963 assert(vp->width != 0);
2964 MarkViewportDirty(vp, left, top, right, bottom);
2969 void ConstrainAllViewportsZoom()
2971 Window *w;
2972 FOR_ALL_WINDOWS_FROM_FRONT(w) {
2973 if (w->viewport == NULL) continue;
2975 ZoomLevel zoom = static_cast<ZoomLevel>(Clamp(w->viewport->zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
2976 if (zoom != w->viewport->zoom) {
2977 while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w);
2978 while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w);
2984 * Mark a tile given by its index dirty for repaint.
2985 * @param tile The tile to mark dirty.
2986 * @param bridge_level_offset Height of bridge on tile to also mark dirty. (Height level relative to north corner.)
2987 * @ingroup dirty
2989 void MarkTileDirtyByTile(const TileIndex tile, const ZoomLevel mark_dirty_if_zoomlevel_is_below, int bridge_level_offset)
2991 Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, TilePixelHeight(tile));
2992 MarkAllViewportsDirty(
2993 pt.x - MAX_TILE_EXTENT_LEFT,
2994 pt.y - MAX_TILE_EXTENT_TOP - ZOOM_LVL_BASE * TILE_HEIGHT * bridge_level_offset,
2995 pt.x + MAX_TILE_EXTENT_RIGHT,
2996 pt.y + MAX_TILE_EXTENT_BOTTOM,
2997 mark_dirty_if_zoomlevel_is_below);
3001 * Mark a (virtual) tile outside the map dirty for repaint.
3002 * @param x Tile X position.
3003 * @param y Tile Y position.
3004 * @ingroup dirty
3006 void MarkTileDirtyByTileOutsideMap(int x, int y)
3008 Point pt = RemapCoords(x * TILE_SIZE, y * TILE_SIZE, TilePixelHeightOutsideMap(x, y));
3009 MarkAllViewportsDirty(
3010 pt.x - MAX_TILE_EXTENT_LEFT,
3011 pt.y, // no buildings outside of map
3012 pt.x + MAX_TILE_EXTENT_RIGHT,
3013 pt.y + MAX_TILE_EXTENT_BOTTOM);
3016 void MarkTileLineDirty(const TileIndex from_tile, const TileIndex to_tile)
3018 assert(from_tile != INVALID_TILE);
3019 assert(to_tile != INVALID_TILE);
3021 const Point from_pt = RemapCoords2(TileX(from_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(from_tile) * TILE_SIZE + TILE_SIZE / 2);
3022 const Point to_pt = RemapCoords2(TileX(to_tile) * TILE_SIZE + TILE_SIZE / 2, TileY(to_tile) * TILE_SIZE + TILE_SIZE / 2);
3024 const int block_radius = 20;
3026 int x1 = from_pt.x / block_radius;
3027 int y1 = from_pt.y / block_radius;
3028 const int x2 = to_pt.x / block_radius;
3029 const int y2 = to_pt.y / block_radius;
3031 /* http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm#Simplification */
3032 const int dx = abs(x2 - x1);
3033 const int dy = abs(y2 - y1);
3034 const int sx = (x1 < x2) ? 1 : -1;
3035 const int sy = (y1 < y2) ? 1 : -1;
3036 int err = dx - dy;
3037 for (;;) {
3038 MarkAllViewportsDirty(
3039 (x1 - 1) * block_radius,
3040 (y1 - 1) * block_radius,
3041 (x1 + 1) * block_radius,
3042 (y1 + 1) * block_radius,
3043 ZOOM_LVL_END
3045 if (x1 == x2 && y1 == y2) break;
3046 const int e2 = 2 * err;
3047 if (e2 > -dy) {
3048 err -= dy;
3049 x1 += sx;
3051 if (e2 < dx) {
3052 err += dx;
3053 y1 += sy;
3058 static void MarkRoutePathsDirty(const std::vector<DrawnPathRouteTileLine> &lines)
3060 for (std::vector<DrawnPathRouteTileLine>::const_iterator it = lines.begin(); it != lines.end(); ++it) {
3061 MarkTileLineDirty(it->from_tile, it->to_tile);
3065 void MarkAllRoutePathsDirty(const Vehicle *veh)
3067 switch (_settings_client.gui.show_vehicle_route) {
3068 case 0: // No
3069 return;
3071 case 1: // Simple
3072 ViewportMapPrepareVehicleRoute(veh);
3073 break;
3076 for (const auto &iter : _vp_route_paths) {
3077 MarkTileLineDirty(iter.from_tile, iter.to_tile);
3080 _vp_route_paths_last_mark_dirty.swap(_vp_route_paths);
3081 _vp_route_paths.clear();
3085 * Mark all tiles in a given bridge by their index dirty for repaint.
3086 * @param tile The start tile of the bridge to mark dirty.
3087 * @param tile The end tile of the bridge to mark dirty.
3088 * @ingroup dirty
3090 void MarkBridgeTilesDirtyByTile(TileIndex tile_start, TileIndex tile_end)
3092 MarkTileDirtyByTile(tile_start);
3093 MarkTileDirtyByTile(tile_end);
3095 Axis direction;
3096 if (TileX(tile_start) == TileX(tile_end)) {
3097 direction = AXIS_Y;
3098 } else if (TileY(tile_start) == TileY(tile_end)) {
3099 direction = AXIS_X;
3102 if (tile_end < tile_start) Swap(tile_start, tile_end);
3104 TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
3105 for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
3106 MarkTileDirtyByTile(tile);
3110 void CheckMarkDirtyFocusedRoutePaths(const Vehicle *veh)
3112 const Vehicle *focused_veh = GetVehicleFromWindow(_focused_window);
3113 if (focused_veh && veh == focused_veh) {
3114 MarkAllRoutePathsDirty(veh);
3115 MarkAllRouteStepsDirty(veh);
3120 * Marks the selected tiles as dirty.
3122 * This function marks the selected tiles as dirty for repaint
3124 * @ingroup dirty
3126 static void SetSelectionTilesDirty()
3128 int x_size = _thd.size.x;
3129 int y_size = _thd.size.y;
3131 if (!_thd.diagonal) { // Selecting in a straight rectangle (or a single square)
3132 int x_start = _thd.pos.x;
3133 int y_start = _thd.pos.y;
3135 if (_thd.outersize.x != 0 || _thd.outersize.y != 0) {
3136 x_size += _thd.outersize.x;
3137 x_start += _thd.offs.x;
3138 y_size += _thd.outersize.y;
3139 y_start += _thd.offs.y;
3142 x_size -= TILE_SIZE;
3143 y_size -= TILE_SIZE;
3145 assert(x_size >= 0);
3146 assert(y_size >= 0);
3148 int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
3149 int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
3151 x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
3152 y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
3154 /* make sure everything is multiple of TILE_SIZE */
3155 assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
3157 /* How it works:
3158 * Suppose we have to mark dirty rectangle of 3x4 tiles:
3160 * xxx
3161 * xxxxx
3162 * xxxxx
3163 * xxx
3165 * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
3166 * 1) x 2) x
3167 * xxx Oxx
3168 * Oxxxx xOxxx
3169 * xxxxx Oxxxx
3170 * xxx xxx
3171 * x x
3172 * And so forth...
3175 int top_x = x_end; // coordinates of top dirty tile
3176 int top_y = y_start;
3177 int bot_x = top_x; // coordinates of bottom dirty tile
3178 int bot_y = top_y;
3180 do {
3181 /* topmost dirty point */
3182 TileIndex top_tile = TileVirtXY(top_x, top_y);
3183 Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile));
3185 /* bottommost point */
3186 TileIndex bottom_tile = TileVirtXY(bot_x, bot_y);
3187 Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point
3189 /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
3190 * tile height/slope affects only the 'y' on-screen coordinate! */
3192 int l = top.x - TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of left side of the dirty rectangle
3193 int t = top.y; // 'y' coordinate of top side of the dirty rectangle
3194 int r = top.x + TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of right side of the dirty rectangle
3195 int b = bot.y; // 'y' coordinate of bottom side of the dirty rectangle
3197 static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area (in particular: terraforming)
3199 /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
3200 MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
3202 /* haven't we reached the topmost tile yet? */
3203 if (top_x != x_start) {
3204 top_x -= TILE_SIZE;
3205 } else {
3206 top_y += TILE_SIZE;
3209 /* the way the bottom tile changes is different when we reach the bottommost tile */
3210 if (bot_y != y_end) {
3211 bot_y += TILE_SIZE;
3212 } else {
3213 bot_x -= TILE_SIZE;
3215 } while (bot_x >= top_x);
3216 } else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
3217 /* a_size, b_size describe a rectangle with rotated coordinates */
3218 int a_size = x_size + y_size, b_size = x_size - y_size;
3220 int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
3221 int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
3223 for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
3224 for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
3225 uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
3226 uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
3228 if (x < MapMaxX() && y < MapMaxY()) {
3229 MarkTileDirtyByTile(TileXY(x, y));
3237 void SetSelectionRed(bool b)
3239 _thd.make_square_red = b;
3240 SetSelectionTilesDirty();
3244 * Test whether a sign is below the mouse
3245 * @param vp the clicked viewport
3246 * @param x X position of click
3247 * @param y Y position of click
3248 * @param sign the sign to check
3249 * @return true if the sign was hit
3251 static bool CheckClickOnViewportSign(const ViewPort *vp, int x, int y, const ViewportSign *sign)
3253 bool small = (vp->zoom >= ZOOM_LVL_OUT_16X);
3254 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
3255 int sign_height = ScaleByZoom(VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM, vp->zoom);
3257 x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
3258 y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
3260 return y >= sign->top && y < sign->top + sign_height &&
3261 x >= sign->center - sign_half_width && x < sign->center + sign_half_width;
3264 static bool CheckClickOnTown(const ViewPort *vp, int x, int y)
3266 if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES)) return false;
3268 const Town *t;
3269 FOR_ALL_TOWNS(t) {
3270 if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) {
3271 ShowTownViewWindow(t->index);
3272 return true;
3276 return false;
3279 static bool CheckClickOnStation(const ViewPort *vp, int x, int y)
3281 if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || IsInvisibilitySet(TO_SIGNS)) return false;
3283 const BaseStation *st;
3284 FOR_ALL_BASE_STATIONS(st) {
3285 if (!IsStationSignVisible(st)) continue;
3287 if (CheckClickOnViewportSign(vp, x, y, &st->sign)) {
3288 if (Station::IsExpected(st)) {
3289 ShowStationViewWindow(st->index);
3290 } else {
3291 ShowWaypointWindow(Waypoint::From(st));
3293 return true;
3297 return false;
3301 static bool CheckClickOnSign(const ViewPort *vp, int x, int y)
3303 /* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */
3304 if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _local_company == COMPANY_SPECTATOR) return false;
3306 const Sign *si;
3307 FOR_ALL_SIGNS(si) {
3308 /* If competitor signs are hidden, don't check signs that aren't owned by local company */
3309 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
3310 if (si->owner == OWNER_DEITY && _game_mode != GM_EDITOR) continue;
3312 if (CheckClickOnViewportSign(vp, x, y, &si->sign)) {
3313 HandleClickOnSign(si);
3314 return true;
3318 return false;
3322 static bool CheckClickOnLandscape(const ViewPort *vp, int x, int y)
3324 Point pt = TranslateXYToTileCoord(vp, x, y);
3326 _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
3327 _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
3329 if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
3330 return true;
3333 static void PlaceObject()
3335 Point pt;
3336 Window *w;
3338 pt = GetTileBelowCursor();
3339 if (pt.x == -1) return;
3341 if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) {
3342 pt.x += TILE_SIZE / 2;
3343 pt.y += TILE_SIZE / 2;
3346 _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
3347 _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
3349 w = _thd.GetCallbackWnd();
3350 if (w != NULL) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
3353 bool HandleViewportDoubleClicked(Window *w, int x, int y)
3355 ViewPort *vp = w->viewport;
3356 if (vp->zoom < ZOOM_LVL_DRAW_MAP) return false;
3358 switch (_settings_client.gui.action_when_viewport_map_is_dblclicked) {
3359 case 0: // Do nothing
3360 return false;
3361 case 1: // Zoom in main viewport
3362 while (vp->zoom != ZOOM_LVL_VIEWPORT)
3363 ZoomInOrOutToCursorWindow(true, w);
3364 return true;
3365 case 2: // Open an extra viewport
3366 ShowExtraViewPortWindowForTileUnderCursor();
3367 return true;
3368 default:
3369 return false;
3373 bool HandleViewportClicked(const ViewPort *vp, int x, int y, bool double_click)
3375 /* No click in smallmap mode except for plan making. */
3376 if (vp->zoom >= ZOOM_LVL_DRAW_MAP && !(_thd.place_mode == HT_POINT && _thd.select_proc == DDSP_DRAW_PLANLINE)) return true;
3378 const Vehicle *v = CheckClickOnVehicle(vp, x, y);
3380 if (_thd.place_mode & HT_VEHICLE) {
3381 if (v != NULL && VehicleClicked(v)) return true;
3384 /* Vehicle placement mode already handled above. */
3385 if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
3386 if (_thd.place_mode & HT_POLY) {
3387 /* In polyline mode double-clicking on a single white line, finishes current polyline.
3388 * If however the user double-clicks on a line that has a white and a blue section,
3389 * both lines (white and blue) will be constructed consecutively. */
3390 static bool stop_snap_on_double_click = false;
3391 if (double_click && stop_snap_on_double_click) {
3392 SetRailSnapMode(RSM_NO_SNAP);
3393 return true;
3395 stop_snap_on_double_click = !(_thd.drawstyle & HT_LINE) || (_thd.dir2 == HT_DIR_END);
3398 PlaceObject();
3399 return true;
3402 if (CheckClickOnTown(vp, x, y)) return true;
3403 if (CheckClickOnStation(vp, x, y)) return true;
3404 if (CheckClickOnSign(vp, x, y)) return true;
3405 bool result = CheckClickOnLandscape(vp, x, y);
3407 if (v != NULL) {
3408 DEBUG(misc, 2, "Vehicle %d (index %d) at %p", v->unitnumber, v->index, v);
3409 if (IsCompanyBuildableVehicleType(v)) {
3410 v = v->First();
3411 WindowClass wc = _thd.GetCallbackWnd()->window_class;
3412 if (_ctrl_pressed && v->owner == _local_company) {
3413 StartStopVehicle(v, true);
3414 } else if ( wc != WC_CREATE_TEMPLATE && wc != WC_TEMPLATEGUI_MAIN) {
3415 ShowVehicleViewWindow(v);
3418 return true;
3420 return result;
3423 void HandleViewportToolTip(Window *w, int x, int y)
3425 const ViewportData *vp = w->viewport;
3426 if (vp == NULL || _game_mode == GM_MENU || HasModalProgress()) return;
3428 TooltipCloseCondition close_cond = (_settings_client.gui.hover_delay_ms == 0) ? TCC_RIGHT_CLICK : TCC_HOVER;
3430 const BaseStation *st;
3431 FOR_ALL_BASE_STATIONS(st) {
3432 if (IsStationSignVisible(st) && CheckClickOnViewportSign(vp, x, y, &st->sign)) {
3433 char tip[DRAW_STRING_BUFFER] = "";
3434 GetTileTooltipsForStation(st->index, tip, lastof(tip));
3435 GuiShowTooltips(w, tip, close_cond);
3436 return;
3440 Point tile = TranslateXYToTileCoord(vp, x, y, false);
3441 if (IsInsideMM(tile.x, 0, MapMaxX() * TILE_SIZE) && IsInsideMM(tile.y, 0, MapMaxY() * TILE_SIZE)) {
3442 GuiShowTooltipsForTile(w, TileVirtXY(tile.x, tile.y), close_cond);
3443 return;
3446 DeleteWindowById(WC_TOOLTIPS, 0); // close old tooltips window as now hovering this viewport
3449 void RebuildViewportOverlay(Window *w)
3451 if (w->viewport->overlay != NULL &&
3452 w->viewport->overlay->GetCompanyMask() != 0 &&
3453 w->viewport->overlay->GetCargoMask() != 0) {
3454 w->viewport->overlay->RebuildCache();
3455 w->SetDirty();
3460 * Scrolls the viewport in a window to a given location.
3461 * @param x Desired x location of the map to scroll to (world coordinate).
3462 * @param y Desired y location of the map to scroll to (world coordinate).
3463 * @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.
3464 * @param w %Window containing the viewport.
3465 * @param instant Jump to the location instead of slowly moving to it.
3466 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
3468 bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
3470 /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
3471 if (z == -1) {
3472 if ( x >= 0 && x <= (int)MapSizeX() * (int)TILE_SIZE - 1
3473 && y >= 0 && y <= (int)MapSizeY() * (int)TILE_SIZE - 1) {
3474 z = GetSlopePixelZ(x, y);
3475 } else {
3476 z = TileHeightOutsideMap(x / (int)TILE_SIZE, y / (int)TILE_SIZE);
3480 Point pt = MapXYZToViewport(w->viewport, x, y, z);
3481 w->viewport->follow_vehicle = INVALID_VEHICLE;
3483 if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false;
3485 if (instant) {
3486 w->viewport->scrollpos_x = pt.x;
3487 w->viewport->scrollpos_y = pt.y;
3488 RebuildViewportOverlay(w);
3491 w->viewport->dest_scrollpos_x = pt.x;
3492 w->viewport->dest_scrollpos_y = pt.y;
3493 return true;
3497 * Scrolls the viewport in a window to a given location.
3498 * @param tile Desired tile to center on.
3499 * @param w %Window containing the viewport.
3500 * @param instant Jump to the location instead of slowly moving to it.
3501 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
3503 bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant)
3505 return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant);
3509 * Scrolls the viewport of the main window to a given location.
3510 * @param tile Desired tile to center on.
3511 * @param instant Jump to the location instead of slowly moving to it.
3512 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
3514 bool ScrollMainWindowToTile(TileIndex tile, bool instant)
3516 return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
3520 * Set a tile to display a red error square.
3521 * @param tile Tile that should show the red error square.
3523 void SetRedErrorSquare(TileIndex tile)
3525 TileIndex old;
3527 old = _thd.redsq;
3528 _thd.redsq = tile;
3530 if (tile != old) {
3531 if (tile != INVALID_TILE) MarkTileDirtyByTile(tile, ZOOM_LVL_DRAW_MAP);
3532 if (old != INVALID_TILE) MarkTileDirtyByTile(old, ZOOM_LVL_DRAW_MAP);
3537 * Highlight \a w by \a h tiles at the cursor.
3538 * @param w Width of the highlighted tiles rectangle.
3539 * @param h Height of the highlighted tiles rectangle.
3541 void SetTileSelectSize(int w, int h)
3543 _thd.new_size.x = w * TILE_SIZE;
3544 _thd.new_size.y = h * TILE_SIZE;
3545 _thd.new_outersize.x = 0;
3546 _thd.new_outersize.y = 0;
3549 void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
3551 _thd.new_offs.x = ox * TILE_SIZE;
3552 _thd.new_offs.y = oy * TILE_SIZE;
3553 _thd.new_outersize.x = sx * TILE_SIZE;
3554 _thd.new_outersize.y = sy * TILE_SIZE;
3557 /** returns the best autorail highlight type from map coordinates */
3558 static HighLightStyle GetAutorailHT(int x, int y)
3560 return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
3564 * Reset tile highlighting.
3566 void TileHighlightData::Reset()
3568 this->pos.x = 0;
3569 this->pos.y = 0;
3570 this->new_pos.x = 0;
3571 this->new_pos.y = 0;
3575 * Is the user dragging a 'diagonal rectangle'?
3576 * @return User is dragging a rotated rectangle.
3578 bool TileHighlightData::IsDraggingDiagonal()
3580 return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down;
3584 * Get the window that started the current highlighting.
3585 * @return The window that requested the current tile highlighting, or \c NULL if not available.
3587 Window *TileHighlightData::GetCallbackWnd()
3589 return FindWindowById(this->window_class, this->window_number);
3592 static HighLightStyle CalcPolyrailDrawstyle(Point pt, bool dragging);
3594 static inline void CalcNewPolylineOutersize()
3596 /* use the 'outersize' to mark the second (blue) part of a polyline selection */
3597 if (_thd.dir2 < HT_DIR_END) {
3598 /* get bounds of the second part */
3599 int outer_x1 = _thd.selstart2.x & ~TILE_UNIT_MASK;
3600 int outer_y1 = _thd.selstart2.y & ~TILE_UNIT_MASK;
3601 int outer_x2 = _thd.selend2.x & ~TILE_UNIT_MASK;
3602 int outer_y2 = _thd.selend2.y & ~TILE_UNIT_MASK;
3603 if (outer_x1 > outer_x2) Swap(outer_x1, outer_x2);
3604 if (outer_y1 > outer_y2) Swap(outer_y1, outer_y2);
3605 /* include the first part */
3606 outer_x1 = min<int>(outer_x1, _thd.new_pos.x);
3607 outer_y1 = min<int>(outer_y1, _thd.new_pos.y);
3608 outer_x2 = max<int>(outer_x2, _thd.new_pos.x + _thd.new_size.x - TILE_SIZE);
3609 outer_y2 = max<int>(outer_y2, _thd.new_pos.y + _thd.new_size.y - TILE_SIZE);
3610 /* write new values */
3611 _thd.new_offs.x = outer_x1 - _thd.new_pos.x;
3612 _thd.new_offs.y = outer_y1 - _thd.new_pos.y;
3613 _thd.new_outersize.x = outer_x2 - outer_x1 + TILE_SIZE - _thd.new_size.x;
3614 _thd.new_outersize.y = outer_y2 - outer_y1 + TILE_SIZE - _thd.new_size.y;
3615 } else {
3616 _thd.new_offs.x = 0;
3617 _thd.new_offs.y = 0;
3618 _thd.new_outersize.x = 0;
3619 _thd.new_outersize.y = 0;
3624 * Updates tile highlighting for all cases.
3625 * Uses _thd.selstart and _thd.selend and _thd.place_mode (set elsewhere) to determine _thd.pos and _thd.size
3626 * Also drawstyle is determined. Uses _thd.new.* as a buffer and calls SetSelectionTilesDirty() twice,
3627 * Once for the old and once for the new selection.
3628 * _thd is TileHighlightData, found in viewport.h
3630 void UpdateTileSelection()
3632 int x1;
3633 int y1;
3635 HighLightStyle new_drawstyle = HT_NONE;
3636 bool new_diagonal = false;
3638 if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) {
3639 x1 = _thd.selend.x;
3640 y1 = _thd.selend.y;
3641 if (x1 != -1) {
3642 int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
3643 int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
3644 x1 &= ~TILE_UNIT_MASK;
3645 y1 &= ~TILE_UNIT_MASK;
3647 if (_thd.IsDraggingDiagonal()) {
3648 new_diagonal = true;
3649 } else {
3650 if (x1 >= x2) Swap(x1, x2);
3651 if (y1 >= y2) Swap(y1, y2);
3653 _thd.new_pos.x = x1;
3654 _thd.new_pos.y = y1;
3655 _thd.new_size.x = x2 - x1;
3656 _thd.new_size.y = y2 - y1;
3657 if (!new_diagonal) {
3658 _thd.new_size.x += TILE_SIZE;
3659 _thd.new_size.y += TILE_SIZE;
3661 new_drawstyle = _thd.next_drawstyle;
3663 } else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
3664 Point pt = GetTileBelowCursor();
3665 x1 = pt.x;
3666 y1 = pt.y;
3667 if (x1 != -1) {
3668 switch (_thd.place_mode & HT_DRAG_MASK) {
3669 case HT_RECT:
3670 new_drawstyle = HT_RECT;
3671 break;
3672 case HT_POINT:
3673 new_drawstyle = HT_POINT;
3674 x1 += TILE_SIZE / 2;
3675 y1 += TILE_SIZE / 2;
3676 break;
3677 case HT_RAIL:
3678 case HT_LINE:
3679 /* HT_POLY */
3680 if (_thd.place_mode & HT_POLY) {
3681 RailSnapMode snap_mode = GetRailSnapMode();
3682 if (snap_mode == RSM_NO_SNAP ||
3683 (snap_mode == RSM_SNAP_TO_TILE && GetRailSnapTile() == TileVirtXY(pt.x, pt.y))) {
3684 new_drawstyle = GetAutorailHT(pt.x, pt.y);
3685 _thd.new_offs.x = 0;
3686 _thd.new_offs.y = 0;
3687 _thd.new_outersize.x = 0;
3688 _thd.new_outersize.y = 0;
3689 _thd.dir2 = HT_DIR_END;
3690 } else {
3691 new_drawstyle = CalcPolyrailDrawstyle(pt, false);
3692 if (new_drawstyle != HT_NONE) {
3693 x1 = _thd.selstart.x & ~TILE_UNIT_MASK;
3694 y1 = _thd.selstart.y & ~TILE_UNIT_MASK;
3695 int x2 = _thd.selend.x & ~TILE_UNIT_MASK;
3696 int y2 = _thd.selend.y & ~TILE_UNIT_MASK;
3697 if (x1 > x2) Swap(x1, x2);
3698 if (y1 > y2) Swap(y1, y2);
3699 _thd.new_pos.x = x1;
3700 _thd.new_pos.y = y1;
3701 _thd.new_size.x = x2 - x1 + TILE_SIZE;
3702 _thd.new_size.y = y2 - y1 + TILE_SIZE;
3705 break;
3707 /* HT_RAIL */
3708 if (_thd.place_mode & HT_RAIL) {
3709 /* Draw one highlighted tile in any direction */
3710 new_drawstyle = GetAutorailHT(pt.x, pt.y);
3711 break;
3713 /* HT_LINE */
3714 switch (_thd.place_mode & HT_DIR_MASK) {
3715 case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break;
3716 case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break;
3718 case HT_DIR_HU:
3719 case HT_DIR_HL:
3720 new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
3721 break;
3723 case HT_DIR_VL:
3724 case HT_DIR_VR:
3725 new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3726 break;
3728 default: NOT_REACHED();
3730 _thd.selstart.x = x1 & ~TILE_UNIT_MASK;
3731 _thd.selstart.y = y1 & ~TILE_UNIT_MASK;
3732 _thd.selend.x = x1;
3733 _thd.selend.y = y1;
3734 break;
3735 default:
3736 NOT_REACHED();
3737 break;
3739 _thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
3740 _thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
3744 if (new_drawstyle & HT_LINE) CalcNewPolylineOutersize();
3746 /* redraw selection */
3747 if (_thd.drawstyle != new_drawstyle ||
3748 _thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
3749 _thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
3750 _thd.offs.x != _thd.new_offs.x || _thd.offs.y != _thd.new_offs.y ||
3751 _thd.outersize.x != _thd.new_outersize.x ||
3752 _thd.outersize.y != _thd.new_outersize.y ||
3753 _thd.diagonal != new_diagonal) {
3754 /* Clear the old tile selection? */
3755 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
3757 _thd.drawstyle = new_drawstyle;
3758 _thd.pos = _thd.new_pos;
3759 _thd.size = _thd.new_size;
3760 _thd.offs = _thd.new_offs;
3761 _thd.outersize = _thd.new_outersize;
3762 _thd.diagonal = new_diagonal;
3763 _thd.dirty = 0xff;
3765 /* Draw the new tile selection? */
3766 if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
3771 * Displays the measurement tooltips when selecting multiple tiles
3772 * @param str String to be displayed
3773 * @param close_cond Condition for closing this tooltip.
3775 static inline void ShowMeasurementTooltips(StringID str, TooltipCloseCondition close_cond = TCC_LEFT_CLICK)
3777 if (!_settings_client.gui.measure_tooltip) return;
3778 GuiShowTooltips(_thd.GetCallbackWnd(), str, close_cond);
3781 /** highlighting tiles while only going over them with the mouse */
3782 void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process)
3784 _thd.select_method = method;
3785 _thd.select_proc = process;
3786 _thd.selend.x = TileX(tile) * TILE_SIZE;
3787 _thd.selstart.x = TileX(tile) * TILE_SIZE;
3788 _thd.selend.y = TileY(tile) * TILE_SIZE;
3789 _thd.selstart.y = TileY(tile) * TILE_SIZE;
3791 /* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
3792 * In effect, placement starts from the centre of a tile
3794 if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
3795 _thd.selend.x += TILE_SIZE / 2;
3796 _thd.selend.y += TILE_SIZE / 2;
3797 _thd.selstart.x += TILE_SIZE / 2;
3798 _thd.selstart.y += TILE_SIZE / 2;
3801 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
3802 if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) {
3803 _thd.place_mode = HT_SPECIAL | others;
3804 _thd.next_drawstyle = HT_RECT | others;
3805 } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
3806 _thd.place_mode = HT_SPECIAL | others;
3807 _thd.next_drawstyle = _thd.drawstyle | others;
3808 _current_snap_lock.x = -1;
3809 if ((_thd.place_mode & HT_POLY) != 0 && GetRailSnapMode() == RSM_NO_SNAP) {
3810 SetRailSnapMode(RSM_SNAP_TO_TILE);
3811 SetRailSnapTile(tile);
3813 } else {
3814 _thd.place_mode = HT_SPECIAL | others;
3815 _thd.next_drawstyle = HT_POINT | others;
3817 _special_mouse_mode = WSM_SIZING;
3820 void VpSetPlaceSizingLimit(int limit)
3822 _thd.sizelimit = limit;
3826 * Highlights all tiles between a set of two tiles. Used in dock and tunnel placement
3827 * @param from TileIndex of the first tile to highlight
3828 * @param to TileIndex of the last tile to highlight
3830 void VpSetPresizeRange(TileIndex from, TileIndex to)
3832 uint64 distance = DistanceManhattan(from, to) + 1;
3834 _thd.selend.x = TileX(to) * TILE_SIZE;
3835 _thd.selend.y = TileY(to) * TILE_SIZE;
3836 _thd.selstart.x = TileX(from) * TILE_SIZE;
3837 _thd.selstart.y = TileY(from) * TILE_SIZE;
3838 _thd.next_drawstyle = HT_RECT;
3840 /* show measurement only if there is any length to speak of */
3841 if (distance > 1) {
3842 SetDParam(0, distance);
3843 ShowMeasurementTooltips(STR_MEASURE_LENGTH, TCC_HOVER);
3847 static void VpStartPreSizing()
3849 _thd.selend.x = -1;
3850 _special_mouse_mode = WSM_PRESIZE;
3854 * returns information about the 2x1 piece to be build.
3855 * The lower bits (0-3) are the track type.
3857 static HighLightStyle Check2x1AutoRail(int mode)
3859 int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
3860 int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
3861 int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
3862 int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
3864 switch (mode) {
3865 default: NOT_REACHED();
3866 case 0: // end piece is lower right
3867 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
3868 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
3869 return HT_DIR_Y;
3871 case 1:
3872 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
3873 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
3874 return HT_DIR_Y;
3876 case 2:
3877 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
3878 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
3879 return HT_DIR_X;
3881 case 3:
3882 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
3883 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
3884 return HT_DIR_X;
3889 * Check if the direction of start and end tile should be swapped based on
3890 * the dragging-style. Default directions are:
3891 * in the case of a line (HT_RAIL, HT_LINE): DIR_NE, DIR_NW, DIR_N, DIR_E
3892 * in the case of a rect (HT_RECT, HT_POINT): DIR_S, DIR_E
3893 * For example dragging a rectangle area from south to north should be swapped to
3894 * north-south (DIR_S) to obtain the same results with less code. This is what
3895 * the return value signifies.
3896 * @param style HighLightStyle dragging style
3897 * @param start_tile start tile of drag
3898 * @param end_tile end tile of drag
3899 * @return boolean value which when true means start/end should be swapped
3901 static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
3903 uint start_x = TileX(start_tile);
3904 uint start_y = TileY(start_tile);
3905 uint end_x = TileX(end_tile);
3906 uint end_y = TileY(end_tile);
3908 switch (style & HT_DRAG_MASK) {
3909 case HT_RAIL:
3910 case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
3912 case HT_RECT:
3913 case HT_POINT: return (end_x != start_x && end_y < start_y);
3914 default: NOT_REACHED();
3917 return false;
3921 * Calculates height difference between one tile and another.
3922 * Multiplies the result to suit the standard given by #TILE_HEIGHT_STEP.
3924 * To correctly get the height difference we need the direction we are dragging
3925 * in, as well as with what kind of tool we are dragging. For example a horizontal
3926 * autorail tool that starts in bottom and ends at the top of a tile will need the
3927 * maximum of SW, S and SE, N corners respectively. This is handled by the lookup table below
3928 * See #_tileoffs_by_dir in map.cpp for the direction enums if you can't figure out the values yourself.
3929 * @param style Highlighting style of the drag. This includes direction and style (autorail, rect, etc.)
3930 * @param distance Number of tiles dragged, important for horizontal/vertical drags, ignored for others.
3931 * @param start_tile Start tile of the drag operation.
3932 * @param end_tile End tile of the drag operation.
3933 * @return Height difference between two tiles. The tile measurement tool utilizes this value in its tooltip.
3935 static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
3937 bool swap = SwapDirection(style, start_tile, end_tile);
3938 uint h0, h1; // Start height and end height.
3940 if (start_tile == end_tile) return 0;
3941 if (swap) Swap(start_tile, end_tile);
3943 switch (style & HT_DRAG_MASK) {
3944 case HT_RECT: {
3945 static const TileIndexDiffC heightdiff_area_by_dir[] = {
3946 /* Start */ {1, 0}, /* Dragging east */ {0, 0}, // Dragging south
3947 /* End */ {0, 1}, /* Dragging east */ {1, 1} // Dragging south
3950 /* In the case of an area we can determine whether we were dragging south or
3951 * east by checking the X-coordinates of the tiles */
3952 byte style_t = (byte)(TileX(end_tile) > TileX(start_tile));
3953 start_tile = TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_area_by_dir[style_t]));
3954 end_tile = TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_area_by_dir[2 + style_t]));
3956 FALLTHROUGH;
3958 case HT_POINT:
3959 h0 = TileHeight(start_tile);
3960 h1 = TileHeight(end_tile);
3961 break;
3962 default: { // All other types, this is mostly only line/autorail
3963 static const HighLightStyle flip_style_direction[] = {
3964 HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL
3966 static const TileIndexDiffC heightdiff_line_by_dir[] = {
3967 /* Start */ {1, 0}, {1, 1}, /* HT_DIR_X */ {0, 1}, {1, 1}, // HT_DIR_Y
3968 /* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, // HT_DIR_HL
3969 /* Start */ {1, 0}, {1, 1}, /* HT_DIR_VL */ {0, 1}, {1, 1}, // HT_DIR_VR
3971 /* Start */ {0, 1}, {0, 0}, /* HT_DIR_X */ {1, 0}, {0, 0}, // HT_DIR_Y
3972 /* End */ {0, 1}, {0, 0}, /* HT_DIR_HU */ {1, 1}, {0, 1}, // HT_DIR_HL
3973 /* End */ {1, 0}, {0, 0}, /* HT_DIR_VL */ {0, 0}, {0, 1}, // HT_DIR_VR
3976 distance %= 2; // we're only interested if the distance is even or uneven
3977 style &= HT_DIR_MASK;
3979 /* To handle autorail, we do some magic to be able to use a lookup table.
3980 * Firstly if we drag the other way around, we switch start&end, and if needed
3981 * also flip the drag-position. Eg if it was on the left, and the distance is even
3982 * that means the end, which is now the start is on the right */
3983 if (swap && distance == 0) style = flip_style_direction[style];
3985 /* Use lookup table for start-tile based on HighLightStyle direction */
3986 byte style_t = style * 2;
3987 assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
3988 h0 = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t])));
3989 uint ht = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t + 1])));
3990 h0 = max(h0, ht);
3992 /* Use lookup table for end-tile based on HighLightStyle direction
3993 * flip around side (lower/upper, left/right) based on distance */
3994 if (distance == 0) style_t = flip_style_direction[style] * 2;
3995 assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
3996 h1 = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t])));
3997 ht = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t + 1])));
3998 h1 = max(h1, ht);
3999 break;
4003 if (swap) Swap(h0, h1);
4004 return (int)(h1 - h0) * TILE_HEIGHT_STEP;
4007 static void ShowLengthMeasurement(HighLightStyle style, TileIndex start_tile, TileIndex end_tile, TooltipCloseCondition close_cond = TCC_LEFT_CLICK, bool show_single_tile_length = false)
4009 static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
4011 if (_settings_client.gui.measure_tooltip) {
4012 uint distance = DistanceManhattan(start_tile, end_tile) + 1;
4013 byte index = 0;
4015 if (show_single_tile_length || distance != 1) {
4016 int heightdiff = CalcHeightdiff(style, distance, start_tile, end_tile);
4017 /* If we are showing a tooltip for horizontal or vertical drags,
4018 * 2 tiles have a length of 1. To bias towards the ceiling we add
4019 * one before division. It feels more natural to count 3 lengths as 2 */
4020 if ((style & HT_DIR_MASK) != HT_DIR_X && (style & HT_DIR_MASK) != HT_DIR_Y) {
4021 distance = CeilDiv(distance, 2);
4024 SetDParam(index++, distance);
4025 if (heightdiff != 0) SetDParam(index++, heightdiff);
4028 ShowMeasurementTooltips(measure_strings_length[index]);
4033 * Check for underflowing the map.
4034 * @param test the variable to test for underflowing
4035 * @param other the other variable to update to keep the line
4036 * @param mult the constant to multiply the difference by for \c other
4038 static void CheckUnderflow(int &test, int &other, int mult)
4040 if (test >= 0) return;
4042 other += mult * test;
4043 test = 0;
4047 * Check for overflowing the map.
4048 * @param test the variable to test for overflowing
4049 * @param other the other variable to update to keep the line
4050 * @param max the maximum value for the \c test variable
4051 * @param mult the constant to multiply the difference by for \c other
4053 static void CheckOverflow(int &test, int &other, int max, int mult)
4055 if (test <= max) return;
4057 other += mult * (test - max);
4058 test = max;
4061 static const uint X_DIRS = (1 << DIR_NE) | (1 << DIR_SW);
4062 static const uint Y_DIRS = (1 << DIR_SE) | (1 << DIR_NW);
4063 static const uint HORZ_DIRS = (1 << DIR_W) | (1 << DIR_E);
4064 static const uint VERT_DIRS = (1 << DIR_N) | (1 << DIR_S);
4066 Trackdir PointDirToTrackdir(const Point &pt, Direction dir)
4068 Trackdir ret;
4070 if (IsDiagonalDirection(dir)) {
4071 ret = DiagDirToDiagTrackdir(DirToDiagDir(dir));
4072 } else {
4073 int x = pt.x & TILE_UNIT_MASK;
4074 int y = pt.y & TILE_UNIT_MASK;
4075 int ns = x + y;
4076 int we = y - x;
4077 if (HasBit(HORZ_DIRS, dir)) {
4078 ret = TrackDirectionToTrackdir(ns < (int)TILE_SIZE ? TRACK_UPPER : TRACK_LOWER, dir);
4079 } else {
4080 ret = TrackDirectionToTrackdir(we < 0 ? TRACK_LEFT : TRACK_RIGHT, dir);
4084 return ret;
4087 static bool FindPolyline(const Point &pt, const LineSnapPoint &start, Polyline *ret)
4089 /* relative coordinats of the mouse point (offset against the snap point) */
4090 int x = pt.x - start.x;
4091 int y = pt.y - start.y;
4092 int we = y - x;
4093 int ns = x + y;
4095 /* in-tile alignment of the snap point (there are two variants: [0, 8] or [8, 0]) */
4096 uint align_x = start.x & TILE_UNIT_MASK;
4097 uint align_y = start.y & TILE_UNIT_MASK;
4098 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)));
4100 /* absolute distance between points (in tiles) */
4101 uint d_x = abs(RoundDivSU(x < 0 ? x - align_y : x + align_y, TILE_SIZE));
4102 uint d_y = abs(RoundDivSU(y < 0 ? y - align_x : y + align_x, TILE_SIZE));
4103 uint d_ns = abs(RoundDivSU(ns, TILE_SIZE));
4104 uint d_we = abs(RoundDivSU(we, TILE_SIZE));
4106 /* Find on which quadrant is the mouse point (reltively to the snap point).
4107 * Numeration (clockwise like in Direction):
4108 * ortho diag
4109 * \ 2 / 2 | 3
4110 * \ / --+---> [we]
4111 * 1 X 3 1 | 0
4112 * / \ v
4113 * [x] 0 [y] [ns] */
4114 uint ortho_quadrant = 2 * (x < 0) + ((x < 0) != (y < 0)); // implicit cast: false/true --> 0/1
4115 uint diag_quadrant = 2 * (ns < 0) + ((ns < 0) != (we < 0));
4117 /* direction from the snap point to the mouse point */
4118 Direction ortho_line_dir = ChangeDir(DIR_S, (DirDiff)(2 * ortho_quadrant)); // DIR_S is the middle of the ortho quadrant no. 0
4119 Direction diag_line_dir = ChangeDir(DIR_SE, (DirDiff)(2 * diag_quadrant)); // DIR_SE is the middle of the diag quadrant no. 0
4120 if (!HasBit(start.dirs, ortho_line_dir) && !HasBit(start.dirs, diag_line_dir)) return false;
4122 /* length of booth segments of auto line (choosing orthogonal direction first) */
4123 uint ortho_len = 0, ortho_len2 = 0;
4124 if (HasBit(start.dirs, ortho_line_dir)) {
4125 bool is_len_even = (align_x != 0) ? d_x >= d_y : d_x <= d_y;
4126 ortho_len = 2 * min(d_x, d_y) - (int)is_len_even;
4127 assert((int)ortho_len >= 0);
4128 if (d_ns == 0 || d_we == 0) { // just single segment?
4129 ortho_len++;
4130 } else {
4131 ortho_len2 = abs((int)d_x - (int)d_y) + (int)is_len_even;
4135 /* length of booth segments of auto line (choosing diagonal direction first) */
4136 uint diag_len = 0, diag_len2 = 0;
4137 if (HasBit(start.dirs, diag_line_dir)) {
4138 if (d_x == 0 || d_y == 0) { // just single segment?
4139 diag_len = d_x + d_y;
4140 } else {
4141 diag_len = min(d_ns, d_we);
4142 diag_len2 = d_x + d_y - diag_len;
4146 /* choose the best variant */
4147 if (ortho_len != 0 && diag_len != 0) {
4148 /* in the first place, choose this line whose first segment ends up closer
4149 * to the mouse point (thus the second segment is shorter) */
4150 int cmp = ortho_len2 - diag_len2;
4151 /* if equeal, choose the shorter line */
4152 if (cmp == 0) cmp = ortho_len - diag_len;
4153 /* finally look at small "units" and choose the line which is closer to the mouse point */
4154 if (cmp == 0) cmp = min(abs(we), abs(ns)) - min(abs(x), abs(y));
4155 /* based on comparison, disable one of variants */
4156 if (cmp > 0) {
4157 ortho_len = 0;
4158 } else {
4159 diag_len = 0;
4163 /* store results */
4164 if (ortho_len != 0) {
4165 ret->first_dir = ortho_line_dir;
4166 ret->first_len = ortho_len;
4167 ret->second_dir = (ortho_len2 != 0) ? diag_line_dir : INVALID_DIR;
4168 ret->second_len = ortho_len2;
4169 } else if (diag_len != 0) {
4170 ret->first_dir = diag_line_dir;
4171 ret->first_len = diag_len;
4172 ret->second_dir = (diag_len2 != 0) ? ortho_line_dir : INVALID_DIR;
4173 ret->second_len = diag_len2;
4174 } else {
4175 return false;
4178 ret->start = start;
4179 return true;
4183 * Calculate squared euclidean distance between two points.
4184 * @param a the first point
4185 * @param b the second point
4186 * @return |b - a| ^ 2
4188 static inline uint SqrDist(const Point &a, const Point &b)
4190 return (b.x - a.x) * (b.x - a.x) + (b.y - a.y) * (b.y - a.y);
4193 static LineSnapPoint *FindBestPolyline(const Point &pt, LineSnapPoint *snap_points, uint num_points, Polyline *ret)
4195 /* Find the best polyline (a pair of two lines - the white one and the blue
4196 * one) led from any of saved snap points to the mouse cursor. */
4198 LineSnapPoint *best_snap_point = NULL; // the best polyline we found so far is led from this snap point
4200 for (int i = 0; i < (int)num_points; i++) {
4201 /* try to fit a polyline */
4202 Polyline polyline;
4203 if (!FindPolyline(pt, snap_points[i], &polyline)) continue; // skip non-matching snap points
4204 /* check whether we've found a better polyline */
4205 if (best_snap_point != NULL) {
4206 /* firstly choose shorter polyline (the one with smaller amount of
4207 * track pieces composing booth the white and the blue line) */
4208 uint cur_len = polyline.first_len + polyline.second_len;
4209 uint best_len = ret->first_len + ret->second_len;
4210 if (cur_len > best_len) continue;
4211 /* secondly choose that polyline which has longer first (white) line */
4212 if (cur_len == best_len && polyline.first_len < ret->first_len) continue;
4213 /* finally check euclidean distance to snap points and choose the
4214 * one which is closer */
4215 if (cur_len == best_len && polyline.first_len == ret->first_len && SqrDist(pt, snap_points[i]) >= SqrDist(pt, *best_snap_point)) continue;
4217 /* save the found polyline */
4218 *ret = polyline;
4219 best_snap_point = &snap_points[i];
4222 return best_snap_point;
4225 /** while dragging */
4226 static void CalcRaildirsDrawstyle(int x, int y, int method)
4228 HighLightStyle b;
4230 int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK);
4231 int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK);
4232 uint w = abs(dx) + TILE_SIZE;
4233 uint h = abs(dy) + TILE_SIZE;
4235 if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
4236 /* We 'force' a selection direction; first four rail buttons. */
4237 method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
4238 int raw_dx = _thd.selstart.x - _thd.selend.x;
4239 int raw_dy = _thd.selstart.y - _thd.selend.y;
4240 switch (method) {
4241 case VPM_FIX_X:
4242 b = HT_LINE | HT_DIR_Y;
4243 x = _thd.selstart.x;
4244 break;
4246 case VPM_FIX_Y:
4247 b = HT_LINE | HT_DIR_X;
4248 y = _thd.selstart.y;
4249 break;
4251 case VPM_FIX_HORIZONTAL:
4252 if (dx == -dy) {
4253 /* We are on a straight horizontal line. Determine the 'rail'
4254 * to build based the sub tile location. */
4255 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
4256 } else {
4257 /* We are not on a straight line. Determine the rail to build
4258 * based on whether we are above or below it. */
4259 b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
4261 /* Calculate where a horizontal line through the start point and
4262 * a vertical line from the selected end point intersect and
4263 * use that point as the end point. */
4264 int offset = (raw_dx - raw_dy) / 2;
4265 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
4266 y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK);
4268 /* 'Build' the last half rail tile if needed */
4269 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
4270 if (dx + dy >= (int)TILE_SIZE) {
4271 x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
4272 } else {
4273 y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
4277 /* Make sure we do not overflow the map! */
4278 CheckUnderflow(x, y, 1);
4279 CheckUnderflow(y, x, 1);
4280 CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, 1);
4281 CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, 1);
4282 assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
4284 break;
4286 case VPM_FIX_VERTICAL:
4287 if (dx == dy) {
4288 /* We are on a straight vertical line. Determine the 'rail'
4289 * to build based the sub tile location. */
4290 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
4291 } else {
4292 /* We are not on a straight line. Determine the rail to build
4293 * based on whether we are left or right from it. */
4294 b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
4296 /* Calculate where a vertical line through the start point and
4297 * a horizontal line from the selected end point intersect and
4298 * use that point as the end point. */
4299 int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2;
4300 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
4301 y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK);
4303 /* 'Build' the last half rail tile if needed */
4304 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
4305 if (dx - dy < 0) {
4306 y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
4307 } else {
4308 x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
4312 /* Make sure we do not overflow the map! */
4313 CheckUnderflow(x, y, -1);
4314 CheckUnderflow(y, x, -1);
4315 CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, -1);
4316 CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, -1);
4317 assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
4319 break;
4321 default:
4322 NOT_REACHED();
4324 } else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
4325 if (method & VPM_RAILDIRS) {
4326 b = GetAutorailHT(x, y);
4327 } else { // rect for autosignals on one tile
4328 b = HT_RECT;
4330 } else if (h == TILE_SIZE) { // Is this in X direction?
4331 if (dx == (int)TILE_SIZE) { // 2x1 special handling
4332 b = (Check2x1AutoRail(3)) | HT_LINE;
4333 } else if (dx == -(int)TILE_SIZE) {
4334 b = (Check2x1AutoRail(2)) | HT_LINE;
4335 } else {
4336 b = HT_LINE | HT_DIR_X;
4338 y = _thd.selstart.y;
4339 } else if (w == TILE_SIZE) { // Or Y direction?
4340 if (dy == (int)TILE_SIZE) { // 2x1 special handling
4341 b = (Check2x1AutoRail(1)) | HT_LINE;
4342 } else if (dy == -(int)TILE_SIZE) { // 2x1 other direction
4343 b = (Check2x1AutoRail(0)) | HT_LINE;
4344 } else {
4345 b = HT_LINE | HT_DIR_Y;
4347 x = _thd.selstart.x;
4348 } else if (w > h * 2) { // still count as x dir?
4349 b = HT_LINE | HT_DIR_X;
4350 y = _thd.selstart.y;
4351 } else if (h > w * 2) { // still count as y dir?
4352 b = HT_LINE | HT_DIR_Y;
4353 x = _thd.selstart.x;
4354 } else { // complicated direction
4355 int d = w - h;
4356 _thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK;
4357 _thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK;
4359 /* four cases. */
4360 if (x > _thd.selstart.x) {
4361 if (y > _thd.selstart.y) {
4362 /* south */
4363 if (d == 0) {
4364 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
4365 } else if (d >= 0) {
4366 x = _thd.selstart.x + h;
4367 b = HT_LINE | HT_DIR_VL;
4368 } else {
4369 y = _thd.selstart.y + w;
4370 b = HT_LINE | HT_DIR_VR;
4372 } else {
4373 /* west */
4374 if (d == 0) {
4375 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
4376 } else if (d >= 0) {
4377 x = _thd.selstart.x + h;
4378 b = HT_LINE | HT_DIR_HL;
4379 } else {
4380 y = _thd.selstart.y - w;
4381 b = HT_LINE | HT_DIR_HU;
4384 } else {
4385 if (y > _thd.selstart.y) {
4386 /* east */
4387 if (d == 0) {
4388 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
4389 } else if (d >= 0) {
4390 x = _thd.selstart.x - h;
4391 b = HT_LINE | HT_DIR_HU;
4392 } else {
4393 y = _thd.selstart.y + w;
4394 b = HT_LINE | HT_DIR_HL;
4396 } else {
4397 /* north */
4398 if (d == 0) {
4399 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
4400 } else if (d >= 0) {
4401 x = _thd.selstart.x - h;
4402 b = HT_LINE | HT_DIR_VR;
4403 } else {
4404 y = _thd.selstart.y - w;
4405 b = HT_LINE | HT_DIR_VL;
4411 _thd.selend.x = x;
4412 _thd.selend.y = y;
4413 _thd.dir2 = HT_DIR_END;
4414 _thd.next_drawstyle = b;
4416 ShowLengthMeasurement(b, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
4419 static HighLightStyle CalcPolyrailDrawstyle(Point pt, bool dragging)
4421 RailSnapMode snap_mode = GetRailSnapMode();
4423 /* are we only within one tile? */
4424 if (snap_mode == RSM_SNAP_TO_TILE && GetRailSnapTile() == TileVirtXY(pt.x, pt.y)) {
4425 _thd.selend.x = pt.x;
4426 _thd.selend.y = pt.y;
4427 return GetAutorailHT(pt.x, pt.y);
4430 /* find the best track */
4431 Polyline line;
4433 bool lock_snapping = dragging && snap_mode == RSM_SNAP_TO_RAIL;
4434 if (!lock_snapping) _current_snap_lock.x = -1;
4436 const LineSnapPoint *snap_point;
4437 if (_current_snap_lock.x != -1) {
4438 snap_point = FindBestPolyline(pt, &_current_snap_lock, 1, &line);
4439 } else if (snap_mode == RSM_SNAP_TO_TILE) {
4440 snap_point = FindBestPolyline(pt, _tile_snap_points.Begin(), _tile_snap_points.Length(), &line);
4441 } else {
4442 assert(snap_mode == RSM_SNAP_TO_RAIL);
4443 snap_point = FindBestPolyline(pt, _rail_snap_points.Begin(), _rail_snap_points.Length(), &line);
4446 if (snap_point == NULL) return HT_NONE; // no match
4448 if (lock_snapping && _current_snap_lock.x == -1) {
4449 /* lock down the snap point */
4450 _current_snap_lock = *snap_point;
4451 _current_snap_lock.dirs &= (1 << line.first_dir) | (1 << ReverseDir(line.first_dir));
4454 TileIndexDiffC first_dir = TileIndexDiffCByDir(line.first_dir);
4455 _thd.selstart.x = line.start.x;
4456 _thd.selstart.y = line.start.y;
4457 _thd.selend.x = _thd.selstart.x + line.first_len * first_dir.x * (IsDiagonalDirection(line.first_dir) ? TILE_SIZE : TILE_SIZE / 2);
4458 _thd.selend.y = _thd.selstart.y + line.first_len * first_dir.y * (IsDiagonalDirection(line.first_dir) ? TILE_SIZE : TILE_SIZE / 2);
4459 _thd.selstart2.x = _thd.selend.x;
4460 _thd.selstart2.y = _thd.selend.y;
4461 _thd.selstart.x += first_dir.x;
4462 _thd.selstart.y += first_dir.y;
4463 _thd.selend.x -= first_dir.x;
4464 _thd.selend.y -= first_dir.y;
4465 Trackdir seldir = PointDirToTrackdir(_thd.selstart, line.first_dir);
4466 _thd.selstart.x &= ~TILE_UNIT_MASK;
4467 _thd.selstart.y &= ~TILE_UNIT_MASK;
4469 if (line.second_len != 0) {
4470 TileIndexDiffC second_dir = TileIndexDiffCByDir(line.second_dir);
4471 _thd.selend2.x = _thd.selstart2.x + line.second_len * second_dir.x * (IsDiagonalDirection(line.second_dir) ? TILE_SIZE : TILE_SIZE / 2);
4472 _thd.selend2.y = _thd.selstart2.y + line.second_len * second_dir.y * (IsDiagonalDirection(line.second_dir) ? TILE_SIZE : TILE_SIZE / 2);
4473 _thd.selstart2.x += second_dir.x;
4474 _thd.selstart2.y += second_dir.y;
4475 _thd.selend2.x -= second_dir.x;
4476 _thd.selend2.y -= second_dir.y;
4477 Trackdir seldir2 = PointDirToTrackdir(_thd.selstart2, line.second_dir);
4478 _thd.selstart2.x &= ~TILE_UNIT_MASK;
4479 _thd.selstart2.y &= ~TILE_UNIT_MASK;
4480 _thd.dir2 = (HighLightStyle)TrackdirToTrack(seldir2);
4481 } else {
4482 _thd.dir2 = HT_DIR_END;
4485 HighLightStyle ret = HT_LINE | (HighLightStyle)TrackdirToTrack(seldir);
4486 ShowLengthMeasurement(ret, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y), TCC_HOVER, true);
4487 return ret;
4491 * Selects tiles while dragging
4492 * @param x X coordinate of end of selection
4493 * @param y Y coordinate of end of selection
4494 * @param method modifies the way tiles are selected. Possible
4495 * methods are VPM_* in viewport.h
4497 void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
4499 int sx, sy;
4500 HighLightStyle style;
4502 if (x == -1) {
4503 _thd.selend.x = -1;
4504 return;
4507 if ((_thd.place_mode & HT_POLY) && GetRailSnapMode() != RSM_NO_SNAP) {
4508 Point pt = { x, y };
4509 _thd.next_drawstyle = CalcPolyrailDrawstyle(pt, true);
4510 return;
4513 /* Special handling of drag in any (8-way) direction */
4514 if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
4515 _thd.selend.x = x;
4516 _thd.selend.y = y;
4517 CalcRaildirsDrawstyle(x, y, method);
4518 return;
4521 /* Needed so level-land is placed correctly */
4522 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) {
4523 x += TILE_SIZE / 2;
4524 y += TILE_SIZE / 2;
4527 sx = _thd.selstart.x;
4528 sy = _thd.selstart.y;
4530 int limit = 0;
4532 switch (method) {
4533 case VPM_X_OR_Y: // drag in X or Y direction
4534 if (abs(sy - y) < abs(sx - x)) {
4535 y = sy;
4536 style = HT_DIR_X;
4537 } else {
4538 x = sx;
4539 style = HT_DIR_Y;
4541 goto calc_heightdiff_single_direction;
4543 case VPM_X_LIMITED: // Drag in X direction (limited size).
4544 limit = (_thd.sizelimit - 1) * TILE_SIZE;
4545 FALLTHROUGH;
4547 case VPM_FIX_X: // drag in Y direction
4548 x = sx;
4549 style = HT_DIR_Y;
4550 goto calc_heightdiff_single_direction;
4552 case VPM_Y_LIMITED: // Drag in Y direction (limited size).
4553 limit = (_thd.sizelimit - 1) * TILE_SIZE;
4554 FALLTHROUGH;
4556 case VPM_FIX_Y: // drag in X direction
4557 y = sy;
4558 style = HT_DIR_X;
4560 calc_heightdiff_single_direction:;
4561 if (limit > 0) {
4562 x = sx + Clamp(x - sx, -limit, limit);
4563 y = sy + Clamp(y - sy, -limit, limit);
4565 /* With current code passing a HT_LINE style to calculate the height
4566 * difference is enough. However if/when a point-tool is created
4567 * with this method, function should be called with new_style (below)
4568 * instead of HT_LINE | style case HT_POINT is handled specially
4569 * new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
4570 ShowLengthMeasurement(HT_LINE | style, TileVirtXY(sx, sy), TileVirtXY(x, y));
4571 break;
4573 case VPM_A_B_LINE: { // drag an A to B line
4574 TileIndex t0 = TileVirtXY(sx, sy);
4575 TileIndex t1 = TileVirtXY(x, y);
4576 uint dx = Delta(TileX(t0), TileX(t1)) + 1;
4577 uint dy = Delta(TileY(t0), TileY(t1)) + 1;
4578 byte index = 0;
4580 /* If dragging an area (eg dynamite tool) and it is actually a single
4581 * row/column, change the type to 'line' to get proper calculation for height */
4582 style = (HighLightStyle)_thd.next_drawstyle;
4583 if (style & HT_RECT) {
4584 if (dx == 1) {
4585 style = HT_LINE | HT_DIR_Y;
4586 } else if (dy == 1) {
4587 style = HT_LINE | HT_DIR_X;
4591 int heightdiff = 0;
4593 if (dx != 1 || dy != 1) {
4594 heightdiff = CalcHeightdiff(style, 0, t0, t1);
4595 SetDParam(index++, DistanceManhattan(t0, t1));
4596 SetDParam(index++, sqrtl(dx * dx + dy * dy)); //DistanceSquare does not like big numbers
4598 } else {
4599 index += 2;
4602 SetDParam(index++, DistanceFromEdge(t1));
4603 SetDParam(index++, GetTileMaxZ(t1) * TILE_HEIGHT_STEP);
4604 SetDParam(index++, heightdiff);
4605 //Show always the measurement tooltip
4606 GuiShowTooltips(_thd.GetCallbackWnd(),STR_MEASURE_DIST_HEIGHTDIFF);
4607 break;
4610 case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area.
4611 limit = (_thd.sizelimit - 1) * TILE_SIZE;
4612 x = sx + Clamp(x - sx, -limit, limit);
4613 y = sy + Clamp(y - sy, -limit, limit);
4614 FALLTHROUGH;
4616 case VPM_X_AND_Y: // drag an X by Y area
4617 if (_settings_client.gui.measure_tooltip) {
4618 static const StringID measure_strings_area[] = {
4619 STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
4622 TileIndex t0 = TileVirtXY(sx, sy);
4623 TileIndex t1 = TileVirtXY(x, y);
4624 uint dx = Delta(TileX(t0), TileX(t1)) + 1;
4625 uint dy = Delta(TileY(t0), TileY(t1)) + 1;
4626 byte index = 0;
4628 /* If dragging an area (eg dynamite tool) and it is actually a single
4629 * row/column, change the type to 'line' to get proper calculation for height */
4630 style = (HighLightStyle)_thd.next_drawstyle;
4631 if (_thd.IsDraggingDiagonal()) {
4632 /* Determine the "area" of the diagonal dragged selection.
4633 * We assume the area is the number of tiles along the X
4634 * edge and the number of tiles along the Y edge. However,
4635 * multiplying these two numbers does not give the exact
4636 * number of tiles; basically we are counting the black
4637 * squares on a chess board and ignore the white ones to
4638 * make the tile counts at the edges match up. There is no
4639 * other way to make a proper count though.
4641 * First convert to the rotated coordinate system. */
4642 int dist_x = TileX(t0) - TileX(t1);
4643 int dist_y = TileY(t0) - TileY(t1);
4644 int a_max = dist_x + dist_y;
4645 int b_max = dist_y - dist_x;
4647 /* Now determine the size along the edge, but due to the
4648 * chess board principle this counts double. */
4649 a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2;
4650 b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2;
4652 /* We get a 1x1 on normal 2x1 rectangles, due to it being
4653 * a seen as two sides. As the result for actual building
4654 * will be the same as non-diagonal dragging revert to that
4655 * behaviour to give it a more normally looking size. */
4656 if (a_max != 1 || b_max != 1) {
4657 dx = a_max;
4658 dy = b_max;
4660 } else if (style & HT_RECT) {
4661 if (dx == 1) {
4662 style = HT_LINE | HT_DIR_Y;
4663 } else if (dy == 1) {
4664 style = HT_LINE | HT_DIR_X;
4668 if (dx != 1 || dy != 1) {
4669 int heightdiff = CalcHeightdiff(style, 0, t0, t1);
4671 SetDParam(index++, dx - (style & HT_POINT ? 1 : 0));
4672 SetDParam(index++, dy - (style & HT_POINT ? 1 : 0));
4673 if (heightdiff != 0) SetDParam(index++, heightdiff);
4676 ShowMeasurementTooltips(measure_strings_area[index]);
4678 break;
4680 default: NOT_REACHED();
4683 _thd.selend.x = x;
4684 _thd.selend.y = y;
4685 _thd.dir2 = HT_DIR_END;
4689 * Handle the mouse while dragging for placement/resizing.
4690 * @return State of handling the event.
4692 EventState VpHandlePlaceSizingDrag()
4694 if (_special_mouse_mode != WSM_SIZING) return ES_NOT_HANDLED;
4696 /* stop drag mode if the window has been closed */
4697 Window *w = _thd.GetCallbackWnd();
4698 if (w == NULL) {
4699 ResetObjectToPlace();
4700 return ES_HANDLED;
4703 /* While dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ).
4704 * Do it even if the button is no longer pressed to make sure that OnPlaceDrag was called at least once. */
4705 w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
4706 if (_left_button_down) return ES_HANDLED;
4708 /* mouse button released..
4709 * keep the selected tool, but reset it to the original mode. */
4710 _special_mouse_mode = WSM_NONE;
4711 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
4712 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
4713 _thd.place_mode = HT_RECT | others;
4714 } else if (_thd.select_method & VPM_SIGNALDIRS) {
4715 _thd.place_mode = HT_RECT | others;
4716 } else if (_thd.select_method & VPM_RAILDIRS) {
4717 _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS ? _thd.next_drawstyle : HT_RAIL) | others;
4718 } else {
4719 _thd.place_mode = HT_POINT | others;
4721 SetTileSelectSize(1, 1);
4723 if (_thd.place_mode & HT_POLY) {
4724 if (GetRailSnapMode() == RSM_SNAP_TO_TILE) SetRailSnapMode(RSM_NO_SNAP);
4725 if (_thd.drawstyle == HT_NONE) return ES_HANDLED;
4728 w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
4729 return ES_HANDLED;
4733 * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
4734 * @param icon New shape of the mouse cursor.
4735 * @param pal Palette to use.
4736 * @param mode Mode to perform.
4737 * @param w %Window requesting the mode change.
4739 void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
4741 SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
4744 #include "table/animcursors.h"
4747 * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
4748 * @param icon New shape of the mouse cursor.
4749 * @param pal Palette to use.
4750 * @param mode Mode to perform.
4751 * @param window_class %Window class of the window requesting the mode change.
4752 * @param window_num Number of the window in its class requesting the mode change.
4754 void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
4756 if (_thd.window_class != WC_INVALID) {
4757 /* Undo clicking on button and drag & drop */
4758 Window *w = _thd.GetCallbackWnd();
4759 /* Call the abort function, but set the window class to something
4760 * that will never be used to avoid infinite loops. Setting it to
4761 * the 'next' window class must not be done because recursion into
4762 * this function might in some cases reset the newly set object to
4763 * place or not properly reset the original selection. */
4764 _thd.window_class = WC_INVALID;
4765 if (w != NULL) w->OnPlaceObjectAbort();
4768 /* Mark the old selection dirty, in case the selection shape or colour changes */
4769 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
4771 SetTileSelectSize(1, 1);
4773 _thd.make_square_red = false;
4775 if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
4776 mode = HT_NONE;
4777 _special_mouse_mode = WSM_DRAGDROP;
4778 } else {
4779 _special_mouse_mode = WSM_NONE;
4782 _thd.place_mode = mode;
4783 _thd.window_class = window_class;
4784 _thd.window_number = window_num;
4786 if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode
4787 VpStartPreSizing();
4790 if (mode & HT_POLY) {
4791 SetRailSnapMode((mode & HT_NEW_POLY) == HT_NEW_POLY ? RSM_NO_SNAP : RSM_SNAP_TO_RAIL);
4794 if ((icon & ANIMCURSOR_FLAG) != 0) {
4795 SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
4796 } else {
4797 SetMouseCursor(icon, pal);
4802 /** Reset the cursor and mouse mode handling back to default (normal cursor, only clicking in windows). */
4803 void ResetObjectToPlace()
4805 SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
4808 ViewportMapType ChangeRenderMode(const ViewPort *vp, bool down) {
4809 ViewportMapType map_type = vp->map_type;
4810 if (vp->zoom < ZOOM_LVL_DRAW_MAP) return map_type;
4811 if (down) {
4812 return (map_type == VPMT_MIN) ? VPMT_MAX : (ViewportMapType) (map_type - 1);
4813 } else {
4814 return (map_type == VPMT_MAX) ? VPMT_MIN : (ViewportMapType) (map_type + 1);
4818 Point GetViewportStationMiddle(const ViewPort *vp, const Station *st)
4820 int x = TileX(st->xy) * TILE_SIZE;
4821 int y = TileY(st->xy) * TILE_SIZE;
4822 int z = GetSlopePixelZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1));
4824 Point p = RemapCoords(x, y, z);
4825 p.x = UnScaleByZoom(p.x - vp->virtual_left, vp->zoom) + vp->left;
4826 p.y = UnScaleByZoom(p.y - vp->virtual_top, vp->zoom) + vp->top;
4827 return p;
4830 void DrawOverlay(const TileInfo *ti, TileType tt)
4832 if (Overlays::Instance()->IsTileInCatchmentArea(ti, PRODUCTION)) {
4833 DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
4834 } else if (Overlays::Instance()->IsTileInCatchmentArea(ti, ACCEPTANCE)) {
4835 DrawTileSelectionRect(ti, PAL_NONE);
4839 /** Helper class for getting the best sprite sorter. */
4840 struct ViewportSSCSS {
4841 VpSorterChecker fct_checker; ///< The check function.
4842 VpSpriteSorter fct_sorter; ///< The sorting function.
4845 /** List of sorters ordered from best to worst. */
4846 static ViewportSSCSS _vp_sprite_sorters[] = {
4847 #ifdef WITH_SSE
4848 { &ViewportSortParentSpritesSSE41Checker, &ViewportSortParentSpritesSSE41 },
4849 #endif
4850 { &ViewportSortParentSpritesChecker, &ViewportSortParentSprites }
4853 /** Choose the "best" sprite sorter and set _vp_sprite_sorter. */
4854 void InitializeSpriteSorter()
4856 for (uint i = 0; i < lengthof(_vp_sprite_sorters); i++) {
4857 if (_vp_sprite_sorters[i].fct_checker()) {
4858 _vp_sprite_sorter = _vp_sprite_sorters[i].fct_sorter;
4859 break;
4862 assert(_vp_sprite_sorter != NULL);
4865 static LineSnapPoint LineSnapPointAtRailTrackEndpoint(TileIndex tile, DiagDirection exit_dir, bool bidirectional)
4867 LineSnapPoint ret;
4868 ret.x = (TILE_SIZE / 2) * (uint)(2 * TileX(tile) + TileIndexDiffCByDiagDir(exit_dir).x + 1);
4869 ret.y = (TILE_SIZE / 2) * (uint)(2 * TileY(tile) + TileIndexDiffCByDiagDir(exit_dir).y + 1);
4871 ret.dirs = 0;
4872 SetBit(ret.dirs, DiagDirToDir(exit_dir));
4873 SetBit(ret.dirs, ChangeDir(DiagDirToDir(exit_dir), DIRDIFF_45LEFT));
4874 SetBit(ret.dirs, ChangeDir(DiagDirToDir(exit_dir), DIRDIFF_45RIGHT));
4875 if (bidirectional) ret.dirs |= ROR<uint8>(ret.dirs, DIRDIFF_REVERSE);
4877 return ret;
4881 * Store the position of lastly built rail track; for highlighting purposes.
4883 * In "polyline" highlighting mode, the stored end point will be used as a snapping point for new
4884 * tracks allowing to place multi-segment polylines.
4886 * @param start_tile tile where the track starts
4887 * @param end_tile tile where the track ends
4888 * @param start_track track piece on the start_tile
4889 * @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)
4891 void StoreRailPlacementEndpoints(TileIndex start_tile, TileIndex end_tile, Track start_track, bool bidirectional_exit)
4893 if (start_tile != INVALID_TILE && end_tile != INVALID_TILE) {
4894 /* calculate trackdirs at booth ends of the track */
4895 Trackdir exit_trackdir_at_start = TrackToTrackdir(start_track);
4896 Trackdir exit_trackdir_at_end = ReverseTrackdir(TrackToTrackdir(start_track));
4897 if (start_tile != end_tile) { // multi-tile case
4898 /* determine proper direction (pointing outside of the track) */
4899 uint distance = DistanceManhattan(start_tile, end_tile);
4900 if (distance > DistanceManhattan(TileAddByDiagDir(start_tile, TrackdirToExitdir(exit_trackdir_at_start)), end_tile)) {
4901 Swap(exit_trackdir_at_start, exit_trackdir_at_end);
4903 /* determine proper track on the end tile - switch between upper/lower or left/right based on the length */
4904 if (distance % 2 != 0) exit_trackdir_at_end = NextTrackdir(exit_trackdir_at_end);
4907 LineSnapPoint snap_start = LineSnapPointAtRailTrackEndpoint(start_tile, TrackdirToExitdir(exit_trackdir_at_start), bidirectional_exit);
4908 LineSnapPoint snap_end = LineSnapPointAtRailTrackEndpoint(end_tile, TrackdirToExitdir(exit_trackdir_at_end), bidirectional_exit);
4909 /* Find if we already had these coordinates before. */
4910 LineSnapPoint *snap;
4911 bool had_start = false;
4912 bool had_end = false;
4913 for (snap = _rail_snap_points.Begin(); snap != _rail_snap_points.End(); snap++) {
4914 had_start |= (snap->x == snap_start.x && snap->y == snap_start.y);
4915 had_end |= (snap->x == snap_end.x && snap->y == snap_end.y);
4917 /* Create new snap point set. */
4918 if (had_start && had_end) {
4919 /* just stop snaping, don't forget snap points */
4920 SetRailSnapMode(RSM_NO_SNAP);
4921 } else {
4922 /* include only new points */
4923 _rail_snap_points.Clear();
4924 if (!had_start) *_rail_snap_points.Append() = snap_start;
4925 if (!had_end) *_rail_snap_points.Append() = snap_end;
4926 SetRailSnapMode(RSM_SNAP_TO_RAIL);
4931 bool CurrentlySnappingRailPlacement()
4933 return (_thd.place_mode & HT_POLY) && GetRailSnapMode() == RSM_SNAP_TO_RAIL;
4936 static RailSnapMode GetRailSnapMode()
4938 if (_rail_snap_mode == RSM_SNAP_TO_TILE && _tile_snap_points.Length() == 0) return RSM_NO_SNAP;
4939 if (_rail_snap_mode == RSM_SNAP_TO_RAIL && _rail_snap_points.Length() == 0) return RSM_NO_SNAP;
4940 return _rail_snap_mode;
4943 static void SetRailSnapMode(RailSnapMode mode)
4945 _rail_snap_mode = mode;
4947 if ((_thd.place_mode & HT_POLY) && (GetRailSnapMode() == RSM_NO_SNAP)) {
4948 SetTileSelectSize(1, 1);
4952 static TileIndex GetRailSnapTile()
4954 if (_tile_snap_points.Length() == 0) return INVALID_TILE;
4955 return TileVirtXY(_tile_snap_points[DIAGDIR_NE].x, _tile_snap_points[DIAGDIR_NE].y);
4958 static void SetRailSnapTile(TileIndex tile)
4960 _tile_snap_points.Clear();
4961 if (tile == INVALID_TILE) return;
4963 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
4964 LineSnapPoint *point = _tile_snap_points.Append();
4965 *point = LineSnapPointAtRailTrackEndpoint(tile, dir, false);
4966 point->dirs = ROR<uint8>(point->dirs, DIRDIFF_REVERSE);
4970 void ResetRailPlacementSnapping()
4972 _rail_snap_mode = RSM_NO_SNAP;
4973 _tile_snap_points.Clear();
4974 _rail_snap_points.Clear();
4975 _current_snap_lock.x = -1;