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Codechange: Add InverseRemapCoords2 function for remapping viewport coordinates to underlying tile coordinates (Patch by adf88, #6583)
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@ -89,6 +89,57 @@ extern const byte _slope_to_sprite_offset[32] = {
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*/
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static SnowLine *_snow_line = NULL;
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/**
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* Map 2D viewport or smallmap coordinate to 3D world or tile coordinate.
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* Function takes into account height of tiles and foundations.
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*
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* @param x X viewport 2D coordinate.
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* @param y Y viewport 2D coordinate.
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* @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map.
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* @return 3D world coordinate of point visible at the given screen coordinate (3D perspective).
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*
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* @note Inverse of #RemapCoords2 function. Smaller values may get rounded.
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* @see InverseRemapCoords
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*/
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Point InverseRemapCoords2(int x, int y, bool clamp_to_map)
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{
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/* Initial x/y world coordinate is like if the landscape
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* was completely flat on height 0. */
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Point pt = InverseRemapCoords(x, y);
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const uint min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
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const uint max_x = MapMaxX() * TILE_SIZE - 1;
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const uint max_y = MapMaxY() * TILE_SIZE - 1;
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if (clamp_to_map) {
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/* Bring the coordinates near to a valid range. At the top we allow a number
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* of extra tiles. This is mostly due to the tiles on the north side of
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* the map possibly being drawn higher due to the extra height levels. */
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int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
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pt.x = Clamp(pt.x, -extra_tiles * TILE_SIZE, max_x);
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pt.y = Clamp(pt.y, -extra_tiles * TILE_SIZE, max_y);
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}
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/* Now find the Z-world coordinate by fix point iteration.
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* This is a bit tricky because the tile height is non-continuous at foundations.
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* The clicked point should be approached from the back, otherwise there are regions that are not clickable.
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* (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
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* So give it a z-malus of 4 in the first iterations. */
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int z = 0;
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for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(pt.x + max(z, 4) - 4, min_coord, max_x), Clamp(pt.y + max(z, 4) - 4, min_coord, max_y)) / 2;
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for (int m = 3; m > 0; m--) z = GetSlopePixelZ(Clamp(pt.x + max(z, m) - m, min_coord, max_x), Clamp(pt.y + max(z, m) - m, min_coord, max_y)) / 2;
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for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(pt.x + z, min_coord, max_x), Clamp(pt.y + z, min_coord, max_y)) / 2;
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pt.x += z;
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pt.y += z;
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if (clamp_to_map) {
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pt.x = Clamp(pt.x, min_coord, max_x);
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pt.y = Clamp(pt.y, min_coord, max_y);
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}
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return pt;
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}
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/**
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* Applies a foundation to a slope.
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*
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@ -108,6 +108,7 @@ static inline Point RemapCoords2(int x, int y)
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* @param y Y coordinate of the 2D coordinate.
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* @return X and Y components of equivalent world or tile coordinate.
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* @note Inverse of #RemapCoords function. Smaller values may get rounded.
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* @see InverseRemapCoords2
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*/
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static inline Point InverseRemapCoords(int x, int y)
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{
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@ -115,6 +116,8 @@ static inline Point InverseRemapCoords(int x, int y)
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return pt;
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}
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Point InverseRemapCoords2(int x, int y, bool clamp_to_map = false);
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uint ApplyFoundationToSlope(Foundation f, Slope *s);
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/**
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* Applies a foundation to a slope.
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@ -923,8 +923,8 @@ void SmallMapWindow::DrawMapIndicators() const
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/* Find main viewport. */
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const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
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Point upper_left_smallmap_coord = TranslateXYToTileCoord(vp, vp->left, vp->top, false);
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Point lower_right_smallmap_coord = TranslateXYToTileCoord(vp, vp->left + vp->width - 1, vp->top + vp->height - 1, false);
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Point upper_left_smallmap_coord = InverseRemapCoords2(vp->virtual_left, vp->virtual_top);
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Point lower_right_smallmap_coord = InverseRemapCoords2(vp->virtual_left + vp->virtual_width - 1, vp->virtual_top + vp->virtual_height - 1);
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Point upper_left = this->RemapTile(upper_left_smallmap_coord.x / (int)TILE_SIZE, upper_left_smallmap_coord.y / (int)TILE_SIZE);
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upper_left.x -= this->subscroll;
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@ -1645,7 +1645,7 @@ void SmallMapWindow::SetNewScroll(int sx, int sy, int sub)
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void SmallMapWindow::SmallMapCenterOnCurrentPos()
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{
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const ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
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Point viewport_center = TranslateXYToTileCoord(vp, vp->left + vp->width / 2, vp->top + vp->height / 2);
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Point viewport_center = InverseRemapCoords2(vp->virtual_left + vp->virtual_width / 2, vp->virtual_top + vp->virtual_height / 2);
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int sub;
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const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_SM_MAP);
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@ -399,65 +399,27 @@ ViewPort *IsPtInWindowViewport(const Window *w, int x, int y)
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}
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/**
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* Translate screen coordinate in a viewport to a tile coordinate
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* Translate screen coordinate in a viewport to underlying tile coordinate.
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*
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* Returns exact point of the map that is visible in the given place
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* of the viewport (3D perspective), height of tiles and foundations matter.
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*
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* @param vp Viewport that contains the (\a x, \a y) screen coordinate
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* @param x Screen x coordinate
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* @param y Screen y coordinate
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* @param clamp_to_map Clamp the coordinate outside of the map to the closest tile within the map.
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* @return Tile coordinate
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* @param x Screen x coordinate, distance in pixels from the left edge of viewport frame
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* @param y Screen y coordinate, distance in pixels from the top edge of viewport frame
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* @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map
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* @return Tile coordinate or (-1, -1) if given x or y is not within viewport frame
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*/
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Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y, bool clamp_to_map)
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{
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Point pt;
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int a, b;
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int z;
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if ( (uint)(x -= vp->left) >= (uint)vp->width ||
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(uint)(y -= vp->top) >= (uint)vp->height) {
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Point pt = {-1, -1};
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return pt;
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if (!IsInsideBS(x, vp->left, vp->width) || !IsInsideBS(y, vp->top, vp->height)) {
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Point pt = { -1, -1 };
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return pt;
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}
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x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> (2 + ZOOM_LVL_SHIFT);
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y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> (1 + ZOOM_LVL_SHIFT);
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a = y - x;
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b = y + x;
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if (clamp_to_map) {
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/* Bring the coordinates near to a valid range. This is mostly due to the
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* tiles on the north side of the map possibly being drawn too high due to
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* the extra height levels. So at the top we allow a number of extra tiles.
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* This number is based on the tile height and pixels. */
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int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
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a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
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b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
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}
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/* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
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* Now find the Z-world coordinate by fix point iteration.
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* This is a bit tricky because the tile height is non-continuous at foundations.
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* The clicked point should be approached from the back, otherwise there are regions that are not clickable.
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* (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
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* So give it a z-malus of 4 in the first iterations.
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*/
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z = 0;
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int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
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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;
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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;
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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;
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if (clamp_to_map) {
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pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
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pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
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} else {
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pt.x = a + z;
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pt.y = b + z;
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}
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return pt;
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return InverseRemapCoords2(
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ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left,
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ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top, clamp_to_map);
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}
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/* When used for zooming, check area below current coordinates (x,y)
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