(svn r28004) -Update from Eints:
[openttd.git] / src / viewport.cpp
blobdf431ff3c0fae42bbb8dcae6cac9bc98df9e5c1a
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 "landscape.h"
67 #include "viewport_func.h"
68 #include "station_base.h"
69 #include "waypoint_base.h"
70 #include "town.h"
71 #include "signs_base.h"
72 #include "signs_func.h"
73 #include "vehicle_base.h"
74 #include "vehicle_gui.h"
75 #include "blitter/factory.hpp"
76 #include "strings_func.h"
77 #include "zoom_func.h"
78 #include "vehicle_func.h"
79 #include "company_func.h"
80 #include "waypoint_func.h"
81 #include "window_func.h"
82 #include "tilehighlight_func.h"
83 #include "window_gui.h"
84 #include "linkgraph/linkgraph_gui.h"
85 #include "viewport_sprite_sorter.h"
86 #include "bridge_map.h"
88 #include <map>
90 #include "table/strings.h"
91 #include "table/string_colours.h"
93 #include "safeguards.h"
95 Point _tile_fract_coords;
98 static const int MAX_TILE_EXTENT_LEFT = ZOOM_LVL_BASE * TILE_PIXELS; ///< Maximum left extent of tile relative to north corner.
99 static const int MAX_TILE_EXTENT_RIGHT = ZOOM_LVL_BASE * TILE_PIXELS; ///< Maximum right extent of tile relative to north corner.
100 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).
101 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).
103 struct StringSpriteToDraw {
104 StringID string;
105 Colours colour;
106 int32 x;
107 int32 y;
108 uint64 params[2];
109 uint16 width;
112 struct TileSpriteToDraw {
113 SpriteID image;
114 PaletteID pal;
115 const SubSprite *sub; ///< only draw a rectangular part of the sprite
116 int32 x; ///< screen X coordinate of sprite
117 int32 y; ///< screen Y coordinate of sprite
120 struct ChildScreenSpriteToDraw {
121 SpriteID image;
122 PaletteID pal;
123 const SubSprite *sub; ///< only draw a rectangular part of the sprite
124 int32 x;
125 int32 y;
126 int next; ///< next child to draw (-1 at the end)
129 /** Enumeration of multi-part foundations */
130 enum FoundationPart {
131 FOUNDATION_PART_NONE = 0xFF, ///< Neither foundation nor groundsprite drawn yet.
132 FOUNDATION_PART_NORMAL = 0, ///< First part (normal foundation or no foundation)
133 FOUNDATION_PART_HALFTILE = 1, ///< Second part (halftile foundation)
134 FOUNDATION_PART_END
138 * Mode of "sprite combining"
139 * @see StartSpriteCombine
141 enum SpriteCombineMode {
142 SPRITE_COMBINE_NONE, ///< Every #AddSortableSpriteToDraw start its own bounding box
143 SPRITE_COMBINE_PENDING, ///< %Sprite combining will start with the next unclipped sprite.
144 SPRITE_COMBINE_ACTIVE, ///< %Sprite combining is active. #AddSortableSpriteToDraw outputs child sprites.
147 typedef SmallVector<TileSpriteToDraw, 64> TileSpriteToDrawVector;
148 typedef SmallVector<StringSpriteToDraw, 4> StringSpriteToDrawVector;
149 typedef SmallVector<ParentSpriteToDraw, 64> ParentSpriteToDrawVector;
150 typedef SmallVector<ChildScreenSpriteToDraw, 16> ChildScreenSpriteToDrawVector;
152 /** Data structure storing rendering information */
153 struct ViewportDrawer {
154 DrawPixelInfo dpi;
156 StringSpriteToDrawVector string_sprites_to_draw;
157 TileSpriteToDrawVector tile_sprites_to_draw;
158 ParentSpriteToDrawVector parent_sprites_to_draw;
159 ParentSpriteToSortVector parent_sprites_to_sort; ///< Parent sprite pointer array used for sorting
160 ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
162 int *last_child;
164 SpriteCombineMode combine_sprites; ///< Current mode of "sprite combining". @see StartSpriteCombine
166 int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
167 FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
168 int *last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations. (index into child_screen_sprites_to_draw)
169 Point foundation_offset[FOUNDATION_PART_END]; ///< Pixel offset for ground sprites on the foundations.
172 static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom);
174 static ViewportDrawer _vd;
176 TileHighlightData _thd;
177 static TileInfo *_cur_ti;
178 bool _draw_bounding_boxes = false;
179 bool _draw_dirty_blocks = false;
180 uint _dirty_block_colour = 0;
181 static VpSpriteSorter _vp_sprite_sorter = NULL;
183 static Point MapXYZToViewport(const ViewPort *vp, int x, int y, int z)
185 Point p = RemapCoords(x, y, z);
186 p.x -= vp->virtual_width / 2;
187 p.y -= vp->virtual_height / 2;
188 return p;
191 void DeleteWindowViewport(Window *w)
193 if (w->viewport == NULL) return;
195 delete w->viewport->overlay;
196 free(w->viewport);
197 w->viewport = NULL;
201 * Initialize viewport of the window for use.
202 * @param w Window to use/display the viewport in
203 * @param x Offset of left edge of viewport with respect to left edge window \a w
204 * @param y Offset of top edge of viewport with respect to top edge window \a w
205 * @param width Width of the viewport
206 * @param height Height of the viewport
207 * @param follow_flags Flags controlling the viewport.
208 * - If bit 31 is set, the lower 20 bits are the vehicle that the viewport should follow.
209 * - If bit 31 is clear, it is a #TileIndex.
210 * @param zoom Zoomlevel to display
212 void InitializeWindowViewport(Window *w, int x, int y,
213 int width, int height, uint32 follow_flags, ZoomLevel zoom)
215 assert(w->viewport == NULL);
217 ViewportData *vp = CallocT<ViewportData>(1);
219 vp->left = x + w->left;
220 vp->top = y + w->top;
221 vp->width = width;
222 vp->height = height;
224 vp->zoom = static_cast<ZoomLevel>(Clamp(zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
226 vp->virtual_width = ScaleByZoom(width, zoom);
227 vp->virtual_height = ScaleByZoom(height, zoom);
229 Point pt;
231 if (follow_flags & 0x80000000) {
232 const Vehicle *veh;
234 vp->follow_vehicle = (VehicleID)(follow_flags & 0xFFFFF);
235 veh = Vehicle::Get(vp->follow_vehicle);
236 pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
237 } else {
238 uint x = TileX(follow_flags) * TILE_SIZE;
239 uint y = TileY(follow_flags) * TILE_SIZE;
241 vp->follow_vehicle = INVALID_VEHICLE;
242 pt = MapXYZToViewport(vp, x, y, GetSlopePixelZ(x, y));
245 vp->scrollpos_x = pt.x;
246 vp->scrollpos_y = pt.y;
247 vp->dest_scrollpos_x = pt.x;
248 vp->dest_scrollpos_y = pt.y;
250 vp->overlay = NULL;
252 w->viewport = vp;
253 vp->virtual_left = 0; // pt.x;
254 vp->virtual_top = 0; // pt.y;
257 static Point _vp_move_offs;
259 static void DoSetViewportPosition(const Window *w, int left, int top, int width, int height)
261 FOR_ALL_WINDOWS_FROM_BACK_FROM(w, w) {
262 if (left + width > w->left &&
263 w->left + w->width > left &&
264 top + height > w->top &&
265 w->top + w->height > top) {
267 if (left < w->left) {
268 DoSetViewportPosition(w, left, top, w->left - left, height);
269 DoSetViewportPosition(w, left + (w->left - left), top, width - (w->left - left), height);
270 return;
273 if (left + width > w->left + w->width) {
274 DoSetViewportPosition(w, left, top, (w->left + w->width - left), height);
275 DoSetViewportPosition(w, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height);
276 return;
279 if (top < w->top) {
280 DoSetViewportPosition(w, left, top, width, (w->top - top));
281 DoSetViewportPosition(w, left, top + (w->top - top), width, height - (w->top - top));
282 return;
285 if (top + height > w->top + w->height) {
286 DoSetViewportPosition(w, left, top, width, (w->top + w->height - top));
287 DoSetViewportPosition(w, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top));
288 return;
291 return;
296 int xo = _vp_move_offs.x;
297 int yo = _vp_move_offs.y;
299 if (abs(xo) >= width || abs(yo) >= height) {
300 /* fully_outside */
301 RedrawScreenRect(left, top, left + width, top + height);
302 return;
305 GfxScroll(left, top, width, height, xo, yo);
307 if (xo > 0) {
308 RedrawScreenRect(left, top, xo + left, top + height);
309 left += xo;
310 width -= xo;
311 } else if (xo < 0) {
312 RedrawScreenRect(left + width + xo, top, left + width, top + height);
313 width += xo;
316 if (yo > 0) {
317 RedrawScreenRect(left, top, width + left, top + yo);
318 } else if (yo < 0) {
319 RedrawScreenRect(left, top + height + yo, width + left, top + height);
324 static void SetViewportPosition(Window *w, int x, int y)
326 ViewPort *vp = w->viewport;
327 int old_left = vp->virtual_left;
328 int old_top = vp->virtual_top;
329 int i;
330 int left, top, width, height;
332 vp->virtual_left = x;
333 vp->virtual_top = y;
335 /* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
336 * else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
338 old_left = UnScaleByZoomLower(old_left, vp->zoom);
339 old_top = UnScaleByZoomLower(old_top, vp->zoom);
340 x = UnScaleByZoomLower(x, vp->zoom);
341 y = UnScaleByZoomLower(y, vp->zoom);
343 old_left -= x;
344 old_top -= y;
346 if (old_top == 0 && old_left == 0) return;
348 _vp_move_offs.x = old_left;
349 _vp_move_offs.y = old_top;
351 left = vp->left;
352 top = vp->top;
353 width = vp->width;
354 height = vp->height;
356 if (left < 0) {
357 width += left;
358 left = 0;
361 i = left + width - _screen.width;
362 if (i >= 0) width -= i;
364 if (width > 0) {
365 if (top < 0) {
366 height += top;
367 top = 0;
370 i = top + height - _screen.height;
371 if (i >= 0) height -= i;
373 if (height > 0) DoSetViewportPosition(w->z_front, left, top, width, height);
378 * Is a xy position inside the viewport of the window?
379 * @param w Window to examine its viewport
380 * @param x X coordinate of the xy position
381 * @param y Y coordinate of the xy position
382 * @return Pointer to the viewport if the xy position is in the viewport of the window,
383 * otherwise \c NULL is returned.
385 ViewPort *IsPtInWindowViewport(const Window *w, int x, int y)
387 ViewPort *vp = w->viewport;
389 if (vp != NULL &&
390 IsInsideMM(x, vp->left, vp->left + vp->width) &&
391 IsInsideMM(y, vp->top, vp->top + vp->height))
392 return vp;
394 return NULL;
398 * Translate screen coordinate in a viewport to a tile coordinate
399 * @param vp Viewport that contains the (\a x, \a y) screen coordinate
400 * @param x Screen x coordinate
401 * @param y Screen y coordinate
402 * @param clamp_to_map Clamp the coordinate outside of the map to the closest tile within the map.
403 * @return Tile coordinate
405 Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y, bool clamp_to_map)
407 Point pt;
408 int a, b;
409 int z;
411 if ( (uint)(x -= vp->left) >= (uint)vp->width ||
412 (uint)(y -= vp->top) >= (uint)vp->height) {
413 Point pt = {-1, -1};
414 return pt;
417 x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> (2 + ZOOM_LVL_SHIFT);
418 y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> (1 + ZOOM_LVL_SHIFT);
420 a = y - x;
421 b = y + x;
423 if (clamp_to_map) {
424 /* Bring the coordinates near to a valid range. This is mostly due to the
425 * tiles on the north side of the map possibly being drawn too high due to
426 * the extra height levels. So at the top we allow a number of extra tiles.
427 * This number is based on the tile height and pixels. */
428 int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
429 a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
430 b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
433 /* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
434 * Now find the Z-world coordinate by fix point iteration.
435 * This is a bit tricky because the tile height is non-continuous at foundations.
436 * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
437 * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
438 * So give it a z-malus of 4 in the first iterations.
440 z = 0;
442 int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
444 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;
445 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;
446 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;
448 if (clamp_to_map) {
449 pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
450 pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
451 } else {
452 pt.x = a + z;
453 pt.y = b + z;
456 return pt;
459 /* When used for zooming, check area below current coordinates (x,y)
460 * and return the tile of the zoomed out/in position (zoom_x, zoom_y)
461 * when you just want the tile, make x = zoom_x and y = zoom_y */
462 static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
464 Window *w;
465 ViewPort *vp;
466 Point pt;
468 if ( (w = FindWindowFromPt(x, y)) != NULL &&
469 (vp = IsPtInWindowViewport(w, x, y)) != NULL)
470 return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
472 pt.y = pt.x = -1;
473 return pt;
476 Point GetTileBelowCursor()
478 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
482 Point GetTileZoomCenterWindow(bool in, Window * w)
484 int x, y;
485 ViewPort *vp = w->viewport;
487 if (in) {
488 x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
489 y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
490 } else {
491 x = vp->width - (_cursor.pos.x - vp->left);
492 y = vp->height - (_cursor.pos.y - vp->top);
494 /* Get the tile below the cursor and center on the zoomed-out center */
495 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
499 * Update the status of the zoom-buttons according to the zoom-level
500 * of the viewport. This will update their status and invalidate accordingly
501 * @param w Window pointer to the window that has the zoom buttons
502 * @param vp pointer to the viewport whose zoom-level the buttons represent
503 * @param widget_zoom_in widget index for window with zoom-in button
504 * @param widget_zoom_out widget index for window with zoom-out button
506 void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
508 w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min);
509 w->SetWidgetDirty(widget_zoom_in);
511 w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max);
512 w->SetWidgetDirty(widget_zoom_out);
516 * Schedules a tile sprite for drawing.
518 * @param image the image to draw.
519 * @param pal the provided palette.
520 * @param x position x (world coordinates) of the sprite.
521 * @param y position y (world coordinates) of the sprite.
522 * @param z position z (world coordinates) of the sprite.
523 * @param sub Only draw a part of the sprite.
524 * @param extra_offs_x Pixel X offset for the sprite position.
525 * @param extra_offs_y Pixel Y offset for the sprite position.
527 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)
529 assert((image & SPRITE_MASK) < MAX_SPRITES);
531 TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
532 ts->image = image;
533 ts->pal = pal;
534 ts->sub = sub;
535 Point pt = RemapCoords(x, y, z);
536 ts->x = pt.x + extra_offs_x;
537 ts->y = pt.y + extra_offs_y;
541 * Adds a child sprite to the active foundation.
543 * The pixel offset of the sprite relative to the ParentSprite is the sum of the offset passed to OffsetGroundSprite() and extra_offs_?.
545 * @param image the image to draw.
546 * @param pal the provided palette.
547 * @param sub Only draw a part of the sprite.
548 * @param foundation_part Foundation part.
549 * @param extra_offs_x Pixel X offset for the sprite position.
550 * @param extra_offs_y Pixel Y offset for the sprite position.
552 static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
554 assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
555 assert(_vd.foundation[foundation_part] != -1);
556 Point offs = _vd.foundation_offset[foundation_part];
558 /* Change the active ChildSprite list to the one of the foundation */
559 int *old_child = _vd.last_child;
560 _vd.last_child = _vd.last_foundation_child[foundation_part];
562 AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false);
564 /* Switch back to last ChildSprite list */
565 _vd.last_child = old_child;
569 * Draws a ground sprite at a specific world-coordinate relative to the current tile.
570 * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
572 * @param image the image to draw.
573 * @param pal the provided palette.
574 * @param x position x (world coordinates) of the sprite relative to current tile.
575 * @param y position y (world coordinates) of the sprite relative to current tile.
576 * @param z position z (world coordinates) of the sprite relative to current tile.
577 * @param sub Only draw a part of the sprite.
578 * @param extra_offs_x Pixel X offset for the sprite position.
579 * @param extra_offs_y Pixel Y offset for the sprite position.
581 void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
583 /* Switch to first foundation part, if no foundation was drawn */
584 if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
586 if (_vd.foundation[_vd.foundation_part] != -1) {
587 Point pt = RemapCoords(x, y, z);
588 AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_LVL_BASE, pt.y + extra_offs_y * ZOOM_LVL_BASE);
589 } else {
590 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);
595 * Draws a ground sprite for the current tile.
596 * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite.
598 * @param image the image to draw.
599 * @param pal the provided palette.
600 * @param sub Only draw a part of the sprite.
601 * @param extra_offs_x Pixel X offset for the sprite position.
602 * @param extra_offs_y Pixel Y offset for the sprite position.
604 void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
606 DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
610 * Called when a foundation has been drawn for the current tile.
611 * Successive ground sprites for the current tile will be drawn as child sprites of the "foundation"-ParentSprite, not as TileSprites.
613 * @param x sprite x-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
614 * @param y sprite y-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite.
616 void OffsetGroundSprite(int x, int y)
618 /* Switch to next foundation part */
619 switch (_vd.foundation_part) {
620 case FOUNDATION_PART_NONE:
621 _vd.foundation_part = FOUNDATION_PART_NORMAL;
622 break;
623 case FOUNDATION_PART_NORMAL:
624 _vd.foundation_part = FOUNDATION_PART_HALFTILE;
625 break;
626 default: NOT_REACHED();
629 /* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
630 if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1;
632 _vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_LVL_BASE;
633 _vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_LVL_BASE;
634 _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
638 * Adds a child sprite to a parent sprite.
639 * In contrast to "AddChildSpriteScreen()" the sprite position is in world coordinates
641 * @param image the image to draw.
642 * @param pal the provided palette.
643 * @param x position x of the sprite.
644 * @param y position y of the sprite.
645 * @param z position z of the sprite.
646 * @param sub Only draw a part of the sprite.
648 static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub)
650 Point pt = RemapCoords(x, y, z);
651 const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
653 if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
654 pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
655 pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
656 pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
657 return;
659 const ParentSpriteToDraw *pstd = _vd.parent_sprites_to_draw.End() - 1;
660 AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub, false);
664 * Draw a (transparent) sprite at given coordinates with a given bounding box.
665 * 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.
666 * Bounding boxes with bb_offset_x == w or bb_offset_y == h or bb_offset_z == dz are allowed and produce thin slices.
668 * @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
669 * defined by the sprite offset in the grf file.
670 * However if modifying the sprite offsets is not suitable (e.g. when using existing graphics), the bounding box can be tuned by bb_offset.
672 * @pre w >= bb_offset_x, h >= bb_offset_y, dz >= bb_offset_z. Else w, h or dz are ignored.
674 * @param image the image to combine and draw,
675 * @param pal the provided palette,
676 * @param x position X (world) of the sprite,
677 * @param y position Y (world) of the sprite,
678 * @param w bounding box extent towards positive X (world),
679 * @param h bounding box extent towards positive Y (world),
680 * @param dz bounding box extent towards positive Z (world),
681 * @param z position Z (world) of the sprite,
682 * @param transparent if true, switch the palette between the provided palette and the transparent palette,
683 * @param bb_offset_x bounding box extent towards negative X (world),
684 * @param bb_offset_y bounding box extent towards negative Y (world),
685 * @param bb_offset_z bounding box extent towards negative Z (world)
686 * @param sub Only draw a part of the sprite.
688 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)
690 int32 left, right, top, bottom;
692 assert((image & SPRITE_MASK) < MAX_SPRITES);
694 /* make the sprites transparent with the right palette */
695 if (transparent) {
696 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
697 pal = PALETTE_TO_TRANSPARENT;
700 if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
701 AddCombinedSprite(image, pal, x, y, z, sub);
702 return;
705 _vd.last_child = NULL;
707 Point pt = RemapCoords(x, y, z);
708 int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
710 /* Compute screen extents of sprite */
711 if (image == SPR_EMPTY_BOUNDING_BOX) {
712 left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
713 right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
714 top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
715 bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
716 } else {
717 const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
718 left = tmp_left = (pt.x += spr->x_offs);
719 right = (pt.x + spr->width );
720 top = tmp_top = (pt.y += spr->y_offs);
721 bottom = (pt.y + spr->height);
724 if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
725 /* Compute maximal extents of sprite and its bounding box */
726 left = min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x);
727 right = max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1);
728 top = min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y);
729 bottom = max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1);
732 /* Do not add the sprite to the viewport, if it is outside */
733 if (left >= _vd.dpi.left + _vd.dpi.width ||
734 right <= _vd.dpi.left ||
735 top >= _vd.dpi.top + _vd.dpi.height ||
736 bottom <= _vd.dpi.top) {
737 return;
740 ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
741 ps->x = tmp_x;
742 ps->y = tmp_y;
744 ps->left = tmp_left;
745 ps->top = tmp_top;
747 ps->image = image;
748 ps->pal = pal;
749 ps->sub = sub;
750 ps->xmin = x + bb_offset_x;
751 ps->xmax = x + max(bb_offset_x, w) - 1;
753 ps->ymin = y + bb_offset_y;
754 ps->ymax = y + max(bb_offset_y, h) - 1;
756 ps->zmin = z + bb_offset_z;
757 ps->zmax = z + max(bb_offset_z, dz) - 1;
759 ps->comparison_done = false;
760 ps->first_child = -1;
762 _vd.last_child = &ps->first_child;
764 if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
768 * Starts a block of sprites, which are "combined" into a single bounding box.
770 * Subsequent calls to #AddSortableSpriteToDraw will be drawn into the same bounding box.
771 * That is: The first sprite that is not clipped by the viewport defines the bounding box, and
772 * the following sprites will be child sprites to that one.
774 * That implies:
775 * - The drawing order is definite. No other sprites will be sorted between those of the block.
776 * - You have to provide a valid bounding box for all sprites,
777 * as you won't know which one is the first non-clipped one.
778 * Preferable you use the same bounding box for all.
779 * - You cannot use #AddChildSpriteScreen inside the block, as its result will be indefinite.
781 * The block is terminated by #EndSpriteCombine.
783 * You cannot nest "combined" blocks.
785 void StartSpriteCombine()
787 assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
788 _vd.combine_sprites = SPRITE_COMBINE_PENDING;
792 * Terminates a block of sprites started by #StartSpriteCombine.
793 * Take a look there for details.
795 void EndSpriteCombine()
797 assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
798 _vd.combine_sprites = SPRITE_COMBINE_NONE;
802 * Check if the parameter "check" is inside the interval between
803 * begin and end, including both begin and end.
804 * @note Whether \c begin or \c end is the biggest does not matter.
805 * This method will account for that.
806 * @param begin The begin of the interval.
807 * @param end The end of the interval.
808 * @param check The value to check.
810 static bool IsInRangeInclusive(int begin, int end, int check)
812 if (begin > end) Swap(begin, end);
813 return begin <= check && check <= end;
817 * Checks whether a point is inside the selected a diagonal rectangle given by _thd.size and _thd.pos
818 * @param x The x coordinate of the point to be checked.
819 * @param y The y coordinate of the point to be checked.
820 * @return True if the point is inside the rectangle, else false.
822 bool IsInsideRotatedRectangle(int x, int y)
824 int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle.
825 int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative!
826 int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
827 int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
829 /* Check if a and b are between 0 and dist_a or dist_b respectively. */
830 return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
834 * Add a child sprite to a parent sprite.
836 * @param image the image to draw.
837 * @param pal the provided palette.
838 * @param x sprite x-offset (screen coordinates) relative to parent sprite.
839 * @param y sprite y-offset (screen coordinates) relative to parent sprite.
840 * @param transparent if true, switch the palette between the provided palette and the transparent palette,
841 * @param sub Only draw a part of the sprite.
843 void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
845 assert((image & SPRITE_MASK) < MAX_SPRITES);
847 /* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
848 if (_vd.last_child == NULL) return;
850 /* make the sprites transparent with the right palette */
851 if (transparent) {
852 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
853 pal = PALETTE_TO_TRANSPARENT;
856 *_vd.last_child = _vd.child_screen_sprites_to_draw.Length();
858 ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
859 cs->image = image;
860 cs->pal = pal;
861 cs->sub = sub;
862 cs->x = scale ? x * ZOOM_LVL_BASE : x;
863 cs->y = scale ? y * ZOOM_LVL_BASE : y;
864 cs->next = -1;
866 /* Append the sprite to the active ChildSprite list.
867 * If the active ParentSprite is a foundation, update last_foundation_child as well.
868 * Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
869 if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
870 if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
871 _vd.last_child = &cs->next;
874 static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, Colours colour, uint16 width)
876 assert(width != 0);
877 StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
878 ss->string = string;
879 ss->x = x;
880 ss->y = y;
881 ss->params[0] = params_1;
882 ss->params[1] = params_2;
883 ss->width = width;
884 ss->colour = colour;
889 * Draws sprites between ground sprite and everything above.
891 * The sprite is either drawn as TileSprite or as ChildSprite of the active foundation.
893 * @param image the image to draw.
894 * @param pal the provided palette.
895 * @param ti TileInfo Tile that is being drawn
896 * @param z_offset Z offset relative to the groundsprite. Only used for the sprite position, not for sprite sorting.
897 * @param foundation_part Foundation part the sprite belongs to.
899 static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
901 /* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
902 if (_vd.foundation[foundation_part] == -1) {
903 /* draw on real ground */
904 AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset);
905 } else {
906 /* draw on top of foundation */
907 AddChildSpriteToFoundation(image, pal, NULL, foundation_part, 0, -z_offset * ZOOM_LVL_BASE);
912 * Draws a selection rectangle on a tile.
914 * @param ti TileInfo Tile that is being drawn
915 * @param pal Palette to apply.
917 static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
919 if (!IsValidTile(ti->tile)) return;
921 SpriteID sel;
922 if (IsHalftileSlope(ti->tileh)) {
923 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
924 SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
925 DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE);
927 Corner opposite_corner = OppositeCorner(halftile_corner);
928 if (IsSteepSlope(ti->tileh)) {
929 sel = SPR_HALFTILE_SELECTION_DOWN;
930 } else {
931 sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
933 sel += opposite_corner;
934 } else {
935 sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
937 DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL);
940 static bool IsPartOfAutoLine(int px, int py)
942 px -= _thd.selstart.x;
943 py -= _thd.selstart.y;
945 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_LINE) return false;
947 switch (_thd.drawstyle & HT_DIR_MASK) {
948 case HT_DIR_X: return py == 0; // x direction
949 case HT_DIR_Y: return px == 0; // y direction
950 case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper
951 case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower
952 case HT_DIR_VL: return px == py || px == py + 16; // vertical left
953 case HT_DIR_VR: return px == py || px == py - 16; // vertical right
954 default:
955 NOT_REACHED();
959 /* [direction][side] */
960 static const HighLightStyle _autorail_type[6][2] = {
961 { HT_DIR_X, HT_DIR_X },
962 { HT_DIR_Y, HT_DIR_Y },
963 { HT_DIR_HU, HT_DIR_HL },
964 { HT_DIR_HL, HT_DIR_HU },
965 { HT_DIR_VL, HT_DIR_VR },
966 { HT_DIR_VR, HT_DIR_VL }
969 #include "table/autorail.h"
972 * Draws autorail highlights.
974 * @param *ti TileInfo Tile that is being drawn
975 * @param autorail_type Offset into _AutorailTilehSprite[][]
977 static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type)
979 SpriteID image;
980 PaletteID pal;
981 int offset;
983 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
984 Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
985 if (IsHalftileSlope(ti->tileh)) {
986 static const uint _lower_rail[4] = { 5U, 2U, 4U, 3U };
987 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
988 if (autorail_type != _lower_rail[halftile_corner]) {
989 foundation_part = FOUNDATION_PART_HALFTILE;
990 /* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
991 autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
995 offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
996 if (offset >= 0) {
997 image = SPR_AUTORAIL_BASE + offset;
998 pal = PAL_NONE;
999 } else {
1000 image = SPR_AUTORAIL_BASE - offset;
1001 pal = PALETTE_SEL_TILE_RED;
1004 DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part);
1008 * Checks if the specified tile is selected and if so draws selection using correct selectionstyle.
1009 * @param *ti TileInfo Tile that is being drawn
1011 static void DrawTileSelection(const TileInfo *ti)
1013 /* Draw a red error square? */
1014 bool is_redsq = _thd.redsq == ti->tile;
1015 if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
1017 /* No tile selection active? */
1018 if ((_thd.drawstyle & HT_DRAG_MASK) == HT_NONE) return;
1020 if (_thd.diagonal) { // We're drawing a 45 degrees rotated (diagonal) rectangle
1021 if (IsInsideRotatedRectangle((int)ti->x, (int)ti->y)) goto draw_inner;
1022 return;
1025 /* Inside the inner area? */
1026 if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) &&
1027 IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) {
1028 draw_inner:
1029 if (_thd.drawstyle & HT_RECT) {
1030 if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
1031 } else if (_thd.drawstyle & HT_POINT) {
1032 /* Figure out the Z coordinate for the single dot. */
1033 int z = 0;
1034 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
1035 if (ti->tileh & SLOPE_N) {
1036 z += TILE_HEIGHT;
1037 if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT;
1039 if (IsHalftileSlope(ti->tileh)) {
1040 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1041 if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
1042 if (halftile_corner != CORNER_S) {
1043 foundation_part = FOUNDATION_PART_HALFTILE;
1044 if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
1047 DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti, z, foundation_part);
1048 } else if (_thd.drawstyle & HT_RAIL) {
1049 /* autorail highlight piece under cursor */
1050 HighLightStyle type = _thd.drawstyle & HT_DIR_MASK;
1051 assert(type < HT_DIR_END);
1052 DrawAutorailSelection(ti, _autorail_type[type][0]);
1053 } else if (IsPartOfAutoLine(ti->x, ti->y)) {
1054 /* autorail highlighting long line */
1055 HighLightStyle dir = _thd.drawstyle & HT_DIR_MASK;
1056 uint side;
1058 if (dir == HT_DIR_X || dir == HT_DIR_Y) {
1059 side = 0;
1060 } else {
1061 TileIndex start = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
1062 side = Delta(Delta(TileX(start), TileX(ti->tile)), Delta(TileY(start), TileY(ti->tile)));
1065 DrawAutorailSelection(ti, _autorail_type[dir][side]);
1067 return;
1070 /* Check if it's inside the outer area? */
1071 if (!is_redsq && _thd.outersize.x > 0 &&
1072 IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
1073 IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
1074 /* Draw a blue rect. */
1075 DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
1076 return;
1081 * Returns the y coordinate in the viewport coordinate system where the given
1082 * tile is painted.
1083 * @param tile Any tile.
1084 * @return The viewport y coordinate where the tile is painted.
1086 static int GetViewportY(Point tile)
1088 /* Each increment in X or Y direction moves down by half a tile, i.e. TILE_PIXELS / 2. */
1089 return (tile.y * (int)(TILE_PIXELS / 2) + tile.x * (int)(TILE_PIXELS / 2) - TilePixelHeightOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT;
1093 * Add the landscape to the viewport, i.e. all ground tiles and buildings.
1095 static void ViewportAddLandscape()
1097 assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height);
1098 assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width);
1100 Point upper_left = InverseRemapCoords(_vd.dpi.left, _vd.dpi.top);
1101 Point upper_right = InverseRemapCoords(_vd.dpi.left + _vd.dpi.width, _vd.dpi.top);
1103 /* Transformations between tile coordinates and viewport rows/columns: See vp_column_row
1104 * column = y - x
1105 * row = x + y
1106 * x = (row - column) / 2
1107 * y = (row + column) / 2
1108 * Note: (row, columns) pairs are only valid, if they are both even or both odd.
1111 /* Columns overlap with neighbouring columns by a half tile.
1112 * - Left column is column of upper_left (rounded down) and one column to the left.
1113 * - Right column is column of upper_right (rounded up) and one column to the right.
1114 * Note: Integer-division does not round down for negative numbers, so ensure rounding with another increment/decrement.
1116 int left_column = (upper_left.y - upper_left.x) / (int)TILE_SIZE - 2;
1117 int right_column = (upper_right.y - upper_right.x) / (int)TILE_SIZE + 2;
1119 int potential_bridge_height = ZOOM_LVL_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height;
1121 /* Rows overlap with neighbouring rows by a half tile.
1122 * The first row that could possibly be visible is the row above upper_left (if it is at height 0).
1123 * Due to integer-division not rounding down for negative numbers, we need another decrement.
1125 int row = (upper_left.x + upper_left.y) / (int)TILE_SIZE - 2;
1126 bool last_row = false;
1127 for (; !last_row; row++) {
1128 last_row = true;
1129 for (int column = left_column; column <= right_column; column++) {
1130 /* Valid row/column? */
1131 if ((row + column) % 2 != 0) continue;
1133 Point tilecoord;
1134 tilecoord.x = (row - column) / 2;
1135 tilecoord.y = (row + column) / 2;
1136 assert(column == tilecoord.y - tilecoord.x);
1137 assert(row == tilecoord.y + tilecoord.x);
1139 TileType tile_type;
1140 TileInfo tile_info;
1141 _cur_ti = &tile_info;
1142 tile_info.x = tilecoord.x * TILE_SIZE; // FIXME tile_info should use signed integers
1143 tile_info.y = tilecoord.y * TILE_SIZE;
1145 if (IsInsideBS(tilecoord.x, 0, MapSizeX()) && IsInsideBS(tilecoord.y, 0, MapSizeY())) {
1146 /* This includes the south border at MapMaxX / MapMaxY. When terraforming we still draw tile selections there. */
1147 tile_info.tile = TileXY(tilecoord.x, tilecoord.y);
1148 tile_type = GetTileType(tile_info.tile);
1149 } else {
1150 tile_info.tile = INVALID_TILE;
1151 tile_type = MP_VOID;
1154 if (tile_type != MP_VOID) {
1155 /* We are inside the map => paint landscape. */
1156 tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z);
1157 } else {
1158 /* We are outside the map => paint black. */
1159 tile_info.tileh = GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y, &tile_info.z);
1162 int viewport_y = GetViewportY(tilecoord);
1164 if (viewport_y + MAX_TILE_EXTENT_BOTTOM < _vd.dpi.top) {
1165 /* The tile in this column is not visible yet.
1166 * Tiles in other columns may be visible, but we need more rows in any case. */
1167 last_row = false;
1168 continue;
1171 int min_visible_height = viewport_y - (_vd.dpi.top + _vd.dpi.height);
1172 bool tile_visible = min_visible_height <= 0;
1174 if (tile_type != MP_VOID) {
1175 /* Is tile with buildings visible? */
1176 if (min_visible_height < MAX_TILE_EXTENT_TOP) tile_visible = true;
1178 if (IsBridgeAbove(tile_info.tile)) {
1179 /* Is the bridge visible? */
1180 TileIndex bridge_tile = GetNorthernBridgeEnd(tile_info.tile);
1181 int bridge_height = ZOOM_LVL_BASE * (GetBridgePixelHeight(bridge_tile) - TilePixelHeight(tile_info.tile));
1182 if (min_visible_height < bridge_height + MAX_TILE_EXTENT_TOP) tile_visible = true;
1185 /* Would a higher bridge on a more southern tile be visible?
1186 * If yes, we need to loop over more rows to possibly find one. */
1187 if (min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
1188 } else {
1189 /* Outside of map. If we are on the north border of the map, there may still be a bridge visible,
1190 * so we need to loop over more rows to possibly find one. */
1191 if ((tilecoord.x <= 0 || tilecoord.y <= 0) && min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false;
1194 if (tile_visible) {
1195 last_row = false;
1196 _vd.foundation_part = FOUNDATION_PART_NONE;
1197 _vd.foundation[0] = -1;
1198 _vd.foundation[1] = -1;
1199 _vd.last_foundation_child[0] = NULL;
1200 _vd.last_foundation_child[1] = NULL;
1202 _tile_type_procs[tile_type]->draw_tile_proc(&tile_info);
1203 if (tile_info.tile != INVALID_TILE) DrawTileSelection(&tile_info);
1210 * Add a string to draw in the viewport
1211 * @param dpi current viewport area
1212 * @param small_from Zoomlevel from when the small font should be used
1213 * @param sign sign position and dimension
1214 * @param string_normal String for normal and 2x zoom level
1215 * @param string_small String for 4x and 8x zoom level
1216 * @param string_small_shadow Shadow string for 4x and 8x zoom level; or #STR_NULL if no shadow
1217 * @param colour colour of the sign background; or INVALID_COLOUR if transparent
1219 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)
1221 bool small = dpi->zoom >= small_from;
1223 int left = dpi->left;
1224 int top = dpi->top;
1225 int right = left + dpi->width;
1226 int bottom = top + dpi->height;
1228 int sign_height = ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
1229 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
1231 if (bottom < sign->top ||
1232 top > sign->top + sign_height ||
1233 right < sign->center - sign_half_width ||
1234 left > sign->center + sign_half_width) {
1235 return;
1238 if (!small) {
1239 AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, params_1, params_2, colour, sign->width_normal);
1240 } else {
1241 int shadow_offset = 0;
1242 if (string_small_shadow != STR_NULL) {
1243 shadow_offset = 4;
1244 AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, params_1, params_2, INVALID_COLOUR, sign->width_small);
1246 AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, params_1, params_2,
1247 colour, sign->width_small | 0x8000);
1251 static void ViewportAddTownNames(DrawPixelInfo *dpi)
1253 if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES) || _game_mode == GM_MENU) return;
1255 const Town *t;
1256 FOR_ALL_TOWNS(t) {
1257 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &t->cache.sign,
1258 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
1259 STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK,
1260 t->index, t->cache.population);
1265 static void ViewportAddStationNames(DrawPixelInfo *dpi)
1267 if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || _game_mode == GM_MENU) return;
1269 const BaseStation *st;
1270 FOR_ALL_BASE_STATIONS(st) {
1271 /* Check whether the base station is a station or a waypoint */
1272 bool is_station = Station::IsExpected(st);
1274 /* Don't draw if the display options are disabled */
1275 if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
1277 /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
1278 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != st->owner && st->owner != OWNER_NONE) continue;
1280 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &st->sign,
1281 is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT,
1282 (is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT) + 1, STR_NULL,
1283 st->index, st->facilities, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
1288 static void ViewportAddSigns(DrawPixelInfo *dpi)
1290 /* Signs are turned off or are invisible */
1291 if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS)) return;
1293 const Sign *si;
1294 FOR_ALL_SIGNS(si) {
1295 /* Don't draw if sign is owned by another company and competitor signs should be hidden.
1296 * Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt
1297 * companies can leave OWNER_NONE signs after them. */
1298 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
1300 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &si->sign,
1301 STR_WHITE_SIGN,
1302 (IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
1303 si->index, 0, (si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
1308 * Update the position of the viewport sign.
1309 * @param center the (preferred) center of the viewport sign
1310 * @param top the new top of the sign
1311 * @param str the string to show in the sign
1312 * @param str_small the string to show when zoomed out. STR_NULL means same as \a str
1314 void ViewportSign::UpdatePosition(int center, int top, StringID str, StringID str_small)
1316 if (this->width_normal != 0) this->MarkDirty();
1318 this->top = top;
1320 char buffer[DRAW_STRING_BUFFER];
1322 GetString(buffer, str, lastof(buffer));
1323 this->width_normal = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT;
1324 this->center = center;
1326 /* zoomed out version */
1327 if (str_small != STR_NULL) {
1328 GetString(buffer, str_small, lastof(buffer));
1330 this->width_small = VPSM_LEFT + Align(GetStringBoundingBox(buffer, FS_SMALL).width, 2) + VPSM_RIGHT;
1332 this->MarkDirty();
1336 * Mark the sign dirty in all viewports.
1337 * @param maxzoom Maximum %ZoomLevel at which the text is visible.
1339 * @ingroup dirty
1341 void ViewportSign::MarkDirty(ZoomLevel maxzoom) const
1343 Rect zoomlevels[ZOOM_LVL_COUNT];
1345 for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
1346 /* FIXME: This doesn't switch to width_small when appropriate. */
1347 zoomlevels[zoom].left = this->center - ScaleByZoom(this->width_normal / 2 + 1, zoom);
1348 zoomlevels[zoom].top = this->top - ScaleByZoom(1, zoom);
1349 zoomlevels[zoom].right = this->center + ScaleByZoom(this->width_normal / 2 + 1, zoom);
1350 zoomlevels[zoom].bottom = this->top + ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM + 1, zoom);
1353 Window *w;
1354 FOR_ALL_WINDOWS_FROM_BACK(w) {
1355 ViewPort *vp = w->viewport;
1356 if (vp != NULL && vp->zoom <= maxzoom) {
1357 assert(vp->width != 0);
1358 Rect &zl = zoomlevels[vp->zoom];
1359 MarkViewportDirty(vp, zl.left, zl.top, zl.right, zl.bottom);
1364 static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
1366 const TileSpriteToDraw *tsend = tstdv->End();
1367 for (const TileSpriteToDraw *ts = tstdv->Begin(); ts != tsend; ++ts) {
1368 DrawSpriteViewport(ts->image, ts->pal, ts->x, ts->y, ts->sub);
1372 /** This fallback sprite checker always exists. */
1373 static bool ViewportSortParentSpritesChecker()
1375 return true;
1378 /** Sort parent sprites pointer array */
1379 static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
1381 ParentSpriteToDraw **psdvend = psdv->End();
1382 ParentSpriteToDraw **psd = psdv->Begin();
1383 while (psd != psdvend) {
1384 ParentSpriteToDraw *ps = *psd;
1386 if (ps->comparison_done) {
1387 psd++;
1388 continue;
1391 ps->comparison_done = true;
1393 for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
1394 ParentSpriteToDraw *ps2 = *psd2;
1396 if (ps2->comparison_done) continue;
1398 /* Decide which comparator to use, based on whether the bounding
1399 * boxes overlap
1401 if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
1402 ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
1403 ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
1404 /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
1405 * the screen and with higher Z elevation, are drawn in front.
1406 * Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
1407 * i.e. X=(left+right)/2, etc.
1408 * However, since we only care about order, don't actually divide / 2
1410 if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
1411 ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
1412 continue;
1414 } else {
1415 /* We only change the order, if it is definite.
1416 * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
1417 * That is: If one partial order says ps behind ps2, do not change the order.
1419 if (ps->xmax < ps2->xmin ||
1420 ps->ymax < ps2->ymin ||
1421 ps->zmax < ps2->zmin) {
1422 continue;
1426 /* Move ps2 in front of ps */
1427 ParentSpriteToDraw *temp = ps2;
1428 for (ParentSpriteToDraw **psd3 = psd2; psd3 > psd; psd3--) {
1429 *psd3 = *(psd3 - 1);
1431 *psd = temp;
1436 static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
1438 const ParentSpriteToDraw * const *psd_end = psd->End();
1439 for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1440 const ParentSpriteToDraw *ps = *it;
1441 if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub);
1443 int child_idx = ps->first_child;
1444 while (child_idx >= 0) {
1445 const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx);
1446 child_idx = cs->next;
1447 DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
1453 * Draws the bounding boxes of all ParentSprites
1454 * @param psd Array of ParentSprites
1456 static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
1458 const ParentSpriteToDraw * const *psd_end = psd->End();
1459 for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1460 const ParentSpriteToDraw *ps = *it;
1461 Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
1462 Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
1463 Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
1464 Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner
1466 DrawBox( pt1.x, pt1.y,
1467 pt2.x - pt1.x, pt2.y - pt1.y,
1468 pt3.x - pt1.x, pt3.y - pt1.y,
1469 pt4.x - pt1.x, pt4.y - pt1.y);
1474 * Draw/colour the blocks that have been redrawn.
1476 static void ViewportDrawDirtyBlocks()
1478 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1479 const DrawPixelInfo *dpi = _cur_dpi;
1480 void *dst;
1481 int right = UnScaleByZoom(dpi->width, dpi->zoom);
1482 int bottom = UnScaleByZoom(dpi->height, dpi->zoom);
1484 int colour = _string_colourmap[_dirty_block_colour & 0xF];
1486 dst = dpi->dst_ptr;
1488 byte bo = UnScaleByZoom(dpi->left + dpi->top, dpi->zoom) & 1;
1489 do {
1490 for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour);
1491 dst = blitter->MoveTo(dst, 0, 1);
1492 } while (--bottom > 0);
1495 static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv)
1497 const StringSpriteToDraw *ssend = sstdv->End();
1498 for (const StringSpriteToDraw *ss = sstdv->Begin(); ss != ssend; ++ss) {
1499 TextColour colour = TC_BLACK;
1500 bool small = HasBit(ss->width, 15);
1501 int w = GB(ss->width, 0, 15);
1502 int x = UnScaleByZoom(ss->x, zoom);
1503 int y = UnScaleByZoom(ss->y, zoom);
1504 int h = VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM;
1506 SetDParam(0, ss->params[0]);
1507 SetDParam(1, ss->params[1]);
1509 if (ss->colour != INVALID_COLOUR) {
1510 /* Do not draw signs nor station names if they are set invisible */
1511 if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue;
1513 if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) {
1514 /* Don't draw the rectangle.
1515 * Real colours need the TC_IS_PALETTE_COLOUR flag.
1516 * Otherwise colours from _string_colourmap are assumed. */
1517 colour = (TextColour)_colour_gradient[ss->colour][6] | TC_IS_PALETTE_COLOUR;
1518 } else {
1519 /* Draw the rectangle if 'transparent station signs' is off,
1520 * or if we are drawing a general text sign (STR_WHITE_SIGN). */
1521 DrawFrameRect(
1522 x, y, x + w, y + h, ss->colour,
1523 IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE
1528 DrawString(x + VPSM_LEFT, x + w - 1 - VPSM_RIGHT, y + VPSM_TOP, ss->string, colour, SA_HOR_CENTER);
1532 void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom)
1534 DrawPixelInfo *old_dpi = _cur_dpi;
1535 _cur_dpi = &_vd.dpi;
1537 _vd.dpi.zoom = vp->zoom;
1538 int mask = ScaleByZoom(-1, vp->zoom);
1540 _vd.combine_sprites = SPRITE_COMBINE_NONE;
1542 _vd.dpi.width = (right - left) & mask;
1543 _vd.dpi.height = (bottom - top) & mask;
1544 _vd.dpi.left = left & mask;
1545 _vd.dpi.top = top & mask;
1546 _vd.dpi.pitch = old_dpi->pitch;
1547 _vd.last_child = NULL;
1549 int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
1550 int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
1552 _vd.dpi.dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
1554 ViewportAddLandscape();
1555 ViewportAddVehicles(&_vd.dpi);
1557 ViewportAddTownNames(&_vd.dpi);
1558 ViewportAddStationNames(&_vd.dpi);
1559 ViewportAddSigns(&_vd.dpi);
1561 DrawTextEffects(&_vd.dpi);
1563 if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
1565 ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
1566 for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
1567 *_vd.parent_sprites_to_sort.Append() = it;
1570 _vp_sprite_sorter(&_vd.parent_sprites_to_sort);
1571 ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
1573 if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
1574 if (_draw_dirty_blocks) ViewportDrawDirtyBlocks();
1576 DrawPixelInfo dp = _vd.dpi;
1577 ZoomLevel zoom = _vd.dpi.zoom;
1578 dp.zoom = ZOOM_LVL_NORMAL;
1579 dp.width = UnScaleByZoom(dp.width, zoom);
1580 dp.height = UnScaleByZoom(dp.height, zoom);
1581 _cur_dpi = &dp;
1583 if (vp->overlay != NULL && vp->overlay->GetCargoMask() != 0 && vp->overlay->GetCompanyMask() != 0) {
1584 /* translate to window coordinates */
1585 dp.left = x;
1586 dp.top = y;
1587 vp->overlay->Draw(&dp);
1590 if (_vd.string_sprites_to_draw.Length() != 0) {
1591 /* translate to world coordinates */
1592 dp.left = UnScaleByZoom(_vd.dpi.left, zoom);
1593 dp.top = UnScaleByZoom(_vd.dpi.top, zoom);
1594 ViewportDrawStrings(zoom, &_vd.string_sprites_to_draw);
1597 _cur_dpi = old_dpi;
1599 _vd.string_sprites_to_draw.Clear();
1600 _vd.tile_sprites_to_draw.Clear();
1601 _vd.parent_sprites_to_draw.Clear();
1602 _vd.parent_sprites_to_sort.Clear();
1603 _vd.child_screen_sprites_to_draw.Clear();
1607 * Make sure we don't draw a too big area at a time.
1608 * If we do, the sprite memory will overflow.
1610 static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
1612 if (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000 * ZOOM_LVL_BASE * ZOOM_LVL_BASE) {
1613 if ((bottom - top) > (right - left)) {
1614 int t = (top + bottom) >> 1;
1615 ViewportDrawChk(vp, left, top, right, t);
1616 ViewportDrawChk(vp, left, t, right, bottom);
1617 } else {
1618 int t = (left + right) >> 1;
1619 ViewportDrawChk(vp, left, top, t, bottom);
1620 ViewportDrawChk(vp, t, top, right, bottom);
1622 } else {
1623 ViewportDoDraw(vp,
1624 ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
1625 ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
1626 ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
1627 ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
1632 static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)
1634 if (right <= vp->left || bottom <= vp->top) return;
1636 if (left >= vp->left + vp->width) return;
1638 if (left < vp->left) left = vp->left;
1639 if (right > vp->left + vp->width) right = vp->left + vp->width;
1641 if (top >= vp->top + vp->height) return;
1643 if (top < vp->top) top = vp->top;
1644 if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
1646 ViewportDrawChk(vp, left, top, right, bottom);
1650 * Draw the viewport of this window.
1652 void Window::DrawViewport() const
1654 DrawPixelInfo *dpi = _cur_dpi;
1656 dpi->left += this->left;
1657 dpi->top += this->top;
1659 ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
1661 dpi->left -= this->left;
1662 dpi->top -= this->top;
1666 * Continue criteria for the SearchMapEdge function.
1667 * @param iter Value to check.
1668 * @param iter_limit Maximum value for the iter
1669 * @param sy Screen y coordinate calculated for the tile at hand
1670 * @param sy_limit Limit to the screen y coordinate
1671 * @return True when we should continue searching.
1673 typedef bool ContinueMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit);
1675 /** Continue criteria for searching a no-longer-visible tile in negative direction, starting at some tile. */
1676 static inline bool ContinueLowerMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter > 0 && sy > sy_limit; }
1677 /** Continue criteria for searching a no-longer-visible tile in positive direction, starting at some tile. */
1678 static inline bool ContinueUpperMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter < iter_limit && sy < sy_limit; }
1681 * Searches, starting at the given tile, by applying the given offset to iter, for a no longer visible tile.
1682 * The whole sense of this function is keeping the to-be-written code small, thus it is a little bit abstracted
1683 * so the same function can be used for both the X and Y locations. As such a reference to one of the elements
1684 * in curr_tile was needed.
1685 * @param curr_tile A tile
1686 * @param iter Reference to either the X or Y of curr_tile.
1687 * @param iter_limit Upper search limit for the iter value.
1688 * @param offset Search in steps of this size
1689 * @param sy_limit Search limit to be passed to the criteria
1690 * @param continue_criteria Search as long as this criteria is true
1691 * @return The final value of iter.
1693 static int SearchMapEdge(Point &curr_tile, int &iter, int iter_limit, int offset, int sy_limit, ContinueMapEdgeSearch continue_criteria)
1695 int sy;
1696 do {
1697 iter = Clamp(iter + offset, 0, iter_limit);
1698 sy = GetViewportY(curr_tile);
1699 } while (continue_criteria(iter, iter_limit, sy, sy_limit));
1701 return iter;
1705 * Determine the clamping of either the X or Y coordinate to the map.
1706 * @param curr_tile A tile
1707 * @param iter Reference to either the X or Y of curr_tile.
1708 * @param iter_limit Upper search limit for the iter value.
1709 * @param start Start value for the iteration.
1710 * @param other_ref Reference to the opposite axis in curr_tile than of iter.
1711 * @param other_value Start value for of the opposite axis
1712 * @param vp_value Value of the viewport location in the opposite axis as for iter.
1713 * @param other_limit Limit for the other value, so if iter is X, then other_limit is for Y.
1714 * @param vp_top Top of the viewport.
1715 * @param vp_bottom Bottom of the viewport.
1716 * @return Clamped version of vp_value.
1718 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)
1720 bool upper_edge = other_value < _settings_game.construction.max_heightlevel / 4;
1723 * First get an estimate of the tiles relevant for us at that edge. Relevant in the sense
1724 * "at least close to the visible area". Thus, we don't look at exactly each tile, inspecting
1725 * e.g. every tenth should be enough. After all, the desired screen limit is set such that
1726 * the bordermost tiles are painted in the middle of the screen when one hits the limit,
1727 * i.e. it is no harm if there is some small error in that calculation
1730 other_ref = upper_edge ? 0 : other_limit;
1731 iter = start;
1732 int min_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? -10 : +10, vp_top, upper_edge ? ContinueLowerMapEdgeSearch : ContinueUpperMapEdgeSearch);
1733 iter = start;
1734 int max_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? +10 : -10, vp_bottom, upper_edge ? ContinueUpperMapEdgeSearch : ContinueLowerMapEdgeSearch);
1736 max_iter = min(max_iter + _settings_game.construction.max_heightlevel / 4, iter_limit);
1737 min_iter = min(min_iter, max_iter);
1739 /* Now, calculate the highest heightlevel of these tiles. Again just as an estimate. */
1740 int max_heightlevel_at_edge = 0;
1741 for (iter = min_iter; iter <= max_iter; iter += 10) {
1742 max_heightlevel_at_edge = max(max_heightlevel_at_edge, (int)TileHeight(TileXY(curr_tile.x, curr_tile.y)));
1745 /* Based on that heightlevel, calculate the limit. For the upper edge a tile with height zero would
1746 * get a limit of zero, on the other side it depends on the number of tiles along the axis. */
1747 return upper_edge ?
1748 max(vp_value, -max_heightlevel_at_edge * (int)(TILE_HEIGHT * 2 * ZOOM_LVL_BASE)) :
1749 min(vp_value, (other_limit * TILE_SIZE * 4 - max_heightlevel_at_edge * TILE_HEIGHT * 2) * ZOOM_LVL_BASE);
1752 static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
1754 int original_y = y;
1756 /* Centre of the viewport is hot spot */
1757 x += vp->virtual_width / 2;
1758 y += vp->virtual_height / 2;
1760 /* Convert viewport coordinates to map coordinates
1761 * Calculation is scaled by 4 to avoid rounding errors */
1762 int vx = -x + y * 2;
1763 int vy = x + y * 2;
1765 /* Find out which tile corresponds to (vx,vy) if one assumes height zero. The cast is necessary to prevent C++ from
1766 * converting the result to an uint, which gives an overflow instead of a negative result... */
1767 int tx = vx / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
1768 int ty = vy / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
1770 Point curr_tile;
1771 vx = ClampXYToMap(curr_tile, curr_tile.y, MapMaxY(), ty, curr_tile.x, tx, vx, MapMaxX(), original_y, original_y + vp->virtual_height);
1772 vy = ClampXYToMap(curr_tile, curr_tile.x, MapMaxX(), tx, curr_tile.y, ty, vy, MapMaxY(), original_y, original_y + vp->virtual_height);
1774 /* Convert map coordinates to viewport coordinates */
1775 x = (-vx + vy) / 2;
1776 y = ( vx + vy) / 4;
1778 /* Remove centering */
1779 x -= vp->virtual_width / 2;
1780 y -= vp->virtual_height / 2;
1784 * Update the viewport position being displayed.
1785 * @param w %Window owning the viewport.
1787 void UpdateViewportPosition(Window *w)
1789 const ViewPort *vp = w->viewport;
1791 if (w->viewport->follow_vehicle != INVALID_VEHICLE) {
1792 const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
1793 Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
1795 w->viewport->scrollpos_x = pt.x;
1796 w->viewport->scrollpos_y = pt.y;
1797 SetViewportPosition(w, pt.x, pt.y);
1798 } else {
1799 /* Ensure the destination location is within the map */
1800 ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y);
1802 int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
1803 int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
1805 bool update_overlay = false;
1806 if (delta_x != 0 || delta_y != 0) {
1807 if (_settings_client.gui.smooth_scroll) {
1808 int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
1809 /* Not at our desired position yet... */
1810 w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
1811 w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll);
1812 } else {
1813 w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
1814 w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
1816 update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
1817 w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
1820 ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
1822 SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
1823 if (update_overlay) RebuildViewportOverlay(w);
1828 * Marks a viewport as dirty for repaint if it displays (a part of) the area the needs to be repainted.
1829 * @param vp The viewport to mark as dirty
1830 * @param left Left edge of area to repaint
1831 * @param top Top edge of area to repaint
1832 * @param right Right edge of area to repaint
1833 * @param bottom Bottom edge of area to repaint
1834 * @ingroup dirty
1836 static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom)
1838 /* Rounding wrt. zoom-out level */
1839 right += (1 << vp->zoom) - 1;
1840 bottom += (1 << vp->zoom) - 1;
1842 right -= vp->virtual_left;
1843 if (right <= 0) return;
1845 bottom -= vp->virtual_top;
1846 if (bottom <= 0) return;
1848 left = max(0, left - vp->virtual_left);
1850 if (left >= vp->virtual_width) return;
1852 top = max(0, top - vp->virtual_top);
1854 if (top >= vp->virtual_height) return;
1856 SetDirtyBlocks(
1857 UnScaleByZoomLower(left, vp->zoom) + vp->left,
1858 UnScaleByZoomLower(top, vp->zoom) + vp->top,
1859 UnScaleByZoom(right, vp->zoom) + vp->left + 1,
1860 UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
1865 * Mark all viewports that display an area as dirty (in need of repaint).
1866 * @param left Left edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
1867 * @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
1868 * @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
1869 * @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
1870 * @ingroup dirty
1872 void MarkAllViewportsDirty(int left, int top, int right, int bottom)
1874 Window *w;
1875 FOR_ALL_WINDOWS_FROM_BACK(w) {
1876 ViewPort *vp = w->viewport;
1877 if (vp != NULL) {
1878 assert(vp->width != 0);
1879 MarkViewportDirty(vp, left, top, right, bottom);
1884 void ConstrainAllViewportsZoom()
1886 Window *w;
1887 FOR_ALL_WINDOWS_FROM_FRONT(w) {
1888 if (w->viewport == NULL) continue;
1890 ZoomLevel zoom = static_cast<ZoomLevel>(Clamp(w->viewport->zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
1891 if (zoom != w->viewport->zoom) {
1892 while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w);
1893 while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w);
1899 * Mark a tile given by its index dirty for repaint.
1900 * @param tile The tile to mark dirty.
1901 * @param bridge_level_offset Height of bridge on tile to also mark dirty. (Height level relative to north corner.)
1902 * @ingroup dirty
1904 void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset)
1906 Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, TilePixelHeight(tile));
1907 MarkAllViewportsDirty(
1908 pt.x - MAX_TILE_EXTENT_LEFT,
1909 pt.y - MAX_TILE_EXTENT_TOP - ZOOM_LVL_BASE * TILE_HEIGHT * bridge_level_offset,
1910 pt.x + MAX_TILE_EXTENT_RIGHT,
1911 pt.y + MAX_TILE_EXTENT_BOTTOM);
1915 * Mark a (virtual) tile outside the map dirty for repaint.
1916 * @param x Tile X position.
1917 * @param y Tile Y position.
1918 * @ingroup dirty
1920 void MarkTileDirtyByTileOutsideMap(int x, int y)
1922 Point pt = RemapCoords(x * TILE_SIZE, y * TILE_SIZE, TilePixelHeightOutsideMap(x, y));
1923 MarkAllViewportsDirty(
1924 pt.x - MAX_TILE_EXTENT_LEFT,
1925 pt.y, // no buildings outside of map
1926 pt.x + MAX_TILE_EXTENT_RIGHT,
1927 pt.y + MAX_TILE_EXTENT_BOTTOM);
1931 * Marks the selected tiles as dirty.
1933 * This function marks the selected tiles as dirty for repaint
1935 * @ingroup dirty
1937 static void SetSelectionTilesDirty()
1939 int x_size = _thd.size.x;
1940 int y_size = _thd.size.y;
1942 if (!_thd.diagonal) { // Selecting in a straight rectangle (or a single square)
1943 int x_start = _thd.pos.x;
1944 int y_start = _thd.pos.y;
1946 if (_thd.outersize.x != 0) {
1947 x_size += _thd.outersize.x;
1948 x_start += _thd.offs.x;
1949 y_size += _thd.outersize.y;
1950 y_start += _thd.offs.y;
1953 x_size -= TILE_SIZE;
1954 y_size -= TILE_SIZE;
1956 assert(x_size >= 0);
1957 assert(y_size >= 0);
1959 int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
1960 int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
1962 x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
1963 y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
1965 /* make sure everything is multiple of TILE_SIZE */
1966 assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
1968 /* How it works:
1969 * Suppose we have to mark dirty rectangle of 3x4 tiles:
1971 * xxx
1972 * xxxxx
1973 * xxxxx
1974 * xxx
1976 * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
1977 * 1) x 2) x
1978 * xxx Oxx
1979 * Oxxxx xOxxx
1980 * xxxxx Oxxxx
1981 * xxx xxx
1982 * x x
1983 * And so forth...
1986 int top_x = x_end; // coordinates of top dirty tile
1987 int top_y = y_start;
1988 int bot_x = top_x; // coordinates of bottom dirty tile
1989 int bot_y = top_y;
1991 do {
1992 /* topmost dirty point */
1993 TileIndex top_tile = TileVirtXY(top_x, top_y);
1994 Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile));
1996 /* bottommost point */
1997 TileIndex bottom_tile = TileVirtXY(bot_x, bot_y);
1998 Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point
2000 /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
2001 * tile height/slope affects only the 'y' on-screen coordinate! */
2003 int l = top.x - TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of left side of the dirty rectangle
2004 int t = top.y; // 'y' coordinate of top side of the dirty rectangle
2005 int r = top.x + TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of right side of the dirty rectangle
2006 int b = bot.y; // 'y' coordinate of bottom side of the dirty rectangle
2008 static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area (in particular: terraforming)
2010 /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
2011 MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
2013 /* haven't we reached the topmost tile yet? */
2014 if (top_x != x_start) {
2015 top_x -= TILE_SIZE;
2016 } else {
2017 top_y += TILE_SIZE;
2020 /* the way the bottom tile changes is different when we reach the bottommost tile */
2021 if (bot_y != y_end) {
2022 bot_y += TILE_SIZE;
2023 } else {
2024 bot_x -= TILE_SIZE;
2026 } while (bot_x >= top_x);
2027 } else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
2028 /* a_size, b_size describe a rectangle with rotated coordinates */
2029 int a_size = x_size + y_size, b_size = x_size - y_size;
2031 int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
2032 int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
2034 for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
2035 for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
2036 uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
2037 uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
2039 if (x < MapMaxX() && y < MapMaxY()) {
2040 MarkTileDirtyByTile(TileXY(x, y));
2048 void SetSelectionRed(bool b)
2050 _thd.make_square_red = b;
2051 SetSelectionTilesDirty();
2055 * Test whether a sign is below the mouse
2056 * @param vp the clicked viewport
2057 * @param x X position of click
2058 * @param y Y position of click
2059 * @param sign the sign to check
2060 * @return true if the sign was hit
2062 static bool CheckClickOnViewportSign(const ViewPort *vp, int x, int y, const ViewportSign *sign)
2064 bool small = (vp->zoom >= ZOOM_LVL_OUT_16X);
2065 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
2066 int sign_height = ScaleByZoom(VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM, vp->zoom);
2068 x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
2069 y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
2071 return y >= sign->top && y < sign->top + sign_height &&
2072 x >= sign->center - sign_half_width && x < sign->center + sign_half_width;
2075 static bool CheckClickOnTown(const ViewPort *vp, int x, int y)
2077 if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES)) return false;
2079 const Town *t;
2080 FOR_ALL_TOWNS(t) {
2081 if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) {
2082 ShowTownViewWindow(t->index);
2083 return true;
2087 return false;
2090 static bool CheckClickOnStation(const ViewPort *vp, int x, int y)
2092 if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || IsInvisibilitySet(TO_SIGNS)) return false;
2094 const BaseStation *st;
2095 FOR_ALL_BASE_STATIONS(st) {
2096 /* Check whether the base station is a station or a waypoint */
2097 bool is_station = Station::IsExpected(st);
2099 /* Don't check if the display options are disabled */
2100 if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
2102 /* Don't check if competitor signs are not shown and the sign isn't owned by the local company */
2103 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != st->owner && st->owner != OWNER_NONE) continue;
2105 if (CheckClickOnViewportSign(vp, x, y, &st->sign)) {
2106 if (is_station) {
2107 ShowStationViewWindow(st->index);
2108 } else {
2109 ShowWaypointWindow(Waypoint::From(st));
2111 return true;
2115 return false;
2119 static bool CheckClickOnSign(const ViewPort *vp, int x, int y)
2121 /* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */
2122 if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _local_company == COMPANY_SPECTATOR) return false;
2124 const Sign *si;
2125 FOR_ALL_SIGNS(si) {
2126 /* If competitor signs are hidden, don't check signs that aren't owned by local company */
2127 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
2128 if (si->owner == OWNER_DEITY && _game_mode != GM_EDITOR) continue;
2130 if (CheckClickOnViewportSign(vp, x, y, &si->sign)) {
2131 HandleClickOnSign(si);
2132 return true;
2136 return false;
2140 static bool CheckClickOnLandscape(const ViewPort *vp, int x, int y)
2142 Point pt = TranslateXYToTileCoord(vp, x, y);
2144 if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
2145 return true;
2148 static void PlaceObject()
2150 Point pt;
2151 Window *w;
2153 pt = GetTileBelowCursor();
2154 if (pt.x == -1) return;
2156 if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) {
2157 pt.x += TILE_SIZE / 2;
2158 pt.y += TILE_SIZE / 2;
2161 _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
2162 _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
2164 w = _thd.GetCallbackWnd();
2165 if (w != NULL) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
2169 bool HandleViewportClicked(const ViewPort *vp, int x, int y)
2171 const Vehicle *v = CheckClickOnVehicle(vp, x, y);
2173 if (_thd.place_mode & HT_VEHICLE) {
2174 if (v != NULL && VehicleClicked(v)) return true;
2177 /* Vehicle placement mode already handled above. */
2178 if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
2179 PlaceObject();
2180 return true;
2183 if (CheckClickOnTown(vp, x, y)) return true;
2184 if (CheckClickOnStation(vp, x, y)) return true;
2185 if (CheckClickOnSign(vp, x, y)) return true;
2186 bool result = CheckClickOnLandscape(vp, x, y);
2188 if (v != NULL) {
2189 DEBUG(misc, 2, "Vehicle %d (index %d) at %p", v->unitnumber, v->index, v);
2190 if (IsCompanyBuildableVehicleType(v)) {
2191 v = v->First();
2192 if (_ctrl_pressed && v->owner == _local_company) {
2193 StartStopVehicle(v, true);
2194 } else {
2195 ShowVehicleViewWindow(v);
2198 return true;
2200 return result;
2203 void RebuildViewportOverlay(Window *w)
2205 if (w->viewport->overlay != NULL &&
2206 w->viewport->overlay->GetCompanyMask() != 0 &&
2207 w->viewport->overlay->GetCargoMask() != 0) {
2208 w->viewport->overlay->RebuildCache();
2209 w->SetDirty();
2214 * Scrolls the viewport in a window to a given location.
2215 * @param x Desired x location of the map to scroll to (world coordinate).
2216 * @param y Desired y location of the map to scroll to (world coordinate).
2217 * @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.
2218 * @param w %Window containing the viewport.
2219 * @param instant Jump to the location instead of slowly moving to it.
2220 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
2222 bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
2224 /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
2225 if (z == -1) {
2226 if ( x >= 0 && x <= (int)MapSizeX() * (int)TILE_SIZE - 1
2227 && y >= 0 && y <= (int)MapSizeY() * (int)TILE_SIZE - 1) {
2228 z = GetSlopePixelZ(x, y);
2229 } else {
2230 z = TileHeightOutsideMap(x / (int)TILE_SIZE, y / (int)TILE_SIZE);
2234 Point pt = MapXYZToViewport(w->viewport, x, y, z);
2235 w->viewport->follow_vehicle = INVALID_VEHICLE;
2237 if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false;
2239 if (instant) {
2240 w->viewport->scrollpos_x = pt.x;
2241 w->viewport->scrollpos_y = pt.y;
2242 RebuildViewportOverlay(w);
2245 w->viewport->dest_scrollpos_x = pt.x;
2246 w->viewport->dest_scrollpos_y = pt.y;
2247 return true;
2251 * Scrolls the viewport in a window to a given location.
2252 * @param tile Desired tile to center on.
2253 * @param w %Window containing the viewport.
2254 * @param instant Jump to the location instead of slowly moving to it.
2255 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
2257 bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant)
2259 return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant);
2263 * Scrolls the viewport of the main window to a given location.
2264 * @param tile Desired tile to center on.
2265 * @param instant Jump to the location instead of slowly moving to it.
2266 * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
2268 bool ScrollMainWindowToTile(TileIndex tile, bool instant)
2270 return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
2274 * Set a tile to display a red error square.
2275 * @param tile Tile that should show the red error square.
2277 void SetRedErrorSquare(TileIndex tile)
2279 TileIndex old;
2281 old = _thd.redsq;
2282 _thd.redsq = tile;
2284 if (tile != old) {
2285 if (tile != INVALID_TILE) MarkTileDirtyByTile(tile);
2286 if (old != INVALID_TILE) MarkTileDirtyByTile(old);
2291 * Highlight \a w by \a h tiles at the cursor.
2292 * @param w Width of the highlighted tiles rectangle.
2293 * @param h Height of the highlighted tiles rectangle.
2295 void SetTileSelectSize(int w, int h)
2297 _thd.new_size.x = w * TILE_SIZE;
2298 _thd.new_size.y = h * TILE_SIZE;
2299 _thd.new_outersize.x = 0;
2300 _thd.new_outersize.y = 0;
2303 void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
2305 _thd.offs.x = ox * TILE_SIZE;
2306 _thd.offs.y = oy * TILE_SIZE;
2307 _thd.new_outersize.x = sx * TILE_SIZE;
2308 _thd.new_outersize.y = sy * TILE_SIZE;
2311 /** returns the best autorail highlight type from map coordinates */
2312 static HighLightStyle GetAutorailHT(int x, int y)
2314 return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
2318 * Reset tile highlighting.
2320 void TileHighlightData::Reset()
2322 this->pos.x = 0;
2323 this->pos.y = 0;
2324 this->new_pos.x = 0;
2325 this->new_pos.y = 0;
2329 * Is the user dragging a 'diagonal rectangle'?
2330 * @return User is dragging a rotated rectangle.
2332 bool TileHighlightData::IsDraggingDiagonal()
2334 return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down;
2338 * Get the window that started the current highlighting.
2339 * @return The window that requested the current tile highlighting, or \c NULL if not available.
2341 Window *TileHighlightData::GetCallbackWnd()
2343 return FindWindowById(this->window_class, this->window_number);
2349 * Updates tile highlighting for all cases.
2350 * Uses _thd.selstart and _thd.selend and _thd.place_mode (set elsewhere) to determine _thd.pos and _thd.size
2351 * Also drawstyle is determined. Uses _thd.new.* as a buffer and calls SetSelectionTilesDirty() twice,
2352 * Once for the old and once for the new selection.
2353 * _thd is TileHighlightData, found in viewport.h
2355 void UpdateTileSelection()
2357 int x1;
2358 int y1;
2360 HighLightStyle new_drawstyle = HT_NONE;
2361 bool new_diagonal = false;
2363 if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) {
2364 x1 = _thd.selend.x;
2365 y1 = _thd.selend.y;
2366 if (x1 != -1) {
2367 int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
2368 int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
2369 x1 &= ~TILE_UNIT_MASK;
2370 y1 &= ~TILE_UNIT_MASK;
2372 if (_thd.IsDraggingDiagonal()) {
2373 new_diagonal = true;
2374 } else {
2375 if (x1 >= x2) Swap(x1, x2);
2376 if (y1 >= y2) Swap(y1, y2);
2378 _thd.new_pos.x = x1;
2379 _thd.new_pos.y = y1;
2380 _thd.new_size.x = x2 - x1;
2381 _thd.new_size.y = y2 - y1;
2382 if (!new_diagonal) {
2383 _thd.new_size.x += TILE_SIZE;
2384 _thd.new_size.y += TILE_SIZE;
2386 new_drawstyle = _thd.next_drawstyle;
2388 } else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
2389 Point pt = GetTileBelowCursor();
2390 x1 = pt.x;
2391 y1 = pt.y;
2392 if (x1 != -1) {
2393 switch (_thd.place_mode & HT_DRAG_MASK) {
2394 case HT_RECT:
2395 new_drawstyle = HT_RECT;
2396 break;
2397 case HT_POINT:
2398 new_drawstyle = HT_POINT;
2399 x1 += TILE_SIZE / 2;
2400 y1 += TILE_SIZE / 2;
2401 break;
2402 case HT_RAIL:
2403 /* Draw one highlighted tile in any direction */
2404 new_drawstyle = GetAutorailHT(pt.x, pt.y);
2405 break;
2406 case HT_LINE:
2407 switch (_thd.place_mode & HT_DIR_MASK) {
2408 case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break;
2409 case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break;
2411 case HT_DIR_HU:
2412 case HT_DIR_HL:
2413 new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
2414 break;
2416 case HT_DIR_VL:
2417 case HT_DIR_VR:
2418 new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
2419 break;
2421 default: NOT_REACHED();
2423 _thd.selstart.x = x1 & ~TILE_UNIT_MASK;
2424 _thd.selstart.y = y1 & ~TILE_UNIT_MASK;
2425 break;
2426 default:
2427 NOT_REACHED();
2428 break;
2430 _thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
2431 _thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
2435 /* redraw selection */
2436 if (_thd.drawstyle != new_drawstyle ||
2437 _thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
2438 _thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
2439 _thd.outersize.x != _thd.new_outersize.x ||
2440 _thd.outersize.y != _thd.new_outersize.y ||
2441 _thd.diagonal != new_diagonal) {
2442 /* Clear the old tile selection? */
2443 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
2445 _thd.drawstyle = new_drawstyle;
2446 _thd.pos = _thd.new_pos;
2447 _thd.size = _thd.new_size;
2448 _thd.outersize = _thd.new_outersize;
2449 _thd.diagonal = new_diagonal;
2450 _thd.dirty = 0xff;
2452 /* Draw the new tile selection? */
2453 if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
2458 * Displays the measurement tooltips when selecting multiple tiles
2459 * @param str String to be displayed
2460 * @param paramcount number of params to deal with
2461 * @param params (optional) up to 5 pieces of additional information that may be added to a tooltip
2462 * @param close_cond Condition for closing this tooltip.
2464 static inline void ShowMeasurementTooltips(StringID str, uint paramcount, const uint64 params[], TooltipCloseCondition close_cond = TCC_LEFT_CLICK)
2466 if (!_settings_client.gui.measure_tooltip) return;
2467 GuiShowTooltips(_thd.GetCallbackWnd(), str, paramcount, params, close_cond);
2470 /** highlighting tiles while only going over them with the mouse */
2471 void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process)
2473 _thd.select_method = method;
2474 _thd.select_proc = process;
2475 _thd.selend.x = TileX(tile) * TILE_SIZE;
2476 _thd.selstart.x = TileX(tile) * TILE_SIZE;
2477 _thd.selend.y = TileY(tile) * TILE_SIZE;
2478 _thd.selstart.y = TileY(tile) * TILE_SIZE;
2480 /* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
2481 * In effect, placement starts from the centre of a tile
2483 if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
2484 _thd.selend.x += TILE_SIZE / 2;
2485 _thd.selend.y += TILE_SIZE / 2;
2486 _thd.selstart.x += TILE_SIZE / 2;
2487 _thd.selstart.y += TILE_SIZE / 2;
2490 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
2491 if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) {
2492 _thd.place_mode = HT_SPECIAL | others;
2493 _thd.next_drawstyle = HT_RECT | others;
2494 } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
2495 _thd.place_mode = HT_SPECIAL | others;
2496 _thd.next_drawstyle = _thd.drawstyle | others;
2497 } else {
2498 _thd.place_mode = HT_SPECIAL | others;
2499 _thd.next_drawstyle = HT_POINT | others;
2501 _special_mouse_mode = WSM_SIZING;
2504 void VpSetPlaceSizingLimit(int limit)
2506 _thd.sizelimit = limit;
2510 * Highlights all tiles between a set of two tiles. Used in dock and tunnel placement
2511 * @param from TileIndex of the first tile to highlight
2512 * @param to TileIndex of the last tile to highlight
2514 void VpSetPresizeRange(TileIndex from, TileIndex to)
2516 uint64 distance = DistanceManhattan(from, to) + 1;
2518 _thd.selend.x = TileX(to) * TILE_SIZE;
2519 _thd.selend.y = TileY(to) * TILE_SIZE;
2520 _thd.selstart.x = TileX(from) * TILE_SIZE;
2521 _thd.selstart.y = TileY(from) * TILE_SIZE;
2522 _thd.next_drawstyle = HT_RECT;
2524 /* show measurement only if there is any length to speak of */
2525 if (distance > 1) ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1, &distance, TCC_HOVER);
2528 static void VpStartPreSizing()
2530 _thd.selend.x = -1;
2531 _special_mouse_mode = WSM_PRESIZE;
2535 * returns information about the 2x1 piece to be build.
2536 * The lower bits (0-3) are the track type.
2538 static HighLightStyle Check2x1AutoRail(int mode)
2540 int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
2541 int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
2542 int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
2543 int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
2545 switch (mode) {
2546 default: NOT_REACHED();
2547 case 0: // end piece is lower right
2548 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
2549 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
2550 return HT_DIR_Y;
2552 case 1:
2553 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
2554 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
2555 return HT_DIR_Y;
2557 case 2:
2558 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
2559 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
2560 return HT_DIR_X;
2562 case 3:
2563 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
2564 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
2565 return HT_DIR_X;
2570 * Check if the direction of start and end tile should be swapped based on
2571 * the dragging-style. Default directions are:
2572 * in the case of a line (HT_RAIL, HT_LINE): DIR_NE, DIR_NW, DIR_N, DIR_E
2573 * in the case of a rect (HT_RECT, HT_POINT): DIR_S, DIR_E
2574 * For example dragging a rectangle area from south to north should be swapped to
2575 * north-south (DIR_S) to obtain the same results with less code. This is what
2576 * the return value signifies.
2577 * @param style HighLightStyle dragging style
2578 * @param start_tile start tile of drag
2579 * @param end_tile end tile of drag
2580 * @return boolean value which when true means start/end should be swapped
2582 static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
2584 uint start_x = TileX(start_tile);
2585 uint start_y = TileY(start_tile);
2586 uint end_x = TileX(end_tile);
2587 uint end_y = TileY(end_tile);
2589 switch (style & HT_DRAG_MASK) {
2590 case HT_RAIL:
2591 case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
2593 case HT_RECT:
2594 case HT_POINT: return (end_x != start_x && end_y < start_y);
2595 default: NOT_REACHED();
2598 return false;
2602 * Calculates height difference between one tile and another.
2603 * Multiplies the result to suit the standard given by #TILE_HEIGHT_STEP.
2605 * To correctly get the height difference we need the direction we are dragging
2606 * in, as well as with what kind of tool we are dragging. For example a horizontal
2607 * autorail tool that starts in bottom and ends at the top of a tile will need the
2608 * maximum of SW, S and SE, N corners respectively. This is handled by the lookup table below
2609 * See #_tileoffs_by_dir in map.cpp for the direction enums if you can't figure out the values yourself.
2610 * @param style Highlighting style of the drag. This includes direction and style (autorail, rect, etc.)
2611 * @param distance Number of tiles dragged, important for horizontal/vertical drags, ignored for others.
2612 * @param start_tile Start tile of the drag operation.
2613 * @param end_tile End tile of the drag operation.
2614 * @return Height difference between two tiles. The tile measurement tool utilizes this value in its tooltip.
2616 static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
2618 bool swap = SwapDirection(style, start_tile, end_tile);
2619 uint h0, h1; // Start height and end height.
2621 if (start_tile == end_tile) return 0;
2622 if (swap) Swap(start_tile, end_tile);
2624 switch (style & HT_DRAG_MASK) {
2625 case HT_RECT: {
2626 static const TileIndexDiffC heightdiff_area_by_dir[] = {
2627 /* Start */ {1, 0}, /* Dragging east */ {0, 0}, // Dragging south
2628 /* End */ {0, 1}, /* Dragging east */ {1, 1} // Dragging south
2631 /* In the case of an area we can determine whether we were dragging south or
2632 * east by checking the X-coordinates of the tiles */
2633 byte style_t = (byte)(TileX(end_tile) > TileX(start_tile));
2634 start_tile = TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_area_by_dir[style_t]));
2635 end_tile = TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_area_by_dir[2 + style_t]));
2637 FALLTHROUGH;
2639 case HT_POINT:
2640 h0 = TileHeight(start_tile);
2641 h1 = TileHeight(end_tile);
2642 break;
2643 default: { // All other types, this is mostly only line/autorail
2644 static const HighLightStyle flip_style_direction[] = {
2645 HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL
2647 static const TileIndexDiffC heightdiff_line_by_dir[] = {
2648 /* Start */ {1, 0}, {1, 1}, /* HT_DIR_X */ {0, 1}, {1, 1}, // HT_DIR_Y
2649 /* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, // HT_DIR_HL
2650 /* Start */ {1, 0}, {1, 1}, /* HT_DIR_VL */ {0, 1}, {1, 1}, // HT_DIR_VR
2652 /* Start */ {0, 1}, {0, 0}, /* HT_DIR_X */ {1, 0}, {0, 0}, // HT_DIR_Y
2653 /* End */ {0, 1}, {0, 0}, /* HT_DIR_HU */ {1, 1}, {0, 1}, // HT_DIR_HL
2654 /* End */ {1, 0}, {0, 0}, /* HT_DIR_VL */ {0, 0}, {0, 1}, // HT_DIR_VR
2657 distance %= 2; // we're only interested if the distance is even or uneven
2658 style &= HT_DIR_MASK;
2660 /* To handle autorail, we do some magic to be able to use a lookup table.
2661 * Firstly if we drag the other way around, we switch start&end, and if needed
2662 * also flip the drag-position. Eg if it was on the left, and the distance is even
2663 * that means the end, which is now the start is on the right */
2664 if (swap && distance == 0) style = flip_style_direction[style];
2666 /* Use lookup table for start-tile based on HighLightStyle direction */
2667 byte style_t = style * 2;
2668 assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
2669 h0 = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t])));
2670 uint ht = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t + 1])));
2671 h0 = max(h0, ht);
2673 /* Use lookup table for end-tile based on HighLightStyle direction
2674 * flip around side (lower/upper, left/right) based on distance */
2675 if (distance == 0) style_t = flip_style_direction[style] * 2;
2676 assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
2677 h1 = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t])));
2678 ht = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t + 1])));
2679 h1 = max(h1, ht);
2680 break;
2684 if (swap) Swap(h0, h1);
2685 return (int)(h1 - h0) * TILE_HEIGHT_STEP;
2688 static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
2691 * Check for underflowing the map.
2692 * @param test the variable to test for underflowing
2693 * @param other the other variable to update to keep the line
2694 * @param mult the constant to multiply the difference by for \c other
2696 static void CheckUnderflow(int &test, int &other, int mult)
2698 if (test >= 0) return;
2700 other += mult * test;
2701 test = 0;
2705 * Check for overflowing the map.
2706 * @param test the variable to test for overflowing
2707 * @param other the other variable to update to keep the line
2708 * @param max the maximum value for the \c test variable
2709 * @param mult the constant to multiply the difference by for \c other
2711 static void CheckOverflow(int &test, int &other, int max, int mult)
2713 if (test <= max) return;
2715 other += mult * (test - max);
2716 test = max;
2719 /** while dragging */
2720 static void CalcRaildirsDrawstyle(int x, int y, int method)
2722 HighLightStyle b;
2724 int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK);
2725 int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK);
2726 uint w = abs(dx) + TILE_SIZE;
2727 uint h = abs(dy) + TILE_SIZE;
2729 if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
2730 /* We 'force' a selection direction; first four rail buttons. */
2731 method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
2732 int raw_dx = _thd.selstart.x - _thd.selend.x;
2733 int raw_dy = _thd.selstart.y - _thd.selend.y;
2734 switch (method) {
2735 case VPM_FIX_X:
2736 b = HT_LINE | HT_DIR_Y;
2737 x = _thd.selstart.x;
2738 break;
2740 case VPM_FIX_Y:
2741 b = HT_LINE | HT_DIR_X;
2742 y = _thd.selstart.y;
2743 break;
2745 case VPM_FIX_HORIZONTAL:
2746 if (dx == -dy) {
2747 /* We are on a straight horizontal line. Determine the 'rail'
2748 * to build based the sub tile location. */
2749 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
2750 } else {
2751 /* We are not on a straight line. Determine the rail to build
2752 * based on whether we are above or below it. */
2753 b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
2755 /* Calculate where a horizontal line through the start point and
2756 * a vertical line from the selected end point intersect and
2757 * use that point as the end point. */
2758 int offset = (raw_dx - raw_dy) / 2;
2759 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
2760 y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK);
2762 /* 'Build' the last half rail tile if needed */
2763 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
2764 if (dx + dy >= (int)TILE_SIZE) {
2765 x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
2766 } else {
2767 y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
2771 /* Make sure we do not overflow the map! */
2772 CheckUnderflow(x, y, 1);
2773 CheckUnderflow(y, x, 1);
2774 CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, 1);
2775 CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, 1);
2776 assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
2778 break;
2780 case VPM_FIX_VERTICAL:
2781 if (dx == dy) {
2782 /* We are on a straight vertical line. Determine the 'rail'
2783 * to build based the sub tile location. */
2784 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
2785 } else {
2786 /* We are not on a straight line. Determine the rail to build
2787 * based on whether we are left or right from it. */
2788 b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
2790 /* Calculate where a vertical line through the start point and
2791 * a horizontal line from the selected end point intersect and
2792 * use that point as the end point. */
2793 int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2;
2794 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
2795 y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK);
2797 /* 'Build' the last half rail tile if needed */
2798 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
2799 if (dx - dy < 0) {
2800 y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
2801 } else {
2802 x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
2806 /* Make sure we do not overflow the map! */
2807 CheckUnderflow(x, y, -1);
2808 CheckUnderflow(y, x, -1);
2809 CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, -1);
2810 CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, -1);
2811 assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
2813 break;
2815 default:
2816 NOT_REACHED();
2818 } else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
2819 if (method & VPM_RAILDIRS) {
2820 b = GetAutorailHT(x, y);
2821 } else { // rect for autosignals on one tile
2822 b = HT_RECT;
2824 } else if (h == TILE_SIZE) { // Is this in X direction?
2825 if (dx == (int)TILE_SIZE) { // 2x1 special handling
2826 b = (Check2x1AutoRail(3)) | HT_LINE;
2827 } else if (dx == -(int)TILE_SIZE) {
2828 b = (Check2x1AutoRail(2)) | HT_LINE;
2829 } else {
2830 b = HT_LINE | HT_DIR_X;
2832 y = _thd.selstart.y;
2833 } else if (w == TILE_SIZE) { // Or Y direction?
2834 if (dy == (int)TILE_SIZE) { // 2x1 special handling
2835 b = (Check2x1AutoRail(1)) | HT_LINE;
2836 } else if (dy == -(int)TILE_SIZE) { // 2x1 other direction
2837 b = (Check2x1AutoRail(0)) | HT_LINE;
2838 } else {
2839 b = HT_LINE | HT_DIR_Y;
2841 x = _thd.selstart.x;
2842 } else if (w > h * 2) { // still count as x dir?
2843 b = HT_LINE | HT_DIR_X;
2844 y = _thd.selstart.y;
2845 } else if (h > w * 2) { // still count as y dir?
2846 b = HT_LINE | HT_DIR_Y;
2847 x = _thd.selstart.x;
2848 } else { // complicated direction
2849 int d = w - h;
2850 _thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK;
2851 _thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK;
2853 /* four cases. */
2854 if (x > _thd.selstart.x) {
2855 if (y > _thd.selstart.y) {
2856 /* south */
2857 if (d == 0) {
2858 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
2859 } else if (d >= 0) {
2860 x = _thd.selstart.x + h;
2861 b = HT_LINE | HT_DIR_VL;
2862 } else {
2863 y = _thd.selstart.y + w;
2864 b = HT_LINE | HT_DIR_VR;
2866 } else {
2867 /* west */
2868 if (d == 0) {
2869 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
2870 } else if (d >= 0) {
2871 x = _thd.selstart.x + h;
2872 b = HT_LINE | HT_DIR_HL;
2873 } else {
2874 y = _thd.selstart.y - w;
2875 b = HT_LINE | HT_DIR_HU;
2878 } else {
2879 if (y > _thd.selstart.y) {
2880 /* east */
2881 if (d == 0) {
2882 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
2883 } else if (d >= 0) {
2884 x = _thd.selstart.x - h;
2885 b = HT_LINE | HT_DIR_HU;
2886 } else {
2887 y = _thd.selstart.y + w;
2888 b = HT_LINE | HT_DIR_HL;
2890 } else {
2891 /* north */
2892 if (d == 0) {
2893 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
2894 } else if (d >= 0) {
2895 x = _thd.selstart.x - h;
2896 b = HT_LINE | HT_DIR_VR;
2897 } else {
2898 y = _thd.selstart.y - w;
2899 b = HT_LINE | HT_DIR_VL;
2905 if (_settings_client.gui.measure_tooltip) {
2906 TileIndex t0 = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
2907 TileIndex t1 = TileVirtXY(x, y);
2908 uint distance = DistanceManhattan(t0, t1) + 1;
2909 byte index = 0;
2910 uint64 params[2];
2912 if (distance != 1) {
2913 int heightdiff = CalcHeightdiff(b, distance, t0, t1);
2914 /* If we are showing a tooltip for horizontal or vertical drags,
2915 * 2 tiles have a length of 1. To bias towards the ceiling we add
2916 * one before division. It feels more natural to count 3 lengths as 2 */
2917 if ((b & HT_DIR_MASK) != HT_DIR_X && (b & HT_DIR_MASK) != HT_DIR_Y) {
2918 distance = CeilDiv(distance, 2);
2921 params[index++] = distance;
2922 if (heightdiff != 0) params[index++] = heightdiff;
2925 ShowMeasurementTooltips(measure_strings_length[index], index, params);
2928 _thd.selend.x = x;
2929 _thd.selend.y = y;
2930 _thd.next_drawstyle = b;
2934 * Selects tiles while dragging
2935 * @param x X coordinate of end of selection
2936 * @param y Y coordinate of end of selection
2937 * @param method modifies the way tiles are selected. Possible
2938 * methods are VPM_* in viewport.h
2940 void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
2942 int sx, sy;
2943 HighLightStyle style;
2945 if (x == -1) {
2946 _thd.selend.x = -1;
2947 return;
2950 /* Special handling of drag in any (8-way) direction */
2951 if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
2952 _thd.selend.x = x;
2953 _thd.selend.y = y;
2954 CalcRaildirsDrawstyle(x, y, method);
2955 return;
2958 /* Needed so level-land is placed correctly */
2959 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) {
2960 x += TILE_SIZE / 2;
2961 y += TILE_SIZE / 2;
2964 sx = _thd.selstart.x;
2965 sy = _thd.selstart.y;
2967 int limit = 0;
2969 switch (method) {
2970 case VPM_X_OR_Y: // drag in X or Y direction
2971 if (abs(sy - y) < abs(sx - x)) {
2972 y = sy;
2973 style = HT_DIR_X;
2974 } else {
2975 x = sx;
2976 style = HT_DIR_Y;
2978 goto calc_heightdiff_single_direction;
2980 case VPM_X_LIMITED: // Drag in X direction (limited size).
2981 limit = (_thd.sizelimit - 1) * TILE_SIZE;
2982 FALLTHROUGH;
2984 case VPM_FIX_X: // drag in Y direction
2985 x = sx;
2986 style = HT_DIR_Y;
2987 goto calc_heightdiff_single_direction;
2989 case VPM_Y_LIMITED: // Drag in Y direction (limited size).
2990 limit = (_thd.sizelimit - 1) * TILE_SIZE;
2991 FALLTHROUGH;
2993 case VPM_FIX_Y: // drag in X direction
2994 y = sy;
2995 style = HT_DIR_X;
2997 calc_heightdiff_single_direction:;
2998 if (limit > 0) {
2999 x = sx + Clamp(x - sx, -limit, limit);
3000 y = sy + Clamp(y - sy, -limit, limit);
3002 if (_settings_client.gui.measure_tooltip) {
3003 TileIndex t0 = TileVirtXY(sx, sy);
3004 TileIndex t1 = TileVirtXY(x, y);
3005 uint distance = DistanceManhattan(t0, t1) + 1;
3006 byte index = 0;
3007 uint64 params[2];
3009 if (distance != 1) {
3010 /* With current code passing a HT_LINE style to calculate the height
3011 * difference is enough. However if/when a point-tool is created
3012 * with this method, function should be called with new_style (below)
3013 * instead of HT_LINE | style case HT_POINT is handled specially
3014 * new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
3015 int heightdiff = CalcHeightdiff(HT_LINE | style, 0, t0, t1);
3017 params[index++] = distance;
3018 if (heightdiff != 0) params[index++] = heightdiff;
3021 ShowMeasurementTooltips(measure_strings_length[index], index, params);
3023 break;
3025 case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area.
3026 limit = (_thd.sizelimit - 1) * TILE_SIZE;
3027 x = sx + Clamp(x - sx, -limit, limit);
3028 y = sy + Clamp(y - sy, -limit, limit);
3029 FALLTHROUGH;
3031 case VPM_X_AND_Y: // drag an X by Y area
3032 if (_settings_client.gui.measure_tooltip) {
3033 static const StringID measure_strings_area[] = {
3034 STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
3037 TileIndex t0 = TileVirtXY(sx, sy);
3038 TileIndex t1 = TileVirtXY(x, y);
3039 uint dx = Delta(TileX(t0), TileX(t1)) + 1;
3040 uint dy = Delta(TileY(t0), TileY(t1)) + 1;
3041 byte index = 0;
3042 uint64 params[3];
3044 /* If dragging an area (eg dynamite tool) and it is actually a single
3045 * row/column, change the type to 'line' to get proper calculation for height */
3046 style = (HighLightStyle)_thd.next_drawstyle;
3047 if (_thd.IsDraggingDiagonal()) {
3048 /* Determine the "area" of the diagonal dragged selection.
3049 * We assume the area is the number of tiles along the X
3050 * edge and the number of tiles along the Y edge. However,
3051 * multiplying these two numbers does not give the exact
3052 * number of tiles; basically we are counting the black
3053 * squares on a chess board and ignore the white ones to
3054 * make the tile counts at the edges match up. There is no
3055 * other way to make a proper count though.
3057 * First convert to the rotated coordinate system. */
3058 int dist_x = TileX(t0) - TileX(t1);
3059 int dist_y = TileY(t0) - TileY(t1);
3060 int a_max = dist_x + dist_y;
3061 int b_max = dist_y - dist_x;
3063 /* Now determine the size along the edge, but due to the
3064 * chess board principle this counts double. */
3065 a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2;
3066 b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2;
3068 /* We get a 1x1 on normal 2x1 rectangles, due to it being
3069 * a seen as two sides. As the result for actual building
3070 * will be the same as non-diagonal dragging revert to that
3071 * behaviour to give it a more normally looking size. */
3072 if (a_max != 1 || b_max != 1) {
3073 dx = a_max;
3074 dy = b_max;
3076 } else if (style & HT_RECT) {
3077 if (dx == 1) {
3078 style = HT_LINE | HT_DIR_Y;
3079 } else if (dy == 1) {
3080 style = HT_LINE | HT_DIR_X;
3084 if (dx != 1 || dy != 1) {
3085 int heightdiff = CalcHeightdiff(style, 0, t0, t1);
3087 params[index++] = dx - (style & HT_POINT ? 1 : 0);
3088 params[index++] = dy - (style & HT_POINT ? 1 : 0);
3089 if (heightdiff != 0) params[index++] = heightdiff;
3092 ShowMeasurementTooltips(measure_strings_area[index], index, params);
3094 break;
3096 default: NOT_REACHED();
3099 _thd.selend.x = x;
3100 _thd.selend.y = y;
3104 * Handle the mouse while dragging for placement/resizing.
3105 * @return State of handling the event.
3107 EventState VpHandlePlaceSizingDrag()
3109 if (_special_mouse_mode != WSM_SIZING) return ES_NOT_HANDLED;
3111 /* stop drag mode if the window has been closed */
3112 Window *w = _thd.GetCallbackWnd();
3113 if (w == NULL) {
3114 ResetObjectToPlace();
3115 return ES_HANDLED;
3118 /* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
3119 if (_left_button_down) {
3120 w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
3121 return ES_HANDLED;
3124 /* mouse button released..
3125 * keep the selected tool, but reset it to the original mode. */
3126 _special_mouse_mode = WSM_NONE;
3127 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
3128 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
3129 _thd.place_mode = HT_RECT | others;
3130 } else if (_thd.select_method & VPM_SIGNALDIRS) {
3131 _thd.place_mode = HT_RECT | others;
3132 } else if (_thd.select_method & VPM_RAILDIRS) {
3133 _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : (HT_RAIL | others);
3134 } else {
3135 _thd.place_mode = HT_POINT | others;
3137 SetTileSelectSize(1, 1);
3139 w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
3141 return ES_HANDLED;
3145 * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
3146 * @param icon New shape of the mouse cursor.
3147 * @param pal Palette to use.
3148 * @param mode Mode to perform.
3149 * @param w %Window requesting the mode change.
3151 void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
3153 SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
3156 #include "table/animcursors.h"
3159 * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc.
3160 * @param icon New shape of the mouse cursor.
3161 * @param pal Palette to use.
3162 * @param mode Mode to perform.
3163 * @param window_class %Window class of the window requesting the mode change.
3164 * @param window_num Number of the window in its class requesting the mode change.
3166 void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
3168 if (_thd.window_class != WC_INVALID) {
3169 /* Undo clicking on button and drag & drop */
3170 Window *w = _thd.GetCallbackWnd();
3171 /* Call the abort function, but set the window class to something
3172 * that will never be used to avoid infinite loops. Setting it to
3173 * the 'next' window class must not be done because recursion into
3174 * this function might in some cases reset the newly set object to
3175 * place or not properly reset the original selection. */
3176 _thd.window_class = WC_INVALID;
3177 if (w != NULL) w->OnPlaceObjectAbort();
3180 /* Mark the old selection dirty, in case the selection shape or colour changes */
3181 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
3183 SetTileSelectSize(1, 1);
3185 _thd.make_square_red = false;
3187 if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
3188 mode = HT_NONE;
3189 _special_mouse_mode = WSM_DRAGDROP;
3190 } else {
3191 _special_mouse_mode = WSM_NONE;
3194 _thd.place_mode = mode;
3195 _thd.window_class = window_class;
3196 _thd.window_number = window_num;
3198 if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode
3199 VpStartPreSizing();
3202 if ((icon & ANIMCURSOR_FLAG) != 0) {
3203 SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
3204 } else {
3205 SetMouseCursor(icon, pal);
3210 /** Reset the cursor and mouse mode handling back to default (normal cursor, only clicking in windows). */
3211 void ResetObjectToPlace()
3213 SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
3216 Point GetViewportStationMiddle(const ViewPort *vp, const Station *st)
3218 int x = TileX(st->xy) * TILE_SIZE;
3219 int y = TileY(st->xy) * TILE_SIZE;
3220 int z = GetSlopePixelZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1));
3222 Point p = RemapCoords(x, y, z);
3223 p.x = UnScaleByZoom(p.x - vp->virtual_left, vp->zoom) + vp->left;
3224 p.y = UnScaleByZoom(p.y - vp->virtual_top, vp->zoom) + vp->top;
3225 return p;
3228 /** Helper class for getting the best sprite sorter. */
3229 struct ViewportSSCSS {
3230 VpSorterChecker fct_checker; ///< The check function.
3231 VpSpriteSorter fct_sorter; ///< The sorting function.
3234 /** List of sorters ordered from best to worst. */
3235 static ViewportSSCSS _vp_sprite_sorters[] = {
3236 #ifdef WITH_SSE
3237 { &ViewportSortParentSpritesSSE41Checker, &ViewportSortParentSpritesSSE41 },
3238 #endif
3239 { &ViewportSortParentSpritesChecker, &ViewportSortParentSprites }
3242 /** Choose the "best" sprite sorter and set _vp_sprite_sorter. */
3243 void InitializeSpriteSorter()
3245 for (uint i = 0; i < lengthof(_vp_sprite_sorters); i++) {
3246 if (_vp_sprite_sorters[i].fct_checker()) {
3247 _vp_sprite_sorter = _vp_sprite_sorters[i].fct_sorter;
3248 break;
3251 assert(_vp_sprite_sorter != NULL);