OpenTTD: src/viewport.cpp Source File

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viewport.cpp
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1 /* $Id: viewport.cpp 27020 2014-10-15 18:31:37Z rubidium $ */
2
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 */
9
71 #include "stdafx.h"
72 #include "landscape.h"
73 #include "viewport_func.h"
74 #include "station_base.h"
75 #include "waypoint_base.h"
76 #include "town.h"
77 #include "signs_base.h"
78 #include "signs_func.h"
79 #include "vehicle_base.h"
80 #include "vehicle_gui.h"
81 #include "blitter/factory.hpp"
82 #include "strings_func.h"
83 #include "zoom_func.h"
84 #include "vehicle_func.h"
85 #include "company_func.h"
86 #include "waypoint_func.h"
87 #include "window_func.h"
88 #include "tilehighlight_func.h"
89 #include "window_gui.h"
90 #include "linkgraph/linkgraph_gui.h"
91 #include "viewport_sprite_sorter.h"
92 #include "bridge_map.h"
93
94 #include <map>
95
96 #include "table/strings.h"
97 #include "table/palettes.h"
98
99 #include "safeguards.h"
100
101 Point _tile_fract_coords;
102
103 struct StringSpriteToDraw {
104 StringID string;
105 Colours colour;
106 int32 x;
107 int32 y;
108 uint64 params[2];
109 uint16 width;
110 };
111
112 struct TileSpriteToDraw {
113 SpriteID image;
114 PaletteID pal;
115 const SubSprite *sub;
116 int32 x;
117 int32 y;
118 };
119
120 struct ChildScreenSpriteToDraw {
121 SpriteID image;
122 PaletteID pal;
123 const SubSprite *sub;
124 int32 x;
125 int32 y;
126 int next;
127 };
128
130 enum FoundationPart {
131 FOUNDATION_PART_NONE = 0xFF,
132 FOUNDATION_PART_NORMAL = 0,
133 FOUNDATION_PART_HALFTILE = 1,
134 FOUNDATION_PART_END
135 };
136
141 enum SpriteCombineMode {
142 SPRITE_COMBINE_NONE,
143 SPRITE_COMBINE_PENDING,
144 SPRITE_COMBINE_ACTIVE,
145 };
146
147 typedef SmallVector<TileSpriteToDraw, 64> TileSpriteToDrawVector;
148 typedef SmallVector<StringSpriteToDraw, 4> StringSpriteToDrawVector;
149 typedef SmallVector<ParentSpriteToDraw, 64> ParentSpriteToDrawVector;
150 typedef SmallVector<ChildScreenSpriteToDraw, 16> ChildScreenSpriteToDrawVector;
151
153 struct ViewportDrawer {
154 DrawPixelInfo dpi;
155
156 StringSpriteToDrawVector string_sprites_to_draw;
157 TileSpriteToDrawVector tile_sprites_to_draw;
158 ParentSpriteToDrawVector parent_sprites_to_draw;
159 ParentSpriteToSortVector parent_sprites_to_sort;
160 ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
161
162 int *last_child;
163
164 SpriteCombineMode combine_sprites;
165
166 int foundation[FOUNDATION_PART_END];
167 FoundationPart foundation_part;
168 int *last_foundation_child[FOUNDATION_PART_END];
169 Point foundation_offset[FOUNDATION_PART_END];
170 };
171
172 static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom);
173
174 static ViewportDrawer _vd;
175
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;
182
183 static Point MapXYZToViewport(const ViewPort *vp, int x, int y, int z)
184 {
185 Point p = RemapCoords(x, y, z);
186 p.x -= vp->virtual_width / 2;
187 p.y -= vp->virtual_height / 2;
188 return p;
189 }
190
191 void DeleteWindowViewport(Window *w)
192 {
193 if (w->viewport == NULL) return;
194
195 delete w->viewport->overlay;
196 free(w->viewport);
197 w->viewport = NULL;
198 }
199
212 void InitializeWindowViewport(Window *w, int x, int y,
213 int width, int height, uint32 follow_flags, ZoomLevel zoom)
214 {
215 assert(w->viewport == NULL);
216
217 ViewportData *vp = CallocT<ViewportData>(1);
218
219 vp->left = x + w->left;
220 vp->top = y + w->top;
221 vp->width = width;
222 vp->height = height;
223
224 vp->zoom = static_cast<ZoomLevel>(Clamp(zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
225
226 vp->virtual_width = ScaleByZoom(width, zoom);
227 vp->virtual_height = ScaleByZoom(height, zoom);
228
229 Point pt;
230
231 if (follow_flags & 0x80000000) {
232 const Vehicle *veh;
233
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;
240
241 vp->follow_vehicle = INVALID_VEHICLE;
242 pt = MapXYZToViewport(vp, x, y, GetSlopePixelZ(x, y));
243 }
244
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;
249
250 vp->overlay = NULL;
251
252 w->viewport = vp;
253 vp->virtual_left = 0; // pt.x;
254 vp->virtual_top = 0; // pt.y;
255 }
256
257 static Point _vp_move_offs;
258
259 static void DoSetViewportPosition(const Window *w, int left, int top, int width, int height)
260 {
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) {
266
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;
271 }
272
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;
277 }
278
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;
283 }
284
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;
289 }
290
291 return;
292 }
293 }
294
295 {
296 int xo = _vp_move_offs.x;
297 int yo = _vp_move_offs.y;
298
299 if (abs(xo) >= width || abs(yo) >= height) {
300 /* fully_outside */
301 RedrawScreenRect(left, top, left + width, top + height);
302 return;
303 }
304
305 GfxScroll(left, top, width, height, xo, yo);
306
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;
314 }
315
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);
320 }
321 }
322 }
323
324 static void SetViewportPosition(Window *w, int x, int y)
325 {
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;
331
332 vp->virtual_left = x;
333 vp->virtual_top = y;
334
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)
337 */
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);
342
343 old_left -= x;
344 old_top -= y;
345
346 if (old_top == 0 && old_left == 0) return;
347
348 _vp_move_offs.x = old_left;
349 _vp_move_offs.y = old_top;
350
351 left = vp->left;
352 top = vp->top;
353 width = vp->width;
354 height = vp->height;
355
356 if (left < 0) {
357 width += left;
358 left = 0;
359 }
360
361 i = left + width - _screen.width;
362 if (i >= 0) width -= i;
363
364 if (width > 0) {
365 if (top < 0) {
366 height += top;
367 top = 0;
368 }
369
370 i = top + height - _screen.height;
371 if (i >= 0) height -= i;
372
373 if (height > 0) DoSetViewportPosition(w->z_front, left, top, width, height);
374 }
375 }
376
385 ViewPort *IsPtInWindowViewport(const Window *w, int x, int y)
386 {
387 ViewPort *vp = w->viewport;
388
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;
393
394 return NULL;
395 }
396
404 static Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y)
405 {
406 Point pt;
407 int a, b;
408 int z;
409
410 if ( (uint)(x -= vp->left) >= (uint)vp->width ||
411 (uint)(y -= vp->top) >= (uint)vp->height) {
412 Point pt = {-1, -1};
413 return pt;
414 }
415
416 x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> (2 + ZOOM_LVL_SHIFT);
417 y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> (1 + ZOOM_LVL_SHIFT);
418
419 a = y - x;
420 b = y + x;
421
422 /* Bring the coordinates near to a valid range. This is mostly due to the
423 * tiles on the north side of the map possibly being drawn too high due to
424 * the extra height levels. So at the top we allow a number of extra tiles.
425 * This number is based on the tile height and pixels. */
426 int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
427 a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
428 b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
429
430 /* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
431 * Now find the Z-world coordinate by fix point iteration.
432 * This is a bit tricky because the tile height is non-continuous at foundations.
433 * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
434 * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
435 * So give it a z-malus of 4 in the first iterations.
436 */
437 z = 0;
438
439 int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
440
441 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;
442 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;
443 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;
444
445 pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
446 pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
447
448 return pt;
449 }
450
451 /* When used for zooming, check area below current coordinates (x,y)
452 * and return the tile of the zoomed out/in position (zoom_x, zoom_y)
453 * when you just want the tile, make x = zoom_x and y = zoom_y */
454 static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
455 {
456 Window *w;
457 ViewPort *vp;
458 Point pt;
459
460 if ( (w = FindWindowFromPt(x, y)) != NULL &&
461 (vp = IsPtInWindowViewport(w, x, y)) != NULL)
462 return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
463
464 pt.y = pt.x = -1;
465 return pt;
466 }
467
468 Point GetTileBelowCursor()
469 {
470 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
471 }
472
473
474 Point GetTileZoomCenterWindow(bool in, Window * w)
475 {
476 int x, y;
477 ViewPort *vp = w->viewport;
478
479 if (in) {
480 x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
481 y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
482 } else {
483 x = vp->width - (_cursor.pos.x - vp->left);
484 y = vp->height - (_cursor.pos.y - vp->top);
485 }
486 /* Get the tile below the cursor and center on the zoomed-out center */
487 return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
488 }
489
498 void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
499 {
500 w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min);
501 w->SetWidgetDirty(widget_zoom_in);
502
503 w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max);
504 w->SetWidgetDirty(widget_zoom_out);
505 }
506
519 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)
520 {
521 assert((image & SPRITE_MASK) < MAX_SPRITES);
522
523 TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
524 ts->image = image;
525 ts->pal = pal;
526 ts->sub = sub;
527 Point pt = RemapCoords(x, y, z);
528 ts->x = pt.x + extra_offs_x;
529 ts->y = pt.y + extra_offs_y;
530 }
531
544 static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
545 {
546 assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
547 assert(_vd.foundation[foundation_part] != -1);
548 Point offs = _vd.foundation_offset[foundation_part];
549
550 /* Change the active ChildSprite list to the one of the foundation */
551 int *old_child = _vd.last_child;
552 _vd.last_child = _vd.last_foundation_child[foundation_part];
553
554 AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false);
555
556 /* Switch back to last ChildSprite list */
557 _vd.last_child = old_child;
558 }
559
573 void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
574 {
575 /* Switch to first foundation part, if no foundation was drawn */
576 if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
577
578 if (_vd.foundation[_vd.foundation_part] != -1) {
579 Point pt = RemapCoords(x, y, z);
580 AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_LVL_BASE, pt.y + extra_offs_y * ZOOM_LVL_BASE);
581 } else {
582 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);
583 }
584 }
585
596 void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
597 {
598 DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
599 }
600
608 void OffsetGroundSprite(int x, int y)
609 {
610 /* Switch to next foundation part */
611 switch (_vd.foundation_part) {
612 case FOUNDATION_PART_NONE:
613 _vd.foundation_part = FOUNDATION_PART_NORMAL;
614 break;
615 case FOUNDATION_PART_NORMAL:
616 _vd.foundation_part = FOUNDATION_PART_HALFTILE;
617 break;
618 default: NOT_REACHED();
619 }
620
621 /* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
622 if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1;
623
624 _vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_LVL_BASE;
625 _vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_LVL_BASE;
626 _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
627 }
628
640 static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub)
641 {
642 Point pt = RemapCoords(x, y, z);
643 const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
644
645 if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
646 pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
647 pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
648 pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
649 return;
650
651 const ParentSpriteToDraw *pstd = _vd.parent_sprites_to_draw.End() - 1;
652 AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub, false);
653 }
654
680 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)
681 {
682 int32 left, right, top, bottom;
683
684 assert((image & SPRITE_MASK) < MAX_SPRITES);
685
686 /* make the sprites transparent with the right palette */
687 if (transparent) {
688 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
689 pal = PALETTE_TO_TRANSPARENT;
690 }
691
692 if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
693 AddCombinedSprite(image, pal, x, y, z, sub);
694 return;
695 }
696
697 _vd.last_child = NULL;
698
699 Point pt = RemapCoords(x, y, z);
700 int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
701
702 /* Compute screen extents of sprite */
703 if (image == SPR_EMPTY_BOUNDING_BOX) {
704 left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
705 right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
706 top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
707 bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
708 } else {
709 const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
710 left = tmp_left = (pt.x += spr->x_offs);
711 right = (pt.x + spr->width );
712 top = tmp_top = (pt.y += spr->y_offs);
713 bottom = (pt.y + spr->height);
714 }
715
716 if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
717 /* Compute maximal extents of sprite and its bounding box */
718 left = min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x);
719 right = max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1);
720 top = min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y);
721 bottom = max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1);
722 }
723
724 /* Do not add the sprite to the viewport, if it is outside */
725 if (left >= _vd.dpi.left + _vd.dpi.width ||
726 right <= _vd.dpi.left ||
727 top >= _vd.dpi.top + _vd.dpi.height ||
728 bottom <= _vd.dpi.top) {
729 return;
730 }
731
732 ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
733 ps->x = tmp_x;
734 ps->y = tmp_y;
735
736 ps->left = tmp_left;
737 ps->top = tmp_top;
738
739 ps->image = image;
740 ps->pal = pal;
741 ps->sub = sub;
742 ps->xmin = x + bb_offset_x;
743 ps->xmax = x + max(bb_offset_x, w) - 1;
744
745 ps->ymin = y + bb_offset_y;
746 ps->ymax = y + max(bb_offset_y, h) - 1;
747
748 ps->zmin = z + bb_offset_z;
749 ps->zmax = z + max(bb_offset_z, dz) - 1;
750
751 ps->comparison_done = false;
752 ps->first_child = -1;
753
754 _vd.last_child = &ps->first_child;
755
756 if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
757 }
758
777 void StartSpriteCombine()
778 {
779 assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
780 _vd.combine_sprites = SPRITE_COMBINE_PENDING;
781 }
782
787 void EndSpriteCombine()
788 {
789 assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
790 _vd.combine_sprites = SPRITE_COMBINE_NONE;
791 }
792
802 static bool IsInRangeInclusive(int begin, int end, int check)
803 {
804 if (begin > end) Swap(begin, end);
805 return begin <= check && check <= end;
806 }
807
814 bool IsInsideRotatedRectangle(int x, int y)
815 {
816 int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle.
817 int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative!
818 int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
819 int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
820
821 /* Check if a and b are between 0 and dist_a or dist_b respectively. */
822 return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
823 }
824
835 void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
836 {
837 assert((image & SPRITE_MASK) < MAX_SPRITES);
838
839 /* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
840 if (_vd.last_child == NULL) return;
841
842 /* make the sprites transparent with the right palette */
843 if (transparent) {
844 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
845 pal = PALETTE_TO_TRANSPARENT;
846 }
847
848 *_vd.last_child = _vd.child_screen_sprites_to_draw.Length();
849
850 ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
851 cs->image = image;
852 cs->pal = pal;
853 cs->sub = sub;
854 cs->x = scale ? x * ZOOM_LVL_BASE : x;
855 cs->y = scale ? y * ZOOM_LVL_BASE : y;
856 cs->next = -1;
857
858 /* Append the sprite to the active ChildSprite list.
859 * If the active ParentSprite is a foundation, update last_foundation_child as well.
860 * Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
861 if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
862 if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
863 _vd.last_child = &cs->next;
864 }
865
866 static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, Colours colour, uint16 width)
867 {
868 assert(width != 0);
869 StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
870 ss->string = string;
871 ss->x = x;
872 ss->y = y;
873 ss->params[0] = params_1;
874 ss->params[1] = params_2;
875 ss->width = width;
876 ss->colour = colour;
877 }
878
879
891 static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
892 {
893 /* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
894 if (_vd.foundation[foundation_part] == -1) {
895 /* draw on real ground */
896 AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset);
897 } else {
898 /* draw on top of foundation */
899 AddChildSpriteToFoundation(image, pal, NULL, foundation_part, 0, -z_offset * ZOOM_LVL_BASE);
900 }
901 }
902
909 static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
910 {
911 if (!IsValidTile(ti->tile)) return;
912
913 SpriteID sel;
914 if (IsHalftileSlope(ti->tileh)) {
915 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
916 SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
917 DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE);
918
919 Corner opposite_corner = OppositeCorner(halftile_corner);
920 if (IsSteepSlope(ti->tileh)) {
921 sel = SPR_HALFTILE_SELECTION_DOWN;
922 } else {
923 sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
924 }
925 sel += opposite_corner;
926 } else {
927 sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
928 }
929 DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL);
930 }
931
932 static bool IsPartOfAutoLine(int px, int py)
933 {
934 px -= _thd.selstart.x;
935 py -= _thd.selstart.y;
936
937 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_LINE) return false;
938
939 switch (_thd.drawstyle & HT_DIR_MASK) {
940 case HT_DIR_X: return py == 0; // x direction
941 case HT_DIR_Y: return px == 0; // y direction
942 case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper
943 case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower
944 case HT_DIR_VL: return px == py || px == py + 16; // vertical left
945 case HT_DIR_VR: return px == py || px == py - 16; // vertical right
946 default:
947 NOT_REACHED();
948 }
949 }
950
951 /* [direction][side] */
952 static const HighLightStyle _autorail_type[6][2] = {
953 { HT_DIR_X, HT_DIR_X },
954 { HT_DIR_Y, HT_DIR_Y },
955 { HT_DIR_HU, HT_DIR_HL },
956 { HT_DIR_HL, HT_DIR_HU },
957 { HT_DIR_VL, HT_DIR_VR },
958 { HT_DIR_VR, HT_DIR_VL }
959 };
960
961 #include "table/autorail.h"
962
969 static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type)
970 {
971 SpriteID image;
972 PaletteID pal;
973 int offset;
974
975 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
976 Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
977 if (IsHalftileSlope(ti->tileh)) {
978 static const uint _lower_rail[4] = { 5U, 2U, 4U, 3U };
979 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
980 if (autorail_type != _lower_rail[halftile_corner]) {
981 foundation_part = FOUNDATION_PART_HALFTILE;
982 /* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
983 autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
984 }
985 }
986
987 offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
988 if (offset >= 0) {
989 image = SPR_AUTORAIL_BASE + offset;
990 pal = PAL_NONE;
991 } else {
992 image = SPR_AUTORAIL_BASE - offset;
993 pal = PALETTE_SEL_TILE_RED;
994 }
995
996 DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part);
997 }
998
1003 static void DrawTileSelection(const TileInfo *ti)
1004 {
1005 /* Draw a red error square? */
1006 bool is_redsq = _thd.redsq == ti->tile;
1007 if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
1008
1009 /* No tile selection active? */
1010 if ((_thd.drawstyle & HT_DRAG_MASK) == HT_NONE) return;
1011
1012 if (_thd.diagonal) { // We're drawing a 45 degrees rotated (diagonal) rectangle
1013 if (IsInsideRotatedRectangle((int)ti->x, (int)ti->y)) goto draw_inner;
1014 return;
1015 }
1016
1017 /* Inside the inner area? */
1018 if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) &&
1019 IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) {
1020 draw_inner:
1021 if (_thd.drawstyle & HT_RECT) {
1022 if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
1023 } else if (_thd.drawstyle & HT_POINT) {
1024 /* Figure out the Z coordinate for the single dot. */
1025 int z = 0;
1026 FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
1027 if (ti->tileh & SLOPE_N) {
1028 z += TILE_HEIGHT;
1029 if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT;
1030 }
1031 if (IsHalftileSlope(ti->tileh)) {
1032 Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1033 if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
1034 if (halftile_corner != CORNER_S) {
1035 foundation_part = FOUNDATION_PART_HALFTILE;
1036 if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
1037 }
1038 }
1039 DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti, z, foundation_part);
1040 } else if (_thd.drawstyle & HT_RAIL) {
1041 /* autorail highlight piece under cursor */
1042 HighLightStyle type = _thd.drawstyle & HT_DIR_MASK;
1043 assert(type < HT_DIR_END);
1044 DrawAutorailSelection(ti, _autorail_type[type][0]);
1045 } else if (IsPartOfAutoLine(ti->x, ti->y)) {
1046 /* autorail highlighting long line */
1047 HighLightStyle dir = _thd.drawstyle & HT_DIR_MASK;
1048 uint side;
1049
1050 if (dir == HT_DIR_X || dir == HT_DIR_Y) {
1051 side = 0;
1052 } else {
1053 TileIndex start = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
1054 side = Delta(Delta(TileX(start), TileX(ti->tile)), Delta(TileY(start), TileY(ti->tile)));
1055 }
1056
1057 DrawAutorailSelection(ti, _autorail_type[dir][side]);
1058 }
1059 return;
1060 }
1061
1062 /* Check if it's inside the outer area? */
1063 if (!is_redsq && _thd.outersize.x > 0 &&
1064 IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
1065 IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
1066 /* Draw a blue rect. */
1067 DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
1068 return;
1069 }
1070 }
1071
1080 static inline Point GetTileCoordFromScreenCoord(int x, int y)
1081 {
1082 /* First convert from the screen coordinate system (where the width of tiles
1083 * is twice their height) to the tile coordinate system. That means, turn
1084 * around by 45 degrees and make the tiles quadratic. */
1085 Point tile_coord = InverseRemapCoords(x, y);
1086
1087 /* Scale from a 16x16-grid to a 1x1-grid as returned by TileX/TileY. */
1088 tile_coord.x /= (int)TILE_SIZE;
1089 tile_coord.y /= (int)TILE_SIZE;
1090
1091 return tile_coord;
1092 }
1093
1110 static Point GetMinTileCoordsIgnoringHeight(int x, int y)
1111 {
1112 Point tile_coord = GetTileCoordFromScreenCoord(x, y);
1113
1114 /* Expand area to be painted in order to avoid situations
1115 * where south or east of the to be painted point in dpi are tiles
1116 * which will not be painted. */
1117 tile_coord.y--;
1118
1119 return tile_coord;
1120 }
1121
1138 static Point GetMaxTileCoordsIgnoringHeight(int x, int y)
1139 {
1140 Point tile_coord = GetTileCoordFromScreenCoord(x, y);
1141
1142 /* Expand area to be painted to southeast in order to avoid situations
1143 * where north or east of the given to be painted point in dpi are
1144 * tiles which will not be repainted. */
1145 tile_coord.y++;
1146
1147 return tile_coord;
1148 }
1149
1156 static int GetViewportY(Point tile)
1157 {
1158 return (tile.y * TILE_SIZE + tile.x * TILE_SIZE - GetTileMaxPixelZOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT;
1159 }
1160
1168 static int GetTileColumnFromTileCoord(Point tile_coord)
1169 {
1170 return tile_coord.y - tile_coord.x;
1171 }
1172
1180 static Point GetNorthernEndOfColumn(Point tile)
1181 {
1182 Point northern_end;
1183
1184 if (tile.x < tile.y) {
1185 northern_end.x = 0;
1186 northern_end.y = tile.y - tile.x;
1187 } else {
1188 northern_end.x = tile.x - tile.y;
1189 northern_end.y = 0;
1190 }
1191
1192 return northern_end;
1193 }
1194
1204 static Point GetSouthernEndOfColumnWithLimit(Point tile, uint limit)
1205 {
1206 Point distance_to_end;
1207 distance_to_end.x = (int)MapMaxX() - tile.x;
1208 distance_to_end.y = (int)MapMaxY() - tile.y;
1209
1210 Point southern_end;
1211 if (distance_to_end.x < distance_to_end.y) {
1212 int number_of_steps = min(limit, distance_to_end.x);
1213 southern_end.x = tile.x + number_of_steps;
1214 southern_end.y = tile.y + number_of_steps;
1215 } else {
1216 int number_of_steps = min(limit, distance_to_end.y);
1217 southern_end.x = tile.x + number_of_steps;
1218 southern_end.y = tile.y + number_of_steps;
1219 }
1220
1221 return southern_end;
1222 }
1223
1231 static Point GetSouthernEndOfColumn(Point tile)
1232 {
1233 return GetSouthernEndOfColumnWithLimit(tile, UINT32_MAX);
1234 }
1235
1243 static Point GetMiddleTile(Point upper_tile, Point lower_tile)
1244 {
1245 Point middle_tile;
1246 middle_tile.x = (lower_tile.x + upper_tile.x) / 2;
1247 middle_tile.y = (lower_tile.y + upper_tile.y) / 2;
1248 return middle_tile;
1249 }
1250
1281 int GetRowAtTile(int viewport_y, Point tile, bool bridge_correct)
1282 {
1283 Point northern_tile = GetNorthernEndOfColumn(tile);
1284 Point southern_tile = GetSouthernEndOfColumn(tile);
1285
1286 int northern_tile_viewport_y = GetViewportY(northern_tile);
1287 int southern_tile_viewport_y = GetViewportY(southern_tile);
1288
1289 if (northern_tile_viewport_y >= viewport_y) {
1290 /* We are north of the map, search tile by tile with direction north. */
1291 while (northern_tile_viewport_y >= viewport_y) {
1292 northern_tile.x--;
1293 northern_tile.y--;
1294 northern_tile_viewport_y = GetViewportY(northern_tile);
1295 }
1296 return northern_tile.x + northern_tile.y;
1297 }
1298
1299 if (southern_tile_viewport_y <= viewport_y) {
1300 /* We are south of the map, search tile by tile with direction south. */
1301 while (southern_tile_viewport_y <= viewport_y) {
1302 southern_tile.x++;
1303 southern_tile.y++;
1304 southern_tile_viewport_y = GetViewportY(southern_tile);
1305 }
1306 return southern_tile.x + southern_tile.y;
1307 }
1308
1309 /*
1310 * We are inside the map. The searched tile is at most
1311 * <maximum heightlevel / 4> tiles south of the given tile (as one tile
1312 * painted on the screen needs as much vertical space as painting a tile
1313 * by 4 heightlevels ascended). Add one to avoid rounding errors to the
1314 * wrong side.
1315 *
1316 * Invariant in the code below: The searched tile shown at viewport_y
1317 * always is between upper_tile and lower_tile.
1318 */
1319 Point upper_tile = tile;
1320 Point lower_tile = GetSouthernEndOfColumnWithLimit(upper_tile, _settings_game.construction.max_heightlevel / 4 + 1);
1321 int middle_bound;
1322
1323 do {
1324 Point middle_tile = GetMiddleTile(upper_tile, lower_tile);
1325 middle_bound = GetViewportY(middle_tile);
1326
1327 if (middle_bound >= viewport_y) {
1328 /* The tile shown at viewport_y is somewhere in the upper half of
1329 * the currently observed section. */
1330 lower_tile = middle_tile;
1331 } else {
1332 /* The tile shown at viewport_y is somewhere in the lower half of
1333 * the currently observed section. */
1334 upper_tile = middle_tile;
1335 }
1336 }
1337 while (lower_tile.y - upper_tile.y > 1);
1338
1339 /* Now our interval has length 1, so only contains two tiles, and we take the upper one.
1340 * However, there is one problem left: Tiles being located southwards, containing a high bridge.
1341 * They may, though not high enough in terms of landscape, intersect the drawing area with parts
1342 * of the bridge.
1343 * Luckily, there is a guaranteed upper bound for bridge height, thus we know how far we have to
1344 * search southwards whether such a bridge exists.
1345 */
1346 int correction_step = 0;
1347 if (bridge_correct) {
1348 /* Calculate, how many tiles below upper_tile, a worst case bridge intersecting upper_tile in
1349 * terms of painting can be located. Lets inspect that formula in detail:
1350 * ... - 5: The magic constant near the beginning of ViewportAddLandscape accounts for 5 harmless heightlevels a bridge can have. Thus subtract them.
1351 * ... / 2: Four heightlevels account for one tile height. On the other hand, if landscape ascends from upper_tile southwards, this can account for
1352 * as many additional heightlevels as we step southwards. In combination: A division by two gains the number of tiles to step southwards.
1353 * ... + 1: Avoid rounding errors, and fall back to the safe side.
1354 */
1355 int worst_case_steps_southwards = max(0, ((int)_settings_game.construction.max_bridge_height - 5) / 2 + 1);
1356 for (int n = 0; n < worst_case_steps_southwards; n++) {
1357 TileIndex potential_bridge_tile = TileXY(upper_tile.x + n, upper_tile.y + n);
1358 if (IsValidTile(potential_bridge_tile) && IsBridgeAbove(potential_bridge_tile)) {
1359 /* There is a bridge. */
1360 TileIndex bridge_start = GetNorthernBridgeEnd(potential_bridge_tile);
1361 int bridge_height = GetBridgeHeight(bridge_start);
1362 int upper_tile_height = GetTileZ(TileXY(upper_tile.x, upper_tile.y));
1363
1364 /* Start at the bridge level, descend by the number of heightlevels equivalent to our steps southwards (in worst case), subtract the harmless
1365 * bridge heightlevels, and compare whether we are still above the height of the upper_tile. If yes, we need to paint that tile, to avoid glitches.
1366 */
1367 if (bridge_height - 2 * n - 1 > upper_tile_height) {
1368 correction_step = n;
1369 }
1370 }
1371 }
1372 }
1373
1374 /* The biggest recorded correction_step defines, which tile we actually return. */
1375 upper_tile.x += correction_step;
1376 upper_tile.y += correction_step;
1377
1378 /* Returns its row. */
1379 return upper_tile.x + upper_tile.y;
1380 }
1381
1397 static Point GetBottomTileOfColumn(Point upper_tile, Point lower_right_tile)
1398 {
1399 int upper_row = upper_tile.x + upper_tile.y;
1400 int lower_row = lower_right_tile.x + lower_right_tile.y;
1401
1402 assert(upper_row <= lower_row);
1403
1404 int number_of_rows = lower_row - upper_row;
1405
1406 if (number_of_rows % 2 != 0) {
1407 /* Avoid 0.5 being rounded down to zero; painting too much is better than
1408 * painting too little. */
1409 number_of_rows++;
1410 }
1411
1412 Point bottom_tile;
1413 bottom_tile.x = upper_tile.x + number_of_rows / 2;
1414 bottom_tile.y = upper_tile.y + number_of_rows / 2;
1415
1416 int bottom_row = bottom_tile.x + bottom_tile.y;
1417
1418 assert(bottom_row >= lower_row);
1419
1420 return bottom_tile;
1421 }
1422
1426 static void ViewportAddLandscape()
1427 {
1428 assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height);
1429 assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width);
1430
1431 /* The upper and lower edge of the viewport part to paint. Add some number
1432 * of pixels to the lower end in order to ensure that we also take tiles
1433 * south of the given area, but with high buildings intersecting the area.
1434 * Subtract some pixels from the upper end in order to avoid glitches at the
1435 * upper end of the top be painted area. */
1436 int viewport_top = _vd.dpi.top - 16;
1437 int viewport_bottom = _vd.dpi.top + _vd.dpi.height + 116;
1438
1439 /* First get the position of the tile at the upper left / lower right edge,
1440 * for now ignoring the height. (i.e. assuming height zero.) */
1441 Point upper_left_tile = GetMinTileCoordsIgnoringHeight(_vd.dpi.left, viewport_top);
1442 Point lower_right_tile = GetMaxTileCoordsIgnoringHeight(_vd.dpi.left + _vd.dpi.width, viewport_bottom);
1443
1444 /* Calculate the bounding columns. We won't need to draw anything
1445 * left / right of them. */
1446 int left_column = GetTileColumnFromTileCoord(upper_left_tile);
1447 /* Correction to avoid glitches when approaching the left edge of the map. */
1448 left_column--;
1449 int right_column = GetTileColumnFromTileCoord(lower_right_tile);
1450 right_column++;
1451
1452 /* For each column, calculate the top and the bottom row. These are the
1453 * bounding rows for that specific column. */
1454 int *top_row = AllocaM(int, right_column - left_column + 1); // Pre-allocate memory for visual studio/express to be able to compile.
1455 int *bottom_row = AllocaM(int, right_column - left_column + 1); // Pre-allocate memory for visual studio/express to be able to compile.
1456 int min_top_row = MapMaxX() + MapMaxY();
1457 int max_bottom_row = 0;
1458 Point top_tile_of_column = upper_left_tile;
1459
1460 /* And now for each column, determine the top and the bottom row we must paint. */
1461 bool south_east_direction = false;
1462 for (int x = left_column; x <= right_column; x++) {
1463 Point bottom_tile_of_column = GetBottomTileOfColumn(top_tile_of_column, lower_right_tile);
1464
1465 /* And then actually find out the top and the bottom row. Note that
1466 * top_tile_of_column and bottom_tile_of_column may be outside the map here.
1467 * This possibility is needed, otherwise we couldn't paint the black area
1468 * outside the map (and in particular the edge of map) properly.
1469 * Subtract three / add one to avoid glitches. */
1470 top_row[x - left_column] = GetRowAtTile(viewport_top, top_tile_of_column, false);
1471
1472 top_row[x - left_column] -= 3;
1473 bottom_row[x - left_column] = GetRowAtTile(viewport_bottom, bottom_tile_of_column, true);
1474 bottom_row[x - left_column]++;
1475
1476 /* We never paint things in rows < min_top_row or > max_bottom_row. */
1477 min_top_row = min(min_top_row, top_row[x - left_column]);
1478 max_bottom_row = max(max_bottom_row, bottom_row[x - left_column]);
1479
1480 /* Go to next column in the east. */
1481 if (south_east_direction) {
1482 top_tile_of_column.y++;
1483 } else {
1484 top_tile_of_column.x--;
1485 }
1486
1487 /* Switch between directions southeast and northeast. */
1488 south_east_direction = !south_east_direction;
1489 }
1490
1491 for (int row = min_top_row; row <= max_bottom_row; row++) {
1492 for (int column = left_column; column <= right_column; column++) {
1493 /* For each column, we only paint the interval top_row .. bottom_row.
1494 * Due to the division by two below, even and odd values of row + column map to
1495 * the same (x,y) combinations. Thus, we only paint one of them. */
1496 if (((row + column) % 2 == 0) &&
1497 (top_row[column - left_column] <= row) &&
1498 (row <= bottom_row[column - left_column])) {
1499 TileType tile_type;
1500 TileInfo tile_info;
1501 _cur_ti = &tile_info;
1502
1503 /* column = y - x; row = x + y; now solve the equation system
1504 * for x and y. */
1505 int x = (row - column) / 2;
1506 int y = (row + column) / 2;
1507 tile_info.x = x;
1508 tile_info.y = y;
1509
1510 /* For some strange reason, those fields inside tile_info are uints. However,
1511 * in the old code their copies in an int variable where compared against zero. */
1512 if (0 < x && x < (int)MapMaxX() && 0 < y && y < (int)MapMaxY()) {
1513 /* We are inside the map => paint landscape. */
1514 tile_info.tile = TileXY(tile_info.x, tile_info.y);
1515 tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z);
1516 tile_type = GetTileType(tile_info.tile);
1517 } else {
1518 /* We are outside the map => paint black. */
1519 tile_info.tile = INVALID_TILE;
1520 tile_info.tileh = GetTilePixelSlopeOutsideMap(tile_info.x, tile_info.y, &tile_info.z);
1521 tile_type = MP_VOID;
1522 }
1523
1524 /* Scale to 16x16 tiles, needed for the drawing procedures called below. */
1525 tile_info.x *= TILE_SIZE;
1526 tile_info.y *= TILE_SIZE;
1527
1528 _vd.foundation_part = FOUNDATION_PART_NONE;
1529 _vd.foundation[0] = -1;
1530 _vd.foundation[1] = -1;
1531 _vd.last_foundation_child[0] = NULL;
1532 _vd.last_foundation_child[1] = NULL;
1533
1534 _tile_type_procs[tile_type]->draw_tile_proc(&tile_info);
1535 DrawTileSelection(&tile_info);
1536 }
1537 }
1538 }
1539 }
1540
1551 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)
1552 {
1553 bool small = dpi->zoom >= small_from;
1554
1555 int left = dpi->left;
1556 int top = dpi->top;
1557 int right = left + dpi->width;
1558 int bottom = top + dpi->height;
1559
1560 int sign_height = ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
1561 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
1562
1563 if (bottom < sign->top ||
1564 top > sign->top + sign_height ||
1565 right < sign->center - sign_half_width ||
1566 left > sign->center + sign_half_width) {
1567 return;
1568 }
1569
1570 if (!small) {
1571 AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, params_1, params_2, colour, sign->width_normal);
1572 } else {
1573 int shadow_offset = 0;
1574 if (string_small_shadow != STR_NULL) {
1575 shadow_offset = 4;
1576 AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, params_1, params_2, INVALID_COLOUR, sign->width_small);
1577 }
1578 AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, params_1, params_2,
1579 colour, sign->width_small | 0x8000);
1580 }
1581 }
1582
1583 static void ViewportAddTownNames(DrawPixelInfo *dpi)
1584 {
1585 if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES) || _game_mode == GM_MENU) return;
1586
1587 const Town *t;
1588 FOR_ALL_TOWNS(t) {
1589 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &t->cache.sign,
1590 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
1591 STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK,
1592 t->index, t->cache.population);
1593 }
1594 }
1595
1596
1597 static void ViewportAddStationNames(DrawPixelInfo *dpi)
1598 {
1599 if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || _game_mode == GM_MENU) return;
1600
1601 const BaseStation *st;
1602 FOR_ALL_BASE_STATIONS(st) {
1603 /* Check whether the base station is a station or a waypoint */
1604 bool is_station = Station::IsExpected(st);
1605
1606 /* Don't draw if the display options are disabled */
1607 if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
1608
1609 /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
1610 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != st->owner && st->owner != OWNER_NONE) continue;
1611
1612 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &st->sign,
1613 is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT,
1614 (is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT) + 1, STR_NULL,
1615 st->index, st->facilities, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
1616 }
1617 }
1618
1619
1620 static void ViewportAddSigns(DrawPixelInfo *dpi)
1621 {
1622 /* Signs are turned off or are invisible */
1623 if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS)) return;
1624
1625 const Sign *si;
1626 FOR_ALL_SIGNS(si) {
1627 /* Don't draw if sign is owned by another company and competitor signs should be hidden.
1628 * Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt
1629 * companies can leave OWNER_NONE signs after them. */
1630 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
1631
1632 ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &si->sign,
1633 STR_WHITE_SIGN,
1634 (IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
1635 si->index, 0, (si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
1636 }
1637 }
1638
1645 void ViewportSign::UpdatePosition(int center, int top, StringID str)
1646 {
1647 if (this->width_normal != 0) this->MarkDirty();
1648
1649 this->top = top;
1650
1651 char buffer[DRAW_STRING_BUFFER];
1652
1653 GetString(buffer, str, lastof(buffer));
1654 this->width_normal = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT;
1655 this->center = center;
1656
1657 /* zoomed out version */
1658 this->width_small = VPSM_LEFT + Align(GetStringBoundingBox(buffer, FS_SMALL).width, 2) + VPSM_RIGHT;
1659
1660 this->MarkDirty();
1661 }
1662
1669 void ViewportSign::MarkDirty(ZoomLevel maxzoom) const
1670 {
1671 Rect zoomlevels[ZOOM_LVL_COUNT];
1672
1673 for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
1674 /* FIXME: This doesn't switch to width_small when appropriate. */
1675 zoomlevels[zoom].left = this->center - ScaleByZoom(this->width_normal / 2 + 1, zoom);
1676 zoomlevels[zoom].top = this->top - ScaleByZoom(1, zoom);
1677 zoomlevels[zoom].right = this->center + ScaleByZoom(this->width_normal / 2 + 1, zoom);
1678 zoomlevels[zoom].bottom = this->top + ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM + 1, zoom);
1679 }
1680
1681 Window *w;
1682 FOR_ALL_WINDOWS_FROM_BACK(w) {
1683 ViewPort *vp = w->viewport;
1684 if (vp != NULL && vp->zoom <= maxzoom) {
1685 assert(vp->width != 0);
1686 Rect &zl = zoomlevels[vp->zoom];
1687 MarkViewportDirty(vp, zl.left, zl.top, zl.right, zl.bottom);
1688 }
1689 }
1690 }
1691
1692 static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
1693 {
1694 const TileSpriteToDraw *tsend = tstdv->End();
1695 for (const TileSpriteToDraw *ts = tstdv->Begin(); ts != tsend; ++ts) {
1696 DrawSpriteViewport(ts->image, ts->pal, ts->x, ts->y, ts->sub);
1697 }
1698 }
1699
1701 static bool ViewportSortParentSpritesChecker()
1702 {
1703 return true;
1704 }
1705
1707 static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
1708 {
1709 ParentSpriteToDraw **psdvend = psdv->End();
1710 ParentSpriteToDraw **psd = psdv->Begin();
1711 while (psd != psdvend) {
1712 ParentSpriteToDraw *ps = *psd;
1713
1714 if (ps->comparison_done) {
1715 psd++;
1716 continue;
1717 }
1718
1719 ps->comparison_done = true;
1720
1721 for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
1722 ParentSpriteToDraw *ps2 = *psd2;
1723
1724 if (ps2->comparison_done) continue;
1725
1726 /* Decide which comparator to use, based on whether the bounding
1727 * boxes overlap
1728 */
1729 if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
1730 ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
1731 ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
1732 /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
1733 * the screen and with higher Z elevation, are drawn in front.
1734 * Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
1735 * i.e. X=(left+right)/2, etc.
1736 * However, since we only care about order, don't actually divide / 2
1737 */
1738 if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
1739 ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
1740 continue;
1741 }
1742 } else {
1743 /* We only change the order, if it is definite.
1744 * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
1745 * That is: If one partial order says ps behind ps2, do not change the order.
1746 */
1747 if (ps->xmax < ps2->xmin ||
1748 ps->ymax < ps2->ymin ||
1749 ps->zmax < ps2->zmin) {
1750 continue;
1751 }
1752 }
1753
1754 /* Move ps2 in front of ps */
1755 ParentSpriteToDraw *temp = ps2;
1756 for (ParentSpriteToDraw **psd3 = psd2; psd3 > psd; psd3--) {
1757 *psd3 = *(psd3 - 1);
1758 }
1759 *psd = temp;
1760 }
1761 }
1762 }
1763
1764 static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
1765 {
1766 const ParentSpriteToDraw * const *psd_end = psd->End();
1767 for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1768 const ParentSpriteToDraw *ps = *it;
1769 if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub);
1770
1771 int child_idx = ps->first_child;
1772 while (child_idx >= 0) {
1773 const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx);
1774 child_idx = cs->next;
1775 DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
1776 }
1777 }
1778 }
1779
1784 static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
1785 {
1786 const ParentSpriteToDraw * const *psd_end = psd->End();
1787 for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1788 const ParentSpriteToDraw *ps = *it;
1789 Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
1790 Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
1791 Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
1792 Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner
1793
1794 DrawBox( pt1.x, pt1.y,
1795 pt2.x - pt1.x, pt2.y - pt1.y,
1796 pt3.x - pt1.x, pt3.y - pt1.y,
1797 pt4.x - pt1.x, pt4.y - pt1.y);
1798 }
1799 }
1800
1804 static void ViewportDrawDirtyBlocks()
1805 {
1806 Blitter *blitter = BlitterFactory::GetCurrentBlitter();
1807 const DrawPixelInfo *dpi = _cur_dpi;
1808 void *dst;
1809 int right = UnScaleByZoom(dpi->width, dpi->zoom);
1810 int bottom = UnScaleByZoom(dpi->height, dpi->zoom);
1811
1812 int colour = _string_colourmap[_dirty_block_colour & 0xF];
1813
1814 dst = dpi->dst_ptr;
1815
1816 byte bo = UnScaleByZoom(dpi->left + dpi->top, dpi->zoom) & 1;
1817 do {
1818 for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour);
1819 dst = blitter->MoveTo(dst, 0, 1);
1820 } while (--bottom > 0);
1821 }
1822
1823 static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv)
1824 {
1825 const StringSpriteToDraw *ssend = sstdv->End();
1826 for (const StringSpriteToDraw *ss = sstdv->Begin(); ss != ssend; ++ss) {
1827 TextColour colour = TC_BLACK;
1828 bool small = HasBit(ss->width, 15);
1829 int w = GB(ss->width, 0, 15);
1830 int x = UnScaleByZoom(ss->x, zoom);
1831 int y = UnScaleByZoom(ss->y, zoom);
1832 int h = VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM;
1833
1834 SetDParam(0, ss->params[0]);
1835 SetDParam(1, ss->params[1]);
1836
1837 if (ss->colour != INVALID_COLOUR) {
1838 /* Do not draw signs nor station names if they are set invisible */
1839 if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue;
1840
1841 if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) {
1842 /* Don't draw the rectangle.
1843 * Real colours need the TC_IS_PALETTE_COLOUR flag.
1844 * Otherwise colours from _string_colourmap are assumed. */
1845 colour = (TextColour)_colour_gradient[ss->colour][6] | TC_IS_PALETTE_COLOUR;
1846 } else {
1847 /* Draw the rectangle if 'transparent station signs' is off,
1848 * or if we are drawing a general text sign (STR_WHITE_SIGN). */
1849 DrawFrameRect(
1850 x, y, x + w, y + h, ss->colour,
1851 IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE
1852 );
1853 }
1854 }
1855
1856 DrawString(x + VPSM_LEFT, x + w - 1 - VPSM_RIGHT, y + VPSM_TOP, ss->string, colour, SA_HOR_CENTER);
1857 }
1858 }
1859
1860 void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom)
1861 {
1862 DrawPixelInfo *old_dpi = _cur_dpi;
1863 _cur_dpi = &_vd.dpi;
1864
1865 _vd.dpi.zoom = vp->zoom;
1866 int mask = ScaleByZoom(-1, vp->zoom);
1867
1868 _vd.combine_sprites = SPRITE_COMBINE_NONE;
1869
1870 _vd.dpi.width = (right - left) & mask;
1871 _vd.dpi.height = (bottom - top) & mask;
1872 _vd.dpi.left = left & mask;
1873 _vd.dpi.top = top & mask;
1874 _vd.dpi.pitch = old_dpi->pitch;
1875 _vd.last_child = NULL;
1876
1877 int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
1878 int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
1879
1880 _vd.dpi.dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
1881
1882 ViewportAddLandscape();
1883 ViewportAddVehicles(&_vd.dpi);
1884
1885 ViewportAddTownNames(&_vd.dpi);
1886 ViewportAddStationNames(&_vd.dpi);
1887 ViewportAddSigns(&_vd.dpi);
1888
1889 DrawTextEffects(&_vd.dpi);
1890
1891 if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
1892
1893 ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
1894 for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
1895 *_vd.parent_sprites_to_sort.Append() = it;
1896 }
1897
1898 _vp_sprite_sorter(&_vd.parent_sprites_to_sort);
1899 ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
1900
1901 if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
1902 if (_draw_dirty_blocks) ViewportDrawDirtyBlocks();
1903
1904 DrawPixelInfo dp = _vd.dpi;
1905 ZoomLevel zoom = _vd.dpi.zoom;
1906 dp.zoom = ZOOM_LVL_NORMAL;
1907 dp.width = UnScaleByZoom(dp.width, zoom);
1908 dp.height = UnScaleByZoom(dp.height, zoom);
1909 _cur_dpi = &dp;
1910
1911 if (vp->overlay != NULL && vp->overlay->GetCargoMask() != 0 && vp->overlay->GetCompanyMask() != 0) {
1912 /* translate to window coordinates */
1913 dp.left = x;
1914 dp.top = y;
1915 vp->overlay->Draw(&dp);
1916 }
1917
1918 if (_vd.string_sprites_to_draw.Length() != 0) {
1919 /* translate to world coordinates */
1920 dp.left = UnScaleByZoom(_vd.dpi.left, zoom);
1921 dp.top = UnScaleByZoom(_vd.dpi.top, zoom);
1922 ViewportDrawStrings(zoom, &_vd.string_sprites_to_draw);
1923 }
1924
1925 _cur_dpi = old_dpi;
1926
1927 _vd.string_sprites_to_draw.Clear();
1928 _vd.tile_sprites_to_draw.Clear();
1929 _vd.parent_sprites_to_draw.Clear();
1930 _vd.parent_sprites_to_sort.Clear();
1931 _vd.child_screen_sprites_to_draw.Clear();
1932 }
1933
1938 static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
1939 {
1940 if (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000 * ZOOM_LVL_BASE * ZOOM_LVL_BASE) {
1941 if ((bottom - top) > (right - left)) {
1942 int t = (top + bottom) >> 1;
1943 ViewportDrawChk(vp, left, top, right, t);
1944 ViewportDrawChk(vp, left, t, right, bottom);
1945 } else {
1946 int t = (left + right) >> 1;
1947 ViewportDrawChk(vp, left, top, t, bottom);
1948 ViewportDrawChk(vp, t, top, right, bottom);
1949 }
1950 } else {
1951 ViewportDoDraw(vp,
1952 ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
1953 ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
1954 ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
1955 ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
1956 );
1957 }
1958 }
1959
1960 static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)
1961 {
1962 if (right <= vp->left || bottom <= vp->top) return;
1963
1964 if (left >= vp->left + vp->width) return;
1965
1966 if (left < vp->left) left = vp->left;
1967 if (right > vp->left + vp->width) right = vp->left + vp->width;
1968
1969 if (top >= vp->top + vp->height) return;
1970
1971 if (top < vp->top) top = vp->top;
1972 if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
1973
1974 ViewportDrawChk(vp, left, top, right, bottom);
1975 }
1976
1980 void Window::DrawViewport() const
1981 {
1982 DrawPixelInfo *dpi = _cur_dpi;
1983
1984 dpi->left += this->left;
1985 dpi->top += this->top;
1986
1987 ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
1988
1989 dpi->left -= this->left;
1990 dpi->top -= this->top;
1991 }
1992
2001 typedef bool ContinueMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit);
2002
2004 static inline bool ContinueLowerMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter > 0 && sy > sy_limit; }
2006 static inline bool ContinueUpperMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter < iter_limit && sy < sy_limit; }
2007
2021 static int SearchMapEdge(Point &curr_tile, int &iter, int iter_limit, int offset, int sy_limit, ContinueMapEdgeSearch continue_criteria)
2022 {
2023 int sy;
2024 do {
2025 iter = Clamp(iter + offset, 0, iter_limit);
2026 sy = GetViewportY(curr_tile);
2027 } while (continue_criteria(iter, iter_limit, sy, sy_limit));
2028
2029 return iter;
2030 }
2031
2046 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)
2047 {
2048 bool upper_edge = other_value < _settings_game.construction.max_heightlevel / 4;
2049
2050 /*
2051 * First get an estimate of the tiles relevant for us at that edge. Relevant in the sense
2052 * "at least close to the visible area". Thus, we don't look at exactly each tile, inspecting
2053 * e.g. every tenth should be enough. After all, the desired screen limit is set such that
2054 * the bordermost tiles are painted in the middle of the screen when one hits the limit,
2055 * i.e. it is no harm if there is some small error in that calculation
2056 */
2057
2058 other_ref = upper_edge ? 0 : other_limit;
2059 iter = start;
2060 int min_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? -10 : +10, vp_top, upper_edge ? ContinueLowerMapEdgeSearch : ContinueUpperMapEdgeSearch);
2061 iter = start;
2062 int max_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? +10 : -10, vp_bottom, upper_edge ? ContinueUpperMapEdgeSearch : ContinueLowerMapEdgeSearch);
2063
2064 max_iter = min(max_iter + _settings_game.construction.max_heightlevel / 4, iter_limit);
2065 min_iter = min(min_iter, max_iter);
2066
2067 /* Now, calculate the highest heightlevel of these tiles. Again just as an estimate. */
2068 int max_heightlevel_at_edge = 0;
2069 for (iter = min_iter; iter <= max_iter; iter += 10) {
2070 max_heightlevel_at_edge = max(max_heightlevel_at_edge, (int)TileHeight(TileXY(curr_tile.x, curr_tile.y)));
2071 }
2072
2073 /* Based on that heightlevel, calculate the limit. For the upper edge a tile with height zero would
2074 * get a limit of zero, on the other side it depends on the number of tiles along the axis. */
2075 return upper_edge ?
2076 max(vp_value, -max_heightlevel_at_edge * (int)(TILE_HEIGHT * 2 * ZOOM_LVL_BASE)) :
2077 min(vp_value, (other_limit * TILE_SIZE * 4 - max_heightlevel_at_edge * TILE_HEIGHT * 2) * ZOOM_LVL_BASE);
2078 }
2079
2080 static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
2081 {
2082 int original_y = y;
2083
2084 /* Centre of the viewport is hot spot */
2085 x += vp->virtual_width / 2;
2086 y += vp->virtual_height / 2;
2087
2088 /* Convert viewport coordinates to map coordinates
2089 * Calculation is scaled by 4 to avoid rounding errors */
2090 int vx = -x + y * 2;
2091 int vy = x + y * 2;
2092
2093 /* Find out which tile corresponds to (vx,vy) if one assumes height zero. The cast is necessary to prevent C++ from
2094 * converting the result to an uint, which gives an overflow instead of a negative result... */
2095 int tx = vx / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
2096 int ty = vy / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
2097
2098 Point curr_tile;
2099 vx = ClampXYToMap(curr_tile, curr_tile.y, MapMaxY(), ty, curr_tile.x, tx, vx, MapMaxX(), original_y, original_y + vp->virtual_height);
2100 vy = ClampXYToMap(curr_tile, curr_tile.x, MapMaxX(), tx, curr_tile.y, ty, vy, MapMaxY(), original_y, original_y + vp->virtual_height);
2101
2102 /* Convert map coordinates to viewport coordinates */
2103 x = (-vx + vy) / 2;
2104 y = ( vx + vy) / 4;
2105
2106 /* Remove centering */
2107 x -= vp->virtual_width / 2;
2108 y -= vp->virtual_height / 2;
2109 }
2110
2115 void UpdateViewportPosition(Window *w)
2116 {
2117 const ViewPort *vp = w->viewport;
2118
2119 if (w->viewport->follow_vehicle != INVALID_VEHICLE) {
2120 const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
2121 Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
2122
2123 w->viewport->scrollpos_x = pt.x;
2124 w->viewport->scrollpos_y = pt.y;
2125 SetViewportPosition(w, pt.x, pt.y);
2126 } else {
2127 /* Ensure the destination location is within the map */
2128 ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y);
2129
2130 int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
2131 int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
2132
2133 bool update_overlay = false;
2134 if (delta_x != 0 || delta_y != 0) {
2135 if (_settings_client.gui.smooth_scroll) {
2136 int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
2137 /* Not at our desired position yet... */
2138 w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
2139 w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll);
2140 } else {
2141 w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
2142 w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
2143 }
2144 update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
2145 w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
2146 }
2147
2148 ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
2149
2150 SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
2151 if (update_overlay) RebuildViewportOverlay(w);
2152 }
2153 }
2154
2164 static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom)
2165 {
2166 right -= vp->virtual_left;
2167 if (right <= 0) return;
2168
2169 bottom -= vp->virtual_top;
2170 if (bottom <= 0) return;
2171
2172 left = max(0, left - vp->virtual_left);
2173
2174 if (left >= vp->virtual_width) return;
2175
2176 top = max(0, top - vp->virtual_top);
2177
2178 if (top >= vp->virtual_height) return;
2179
2180 SetDirtyBlocks(
2181 UnScaleByZoomLower(left, vp->zoom) + vp->left,
2182 UnScaleByZoomLower(top, vp->zoom) + vp->top,
2183 UnScaleByZoom(right, vp->zoom) + vp->left + 1,
2184 UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
2185 );
2186 }
2187
2196 void MarkAllViewportsDirty(int left, int top, int right, int bottom)
2197 {
2198 Window *w;
2199 FOR_ALL_WINDOWS_FROM_BACK(w) {
2200 ViewPort *vp = w->viewport;
2201 if (vp != NULL) {
2202 assert(vp->width != 0);
2203 MarkViewportDirty(vp, left, top, right, bottom);
2204 }
2205 }
2206 }
2207
2208 void ConstrainAllViewportsZoom()
2209 {
2210 Window *w;
2211 FOR_ALL_WINDOWS_FROM_FRONT(w) {
2212 if (w->viewport == NULL) continue;
2213
2214 ZoomLevel zoom = static_cast<ZoomLevel>(Clamp(w->viewport->zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
2215 if (zoom != w->viewport->zoom) {
2216 while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w);
2217 while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w);
2218 }
2219 }
2220 }
2221
2227 void MarkTileDirtyByTile(TileIndex tile)
2228 {
2229 Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, GetTilePixelZ(tile));
2230 MarkAllViewportsDirty(
2231 pt.x - 31 * ZOOM_LVL_BASE,
2232 pt.y - 122 * ZOOM_LVL_BASE,
2233 pt.x - 31 * ZOOM_LVL_BASE + 67 * ZOOM_LVL_BASE,
2234 pt.y - 122 * ZOOM_LVL_BASE + 154 * ZOOM_LVL_BASE
2235 );
2236 }
2237
2238 void MarkTileDirtyByTileOutsideMap(int x, int y)
2239 {
2240 Point pt = RemapCoords(x * TILE_SIZE, y * TILE_SIZE, GetTilePixelZOutsideMap(x, y));
2241 /* Since tiles painted outside the map don't contain buildings, trees, etc.,
2242 * this reduced area for repainting should suffice. If not, adjust the offsets
2243 * used below. */
2244 MarkAllViewportsDirty(
2245 pt.x - TILE_SIZE + 1,
2246 pt.y,
2247 pt.x + TILE_SIZE - 1,
2248 pt.y + TILE_SIZE + TILE_HEIGHT - 1
2249 );
2250 }
2251
2259 static void SetSelectionTilesDirty()
2260 {
2261 int x_size = _thd.size.x;
2262 int y_size = _thd.size.y;
2263
2264 if (!_thd.diagonal) { // Selecting in a straight rectangle (or a single square)
2265 int x_start = _thd.pos.x;
2266 int y_start = _thd.pos.y;
2267
2268 if (_thd.outersize.x != 0) {
2269 x_size += _thd.outersize.x;
2270 x_start += _thd.offs.x;
2271 y_size += _thd.outersize.y;
2272 y_start += _thd.offs.y;
2273 }
2274
2275 x_size -= TILE_SIZE;
2276 y_size -= TILE_SIZE;
2277
2278 assert(x_size >= 0);
2279 assert(y_size >= 0);
2280
2281 int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
2282 int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
2283
2284 x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
2285 y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
2286
2287 /* make sure everything is multiple of TILE_SIZE */
2288 assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
2289
2290 /* How it works:
2291 * Suppose we have to mark dirty rectangle of 3x4 tiles:
2292 * x
2293 * xxx
2294 * xxxxx
2295 * xxxxx
2296 * xxx
2297 * x
2298 * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
2299 * 1) x 2) x
2300 * xxx Oxx
2301 * Oxxxx xOxxx
2302 * xxxxx Oxxxx
2303 * xxx xxx
2304 * x x
2305 * And so forth...
2306 */
2307
2308 int top_x = x_end; // coordinates of top dirty tile
2309 int top_y = y_start;
2310 int bot_x = top_x; // coordinates of bottom dirty tile
2311 int bot_y = top_y;
2312
2313 do {
2314 /* topmost dirty point */
2315 TileIndex top_tile = TileVirtXY(top_x, top_y);
2316 Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile));
2317
2318 /* bottommost point */
2319 TileIndex bottom_tile = TileVirtXY(bot_x, bot_y);
2320 Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point
2321
2322 /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
2323 * tile height/slope affects only the 'y' on-screen coordinate! */
2324
2325 int l = top.x - (TILE_PIXELS - 2) * ZOOM_LVL_BASE; // 'x' coordinate of left side of dirty rectangle
2326 int t = top.y; // 'y' coordinate of top side -//-
2327 int r = top.x + (TILE_PIXELS - 2) * ZOOM_LVL_BASE; // right side of dirty rectangle
2328 int b = bot.y; // bottom -//-
2329
2330 static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area
2331
2332 /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
2333 MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH * ZOOM_LVL_BASE);
2334
2335 /* haven't we reached the topmost tile yet? */
2336 if (top_x != x_start) {
2337 top_x -= TILE_SIZE;
2338 } else {
2339 top_y += TILE_SIZE;
2340 }
2341
2342 /* the way the bottom tile changes is different when we reach the bottommost tile */
2343 if (bot_y != y_end) {
2344 bot_y += TILE_SIZE;
2345 } else {
2346 bot_x -= TILE_SIZE;
2347 }
2348 } while (bot_x >= top_x);
2349 } else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
2350 /* a_size, b_size describe a rectangle with rotated coordinates */
2351 int a_size = x_size + y_size, b_size = x_size - y_size;
2352
2353 int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
2354 int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
2355
2356 for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
2357 for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
2358 uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
2359 uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
2360
2361 if (x < MapMaxX() && y < MapMaxY()) {
2362 MarkTileDirtyByTile(TileXY(x, y));
2363 }
2364 }
2365 }
2366 }
2367 }
2368
2369
2370 void SetSelectionRed(bool b)
2371 {
2372 _thd.make_square_red = b;
2373 SetSelectionTilesDirty();
2374 }
2375
2384 static bool CheckClickOnViewportSign(const ViewPort *vp, int x, int y, const ViewportSign *sign)
2385 {
2386 bool small = (vp->zoom >= ZOOM_LVL_OUT_16X);
2387 int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
2388 int sign_height = ScaleByZoom(VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM, vp->zoom);
2389
2390 x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
2391 y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
2392
2393 return y >= sign->top && y < sign->top + sign_height &&
2394 x >= sign->center - sign_half_width && x < sign->center + sign_half_width;
2395 }
2396
2397 static bool CheckClickOnTown(const ViewPort *vp, int x, int y)
2398 {
2399 if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES)) return false;
2400
2401 const Town *t;
2402 FOR_ALL_TOWNS(t) {
2403 if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) {
2404 ShowTownViewWindow(t->index);
2405 return true;
2406 }
2407 }
2408
2409 return false;
2410 }
2411
2412 static bool CheckClickOnStation(const ViewPort *vp, int x, int y)
2413 {
2414 if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || IsInvisibilitySet(TO_SIGNS)) return false;
2415
2416 const BaseStation *st;
2417 FOR_ALL_BASE_STATIONS(st) {
2418 /* Check whether the base station is a station or a waypoint */
2419 bool is_station = Station::IsExpected(st);
2420
2421 /* Don't check if the display options are disabled */
2422 if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
2423
2424 /* Don't check if competitor signs are not shown and the sign isn't owned by the local company */
2425 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != st->owner && st->owner != OWNER_NONE) continue;
2426
2427 if (CheckClickOnViewportSign(vp, x, y, &st->sign)) {
2428 if (is_station) {
2429 ShowStationViewWindow(st->index);
2430 } else {
2431 ShowWaypointWindow(Waypoint::From(st));
2432 }
2433 return true;
2434 }
2435 }
2436
2437 return false;
2438 }
2439
2440
2441 static bool CheckClickOnSign(const ViewPort *vp, int x, int y)
2442 {
2443 /* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */
2444 if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _local_company == COMPANY_SPECTATOR) return false;
2445
2446 const Sign *si;
2447 FOR_ALL_SIGNS(si) {
2448 /* If competitor signs are hidden, don't check signs that aren't owned by local company */
2449 if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
2450 if (si->owner == OWNER_DEITY && _game_mode != GM_EDITOR) continue;
2451
2452 if (CheckClickOnViewportSign(vp, x, y, &si->sign)) {
2453 HandleClickOnSign(si);
2454 return true;
2455 }
2456 }
2457
2458 return false;
2459 }
2460
2461
2462 static bool CheckClickOnLandscape(const ViewPort *vp, int x, int y)
2463 {
2464 Point pt = TranslateXYToTileCoord(vp, x, y);
2465
2466 if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
2467 return true;
2468 }
2469
2470 static void PlaceObject()
2471 {
2472 Point pt;
2473 Window *w;
2474
2475 pt = GetTileBelowCursor();
2476 if (pt.x == -1) return;
2477
2478 if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) {
2479 pt.x += TILE_SIZE / 2;
2480 pt.y += TILE_SIZE / 2;
2481 }
2482
2483 _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
2484 _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
2485
2486 w = _thd.GetCallbackWnd();
2487 if (w != NULL) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
2488 }
2489
2490
2491 bool HandleViewportClicked(const ViewPort *vp, int x, int y)
2492 {
2493 const Vehicle *v = CheckClickOnVehicle(vp, x, y);
2494
2495 if (_thd.place_mode & HT_VEHICLE) {
2496 if (v != NULL && VehicleClicked(v)) return true;
2497 }
2498
2499 /* Vehicle placement mode already handled above. */
2500 if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
2501 PlaceObject();
2502 return true;
2503 }
2504
2505 if (CheckClickOnTown(vp, x, y)) return true;
2506 if (CheckClickOnStation(vp, x, y)) return true;
2507 if (CheckClickOnSign(vp, x, y)) return true;
2508 bool result = CheckClickOnLandscape(vp, x, y);
2509
2510 if (v != NULL) {
2511 DEBUG(misc, 2, "Vehicle %d (index %d) at %p", v->unitnumber, v->index, v);
2512 if (IsCompanyBuildableVehicleType(v)) {
2513 v = v->First();
2514 if (_ctrl_pressed && v->owner == _local_company) {
2515 StartStopVehicle(v, true);
2516 } else {
2517 ShowVehicleViewWindow(v);
2518 }
2519 }
2520 return true;
2521 }
2522 return result;
2523 }
2524
2525 void RebuildViewportOverlay(Window *w)
2526 {
2527 if (w->viewport->overlay != NULL &&
2528 w->viewport->overlay->GetCompanyMask() != 0 &&
2529 w->viewport->overlay->GetCargoMask() != 0) {
2530 w->viewport->overlay->RebuildCache();
2531 w->SetDirty();
2532 }
2533 }
2534
2544 bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
2545 {
2546 /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
2547 if (z == -1) {
2548 if ( x >= 0 && x <= (int)MapSizeX() * (int)TILE_SIZE - 1
2549 && y >= 0 && y <= (int)MapSizeY() * (int)TILE_SIZE - 1) {
2550 z = GetSlopePixelZ(x, y);
2551 } else {
2552 z = TileHeightOutsideMap(x / TILE_SIZE, y / TILE_SIZE);
2553 }
2554 }
2555
2556 Point pt = MapXYZToViewport(w->viewport, x, y, z);
2557 w->viewport->follow_vehicle = INVALID_VEHICLE;
2558
2559 if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false;
2560
2561 if (instant) {
2562 w->viewport->scrollpos_x = pt.x;
2563 w->viewport->scrollpos_y = pt.y;
2564 RebuildViewportOverlay(w);
2565 }
2566
2567 w->viewport->dest_scrollpos_x = pt.x;
2568 w->viewport->dest_scrollpos_y = pt.y;
2569 return true;
2570 }
2571
2579 bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant)
2580 {
2581 return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant);
2582 }
2583
2590 bool ScrollMainWindowToTile(TileIndex tile, bool instant)
2591 {
2592 return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
2593 }
2594
2599 void SetRedErrorSquare(TileIndex tile)
2600 {
2601 TileIndex old;
2602
2603 old = _thd.redsq;
2604 _thd.redsq = tile;
2605
2606 if (tile != old) {
2607 if (tile != INVALID_TILE) MarkTileDirtyByTile(tile);
2608 if (old != INVALID_TILE) MarkTileDirtyByTile(old);
2609 }
2610 }
2611
2617 void SetTileSelectSize(int w, int h)
2618 {
2619 _thd.new_size.x = w * TILE_SIZE;
2620 _thd.new_size.y = h * TILE_SIZE;
2621 _thd.new_outersize.x = 0;
2622 _thd.new_outersize.y = 0;
2623 }
2624
2625 void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
2626 {
2627 _thd.offs.x = ox * TILE_SIZE;
2628 _thd.offs.y = oy * TILE_SIZE;
2629 _thd.new_outersize.x = sx * TILE_SIZE;
2630 _thd.new_outersize.y = sy * TILE_SIZE;
2631 }
2632
2634 static HighLightStyle GetAutorailHT(int x, int y)
2635 {
2636 return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
2637 }
2638
2642 void TileHighlightData::Reset()
2643 {
2644 this->pos.x = 0;
2645 this->pos.y = 0;
2646 this->new_pos.x = 0;
2647 this->new_pos.y = 0;
2648 }
2649
2654 bool TileHighlightData::IsDraggingDiagonal()
2655 {
2656 return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down;
2657 }
2658
2663 Window *TileHighlightData::GetCallbackWnd()
2664 {
2665 return FindWindowById(this->window_class, this->window_number);
2666 }
2667
2668
2669
2677 void UpdateTileSelection()
2678 {
2679 int x1;
2680 int y1;
2681
2682 HighLightStyle new_drawstyle = HT_NONE;
2683 bool new_diagonal = false;
2684
2685 if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) {
2686 x1 = _thd.selend.x;
2687 y1 = _thd.selend.y;
2688 if (x1 != -1) {
2689 int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
2690 int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
2691 x1 &= ~TILE_UNIT_MASK;
2692 y1 &= ~TILE_UNIT_MASK;
2693
2694 if (_thd.IsDraggingDiagonal()) {
2695 new_diagonal = true;
2696 } else {
2697 if (x1 >= x2) Swap(x1, x2);
2698 if (y1 >= y2) Swap(y1, y2);
2699 }
2700 _thd.new_pos.x = x1;
2701 _thd.new_pos.y = y1;
2702 _thd.new_size.x = x2 - x1;
2703 _thd.new_size.y = y2 - y1;
2704 if (!new_diagonal) {
2705 _thd.new_size.x += TILE_SIZE;
2706 _thd.new_size.y += TILE_SIZE;
2707 }
2708 new_drawstyle = _thd.next_drawstyle;
2709 }
2710 } else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
2711 Point pt = GetTileBelowCursor();
2712 x1 = pt.x;
2713 y1 = pt.y;
2714 if (x1 != -1) {
2715 switch (_thd.place_mode & HT_DRAG_MASK) {
2716 case HT_RECT:
2717 new_drawstyle = HT_RECT;
2718 break;
2719 case HT_POINT:
2720 new_drawstyle = HT_POINT;
2721 x1 += TILE_SIZE / 2;
2722 y1 += TILE_SIZE / 2;
2723 break;
2724 case HT_RAIL:
2725 /* Draw one highlighted tile in any direction */
2726 new_drawstyle = GetAutorailHT(pt.x, pt.y);
2727 break;
2728 case HT_LINE:
2729 switch (_thd.place_mode & HT_DIR_MASK) {
2730 case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break;
2731 case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break;
2732
2733 case HT_DIR_HU:
2734 case HT_DIR_HL:
2735 new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
2736 break;
2737
2738 case HT_DIR_VL:
2739 case HT_DIR_VR:
2740 new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
2741 break;
2742
2743 default: NOT_REACHED();
2744 }
2745 _thd.selstart.x = x1 & ~TILE_UNIT_MASK;
2746 _thd.selstart.y = y1 & ~TILE_UNIT_MASK;
2747 break;
2748 default:
2749 NOT_REACHED();
2750 break;
2751 }
2752 _thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
2753 _thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
2754 }
2755 }
2756
2757 /* redraw selection */
2758 if (_thd.drawstyle != new_drawstyle ||
2759 _thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
2760 _thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
2761 _thd.outersize.x != _thd.new_outersize.x ||
2762 _thd.outersize.y != _thd.new_outersize.y ||
2763 _thd.diagonal != new_diagonal) {
2764 /* Clear the old tile selection? */
2765 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
2766
2767 _thd.drawstyle = new_drawstyle;
2768 _thd.pos = _thd.new_pos;
2769 _thd.size = _thd.new_size;
2770 _thd.outersize = _thd.new_outersize;
2771 _thd.diagonal = new_diagonal;
2772 _thd.dirty = 0xff;
2773
2774 /* Draw the new tile selection? */
2775 if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
2776 }
2777 }
2778
2786 static inline void ShowMeasurementTooltips(StringID str, uint paramcount, const uint64 params[], TooltipCloseCondition close_cond = TCC_LEFT_CLICK)
2787 {
2788 if (!_settings_client.gui.measure_tooltip) return;
2789 GuiShowTooltips(_thd.GetCallbackWnd(), str, paramcount, params, close_cond);
2790 }
2791
2793 void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process)
2794 {
2795 _thd.select_method = method;
2796 _thd.select_proc = process;
2797 _thd.selend.x = TileX(tile) * TILE_SIZE;
2798 _thd.selstart.x = TileX(tile) * TILE_SIZE;
2799 _thd.selend.y = TileY(tile) * TILE_SIZE;
2800 _thd.selstart.y = TileY(tile) * TILE_SIZE;
2801
2802 /* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
2803 * In effect, placement starts from the centre of a tile
2804 */
2805 if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
2806 _thd.selend.x += TILE_SIZE / 2;
2807 _thd.selend.y += TILE_SIZE / 2;
2808 _thd.selstart.x += TILE_SIZE / 2;
2809 _thd.selstart.y += TILE_SIZE / 2;
2810 }
2811
2812 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
2813 if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) {
2814 _thd.place_mode = HT_SPECIAL | others;
2815 _thd.next_drawstyle = HT_RECT | others;
2816 } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
2817 _thd.place_mode = HT_SPECIAL | others;
2818 _thd.next_drawstyle = _thd.drawstyle | others;
2819 } else {
2820 _thd.place_mode = HT_SPECIAL | others;
2821 _thd.next_drawstyle = HT_POINT | others;
2822 }
2823 _special_mouse_mode = WSM_SIZING;
2824 }
2825
2826 void VpSetPlaceSizingLimit(int limit)
2827 {
2828 _thd.sizelimit = limit;
2829 }
2830
2836 void VpSetPresizeRange(TileIndex from, TileIndex to)
2837 {
2838 uint64 distance = DistanceManhattan(from, to) + 1;
2839
2840 _thd.selend.x = TileX(to) * TILE_SIZE;
2841 _thd.selend.y = TileY(to) * TILE_SIZE;
2842 _thd.selstart.x = TileX(from) * TILE_SIZE;
2843 _thd.selstart.y = TileY(from) * TILE_SIZE;
2844 _thd.next_drawstyle = HT_RECT;
2845
2846 /* show measurement only if there is any length to speak of */
2847 if (distance > 1) ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1, &distance, TCC_HOVER);
2848 }
2849
2850 static void VpStartPreSizing()
2851 {
2852 _thd.selend.x = -1;
2853 _special_mouse_mode = WSM_PRESIZE;
2854 }
2855
2860 static HighLightStyle Check2x1AutoRail(int mode)
2861 {
2862 int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
2863 int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
2864 int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
2865 int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
2866
2867 switch (mode) {
2868 default: NOT_REACHED();
2869 case 0: // end piece is lower right
2870 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
2871 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
2872 return HT_DIR_Y;
2873
2874 case 1:
2875 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
2876 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
2877 return HT_DIR_Y;
2878
2879 case 2:
2880 if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
2881 if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
2882 return HT_DIR_X;
2883
2884 case 3:
2885 if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
2886 if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
2887 return HT_DIR_X;
2888 }
2889 }
2890
2904 static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
2905 {
2906 uint start_x = TileX(start_tile);
2907 uint start_y = TileY(start_tile);
2908 uint end_x = TileX(end_tile);
2909 uint end_y = TileY(end_tile);
2910
2911 switch (style & HT_DRAG_MASK) {
2912 case HT_RAIL:
2913 case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
2914
2915 case HT_RECT:
2916 case HT_POINT: return (end_x != start_x && end_y < start_y);
2917 default: NOT_REACHED();
2918 }
2919
2920 return false;
2921 }
2922
2938 static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
2939 {
2940 bool swap = SwapDirection(style, start_tile, end_tile);
2941 uint h0, h1; // Start height and end height.
2942
2943 if (start_tile == end_tile) return 0;
2944 if (swap) Swap(start_tile, end_tile);
2945
2946 switch (style & HT_DRAG_MASK) {
2947 case HT_RECT: {
2948 static const TileIndexDiffC heightdiff_area_by_dir[] = {
2949 /* Start */ {1, 0}, /* Dragging east */ {0, 0}, // Dragging south
2950 /* End */ {0, 1}, /* Dragging east */ {1, 1} // Dragging south
2951 };
2952
2953 /* In the case of an area we can determine whether we were dragging south or
2954 * east by checking the X-coordinates of the tiles */
2955 byte style_t = (byte)(TileX(end_tile) > TileX(start_tile));
2956 start_tile = TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_area_by_dir[style_t]));
2957 end_tile = TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_area_by_dir[2 + style_t]));
2958 /* FALL THROUGH */
2959 }
2960
2961 case HT_POINT:
2962 h0 = TileHeight(start_tile);
2963 h1 = TileHeight(end_tile);
2964 break;
2965 default: { // All other types, this is mostly only line/autorail
2966 static const HighLightStyle flip_style_direction[] = {
2967 HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL
2968 };
2969 static const TileIndexDiffC heightdiff_line_by_dir[] = {
2970 /* Start */ {1, 0}, {1, 1}, /* HT_DIR_X */ {0, 1}, {1, 1}, // HT_DIR_Y
2971 /* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, // HT_DIR_HL
2972 /* Start */ {1, 0}, {1, 1}, /* HT_DIR_VL */ {0, 1}, {1, 1}, // HT_DIR_VR
2973
2974 /* Start */ {0, 1}, {0, 0}, /* HT_DIR_X */ {1, 0}, {0, 0}, // HT_DIR_Y
2975 /* End */ {0, 1}, {0, 0}, /* HT_DIR_HU */ {1, 1}, {0, 1}, // HT_DIR_HL
2976 /* End */ {1, 0}, {0, 0}, /* HT_DIR_VL */ {0, 0}, {0, 1}, // HT_DIR_VR
2977 };
2978
2979 distance %= 2; // we're only interested if the distance is even or uneven
2980 style &= HT_DIR_MASK;
2981
2982 /* To handle autorail, we do some magic to be able to use a lookup table.
2983 * Firstly if we drag the other way around, we switch start&end, and if needed
2984 * also flip the drag-position. Eg if it was on the left, and the distance is even
2985 * that means the end, which is now the start is on the right */
2986 if (swap && distance == 0) style = flip_style_direction[style];
2987
2988 /* Use lookup table for start-tile based on HighLightStyle direction */
2989 byte style_t = style * 2;
2990 assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
2991 h0 = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t])));
2992 uint ht = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t + 1])));
2993 h0 = max(h0, ht);
2994
2995 /* Use lookup table for end-tile based on HighLightStyle direction
2996 * flip around side (lower/upper, left/right) based on distance */
2997 if (distance == 0) style_t = flip_style_direction[style] * 2;
2998 assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
2999 h1 = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t])));
3000 ht = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t + 1])));
3001 h1 = max(h1, ht);
3002 break;
3003 }
3004 }
3005
3006 if (swap) Swap(h0, h1);
3007 return (int)(h1 - h0) * TILE_HEIGHT_STEP;
3008 }
3009
3010 static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
3011
3018 static void CheckUnderflow(int &test, int &other, int mult)
3019 {
3020 if (test >= 0) return;
3021
3022 other += mult * test;
3023 test = 0;
3024 }
3025
3033 static void CheckOverflow(int &test, int &other, int max, int mult)
3034 {
3035 if (test <= max) return;
3036
3037 other += mult * (test - max);
3038 test = max;
3039 }
3040
3042 static void CalcRaildirsDrawstyle(int x, int y, int method)
3043 {
3044 HighLightStyle b;
3045
3046 int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK);
3047 int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK);
3048 uint w = abs(dx) + TILE_SIZE;
3049 uint h = abs(dy) + TILE_SIZE;
3050
3051 if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
3052 /* We 'force' a selection direction; first four rail buttons. */
3053 method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
3054 int raw_dx = _thd.selstart.x - _thd.selend.x;
3055 int raw_dy = _thd.selstart.y - _thd.selend.y;
3056 switch (method) {
3057 case VPM_FIX_X:
3058 b = HT_LINE | HT_DIR_Y;
3059 x = _thd.selstart.x;
3060 break;
3061
3062 case VPM_FIX_Y:
3063 b = HT_LINE | HT_DIR_X;
3064 y = _thd.selstart.y;
3065 break;
3066
3067 case VPM_FIX_HORIZONTAL:
3068 if (dx == -dy) {
3069 /* We are on a straight horizontal line. Determine the 'rail'
3070 * to build based the sub tile location. */
3071 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
3072 } else {
3073 /* We are not on a straight line. Determine the rail to build
3074 * based on whether we are above or below it. */
3075 b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
3076
3077 /* Calculate where a horizontal line through the start point and
3078 * a vertical line from the selected end point intersect and
3079 * use that point as the end point. */
3080 int offset = (raw_dx - raw_dy) / 2;
3081 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
3082 y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK);
3083
3084 /* 'Build' the last half rail tile if needed */
3085 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
3086 if (dx + dy >= (int)TILE_SIZE) {
3087 x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3088 } else {
3089 y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3090 }
3091 }
3092
3093 /* Make sure we do not overflow the map! */
3094 CheckUnderflow(x, y, 1);
3095 CheckUnderflow(y, x, 1);
3096 CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, 1);
3097 CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, 1);
3098 assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
3099 }
3100 break;
3101
3102 case VPM_FIX_VERTICAL:
3103 if (dx == dy) {
3104 /* We are on a straight vertical line. Determine the 'rail'
3105 * to build based the sub tile location. */
3106 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3107 } else {
3108 /* We are not on a straight line. Determine the rail to build
3109 * based on whether we are left or right from it. */
3110 b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3111
3112 /* Calculate where a vertical line through the start point and
3113 * a horizontal line from the selected end point intersect and
3114 * use that point as the end point. */
3115 int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2;
3116 x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
3117 y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK);
3118
3119 /* 'Build' the last half rail tile if needed */
3120 if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
3121 if (dx - dy < 0) {
3122 y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3123 } else {
3124 x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3125 }
3126 }
3127
3128 /* Make sure we do not overflow the map! */
3129 CheckUnderflow(x, y, -1);
3130 CheckUnderflow(y, x, -1);
3131 CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, -1);
3132 CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, -1);
3133 assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
3134 }
3135 break;
3136
3137 default:
3138 NOT_REACHED();
3139 }
3140 } else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
3141 if (method & VPM_RAILDIRS) {
3142 b = GetAutorailHT(x, y);
3143 } else { // rect for autosignals on one tile
3144 b = HT_RECT;
3145 }
3146 } else if (h == TILE_SIZE) { // Is this in X direction?
3147 if (dx == (int)TILE_SIZE) { // 2x1 special handling
3148 b = (Check2x1AutoRail(3)) | HT_LINE;
3149 } else if (dx == -(int)TILE_SIZE) {
3150 b = (Check2x1AutoRail(2)) | HT_LINE;
3151 } else {
3152 b = HT_LINE | HT_DIR_X;
3153 }
3154 y = _thd.selstart.y;
3155 } else if (w == TILE_SIZE) { // Or Y direction?
3156 if (dy == (int)TILE_SIZE) { // 2x1 special handling
3157 b = (Check2x1AutoRail(1)) | HT_LINE;
3158 } else if (dy == -(int)TILE_SIZE) { // 2x1 other direction
3159 b = (Check2x1AutoRail(0)) | HT_LINE;
3160 } else {
3161 b = HT_LINE | HT_DIR_Y;
3162 }
3163 x = _thd.selstart.x;
3164 } else if (w > h * 2) { // still count as x dir?
3165 b = HT_LINE | HT_DIR_X;
3166 y = _thd.selstart.y;
3167 } else if (h > w * 2) { // still count as y dir?
3168 b = HT_LINE | HT_DIR_Y;
3169 x = _thd.selstart.x;
3170 } else { // complicated direction
3171 int d = w - h;
3172 _thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK;
3173 _thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK;
3174
3175 /* four cases. */
3176 if (x > _thd.selstart.x) {
3177 if (y > _thd.selstart.y) {
3178 /* south */
3179 if (d == 0) {
3180 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3181 } else if (d >= 0) {
3182 x = _thd.selstart.x + h;
3183 b = HT_LINE | HT_DIR_VL;
3184 } else {
3185 y = _thd.selstart.y + w;
3186 b = HT_LINE | HT_DIR_VR;
3187 }
3188 } else {
3189 /* west */
3190 if (d == 0) {
3191 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
3192 } else if (d >= 0) {
3193 x = _thd.selstart.x + h;
3194 b = HT_LINE | HT_DIR_HL;
3195 } else {
3196 y = _thd.selstart.y - w;
3197 b = HT_LINE | HT_DIR_HU;
3198 }
3199 }
3200 } else {
3201 if (y > _thd.selstart.y) {
3202 /* east */
3203 if (d == 0) {
3204 b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
3205 } else if (d >= 0) {
3206 x = _thd.selstart.x - h;
3207 b = HT_LINE | HT_DIR_HU;
3208 } else {
3209 y = _thd.selstart.y + w;
3210 b = HT_LINE | HT_DIR_HL;
3211 }
3212 } else {
3213 /* north */
3214 if (d == 0) {
3215 b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3216 } else if (d >= 0) {
3217 x = _thd.selstart.x - h;
3218 b = HT_LINE | HT_DIR_VR;
3219 } else {
3220 y = _thd.selstart.y - w;
3221 b = HT_LINE | HT_DIR_VL;
3222 }
3223 }
3224 }
3225 }
3226
3227 if (_settings_client.gui.measure_tooltip) {
3228 TileIndex t0 = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
3229 TileIndex t1 = TileVirtXY(x, y);
3230 uint distance = DistanceManhattan(t0, t1) + 1;
3231 byte index = 0;
3232 uint64 params[2];
3233
3234 if (distance != 1) {
3235 int heightdiff = CalcHeightdiff(b, distance, t0, t1);
3236 /* If we are showing a tooltip for horizontal or vertical drags,
3237 * 2 tiles have a length of 1. To bias towards the ceiling we add
3238 * one before division. It feels more natural to count 3 lengths as 2 */
3239 if ((b & HT_DIR_MASK) != HT_DIR_X && (b & HT_DIR_MASK) != HT_DIR_Y) {
3240 distance = CeilDiv(distance, 2);
3241 }
3242
3243 params[index++] = distance;
3244 if (heightdiff != 0) params[index++] = heightdiff;
3245 }
3246
3247 ShowMeasurementTooltips(measure_strings_length[index], index, params);
3248 }
3249
3250 _thd.selend.x = x;
3251 _thd.selend.y = y;
3252 _thd.next_drawstyle = b;
3253 }
3254
3262 void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
3263 {
3264 int sx, sy;
3265 HighLightStyle style;
3266
3267 if (x == -1) {
3268 _thd.selend.x = -1;
3269 return;
3270 }
3271
3272 /* Special handling of drag in any (8-way) direction */
3273 if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
3274 _thd.selend.x = x;
3275 _thd.selend.y = y;
3276 CalcRaildirsDrawstyle(x, y, method);
3277 return;
3278 }
3279
3280 /* Needed so level-land is placed correctly */
3281 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) {
3282 x += TILE_SIZE / 2;
3283 y += TILE_SIZE / 2;
3284 }
3285
3286 sx = _thd.selstart.x;
3287 sy = _thd.selstart.y;
3288
3289 int limit = 0;
3290
3291 switch (method) {
3292 case VPM_X_OR_Y: // drag in X or Y direction
3293 if (abs(sy - y) < abs(sx - x)) {
3294 y = sy;
3295 style = HT_DIR_X;
3296 } else {
3297 x = sx;
3298 style = HT_DIR_Y;
3299 }
3300 goto calc_heightdiff_single_direction;
3301
3302 case VPM_X_LIMITED: // Drag in X direction (limited size).
3303 limit = (_thd.sizelimit - 1) * TILE_SIZE;
3304 /* FALL THROUGH */
3305
3306 case VPM_FIX_X: // drag in Y direction
3307 x = sx;
3308 style = HT_DIR_Y;
3309 goto calc_heightdiff_single_direction;
3310
3311 case VPM_Y_LIMITED: // Drag in Y direction (limited size).
3312 limit = (_thd.sizelimit - 1) * TILE_SIZE;
3313 /* FALL THROUGH */
3314
3315 case VPM_FIX_Y: // drag in X direction
3316 y = sy;
3317 style = HT_DIR_X;
3318
3319 calc_heightdiff_single_direction:;
3320 if (limit > 0) {
3321 x = sx + Clamp(x - sx, -limit, limit);
3322 y = sy + Clamp(y - sy, -limit, limit);
3323 }
3324 if (_settings_client.gui.measure_tooltip) {
3325 TileIndex t0 = TileVirtXY(sx, sy);
3326 TileIndex t1 = TileVirtXY(x, y);
3327 uint distance = DistanceManhattan(t0, t1) + 1;
3328 byte index = 0;
3329 uint64 params[2];
3330
3331 if (distance != 1) {
3332 /* With current code passing a HT_LINE style to calculate the height
3333 * difference is enough. However if/when a point-tool is created
3334 * with this method, function should be called with new_style (below)
3335 * instead of HT_LINE | style case HT_POINT is handled specially
3336 * new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
3337 int heightdiff = CalcHeightdiff(HT_LINE | style, 0, t0, t1);
3338
3339 params[index++] = distance;
3340 if (heightdiff != 0) params[index++] = heightdiff;
3341 }
3342
3343 ShowMeasurementTooltips(measure_strings_length[index], index, params);
3344 }
3345 break;
3346
3347 case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area.
3348 limit = (_thd.sizelimit - 1) * TILE_SIZE;
3349 x = sx + Clamp(x - sx, -limit, limit);
3350 y = sy + Clamp(y - sy, -limit, limit);
3351 /* FALL THROUGH */
3352
3353 case VPM_X_AND_Y: // drag an X by Y area
3354 if (_settings_client.gui.measure_tooltip) {
3355 static const StringID measure_strings_area[] = {
3356 STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
3357 };
3358
3359 TileIndex t0 = TileVirtXY(sx, sy);
3360 TileIndex t1 = TileVirtXY(x, y);
3361 uint dx = Delta(TileX(t0), TileX(t1)) + 1;
3362 uint dy = Delta(TileY(t0), TileY(t1)) + 1;
3363 byte index = 0;
3364 uint64 params[3];
3365
3366 /* If dragging an area (eg dynamite tool) and it is actually a single
3367 * row/column, change the type to 'line' to get proper calculation for height */
3368 style = (HighLightStyle)_thd.next_drawstyle;
3369 if (_thd.IsDraggingDiagonal()) {
3370 /* Determine the "area" of the diagonal dragged selection.
3371 * We assume the area is the number of tiles along the X
3372 * edge and the number of tiles along the Y edge. However,
3373 * multiplying these two numbers does not give the exact
3374 * number of tiles; basically we are counting the black
3375 * squares on a chess board and ignore the white ones to
3376 * make the tile counts at the edges match up. There is no
3377 * other way to make a proper count though.
3378 *
3379 * First convert to the rotated coordinate system. */
3380 int dist_x = TileX(t0) - TileX(t1);
3381 int dist_y = TileY(t0) - TileY(t1);
3382 int a_max = dist_x + dist_y;
3383 int b_max = dist_y - dist_x;
3384
3385 /* Now determine the size along the edge, but due to the
3386 * chess board principle this counts double. */
3387 a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2;
3388 b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2;
3389
3390 /* We get a 1x1 on normal 2x1 rectangles, due to it being
3391 * a seen as two sides. As the result for actual building
3392 * will be the same as non-diagonal dragging revert to that
3393 * behaviour to give it a more normally looking size. */
3394 if (a_max != 1 || b_max != 1) {
3395 dx = a_max;
3396 dy = b_max;
3397 }
3398 } else if (style & HT_RECT) {
3399 if (dx == 1) {
3400 style = HT_LINE | HT_DIR_Y;
3401 } else if (dy == 1) {
3402 style = HT_LINE | HT_DIR_X;
3403 }
3404 }
3405
3406 if (dx != 1 || dy != 1) {
3407 int heightdiff = CalcHeightdiff(style, 0, t0, t1);
3408
3409 params[index++] = dx - (style & HT_POINT ? 1 : 0);
3410 params[index++] = dy - (style & HT_POINT ? 1 : 0);
3411 if (heightdiff != 0) params[index++] = heightdiff;
3412 }
3413
3414 ShowMeasurementTooltips(measure_strings_area[index], index, params);
3415 }
3416 break;
3417
3418 default: NOT_REACHED();
3419 }
3420
3421 _thd.selend.x = x;
3422 _thd.selend.y = y;
3423 }
3424
3429 EventState VpHandlePlaceSizingDrag()
3430 {
3431 if (_special_mouse_mode != WSM_SIZING) return ES_NOT_HANDLED;
3432
3433 /* stop drag mode if the window has been closed */
3434 Window *w = _thd.GetCallbackWnd();
3435 if (w == NULL) {
3436 ResetObjectToPlace();
3437 return ES_HANDLED;
3438 }
3439
3440 /* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
3441 if (_left_button_down) {
3442 w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
3443 return ES_HANDLED;
3444 }
3445
3446 /* mouse button released..
3447 * keep the selected tool, but reset it to the original mode. */
3448 _special_mouse_mode = WSM_NONE;
3449 HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
3450 if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
3451 _thd.place_mode = HT_RECT | others;
3452 } else if (_thd.select_method & VPM_SIGNALDIRS) {
3453 _thd.place_mode = HT_RECT | others;
3454 } else if (_thd.select_method & VPM_RAILDIRS) {
3455 _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : (HT_RAIL | others);
3456 } else {
3457 _thd.place_mode = HT_POINT | others;
3458 }
3459 SetTileSelectSize(1, 1);
3460
3461 w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
3462
3463 return ES_HANDLED;
3464 }
3465
3466 void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
3467 {
3468 SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
3469 }
3470
3471 #include "table/animcursors.h"
3472
3473 void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
3474 {
3475 if (_thd.window_class != WC_INVALID) {
3476 /* Undo clicking on button and drag & drop */
3477 Window *w = _thd.GetCallbackWnd();
3478 /* Call the abort function, but set the window class to something
3479 * that will never be used to avoid infinite loops. Setting it to
3480 * the 'next' window class must not be done because recursion into
3481 * this function might in some cases reset the newly set object to
3482 * place or not properly reset the original selection. */
3483 _thd.window_class = WC_INVALID;
3484 if (w != NULL) w->OnPlaceObjectAbort();
3485 }
3486
3487 /* Mark the old selection dirty, in case the selection shape or colour changes */
3488 if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
3489
3490 SetTileSelectSize(1, 1);
3491
3492 _thd.make_square_red = false;
3493
3494 if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
3495 mode = HT_NONE;
3496 _special_mouse_mode = WSM_DRAGDROP;
3497 } else {
3498 _special_mouse_mode = WSM_NONE;
3499 }
3500
3501 _thd.place_mode = mode;
3502 _thd.window_class = window_class;
3503 _thd.window_number = window_num;
3504
3505 if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode
3506 VpStartPreSizing();
3507 }
3508
3509 if ((icon & ANIMCURSOR_FLAG) != 0) {
3510 SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
3511 } else {
3512 SetMouseCursor(icon, pal);
3513 }
3514
3515 }
3516
3517 void ResetObjectToPlace()
3518 {
3519 SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
3520 }
3521
3522 Point GetViewportStationMiddle(const ViewPort *vp, const Station *st)
3523 {
3524 int x = TileX(st->xy) * TILE_SIZE;
3525 int y = TileY(st->xy) * TILE_SIZE;
3526 int z = GetSlopePixelZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1));
3527
3528 Point p = RemapCoords(x, y, z);
3529 p.x = UnScaleByZoom(p.x - vp->virtual_left, vp->zoom) + vp->left;
3530 p.y = UnScaleByZoom(p.y - vp->virtual_top, vp->zoom) + vp->top;
3531 return p;
3532 }
3533
3535 struct ViewportSSCSS {
3536 VpSorterChecker fct_checker;
3537 VpSpriteSorter fct_sorter;
3538 };
3539
3541 static ViewportSSCSS _vp_sprite_sorters[] = {
3542 #ifdef WITH_SSE
3543 { &ViewportSortParentSpritesSSE41Checker, &ViewportSortParentSpritesSSE41 },
3544 #endif
3545 { &ViewportSortParentSpritesChecker, &ViewportSortParentSprites }
3546 };
3547
3549 void InitializeSpriteSorter()
3550 {
3551 for (uint i = 0; i < lengthof(_vp_sprite_sorters); i++) {
3552 if (_vp_sprite_sorters[i].fct_checker()) {
3553 _vp_sprite_sorter = _vp_sprite_sorters[i].fct_sorter;
3554 break;
3555 }
3556 }
3557 assert(_vp_sprite_sorter != NULL);
3558 }